Compare commits
158 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
f4891f4738 | ||
|
|
37f32d3317 | ||
|
|
e97251d5a8 | ||
|
|
76a5f6901f | ||
|
|
bad43e8fa9 | ||
|
|
5dd77ef08f | ||
|
|
c45d2a2872 | ||
|
|
1c2408dd9b | ||
|
|
f5f2951d26 | ||
|
|
6d99e40fe4 | ||
|
|
e57d91a751 | ||
|
|
1044f40110 | ||
|
|
80047eb4db | ||
|
|
b4068f2a74 | ||
|
|
456167bd94 | ||
|
|
8b50aa40c4 | ||
|
|
0a620e92a7 | ||
|
|
b0cf1f7ef3 | ||
|
|
011b9492a0 | ||
|
|
f9fb59fb06 | ||
|
|
e06229c5ac | ||
|
|
e414b02030 | ||
|
|
ca550545bc | ||
|
|
52141c442f | ||
|
|
6b3ff59c8a | ||
|
|
0fca48b627 | ||
|
|
b42a5433c5 | ||
|
|
8a873f26de | ||
|
|
c5c1e519ba | ||
|
|
62ae9371c0 | ||
|
|
4ace1c6370 | ||
|
|
f43fe6d6c1 | ||
|
|
8e1ea88940 | ||
|
|
f3cbec70ca | ||
|
|
d93e1ae580 | ||
|
|
57e47111e1 | ||
|
|
2d8e99339b | ||
|
|
ec6740c8da | ||
|
|
cbc9866c8c | ||
|
|
b064fe1440 | ||
|
|
c43dfa88a2 | ||
|
|
847a201597 | ||
|
|
ca19d525c4 | ||
|
|
f5a0b5ec1a | ||
|
|
368c44c22f | ||
|
|
8de3e28994 | ||
|
|
37902a1f1c | ||
|
|
b46139d723 | ||
|
|
5a5a5e62ac | ||
|
|
5acbfea5e0 | ||
|
|
b3ffc990ad | ||
|
|
ab54a144e9 | ||
|
|
6f4bcbf933 | ||
|
|
43904a800d | ||
|
|
45f8144a2e | ||
|
|
bea50d3821 | ||
|
|
d6c2ec85f7 | ||
|
|
4e2215151f | ||
|
|
594b0b5d6a | ||
|
|
ba2a205c7e | ||
|
|
c35b9b8076 | ||
|
|
359d46c6f3 | ||
|
|
c7e9ff7b6f | ||
|
|
847ec1813e | ||
|
|
ab0a47a837 | ||
|
|
b9c900490e | ||
|
|
36df5cb79e | ||
|
|
de350ea2c7 | ||
|
|
e401fa38a4 | ||
|
|
f1f610079d | ||
|
|
aa0c140123 | ||
|
|
5fce09c66e | ||
|
|
a0e7dccc9c | ||
|
|
0292285e78 | ||
|
|
a8571592bb | ||
|
|
067293717d | ||
|
|
467a64023c | ||
|
|
1f193780f4 | ||
|
|
502cdf0b55 | ||
|
|
dc9d7d1b87 | ||
|
|
757188b270 | ||
|
|
b07acb3ce1 | ||
|
|
f8fdb541f7 | ||
|
|
65146f9a11 | ||
|
|
9964d84ed9 | ||
|
|
c3e2bcf2e7 | ||
|
|
a394084f37 | ||
|
|
71e844c6fb | ||
|
|
93645aeeb7 | ||
|
|
151930de6d | ||
|
|
264d13f827 | ||
|
|
233acfa6f5 | ||
|
|
20425fde14 | ||
|
|
c4a54ec103 | ||
|
|
222e3436b3 | ||
|
|
defa3a5887 | ||
|
|
1bf2e8d818 | ||
|
|
9e84fc3167 | ||
|
|
bf0142d8c4 | ||
|
|
1838a8ee12 | ||
|
|
7d707a431f | ||
|
|
9cadf06c92 | ||
|
|
9db19fafe7 | ||
|
|
3249d042d1 | ||
|
|
f994d2929f | ||
|
|
3892416993 | ||
|
|
39834f21db | ||
|
|
b45afe1f4c | ||
|
|
cc4c18211b | ||
|
|
841ea4f78e | ||
|
|
056f56db95 | ||
|
|
e2ae2e4f71 | ||
|
|
1a00264902 | ||
|
|
666c68edb1 | ||
|
|
bfeb8ccc38 | ||
|
|
d207c3261f | ||
|
|
4d35c8a128 | ||
|
|
42dcb9989d | ||
|
|
974b37a4cd | ||
|
|
f2d97503d0 | ||
|
|
988e8c1eaa | ||
|
|
c59daa5bbb | ||
|
|
93a784d0e8 | ||
|
|
061caaa092 | ||
|
|
67efdfa259 | ||
|
|
819c975027 | ||
|
|
3e8e9d2dd7 | ||
|
|
62585a32b3 | ||
|
|
a906ce0cd9 | ||
|
|
017fbeb4e9 | ||
|
|
8b235a9915 | ||
|
|
1b6c0c7717 | ||
|
|
1fb0946b86 | ||
|
|
31cdbe55bf | ||
|
|
f70a59c604 | ||
|
|
7209d71eeb | ||
|
|
ad13e75d55 | ||
|
|
0ec00cdd17 | ||
|
|
911546375b | ||
|
|
667d8441a4 | ||
|
|
da2821f220 | ||
|
|
f50f935232 | ||
|
|
4cf72fc161 | ||
|
|
27eca86547 | ||
|
|
c54b1dcb6a | ||
|
|
2d214524df | ||
|
|
7b608bfaa4 | ||
|
|
b47392db8b | ||
|
|
da729c3ffd | ||
|
|
c096c5858e | ||
|
|
0b9564abd5 | ||
|
|
6e17f88c09 | ||
|
|
fa422c48ca | ||
|
|
62eb81e0ba | ||
|
|
10afe1c896 | ||
|
|
022b21f710 | ||
|
|
95f9fae05a | ||
|
|
a24dfedb68 |
2
.github/workflows/deployment.yml
vendored
@@ -73,7 +73,7 @@ jobs:
|
|||||||
cd ../MindustryBuilds
|
cd ../MindustryBuilds
|
||||||
echo "Updating version to ${RELEASE_VERSION:1}"
|
echo "Updating version to ${RELEASE_VERSION:1}"
|
||||||
BNUM=$(($GITHUB_RUN_NUMBER + 1000))
|
BNUM=$(($GITHUB_RUN_NUMBER + 1000))
|
||||||
echo versionName=7-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${BNUM} > version_fdroid.txt
|
echo versionName=8-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${BNUM} > version_fdroid.txt
|
||||||
git add .
|
git add .
|
||||||
git commit -m "Updating to build ${RELEASE_VERSION:1}"
|
git commit -m "Updating to build ${RELEASE_VERSION:1}"
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
# 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.*
|
||||||
|
|
||||||
|
|||||||
BIN
core/assets-raw/sprites/blocks/logic/tile-logic-display-back.png
Normal file
|
After Width: | Height: | Size: 121 B |
BIN
core/assets-raw/sprites/blocks/logic/tile-logic-display.png
Normal file
|
After Width: | Height: | Size: 241 B |
|
After Width: | Height: | Size: 394 B |
|
After Width: | Height: | Size: 331 B |
|
After Width: | Height: | Size: 446 B |
|
After Width: | Height: | Size: 402 B |
|
After Width: | Height: | Size: 339 B |
|
After Width: | Height: | Size: 322 B |
|
After Width: | Height: | Size: 335 B |
|
After Width: | Height: | Size: 352 B |
|
After Width: | Height: | Size: 378 B |
|
After Width: | Height: | Size: 452 B |
|
After Width: | Height: | Size: 341 B |
|
After Width: | Height: | Size: 366 B |
|
After Width: | Height: | Size: 350 B |
|
After Width: | Height: | Size: 376 B |
|
After Width: | Height: | Size: 350 B |
|
After Width: | Height: | Size: 415 B |
|
After Width: | Height: | Size: 427 B |
|
After Width: | Height: | Size: 352 B |
|
After Width: | Height: | Size: 331 B |
|
After Width: | Height: | Size: 390 B |
|
After Width: | Height: | Size: 411 B |
|
After Width: | Height: | Size: 392 B |
|
After Width: | Height: | Size: 419 B |
|
After Width: | Height: | Size: 407 B |
|
After Width: | Height: | Size: 370 B |
|
After Width: | Height: | Size: 357 B |
|
After Width: | Height: | Size: 383 B |
|
After Width: | Height: | Size: 401 B |
|
After Width: | Height: | Size: 363 B |
|
After Width: | Height: | Size: 407 B |
|
After Width: | Height: | Size: 407 B |
|
After Width: | Height: | Size: 340 B |
|
After Width: | Height: | Size: 405 B |
|
After Width: | Height: | Size: 466 B |
|
After Width: | Height: | Size: 431 B |
|
After Width: | Height: | Size: 402 B |
|
After Width: | Height: | Size: 394 B |
|
After Width: | Height: | Size: 365 B |
|
After Width: | Height: | Size: 375 B |
|
After Width: | Height: | Size: 378 B |
|
After Width: | Height: | Size: 385 B |
|
After Width: | Height: | Size: 424 B |
|
After Width: | Height: | Size: 372 B |
|
After Width: | Height: | Size: 361 B |
|
After Width: | Height: | Size: 344 B |
|
After Width: | Height: | Size: 353 B |
|
After Width: | Height: | Size: 396 B |
|
Before Width: | Height: | Size: 672 B After Width: | Height: | Size: 640 B |
@@ -378,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Open Link
|
openlink = Open Link
|
||||||
copylink = Copy Link
|
copylink = Copy Link
|
||||||
back = Back
|
back = Back
|
||||||
@@ -523,6 +525,7 @@ details = Details...
|
|||||||
edit = Edit
|
edit = Edit
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
@@ -827,6 +830,11 @@ 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 +880,7 @@ 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 +1114,7 @@ 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
|
||||||
@@ -1351,6 +1360,8 @@ keybind.pick.name = Pick Block
|
|||||||
keybind.break_block.name = Break Block
|
keybind.break_block.name = Break Block
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deselect
|
keybind.deselect.name = Deselect
|
||||||
keybind.pickupCargo.name = Pickup Cargo
|
keybind.pickupCargo.name = Pickup Cargo
|
||||||
keybind.dropCargo.name = Drop Cargo
|
keybind.dropCargo.name = Drop Cargo
|
||||||
@@ -1432,7 +1443,7 @@ 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 +1988,7 @@ 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 +2288,7 @@ 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 +2556,9 @@ 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.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Абнауляецца...
|
|||||||
be.ignore = Ігнараваць
|
be.ignore = Ігнараваць
|
||||||
be.noupdates = Абнаўленні не знойдзены.
|
be.noupdates = Абнаўленні не знойдзены.
|
||||||
be.check = Праверыць абнаўленні
|
be.check = Праверыць абнаўленні
|
||||||
|
|
||||||
mods.browser = Браўзер Мадыфікацый
|
mods.browser = Браўзер Мадыфікацый
|
||||||
mods.browser.selected = Выбраная Мадыфікацы
|
mods.browser.selected = Выбраная Мадыфікацы
|
||||||
mods.browser.add = Усталяваць
|
mods.browser.add = Усталяваць
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Пераназваць Тэг
|
|||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Выдаліць гэты тэг цалкам?
|
schematic.tagdelconfirm = Выдаліць гэты тэг цалкам?
|
||||||
schematic.tagexists = Такі тэг ужо ёсць.
|
schematic.tagexists = Такі тэг ужо ёсць.
|
||||||
|
|
||||||
stats = Вынікі
|
stats = Вынікі
|
||||||
stats.wave = Хваляў Пераможана
|
stats.wave = Хваляў Пераможана
|
||||||
stats.unitsCreated = Адзінкаў Створана
|
stats.unitsCreated = Адзінкаў Створана
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Выгрузка файла прадпрагляду
|
|||||||
committingchanges = Унясенне змяненняў
|
committingchanges = Унясенне змяненняў
|
||||||
done = Гатова
|
done = Гатова
|
||||||
feature.unsupported = Ваша прылада не падтрымлівае гэтую магчымасць.
|
feature.unsupported = Ваша прылада не падтрымлівае гэтую магчымасць.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Папярэдні асобнік Mindustry не атрымалася ініцыялізаваць. Гэта напэўна выклікана тым, што моды не працуюць належным чынам.\n\nКаб прадухіліць цыкл збояў, [red]усе моды былі адключаныя.[]
|
mods.initfailed = [red]⚠[] Папярэдні асобнік Mindustry не атрымалася ініцыялізаваць. Гэта напэўна выклікана тым, што моды не працуюць належным чынам.\n\nКаб прадухіліць цыкл збояў, [red]усе моды былі адключаныя.[]
|
||||||
mods = Мадыфікацыі
|
mods = Мадыфікацыі
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Выкл.
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Змест:
|
mod.content = Змест:
|
||||||
mod.delete.error = Немагчыма выдаліць мадыфікацыю. Магчыма, файл выкарыстоўваецца.
|
mod.delete.error = Немагчыма выдаліць мадыфікацыю. Магчыма, файл выкарыстоўваецца.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Застарэлая Версія Гульні
|
mod.incompatiblegame = [red]Застарэлая Версія Гульні
|
||||||
mod.incompatiblemod = [red]Несумяшчальна
|
mod.incompatiblemod = [red]Несумяшчальна
|
||||||
mod.blacklisted = [red]Не Падтрымліваецца
|
mod.blacklisted = [red]Не Падтрымліваецца
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Залежнасці Не Вырашаны
|
|||||||
mod.erroredcontent = [scarlet]Памылкі Змесціва
|
mod.erroredcontent = [scarlet]Памылкі Змесціва
|
||||||
mod.circulardependencies = [red]Кругавыя Залежнасці
|
mod.circulardependencies = [red]Кругавыя Залежнасці
|
||||||
mod.incompletedependencies = [red]Няпоўныя Залежнасці
|
mod.incompletedependencies = [red]Няпоўныя Залежнасці
|
||||||
|
|
||||||
mod.requiresversion.details = Патрабуецца версія гульні: [accent]{0}[]\nВаша гульня застарэлая. Гэьая мадыфікацыя патрабуе навейшую версію гульні (магчыма beta/alpha рэлізы) как функцыянаваць.
|
mod.requiresversion.details = Патрабуецца версія гульні: [accent]{0}[]\nВаша гульня застарэлая. Гэьая мадыфікацыя патрабуе навейшую версію гульні (магчыма beta/alpha рэлізы) как функцыянаваць.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Гэта мадыфікацыя была ўручную дададзена ў чорны спіс для выклікаючых другія памылкі з гэтай версіяй гульні. Не выкарыстоўвайце гэта.
|
mod.blacklisted.details = Гэта мадыфікацыя была ўручную дададзена ў чорны спіс для выклікаючых другія памылкі з гэтай версіяй гульні. Не выкарыстоўвайце гэта.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = Гэта мадыфікацыя мае пра
|
|||||||
mod.erroredcontent.details = Гэта гульня выклікала памылкі калі запускалася. Спытайце аўтара мадыфікацыі як гэта папрвіць.
|
mod.erroredcontent.details = Гэта гульня выклікала памылкі калі запускалася. Спытайце аўтара мадыфікацыі як гэта папрвіць.
|
||||||
mod.circulardependencies.details = Гэтая мадыфікацыя мае залежнасці якія залежаць ад другіх.
|
mod.circulardependencies.details = Гэтая мадыфікацыя мае залежнасці якія залежаць ад другіх.
|
||||||
mod.incompletedependencies.details = Гэтая мадыфікацыя не можа быць загружаная з-за несапраўдных або прапушчаных залежнасцей: {0}.
|
mod.incompletedependencies.details = Гэтая мадыфікацыя не можа быць загружаная з-за несапраўдных або прапушчаных залежнасцей: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Патрабуецца версія гульні: [red]{0}
|
mod.requiresversion = Патрабуецца версія гульні: [red]{0}
|
||||||
|
|
||||||
mod.errors = Памылкі былі выкліканыя загружаным змесцівам.
|
mod.errors = Памылкі былі выкліканыя загружаным змесцівам.
|
||||||
mod.noerrorplay = [scarlet]У Вас ёсць мадыфікацыі з памылкамі.[] Выключыце праблемныя мадыфікацыі або выпраўце памылкі перад гульнёй.
|
mod.noerrorplay = [scarlet]У Вас ёсць мадыфікацыі з памылкамі.[] Выключыце праблемныя мадыфікацыі або выпраўце памылкі перад гульнёй.
|
||||||
mod.enable = Укл.
|
mod.enable = Укл.
|
||||||
@@ -176,6 +183,7 @@ mod.missing = Гэта захаванне ўтрымлівае мадыфіка
|
|||||||
mod.preview.missing = Перад публікацыяй гэтай мадыфікацыі ў майстэрні, вы павінны дадаць малюнак прадпрагляду.\nРазмесціце малюнак з імем[accent] preview.png[] у тэчцы мадыфікацыі і паспрабуйце зноў.
|
mod.preview.missing = Перад публікацыяй гэтай мадыфікацыі ў майстэрні, вы павінны дадаць малюнак прадпрагляду.\nРазмесціце малюнак з імем[accent] preview.png[] у тэчцы мадыфікацыі і паспрабуйце зноў.
|
||||||
mod.folder.missing = Мадыфікацыі могуць быць апублікаваныя ў майстэрні толькі ў выглядзе тэчкі.\nКаб канвертаваць любы мод у тэчку, проста выміце яго з архіва і выдаліце стары архіў .zip, затым перазапусціце гульню ці перазагрузіце мадыфікацыі.
|
mod.folder.missing = Мадыфікацыі могуць быць апублікаваныя ў майстэрні толькі ў выглядзе тэчкі.\nКаб канвертаваць любы мод у тэчку, проста выміце яго з архіва і выдаліце стары архіў .zip, затым перазапусціце гульню ці перазагрузіце мадыфікацыі.
|
||||||
mod.scripts.disable = Ваша прылада не падтрымлівае мадыфікацыі з скріптамі. Выключайце такіе мады, как гуляць.
|
mod.scripts.disable = Ваша прылада не падтрымлівае мадыфікацыі з скріптамі. Выключайце такіе мады, как гуляць.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -185,6 +193,7 @@ mod.dependencies.status = Import Results
|
|||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = Successfully downloaded:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = Failed to download:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = This mod requires dependencies. Download?
|
||||||
|
|
||||||
about.button = Аб гульні
|
about.button = Аб гульні
|
||||||
name = Імя:
|
name = Імя:
|
||||||
noname = Для пачатку, прыдумайце[accent] сабе iмя[].
|
noname = Для пачатку, прыдумайце[accent] сабе iмя[].
|
||||||
@@ -251,12 +260,13 @@ servers.local = Лакальныя серверы
|
|||||||
servers.local.steam = Адкрытыя Гульні і Лакальныя Серверы
|
servers.local.steam = Адкрытыя Гульні і Лакальныя Серверы
|
||||||
servers.remote = Выдаленыя серверы
|
servers.remote = Выдаленыя серверы
|
||||||
servers.global = Глабальныя серверы
|
servers.global = Глабальныя серверы
|
||||||
|
|
||||||
servers.disclaimer = Супольныя Серверы [accent]не[] звязаны або не кантралююцца распрацоўшчыкам.\n\nГэтыя серверы могуць утрымліваць згенераваны карыстальнікамі кантэнт які можа падыйсці не да усіх узростаў.
|
servers.disclaimer = Супольныя Серверы [accent]не[] звязаны або не кантралююцца распрацоўшчыкам.\n\nГэтыя серверы могуць утрымліваць згенераваны карыстальнікамі кантэнт які можа падыйсці не да усіх узростаў.
|
||||||
servers.showhidden = Паказаць Схаваныя Серверы
|
servers.showhidden = Паказаць Схаваныя Серверы
|
||||||
server.shown = Бачныя
|
server.shown = Бачныя
|
||||||
server.hidden = Схаваныя
|
server.hidden = Схаваныя
|
||||||
viewplayer = Прагляд Гульца: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Прагляд Гульца: [accent]{0}
|
||||||
trace = Адсочваць гульца
|
trace = Адсочваць гульца
|
||||||
trace.playername = Iмя гульца: [accent]{0}
|
trace.playername = Iмя гульца: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -269,11 +279,13 @@ trace.times.kicked = Разоў Выгнана: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Недапушчальны ID кліента! Адпраўце справаздачу пра памылку.
|
invalidid = Недапушчальны ID кліента! Адпраўце справаздачу пра памылку.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Блакаваннi
|
server.bans = Блакаваннi
|
||||||
server.bans.none = Заблакаваных гульцоў няма!
|
server.bans.none = Заблакаваных гульцоў няма!
|
||||||
server.admins = Адміністратары
|
server.admins = Адміністратары
|
||||||
@@ -366,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = адкрыць спасылку
|
openlink = адкрыць спасылку
|
||||||
copylink = скапіяваць спасылку
|
copylink = скапіяваць спасылку
|
||||||
back = Назад
|
back = Назад
|
||||||
@@ -429,11 +443,11 @@ publishing = [accent]Адпраўка...
|
|||||||
publish.confirm = Вы ўпэўненыя, што хочаце апублікаваць гэты прадмет?\n\n[lightgray]Пераканайцеся, што вы згодныя з EULA Майстэрні, інакш вашыя прадметы не будуць адлюстроўвацца!
|
publish.confirm = Вы ўпэўненыя, што хочаце апублікаваць гэты прадмет?\n\n[lightgray]Пераканайцеся, што вы згодныя з EULA Майстэрні, інакш вашыя прадметы не будуць адлюстроўвацца!
|
||||||
publish.error = Памылка адпраўкі прадмета: {0}
|
publish.error = Памылка адпраўкі прадмета: {0}
|
||||||
steam.error = Немагчыма ініцыялізаваць паслугі Steam.\nПамылка: {0}
|
steam.error = Немагчыма ініцыялізаваць паслугі Steam.\nПамылка: {0}
|
||||||
|
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектар:
|
editor.sector = Сектар:
|
||||||
editor.seed = Зерне:
|
editor.seed = Зерне:
|
||||||
editor.cliffs = Сцены К Скалам
|
editor.cliffs = Сцены К Скалам
|
||||||
|
|
||||||
editor.brush = Пэндаль
|
editor.brush = Пэндаль
|
||||||
editor.openin = Адкрыць у рэдактары
|
editor.openin = Адкрыць у рэдактары
|
||||||
editor.oregen = Генерацыя руд
|
editor.oregen = Генерацыя руд
|
||||||
@@ -500,17 +514,20 @@ waves.filter = Фільтраваць Юнітав
|
|||||||
waves.units.hide = Схаваць Усё
|
waves.units.hide = Схаваць Усё
|
||||||
waves.units.show = Паказаць Усё
|
waves.units.show = Паказаць Усё
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = колькацсь адзінак
|
wavemode.counts = колькацсь адзінак
|
||||||
wavemode.totals = усяго здароўя
|
wavemode.totals = усяго здароўя
|
||||||
wavemode.health = здароўе
|
wavemode.health = здароўе
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Па змаўчанні>
|
editor.default = [lightgray]<Па змаўчанні>
|
||||||
details = Падрабязнасці...
|
details = Падрабязнасці...
|
||||||
edit = Рэдагаваць...
|
edit = Рэдагаваць...
|
||||||
variables = Пераменныя
|
variables = Пераменныя
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Назва:
|
editor.name = Назва:
|
||||||
editor.spawn = Стварыць баявую адзінку
|
editor.spawn = Стварыць баявую адзінку
|
||||||
editor.removeunit = Выдаліць баявую адзінку
|
editor.removeunit = Выдаліць баявую адзінку
|
||||||
@@ -577,10 +594,12 @@ toolmode.fillerase = Сцерці заліўку
|
|||||||
toolmode.fillerase.description = Сцерці ўсе блокі аднаго тыпу.
|
toolmode.fillerase.description = Сцерці ўсе блокі аднаго тыпу.
|
||||||
toolmode.drawteams = Змяніць каманду блока
|
toolmode.drawteams = Змяніць каманду блока
|
||||||
toolmode.drawteams.description = Змяняе прыналежнасць \nблокаў да каманды.
|
toolmode.drawteams.description = Змяняе прыналежнасць \nблокаў да каманды.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Пад вадкасцямі
|
toolmode.underliquid = Пад вадкасцямі
|
||||||
toolmode.underliquid.description = Малюе паверхні пад вадзяныя блокі.
|
toolmode.underliquid.description = Малюе паверхні пад вадзяныя блокі.
|
||||||
|
|
||||||
filters.empty = [lightgray]Няма фільтраў! Дадайце адзін пры дапамозе кнопкі ніжэй.
|
filters.empty = [lightgray]Няма фільтраў! Дадайце адзін пры дапамозе кнопкі ніжэй.
|
||||||
|
|
||||||
filter.distort = Скажэнне
|
filter.distort = Скажэнне
|
||||||
filter.noise = Шум
|
filter.noise = Шум
|
||||||
filter.enemyspawn = Выбар Варожай Кропкі Зяўлення
|
filter.enemyspawn = Выбар Варожай Кропкі Зяўлення
|
||||||
@@ -598,6 +617,7 @@ filter.option.ignore = Ігнараваць
|
|||||||
filter.scatter = Сеяцель
|
filter.scatter = Сеяцель
|
||||||
filter.terrain = Ландшафт
|
filter.terrain = Ландшафт
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Маштаб фільтра
|
filter.option.scale = Маштаб фільтра
|
||||||
filter.option.chance = Шанец
|
filter.option.chance = Шанец
|
||||||
filter.option.mag = Сіла прымянення
|
filter.option.mag = Сіла прымянення
|
||||||
@@ -622,6 +642,7 @@ filter.option.radius = Радыус
|
|||||||
filter.option.percentile = Процентль
|
filter.option.percentile = Процентль
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -674,6 +695,7 @@ launch.text = Запуск
|
|||||||
map.multiplayer = Толькі хасты могуць праглядаць сектары.
|
map.multiplayer = Толькі хасты могуць праглядаць сектары.
|
||||||
uncover = Раскрыць
|
uncover = Раскрыць
|
||||||
configure = Канфігурацыя выгрузкі
|
configure = Канфігурацыя выгрузкі
|
||||||
|
|
||||||
objective.research.name = Даследаваць
|
objective.research.name = Даследаваць
|
||||||
objective.produce.name = Атрымаць
|
objective.produce.name = Атрымаць
|
||||||
objective.item.name = Атрымаць Прадмет
|
objective.item.name = Атрымаць Прадмет
|
||||||
@@ -687,6 +709,7 @@ objective.destroyblocks.name = Знішчыць Блокі
|
|||||||
objective.destroycore.name = Знішчыць Ядро
|
objective.destroycore.name = Знішчыць Ядро
|
||||||
objective.commandmode.name = Рэжым Загадаў
|
objective.commandmode.name = Рэжым Загадаў
|
||||||
objective.flag.name = Сцяг
|
objective.flag.name = Сцяг
|
||||||
|
|
||||||
marker.shapetext.name = Форма Тэксту
|
marker.shapetext.name = Форма Тэксту
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Форма
|
marker.shape.name = Форма
|
||||||
@@ -694,8 +717,10 @@ marker.text.name = Тэкст
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Задні Фон
|
marker.background = Задні Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
|
|
||||||
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Атрымаць:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Атрымаць:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Знішчыць:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Знішчыць:\n[]{0}[lightgray]{1}
|
||||||
@@ -711,7 +736,9 @@ objective.enemyairunits = [accent]Вытворчасць варожых паве
|
|||||||
objective.destroycore = [accent]Знішчыць Варожае Ядро
|
objective.destroycore = [accent]Знішчыць Варожае Ядро
|
||||||
objective.command = [accent]Кантраляваць Адзінкі
|
objective.command = [accent]Кантраляваць Адзінкі
|
||||||
objective.nuclearlaunch = [accent]⚠ Ядзерны запуск выяўлены: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Ядзерны запуск выяўлены: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ ЯДЗЕРНЫ УДАР НЕПАЗБЕЖНЫ ⚠
|
announce.nuclearstrike = [red]⚠ ЯДЗЕРНЫ УДАР НЕПАЗБЕЖНЫ ⚠
|
||||||
|
|
||||||
loadout = Выгрузіць
|
loadout = Выгрузіць
|
||||||
resources = Рэсурсы
|
resources = Рэсурсы
|
||||||
resources.max = Максімум Рэсурсаў
|
resources.max = Максімум Рэсурсаў
|
||||||
@@ -749,11 +776,12 @@ weather.snowing.name = Снег
|
|||||||
weather.sandstorm.name = Пясчаная бура
|
weather.sandstorm.name = Пясчаная бура
|
||||||
weather.sporestorm.name = Спаравая бура
|
weather.sporestorm.name = Спаравая бура
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Час Гульні На Сектары: {0}
|
campaign.playtime = \uf129 [lightgray]Час Гульні На Сектары: {0}
|
||||||
campaign.complete = [accent]Віншую.\n\nВорагі ў {0} былі пераможаны.\n[lightgray]Фінальны сектар захоплены.
|
campaign.complete = [accent]Віншую.\n\nВорагі ў {0} былі пераможаны.\n[lightgray]Фінальны сектар захоплены.
|
||||||
|
|
||||||
sectorlist = Сектары
|
sectorlist = Сектары
|
||||||
sectorlist.attacked = {0} пад атакай
|
sectorlist.attacked = {0} пад атакай
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Не Разведана
|
sectors.unexplored = [lightgray]Не Разведана
|
||||||
sectors.resources = Рэсурсы:
|
sectors.resources = Рэсурсы:
|
||||||
sectors.production = Вытворчасць:
|
sectors.production = Вытворчасць:
|
||||||
@@ -789,23 +817,31 @@ sector.changeicon = Змяніць Іконку
|
|||||||
sector.noswitch.title = Немагчыма Пераключыцца на Сектар
|
sector.noswitch.title = Немагчыма Пераключыцца на Сектар
|
||||||
sector.noswitch = Вы не можаце пераключацца на сектары калі гэты сектар атакуецца.\n\nСектар: [accent]{0}[] у [accent]{1}[]
|
sector.noswitch = Вы не можаце пераключацца на сектары калі гэты сектар атакуецца.\n\nСектар: [accent]{0}[] у [accent]{1}[]
|
||||||
sector.view = Праглядзець Сектар
|
sector.view = Праглядзець Сектар
|
||||||
|
|
||||||
threat.low = Нізкая
|
threat.low = Нізкая
|
||||||
threat.medium = Сярэдняя
|
threat.medium = Сярэдняя
|
||||||
threat.high = Высокая
|
threat.high = Высокая
|
||||||
threat.extreme = Экстрымальная
|
threat.extreme = Экстрымальная
|
||||||
threat.eradication = Вынішчэнне
|
threat.eradication = Вынішчэнне
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Эрэкір
|
planet.erekir.name = Эрэкір
|
||||||
planet.sun.name = Сонца
|
planet.sun.name = Сонца
|
||||||
sector.impact0078.name = Аварыя 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Аварыя 0078
|
||||||
sector.groundZero.name = Пачатковая Кропка
|
sector.groundZero.name = Пачатковая Кропка
|
||||||
sector.craters.name = Кратары
|
sector.craters.name = Кратары
|
||||||
sector.frozenForest.name = Ледзяны Лес
|
sector.frozenForest.name = Ледзяны Лес
|
||||||
@@ -854,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -864,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = Пачатак
|
sector.onset.name = Пачатак
|
||||||
sector.aegis.name = Ахова
|
sector.aegis.name = Ахова
|
||||||
sector.lake.name = Рака
|
sector.lake.name = Рака
|
||||||
@@ -881,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -899,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Гарыць
|
status.burning.name = Гарыць
|
||||||
status.freezing.name = Замярзае
|
status.freezing.name = Замярзае
|
||||||
status.wet.name = Намакае
|
status.wet.name = Намакае
|
||||||
@@ -946,9 +986,9 @@ unit.nobuild = [scarlet]Адзінка не можа быць пабудаван
|
|||||||
lastaccessed = [lightgray]Апошні Доступ: {0}
|
lastaccessed = [lightgray]Апошні Доступ: {0}
|
||||||
lastcommanded = [lightgray]Арошні Загад: {0}
|
lastcommanded = [lightgray]Арошні Загад: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <заладуйце мапу каб паказаць>
|
stat.showinmap = <заладуйце мапу каб паказаць>
|
||||||
stat.description = Прызначэнне
|
stat.description = Прызначэнне
|
||||||
|
|
||||||
stat.input = Уваход
|
stat.input = Уваход
|
||||||
stat.output = Выхад
|
stat.output = Выхад
|
||||||
stat.maxefficiency = Максімальная Эфектыўнасць
|
stat.maxefficiency = Максімальная Эфектыўнасць
|
||||||
@@ -1059,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1072,8 +1113,9 @@ 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.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
|
||||||
|
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
||||||
bar.drilltierreq = Патрабуецца свідар лепей
|
bar.drilltierreq = Патрабуецца свідар лепей
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Не Хапае Рэсурсаў
|
bar.noresources = Не Хапае Рэсурсаў
|
||||||
@@ -1271,11 +1313,13 @@ keybind.command_mode.name = Рэжым Загадаў
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1287,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Перабудаваць Рэгіён
|
keybind.rebuild_select.name = Перабудаваць Рэгіён
|
||||||
keybind.schematic_select.name = Абраць Вобласць
|
keybind.schematic_select.name = Абраць Вобласць
|
||||||
keybind.schematic_menu.name = Меню Схем
|
keybind.schematic_menu.name = Меню Схем
|
||||||
@@ -1315,6 +1360,8 @@ keybind.pick.name = Абраць Блок
|
|||||||
keybind.break_block.name = Разбурыць Блок
|
keybind.break_block.name = Разбурыць Блок
|
||||||
keybind.select_all_units.name = Выбраць Ўсе Адзінкі
|
keybind.select_all_units.name = Выбраць Ўсе Адзінкі
|
||||||
keybind.select_all_unit_factories.name = Выбраць Усе Адзінкавыя Заводы
|
keybind.select_all_unit_factories.name = Выбраць Усе Адзінкавыя Заводы
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Зняць Вылучэнне
|
keybind.deselect.name = Зняць Вылучэнне
|
||||||
keybind.pickupCargo.name = Узяць Груз
|
keybind.pickupCargo.name = Узяць Груз
|
||||||
keybind.dropCargo.name = Бросіць Груз
|
keybind.dropCargo.name = Бросіць Груз
|
||||||
@@ -1351,9 +1398,9 @@ mode.pvp.description = Змагайцеся супраць іншых гульц
|
|||||||
mode.attack.name = Атака
|
mode.attack.name = Атака
|
||||||
mode.attack.description = Знішчыце варожую базу. \n[gray]Для гульні патрабуецца чырвонае ядро на карце.
|
mode.attack.description = Знішчыце варожую базу. \n[gray]Для гульні патрабуецца чырвонае ядро на карце.
|
||||||
mode.custom = Карыстальніцкія правілы
|
mode.custom = Карыстальніцкія правілы
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Схаваць Забароненыя Блокі
|
rules.hidebannedblocks = Схаваць Забароненыя Блокі
|
||||||
|
|
||||||
rules.infiniteresources = Бясконцыя рэсурсы (Гулец)
|
rules.infiniteresources = Бясконцыя рэсурсы (Гулец)
|
||||||
rules.onlydepositcore = Дазволіць Толькі Дэплананне Ядра
|
rules.onlydepositcore = Дазволіць Толькі Дэплананне Ядра
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1433,6 +1480,7 @@ rules.weather = Надвор'е
|
|||||||
rules.weather.frequency = Частата:
|
rules.weather.frequency = Частата:
|
||||||
rules.weather.always = Заўсёды
|
rules.weather.always = Заўсёды
|
||||||
rules.weather.duration = Працягласць:
|
rules.weather.duration = Працягласць:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1444,6 +1492,7 @@ content.block.name = Блокі
|
|||||||
content.status.name = Эфекты Стану
|
content.status.name = Эфекты Стану
|
||||||
content.sector.name = Сектары
|
content.sector.name = Сектары
|
||||||
content.team.name = Фракцыі
|
content.team.name = Фракцыі
|
||||||
|
|
||||||
wallore = (Сцяна)
|
wallore = (Сцяна)
|
||||||
|
|
||||||
item.copper.name = Медзь
|
item.copper.name = Медзь
|
||||||
@@ -1468,6 +1517,7 @@ item.tungsten.name = Вальфрам
|
|||||||
item.oxide.name = Аксід
|
item.oxide.name = Аксід
|
||||||
item.carbide.name = Карбід
|
item.carbide.name = Карбід
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Вада
|
liquid.water.name = Вада
|
||||||
liquid.slag.name = Шлак
|
liquid.slag.name = Шлак
|
||||||
liquid.oil.name = Нафта
|
liquid.oil.name = Нафта
|
||||||
@@ -1518,6 +1568,7 @@ unit.scepter.name = Скіпетр
|
|||||||
unit.reign.name = Улада
|
unit.reign.name = Улада
|
||||||
unit.vela.name = Ветразь
|
unit.vela.name = Ветразь
|
||||||
unit.corvus.name = Корвус
|
unit.corvus.name = Корвус
|
||||||
|
|
||||||
unit.stell.name = База
|
unit.stell.name = База
|
||||||
unit.locus.name = Ачаг
|
unit.locus.name = Ачаг
|
||||||
unit.precept.name = Прадпісанне
|
unit.precept.name = Прадпісанне
|
||||||
@@ -1540,6 +1591,7 @@ unit.manifold.name = Грузавы Дрон
|
|||||||
unit.assembly-drone.name = Зборачны Дрон
|
unit.assembly-drone.name = Зборачны Дрон
|
||||||
unit.latum.name = Латум
|
unit.latum.name = Латум
|
||||||
unit.renale.name = Рэнал
|
unit.renale.name = Рэнал
|
||||||
|
|
||||||
block.parallax.name = Парралакс
|
block.parallax.name = Парралакс
|
||||||
block.cliff.name = Скала
|
block.cliff.name = Скала
|
||||||
block.sand-boulder.name = Пясчаны валун
|
block.sand-boulder.name = Пясчаны валун
|
||||||
@@ -1741,6 +1793,7 @@ block.container.name = Кантэйнер
|
|||||||
block.launch-pad.name = Пускавая пляцоўка
|
block.launch-pad.name = Пускавая пляцоўка
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.ground-factory.name = Завод наземных адзінак
|
block.ground-factory.name = Завод наземных адзінак
|
||||||
block.air-factory.name = Завод паветраных адзінак
|
block.air-factory.name = Завод паветраных адзінак
|
||||||
@@ -1773,6 +1826,8 @@ block.payload-unloader.name = Выгрузчык
|
|||||||
block.payload-unloader.description = Выгружае вадкасці і прадметы з блокаў.
|
block.payload-unloader.description = Выгружае вадкасці і прадметы з блокаў.
|
||||||
block.heat-source.name = Крыніца Цяпла
|
block.heat-source.name = Крыніца Цяпла
|
||||||
block.heat-source.description = Блок 1x1 які дае віртуальнае бясконцае цяпло.
|
block.heat-source.description = Блок 1x1 які дае віртуальнае бясконцае цяпло.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Пусты
|
block.empty.name = Пусты
|
||||||
block.rhyolite-crater.name = Рыялітавы Кратар
|
block.rhyolite-crater.name = Рыялітавы Кратар
|
||||||
block.rough-rhyolite.name = Грубы Рыяліт
|
block.rough-rhyolite.name = Грубы Рыяліт
|
||||||
@@ -1933,8 +1988,10 @@ 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
|
||||||
team.crux.name = Сутнасць
|
team.crux.name = Сутнасць
|
||||||
team.sharded.name = Аскепакавая
|
team.sharded.name = Аскепакавая
|
||||||
@@ -1981,6 +2038,7 @@ hint.presetDifficulty = На гэтым сектары [scarlet]вялікі у
|
|||||||
hint.coreIncinerate = Пасля таго як ёмістасць ядра запоўніцца прадметам, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = Пасля таго як ёмістасць ядра запоўніцца прадметам, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = Каб усталяваць фабрыке адзінак [accent]шлях[], націсніце на блок фабрыку ў рэжыме камандавання, пасля нажміце на месца правай кнопкайэ мышкі.\nСтвораныя адзінкі будуць аўтаматычна рухацца сюды.
|
hint.factoryControl = Каб усталяваць фабрыке адзінак [accent]шлях[], націсніце на блок фабрыку ў рэжыме камандавання, пасля нажміце на месца правай кнопкайэ мышкі.\nСтвораныя адзінкі будуць аўтаматычна рухацца сюды.
|
||||||
hint.factoryControl.mobile = Каб усталяваць фабрыке адзінак [accent]шлях[], націсніце на блок фабрыку ў рэжыме камандавання, пасля націсніце на месца.\nСтвораныя адзінкі будуць аўтаматычна рухацца сюды.
|
hint.factoryControl.mobile = Каб усталяваць фабрыке адзінак [accent]шлях[], націсніце на блок фабрыку ў рэжыме камандавання, пасля націсніце на месца.\nСтвораныя адзінкі будуць аўтаматычна рухацца сюды.
|
||||||
|
|
||||||
gz.mine = Рухайцеся да :ore-copper: [accent]меднай руды[] на зямлі і націсніце на яе каб пачаць дабываць.
|
gz.mine = Рухайцеся да :ore-copper: [accent]меднай руды[] на зямлі і націсніце на яе каб пачаць дабываць.
|
||||||
gz.mine.mobile = Рухайцеся да :ore-copper: [accent]меднай руды[] на зямлі і дакраніцеся да яе каб пачаць дабываць.
|
gz.mine.mobile = Рухайцеся да :ore-copper: [accent]меднай руды[] на зямлі і дакраніцеся да яе каб пачаць дабываць.
|
||||||
gz.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце :mechanical-drill: [accent]Механічны Бур[], пасля выберыце яго ў ніжнім правым меню.\nНажміце на руду каб размясціць.
|
gz.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце :mechanical-drill: [accent]Механічны Бур[], пасля выберыце яго ў ніжнім правым меню.\nНажміце на руду каб размясціць.
|
||||||
@@ -2001,6 +2059,7 @@ gz.zone1 = Гэта вобласць зяўлення ворага.
|
|||||||
gz.zone2 = Усё што пастроена ў гэтай вобласцт будзе знішчана калі пачанецца хваля.
|
gz.zone2 = Усё што пастроена ў гэтай вобласцт будзе знішчана калі пачанецца хваля.
|
||||||
gz.zone3 = Хваля амаль пачалася.\nПрыгатуйцеся.
|
gz.zone3 = Хваля амаль пачалася.\nПрыгатуйцеся.
|
||||||
gz.finish = Пабудуйце больш турэляў, дабудзьце больш рэсурсаў,\nі вытрывайце ад усе хвалі каб [accent]захапіць гэты сектар[].
|
gz.finish = Пабудуйце больш турэляў, дабудзьце больш рэсурсаў,\nі вытрывайце ад усе хвалі каб [accent]захапіць гэты сектар[].
|
||||||
|
|
||||||
onset.mine = Нажміце каб дабываць :beryllium: [accent]берылій[] са сцен.\n\nВыкарыстоўвайце [accent][[WASD] каб рухацца.
|
onset.mine = Нажміце каб дабываць :beryllium: [accent]берылій[] са сцен.\n\nВыкарыстоўвайце [accent][[WASD] каб рухацца.
|
||||||
onset.mine.mobile = Націсніце каб дабываць :beryllium: [accent]берылій[] са сцен.
|
onset.mine.mobile = Націсніце каб дабываць :beryllium: [accent]берылій[] са сцен.
|
||||||
onset.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце, а пасля размясціце :mechanical-drill: [accent]Турбінны Кандэнсатар[], на гейзеры.\nЁн будзе генераваць [accent]энергію[].
|
onset.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце, а пасля размясціце :mechanical-drill: [accent]Турбінны Кандэнсатар[], на гейзеры.\nЁн будзе генераваць [accent]энергію[].
|
||||||
@@ -2026,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Зажміце [accent]shift[] каб увайсці ў [accent]рэжым камандавання[].\n[accent]Левая Кнопка Мышкі і працягнуць[] каб выбраць адзінкі.\n[accent]Правая Кнопка Мышкі[] каб камандаваць выбранымі адзінкамі каб рухаць або атакаваць.
|
onset.commandmode = Зажміце [accent]shift[] каб увайсці ў [accent]рэжым камандавання[].\n[accent]Левая Кнопка Мышкі і працягнуць[] каб выбраць адзінкі.\n[accent]Правая Кнопка Мышкі[] каб камандаваць выбранымі адзінкамі каб рухаць або атакаваць.
|
||||||
onset.commandmode.mobile = Націсніце на кнопку [accent]Камандавання[] каб увайсці ў [accent]рэжым камандавання[].\nУтрамайце палец, пасля [accent]правесці[] да выбраных адзінак.\n[accent]Націсніце[] каб камандаваць выбранымі адзінкамі каб рухаць або атакаваць.
|
onset.commandmode.mobile = Націсніце на кнопку [accent]Камандавання[] каб увайсці ў [accent]рэжым камандавання[].\nУтрамайце палец, пасля [accent]правесці[] да выбраных адзінак.\n[accent]Націсніце[] каб камандаваць выбранымі адзінкамі каб рухаць або атакаваць.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2053,14 +2113,19 @@ item.spore-pod.description = Струк спор, сінтэзаваных з а
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = Нестабільнае злучэнне, якое выкарыстоўваецца ў бомбах і выбуховых рэчывах. Сінтэзуецца з струкоў спрэчку і іншых лятучых рэчываў. Выкарыстоўваць у якасці паліва не рэкамендуецца.
|
item.blast-compound.description = Нестабільнае злучэнне, якое выкарыстоўваецца ў бомбах і выбуховых рэчывах. Сінтэзуецца з струкоў спрэчку і іншых лятучых рэчываў. Выкарыстоўваць у якасці паліва не рэкамендуецца.
|
||||||
item.pyratite.description = Надзвычай вогненебяспечнае рэчыва, якое выкарыстоўваецца ў запальным зброі.
|
item.pyratite.description = Надзвычай вогненебяспечнае рэчыва, якое выкарыстоўваецца ў запальным зброі.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Самая карысная вадкасць. Звычайна выкарыстоўваецца для астуджэння машын і перапрацоўкі адходаў.
|
liquid.water.description = Самая карысная вадкасць. Звычайна выкарыстоўваецца для астуджэння машын і перапрацоўкі адходаў.
|
||||||
liquid.slag.description = разнастайныя розныя тыпы расплаўленага металу, змешаныя разам. Можа быць падзелены на складнікі яго мінералы або распылён на варожых баявыя адзінкі ў якасці зброі.
|
liquid.slag.description = разнастайныя розныя тыпы расплаўленага металу, змешаныя разам. Можа быць падзелены на складнікі яго мінералы або распылён на варожых баявыя адзінкі ў якасці зброі.
|
||||||
liquid.oil.description = Вадкасць, якая выкарыстоўваецца ў вытворчасці сучасных матэрыялаў. Можа быць пераўтвораная ў вугаль для выкарыстання ў якасці паліва або распыленая і падпаленыя як зброя.
|
liquid.oil.description = Вадкасць, якая выкарыстоўваецца ў вытворчасці сучасных матэрыялаў. Можа быць пераўтвораная ў вугаль для выкарыстання ў якасці паліва або распыленая і падпаленыя як зброя.
|
||||||
liquid.cryofluid.description = Інэртная, неедкая вадкасць, створаная з вады і тытана. Валодае надзвычай высокай цеплаёмістасцю. Шырока выкарыстоўваецца ў якасці астуджальнай вадкасці.
|
liquid.cryofluid.description = Інэртная, неедкая вадкасць, створаная з вады і тытана. Валодае надзвычай высокай цеплаёмістасцю. Шырока выкарыстоўваецца ў якасці астуджальнай вадкасці.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2068,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Перамяшчае прадметы з той жа хуткасцю, што і тытанавыя канвееры, але валодае большай бранёй. Не прымае на ўваход з бакоў ні ад чаго акрамя як ад іншых канвеераў.
|
block.armored-conveyor.description = Перамяшчае прадметы з той жа хуткасцю, што і тытанавыя канвееры, але валодае большай бранёй. Не прымае на ўваход з бакоў ні ад чаго акрамя як ад іншых канвеераў.
|
||||||
block.illuminator.description = Маленькі, кампактны, які наладжвае крыніцу святла. Патрабуецца энергія для працы.
|
block.illuminator.description = Маленькі, кампактны, які наладжвае крыніцу святла. Патрабуецца энергія для працы.
|
||||||
|
|
||||||
block.message.description = Захоўвае паведамленне. Выкарыстоўваецца для сувязі паміж саюзьнікамі.
|
block.message.description = Захоўвае паведамленне. Выкарыстоўваецца для сувязі паміж саюзьнікамі.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2223,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2320,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2358,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2376,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2422,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2429,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2437,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2474,6 +2556,10 @@ 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
|
||||||
@@ -2488,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2500,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2514,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2539,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2552,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Выводзіць зменную для выбраннага будынку.
|
unitlocate.building = Выводзіць зменную для выбраннага будынку.
|
||||||
unitlocate.outx = Выводзіць X каардынату.
|
unitlocate.outx = Выводзіць X каардынату.
|
||||||
unitlocate.outy = Выводзіць Y каардынату.
|
unitlocate.outy = Выводзіць Y каардынату.
|
||||||
unitlocate.group = Знаходзіць группу будынкаў.
|
unitlocate.group = Знаходзіць группу будынкаў.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Не рухацца, а будаваць/дабываць.\nЗвычайны стан.
|
lenum.idle = Не рухацца, а будаваць/дабываць.\nЗвычайны стан.
|
||||||
lenum.stop = Перастаць рухацца/дабываць/будаваць.
|
lenum.stop = Перастаць рухацца/дабываць/будаваць.
|
||||||
lenum.unbind = Поўнасццю адключыць кантраляванне працэссарамі.\nАднавіць звычайныя паводзіны AI.
|
lenum.unbind = Поўнасццю адключыць кантраляванне працэссарамі.\nАднавіць звычайныя паводзіны AI.
|
||||||
@@ -2594,6 +2697,7 @@ lenum.build = Пабудаваць структуру.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Правярае калі адзінка знаходзіцца каля каардынат.
|
lenum.within = Правярае калі адзінка знаходзіцца каля каардынат.
|
||||||
lenum.boost = Пачаць/перастаць узлятаць.
|
lenum.boost = Пачаць/перастаць узлятаць.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2601,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Деактивирай
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Съдържание:
|
mod.content = Съдържание:
|
||||||
mod.delete.error = Неуспешно изтриване на мод. Вероятно файловете се използват.
|
mod.delete.error = Неуспешно изтриване на мод. Вероятно файловете се използват.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Остаряла игра
|
mod.incompatiblegame = [red]Остаряла игра
|
||||||
mod.incompatiblemod = [red]Несъвместимо
|
mod.incompatiblemod = [red]Несъвместимо
|
||||||
mod.blacklisted = [red]Не се поддържа
|
mod.blacklisted = [red]Не се поддържа
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Зависимостите не са покрити
|
|||||||
mod.erroredcontent = [scarlet]Грешки в Съдържанието
|
mod.erroredcontent = [scarlet]Грешки в Съдържанието
|
||||||
mod.circulardependencies = [red]Кръгобратни зависимости
|
mod.circulardependencies = [red]Кръгобратни зависимости
|
||||||
mod.incompletedependencies = [red]Незавършени зависимостиIncomplete Dependencies
|
mod.incompletedependencies = [red]Незавършени зависимостиIncomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Необходима е версия на играта: [accent]{0}[]\nВашата игра е остаряла. Тази модификация изисква по-нова версия на играта (вероятно бета/алфа издание), за да функционира.
|
mod.requiresversion.details = Необходима е версия на играта: [accent]{0}[]\nВашата игра е остаряла. Тази модификация изисква по-нова версия на играта (вероятно бета/алфа издание), за да функционира.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Тази модификация е била поставена в черен списък, защото причинява сривове и други проблеми с тази версия на играта. Не я използвайте.
|
mod.blacklisted.details = Тази модификация е била поставена в черен списък, защото причинява сривове и други проблеми с тази версия на играта. Не я използвайте.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = Липсват следните зависим
|
|||||||
mod.erroredcontent.details = Тази игра създаде грешки по време на зареждане. Помолете авторът да ги оправи.
|
mod.erroredcontent.details = Тази игра създаде грешки по време на зареждане. Помолете авторът да ги оправи.
|
||||||
mod.circulardependencies.details = Тази модификация има зависимости, които зависят една от друга.
|
mod.circulardependencies.details = Тази модификация има зависимости, които зависят една от друга.
|
||||||
mod.incompletedependencies.details = Тази модификация не може да зареди поради невалидни или липсващи зависимости: {0}.
|
mod.incompletedependencies.details = Тази модификация не може да зареди поради невалидни или липсващи зависимости: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Нужна е версия на играта: [red]{0}
|
mod.requiresversion = Нужна е версия на играта: [red]{0}
|
||||||
|
|
||||||
mod.errors = Възникнаха грешки при зареждане на съдържанието.
|
mod.errors = Възникнаха грешки при зареждане на съдържанието.
|
||||||
mod.noerrorplay = [scarlet]Има грешки в някои от модовете, които използвате.[] Трябва да деактивирате тези модове или да поправите грешките преди да играете.
|
mod.noerrorplay = [scarlet]Има грешки в някои от модовете, които използвате.[] Трябва да деактивирате тези модове или да поправите грешките преди да играете.
|
||||||
mod.enable = Активирай
|
mod.enable = Активирай
|
||||||
@@ -179,6 +183,7 @@ mod.missing = Този запис съдържа модове, които са
|
|||||||
mod.preview.missing = За да публикувате този мод в Работилницата, той трябва да съдържа изображение за визуализация.\n Поставете файл с името [accent]preview.png[] в директорията на мода и опитайте отново.
|
mod.preview.missing = За да публикувате този мод в Работилницата, той трябва да съдържа изображение за визуализация.\n Поставете файл с името [accent]preview.png[] в директорията на мода и опитайте отново.
|
||||||
mod.folder.missing = В Работилницата могат да се публикуват само модове под формата на директории.\nЗа да превърнете мод в директория само трябва да го разархивирате в директория и да изтриите архива. След това рестартирайте играта, за да презареди вашите модове.
|
mod.folder.missing = В Работилницата могат да се публикуват само модове под формата на директории.\nЗа да превърнете мод в директория само трябва да го разархивирате в директория и да изтриите архива. След това рестартирайте играта, за да презареди вашите модове.
|
||||||
mod.scripts.disable = Вашето устройство не поддържа модове със скриптове. Трябва да забраните тези модове за да играете.
|
mod.scripts.disable = Вашето устройство не поддържа модове със скриптове. Трябва да забраните тези модове за да играете.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -204,7 +209,6 @@ campaign.none = [lightgray]Изберете на коя планета да за
|
|||||||
campaign.erekir = По-ново полирано съдържание. Напредъкът в кампанията е линеен.\n\nКартите са с по-високо качество за по-добро изживяване.
|
campaign.erekir = По-ново полирано съдържание. Напредъкът в кампанията е линеен.\n\nКартите са с по-високо качество за по-добро изживяване.
|
||||||
campaign.serpulo = По-старо съдържание; класическото преживяване. По-отворена игра.\n\nВъзможно е картите и механиките на кампанията да са небалансирани и с по-ниско качество.
|
campaign.serpulo = По-старо съдържание; класическото преживяване. По-отворена игра.\n\nВъзможно е картите и механиките на кампанията да са небалансирани и с по-ниско качество.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]Завършено
|
completed = [accent]Завършено
|
||||||
techtree = Технологичен план
|
techtree = Технологичен план
|
||||||
techtree.select = Избиране на технологичен план
|
techtree.select = Избиране на технологичен план
|
||||||
@@ -261,8 +265,8 @@ servers.disclaimer = Публичните сървъри [accent]не[] са п
|
|||||||
servers.showhidden = Покажи Скритите Сървъри
|
servers.showhidden = Покажи Скритите Сървъри
|
||||||
server.shown = Показан
|
server.shown = Показан
|
||||||
server.hidden = Скрит
|
server.hidden = Скрит
|
||||||
viewplayer = Гледате играч: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Гледате играч: [accent]{0}
|
||||||
trace = Проследи Играч
|
trace = Проследи Играч
|
||||||
trace.playername = Име на играча: [accent]{0}
|
trace.playername = Име на играча: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -275,11 +279,13 @@ trace.times.kicked = Пъти изхвърлен от игра: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Имена:
|
trace.names = Имена:
|
||||||
invalidid = Невалидно ID на клиент. Съобщете за грешка.
|
invalidid = Невалидно ID на клиент. Съобщете за грешка.
|
||||||
|
|
||||||
player.ban = Банване
|
player.ban = Банване
|
||||||
player.kick = Изгонване
|
player.kick = Изгонване
|
||||||
player.trace = Проследяване
|
player.trace = Проследяване
|
||||||
player.admin = Превключване на админ
|
player.admin = Превключване на админ
|
||||||
player.team = Промяна на отбора
|
player.team = Промяна на отбора
|
||||||
|
|
||||||
server.bans = Банове
|
server.bans = Банове
|
||||||
server.bans.none = Няма намерени баннати играчи!
|
server.bans.none = Няма намерени баннати играчи!
|
||||||
server.admins = Администратори
|
server.admins = Администратори
|
||||||
@@ -372,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Отвори Линк
|
openlink = Отвори Линк
|
||||||
copylink = Копирай Линк
|
copylink = Копирай Линк
|
||||||
back = Назад
|
back = Назад
|
||||||
@@ -435,11 +443,11 @@ publishing = [accent]Публикуване...
|
|||||||
publish.confirm = Сигурни ли сте, че искате да публикувате това?\n\n[lightgray]Уверете се че сте приели EULA (Условия за използване) на Работилницата, иначе Вашият елемент няма да се показва там!
|
publish.confirm = Сигурни ли сте, че искате да публикувате това?\n\n[lightgray]Уверете се че сте приели EULA (Условия за използване) на Работилницата, иначе Вашият елемент няма да се показва там!
|
||||||
publish.error = Грешка при публикуване на елемент: {0}
|
publish.error = Грешка при публикуване на елемент: {0}
|
||||||
steam.error = Грешка при зареждане на Steam услуги.\nГрешка: {0}
|
steam.error = Грешка при зареждане на Steam услуги.\nГрешка: {0}
|
||||||
|
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектор:
|
editor.sector = Сектор:
|
||||||
editor.seed = Семе:
|
editor.seed = Семе:
|
||||||
editor.cliffs = Стени към скали
|
editor.cliffs = Стени към скали
|
||||||
|
|
||||||
editor.brush = Четка
|
editor.brush = Четка
|
||||||
editor.openin = Отвори в редактора
|
editor.openin = Отвори в редактора
|
||||||
editor.oregen = Генериране на руди
|
editor.oregen = Генериране на руди
|
||||||
@@ -458,7 +466,6 @@ 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?
|
||||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||||
|
|
||||||
editor.ingame = Редактирай в игра
|
editor.ingame = Редактирай в игра
|
||||||
editor.playtest = Тестване
|
editor.playtest = Тестване
|
||||||
editor.publish.workshop = Публикувай в Работилницата
|
editor.publish.workshop = Публикувай в Работилницата
|
||||||
@@ -507,17 +514,18 @@ waves.filter = Филтър за единици
|
|||||||
waves.units.hide = Скриване на всички
|
waves.units.hide = Скриване на всички
|
||||||
waves.units.show = Показване на всички
|
waves.units.show = Показване на всички
|
||||||
|
|
||||||
#these are intentionally in lower case / тези умишлено са оставени без главни букви
|
#these are intentionally in lower case
|
||||||
wavemode.counts = бройки
|
wavemode.counts = бройки
|
||||||
wavemode.totals = общи бройки
|
wavemode.totals = общи бройки
|
||||||
wavemode.health = точки живот
|
wavemode.health = точки живот
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Стандартно>
|
editor.default = [lightgray]<Стандартно>
|
||||||
details = Детайли...
|
details = Детайли...
|
||||||
edit = Редактирай...
|
edit = Редактирай...
|
||||||
variables = Променливи
|
variables = Променливи
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Име:
|
editor.name = Име:
|
||||||
@@ -586,10 +594,12 @@ toolmode.fillerase = Изпълващо изтриване
|
|||||||
toolmode.fillerase.description = Изтрива блокчета от същият вид.
|
toolmode.fillerase.description = Изтрива блокчета от същият вид.
|
||||||
toolmode.drawteams = Рисуване в отбори
|
toolmode.drawteams = Рисуване в отбори
|
||||||
toolmode.drawteams.description = Променя отбора, не типа на обектите, чрез рисуване.
|
toolmode.drawteams.description = Променя отбора, не типа на обектите, чрез рисуване.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Под течности
|
toolmode.underliquid = Под течности
|
||||||
toolmode.underliquid.description = Рисува повърхности под течни полета.
|
toolmode.underliquid.description = Рисува повърхности под течни полета.
|
||||||
|
|
||||||
filters.empty = [lightgray]Няма избран филтър! Изберете чрез бутона отдолу.
|
filters.empty = [lightgray]Няма избран филтър! Изберете чрез бутона отдолу.
|
||||||
|
|
||||||
filter.distort = Изкривяване
|
filter.distort = Изкривяване
|
||||||
filter.noise = Шум
|
filter.noise = Шум
|
||||||
filter.enemyspawn = Избор на вражеска начална точка
|
filter.enemyspawn = Избор на вражеска начална точка
|
||||||
@@ -607,6 +617,7 @@ filter.option.ignore = Игнорирай
|
|||||||
filter.scatter = Разпръскване
|
filter.scatter = Разпръскване
|
||||||
filter.terrain = Терен
|
filter.terrain = Терен
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Мащаб
|
filter.option.scale = Мащаб
|
||||||
filter.option.chance = Вероятност
|
filter.option.chance = Вероятност
|
||||||
filter.option.mag = Магнитут
|
filter.option.mag = Магнитут
|
||||||
@@ -631,6 +642,7 @@ filter.option.radius = Радиус
|
|||||||
filter.option.percentile = Процент
|
filter.option.percentile = Процент
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -683,6 +695,7 @@ launch.text = Изстреляй
|
|||||||
map.multiplayer = Само домакинът може да преглежда секторите.
|
map.multiplayer = Само домакинът може да преглежда секторите.
|
||||||
uncover = Разкрий
|
uncover = Разкрий
|
||||||
configure = Избор на екипировка
|
configure = Избор на екипировка
|
||||||
|
|
||||||
objective.research.name = Проучване
|
objective.research.name = Проучване
|
||||||
objective.produce.name = Събиране
|
objective.produce.name = Събиране
|
||||||
objective.item.name = Намиране на предмет
|
objective.item.name = Намиране на предмет
|
||||||
@@ -696,6 +709,7 @@ objective.destroyblocks.name = Унищожете блокове
|
|||||||
objective.destroycore.name = Унищожете ядро
|
objective.destroycore.name = Унищожете ядро
|
||||||
objective.commandmode.name = Команден режим
|
objective.commandmode.name = Команден режим
|
||||||
objective.flag.name = Поставете флаг
|
objective.flag.name = Поставете флаг
|
||||||
|
|
||||||
marker.shapetext.name = Оформяне на текст
|
marker.shapetext.name = Оформяне на текст
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Форма
|
marker.shape.name = Форма
|
||||||
@@ -703,8 +717,10 @@ marker.text.name = Текст
|
|||||||
marker.line.name = Линия
|
marker.line.name = Линия
|
||||||
marker.quad.name = Квадрат
|
marker.quad.name = Квадрат
|
||||||
marker.texture.name = Текстура
|
marker.texture.name = Текстура
|
||||||
|
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Рамка
|
marker.outline = Рамка
|
||||||
|
|
||||||
objective.research = [accent]Проучете:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Проучете:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Добийте:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Добийте:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Унищожете:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Унищожете:\n[]{0}[lightgray]{1}
|
||||||
@@ -720,6 +736,7 @@ objective.enemyairunits = [accent]Вражеското производство
|
|||||||
objective.destroycore = [accent]Унищожете вражеско ядро
|
objective.destroycore = [accent]Унищожете вражеско ядро
|
||||||
objective.command = [accent]Командвайте единици
|
objective.command = [accent]Командвайте единици
|
||||||
objective.nuclearlaunch = [accent]⚠ Засечен е ядрен изстрел: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Засечен е ядрен изстрел: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ ЯДРЕН УДАР НАБЛИЖАВА ⚠
|
announce.nuclearstrike = [red]⚠ ЯДРЕН УДАР НАБЛИЖАВА ⚠
|
||||||
|
|
||||||
loadout = Екипировка
|
loadout = Екипировка
|
||||||
@@ -759,11 +776,12 @@ weather.snowing.name = Snow
|
|||||||
weather.sandstorm.name = Пясъчна буря
|
weather.sandstorm.name = Пясъчна буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Мъгла
|
weather.fog.name = Мъгла
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Време в този сектор: {0}
|
campaign.playtime = \uf129 [lightgray]Време в този сектор: {0}
|
||||||
campaign.complete = [accent]Поздравления.\n\nВрагът на {0} е надвит.\n[lightgray]Последният сектор е завладян.
|
campaign.complete = [accent]Поздравления.\n\nВрагът на {0} е надвит.\n[lightgray]Последният сектор е завладян.
|
||||||
|
|
||||||
sectorlist = Сектори
|
sectorlist = Сектори
|
||||||
sectorlist.attacked = {0} е в опасност
|
sectorlist.attacked = {0} е в опасност
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Неизследвано
|
sectors.unexplored = [lightgray]Неизследвано
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Производство:
|
sectors.production = Производство:
|
||||||
@@ -805,12 +823,18 @@ threat.medium = Средна
|
|||||||
threat.high = Висока
|
threat.high = Висока
|
||||||
threat.extreme = Екстремна
|
threat.extreme = Екстремна
|
||||||
threat.eradication = Унищожителна
|
threat.eradication = Унищожителна
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Серпуло
|
planet.serpulo.name = Серпуло
|
||||||
@@ -854,7 +878,6 @@ sector.ruinousShores.description = Сред отпадъците е и брег
|
|||||||
sector.stainedMountains.description = По-навътре в континента се намират планините, все още незамърсени от спорите.\nИзвлечете изоставеният титан в тази зона. Научете се да го използвате.\n\nПрисъствието на врагове тук е по-високо. Не им оставяйте време да изпратят тежката артилерия.
|
sector.stainedMountains.description = По-навътре в континента се намират планините, все още незамърсени от спорите.\nИзвлечете изоставеният титан в тази зона. Научете се да го използвате.\n\nПрисъствието на врагове тук е по-високо. Не им оставяйте време да изпратят тежката артилерия.
|
||||||
sector.overgrowth.description = Обладана от висока растителност, тази зона се намира изключително близо до източника на спорите. Врагът е установил военен лагер тук. Постройте единици модел 'Боздуган' и унищожете вражеската база.
|
sector.overgrowth.description = Обладана от висока растителност, тази зона се намира изключително близо до източника на спорите. Врагът е установил военен лагер тук. Постройте единици модел 'Боздуган' и унищожете вражеската база.
|
||||||
sector.tarFields.description = Покрайнините на нефтено находище, намиращо се между планините и пустинята. Една от малкото зони с използваеми резерви на катран.\nМакар и изоставена, близо до тази зона има опасни вражески сили. Не ги подценявайте.\n\n[lightgray]Препоръчително е да проучите технология за обработка на нефт преди да започнете.
|
sector.tarFields.description = Покрайнините на нефтено находище, намиращо се между планините и пустинята. Една от малкото зони с използваеми резерви на катран.\nМакар и изоставена, близо до тази зона има опасни вражески сили. Не ги подценявайте.\n\n[lightgray]Препоръчително е да проучите технология за обработка на нефт преди да започнете.
|
||||||
|
|
||||||
sector.desolateRift.description = Много опасна зона. Изобилие на ресурси, но малко пространство. Висок риск от унищожение. Напуснете възможно най-скоро. Не се подлъгвайте от дългите интервали между атаките.
|
sector.desolateRift.description = Много опасна зона. Изобилие на ресурси, но малко пространство. Висок риск от унищожение. Напуснете възможно най-скоро. Не се подлъгвайте от дългите интервали между атаките.
|
||||||
sector.nuclearComplex.description = Бивш комплекс за добив и обработка на торий, от който са останали само руини.\n[lightgray]Проучете тория и многобройните му приложения.\n\nВражеското присъствие тук е многобройно и непрекъснато внимава за неприятели.
|
sector.nuclearComplex.description = Бивш комплекс за добив и обработка на торий, от който са останали само руини.\n[lightgray]Проучете тория и многобройните му приложения.\n\nВражеското присъствие тук е многобройно и непрекъснато внимава за неприятели.
|
||||||
sector.fungalPass.description = Преходна зона между високи планини и по-ниски, осеяни със спори, земи. Тук врагът е разположил малка разузнавателна база.\nУнищожете я.\nИзползвайте единици модел 'Кинжал' и 'Къртица'. Унищожете двете вражески ядра.
|
sector.fungalPass.description = Преходна зона между високи планини и по-ниски, осеяни със спори, земи. Тук врагът е разположил малка разузнавателна база.\nУнищожете я.\nИзползвайте единици модел 'Кинжал' и 'Къртица'. Унищожете двете вражески ядра.
|
||||||
@@ -867,6 +890,8 @@ sector.coastline.description = На това място са засечени о
|
|||||||
sector.navalFortress.description = Врагът е установил база на отдалечен, естествено укрепен остров. Унищожете базите им. Придобийте напредналата им морска технология и я проучете.
|
sector.navalFortress.description = Врагът е установил база на отдалечен, естествено укрепен остров. Унищожете базите им. Придобийте напредналата им морска технология и я проучете.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -877,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = Началото
|
sector.onset.name = Началото
|
||||||
sector.aegis.name = Егида
|
sector.aegis.name = Егида
|
||||||
sector.lake.name = Езеро
|
sector.lake.name = Езеро
|
||||||
@@ -894,8 +920,8 @@ sector.siege.name = Обсада
|
|||||||
sector.crossroads.name = Кръстопът
|
sector.crossroads.name = Кръстопът
|
||||||
sector.karst.name = Карст
|
sector.karst.name = Карст
|
||||||
sector.origin.name = Произход
|
sector.origin.name = Произход
|
||||||
sector.onset.description = Започнете овладяването на Ерекир. Събирайте ресурси, произвеждайте единици и започнете да проучвате технологии.
|
|
||||||
|
|
||||||
|
sector.onset.description = Започнете овладяването на Ерекир. Събирайте ресурси, произвеждайте единици и започнете да проучвате технологии.
|
||||||
sector.aegis.description = Този сектор съдържа депозит от волфрам.\nПроучете [accent]Пробивния свредел[], за да изкопавате този ресурс и унищожете вражеската база в района.
|
sector.aegis.description = Този сектор съдържа депозит от волфрам.\nПроучете [accent]Пробивния свредел[], за да изкопавате този ресурс и унищожете вражеската база в района.
|
||||||
sector.lake.description = Количеството слаг в този сектор значително ограничава подходящите единици. Единствено летците са възможни.\nПроучете [accent]Фабриката за кораби[] и произведете тази [accent]гъвкава[] единица час по-скоро.
|
sector.lake.description = Количеството слаг в този сектор значително ограничава подходящите единици. Единствено летците са възможни.\nПроучете [accent]Фабриката за кораби[] и произведете тази [accent]гъвкава[] единица час по-скоро.
|
||||||
sector.intersect.description = Сканирането разкрива, че този сектор ще бъде нападнат от няколко страни веднага щом кацнете.\nРазположете защитите си и се разгърнете колкото се може по-бързо.\nЩе са Ви нужни [accent]Механизиране[] единици за тукашния суров терен.
|
sector.intersect.description = Сканирането разкрива, че този сектор ще бъде нападнат от няколко страни веднага щом кацнете.\nРазположете защитите си и се разгърнете колкото се може по-бързо.\nЩе са Ви нужни [accent]Механизиране[] единици за тукашния суров терен.
|
||||||
@@ -960,8 +986,8 @@ unit.nobuild = [scarlet]Единицата не може да строи
|
|||||||
lastaccessed = [lightgray]Последно достъпван: {0}
|
lastaccessed = [lightgray]Последно достъпван: {0}
|
||||||
lastcommanded = [lightgray]Последно командван: {0}
|
lastcommanded = [lightgray]Последно командван: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
stat.showinmap = <заредете карта, за да се покаже>
|
|
||||||
|
|
||||||
|
stat.showinmap = <заредете карта, за да се покаже>
|
||||||
stat.description = Предназначение
|
stat.description = Предназначение
|
||||||
stat.input = Вход
|
stat.input = Вход
|
||||||
stat.output = Изход
|
stat.output = Изход
|
||||||
@@ -1073,6 +1099,7 @@ ability.spawndeath = Малък подарък
|
|||||||
ability.spawndeath.description = Пуска единици, когато загине
|
ability.spawndeath.description = Пуска единици, когато загине
|
||||||
ability.liquidexplode = Разливане
|
ability.liquidexplode = Разливане
|
||||||
ability.liquidexplode.description = Разлива течността си, когато загине
|
ability.liquidexplode.description = Разлива течността си, когато загине
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/в сек.[lightgray] скорост на огъня
|
ability.stat.firingrate = [stat]{0}/в сек.[lightgray] скорост на огъня
|
||||||
ability.stat.regen = [stat]{0}[lightgray] здраве/сек.
|
ability.stat.regen = [stat]{0}[lightgray] здраве/сек.
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1087,8 +1114,8 @@ ability.stat.minspeed = [stat]{0} полета/в сек.[lightgray] мин. с
|
|||||||
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
|
||||||
|
|
||||||
bar.drilltierreq = Необходимо е по-добро свредло
|
bar.drilltierreq = Необходимо е по-добро свредло
|
||||||
bar.nobatterypower = Insufficient Battery Power
|
bar.nobatterypower = Insufficient Battery Power
|
||||||
bar.noresources = Недостатъчно ресурси
|
bar.noresources = Недостатъчно ресурси
|
||||||
@@ -1286,11 +1313,13 @@ keybind.command_mode.name = Команден режим
|
|||||||
keybind.command_queue.name = Последователни заповеди
|
keybind.command_queue.name = Последователни заповеди
|
||||||
keybind.create_control_group.name = Създаване на обща група
|
keybind.create_control_group.name = Създаване на обща група
|
||||||
keybind.cancel_orders.name = Отменяне на заповедите
|
keybind.cancel_orders.name = Отменяне на заповедите
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Поведение: Стрелба
|
keybind.unit_stance_shoot.name = Поведение: Стрелба
|
||||||
keybind.unit_stance_hold_fire.name = Поведение: Не стреляй
|
keybind.unit_stance_hold_fire.name = Поведение: Не стреляй
|
||||||
keybind.unit_stance_pursue_target.name = Поведение: Преследвай целта
|
keybind.unit_stance_pursue_target.name = Поведение: Преследвай целта
|
||||||
keybind.unit_stance_patrol.name = Поведение: Патрул
|
keybind.unit_stance_patrol.name = Поведение: Патрул
|
||||||
keybind.unit_stance_ram.name = Поведение: Забий се
|
keybind.unit_stance_ram.name = Поведение: Забий се
|
||||||
|
|
||||||
keybind.unit_command_move.name = Команда: Движение
|
keybind.unit_command_move.name = Команда: Движение
|
||||||
keybind.unit_command_repair.name = Команда: Поправка
|
keybind.unit_command_repair.name = Команда: Поправка
|
||||||
keybind.unit_command_rebuild.name = Команда: Ремонт
|
keybind.unit_command_rebuild.name = Команда: Ремонт
|
||||||
@@ -1302,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Команда: Натовари бло
|
|||||||
keybind.unit_command_unload_payload.name = Команда: Разтовари
|
keybind.unit_command_unload_payload.name = Команда: Разтовари
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Възстановяване на региона
|
keybind.rebuild_select.name = Възстановяване на региона
|
||||||
keybind.schematic_select.name = Избери регион
|
keybind.schematic_select.name = Избери регион
|
||||||
keybind.schematic_menu.name = Меню със схеми
|
keybind.schematic_menu.name = Меню със схеми
|
||||||
@@ -1330,6 +1360,8 @@ keybind.pick.name = Вземи блок
|
|||||||
keybind.break_block.name = Унищожи блок
|
keybind.break_block.name = Унищожи блок
|
||||||
keybind.select_all_units.name = Избери всички единици
|
keybind.select_all_units.name = Избери всички единици
|
||||||
keybind.select_all_unit_factories.name = Избиране на всички фабрики за единици
|
keybind.select_all_unit_factories.name = Избиране на всички фабрики за единици
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Премахни избора
|
keybind.deselect.name = Премахни избора
|
||||||
keybind.pickupCargo.name = Вземи товар
|
keybind.pickupCargo.name = Вземи товар
|
||||||
keybind.dropCargo.name = Остави товар
|
keybind.dropCargo.name = Остави товар
|
||||||
@@ -1357,7 +1389,6 @@ keybind.drop_unit.name = Остави единица
|
|||||||
keybind.zoom_minimap.name = Увеличи мини-карта
|
keybind.zoom_minimap.name = Увеличи мини-карта
|
||||||
mode.help.title = Описание на режими
|
mode.help.title = Описание на режими
|
||||||
mode.survival.name = Survival
|
mode.survival.name = Survival
|
||||||
|
|
||||||
mode.survival.description = Нормалният режим на играта. Ограничени ресурси и автоматични вълни от нападатели.\n[gray]Картата трябва да съдържа начална точка за враговете.
|
mode.survival.description = Нормалният режим на играта. Ограничени ресурси и автоматични вълни от нападатели.\n[gray]Картата трябва да съдържа начална точка за враговете.
|
||||||
mode.sandbox.name = Пясъчник
|
mode.sandbox.name = Пясъчник
|
||||||
mode.sandbox.description = Безкрайни ресурси и безкрайно време между вълните от нападатели.
|
mode.sandbox.description = Безкрайни ресурси и безкрайно време между вълните от нападатели.
|
||||||
@@ -1367,9 +1398,9 @@ mode.pvp.description = Играйте срещу други играчи в ло
|
|||||||
mode.attack.name = Нападение
|
mode.attack.name = Нападение
|
||||||
mode.attack.description = Унищожете вражеската база. \n[gray]Картата трябва да съдържа червено ядро.
|
mode.attack.description = Унищожете вражеската база. \n[gray]Картата трябва да съдържа червено ядро.
|
||||||
mode.custom = Персонализирани правила
|
mode.custom = Персонализирани правила
|
||||||
|
|
||||||
rules.invaliddata = Невалидни данни от клипборда.
|
rules.invaliddata = Невалидни данни от клипборда.
|
||||||
rules.hidebannedblocks = Скрий забранените блокове
|
rules.hidebannedblocks = Скрий забранените блокове
|
||||||
|
|
||||||
rules.infiniteresources = Безкрайни Ресурси
|
rules.infiniteresources = Безкрайни Ресурси
|
||||||
rules.onlydepositcore = Разрешете доставяне само в ядрото
|
rules.onlydepositcore = Разрешете доставяне само в ядрото
|
||||||
rules.derelictrepair = Разрешете поправянето на изоставени блокове
|
rules.derelictrepair = Разрешете поправянето на изоставени блокове
|
||||||
@@ -1425,7 +1456,6 @@ rules.dropzoneradius = Радиус на начална точка на враг
|
|||||||
rules.unitammo = Единиците се нуждаят от боеприпаси
|
rules.unitammo = Единиците се нуждаят от боеприпаси
|
||||||
rules.enemyteam = Вражески отбор
|
rules.enemyteam = Вражески отбор
|
||||||
rules.playerteam = Отбор на играча
|
rules.playerteam = Отбор на играча
|
||||||
|
|
||||||
rules.title.waves = Вълни
|
rules.title.waves = Вълни
|
||||||
rules.title.resourcesbuilding = Ресурси и постройки
|
rules.title.resourcesbuilding = Ресурси и постройки
|
||||||
rules.title.enemy = Врагове
|
rules.title.enemy = Врагове
|
||||||
@@ -1450,11 +1480,11 @@ rules.weather = Климат
|
|||||||
rules.weather.frequency = Честота:
|
rules.weather.frequency = Честота:
|
||||||
rules.weather.always = Винаги
|
rules.weather.always = Винаги
|
||||||
rules.weather.duration = Продължителност:
|
rules.weather.duration = Продължителност:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Не позволява на играчите да поставят нещо в близост до вражеските сгради. Когато се опитват да поставят оръдие, обхватът е увеличен, за да не може оръдието да достигне врага.
|
rules.placerangecheck.info = Не позволява на играчите да поставят нещо в близост до вражеските сгради. Когато се опитват да поставят оръдие, обхватът е увеличен, за да не може оръдието да достигне врага.
|
||||||
rules.onlydepositcore.info = Не позволява на единиците да поставят предмети, в която и да е сграда, с изключение на ядро.
|
rules.onlydepositcore.info = Не позволява на единиците да поставят предмети, в която и да е сграда, с изключение на ядро.
|
||||||
|
|
||||||
|
|
||||||
content.item.name = Предмети
|
content.item.name = Предмети
|
||||||
content.liquid.name = Течности
|
content.liquid.name = Течности
|
||||||
content.unit.name = Единици
|
content.unit.name = Единици
|
||||||
@@ -1462,6 +1492,7 @@ content.block.name = Блокове
|
|||||||
content.status.name = Статус-ефекти
|
content.status.name = Статус-ефекти
|
||||||
content.sector.name = Сектори
|
content.sector.name = Сектори
|
||||||
content.team.name = Групировки
|
content.team.name = Групировки
|
||||||
|
|
||||||
wallore = (Стена)
|
wallore = (Стена)
|
||||||
|
|
||||||
item.copper.name = Мед
|
item.copper.name = Мед
|
||||||
@@ -1486,6 +1517,7 @@ item.tungsten.name = Волфрам
|
|||||||
item.oxide.name = Оксид
|
item.oxide.name = Оксид
|
||||||
item.carbide.name = Карбид
|
item.carbide.name = Карбид
|
||||||
item.dormant-cyst.name = Латентна циста
|
item.dormant-cyst.name = Латентна циста
|
||||||
|
|
||||||
liquid.water.name = Вода
|
liquid.water.name = Вода
|
||||||
liquid.slag.name = Шлака
|
liquid.slag.name = Шлака
|
||||||
liquid.oil.name = Нефт
|
liquid.oil.name = Нефт
|
||||||
@@ -1536,6 +1568,7 @@ unit.scepter.name = Скиптър
|
|||||||
unit.reign.name = Власт
|
unit.reign.name = Власт
|
||||||
unit.vela.name = Вела
|
unit.vela.name = Вела
|
||||||
unit.corvus.name = Гарван
|
unit.corvus.name = Гарван
|
||||||
|
|
||||||
unit.stell.name = Щел
|
unit.stell.name = Щел
|
||||||
unit.locus.name = Рояк
|
unit.locus.name = Рояк
|
||||||
unit.precept.name = Правило
|
unit.precept.name = Правило
|
||||||
@@ -1558,6 +1591,7 @@ unit.manifold.name = Разклонение
|
|||||||
unit.assembly-drone.name = Дрон-строител
|
unit.assembly-drone.name = Дрон-строител
|
||||||
unit.latum.name = Латум
|
unit.latum.name = Латум
|
||||||
unit.renale.name = Ренал
|
unit.renale.name = Ренал
|
||||||
|
|
||||||
block.parallax.name = Паралакс
|
block.parallax.name = Паралакс
|
||||||
block.cliff.name = Скала
|
block.cliff.name = Скала
|
||||||
block.sand-boulder.name = Пясъчен камък
|
block.sand-boulder.name = Пясъчен камък
|
||||||
@@ -1759,6 +1793,7 @@ block.container.name = Контейнер
|
|||||||
block.launch-pad.name = Изстрелваща площадка
|
block.launch-pad.name = Изстрелваща площадка
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.ground-factory.name = Наземна фабрика
|
block.ground-factory.name = Наземна фабрика
|
||||||
block.air-factory.name = Въздушна фабрика
|
block.air-factory.name = Въздушна фабрика
|
||||||
@@ -1791,6 +1826,8 @@ block.payload-unloader.name = Разтоварител
|
|||||||
block.payload-unloader.description = Разтоварва течности и предмети от блокове.
|
block.payload-unloader.description = Разтоварва течности и предмети от блокове.
|
||||||
block.heat-source.name = Топлинен източник
|
block.heat-source.name = Топлинен източник
|
||||||
block.heat-source.description = Блок в размер 1х1. Отделя почти безкрайна топлина.
|
block.heat-source.description = Блок в размер 1х1. Отделя почти безкрайна топлина.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Празно
|
block.empty.name = Празно
|
||||||
block.rhyolite-crater.name = Риолитен кратер
|
block.rhyolite-crater.name = Риолитен кратер
|
||||||
block.rough-rhyolite.name = Суров риолит
|
block.rough-rhyolite.name = Суров риолит
|
||||||
@@ -1945,21 +1982,21 @@ block.malign.name = Зло
|
|||||||
block.flux-reactor.name = Флюсов реактор
|
block.flux-reactor.name = Флюсов реактор
|
||||||
block.neoplasia-reactor.name = Реактор на неоплазия
|
block.neoplasia-reactor.name = Реактор на неоплазия
|
||||||
|
|
||||||
|
|
||||||
block.switch.name = Превключвател
|
block.switch.name = Превключвател
|
||||||
block.micro-processor.name = Микропроцесор
|
block.micro-processor.name = Микропроцесор
|
||||||
block.logic-processor.name = Логически процесор
|
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
|
||||||
team.crux.name = Крукс
|
team.crux.name = Крукс
|
||||||
team.sharded.name = Откъснатите
|
team.sharded.name = Откъснатите
|
||||||
team.derelict.name = Останки
|
team.derelict.name = Останки
|
||||||
team.green.name = Зелен
|
team.green.name = Зелен
|
||||||
|
|
||||||
team.blue.name = Син
|
team.blue.name = Син
|
||||||
|
|
||||||
hint.skip = Прескочи
|
hint.skip = Прескочи
|
||||||
@@ -2001,6 +2038,7 @@ hint.presetDifficulty = Този сектор има [scarlet]висока вр
|
|||||||
hint.coreIncinerate = След като ядрото се препълни с конкретен тип ресурс, всички допълнителни доставени количества в него ще бъдат [accent]унищожени[].
|
hint.coreIncinerate = След като ядрото се препълни с конкретен тип ресурс, всички допълнителни доставени количества в него ще бъдат [accent]унищожени[].
|
||||||
hint.factoryControl = За да поставите [accent]изходната точка [] на някоя единица, изберете фабричен блок, докато сте в команден режим, после цъкнете с дясно копче върху някое място.\nЕдиници, които се произвеждат оттам ще отидат автоматично до посоченото място.
|
hint.factoryControl = За да поставите [accent]изходната точка [] на някоя единица, изберете фабричен блок, докато сте в команден режим, после цъкнете с дясно копче върху някое място.\nЕдиници, които се произвеждат оттам ще отидат автоматично до посоченото място.
|
||||||
hint.factoryControl.mobile = За да поставите [accent]изходната точка [] на някоя единица, изберете фабричен блок, докато сте в команден режим, после натиснете върху някое мяст.\nЕдиници, които се произвеждат оттам ще отидат автоматично до посоченото място.
|
hint.factoryControl.mobile = За да поставите [accent]изходната точка [] на някоя единица, изберете фабричен блок, докато сте в команден режим, после натиснете върху някое мяст.\nЕдиници, които се произвеждат оттам ще отидат автоматично до посоченото място.
|
||||||
|
|
||||||
gz.mine = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и цъкнете, за да започнете изкопаването.
|
gz.mine = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и цъкнете, за да започнете изкопаването.
|
||||||
gz.mine.mobile = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и натиснете върху земята, за да започнете изкопаването.
|
gz.mine.mobile = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и натиснете върху земята, за да започнете изкопаването.
|
||||||
gz.research = Отворете \ue875 технологичния план.\nПроучете \uf870 [accent]Механичния свредел[], после го изберете от менюто долу вдясно.\nЦъкнете върху поле с мед, за да го поставите.
|
gz.research = Отворете \ue875 технологичния план.\nПроучете \uf870 [accent]Механичния свредел[], после го изберете от менюто долу вдясно.\nЦъкнете върху поле с мед, за да го поставите.
|
||||||
@@ -2021,6 +2059,7 @@ gz.zone1 = Това е вражеската начална зона.
|
|||||||
gz.zone2 = Всичко построено в нейния радиус ще бъде унищожено, когато настъпи новата вълна.
|
gz.zone2 = Всичко построено в нейния радиус ще бъде унищожено, когато настъпи новата вълна.
|
||||||
gz.zone3 = Сега ще започне една такава вълна.\nПригответе се.
|
gz.zone3 = Сега ще започне една такава вълна.\nПригответе се.
|
||||||
gz.finish = Издигнете още оръдия, изкопайте повече ресурси\nи се защитете от всички прииждащи вълни, за да [accent]завладеете този сектор[].
|
gz.finish = Издигнете още оръдия, изкопайте повече ресурси\nи се защитете от всички прииждащи вълни, за да [accent]завладеете този сектор[].
|
||||||
|
|
||||||
onset.mine = Цъкнете, за да копаете \uf748 [accent]берилий[] от стените.\n\nИзползвайте [accent][[WASD], за да се придвижвате.
|
onset.mine = Цъкнете, за да копаете \uf748 [accent]берилий[] от стените.\n\nИзползвайте [accent][[WASD], за да се придвижвате.
|
||||||
onset.mine.mobile = Натиснете, за да копаете \uf748 [accent]берилий[] от стените.
|
onset.mine.mobile = Натиснете, за да копаете \uf748 [accent]берилий[] от стените.
|
||||||
onset.research = Отворете \ue875 технологичния план.\nПроучете, после поставете \uf73e [accent]турбинен сгъстител[] върху отвора.\nТова ще генерира [accent]електричество[].
|
onset.research = Отворете \ue875 технологичния план.\nПроучете, после поставете \uf73e [accent]турбинен сгъстител[] върху отвора.\nТова ще генерира [accent]електричество[].
|
||||||
@@ -2046,6 +2085,7 @@ onset.detect = Врагът ще Ви засече след 2 минути.\nР
|
|||||||
onset.commandmode = Задръжте [accent]shift[], за да влезете в [accent]командния режим[].\n[accent]Цъкнете с ляво копче и влачете[], за да избирате единици.\n[accent]Дясно копче[] дава заповеди за придвижване или атака
|
onset.commandmode = Задръжте [accent]shift[], за да влезете в [accent]командния режим[].\n[accent]Цъкнете с ляво копче и влачете[], за да избирате единици.\n[accent]Дясно копче[] дава заповеди за придвижване или атака
|
||||||
onset.commandmode.mobile = Натиснете [accent]командното копче[], за да влезете в [accent]командния режим[].\nЗадръжте пръста си, после го [accent]придвижете[], за да изберете единици.\n[accent]Докоснете[], за да дадете заповед за придвижване или атака.
|
onset.commandmode.mobile = Натиснете [accent]командното копче[], за да влезете в [accent]командния режим[].\nЗадръжте пръста си, после го [accent]придвижете[], за да изберете единици.\n[accent]Докоснете[], за да дадете заповед за придвижване или атака.
|
||||||
aegis.tungsten = Можете да копаете волфрам чрез [accent]сблъсъчен свредел[].\nТази сграда се нуждае от [accent]вода[] и [accent]електричество[].
|
aegis.tungsten = Можете да копаете волфрам чрез [accent]сблъсъчен свредел[].\nТази сграда се нуждае от [accent]вода[] и [accent]електричество[].
|
||||||
|
|
||||||
split.pickup = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(Основните копчета за вдигане и поставяне са [ и ])
|
split.pickup = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(Основните копчета за вдигане и поставяне са [ и ])
|
||||||
split.pickup.mobile = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(За да вдигнете или оставите нещо, задръжте задълго върху него.)
|
split.pickup.mobile = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(За да вдигнете или оставите нещо, задръжте задълго върху него.)
|
||||||
split.acquire = Нуждаете се от волфрам, за да строите единици.
|
split.acquire = Нуждаете се от волфрам, за да строите единици.
|
||||||
@@ -2073,6 +2113,8 @@ item.spore-pod.description = Използва се за производство
|
|||||||
item.spore-pod.details = Спори. Вероятно синтетична форма на живот. Изпускат газове, които са токсични за биологични организми. Изключително инвазивни. Лесно запалими при определени условия.
|
item.spore-pod.details = Спори. Вероятно синтетична форма на живот. Изпускат газове, които са токсични за биологични организми. Изключително инвазивни. Лесно запалими при определени условия.
|
||||||
item.blast-compound.description = Използва се за бомби и експлозивни боеприпаси.
|
item.blast-compound.description = Използва се за бомби и експлозивни боеприпаси.
|
||||||
item.pyratite.description = Използва се за подпалващи оръжия и горивни генератори.
|
item.pyratite.description = Използва се за подпалващи оръжия и горивни генератори.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Използва се в много видове строежи и муниции на Ерекир.
|
item.beryllium.description = Използва се в много видове строежи и муниции на Ерекир.
|
||||||
item.tungsten.description = Използва се от свредели, броня и муниции. Нужен е за строежа на по-сложни структури.
|
item.tungsten.description = Използва се от свредели, броня и муниции. Нужен е за строежа на по-сложни структури.
|
||||||
item.oxide.description = Използва се като топлопроводник и инсулатор за електричество.
|
item.oxide.description = Използва се като топлопроводник и инсулатор за електричество.
|
||||||
@@ -2082,6 +2124,8 @@ liquid.water.description = Използва се за охлаждане на м
|
|||||||
liquid.slag.description = Може да се рафинира в Разделители до съставните си метали или да се използване за обливане на враговете.
|
liquid.slag.description = Може да се рафинира в Разделители до съставните си метали или да се използване за обливане на враговете.
|
||||||
liquid.oil.description = Използва се в напредналото производство на материали или като запалимо оръжие.
|
liquid.oil.description = Използва се в напредналото производство на материали или като запалимо оръжие.
|
||||||
liquid.cryofluid.description = Използва се като охладител в реактори, оръдия и фабрики.
|
liquid.cryofluid.description = Използва се като охладител в реактори, оръдия и фабрики.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Използва се в химическите реакции за производство на електричество и синтез на материали.
|
liquid.arkycite.description = Използва се в химическите реакции за производство на електричество и синтез на материали.
|
||||||
liquid.ozone.description = Използва се като окисляващ агент в производството на материал, както и за гориво. Относително експлозивен.
|
liquid.ozone.description = Използва се като окисляващ агент в производството на материал, както и за гориво. Относително експлозивен.
|
||||||
liquid.hydrogen.description = Използва се в извличането на ресурси, производството на единици и в ремонти. Запалимо вещество.
|
liquid.hydrogen.description = Използва се в извличането на ресурси, производството на единици и в ремонти. Запалимо вещество.
|
||||||
@@ -2089,6 +2133,7 @@ liquid.cyanogen.description = Използва се за муниции, стр
|
|||||||
liquid.nitrogen.description = Използва се в извличането на ресурси, създаването на газ и производство на единици. Инертен газ.
|
liquid.nitrogen.description = Използва се в извличането на ресурси, създаването на газ и производство на единици. Инертен газ.
|
||||||
liquid.neoplasm.description = Опасен биологичен страничен продукт от неоплазмения реактор. Бързо се разпростира до всеки съседен водосъдържащ блок и го поврежда. Леплив материал.
|
liquid.neoplasm.description = Опасен биологичен страничен продукт от неоплазмения реактор. Бързо се разпростира до всеки съседен водосъдържащ блок и го поврежда. Леплив материал.
|
||||||
liquid.neoplasm.details = Нео-плазма. Неконтрелируема маса от бързо делящи се синтетични клетки с консистенция подобна на тиня. Устойчива на жега. Изключително опасна за всяка сграда, която използва вода.\n\nТвърде сложна и нестабилна за стандартен анализ. Потенциалните приложения са неизвестни. Препоръчва се изгарянето в басейни от слаг.
|
liquid.neoplasm.details = Нео-плазма. Неконтрелируема маса от бързо делящи се синтетични клетки с консистенция подобна на тиня. Устойчива на жега. Изключително опасна за всяка сграда, която използва вода.\n\nТвърде сложна и нестабилна за стандартен анализ. Потенциалните приложения са неизвестни. Препоръчва се изгарянето в басейни от слаг.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Останки
|
block.derelict = \uf77e [lightgray]Останки
|
||||||
block.armored-conveyor.description = Придвижва предмети напред. Не приема вход от страни.
|
block.armored-conveyor.description = Придвижва предмети напред. Не приема вход от страни.
|
||||||
block.illuminator.description = Излъчва светлина.
|
block.illuminator.description = Излъчва светлина.
|
||||||
@@ -2243,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Ядро на базата. Много добре бронирано. Съхранява повече ресурси от ядро Убежище.
|
block.core-citadel.description = Ядро на базата. Много добре бронирано. Съхранява повече ресурси от ядро Убежище.
|
||||||
block.core-acropolis.description = Ядро на базата. Изключтилено бронирано. Съхранява повече ресурси от ядро Цитадела.
|
block.core-acropolis.description = Ядро на базата. Изключтилено бронирано. Съхранява повече ресурси от ядро Цитадела.
|
||||||
@@ -2379,6 +2427,8 @@ unit.oxynoe.description = Изстрелва потоци от огън, кои
|
|||||||
unit.cyerce.description = Изстрелва търсещи клъстерни ракети по враговете. Поправя приятелски единици.
|
unit.cyerce.description = Изстрелва търсещи клъстерни ракети по враговете. Поправя приятелски единици.
|
||||||
unit.aegires.description = Шокира всички вражески единици и сгради в енергийното си поле. Поправя всички приятелски единици.
|
unit.aegires.description = Шокира всички вражески единици и сгради в енергийното си поле. Поправя всички приятелски единици.
|
||||||
unit.navanax.description = Изстрелва експлозивни ЕМП снаряди, които нанасят значителна вреда на вражеските силови мрежи и поправя приятелски сгради. Разтопява близки врагове с 4 автономни лазерни оръдия.
|
unit.navanax.description = Изстрелва експлозивни ЕМП снаряди, които нанасят значителна вреда на вражеските силови мрежи и поправя приятелски сгради. Разтопява близки врагове с 4 автономни лазерни оръдия.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Стреля със стандартни куршуми по вражески цели.
|
unit.stell.description = Стреля със стандартни куршуми по вражески цели.
|
||||||
unit.locus.description = Стреля последователни куршуми по вражески цели.
|
unit.locus.description = Стреля последователни куршуми по вражески цели.
|
||||||
unit.precept.description = Стреля с пронизващи клъстерни куршуми по вражески цели.
|
unit.precept.description = Стреля с пронизващи клъстерни куршуми по вражески цели.
|
||||||
@@ -2444,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2451,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2459,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2488,9 +2545,9 @@ lenum.shoot = Стреля към позиция.
|
|||||||
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
|
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Дали блокът е активиран или забранен.
|
lenum.enabled = Дали блокът е активиран или забранен.
|
||||||
|
|
||||||
laccess.currentammotype = Текущите муниции/течност на оръдието.
|
laccess.currentammotype = Текущите муниции/течност на оръдието.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Цвят на осветителя.
|
laccess.color = Цвят на осветителя.
|
||||||
laccess.controller = Показва кой контролира единицата.\nАко се управлява от процесор, показва него.\nАко е във формация, показва водача й.\nИначе ще покаже самата единица.
|
laccess.controller = Показва кой контролира единицата.\nАко се управлява от процесор, показва него.\nАко е във формация, показва водача й.\nИначе ще покаже самата единица.
|
||||||
laccess.dead = Дали дадена единица/сграда е била унищожена или вече е невалидна.
|
laccess.dead = Дали дадена единица/сграда е била унищожена или вече е невалидна.
|
||||||
@@ -2499,6 +2556,10 @@ 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
|
||||||
@@ -2547,12 +2608,15 @@ lenum.max = Максимална стойност от 2 числа.
|
|||||||
lenum.angle = Ъгъл на вектор в градуси.
|
lenum.angle = Ъгъл на вектор в градуси.
|
||||||
lenum.anglediff = Абсолютното разстояние между два ъгъла в градуси.
|
lenum.anglediff = Абсолютното разстояние между два ъгъла в градуси.
|
||||||
lenum.len = Дължина на вектор.
|
lenum.len = Дължина на вектор.
|
||||||
|
|
||||||
lenum.sin = Синус, в градуси.
|
lenum.sin = Синус, в градуси.
|
||||||
lenum.cos = Косинус, в градуси.
|
lenum.cos = Косинус, в градуси.
|
||||||
lenum.tan = Тангенс, в градуси.
|
lenum.tan = Тангенс, в градуси.
|
||||||
|
|
||||||
lenum.asin = Дъгов синус, в градуси.
|
lenum.asin = Дъгов синус, в градуси.
|
||||||
lenum.acos = Дъгов косинус, в градуси.
|
lenum.acos = Дъгов косинус, в градуси.
|
||||||
lenum.atan = Дъгов тангенс, в градуси.
|
lenum.atan = Дъгов тангенс, в градуси.
|
||||||
|
|
||||||
#not a typo, look up 'range notation'
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Случайно число в регион [0, стойност).
|
lenum.rand = Случайно число в регион [0, стойност).
|
||||||
lenum.log = Естествен логаритъм (ln).
|
lenum.log = Естествен логаритъм (ln).
|
||||||
@@ -2610,6 +2674,7 @@ unitlocate.building = Променлива в която да запише на
|
|||||||
unitlocate.outx = Резултатна X координата.
|
unitlocate.outx = Резултатна X координата.
|
||||||
unitlocate.outy = Резултатна Y координата.
|
unitlocate.outy = Резултатна Y координата.
|
||||||
unitlocate.group = Група постройки за които да търси.
|
unitlocate.group = Група постройки за които да търси.
|
||||||
|
|
||||||
playsound.limit = Ако е вярно, предотвратява този звук,\nв случай, че вече е прозвучал в същия кадър.
|
playsound.limit = Ако е вярно, предотвратява този звук,\nв случай, че вече е прозвучал в същия кадър.
|
||||||
|
|
||||||
lenum.idle = Не се движи, но продължи да строиш/добиваш ресурси.\nСтандартно поведение.
|
lenum.idle = Не се движи, но продължи да строиш/добиваш ресурси.\nСтандартно поведение.
|
||||||
@@ -2632,6 +2697,7 @@ lenum.build = Построй структура.
|
|||||||
lenum.getblock = Провери типа на постройката на дадени координати.\nПозицията трябва да е в обхвата на единицата.\nСолидни не-сгради ще имат типа [accent]@solid[].
|
lenum.getblock = Провери типа на постройката на дадени координати.\nПозицията трябва да е в обхвата на единицата.\nСолидни не-сгради ще имат типа [accent]@solid[].
|
||||||
lenum.within = Проверете дали дадена позиция е в обхват на единицата.
|
lenum.within = Проверете дали дадена позиция е в обхват на единицата.
|
||||||
lenum.boost = Започни/Спри ускорението
|
lenum.boost = Започни/Спри ускорението
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2639,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Desactiva
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Contingut:
|
mod.content = Contingut:
|
||||||
mod.delete.error = El mod no es pot esborrar. Potser el fitxer està en ús.
|
mod.delete.error = El mod no es pot esborrar. Potser el fitxer està en ús.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Versió no compatible
|
mod.incompatiblegame = [red]Versió no compatible
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]No suportat
|
mod.blacklisted = [red]No suportat
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Dependències sense resoldre
|
|||||||
mod.erroredcontent = [scarlet]Errors del contingut
|
mod.erroredcontent = [scarlet]Errors del contingut
|
||||||
mod.circulardependencies = [red]Dependències circulars
|
mod.circulardependencies = [red]Dependències circulars
|
||||||
mod.incompletedependencies = [red]Dependències incompletes
|
mod.incompletedependencies = [red]Dependències incompletes
|
||||||
|
|
||||||
mod.requiresversion.details = Requereix la versió: [accent]{0}[]\nCal actualitzar la vostra versió del joc. El mod necessita una versió nova (potser una distribució alfa o beta) per a funcionar.
|
mod.requiresversion.details = Requereix la versió: [accent]{0}[]\nCal actualitzar la vostra versió del joc. El mod necessita una versió nova (potser una distribució alfa o beta) per a funcionar.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Aquest mod s’ha afegit manualment a la llista negra perquè causa problemes amb aquesta versió del joc. No el feu servir.
|
mod.blacklisted.details = Aquest mod s’ha afegit manualment a la llista negra perquè causa problemes amb aquesta versió del joc. No el feu servir.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = A aquest mod li falten dependències: {0}
|
|||||||
mod.erroredcontent.details = Aquesta partida ha causat errors mentre es carregava. Pregunteu a l’autor del mod si pot arreglar-ho.
|
mod.erroredcontent.details = Aquesta partida ha causat errors mentre es carregava. Pregunteu a l’autor del mod si pot arreglar-ho.
|
||||||
mod.circulardependencies.details = Aquest mod depèn d’un segon mod que, al seu torn, depèn del mod anterior. No es permeten dependències circulars.
|
mod.circulardependencies.details = Aquest mod depèn d’un segon mod que, al seu torn, depèn del mod anterior. No es permeten dependències circulars.
|
||||||
mod.incompletedependencies.details = Aquest mod no es pot carregar perquè té una dependència no vàlida o que no es pot trobar: {0}.
|
mod.incompletedependencies.details = Aquest mod no es pot carregar perquè té una dependència no vàlida o que no es pot trobar: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Cal la versió [red]{0}[] del joc.
|
mod.requiresversion = Cal la versió [red]{0}[] del joc.
|
||||||
|
|
||||||
mod.errors = S’han produït errors quan es carregava el contingut.
|
mod.errors = S’han produït errors quan es carregava el contingut.
|
||||||
mod.noerrorplay = [scarlet]S’executen mods amb errors.[] Desactiveu els mods afectats o arregleu les errades abans de jugar.
|
mod.noerrorplay = [scarlet]S’executen mods amb errors.[] Desactiveu els mods afectats o arregleu les errades abans de jugar.
|
||||||
mod.enable = Activa
|
mod.enable = Activa
|
||||||
@@ -179,6 +183,7 @@ mod.missing = Aquesta partida desada conté mods que heu actualitzat fa poc o qu
|
|||||||
mod.preview.missing = Abans de publicar aquest mod al Workshop, heu d’afegir una imatge de previsualització.\nPoseu una imatge amb el nom [accent]«preview.png»[] dins la carpeta del mod i proveu-ho de nou.
|
mod.preview.missing = Abans de publicar aquest mod al Workshop, heu d’afegir una imatge de previsualització.\nPoseu una imatge amb el nom [accent]«preview.png»[] dins la carpeta del mod i proveu-ho de nou.
|
||||||
mod.folder.missing = Al Workshop només es poden publicar els mods organitzats degudament en una carpeta.\nPer convertir qualsevol mod en format *.zip, descomprimiu els continguts en una carpeta i esborreu el fitxer comprimit; després, reinicieu el programa o recarregueu els mods.
|
mod.folder.missing = Al Workshop només es poden publicar els mods organitzats degudament en una carpeta.\nPer convertir qualsevol mod en format *.zip, descomprimiu els continguts en una carpeta i esborreu el fitxer comprimit; després, reinicieu el programa o recarregueu els mods.
|
||||||
mod.scripts.disable = El vostre dispositiu no admet mods amb scripts. Heu de desactivar aquests mods per a jugar.
|
mod.scripts.disable = El vostre dispositiu no admet mods amb scripts. Heu de desactivar aquests mods per a jugar.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = Els servidors de la comunitat [accent]no[] són ni els cont
|
|||||||
servers.showhidden = Mostra els servidors ocults
|
servers.showhidden = Mostra els servidors ocults
|
||||||
server.shown = Mostra
|
server.shown = Mostra
|
||||||
server.hidden = Amaga
|
server.hidden = Amaga
|
||||||
viewplayer = Es mira el jugador: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Es mira el jugador: [accent]{0}
|
||||||
trace = Rastreja un jugador
|
trace = Rastreja un jugador
|
||||||
trace.playername = Nom del jugador: [accent]{0}
|
trace.playername = Nom del jugador: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = Ha estat expulsat [accent]{0}[] vegades.
|
|||||||
trace.ips = Direccions IP:
|
trace.ips = Direccions IP:
|
||||||
trace.names = Noms:
|
trace.names = Noms:
|
||||||
invalidid = ID de client no vàlid! Envieu un informe d’error.
|
invalidid = ID de client no vàlid! Envieu un informe d’error.
|
||||||
|
|
||||||
player.ban = Bandeja
|
player.ban = Bandeja
|
||||||
player.kick = Expulsa
|
player.kick = Expulsa
|
||||||
player.trace = Traça
|
player.trace = Traça
|
||||||
player.admin = Commuta d’admin
|
player.admin = Commuta d’admin
|
||||||
player.team = Canvia l’equip
|
player.team = Canvia l’equip
|
||||||
|
|
||||||
server.bans = Bandejaments
|
server.bans = Bandejaments
|
||||||
server.bans.none = No s’ha trobat cap jugador bandejat!
|
server.bans.none = No s’ha trobat cap jugador bandejat!
|
||||||
server.admins = Administradors
|
server.admins = Administradors
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = Comportament: Mantén el foc
|
|||||||
stance.pursuetarget = Comportament: Persegueix l’objectiu
|
stance.pursuetarget = Comportament: Persegueix l’objectiu
|
||||||
stance.patrol = Comportament: Patrulla el camí
|
stance.patrol = Comportament: Patrulla el camí
|
||||||
stance.ram = Comportament: Senzill\n[lightgray]Mou-te en línia recta, sense encaminador
|
stance.ram = Comportament: Senzill\n[lightgray]Mou-te en línia recta, sense encaminador
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Obre l’enllaç
|
openlink = Obre l’enllaç
|
||||||
copylink = Copia l’enllaç
|
copylink = Copia l’enllaç
|
||||||
back = Enrere
|
back = Enrere
|
||||||
@@ -509,14 +518,16 @@ waves.units.show = Mostra-les totes
|
|||||||
wavemode.counts = comptades
|
wavemode.counts = comptades
|
||||||
wavemode.totals = totals
|
wavemode.totals = totals
|
||||||
wavemode.health = salut
|
wavemode.health = salut
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Per defecte>
|
editor.default = [lightgray]<Per defecte>
|
||||||
details = Detalls
|
details = Detalls
|
||||||
edit = Edita
|
edit = Edita
|
||||||
variables = Variables
|
variables = Variables
|
||||||
logic.clear.confirm = Esteu segur que voleu esborrar tot el codi d’aquest processador?
|
logic.clear.confirm = Esteu segur que voleu esborrar tot el codi d’aquest processador?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nom:
|
editor.name = Nom:
|
||||||
editor.spawn = Genera una unitat
|
editor.spawn = Genera una unitat
|
||||||
editor.removeunit = Treu una unitat
|
editor.removeunit = Treu una unitat
|
||||||
@@ -631,6 +642,7 @@ filter.option.radius = Radi
|
|||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
filter.option.code = Codi
|
filter.option.code = Codi
|
||||||
filter.option.loop = Bucle
|
filter.option.loop = Bucle
|
||||||
|
|
||||||
locales.info = Aquí, podeu afegir paquets de traducció per a idiomes específics al vostre mapa. En els paquets de traducció, cada propietat té un nom i un valor. Aquestes propietats les poden fer servir els processadors integrats i els objectius, fent servir els seus noms. Suporten el format de text (reemplaçant els marcadors de posició amb els seus valors corresponents).\n\n[cyan]Exemple de propietat:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Aquí, podeu afegir paquets de traducció per a idiomes específics al vostre mapa. En els paquets de traducció, cada propietat té un nom i un valor. Aquestes propietats les poden fer servir els processadors integrats i els objectius, fent servir els seus noms. Suporten el format de text (reemplaçant els marcadors de posició amb els seus valors corresponents).\n\n[cyan]Exemple de propietat:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Esteu segur que voleu esborrar aquesta traducció?
|
locales.deletelocale = Esteu segur que voleu esborrar aquesta traducció?
|
||||||
locales.applytoall = Aplica els canvis a totes les traduccions
|
locales.applytoall = Aplica els canvis a totes les traduccions
|
||||||
@@ -683,6 +695,7 @@ launch.text = Inicia el llançament
|
|||||||
map.multiplayer = Només l’amfitrió pot veure els sectors.
|
map.multiplayer = Només l’amfitrió pot veure els sectors.
|
||||||
uncover = Descobreix
|
uncover = Descobreix
|
||||||
configure = Configura la càrrega inicial
|
configure = Configura la càrrega inicial
|
||||||
|
|
||||||
objective.research.name = Recerca
|
objective.research.name = Recerca
|
||||||
objective.produce.name = Obtén
|
objective.produce.name = Obtén
|
||||||
objective.item.name = Obtén un element
|
objective.item.name = Obtén un element
|
||||||
@@ -696,6 +709,7 @@ objective.destroyblocks.name = Destrueix blocs
|
|||||||
objective.destroycore.name = Destrueix el nucli
|
objective.destroycore.name = Destrueix el nucli
|
||||||
objective.commandmode.name = Mode de comandament
|
objective.commandmode.name = Mode de comandament
|
||||||
objective.flag.name = Bandera
|
objective.flag.name = Bandera
|
||||||
|
|
||||||
marker.shapetext.name = Forma del text
|
marker.shapetext.name = Forma del text
|
||||||
marker.point.name = Punt
|
marker.point.name = Punt
|
||||||
marker.shape.name = Forma
|
marker.shape.name = Forma
|
||||||
@@ -703,6 +717,7 @@ marker.text.name = Text
|
|||||||
marker.line.name = Línia
|
marker.line.name = Línia
|
||||||
marker.quad.name = Rectangle
|
marker.quad.name = Rectangle
|
||||||
marker.texture.name = Textura
|
marker.texture.name = Textura
|
||||||
|
|
||||||
marker.background = Fons
|
marker.background = Fons
|
||||||
marker.outline = Contorn
|
marker.outline = Contorn
|
||||||
|
|
||||||
@@ -721,6 +736,7 @@ objective.enemyairunits = [accent]L’enemic començarà a produir unitats aèri
|
|||||||
objective.destroycore = [accent]Destruïu el nucli enemic.
|
objective.destroycore = [accent]Destruïu el nucli enemic.
|
||||||
objective.command = [accent]Dirigiu les unitats.
|
objective.command = [accent]Dirigiu les unitats.
|
||||||
objective.nuclearlaunch = [accent]⚠ S’ha detectat un llançament nuclear: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ S’ha detectat un llançament nuclear: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ IMPACTE NUCLEAR IMMINENT ⚠
|
announce.nuclearstrike = [red]⚠ IMPACTE NUCLEAR IMMINENT ⚠
|
||||||
|
|
||||||
loadout = Càrrega inicial
|
loadout = Càrrega inicial
|
||||||
@@ -760,6 +776,7 @@ weather.snowing.name = Neu
|
|||||||
weather.sandstorm.name = Tempesta de sorra
|
weather.sandstorm.name = Tempesta de sorra
|
||||||
weather.sporestorm.name = Tempesta d’espores
|
weather.sporestorm.name = Tempesta d’espores
|
||||||
weather.fog.name = Boira
|
weather.fog.name = Boira
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Temps de joc al sector: {0}
|
campaign.playtime = \uf129 [lightgray]Temps de joc al sector: {0}
|
||||||
campaign.complete = [accent]Felicitats.\n\nS’ha derrotat l’enemic de {0}.\n[lightgray]S’ha conquerit l’últim sector.
|
campaign.complete = [accent]Felicitats.\n\nS’ha derrotat l’enemic de {0}.\n[lightgray]S’ha conquerit l’últim sector.
|
||||||
|
|
||||||
@@ -806,12 +823,18 @@ threat.medium = Mitjana
|
|||||||
threat.high = Alta
|
threat.high = Alta
|
||||||
threat.extreme = Extrema
|
threat.extreme = Extrema
|
||||||
threat.eradication = Erradicació
|
threat.eradication = Erradicació
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -867,6 +890,8 @@ sector.coastline.description = S’han detectat restes de tecnologia naval a pro
|
|||||||
sector.navalFortress.description = L’enemic ha establert una base en una illa distant amb defenses geològiques naturals. Destruïu el post avançat i aconseguiu i investigueu les seves tecnologies navals avançades.
|
sector.navalFortress.description = L’enemic ha establert una base en una illa distant amb defenses geològiques naturals. Destruïu el post avançat i aconseguiu i investigueu les seves tecnologies navals avançades.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -895,6 +920,7 @@ sector.siege.name = El setge
|
|||||||
sector.crossroads.name = L’encreuament
|
sector.crossroads.name = L’encreuament
|
||||||
sector.karst.name = El carst
|
sector.karst.name = El carst
|
||||||
sector.origin.name = Origen
|
sector.origin.name = Origen
|
||||||
|
|
||||||
sector.onset.description = El sector del tutorial. Encara no s’ha establert cap objectiu. Manteniu-vos a l’espera per a rebre més informació.
|
sector.onset.description = El sector del tutorial. Encara no s’ha establert cap objectiu. Manteniu-vos a l’espera per a rebre més informació.
|
||||||
sector.aegis.description = L’enemic està protegit per escuts. S’ha detectat un mòdul experimental antiescuts al sector.\nLocalitzeu-lo i abastiu-lo amb tungstè per a destruir la base enemiga.
|
sector.aegis.description = L’enemic està protegit per escuts. S’ha detectat un mòdul experimental antiescuts al sector.\nLocalitzeu-lo i abastiu-lo amb tungstè per a destruir la base enemiga.
|
||||||
sector.lake.description = El llac de residus d’aquest sector limita el nombre d’unitats viables. Les unitats aèries són l’única via possible.\nRecerqueu la tecnologia per a construir [accent]muntadores de naus[] i produïu una unitat [accent]Elude[] tan aviat com pugueu.
|
sector.lake.description = El llac de residus d’aquest sector limita el nombre d’unitats viables. Les unitats aèries són l’única via possible.\nRecerqueu la tecnologia per a construir [accent]muntadores de naus[] i produïu una unitat [accent]Elude[] tan aviat com pugueu.
|
||||||
@@ -1073,6 +1099,7 @@ ability.spawndeath = Aparicions mortals
|
|||||||
ability.spawndeath.description = Allibera unitats quan mor.
|
ability.spawndeath.description = Allibera unitats quan mor.
|
||||||
ability.liquidexplode = Vessament mortal
|
ability.liquidexplode = Vessament mortal
|
||||||
ability.liquidexplode.description = Vessa líquid quan mor.
|
ability.liquidexplode.description = Vessa líquid quan mor.
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
|
ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
|
||||||
ability.stat.regen = [stat]{0}[lightgray] de salut/seg
|
ability.stat.regen = [stat]{0}[lightgray] de salut/seg
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1087,6 +1114,7 @@ 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.
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
@@ -1285,11 +1313,13 @@ keybind.command_mode.name = Mode de comandament
|
|||||||
keybind.command_queue.name = Cua d’ordres d’unitat
|
keybind.command_queue.name = Cua d’ordres d’unitat
|
||||||
keybind.create_control_group.name = Crea un grup de control
|
keybind.create_control_group.name = Crea un grup de control
|
||||||
keybind.cancel_orders.name = Cancel·la les ordres
|
keybind.cancel_orders.name = Cancel·la les ordres
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Comportament: Dispara
|
keybind.unit_stance_shoot.name = Comportament: Dispara
|
||||||
keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
|
keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
|
||||||
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
||||||
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
||||||
keybind.unit_stance_ram.name = Comportament: Senzill
|
keybind.unit_stance_ram.name = Comportament: Senzill
|
||||||
|
|
||||||
keybind.unit_command_move.name = Ordre d’unitat: Mou
|
keybind.unit_command_move.name = Ordre d’unitat: Mou
|
||||||
keybind.unit_command_repair.name = Ordre d’unitat: Repara
|
keybind.unit_command_repair.name = Ordre d’unitat: Repara
|
||||||
keybind.unit_command_rebuild.name = Ordre d’unitat: Reconstrueix
|
keybind.unit_command_rebuild.name = Ordre d’unitat: Reconstrueix
|
||||||
@@ -1301,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Ordre d’unitat: Carrega blocs
|
|||||||
keybind.unit_command_unload_payload.name = Ordre d’unitat: Descarrega blocs
|
keybind.unit_command_unload_payload.name = Ordre d’unitat: Descarrega blocs
|
||||||
keybind.unit_command_enter_payload.name = Ordre d’unitat: Entra blocs
|
keybind.unit_command_enter_payload.name = Ordre d’unitat: Entra blocs
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Reconstrueix la regió
|
keybind.rebuild_select.name = Reconstrueix la regió
|
||||||
keybind.schematic_select.name = Selecciona una regió
|
keybind.schematic_select.name = Selecciona una regió
|
||||||
keybind.schematic_menu.name = Menú de plànols
|
keybind.schematic_menu.name = Menú de plànols
|
||||||
@@ -1329,6 +1360,8 @@ keybind.pick.name = Selecciona un tipus de bloc des del mapa
|
|||||||
keybind.break_block.name = Desmunta un bloc
|
keybind.break_block.name = Desmunta un bloc
|
||||||
keybind.select_all_units.name = Selecciona totes les unitats
|
keybind.select_all_units.name = Selecciona totes les unitats
|
||||||
keybind.select_all_unit_factories.name = Selecciona totes les unitats fabricadores
|
keybind.select_all_unit_factories.name = Selecciona totes les unitats fabricadores
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Cancel·la la selecció
|
keybind.deselect.name = Cancel·la la selecció
|
||||||
keybind.pickupCargo.name = Recull càrrega
|
keybind.pickupCargo.name = Recull càrrega
|
||||||
keybind.dropCargo.name = Deixa la càrrega
|
keybind.dropCargo.name = Deixa la càrrega
|
||||||
@@ -1365,9 +1398,9 @@ mode.pvp.description = Lluiteu contra altres jugadors localment.\n[gray]Cal que
|
|||||||
mode.attack.name = Atac
|
mode.attack.name = Atac
|
||||||
mode.attack.description = Destruïu la base enemiga. \n[gray]Cal que al mapa hi hagi un nucli vermell.
|
mode.attack.description = Destruïu la base enemiga. \n[gray]Cal que al mapa hi hagi un nucli vermell.
|
||||||
mode.custom = Regles personalitzades
|
mode.custom = Regles personalitzades
|
||||||
|
|
||||||
rules.invaliddata = Dades del porta-retalls no vàlides.
|
rules.invaliddata = Dades del porta-retalls no vàlides.
|
||||||
rules.hidebannedblocks = Amaga els blocs no permesos
|
rules.hidebannedblocks = Amaga els blocs no permesos
|
||||||
|
|
||||||
rules.infiniteresources = Recursos infinits
|
rules.infiniteresources = Recursos infinits
|
||||||
rules.onlydepositcore = Al nucli només es poden dipositar recursos
|
rules.onlydepositcore = Al nucli només es poden dipositar recursos
|
||||||
rules.derelictrepair = Permet la reparació dels blocs en ruïnes
|
rules.derelictrepair = Permet la reparació dels blocs en ruïnes
|
||||||
@@ -1447,6 +1480,7 @@ rules.weather = Estat meteorològic
|
|||||||
rules.weather.frequency = Freqüència:
|
rules.weather.frequency = Freqüència:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Durada:
|
rules.weather.duration = Durada:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = No es permet que els jugadors puguin posar res a prop dels edificis enemics. Quan s’intenta posar una torreta, l’abast augmenta i la torreta no podrà arribar a l’enemic.
|
rules.placerangecheck.info = No es permet que els jugadors puguin posar res a prop dels edificis enemics. Quan s’intenta posar una torreta, l’abast augmenta i la torreta no podrà arribar a l’enemic.
|
||||||
rules.onlydepositcore.info = No es permet que les unitats deixin elements a dins dels edificis excepte els nuclis.
|
rules.onlydepositcore.info = No es permet que les unitats deixin elements a dins dels edificis excepte els nuclis.
|
||||||
@@ -1759,6 +1793,7 @@ block.container.name = Contenidor
|
|||||||
block.launch-pad.name = Plataforma de llançament
|
block.launch-pad.name = Plataforma de llançament
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fàbrica d’unitats terrestres
|
block.ground-factory.name = Fàbrica d’unitats terrestres
|
||||||
block.air-factory.name = Fàbrica d’unitats aèries
|
block.air-factory.name = Fàbrica d’unitats aèries
|
||||||
@@ -1792,7 +1827,7 @@ block.payload-unloader.description = Descarrega líquids i elements dels blocs.
|
|||||||
block.heat-source.name = Punt d’aparició de calor
|
block.heat-source.name = Punt d’aparició de calor
|
||||||
block.heat-source.description = Un bloc de mida 1×1 que dóna calor de manera constant sense consumir recursos.
|
block.heat-source.description = Un bloc de mida 1×1 que dóna calor de manera constant sense consumir recursos.
|
||||||
|
|
||||||
#TODO: temporary names!
|
#Erekir
|
||||||
block.empty.name = Buit
|
block.empty.name = Buit
|
||||||
block.rhyolite-crater.name = Cràter de riolita
|
block.rhyolite-crater.name = Cràter de riolita
|
||||||
block.rough-rhyolite.name = Riolita irregular
|
block.rough-rhyolite.name = Riolita irregular
|
||||||
@@ -1953,6 +1988,7 @@ 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
|
||||||
|
|
||||||
@@ -2002,6 +2038,7 @@ hint.presetDifficulty = Aquest sector té un [accent]nivell d’amenaça enemiga
|
|||||||
hint.coreIncinerate = Després que s’hagi arribat al màxim d’emmagatzematge d’un determinat tipus d’element al nucli, tots els altres elements d’aquest tipus que entrin al nucli s’[accent]incineraran[].
|
hint.coreIncinerate = Després que s’hagi arribat al màxim d’emmagatzematge d’un determinat tipus d’element al nucli, tots els altres elements d’aquest tipus que entrin al nucli s’[accent]incineraran[].
|
||||||
hint.factoryControl = Per a establir la [accent]destinació de sortida[] de les unitats d’una fàbrica, feu clic en un bloc de fàbrica mentre esteu en mode de comandament i després feu clic amb el botó de la dreta a la posició desitjada.\nLes unitats produïdes s’hi dirigiran automàticament.
|
hint.factoryControl = Per a establir la [accent]destinació de sortida[] de les unitats d’una fàbrica, feu clic en un bloc de fàbrica mentre esteu en mode de comandament i després feu clic amb el botó de la dreta a la posició desitjada.\nLes unitats produïdes s’hi dirigiran automàticament.
|
||||||
hint.factoryControl.mobile = Per a establir la [accent]destinació de sortida[] de les unitats d’una fàbrica, toqueu un bloc de fàbrica mentre esteu en mode de comandament i després toqueu la posició desitjada.\nLes unitats produïdes s’hi dirigiran automàticament.
|
hint.factoryControl.mobile = Per a establir la [accent]destinació de sortida[] de les unitats d’una fàbrica, toqueu un bloc de fàbrica mentre esteu en mode de comandament i després toqueu la posició desitjada.\nLes unitats produïdes s’hi dirigiran automàticament.
|
||||||
|
|
||||||
gz.mine = Apropeu-vos al :ore-copper: [accent]mineral de coure[] del terra i feu-hi clic per a començar a extreure’n coure.
|
gz.mine = Apropeu-vos al :ore-copper: [accent]mineral de coure[] del terra i feu-hi clic per a començar a extreure’n coure.
|
||||||
gz.mine.mobile = Apropeu-vos al :ore-copper: [accent]mineral de coure[] del terra i toqueu-lo per a començar a extreure’n coure.
|
gz.mine.mobile = Apropeu-vos al :ore-copper: [accent]mineral de coure[] del terra i toqueu-lo per a començar a extreure’n coure.
|
||||||
gz.research = Obriu l’:tree: arbre tecnològic.\nInvestigueu la :mechanical-drill: [accent]perforadora mecànica[] i després trieu-la des del menú de sota a la dreta.\nFeu clic en un dipòsit de coure per a construir-la.
|
gz.research = Obriu l’:tree: arbre tecnològic.\nInvestigueu la :mechanical-drill: [accent]perforadora mecànica[] i després trieu-la des del menú de sota a la dreta.\nFeu clic en un dipòsit de coure per a construir-la.
|
||||||
@@ -2022,6 +2059,7 @@ gz.zone1 = Aquesta és la zona d’aterratge enemiga.
|
|||||||
gz.zone2 = Tot el que es construeixi a dins es destruirà quan comenci la propera onada enemiga.
|
gz.zone2 = Tot el que es construeixi a dins es destruirà quan comenci la propera onada enemiga.
|
||||||
gz.zone3 = Ara comença una onada.\nPrepareu-vos.
|
gz.zone3 = Ara comença una onada.\nPrepareu-vos.
|
||||||
gz.finish = Construïu més torretes, extraieu més recursos \ni defense-vos contra totes les onades per a [accent]capturar el sector[].
|
gz.finish = Construïu més torretes, extraieu més recursos \ni defense-vos contra totes les onades per a [accent]capturar el sector[].
|
||||||
|
|
||||||
onset.mine = Feu clic als murs per a extraure :beryllium: [accent]beril·li[].\n\nFeu servir [accent][[WASD] per a moure-vos.
|
onset.mine = Feu clic als murs per a extraure :beryllium: [accent]beril·li[].\n\nFeu servir [accent][[WASD] per a moure-vos.
|
||||||
onset.mine.mobile = Toqueu per a extraure :beryllium: [accent]beril·li[] dels murs.
|
onset.mine.mobile = Toqueu per a extraure :beryllium: [accent]beril·li[] dels murs.
|
||||||
onset.research = Obriu :tree: l’arbre tecnològic.\nInvestigueu i després construïu una :turbine-condenser: [accent]turbina condensadora[] a la fumarola.\nAixí aconseguireu generar [accent]energia[].
|
onset.research = Obriu :tree: l’arbre tecnològic.\nInvestigueu i després construïu una :turbine-condenser: [accent]turbina condensadora[] a la fumarola.\nAixí aconseguireu generar [accent]energia[].
|
||||||
@@ -2047,6 +2085,7 @@ onset.detect = L’enemic us detectarà d’aquí 2 minuts.\nEstabliu les defens
|
|||||||
onset.commandmode = Mantingueu premuda [accent]Maj.[] per a entrar al [accent]mode de comandament[].\n[accent]Feu clic amb el botó esquerre i arrossegueu[] per a seleccionar unitats.\n[accent]Feu clic amb el botó dret[] per a ordenar a les unitats seleccionades que ataquin o que es moguin.
|
onset.commandmode = Mantingueu premuda [accent]Maj.[] per a entrar al [accent]mode de comandament[].\n[accent]Feu clic amb el botó esquerre i arrossegueu[] per a seleccionar unitats.\n[accent]Feu clic amb el botó dret[] per a ordenar a les unitats seleccionades que ataquin o que es moguin.
|
||||||
onset.commandmode.mobile = Premeu el [accent]botó de comandament[] per a entrar al [accent]mode de comandament[].\nPremeu i [accent]arrossegueu[] per a seleccionar unitats.\n[accent]Toqueu[] per a ordenar a les unitats seleccionades que ataquin o que es moguin.
|
onset.commandmode.mobile = Premeu el [accent]botó de comandament[] per a entrar al [accent]mode de comandament[].\nPremeu i [accent]arrossegueu[] per a seleccionar unitats.\n[accent]Toqueu[] per a ordenar a les unitats seleccionades que ataquin o que es moguin.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Les tecles per defecte són [ i ] per a recollir i deixar).
|
split.pickup = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Les tecles per defecte són [ i ] per a recollir i deixar).
|
||||||
split.pickup.mobile = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Per a deixar o recollir alguna cosa, premeu-la uns segons).
|
split.pickup.mobile = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Per a deixar o recollir alguna cosa, premeu-la uns segons).
|
||||||
split.acquire = Heu d’aconseguir una mica de tungstè per a construir unitats.
|
split.acquire = Heu d’aconseguir una mica de tungstè per a construir unitats.
|
||||||
@@ -2074,6 +2113,8 @@ item.spore-pod.description = Es pot convertir en petroli, explosius i combustibl
|
|||||||
item.spore-pod.details = Espores. Probablement, es tracta d’una forma de vida sintètica. Emet gasos tòxics per a altres formes de vida i és molt invasiva. Sota certes condicions, són molt inflamables.
|
item.spore-pod.details = Espores. Probablement, es tracta d’una forma de vida sintètica. Emet gasos tòxics per a altres formes de vida i és molt invasiva. Sota certes condicions, són molt inflamables.
|
||||||
item.blast-compound.description = S’empra en bombes i munició explosiva.
|
item.blast-compound.description = S’empra en bombes i munició explosiva.
|
||||||
item.pyratite.description = S’empra en armes incendiàries i generadors a combustió.
|
item.pyratite.description = S’empra en armes incendiàries i generadors a combustió.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = S’empra en molts tipus de construccions i munició d’Erekir.
|
item.beryllium.description = S’empra en molts tipus de construccions i munició d’Erekir.
|
||||||
item.tungsten.description = S’empra en perforadores, armadures i munició. Se’n necessita per construir estructures més avançades.
|
item.tungsten.description = S’empra en perforadores, armadures i munició. Se’n necessita per construir estructures més avançades.
|
||||||
item.oxide.description = S’empra com a conductor de l’energia tèrmica i també es fa servir com a aïllant elèctric.
|
item.oxide.description = S’empra com a conductor de l’energia tèrmica i també es fa servir com a aïllant elèctric.
|
||||||
@@ -2083,6 +2124,8 @@ liquid.water.description = S’empra per a refredar màquines i processar residu
|
|||||||
liquid.slag.description = Es refina en separadors per a obtenir-ne diferents metalls. També es fa servir com a munició líquida en torretes.
|
liquid.slag.description = Es refina en separadors per a obtenir-ne diferents metalls. També es fa servir com a munició líquida en torretes.
|
||||||
liquid.oil.description = S’empra per a produir materials avançats i com a munició incendiària.
|
liquid.oil.description = S’empra per a produir materials avançats i com a munició incendiària.
|
||||||
liquid.cryofluid.description = S’empra com a refrigerant en reactors, torretes i fàbriques.
|
liquid.cryofluid.description = S’empra com a refrigerant en reactors, torretes i fàbriques.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Es fa servir en reaccions químiques per generar electricitat i sintetitzar materials.
|
liquid.arkycite.description = Es fa servir en reaccions químiques per generar electricitat i sintetitzar materials.
|
||||||
liquid.ozone.description = Es fa servir com a agent oxidant en producció de materials i combustibles. Moderadament explosiu.
|
liquid.ozone.description = Es fa servir com a agent oxidant en producció de materials i combustibles. Moderadament explosiu.
|
||||||
liquid.hydrogen.description = Es fa servir en extracció de recursos, producció d’unitats i reparació d’estructures. Inflamable.
|
liquid.hydrogen.description = Es fa servir en extracció de recursos, producció d’unitats i reparació d’estructures. Inflamable.
|
||||||
@@ -2245,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Nucli de la base. Molt ben blindat. Emmagatzema més recursos que un nucli Bastió.
|
block.core-citadel.description = Nucli de la base. Molt ben blindat. Emmagatzema més recursos que un nucli Bastió.
|
||||||
block.core-acropolis.description = Nucli de la base. Excepcionalment ben blindat. Emmagatzema més recursos que un nucli Ciutadella.
|
block.core-acropolis.description = Nucli de la base. Excepcionalment ben blindat. Emmagatzema més recursos que un nucli Ciutadella.
|
||||||
@@ -2381,6 +2427,8 @@ unit.oxynoe.description = Dispara rajos de flames als enemics propers que repare
|
|||||||
unit.cyerce.description = Dispara grups de míssils rastrejadors. Repara unitats aliades.
|
unit.cyerce.description = Dispara grups de míssils rastrejadors. Repara unitats aliades.
|
||||||
unit.aegires.description = Electrocuta totes les unitats enemigues que entren al seu camp d’energia. Repara tots els aliats.
|
unit.aegires.description = Electrocuta totes les unitats enemigues que entren al seu camp d’energia. Repara tots els aliats.
|
||||||
unit.navanax.description = Dispara projectils explosius PEM que danyen significativament les xarxes d’energia enemigues i que reparen les estructures aliades. Fon els enemics propers amb 4 torretes làser autònomes.
|
unit.navanax.description = Dispara projectils explosius PEM que danyen significativament les xarxes d’energia enemigues i que reparen les estructures aliades. Fon els enemics propers amb 4 torretes làser autònomes.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Dispara munició estàndard als objectius enemics.
|
unit.stell.description = Dispara munició estàndard als objectius enemics.
|
||||||
unit.locus.description = Dispara munició alternant als objectius enemics.
|
unit.locus.description = Dispara munició alternant als objectius enemics.
|
||||||
unit.precept.description = Dispara una ràfega de munició perforadora als objectius enemics.
|
unit.precept.description = Dispara una ràfega de munició perforadora als objectius enemics.
|
||||||
@@ -2446,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
||||||
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
||||||
lst.localeprint = Afegeix el valor d’una propietat de la traducció d’un mapa a la cua d’impressió.\nPer a establir paquets de traducció de mapes a l’editor de mapes, comproveu [accent]Informació del mapa > Paquets de traducció[].\nSi el client és un dispositiu mòbil, primer intenta imprimir una propietat que acabi en «.mobile».
|
lst.localeprint = Afegeix el valor d’una propietat de la traducció d’un mapa a la cua d’impressió.\nPer a establir paquets de traducció de mapes a l’editor de mapes, comproveu [accent]Informació del mapa > Paquets de traducció[].\nSi el client és un dispositiu mòbil, primer intenta imprimir una propietat que acabi en «.mobile».
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2453,6 +2502,7 @@ lglobal.@pi = La constant matemàtica pi (3.141…)
|
|||||||
lglobal.@e = La constant matemàtica e (2.718…)
|
lglobal.@e = La constant matemàtica e (2.718…)
|
||||||
lglobal.@degToRad = Multiplica per aquest nombre per a convertir graus sexagesimals en radians.
|
lglobal.@degToRad = Multiplica per aquest nombre per a convertir graus sexagesimals en radians.
|
||||||
lglobal.@radToDeg = Multiplica per aquest nombre per a convertir radians en graus sexagesimals.
|
lglobal.@radToDeg = Multiplica per aquest nombre per a convertir radians en graus sexagesimals.
|
||||||
|
|
||||||
lglobal.@time = Temps de joc de la partida actual, en mil·lisegons
|
lglobal.@time = Temps de joc de la partida actual, en mil·lisegons
|
||||||
lglobal.@tick = Temps de joc de la partida actual, en tics (1 segon = 60 tics)
|
lglobal.@tick = Temps de joc de la partida actual, en tics (1 segon = 60 tics)
|
||||||
lglobal.@second = Temps de joc de la partida actual, en segons
|
lglobal.@second = Temps de joc de la partida actual, en segons
|
||||||
@@ -2461,22 +2511,27 @@ lglobal.@waveNumber = Nombre de l’onada actual, si les onades estan activades
|
|||||||
lglobal.@waveTime = Comptador enrere de les onades, en segons
|
lglobal.@waveTime = Comptador enrere de les onades, en segons
|
||||||
lglobal.@mapw = Amplada del mapa en caselles
|
lglobal.@mapw = Amplada del mapa en caselles
|
||||||
lglobal.@maph = Alçària del mapa en caselles
|
lglobal.@maph = Alçària del mapa en caselles
|
||||||
|
|
||||||
lglobal.sectionMap = Mapa
|
lglobal.sectionMap = Mapa
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Xarxa/Client [Només processador integrat]
|
lglobal.sectionNetwork = Xarxa/Client [Només processador integrat]
|
||||||
lglobal.sectionProcessor = Processador
|
lglobal.sectionProcessor = Processador
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = El bloc lògic que executa el codi
|
lglobal.@this = El bloc lògic que executa el codi
|
||||||
lglobal.@thisx = Coordenada X del bloc que executa el codi
|
lglobal.@thisx = Coordenada X del bloc que executa el codi
|
||||||
lglobal.@thisy = Coordenada Y del bloc que executa el codi
|
lglobal.@thisy = Coordenada Y del bloc que executa el codi
|
||||||
lglobal.@links = Quantitat total de blocs enllaçats amb aquest processador
|
lglobal.@links = Quantitat total de blocs enllaçats amb aquest processador
|
||||||
lglobal.@ipt = Velocitat d’execució del processador en instruccions per tic (60 tics = 1 segon)
|
lglobal.@ipt = Velocitat d’execució del processador en instruccions per tic (60 tics = 1 segon)
|
||||||
|
|
||||||
lglobal.@unitCount = Nombre total de tipus de continguts d’unitat a la partida; es fa servir amb la instrucció lookup.
|
lglobal.@unitCount = Nombre total de tipus de continguts d’unitat a la partida; es fa servir amb la instrucció lookup.
|
||||||
lglobal.@blockCount = Nombre total de tipus de continguts de bloc a la partida; es fa servir amb la instrucció lookup.
|
lglobal.@blockCount = Nombre total de tipus de continguts de bloc a la partida; es fa servir amb la instrucció lookup.
|
||||||
lglobal.@itemCount = Nombre total de tipus de continguts d’element a la partida; es fa servir amb la instrucció lookup.
|
lglobal.@itemCount = Nombre total de tipus de continguts d’element a la partida; es fa servir amb la instrucció lookup.
|
||||||
lglobal.@liquidCount = Nombre total de tipus de continguts de líquid a la partida; es fa servir amb la instrucció lookup.
|
lglobal.@liquidCount = Nombre total de tipus de continguts de líquid a la partida; es fa servir amb la instrucció lookup.
|
||||||
|
|
||||||
lglobal.@server = Cert si el codi s’executa en un servidor o en mode d’un sol jugador; fals altrament.
|
lglobal.@server = Cert si el codi s’executa en un servidor o en mode d’un sol jugador; fals altrament.
|
||||||
lglobal.@client = Cert si el codi s’executa en un client connectat a un servidor.
|
lglobal.@client = Cert si el codi s’executa en un client connectat a un servidor.
|
||||||
|
|
||||||
lglobal.@clientLocale = Traducció del client que executa el codi. Per exemple: en_US
|
lglobal.@clientLocale = Traducció del client que executa el codi. Per exemple: en_US
|
||||||
lglobal.@clientUnit = Unitat del client que executa el codi
|
lglobal.@clientUnit = Unitat del client que executa el codi
|
||||||
lglobal.@clientName = Nom del jugador del client que executa el codi
|
lglobal.@clientName = Nom del jugador del client que executa el codi
|
||||||
@@ -2490,9 +2545,9 @@ lenum.shoot = Dispara a una posició.
|
|||||||
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
|
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
|
||||||
lenum.config = Configuració de l’estructura, com ara el classificador.
|
lenum.config = Configuració de l’estructura, com ara el classificador.
|
||||||
lenum.enabled = Retorna si el bloc està activat.
|
lenum.enabled = Retorna si el bloc està activat.
|
||||||
|
|
||||||
laccess.currentammotype = Líquid o element de munició actual de la torreta.
|
laccess.currentammotype = Líquid o element de munició actual de la torreta.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Color de l’il·luminador.
|
laccess.color = Color de l’il·luminador.
|
||||||
laccess.controller = Controlador de la unitat. Si es controla per processador, retorna el processador.\nAltrament, retorna la mateixa unitat.
|
laccess.controller = Controlador de la unitat. Si es controla per processador, retorna el processador.\nAltrament, retorna la mateixa unitat.
|
||||||
laccess.dead = Retorna si una unitat o bloc està destruïda o si ja no és vàlida.
|
laccess.dead = Retorna si una unitat o bloc està destruïda o si ja no és vàlida.
|
||||||
@@ -2501,6 +2556,10 @@ 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
|
||||||
@@ -2615,6 +2674,7 @@ unitlocate.building = Variable de sortida per al bloc localitzat.
|
|||||||
unitlocate.outx = Coordenada X de la sortida.
|
unitlocate.outx = Coordenada X de la sortida.
|
||||||
unitlocate.outy = Coordenada Y de la sortida.
|
unitlocate.outy = Coordenada Y de la sortida.
|
||||||
unitlocate.group = Categoria de blocs a buscar.
|
unitlocate.group = Categoria de blocs a buscar.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = La unitat no es mourà, però continuarà construint i extraient minerals.\nÉs l’estat per defecte.
|
lenum.idle = La unitat no es mourà, però continuarà construint i extraient minerals.\nÉs l’estat per defecte.
|
||||||
@@ -2637,6 +2697,7 @@ lenum.build = Construeix una estructura.
|
|||||||
lenum.getblock = Obté el bloc, el seu tipus i el terra a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat; altrament es retornarà un valor buit.
|
lenum.getblock = Obté el bloc, el seu tipus i el terra a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat; altrament es retornarà un valor buit.
|
||||||
lenum.within = Comprova si la unitat està a prop d’una posició.
|
lenum.within = Comprova si la unitat està a prop d’una posició.
|
||||||
lenum.boost = Inicia/Detén el vol.
|
lenum.boost = Inicia/Detén el vol.
|
||||||
|
|
||||||
lenum.flushtext = Passa el contingut de la cua d’impressió al marcador, si es pot.\nSi s’estableix «fetch» a vertader, s’intentarà carregar les propietats de la traducció del mapa o del joc.
|
lenum.flushtext = Passa el contingut de la cua d’impressió al marcador, si es pot.\nSi s’estableix «fetch» a vertader, s’intentarà carregar les propietats de la traducció del mapa o del joc.
|
||||||
lenum.texture = Nom de la textura directa de l’atles de textures del joc (amb l’estil de noms kebab-case).\nSi «printFlush» s’estableix a vertader, consumeix el contingut de la cua d’impressió com a argument de text.
|
lenum.texture = Nom de la textura directa de l’atles de textures del joc (amb l’estil de noms kebab-case).\nSi «printFlush» s’estableix a vertader, consumeix el contingut de la cua d’impressió com a argument de text.
|
||||||
lenum.texturesize = Mida de la textura a les caselles. Un valor de zero indica que s’ha d'escalar l’amplada del marcador a la mida original de la textura.
|
lenum.texturesize = Mida de la textura a les caselles. Un valor de zero indica que s’ha d'escalar l’amplada del marcador a la mida original de la textura.
|
||||||
@@ -2644,6 +2705,7 @@ lenum.autoscale = Indica si cal escalar el marcador segons el nivell de zoom del
|
|||||||
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
|
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
|
||||||
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
|
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
|
||||||
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
|
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Zakázat
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Obsah:
|
mod.content = Obsah:
|
||||||
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor může být používán.
|
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor může být používán.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Zastaralá Hra
|
mod.incompatiblegame = [red]Zastaralá Hra
|
||||||
mod.incompatiblemod = [red]Nekompatibilní
|
mod.incompatiblemod = [red]Nekompatibilní
|
||||||
mod.blacklisted = [red]Nepodporováno
|
mod.blacklisted = [red]Nepodporováno
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Nesplněné Dependencies
|
|||||||
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
||||||
mod.circulardependencies = [red]Kruhové závislosti
|
mod.circulardependencies = [red]Kruhové závislosti
|
||||||
mod.incompletedependencies = [red]Nedokončené závislosti
|
mod.incompletedependencies = [red]Nedokončené závislosti
|
||||||
|
|
||||||
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
|
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
|||||||
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
||||||
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
||||||
|
|
||||||
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
||||||
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
||||||
mod.enable = Povolit
|
mod.enable = Povolit
|
||||||
@@ -179,6 +183,7 @@ mod.missing = Toto uložení hra obsahuje modifikace, které byly nedávno aktua
|
|||||||
mod.preview.missing = Než vystavíš svou modifikaci ve Workshopu na Steamu, musíš přidat obrázek pro náhled.\nUmísti obrázek pojmenovaný [accent]preview.png[] do složky modifikace a zkus to znovu.
|
mod.preview.missing = Než vystavíš svou modifikaci ve Workshopu na Steamu, musíš přidat obrázek pro náhled.\nUmísti obrázek pojmenovaný [accent]preview.png[] do složky modifikace a zkus to znovu.
|
||||||
mod.folder.missing = Ve Workshopu na Steamu mohou být vystaveny pouze modifikace ve formě složky.\nAbys převedl modifikaci na formu složky, jednoduše rozbal zip soubor do složky a smaž starý zip soubor. Potom znovu spusť hru nebo znovu načti modifikace.
|
mod.folder.missing = Ve Workshopu na Steamu mohou být vystaveny pouze modifikace ve formě složky.\nAbys převedl modifikaci na formu složky, jednoduše rozbal zip soubor do složky a smaž starý zip soubor. Potom znovu spusť hru nebo znovu načti modifikace.
|
||||||
mod.scripts.disable = Tvoje zařízení nepodporuje skripty. Musíš zakázat tyto modifikace, abys mohl hrát hru.
|
mod.scripts.disable = Tvoje zařízení nepodporuje skripty. Musíš zakázat tyto modifikace, abys mohl hrát hru.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -204,7 +209,6 @@ campaign.none = [lightgray]Vyberte planetu, na které chcete začít.\nToto lze
|
|||||||
campaign.erekir = Novější, uhlazenější obsah. Většinou lineární průběh kampaně.\n\nVyšší kvalita map a celkový zážitek.
|
campaign.erekir = Novější, uhlazenější obsah. Většinou lineární průběh kampaně.\n\nVyšší kvalita map a celkový zážitek.
|
||||||
campaign.serpulo = Starší obsah; klasický zážitek. Více otevřených.\n\nPotenciálně nevyvážené mapy a mechanismy kampaní. Méně leštěné.
|
campaign.serpulo = Starší obsah; klasický zážitek. Více otevřených.\n\nPotenciálně nevyvážené mapy a mechanismy kampaní. Méně leštěné.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]Dokončeno[]
|
completed = [accent]Dokončeno[]
|
||||||
techtree = Technologie
|
techtree = Technologie
|
||||||
techtree.select = Výběr Výzkumného Stromu
|
techtree.select = Výběr Výzkumného Stromu
|
||||||
@@ -261,8 +265,8 @@ servers.disclaimer = Komunitní servery [accent]nejsou[] vlastněny ani kontrolo
|
|||||||
servers.showhidden = Zobraz skryté servery
|
servers.showhidden = Zobraz skryté servery
|
||||||
server.shown = Zobrazené
|
server.shown = Zobrazené
|
||||||
server.hidden = Skryté
|
server.hidden = Skryté
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Vystopovat hráče
|
trace = Vystopovat hráče
|
||||||
trace.playername = Jméno hráče: [accent]{0}[]
|
trace.playername = Jméno hráče: [accent]{0}[]
|
||||||
trace.ip = Adresa IP: [accent]{0}[]
|
trace.ip = Adresa IP: [accent]{0}[]
|
||||||
@@ -275,11 +279,13 @@ trace.times.kicked = Krát Vyhozen: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Jména:
|
trace.names = Jména:
|
||||||
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
|
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Vyhodit
|
player.kick = Vyhodit
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Přepínání správce
|
player.admin = Přepínání správce
|
||||||
player.team = Změnit tým
|
player.team = Změnit tým
|
||||||
|
|
||||||
server.bans = Zákazy
|
server.bans = Zákazy
|
||||||
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
|
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
|
||||||
server.admins = Správci
|
server.admins = Správci
|
||||||
@@ -372,7 +378,8 @@ stance.holdfire = Postoj: Přestaň střílet
|
|||||||
stance.pursuetarget = Postoj: Sleduj cíl
|
stance.pursuetarget = Postoj: Sleduj cíl
|
||||||
stance.patrol = Postoj: Hlídej
|
stance.patrol = Postoj: Hlídej
|
||||||
stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
|
stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Otevřít odkaz
|
openlink = Otevřít odkaz
|
||||||
copylink = Zkopírovat odkaz
|
copylink = Zkopírovat odkaz
|
||||||
back = Zpět
|
back = Zpět
|
||||||
@@ -436,10 +443,10 @@ publishing = [accent]Publikuji...
|
|||||||
publish.confirm = Opravdu chceš toto publikovat?\n\n[lightgray]Ujisti se nejprve, že souhlasíš se smluvními podmínkami Workshopu na Steamu (EULA), jinak se Tvoje položky nezobrazí.[]
|
publish.confirm = Opravdu chceš toto publikovat?\n\n[lightgray]Ujisti se nejprve, že souhlasíš se smluvními podmínkami Workshopu na Steamu (EULA), jinak se Tvoje položky nezobrazí.[]
|
||||||
publish.error = Chyba při publikování položky: {0}
|
publish.error = Chyba při publikování položky: {0}
|
||||||
steam.error = Nepodařilo se inicializovat služby platformy Steam. Chyba: {0}
|
steam.error = Nepodařilo se inicializovat služby platformy Steam. Chyba: {0}
|
||||||
|
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
|
|
||||||
editor.cliffs = Zdi Na Útesy
|
editor.cliffs = Zdi Na Útesy
|
||||||
editor.brush = Štětec
|
editor.brush = Štětec
|
||||||
editor.openin = Otevřít v editoru
|
editor.openin = Otevřít v editoru
|
||||||
@@ -507,17 +514,18 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Schovat vše
|
waves.units.hide = Schovat vše
|
||||||
waves.units.show = Zobrazit vše
|
waves.units.show = Zobrazit vše
|
||||||
|
|
||||||
#toto je záměrně malými písmeny
|
#these are intentionally in lower case
|
||||||
wavemode.counts = počty
|
wavemode.counts = počty
|
||||||
wavemode.totals = součty
|
wavemode.totals = součty
|
||||||
wavemode.health = zdraví
|
wavemode.health = zdraví
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Výchozí>[]
|
editor.default = [lightgray]<Výchozí>[]
|
||||||
details = Podrobnosti...
|
details = Podrobnosti...
|
||||||
edit = Upravit...
|
edit = Upravit...
|
||||||
variables = Hodnoty
|
variables = Hodnoty
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Vestavěné proměnné
|
logic.globals = Vestavěné proměnné
|
||||||
|
|
||||||
editor.name = Jméno:
|
editor.name = Jméno:
|
||||||
@@ -586,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Vymažte bloky stejného typu.
|
toolmode.fillerase.description = Vymažte bloky stejného typu.
|
||||||
toolmode.drawteams = Kreslit týmy
|
toolmode.drawteams = Kreslit týmy
|
||||||
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Pod Kapalinami
|
toolmode.underliquid = Pod Kapalinami
|
||||||
toolmode.underliquid.description = Kreslí podlahy pod kostkama kapalin.
|
toolmode.underliquid.description = Kreslí podlahy pod kostkama kapalin.
|
||||||
|
|
||||||
filters.empty = [lightgray]Nejsou zadány žádné filtry, přidej filtr tlačítkem níže.[]
|
filters.empty = [lightgray]Nejsou zadány žádné filtry, přidej filtr tlačítkem níže.[]
|
||||||
|
|
||||||
filter.distort = Zkreslení
|
filter.distort = Zkreslení
|
||||||
filter.noise = Zašumění
|
filter.noise = Zašumění
|
||||||
filter.enemyspawn = Výběr nepřátelské líhně
|
filter.enemyspawn = Výběr nepřátelské líhně
|
||||||
@@ -632,6 +642,7 @@ filter.option.radius = Poloměr
|
|||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Zde můžete do mapy přidat balíčky národního prostředí pro konkrétní jazyky. V balíčcích národního prostředí má každá vlastnost název a hodnotu. Tyto vlastnosti mohou využívat světoví zpracovatelé a cíle pomocí svých jmen. Podporují formátování textu (nahrazení zástupných symbolů skutečnými hodnotami).\n\n[cyan]Příklad vlastnosti:\n[]název: [accent]timer[]\nvalue: [accent]Příklad časovače, zbývající čas: @[]\n\n[cyan]Usage:\n[]Nastavte jej jako text cíle: [accent]@timer\n\n[]Vytiskněte si to ve světovém procesoru:\n[accent]localeprint "timer"\nformat time\n[gray](kde čas je samostatně vypočítaná proměnná)
|
locales.info = Zde můžete do mapy přidat balíčky národního prostředí pro konkrétní jazyky. V balíčcích národního prostředí má každá vlastnost název a hodnotu. Tyto vlastnosti mohou využívat světoví zpracovatelé a cíle pomocí svých jmen. Podporují formátování textu (nahrazení zástupných symbolů skutečnými hodnotami).\n\n[cyan]Příklad vlastnosti:\n[]název: [accent]timer[]\nvalue: [accent]Příklad časovače, zbývající čas: @[]\n\n[cyan]Usage:\n[]Nastavte jej jako text cíle: [accent]@timer\n\n[]Vytiskněte si to ve světovém procesoru:\n[accent]localeprint "timer"\nformat time\n[gray](kde čas je samostatně vypočítaná proměnná)
|
||||||
locales.deletelocale = Opravdu chcete smazat tento balíček národního prostředí?
|
locales.deletelocale = Opravdu chcete smazat tento balíček národního prostředí?
|
||||||
locales.applytoall = Použít změny na všechna národní prostředí
|
locales.applytoall = Použít změny na všechna národní prostředí
|
||||||
@@ -684,6 +695,7 @@ launch.text = Vyslat
|
|||||||
map.multiplayer = Jen hostitel může prohlížet sektory.
|
map.multiplayer = Jen hostitel může prohlížet sektory.
|
||||||
uncover = Odkrýt mapu
|
uncover = Odkrýt mapu
|
||||||
configure = Přizpůsobit vybavení
|
configure = Přizpůsobit vybavení
|
||||||
|
|
||||||
objective.research.name = Výzkum
|
objective.research.name = Výzkum
|
||||||
objective.produce.name = Získat
|
objective.produce.name = Získat
|
||||||
objective.item.name = Získat Věc
|
objective.item.name = Získat Věc
|
||||||
@@ -697,6 +709,7 @@ objective.destroyblocks.name = Zničit Kostky
|
|||||||
objective.destroycore.name = Zničit Jádro
|
objective.destroycore.name = Zničit Jádro
|
||||||
objective.commandmode.name = Příkazovy Režim
|
objective.commandmode.name = Příkazovy Režim
|
||||||
objective.flag.name = Vlajka
|
objective.flag.name = Vlajka
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Tvar
|
marker.shape.name = Tvar
|
||||||
@@ -704,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Pozadí
|
marker.background = Pozadí
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Výzkum:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Výzkum:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Zisk:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Zisk:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Zničení:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Zničení:\n[]{0}[lightgray]{1}
|
||||||
@@ -721,6 +736,7 @@ objective.enemyairunits = [accent]Začátek výroby nepřátelských leteckých
|
|||||||
objective.destroycore = [accent]Znič nepřátelské Jádro
|
objective.destroycore = [accent]Znič nepřátelské Jádro
|
||||||
objective.command = [accent]Velitelské jednotky
|
objective.command = [accent]Velitelské jednotky
|
||||||
objective.nuclearlaunch = [accent]⚠ Zjištěna nukleární bomba: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Zjištěna nukleární bomba: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ JADERNÝ ÚDER ⚠
|
announce.nuclearstrike = [red]⚠ JADERNÝ ÚDER ⚠
|
||||||
|
|
||||||
loadout = Načtení
|
loadout = Načtení
|
||||||
@@ -760,11 +776,12 @@ weather.snowing.name = Sníh
|
|||||||
weather.sandstorm.name = Písečná ouře
|
weather.sandstorm.name = Písečná ouře
|
||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lightgray]Poslední sektor byl dobyt.
|
campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lightgray]Poslední sektor byl dobyt.
|
||||||
|
|
||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} pod útokem
|
sectorlist.attacked = {0} pod útokem
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Neprozkoumáno
|
sectors.unexplored = [lightgray]Neprozkoumáno
|
||||||
sectors.resources = Zdroje:
|
sectors.resources = Zdroje:
|
||||||
sectors.production = Výroba:
|
sectors.production = Výroba:
|
||||||
@@ -806,12 +823,18 @@ threat.medium = Střední
|
|||||||
threat.high = Velké
|
threat.high = Velké
|
||||||
threat.extreme = Extrémní
|
threat.extreme = Extrémní
|
||||||
threat.eradication = Vyhlazující
|
threat.eradication = Vyhlazující
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -867,6 +890,8 @@ sector.coastline.description = V této lokaci byly objeveny pozůstatky techniky
|
|||||||
sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlém, přírodou opevněném ostrově. Zničte tuto základnu. Získejte jejich pokročilou technologii námořních plavidel a vyzkoumejte ji.
|
sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlém, přírodou opevněném ostrově. Zničte tuto základnu. Získejte jejich pokročilou technologii námořních plavidel a vyzkoumejte ji.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -877,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = Nástup
|
sector.onset.name = Nástup
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Jezero
|
sector.lake.name = Jezero
|
||||||
@@ -894,8 +920,8 @@ sector.siege.name = Obléhání
|
|||||||
sector.crossroads.name = Křižovatka
|
sector.crossroads.name = Křižovatka
|
||||||
sector.karst.name = Kras
|
sector.karst.name = Kras
|
||||||
sector.origin.name = Původ
|
sector.origin.name = Původ
|
||||||
sector.onset.description = Zahajte dobývání Erekiru. Shromážděte zdroje, vyrobte jednotky a začněte zkoumat technologie.
|
|
||||||
|
|
||||||
|
sector.onset.description = Zahajte dobývání Erekiru. Shromážděte zdroje, vyrobte jednotky a začněte zkoumat technologie.
|
||||||
sector.aegis.description = Tento sektor obsahuje ložiska wolframu.\nVyzkoumej [accent]Nárazový vrták[] k vytěžení této suroviny, a znič nepřátelskou základnu.
|
sector.aegis.description = Tento sektor obsahuje ložiska wolframu.\nVyzkoumej [accent]Nárazový vrták[] k vytěžení této suroviny, a znič nepřátelskou základnu.
|
||||||
sector.lake.description = Struskové jezero v tomto sektoru značně omezuje použitelné jednotky. Jedinou možností je vznášecí jednotka.\nVyzkoumej [accent]továrna na výrobu lodí[] a vyrob [accent]elude[] jednotku co nejdříve
|
sector.lake.description = Struskové jezero v tomto sektoru značně omezuje použitelné jednotky. Jedinou možností je vznášecí jednotka.\nVyzkoumej [accent]továrna na výrobu lodí[] a vyrob [accent]elude[] jednotku co nejdříve
|
||||||
sector.intersect.description = Podle průzkumů bude tento sektor brzy po přistání napaden z více stran.\nRychle vytvořte obranu a co nejdříve expandujte.\n[accent]Mech[] jednotky budou zapotřebí pro překročení teréu v oblasti.
|
sector.intersect.description = Podle průzkumů bude tento sektor brzy po přistání napaden z více stran.\nRychle vytvořte obranu a co nejdříve expandujte.\n[accent]Mech[] jednotky budou zapotřebí pro překročení teréu v oblasti.
|
||||||
@@ -1065,7 +1091,6 @@ ability.suppressionfield.description = Stops nearby repair buildings
|
|||||||
ability.energyfield = Energetické pole
|
ability.energyfield = Energetické pole
|
||||||
ability.energyfield.description = Odpráskne blízké nepřátele
|
ability.energyfield.description = Odpráskne blízké nepřátele
|
||||||
ability.energyfield.healdescription = Odpráskne blízké nepřátele a vyléří přátelské jednotky
|
ability.energyfield.healdescription = Odpráskne blízké nepřátele a vyléří přátelské jednotky
|
||||||
|
|
||||||
ability.regen = Regenerace
|
ability.regen = Regenerace
|
||||||
ability.regen.description = Časem regeneruje svoje zdraví
|
ability.regen.description = Časem regeneruje svoje zdraví
|
||||||
ability.liquidregen = Liquid Absorption
|
ability.liquidregen = Liquid Absorption
|
||||||
@@ -1074,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1088,8 +1114,8 @@ 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
|
||||||
|
|
||||||
bar.drilltierreq = Je vyžadován lepší vrt
|
bar.drilltierreq = Je vyžadován lepší vrt
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Chybějí zdroje
|
bar.noresources = Chybějí zdroje
|
||||||
@@ -1287,11 +1313,13 @@ keybind.command_mode.name = Příkazový Režim
|
|||||||
keybind.command_queue.name = Fronta příkazů jednotky
|
keybind.command_queue.name = Fronta příkazů jednotky
|
||||||
keybind.create_control_group.name = Vytvořit kontrolní skupinu
|
keybind.create_control_group.name = Vytvořit kontrolní skupinu
|
||||||
keybind.cancel_orders.name = Zrušit příkaz
|
keybind.cancel_orders.name = Zrušit příkaz
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Postoj jednotky: Střílejte
|
keybind.unit_stance_shoot.name = Postoj jednotky: Střílejte
|
||||||
keybind.unit_stance_hold_fire.name = Postoj jednotky: Zastavit palbu
|
keybind.unit_stance_hold_fire.name = Postoj jednotky: Zastavit palbu
|
||||||
keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
|
keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
|
||||||
keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
|
keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
|
||||||
keybind.unit_stance_ram.name = Postoj jednotky: Ram
|
keybind.unit_stance_ram.name = Postoj jednotky: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1303,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Přestavět Region
|
keybind.rebuild_select.name = Přestavět Region
|
||||||
keybind.schematic_select.name = Vybrat oblast
|
keybind.schematic_select.name = Vybrat oblast
|
||||||
keybind.schematic_menu.name = Nabídka šablon
|
keybind.schematic_menu.name = Nabídka šablon
|
||||||
@@ -1331,6 +1360,8 @@ keybind.pick.name = Vybrat blok
|
|||||||
keybind.break_block.name = Rozbít blok
|
keybind.break_block.name = Rozbít blok
|
||||||
keybind.select_all_units.name = Vybrat Všechny Jednotky
|
keybind.select_all_units.name = Vybrat Všechny Jednotky
|
||||||
keybind.select_all_unit_factories.name = Vybrat Všechny Továrny Jednotek
|
keybind.select_all_unit_factories.name = Vybrat Všechny Továrny Jednotek
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Odznačit
|
keybind.deselect.name = Odznačit
|
||||||
keybind.pickupCargo.name = Vyzvednout náklad
|
keybind.pickupCargo.name = Vyzvednout náklad
|
||||||
keybind.dropCargo.name = Položit náklad
|
keybind.dropCargo.name = Položit náklad
|
||||||
@@ -1367,9 +1398,9 @@ mode.pvp.description = Bojuj proti ostatním hráčům v lokální síti.\n[gray
|
|||||||
mode.attack.name = Útok
|
mode.attack.name = Útok
|
||||||
mode.attack.description = Znič nepřátelskou základnu.\n[gray]Vyžaduje přítomnost červeného jádra na mapě.[]
|
mode.attack.description = Znič nepřátelskou základnu.\n[gray]Vyžaduje přítomnost červeného jádra na mapě.[]
|
||||||
mode.custom = Vlastní pravidla
|
mode.custom = Vlastní pravidla
|
||||||
|
|
||||||
rules.invaliddata = Neplatná data ze schránky.
|
rules.invaliddata = Neplatná data ze schránky.
|
||||||
rules.hidebannedblocks = Schovat Zakázané Kostky
|
rules.hidebannedblocks = Schovat Zakázané Kostky
|
||||||
|
|
||||||
rules.infiniteresources = Neomezeně surovin
|
rules.infiniteresources = Neomezeně surovin
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1449,6 +1480,7 @@ rules.weather = Počasí
|
|||||||
rules.weather.frequency = Četnost:
|
rules.weather.frequency = Četnost:
|
||||||
rules.weather.always = Vždy
|
rules.weather.always = Vždy
|
||||||
rules.weather.duration = Trvání:
|
rules.weather.duration = Trvání:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1460,6 +1492,7 @@ content.block.name = Bloky
|
|||||||
content.status.name = Stavové Efekty
|
content.status.name = Stavové Efekty
|
||||||
content.sector.name = Sektory
|
content.sector.name = Sektory
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Měď
|
item.copper.name = Měď
|
||||||
@@ -1535,6 +1568,7 @@ unit.scepter.name = Žezlo
|
|||||||
unit.reign.name = Vůdce
|
unit.reign.name = Vůdce
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Havran
|
unit.corvus.name = Havran
|
||||||
|
|
||||||
unit.stell.name = Hřebík
|
unit.stell.name = Hřebík
|
||||||
unit.locus.name = Šroub
|
unit.locus.name = Šroub
|
||||||
unit.precept.name = Kruťák
|
unit.precept.name = Kruťák
|
||||||
@@ -1759,6 +1793,7 @@ block.container.name = Kontejnér
|
|||||||
block.launch-pad.name = Vysílací plošina
|
block.launch-pad.name = Vysílací plošina
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Úsek
|
block.segment.name = Úsek
|
||||||
block.ground-factory.name = Pozemní továrna
|
block.ground-factory.name = Pozemní továrna
|
||||||
block.air-factory.name = Letecká továrna
|
block.air-factory.name = Letecká továrna
|
||||||
@@ -1791,6 +1826,8 @@ block.payload-unloader.name = Nákladový Vykládač
|
|||||||
block.payload-unloader.description = Vykládá kapaliny a věci z bloků.
|
block.payload-unloader.description = Vykládá kapaliny a věci z bloků.
|
||||||
block.heat-source.name = Zdroj Tepla
|
block.heat-source.name = Zdroj Tepla
|
||||||
block.heat-source.description = 1x1 blok, který dává virtuálně někonečné teplo.
|
block.heat-source.description = 1x1 blok, který dává virtuálně někonečné teplo.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Prázdné
|
block.empty.name = Prázdné
|
||||||
block.rhyolite-crater.name = Ryolitní Kráter
|
block.rhyolite-crater.name = Ryolitní Kráter
|
||||||
block.rough-rhyolite.name = Hrubý Ryolit
|
block.rough-rhyolite.name = Hrubý Ryolit
|
||||||
@@ -1913,7 +1950,6 @@ block.core-citadel.name = Jádro Palác
|
|||||||
block.core-acropolis.name = Jádro Boží Poselství
|
block.core-acropolis.name = Jádro Boží Poselství
|
||||||
block.reinforced-container.name = Vyztužený kontejner
|
block.reinforced-container.name = Vyztužený kontejner
|
||||||
block.reinforced-vault.name = Vyztužená klenba
|
block.reinforced-vault.name = Vyztužená klenba
|
||||||
|
|
||||||
block.breach.name = Breach
|
block.breach.name = Breach
|
||||||
block.sublimate.name = Sublimate
|
block.sublimate.name = Sublimate
|
||||||
block.titan.name = Titan
|
block.titan.name = Titan
|
||||||
@@ -1952,14 +1988,15 @@ 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
|
||||||
team.crux.name = červený
|
team.crux.name = červený
|
||||||
team.sharded.name = oranžový
|
team.sharded.name = oranžový
|
||||||
team.derelict.name = opuštěný
|
team.derelict.name = opuštěný
|
||||||
team.green.name = zelený
|
team.green.name = zelený
|
||||||
|
|
||||||
team.blue.name = modrý
|
team.blue.name = modrý
|
||||||
|
|
||||||
hint.skip = Přeskočit
|
hint.skip = Přeskočit
|
||||||
@@ -2001,6 +2038,7 @@ hint.presetDifficulty = Tento sektor má [scarlet]vysokou úroveň nepřátelsk
|
|||||||
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
|
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
|
||||||
hint.factoryControl = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klikněte na tovární blok a poté klikněte pravým tlačítkem na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
hint.factoryControl = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klikněte na tovární blok a poté klikněte pravým tlačítkem na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
||||||
hint.factoryControl.mobile = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klepněte na tovární blok a poté klepněte na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
hint.factoryControl.mobile = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klepněte na tovární blok a poté klepněte na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
||||||
|
|
||||||
gz.mine = Pohybujte se poblíž\uf8c4 [accent]měděnou rudu[] na zemi a kliknutím zahájíte těžbu.
|
gz.mine = Pohybujte se poblíž\uf8c4 [accent]měděnou rudu[] na zemi a kliknutím zahájíte těžbu.
|
||||||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2021,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Vše, postaveno v tomto okruhu bude zničeno při začátku příětí vlny
|
gz.zone2 = Vše, postaveno v tomto okruhu bude zničeno při začátku příětí vlny
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Stiskni pro těžení :beryllium: [accent]beryllium[] ze stěn.
|
onset.mine.mobile = Stiskni pro těžení :beryllium: [accent]beryllium[] ze stěn.
|
||||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2046,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2073,6 +2113,8 @@ item.spore-pod.description = Používá se pro přeměnu na ropu, výbušniny a
|
|||||||
item.spore-pod.details = Spóry. Pravděpodobně syntetická forma života. Vydává plyn toxický pro jiné formy života. Extrémně invazivní. Vysoce hořlavý za určitých podmínek.
|
item.spore-pod.details = Spóry. Pravděpodobně syntetická forma života. Vydává plyn toxický pro jiné formy života. Extrémně invazivní. Vysoce hořlavý za určitých podmínek.
|
||||||
item.blast-compound.description = Používá se v bombách a výbušné munici.
|
item.blast-compound.description = Používá se v bombách a výbušné munici.
|
||||||
item.pyratite.description = Používá se v zápalných zbraních a spalovacích generátorech.
|
item.pyratite.description = Používá se v zápalných zbraních a spalovacích generátorech.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
@@ -2082,6 +2124,8 @@ liquid.water.description = Používá se pro chladící stroje a na zpracování
|
|||||||
liquid.slag.description = Používá se v oddělovačích pro rozdělení na jednotlivé kovy, nebo je chrlena na protivníky z věží.
|
liquid.slag.description = Používá se v oddělovačích pro rozdělení na jednotlivé kovy, nebo je chrlena na protivníky z věží.
|
||||||
liquid.oil.description = Používá se v pokročilé materiálové výrobě a jako zápalná munice.
|
liquid.oil.description = Používá se v pokročilé materiálové výrobě a jako zápalná munice.
|
||||||
liquid.cryofluid.description = Používá se jako chladící kapalina v reaktorech, věžích a továrnách.
|
liquid.cryofluid.description = Používá se jako chladící kapalina v reaktorech, věžích a továrnách.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2244,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Jádro základny. Velmi dobře obrněné. Dokáže držet více předmětů než jádro bastion.
|
block.core-citadel.description = Jádro základny. Velmi dobře obrněné. Dokáže držet více předmětů než jádro bastion.
|
||||||
block.core-acropolis.description = Jádro základny. Mimořádně obrněné. Dokáže držet více předmětů než jádro citadela.
|
block.core-acropolis.description = Jádro základny. Mimořádně obrněné. Dokáže držet více předmětů než jádro citadela.
|
||||||
@@ -2380,6 +2427,8 @@ unit.oxynoe.description = Střílí strukturo-opravující proudy ohně na blíz
|
|||||||
unit.cyerce.description = Střílí naváděcí shlukové rakety na nepřátele. Opravuje spojenecké jednotky.
|
unit.cyerce.description = Střílí naváděcí shlukové rakety na nepřátele. Opravuje spojenecké jednotky.
|
||||||
unit.aegires.description = Šokuje všechny nepřátelské jednotky a struktury, které vstoupí do je energetického pole. Opravuje spojenecké jednotky.
|
unit.aegires.description = Šokuje všechny nepřátelské jednotky a struktury, které vstoupí do je energetického pole. Opravuje spojenecké jednotky.
|
||||||
unit.navanax.description = Střílí výbušné elektromagnetické impulzivní střely, způsobující solidní poškození na nepřátelskou elektrickou síť a opravuje spojenecké struktury. Taví blízké nepřátele se 4mi autonomními laserovýmí věžmi.
|
unit.navanax.description = Střílí výbušné elektromagnetické impulzivní střely, způsobující solidní poškození na nepřátelskou elektrickou síť a opravuje spojenecké struktury. Taví blízké nepřátele se 4mi autonomními laserovýmí věžmi.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2445,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2452,6 +2502,7 @@ lglobal.@pi = Matematická konstanta pi (3.141...)
|
|||||||
lglobal.@e = Matematická konstanta e (2.718...)
|
lglobal.@e = Matematická konstanta e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Odehraný čas stávající uložené hry, v milisekundách
|
lglobal.@time = Odehraný čas stávající uložené hry, v milisekundách
|
||||||
lglobal.@tick = Odehraný čas stávající uložené hry, v ticích (1 sekunda = 60 tiků)
|
lglobal.@tick = Odehraný čas stávající uložené hry, v ticích (1 sekunda = 60 tiků)
|
||||||
lglobal.@second = Odehraný čas stávající uložené hry, v sekundách
|
lglobal.@second = Odehraný čas stávající uložené hry, v sekundách
|
||||||
@@ -2460,22 +2511,27 @@ lglobal.@waveNumber = Aktuální číslo vlny, pokud jsou vlny povoleny
|
|||||||
lglobal.@waveTime = Odpočítávací časovač pro vlny, v sekundách
|
lglobal.@waveTime = Odpočítávací časovač pro vlny, v sekundách
|
||||||
lglobal.@mapw = Šířka mapy v dlaždicích
|
lglobal.@mapw = Šířka mapy v dlaždicích
|
||||||
lglobal.@maph = Výška mapy v dlaždicích
|
lglobal.@maph = Výška mapy v dlaždicích
|
||||||
|
|
||||||
lglobal.sectionMap = Mapa
|
lglobal.sectionMap = Mapa
|
||||||
lglobal.sectionGeneral = Obecné
|
lglobal.sectionGeneral = Obecné
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Procesor
|
lglobal.sectionProcessor = Procesor
|
||||||
lglobal.sectionLookup = Vyhledat
|
lglobal.sectionLookup = Vyhledat
|
||||||
|
|
||||||
lglobal.@this = Logický blok vyvolávající kód
|
lglobal.@this = Logický blok vyvolávající kód
|
||||||
lglobal.@thisx = souřadnice X bloku provádějícího kód
|
lglobal.@thisx = souřadnice X bloku provádějícího kód
|
||||||
lglobal.@thisy = souřadnice Y bloku provádějícího kód
|
lglobal.@thisy = souřadnice Y bloku provádějícího kód
|
||||||
lglobal.@links = Celkový počet bloků propojených s tímto procesorem
|
lglobal.@links = Celkový počet bloků propojených s tímto procesorem
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2489,9 +2545,9 @@ lenum.shoot = Vystřelí na určitou pozici.
|
|||||||
lenum.shootp = Vystřelí na jednotku/budovu s rychlostní předpovědí.
|
lenum.shootp = Vystřelí na jednotku/budovu s rychlostní předpovědí.
|
||||||
lenum.config = Konfigurace budovy, např. třídící věc pro třídičku.
|
lenum.config = Konfigurace budovy, např. třídící věc pro třídičku.
|
||||||
lenum.enabled = Zda je blok povolen.
|
lenum.enabled = Zda je blok povolen.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Počet buněk v paměťovém bloku.
|
laccess.memorycapacity = Počet buněk v paměťovém bloku.
|
||||||
|
|
||||||
laccess.color = Barva osvětlovače.
|
laccess.color = Barva osvětlovače.
|
||||||
laccess.controller = Kontroler jednotky. Pokud procesor je kontrolován, vrátí procesor\nPokud je ve formaci, vrací vůdce.\nJinak vrací jednotku.
|
laccess.controller = Kontroler jednotky. Pokud procesor je kontrolován, vrátí procesor\nPokud je ve formaci, vrací vůdce.\nJinak vrací jednotku.
|
||||||
laccess.dead = Zda jednotka/budova je mrtvá/zničená nebo již neplatná.
|
laccess.dead = Zda jednotka/budova je mrtvá/zničená nebo již neplatná.
|
||||||
@@ -2500,6 +2556,10 @@ 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
|
||||||
@@ -2614,6 +2674,7 @@ unitlocate.building = Výstup hodnot pro lokalizovanou budovu.
|
|||||||
unitlocate.outx = Výstup X pozice.
|
unitlocate.outx = Výstup X pozice.
|
||||||
unitlocate.outy = Výstup Y pozice.
|
unitlocate.outy = Výstup Y pozice.
|
||||||
unitlocate.group = Vyhledat skupinu budov.
|
unitlocate.group = Vyhledat skupinu budov.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Nehýbat se, ale pokračovat ve stavění/těžení.\nVýchozí stav.
|
lenum.idle = Nehýbat se, ale pokračovat ve stavění/těžení.\nVýchozí stav.
|
||||||
@@ -2636,6 +2697,7 @@ lenum.build = Postavit strukturu.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
|
lenum.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
|
||||||
lenum.boost = Začít/Přestat posilovat.
|
lenum.boost = Začít/Přestat posilovat.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2643,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Opdaterer ...
|
|||||||
be.ignore = Ignorer
|
be.ignore = Ignorer
|
||||||
be.noupdates = Ingen opdateringer fundet
|
be.noupdates = Ingen opdateringer fundet
|
||||||
be.check = Søg efter opdateringer
|
be.check = Søg efter opdateringer
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Mod Browser
|
||||||
mods.browser.selected = Selected mod
|
mods.browser.selected = Selected mod
|
||||||
mods.browser.add = Install
|
mods.browser.add = Install
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Rename Tag
|
|||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Delete this tag completely?
|
schematic.tagdelconfirm = Delete this tag completely?
|
||||||
schematic.tagexists = That tag already exists.
|
schematic.tagexists = That tag already exists.
|
||||||
|
|
||||||
stats = Stats
|
stats = Stats
|
||||||
stats.wave = Waves Defeated
|
stats.wave = Waves Defeated
|
||||||
stats.unitsCreated = Units Created
|
stats.unitsCreated = Units Created
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Uploader forhåndsvisnings-fil
|
|||||||
committingchanges = Sender ændringer
|
committingchanges = Sender ændringer
|
||||||
done = Færdig
|
done = Færdig
|
||||||
feature.unsupported = Din enhed understøtter ikke denne funktion
|
feature.unsupported = Din enhed understøtter ikke denne funktion
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
||||||
mods = Mods
|
mods = Mods
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Deaktiver
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Indhold:
|
mod.content = Indhold:
|
||||||
mod.delete.error = Kan ikke slette mod - tilhørende filer er muligvis i brug.
|
mod.delete.error = Kan ikke slette mod - tilhørende filer er muligvis i brug.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Indholds fejl
|
mod.erroredcontent = [scarlet]Indholds fejl
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Fejl ved afhentning af indhold.
|
mod.errors = Fejl ved afhentning af indhold.
|
||||||
mod.noerrorplay = [scarlet]Du har mods med fejl.[] Deaktiver det eller løs fejl før du starter spillet.
|
mod.noerrorplay = [scarlet]Du har mods med fejl.[] Deaktiver det eller løs fejl før du starter spillet.
|
||||||
mod.enable = Aktiver
|
mod.enable = Aktiver
|
||||||
@@ -176,6 +183,7 @@ mod.missing = Dette spil benytter mods som ikke er tilgængelige. Er du sikker p
|
|||||||
mod.preview.missing = Før du offentliggøre dette mod i workshoppen, skal du tilføje et billede.\nPlacer billedet i moddets mappe under navnet [accent] preview.png[] og forsøg igen.
|
mod.preview.missing = Før du offentliggøre dette mod i workshoppen, skal du tilføje et billede.\nPlacer billedet i moddets mappe under navnet [accent] preview.png[] og forsøg igen.
|
||||||
mod.folder.missing = Kun mods i mappe-form kan offentliggøres til workshoppen.\nFor at konverter etvært mod til en mappe, udpak .zip-filen i en mappe and slet den herefter, genstart efterfølgende dit spil eller genindlæs dine mods.
|
mod.folder.missing = Kun mods i mappe-form kan offentliggøres til workshoppen.\nFor at konverter etvært mod til en mappe, udpak .zip-filen i en mappe and slet den herefter, genstart efterfølgende dit spil eller genindlæs dine mods.
|
||||||
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -252,12 +260,13 @@ servers.local = Lokale Servere
|
|||||||
servers.local.steam = Open Games & Local Servers
|
servers.local.steam = Open Games & Local Servers
|
||||||
servers.remote = Afsides Servere
|
servers.remote = Afsides Servere
|
||||||
servers.global = Globale Servere
|
servers.global = Globale Servere
|
||||||
|
|
||||||
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the 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 = Shown
|
server.shown = Shown
|
||||||
server.hidden = Hidden
|
server.hidden = Hidden
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Følg spiller
|
trace = Følg spiller
|
||||||
trace.playername = Spiller-navn: [accent]{0}
|
trace.playername = Spiller-navn: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -270,11 +279,13 @@ trace.times.kicked = Times Kicked: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Ugyldig klient-ID! Indsend en fejlrapport.
|
invalidid = Ugyldig klient-ID! Indsend en fejlrapport.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Banlysninger
|
server.bans = Banlysninger
|
||||||
server.bans.none = Ingen banned Spillere fundet!
|
server.bans.none = Ingen banned Spillere fundet!
|
||||||
server.admins = Administratorer
|
server.admins = Administratorer
|
||||||
@@ -367,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Åben Link
|
openlink = Åben Link
|
||||||
copylink = Kopier Link
|
copylink = Kopier Link
|
||||||
back = Tilbage
|
back = Tilbage
|
||||||
@@ -430,11 +443,11 @@ publishing = [accent]Offentliggør...
|
|||||||
publish.confirm = Er du sikker på, at du vil offentliggøre dette?\n\n[lightgray]Vær sikker på, at du overholder Workshop-EULA'en først, for at dit indlæg kan blive godkendt!
|
publish.confirm = Er du sikker på, at du vil offentliggøre dette?\n\n[lightgray]Vær sikker på, at du overholder Workshop-EULA'en først, for at dit indlæg kan blive godkendt!
|
||||||
publish.error = Der skete en fejl ved offentliggørelsen: {0}
|
publish.error = Der skete en fejl ved offentliggørelsen: {0}
|
||||||
steam.error = Kunne ikke etablere Steam-forbindelse.\nFejl: {0}
|
steam.error = Kunne ikke etablere Steam-forbindelse.\nFejl: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Pensel
|
editor.brush = Pensel
|
||||||
editor.openin = Åben i editor
|
editor.openin = Åben i editor
|
||||||
editor.oregen = Malm-generering
|
editor.oregen = Malm-generering
|
||||||
@@ -501,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Hide All
|
waves.units.hide = Hide All
|
||||||
waves.units.show = Show All
|
waves.units.show = Show All
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = tal
|
wavemode.counts = tal
|
||||||
wavemode.totals = i alt
|
wavemode.totals = i alt
|
||||||
wavemode.health = liv
|
wavemode.health = liv
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<standard>
|
editor.default = [lightgray]<standard>
|
||||||
details = Detaljer...
|
details = Detaljer...
|
||||||
edit = Rediger...
|
edit = Rediger...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Navn:
|
editor.name = Navn:
|
||||||
editor.spawn = Påkald enhed
|
editor.spawn = Påkald enhed
|
||||||
editor.removeunit = Fjern enhed
|
editor.removeunit = Fjern enhed
|
||||||
@@ -578,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Tegn hold
|
toolmode.drawteams = Tegn hold
|
||||||
toolmode.drawteams.description = Tegner hold i stedet for blokke.
|
toolmode.drawteams.description = Tegner hold i stedet for blokke.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]Ingen filtre! Tilføj filter nedenfor.
|
filters.empty = [lightgray]Ingen filtre! Tilføj filter nedenfor.
|
||||||
|
|
||||||
filter.distort = Forvræng
|
filter.distort = Forvræng
|
||||||
filter.noise = Støj
|
filter.noise = Støj
|
||||||
filter.enemyspawn = Fjendtligt opstandelsessted-vælger
|
filter.enemyspawn = Fjendtligt opstandelsessted-vælger
|
||||||
@@ -599,6 +617,7 @@ filter.option.ignore = Ignorer
|
|||||||
filter.scatter = Spreder
|
filter.scatter = Spreder
|
||||||
filter.terrain = Terræn
|
filter.terrain = Terræn
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Skaler
|
filter.option.scale = Skaler
|
||||||
filter.option.chance = Chance
|
filter.option.chance = Chance
|
||||||
filter.option.mag = Størrelse
|
filter.option.mag = Størrelse
|
||||||
@@ -623,6 +642,7 @@ filter.option.radius = Radius
|
|||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -675,6 +695,7 @@ launch.text = Affyr
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Afdæk
|
uncover = Afdæk
|
||||||
configure = Konfigurer udrustning
|
configure = Konfigurer udrustning
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -688,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -695,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -712,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Udrustning
|
loadout = Udrustning
|
||||||
resources = Resurser
|
resources = Resurser
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -750,11 +776,12 @@ weather.snowing.name = Sne
|
|||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Tåge
|
weather.fog.name = Tåge
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
@@ -790,23 +817,31 @@ sector.changeicon = Change Icon
|
|||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Low
|
threat.low = Low
|
||||||
threat.medium = Medium
|
threat.medium = Medium
|
||||||
threat.high = High
|
threat.high = High
|
||||||
threat.extreme = Extreme
|
threat.extreme = Extreme
|
||||||
threat.eradication = Eradication
|
threat.eradication = Eradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Solen
|
planet.sun.name = Solen
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = Kraterne
|
sector.craters.name = Kraterne
|
||||||
sector.frozenForest.name = Den Frosne Skov
|
sector.frozenForest.name = Den Frosne Skov
|
||||||
@@ -855,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -865,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -882,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -900,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Burning
|
status.burning.name = Burning
|
||||||
status.freezing.name = Freezing
|
status.freezing.name = Freezing
|
||||||
status.wet.name = Wet
|
status.wet.name = Wet
|
||||||
@@ -947,9 +986,9 @@ unit.nobuild = [scarlet]Denne enhed kan ikke bygge
|
|||||||
lastaccessed = [lightgray]Sidst tilgået: {0}
|
lastaccessed = [lightgray]Sidst tilgået: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Last Commanded: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <load map to show>
|
stat.showinmap = <load map to show>
|
||||||
stat.description = Purpose
|
stat.description = Purpose
|
||||||
|
|
||||||
stat.input = Input
|
stat.input = Input
|
||||||
stat.output = Output
|
stat.output = Output
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max Efficiency
|
||||||
@@ -1060,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1074,8 +1114,8 @@ 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 = Kræver bedre bor
|
bar.drilltierreq = Kræver bedre bor
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Mangler resurser
|
bar.noresources = Mangler resurser
|
||||||
@@ -1273,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1289,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Vælg region
|
keybind.schematic_select.name = Vælg region
|
||||||
keybind.schematic_menu.name = Skabelon-visning
|
keybind.schematic_menu.name = Skabelon-visning
|
||||||
@@ -1317,6 +1360,8 @@ keybind.pick.name = Tag blok
|
|||||||
keybind.break_block.name = Ødelæg blok
|
keybind.break_block.name = Ødelæg blok
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Fravælg
|
keybind.deselect.name = Fravælg
|
||||||
keybind.pickupCargo.name = Saml last op
|
keybind.pickupCargo.name = Saml last op
|
||||||
keybind.dropCargo.name = Smid last
|
keybind.dropCargo.name = Smid last
|
||||||
@@ -1353,9 +1398,9 @@ mode.pvp.description = Spil mod andre spillere lokalt.\n[gray]Kræver mindst to
|
|||||||
mode.attack.name = Angrib
|
mode.attack.name = Angrib
|
||||||
mode.attack.description = Destruer fjendens base. \n[gray]Kræver en rød kerne i banen, for at spille.
|
mode.attack.description = Destruer fjendens base. \n[gray]Kræver en rød kerne i banen, for at spille.
|
||||||
mode.custom = Brugerdefinerede regler
|
mode.custom = Brugerdefinerede regler
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Uendelig resurser
|
rules.infiniteresources = Uendelig resurser
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1435,6 +1480,7 @@ rules.weather = Vejr
|
|||||||
rules.weather.frequency = Frekvens:
|
rules.weather.frequency = Frekvens:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Varighed:
|
rules.weather.duration = Varighed:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1446,6 +1492,7 @@ content.block.name = Blokke
|
|||||||
content.status.name = Status Effects
|
content.status.name = Status Effects
|
||||||
content.sector.name = Sectors
|
content.sector.name = Sectors
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Kobber
|
item.copper.name = Kobber
|
||||||
@@ -1470,6 +1517,7 @@ item.tungsten.name = Tungsten
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbide
|
item.carbide.name = Carbide
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Vand
|
liquid.water.name = Vand
|
||||||
liquid.slag.name = Ildgrød
|
liquid.slag.name = Ildgrød
|
||||||
liquid.oil.name = Olie
|
liquid.oil.name = Olie
|
||||||
@@ -1520,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1542,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Assembly Drone
|
unit.assembly-drone.name = Assembly Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Klippe
|
block.cliff.name = Klippe
|
||||||
block.sand-boulder.name = Sandkampesten
|
block.sand-boulder.name = Sandkampesten
|
||||||
@@ -1743,6 +1793,7 @@ block.container.name = Beholder
|
|||||||
block.launch-pad.name = Affyringsrampe
|
block.launch-pad.name = Affyringsrampe
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fodgænger-fabrik
|
block.ground-factory.name = Fodgænger-fabrik
|
||||||
block.air-factory.name = Flyver-fabrik
|
block.air-factory.name = Flyver-fabrik
|
||||||
@@ -1775,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1935,15 +1988,17 @@ 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
|
||||||
team.crux.name = rød
|
team.crux.name = rød
|
||||||
team.sharded.name = orange
|
team.sharded.name = orange
|
||||||
team.derelict.name = forladt
|
team.derelict.name = forladt
|
||||||
team.green.name = grøn
|
team.green.name = grøn
|
||||||
|
|
||||||
team.blue.name = blå
|
team.blue.name = blå
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1983,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2003,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2028,11 +2085,13 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
||||||
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
||||||
|
|
||||||
item.copper.description = Det simpleste byggemateriale. Bruges i store mængder til næsten alle typer af blokke.
|
item.copper.description = Det simpleste byggemateriale. Bruges i store mængder til næsten alle typer af blokke.
|
||||||
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
|
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
|
||||||
item.lead.description = Et grundlæggende materiale. Har bred anvendelse inden for elektronik og rørlægning.
|
item.lead.description = Et grundlæggende materiale. Har bred anvendelse inden for elektronik og rørlægning.
|
||||||
@@ -2054,14 +2113,19 @@ item.spore-pod.description = En bælg af økologiske svampesporer, kultiveret ti
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = En ustabil kemisk forbindelse der bruges til bomber og andre eksplosiver. Dannes fra svampesporer og andre brændfarlige substanser. Bør ikke anvendes som brændstof.
|
item.blast-compound.description = En ustabil kemisk forbindelse der bruges til bomber og andre eksplosiver. Dannes fra svampesporer og andre brændfarlige substanser. Bør ikke anvendes som brændstof.
|
||||||
item.pyratite.description = En ekstremt brændfarlig substans der primært er til våbenbrug.
|
item.pyratite.description = En ekstremt brændfarlig substans der primært er til våbenbrug.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = En meget nyttig væske. Bruges ofte til køling, og til at skylle affaldsstoffer væk.
|
liquid.water.description = En meget nyttig væske. Bruges ofte til køling, og til at skylle affaldsstoffer væk.
|
||||||
liquid.slag.description = Smeltede metaller af forskellig art. Stofferne det består af kan udvindes, eller det kan sprøjtes over fjenden som et våben.
|
liquid.slag.description = Smeltede metaller af forskellig art. Stofferne det består af kan udvindes, eller det kan sprøjtes over fjenden som et våben.
|
||||||
liquid.oil.description = Væsken bruges til at producere avancerede materialer. Kan også omdannes til kul, og kan desuden sprøjtes over fjenden og antendes som et våben.
|
liquid.oil.description = Væsken bruges til at producere avancerede materialer. Kan også omdannes til kul, og kan desuden sprøjtes over fjenden og antendes som et våben.
|
||||||
liquid.cryofluid.description = En kemisk inaktiv væske der ikke forårsager rust, som er dannet fra vand og titanium. Dens høje varmekapacitet gør den egnet som køling.
|
liquid.cryofluid.description = En kemisk inaktiv væske der ikke forårsager rust, som er dannet fra vand og titanium. Dens høje varmekapacitet gør den egnet som køling.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2069,6 +2133,7 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyor belts.
|
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyor belts.
|
||||||
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
||||||
@@ -2223,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2320,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2358,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2376,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2422,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2429,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2437,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2474,6 +2556,10 @@ 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
|
||||||
@@ -2488,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2500,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2514,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2539,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2552,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2594,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2601,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -158,12 +158,13 @@ mod.circulardependencies = [red]Wechselseitige Abhängigkeiten
|
|||||||
mod.incompletedependencies = [red]Fehlende Abhängigkeiten
|
mod.incompletedependencies = [red]Fehlende Abhängigkeiten
|
||||||
|
|
||||||
mod.requiresversion.details = Benötigt Spielversion [accent]{0}[]\nDein Spiel ist veraltet. Diese Mod benötigt eine neuere (möglicherweise Alpha- oder Beta-) Spielversion.
|
mod.requiresversion.details = Benötigt Spielversion [accent]{0}[]\nDein Spiel ist veraltet. Diese Mod benötigt eine neuere (möglicherweise Alpha- oder Beta-) Spielversion.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = Diese Mod ist nicht mit der neusten Spielversion kompatibel. Der Entwickler muss sie aktualisieren und [accent]minGameVersion: 147[] in der [accent]mod.json[] Datei hinzufügen.
|
||||||
mod.blacklisted.details = Diese Mod wurde manuell gesperrt, weil sie diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
|
mod.blacklisted.details = Diese Mod wurde manuell gesperrt, weil sie diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
|
||||||
mod.missingdependencies.details = Dieser Mod fehlen folgende Abhängigkeiten: {0}
|
mod.missingdependencies.details = Dieser Mod fehlen folgende Abhängigkeiten: {0}
|
||||||
mod.erroredcontent.details = Diese Mod hat beim Laden Fehler verursacht. Bitte den Mod-Autor, diese zu beheben.
|
mod.erroredcontent.details = Diese Mod hat beim Laden Fehler verursacht. Bitte den Mod-Autor, diese zu beheben.
|
||||||
mod.circulardependencies.details = Diese Mod hat Abhängigkeiten, die von einander abhängen.
|
mod.circulardependencies.details = Diese Mod hat Abhängigkeiten, die von einander abhängen.
|
||||||
mod.incompletedependencies.details = Diese Mod kann aufgrund fehlenden oder ungültigen Abhängigkeiten nicht geladen werden: {0}.
|
mod.incompletedependencies.details = Diese Mod kann aufgrund fehlenden oder ungültigen Abhängigkeiten nicht geladen werden: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Benötigt Spielversion: [red]{0}
|
mod.requiresversion = Benötigt Spielversion: [red]{0}
|
||||||
|
|
||||||
mod.errors = Beim Laden von Inhalt sind Fehler aufgetreten.
|
mod.errors = Beim Laden von Inhalt sind Fehler aufgetreten.
|
||||||
@@ -182,15 +183,16 @@ mod.missing = Dieser Spielstand enthält Mods, welche nicht mehr vorhanden sind
|
|||||||
mod.preview.missing = Bevor du diese Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens [accent]preview.png[] in den Modordner und versuche es nochmal.
|
mod.preview.missing = Bevor du diese Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens [accent]preview.png[] in den Modordner und versuche es nochmal.
|
||||||
mod.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm eine Mod in einen Ordner zu konvertieren, extrahiere das Archiv und lösche das alte Archiv danach. Starte dann das Spiel neu oder lade die Mods neu.
|
mod.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm eine Mod in einen Ordner zu konvertieren, extrahiere das Archiv und lösche das alte Archiv danach. Starte dann das Spiel neu oder lade die Mods neu.
|
||||||
mod.scripts.disable = Dein Gerät unterstützt keine Mods mit Skripten. Du musst diese Mods deaktivieren, um spielen zu können.
|
mod.scripts.disable = Dein Gerät unterstützt keine Mods mit Skripten. Du musst diese Mods deaktivieren, um spielen zu können.
|
||||||
|
|
||||||
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 = Importieren
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = Import benötigt
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = Alles importieren
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = Import-Ergebnis
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = Herunterladen erfolgreich:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = Herunterladen fehlgeschlagen:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = Diese Mod benötigt Abhängigkeiten. Diese herunterladen?
|
||||||
|
|
||||||
about.button = Info
|
about.button = Info
|
||||||
name = Name:
|
name = Name:
|
||||||
@@ -207,10 +209,9 @@ campaign.none = [lightgray]Wähle einen Planeten, auf dem du starten möchtest.\
|
|||||||
campaign.erekir = Neuerer, besserer Inhalt. Größtenteils linearer Fortschritt.\n\nSchwieriger. Höhere Karten- und Spielqualität.
|
campaign.erekir = Neuerer, besserer Inhalt. Größtenteils linearer Fortschritt.\n\nSchwieriger. Höhere Karten- und Spielqualität.
|
||||||
campaign.serpulo = Älterer Inhalt; das klassische Spiel. Offener, mehr Inhalt. \n\nKarten und Spielmechanismen möglicherweise qualitativ schlechter und ohne Balance.
|
campaign.serpulo = Älterer Inhalt; das klassische Spiel. Offener, mehr Inhalt. \n\nKarten und Spielmechanismen möglicherweise qualitativ schlechter und ohne Balance.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]Abgeschlossen
|
completed = [accent]Abgeschlossen
|
||||||
techtree = Forschung
|
techtree = Forschungsbaum
|
||||||
techtree.select = Forschungsauswahl
|
techtree.select = Forschungsbaum auswählen
|
||||||
techtree.serpulo = Serpulo
|
techtree.serpulo = Serpulo
|
||||||
techtree.erekir = Erekir
|
techtree.erekir = Erekir
|
||||||
research.load = Behalten
|
research.load = Behalten
|
||||||
@@ -241,7 +242,7 @@ server.kicked.customClient = Der Server akzeptiert keine Custom Builds von Mindu
|
|||||||
server.kicked.gameover = Game Over!
|
server.kicked.gameover = Game Over!
|
||||||
server.kicked.serverRestarting = Der Server startet neu.
|
server.kicked.serverRestarting = Der Server startet neu.
|
||||||
server.versions = Deine Version:[accent] {0}[]\nServerversion:[accent] {1}[]
|
server.versions = Deine Version:[accent] {0}[]\nServerversion:[accent] {1}[]
|
||||||
host.info = Der [accent]'Server hosten'[]-Knopf startet einen Server auf den Ports [scarlet]6567[] und [scarlet]6568[].\nJeder im gleichen [lightgray]W-Lan oder lokalen Netzwerk[] sollte deinen Server in seiner Serverliste sehen können.\n\nWenn du anderen die Verbindung über deine IP-Adresse ermöglichen willst, musst du [accent]Port-Forwarding[] durchführen.\n\n[lightgray]Hinweis: Falls es Probleme mit der Verbindung im Netzwerk gibt, stelle sicher, dass Mindustry in deinen Firewall-Einstellungen Zugriff auf das lokale Netzwerk hat.
|
host.info = Der [accent]'Server hosten'[]-Knopf startet einen Server auf den Ports [scarlet]6567[] und [scarlet]6568[].\nJeder im gleichen [lightgray]WLAN oder lokalen Netzwerk[] sollte deinen Server in seiner Serverliste sehen können.\n\nWenn du anderen die Verbindung über deine IP-Adresse ermöglichen willst, musst du [accent]Port-Forwarding[] durchführen.\n\n[lightgray]Hinweis: Falls es Probleme mit der Verbindung im Netzwerk gibt, stelle sicher, dass Mindustry in deinen Firewall-Einstellungen Zugriff auf das lokale Netzwerk hat.
|
||||||
join.info = Hier kannst du eine [accent]Server-IP[] eingeben, um dich zu verbinden, oder Server im [accent]lokalen Netzwerk[] entdecken und dich mit ihnen verbinden.\nSowohl Spielen über das lokale Netzwerk als auch Spielen über das Internet werden unterstützt.\n\n[lightgray]Hinweis: Es gibt keine globale Serverliste; wenn du dich mit jemandem per IP-Adresse verbinden willst, musst du den Host nach seiner IP-Adresse fragen.
|
join.info = Hier kannst du eine [accent]Server-IP[] eingeben, um dich zu verbinden, oder Server im [accent]lokalen Netzwerk[] entdecken und dich mit ihnen verbinden.\nSowohl Spielen über das lokale Netzwerk als auch Spielen über das Internet werden unterstützt.\n\n[lightgray]Hinweis: Es gibt keine globale Serverliste; wenn du dich mit jemandem per IP-Adresse verbinden willst, musst du den Host nach seiner IP-Adresse fragen.
|
||||||
hostserver = Mehrspieler hosten
|
hostserver = Mehrspieler hosten
|
||||||
invitefriends = Freunde einladen
|
invitefriends = Freunde einladen
|
||||||
@@ -264,8 +265,8 @@ servers.disclaimer = Community-Server werden vom Entwickler [accent]nicht[] gepr
|
|||||||
servers.showhidden = Versteckte Server anzeigen
|
servers.showhidden = Versteckte Server anzeigen
|
||||||
server.shown = Angezeigt
|
server.shown = Angezeigt
|
||||||
server.hidden = Versteckt
|
server.hidden = Versteckt
|
||||||
viewplayer = Beobachteter Spieler: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Beobachteter Spieler: [accent]{0}
|
||||||
trace = Spieler verfolgen
|
trace = Spieler verfolgen
|
||||||
trace.playername = Spielername: [accent]{0}
|
trace.playername = Spielername: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -278,11 +279,13 @@ trace.times.kicked = Rausgeworfen: [accent]{0}[] Mal
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Namen:
|
trace.names = Namen:
|
||||||
invalidid = Ungültige Client-ID! Berichte den Fehler.
|
invalidid = Ungültige Client-ID! Berichte den Fehler.
|
||||||
|
|
||||||
player.ban = Verbannen
|
player.ban = Verbannen
|
||||||
player.kick = Rauswerfen
|
player.kick = Rauswerfen
|
||||||
player.trace = Verfolgen
|
player.trace = Verfolgen
|
||||||
player.admin = Admin an/aus
|
player.admin = Admin an/aus
|
||||||
player.team = Team wechseln
|
player.team = Team wechseln
|
||||||
|
|
||||||
server.bans = Verbannungen
|
server.bans = Verbannungen
|
||||||
server.bans.none = Keine verbannten Spieler gefunden!
|
server.bans.none = Keine verbannten Spieler gefunden!
|
||||||
server.admins = Administratoren
|
server.admins = Administratoren
|
||||||
@@ -308,14 +311,14 @@ disconnect.error = Verbindungsfehler.
|
|||||||
disconnect.closed = Verbindung geschlossen.
|
disconnect.closed = Verbindung geschlossen.
|
||||||
disconnect.timeout = Zeitüberschreitung.
|
disconnect.timeout = Zeitüberschreitung.
|
||||||
disconnect.data = Fehler beim Laden der Welt!
|
disconnect.data = Fehler beim Laden der Welt!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Zeitüberschreitung beim Empfangen von UDP-Snapshots. Der Grund dafür kann ein instabiles Netzwerk oder eine instabile Verbindung sein.
|
||||||
cantconnect = Nicht möglich beizutreten ([accent]{0}[]).
|
cantconnect = Nicht möglich beizutreten ([accent]{0}[]).
|
||||||
connecting = [accent] Verbinde...
|
connecting = [accent] Verbinde...
|
||||||
reconnecting = [accent]Verbindung wird wiederhergestellt...
|
reconnecting = [accent]Verbindung wird wiederhergestellt...
|
||||||
connecting.data = [accent] Welt wird geladen...
|
connecting.data = [accent] Welt wird geladen...
|
||||||
server.port = Port:
|
server.port = Port:
|
||||||
server.invalidport = Falscher Port!
|
server.invalidport = Falscher Port!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]Fehler beim Öffnen des Servers auf Port 6567.[]\n\nStelle sicher, dass keine anderen Mindustry-Server auf deinem Gerät oder Netzwerk laufen!
|
||||||
server.error = [crimson] Fehler beim Hosten des Servers:[accent] {0}
|
server.error = [crimson] Fehler beim Hosten des Servers:[accent] {0}
|
||||||
save.new = Neuer Spielstand
|
save.new = Neuer Spielstand
|
||||||
save.overwrite = Möchtest du diesen Spielstand wirklich überschreiben?
|
save.overwrite = Möchtest du diesen Spielstand wirklich überschreiben?
|
||||||
@@ -374,8 +377,9 @@ stance.shoot = Stellung: schießen
|
|||||||
stance.holdfire = Stellung: nicht schießen
|
stance.holdfire = Stellung: nicht schießen
|
||||||
stance.pursuetarget = Stellung: Ziel verfolgen
|
stance.pursuetarget = Stellung: Ziel verfolgen
|
||||||
stance.patrol = Stellung: Pfad patroullieren
|
stance.patrol = Stellung: Pfad patroullieren
|
||||||
stance.ram = Stellung: rammen[lightgray]in einer geraden Lilie bewegen, gegen Wände laufen
|
stance.ram = Stellung: rammen[lightgray]in einer geraden Linie bewegen, gegen Wände laufen
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Link öffnen
|
openlink = Link öffnen
|
||||||
copylink = Link kopieren
|
copylink = Link kopieren
|
||||||
back = Zurück
|
back = Zurück
|
||||||
@@ -456,12 +460,12 @@ editor.waves = Wellen
|
|||||||
editor.rules = Regeln
|
editor.rules = Regeln
|
||||||
editor.generation = Generator
|
editor.generation = Generator
|
||||||
editor.objectives = Ziele
|
editor.objectives = Ziele
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Sprach-Bundle
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = Weltprozessoren
|
||||||
editor.worldprocessors.editname = Name bearbeiten
|
editor.worldprocessors.editname = Name bearbeiten
|
||||||
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]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
||||||
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 = Kein freier Platz, um einen Weltprozessor zu platzieren!\nHast du die Karte mit Strukturen vollgebaut? Warum würdest du das tun?
|
||||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
editor.worldprocessors.delete.confirm = Willst du diesen Weltprozessor wirklich löschen?\n\nWenn er von Wänden umgeben ist, wird er durch eine Wand ersetzt.
|
||||||
editor.ingame = Im Spiel bearbeiten
|
editor.ingame = Im Spiel bearbeiten
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Im Workshop veröffentlichen
|
editor.publish.workshop = Im Workshop veröffentlichen
|
||||||
@@ -510,18 +514,20 @@ waves.filter = Einheiten Filter
|
|||||||
waves.units.hide = Alle verstecken
|
waves.units.hide = Alle verstecken
|
||||||
waves.units.show = Alle anzeigen
|
waves.units.show = Alle anzeigen
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = Menge
|
wavemode.counts = Menge
|
||||||
wavemode.totals = Gesamtmenge
|
wavemode.totals = Gesamtmenge
|
||||||
wavemode.health = Lebenspunkte
|
wavemode.health = Lebenspunkte
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Standard>
|
editor.default = [lightgray]<Standard>
|
||||||
details = Details
|
details = Details
|
||||||
edit = Bearbeiten
|
edit = Bearbeiten
|
||||||
variables = Variablen
|
variables = Variablen
|
||||||
logic.clear.confirm = Willst du wirklich den gesamten code aus diesem prozessor löschen?
|
logic.clear.confirm = Willst du wirklich den gesamten Code aus diesem Prozessor löschen?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Eingebaute Variablen
|
logic.globals = Eingebaute Variablen
|
||||||
|
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
editor.spawn = Spawnbereich
|
editor.spawn = Spawnbereich
|
||||||
editor.removeunit = Bereich entfernen
|
editor.removeunit = Bereich entfernen
|
||||||
@@ -636,6 +642,7 @@ filter.option.radius = Radius
|
|||||||
filter.option.percentile = Perzentil
|
filter.option.percentile = Perzentil
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -664,8 +671,8 @@ save = Speichern
|
|||||||
fps = FPS: {0}
|
fps = FPS: {0}
|
||||||
ping = Ping: {0}ms
|
ping = Ping: {0}ms
|
||||||
tps = TPS: {0}
|
tps = TPS: {0}
|
||||||
memory = Arbeitsspeicher: {0}mb
|
memory = Arbeitsspeicher: {0}MB
|
||||||
memory2 = Arbeitsspeicher:\n {0}mb +\n {1}mb
|
memory2 = Arbeitsspeicher:\n {0}MB +\n {1}MB
|
||||||
language.restart = Starte dein Spiel neu, um die Spracheinstellungen zu übernehmen.
|
language.restart = Starte dein Spiel neu, um die Spracheinstellungen zu übernehmen.
|
||||||
settings = Einstellungen
|
settings = Einstellungen
|
||||||
tutorial = Tutorial
|
tutorial = Tutorial
|
||||||
@@ -787,9 +794,9 @@ sectors.stored = Gelagert:
|
|||||||
sectors.resume = Weiterspielen
|
sectors.resume = Weiterspielen
|
||||||
sectors.launch = Start
|
sectors.launch = Start
|
||||||
sectors.select = Auswählen
|
sectors.select = Auswählen
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Ziel auswählen
|
||||||
sectors.nonelaunch = [lightgray]keiner (Sonne)
|
sectors.nonelaunch = [lightgray]keiner (Sonne)
|
||||||
sectors.redirect = Redirect Launch Pads
|
sectors.redirect = Ziel ändern
|
||||||
sectors.rename = Sektor umbenennen
|
sectors.rename = Sektor umbenennen
|
||||||
sectors.enemybase = [scarlet]Gegnerische Basis
|
sectors.enemybase = [scarlet]Gegnerische Basis
|
||||||
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
||||||
@@ -816,12 +823,18 @@ threat.medium = Mittel
|
|||||||
threat.high = Hoch
|
threat.high = Hoch
|
||||||
threat.extreme = Extrem
|
threat.extreme = Extrem
|
||||||
threat.eradication = Zerstörung
|
threat.eradication = Zerstörung
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
@@ -829,11 +842,11 @@ planet.erekir.name = Erekir
|
|||||||
planet.sun.name = Sonne
|
planet.sun.name = Sonne
|
||||||
|
|
||||||
sector.impact0078.name = Einschlag 0078
|
sector.impact0078.name = Einschlag 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Nullpunkt
|
||||||
sector.craters.name = Die Krater
|
sector.craters.name = Die Krater
|
||||||
sector.frozenForest.name = Gefrorener Wald
|
sector.frozenForest.name = Gefrorener Wald
|
||||||
sector.ruinousShores.name = Trümmerstrände
|
sector.ruinousShores.name = Trümmerstrände
|
||||||
sector.stainedMountains.name = Geflecktes Gebirge
|
sector.stainedMountains.name = Beflecktes Gebirge
|
||||||
sector.desolateRift.name = Einsame Kluft
|
sector.desolateRift.name = Einsame Kluft
|
||||||
sector.nuclearComplex.name = Nuklear-Produktionsstätte
|
sector.nuclearComplex.name = Nuklear-Produktionsstätte
|
||||||
sector.overgrowth.name = Überwucherung
|
sector.overgrowth.name = Überwucherung
|
||||||
@@ -843,19 +856,19 @@ sector.fungalPass.name = Infizierter Gebirgspass
|
|||||||
sector.biomassFacility.name = Biomassensyntheselabor
|
sector.biomassFacility.name = Biomassensyntheselabor
|
||||||
sector.windsweptIslands.name = Windgepeitschte Inseln
|
sector.windsweptIslands.name = Windgepeitschte Inseln
|
||||||
sector.extractionOutpost.name = Extraktionsaußenposten
|
sector.extractionOutpost.name = Extraktionsaußenposten
|
||||||
sector.facility32m.name = Facility 32 M
|
sector.facility32m.name = Einrichtung 32 M
|
||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Vergifteter Wald
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Verseuchter Canyon
|
||||||
sector.planetaryTerminal.name = Planetares Launchterminal
|
sector.planetaryTerminal.name = Planetares Launchterminal
|
||||||
sector.coastline.name = Küstenlinie
|
sector.coastline.name = Küstenlinie
|
||||||
sector.navalFortress.name = Wasserfestung
|
sector.navalFortress.name = Marinefestung
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polarer Flugplatz
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atolle
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testgelände
|
||||||
sector.seaPort.name = Sea Port
|
sector.seaPort.name = Hafen
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Verwitterte Kanäle
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Myzel-Festung
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontlinie
|
||||||
|
|
||||||
sector.groundZero.description = Der optimale Ort, um anzufangen. Schwache Gegner und weniger Ressourcen.\nSammele so viel Kupfer und Blei wie möglich.\nGeh weiter.
|
sector.groundZero.description = Der optimale Ort, um anzufangen. Schwache Gegner und weniger Ressourcen.\nSammele so viel Kupfer und Blei wie möglich.\nGeh weiter.
|
||||||
sector.frozenForest.description = Auch hier, näher an den Bergen, sind die Sporen. Sogar die niedrigen Temperaturen können sie nicht zurückhalten.\n\nLerne, Strom zu verwenden. Baue Verbrennungsgeneratoren und Reparateure.
|
sector.frozenForest.description = Auch hier, näher an den Bergen, sind die Sporen. Sogar die niedrigen Temperaturen können sie nicht zurückhalten.\n\nLerne, Strom zu verwenden. Baue Verbrennungsgeneratoren und Reparateure.
|
||||||
@@ -877,6 +890,8 @@ sector.coastline.description = Überreste alter Schiffstechnologien wurden hier
|
|||||||
sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Natur aus sicheren Insel eine Basis aufgebaut. Zerstöre diesen Außenposten. Finde deren fortgeschrittene Schiffstechnologien und erforsche diese weiter.
|
sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Natur aus sicheren Insel eine Basis aufgebaut. Zerstöre diesen Außenposten. Finde deren fortgeschrittene Schiffstechnologien und erforsche diese weiter.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -904,7 +919,7 @@ sector.crevice.name = Spalte
|
|||||||
sector.siege.name = Belagerung
|
sector.siege.name = Belagerung
|
||||||
sector.crossroads.name = Kreuzung
|
sector.crossroads.name = Kreuzung
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Ursprung
|
||||||
|
|
||||||
sector.onset.description = Der Einführungssektor. Dieser Sektor hat noch kein Ziel. Erwarte weitere Informationen.
|
sector.onset.description = Der Einführungssektor. Dieser Sektor hat noch kein Ziel. Erwarte weitere Informationen.
|
||||||
sector.aegis.description = In disem Sektor gibt es Wolframvorkommen.\nErforsche den [accent]Schlagbohrer[], um diese Abzubauen und den Feind zu zerstören.
|
sector.aegis.description = In disem Sektor gibt es Wolframvorkommen.\nErforsche den [accent]Schlagbohrer[], um diese Abzubauen und den Feind zu zerstören.
|
||||||
@@ -1044,7 +1059,7 @@ stat.abilities = Fähigkeiten
|
|||||||
stat.canboost = Kann boosten
|
stat.canboost = Kann boosten
|
||||||
stat.flying = Flug
|
stat.flying = Flug
|
||||||
stat.ammouse = Muntionsverbrauch
|
stat.ammouse = Muntionsverbrauch
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Munitionskapazität
|
||||||
stat.damagemultiplier = Schaden-Multiplikator
|
stat.damagemultiplier = Schaden-Multiplikator
|
||||||
stat.healthmultiplier = Lebenspunkte-Multiplikator
|
stat.healthmultiplier = Lebenspunkte-Multiplikator
|
||||||
stat.speedmultiplier = Geschwindigkeit-Multiplikator
|
stat.speedmultiplier = Geschwindigkeit-Multiplikator
|
||||||
@@ -1067,8 +1082,8 @@ ability.shieldregenfield = Schildregenerationsfeld
|
|||||||
ability.shieldregenfield.description = Regeneriert Schilder von Einheiten in der Nähe
|
ability.shieldregenfield.description = Regeneriert Schilder von Einheiten in der Nähe
|
||||||
ability.movelightning = Bewegungsblitze
|
ability.movelightning = Bewegungsblitze
|
||||||
ability.movelightning.description = Entfesselt bei Bewegung Blitze
|
ability.movelightning.description = Entfesselt bei Bewegung Blitze
|
||||||
ability.armorplate = Armor Plate
|
ability.armorplate = Panzerplatte
|
||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Reduziert erlittenen Schaden während des Schießens
|
||||||
ability.shieldarc = Lichtbogenschild
|
ability.shieldarc = Lichtbogenschild
|
||||||
ability.shieldarc.description = Projeziert ein Kraftfeld in einem Bogen, welches Kugeln aufhält
|
ability.shieldarc.description = Projeziert ein Kraftfeld in einem Bogen, welches Kugeln aufhält
|
||||||
ability.suppressionfield = Heilungsunterdrückungsfeld
|
ability.suppressionfield = Heilungsunterdrückungsfeld
|
||||||
@@ -1084,6 +1099,7 @@ ability.spawndeath = Fragmentierung
|
|||||||
ability.spawndeath.description = Entlässt beim Tod neue Einheiten
|
ability.spawndeath.description = Entlässt beim Tod neue Einheiten
|
||||||
ability.liquidexplode = Auslaufen
|
ability.liquidexplode = Auslaufen
|
||||||
ability.liquidexplode.description = Verschüttet Flüssigkeit beim Tod
|
ability.liquidexplode.description = Verschüttet Flüssigkeit beim Tod
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sek[lightgray] Feuerrate
|
ability.stat.firingrate = [stat]{0}/sek[lightgray] Feuerrate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] Lebenspunkte/sek
|
ability.stat.regen = [stat]{0}[lightgray] Lebenspunkte/sek
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1092,17 +1108,16 @@ ability.stat.repairspeed = [stat]{0}/sek[lightgray] Repariergeschwindigkeit
|
|||||||
ability.stat.slurpheal = [stat]{0}[lightgray] Lebenspunkte/Flüssigkeitseinheit
|
ability.stat.slurpheal = [stat]{0}[lightgray] Lebenspunkte/Flüssigkeitseinheit
|
||||||
ability.stat.cooldown = [stat]{0} sek[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sek[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max Ziele
|
ability.stat.maxtargets = [stat]{0}[lightgray] max Ziele
|
||||||
|
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] Schadensreduktion
|
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
|
||||||
|
|
||||||
bar.drilltierreq = Besserer Bohrer benötigt
|
bar.drilltierreq = Besserer Bohrer benötigt
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Unzureichende Batterieleistung
|
||||||
bar.noresources = Fehlende Ressourcen
|
bar.noresources = Fehlende Ressourcen
|
||||||
bar.corereq = Kern-Basis erforderlich
|
bar.corereq = Kern-Basis erforderlich
|
||||||
bar.corefloor = Kernzone erforderlich
|
bar.corefloor = Kernzone erforderlich
|
||||||
@@ -1156,8 +1171,8 @@ bullet.healamount = [stat]{0}[lightgray] direkte Reperatur
|
|||||||
bullet.multiplier = [stat]{0}[lightgray]x Munition Multiplikator
|
bullet.multiplier = [stat]{0}[lightgray]x Munition Multiplikator
|
||||||
bullet.reload = [stat]{0}%[lightgray] Feuerrate
|
bullet.reload = [stat]{0}%[lightgray] Feuerrate
|
||||||
bullet.range = [stat]{0}[lightgray] Blöcke Reichweite
|
bullet.range = [stat]{0}[lightgray] Blöcke Reichweite
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] ignoriert Geschosse
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] ignoriert Gebäude
|
||||||
|
|
||||||
unit.blocks = Blöcke
|
unit.blocks = Blöcke
|
||||||
unit.blockssquared = Blöcke²
|
unit.blockssquared = Blöcke²
|
||||||
@@ -1194,7 +1209,7 @@ category.optional = Optionale Zusätze
|
|||||||
setting.alwaysmusic.name = Immer Musik spielen
|
setting.alwaysmusic.name = Immer Musik spielen
|
||||||
setting.alwaysmusic.description = An: Musik spielt ständig im Spiel\n Aus: Musik spielt hin und wieder in zufälligen Abständen
|
setting.alwaysmusic.description = An: Musik spielt ständig im Spiel\n Aus: Musik spielt hin und wieder in zufälligen Abständen
|
||||||
setting.skipcoreanimation.name = Kern Start- und Lande-Animation überspringen
|
setting.skipcoreanimation.name = Kern Start- und Lande-Animation überspringen
|
||||||
setting.landscape.name = Querformat sperren
|
setting.landscape.name = immer Querformat
|
||||||
setting.shadows.name = Schatten
|
setting.shadows.name = Schatten
|
||||||
setting.blockreplace.name = Automatische Blockvorschläge
|
setting.blockreplace.name = Automatische Blockvorschläge
|
||||||
setting.linear.name = Lineare Filterung
|
setting.linear.name = Lineare Filterung
|
||||||
@@ -1251,24 +1266,24 @@ setting.mutemusic.name = Musik stummschalten
|
|||||||
setting.sfxvol.name = Audioeffekt-Lautstärke
|
setting.sfxvol.name = Audioeffekt-Lautstärke
|
||||||
setting.mutesound.name = Audioeffekte stummschalten
|
setting.mutesound.name = Audioeffekte stummschalten
|
||||||
setting.crashreport.name = Anonyme Absturzberichte senden
|
setting.crashreport.name = Anonyme Absturzberichte senden
|
||||||
setting.communityservers.name = Fetch Community Server List
|
setting.communityservers.name = Community-Server-Liste abrufen
|
||||||
setting.savecreate.name = Automatisch speichern
|
setting.savecreate.name = Automatisch speichern
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Spiel öffentlich sichtbar
|
||||||
setting.playerlimit.name = Spielerbegrenzung
|
setting.playerlimit.name = Spielerbegrenzung
|
||||||
setting.chatopacity.name = Chat-Deckkraft
|
setting.chatopacity.name = Chat-Deckkraft
|
||||||
setting.lasersopacity.name = Power-Laser-Deckkraft
|
setting.lasersopacity.name = Power-Laser-Deckkraft
|
||||||
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
setting.unitlaseropacity.name = Abbau-Laser-Deckkraft
|
||||||
setting.bridgeopacity.name = Brücken-Deckkraft
|
setting.bridgeopacity.name = Brücken-Deckkraft
|
||||||
setting.playerchat.name = Chat im Spiel anzeigen
|
setting.playerchat.name = Chat im Spiel anzeigen
|
||||||
setting.showweather.name = Wetter anzeigen
|
setting.showweather.name = Wetter anzeigen
|
||||||
setting.hidedisplays.name = Logik-Bildschirme verdecken
|
setting.hidedisplays.name = Logik-Bildschirme verdecken
|
||||||
setting.macnotch.name = Passe die Schnittstelle an die Anzeigekerbe an
|
setting.macnotch.name = Benutzeroberfläche an Aussparung anpassen
|
||||||
setting.macnotch.description = Neustart erforderlich
|
setting.macnotch.description = Neustart erforderlich
|
||||||
steam.friendsonly = Nur Freunde
|
steam.friendsonly = Nur Freunde
|
||||||
steam.friendsonly.tooltip = Ob nur Steam-Freunde deinem Spiel beitreten können.\nDiese Einstellung zu deaktivieren macht dein Spiel öffentlich - jeder kann beitreten.
|
steam.friendsonly.tooltip = Ob nur Steam-Freunde deinem Spiel beitreten können.\nDiese Einstellung zu deaktivieren macht dein Spiel öffentlich - jeder kann beitreten.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
|
setting.maxmagnificationmultiplierpercent.name = Min Kameradistanz
|
||||||
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
|
setting.minmagnificationmultiplierpercent.name = Max Kameradistanz
|
||||||
setting.minmagnificationmultiplierpercent.description = High values may cause performance issues.
|
setting.minmagnificationmultiplierpercent.description = Hohe Werte können Leistungsprobleme verursachen.
|
||||||
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen.
|
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen.
|
||||||
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
|
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
|
||||||
uiscale.cancel = Abbrechen & Beenden
|
uiscale.cancel = Abbrechen & Beenden
|
||||||
@@ -1298,11 +1313,13 @@ keybind.command_mode.name = Steuerungsmodus
|
|||||||
keybind.command_queue.name = Befehl-Warteschlange
|
keybind.command_queue.name = Befehl-Warteschlange
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Befehle abbrechen
|
keybind.cancel_orders.name = Befehle abbrechen
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Stellung: schießen
|
keybind.unit_stance_shoot.name = Stellung: schießen
|
||||||
keybind.unit_stance_hold_fire.name = Stellung: nicht schießen
|
keybind.unit_stance_hold_fire.name = Stellung: nicht schießen
|
||||||
keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
|
keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
|
||||||
keybind.unit_stance_patrol.name = Stellung: patroullieren
|
keybind.unit_stance_patrol.name = Stellung: patroullieren
|
||||||
keybind.unit_stance_ram.name = Stellung: rammen
|
keybind.unit_stance_ram.name = Stellung: rammen
|
||||||
|
|
||||||
keybind.unit_command_move.name = Befehl: bewegen
|
keybind.unit_command_move.name = Befehl: bewegen
|
||||||
keybind.unit_command_repair.name = Befehl: reparieren
|
keybind.unit_command_repair.name = Befehl: reparieren
|
||||||
keybind.unit_command_rebuild.name = Befehl: wiederaufbauen
|
keybind.unit_command_rebuild.name = Befehl: wiederaufbauen
|
||||||
@@ -1314,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Befehl: Blöcke aufnehmen
|
|||||||
keybind.unit_command_unload_payload.name = Befehl: Last abladen
|
keybind.unit_command_unload_payload.name = Befehl: Last abladen
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Region wiederaufbauen
|
keybind.rebuild_select.name = Region wiederaufbauen
|
||||||
keybind.schematic_select.name = Bereich auswählen
|
keybind.schematic_select.name = Bereich auswählen
|
||||||
keybind.schematic_menu.name = Entwurfsmenü
|
keybind.schematic_menu.name = Entwurfsmenü
|
||||||
@@ -1342,6 +1360,8 @@ keybind.pick.name = Block auswählen
|
|||||||
keybind.break_block.name = Block zerstören
|
keybind.break_block.name = Block zerstören
|
||||||
keybind.select_all_units.name = Alle Einheiten auswählen
|
keybind.select_all_units.name = Alle Einheiten auswählen
|
||||||
keybind.select_all_unit_factories.name = Alle Einheitenfabriken auswählen
|
keybind.select_all_unit_factories.name = Alle Einheitenfabriken auswählen
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Auswahl aufheben
|
keybind.deselect.name = Auswahl aufheben
|
||||||
keybind.pickupCargo.name = Block aufheben
|
keybind.pickupCargo.name = Block aufheben
|
||||||
keybind.dropCargo.name = Block fallen lassen
|
keybind.dropCargo.name = Block fallen lassen
|
||||||
@@ -1378,9 +1398,9 @@ mode.pvp.description = Kämpfe lokal gegen andere Spieler.\n[gray]Benötigt mind
|
|||||||
mode.attack.name = Angriff
|
mode.attack.name = Angriff
|
||||||
mode.attack.description = Keine Wellen, das Ziel ist es, die gegnerische Basis zu zerstören.\n[gray]Benötigt einen roten Kern auf der Karte.
|
mode.attack.description = Keine Wellen, das Ziel ist es, die gegnerische Basis zu zerstören.\n[gray]Benötigt einen roten Kern auf der Karte.
|
||||||
mode.custom = Angepasste Regeln
|
mode.custom = Angepasste Regeln
|
||||||
|
|
||||||
rules.invaliddata = Ungültige Daten in der Zwischenablage
|
rules.invaliddata = Ungültige Daten in der Zwischenablage
|
||||||
rules.hidebannedblocks = Gesperrte Blöcke verstecken
|
rules.hidebannedblocks = Gesperrte Blöcke verstecken
|
||||||
|
|
||||||
rules.infiniteresources = Unbegrenzte Ressourcen
|
rules.infiniteresources = Unbegrenzte Ressourcen
|
||||||
rules.onlydepositcore = Nur in den Kern ablegen
|
rules.onlydepositcore = Nur in den Kern ablegen
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1392,8 +1412,8 @@ rules.wavetimer = Wellen-Timer
|
|||||||
rules.wavesending = Manuelle Wellen möglich
|
rules.wavesending = Manuelle Wellen möglich
|
||||||
rules.allowedit = Regeln bearbeiten erlauben
|
rules.allowedit = Regeln bearbeiten erlauben
|
||||||
rules.allowedit.info = Erlaubt dem Spieler, diese Regeln im Spiel über den Button unten links im Pause-Menü zu bearbeiten.
|
rules.allowedit.info = Erlaubt dem Spieler, diese Regeln im Spiel über den Button unten links im Pause-Menü zu bearbeiten.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Bearbeiten von Weltprozessoren erlauben
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = Erlaubt dem Spieler, Weltprozessoren außerhalb des Editors zu platzieren und zu bearbeiten.
|
||||||
rules.waves = Wellen
|
rules.waves = Wellen
|
||||||
rules.airUseSpawns = Lufteinheiten spawnen am Spawnpunkt
|
rules.airUseSpawns = Lufteinheiten spawnen am Spawnpunkt
|
||||||
rules.attack = Angriff-Modus
|
rules.attack = Angriff-Modus
|
||||||
@@ -1429,7 +1449,7 @@ rules.wavespacing = Wellen-Abstand:[lightgray] (Sek)
|
|||||||
rules.initialwavespacing = Erster Wellenabstand:[lightgray] (Sek)
|
rules.initialwavespacing = Erster Wellenabstand:[lightgray] (Sek)
|
||||||
rules.buildcostmultiplier = Bau-Kosten Multiplikator
|
rules.buildcostmultiplier = Bau-Kosten Multiplikator
|
||||||
rules.buildspeedmultiplier = Bau-Schnelligkeit Multiplikator
|
rules.buildspeedmultiplier = Bau-Schnelligkeit Multiplikator
|
||||||
rules.deconstructrefundmultiplier = Abbau Ressourcen-Rückerstattung
|
rules.deconstructrefundmultiplier = Rückerstattungsfaktor beim Abreißen
|
||||||
rules.waitForWaveToEnd = Warten bis Welle endet
|
rules.waitForWaveToEnd = Warten bis Welle endet
|
||||||
rules.wavelimit = Letzte Welle
|
rules.wavelimit = Letzte Welle
|
||||||
rules.dropzoneradius = Drop-Zonen-Radius:[lightgray] (Kacheln)
|
rules.dropzoneradius = Drop-Zonen-Radius:[lightgray] (Kacheln)
|
||||||
@@ -1447,11 +1467,11 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Blitze
|
rules.lighting = Blitze
|
||||||
rules.fog = Kriegsnebel
|
rules.fog = Kriegsnebel
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
rules.legacylaunchpads = Legacy Launch Pad Mechaniken
|
||||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
rules.legacylaunchpads.info = Launchpads können ohne Landepads benutzt werden, wie in Version 7.0.
|
||||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
landingpad.legacy.disabled = [scarlet]\ue815 Deaktiviert[lightgray] (Legacy Launch Pads aktiviert)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unvorhersehbare Wellen-KI
|
||||||
rules.fire = Feuer
|
rules.fire = Feuer
|
||||||
rules.anyenv = <Jede>
|
rules.anyenv = <Jede>
|
||||||
rules.explosions = Explosionsschaden
|
rules.explosions = Explosionsschaden
|
||||||
@@ -1460,11 +1480,11 @@ rules.weather = Wetter
|
|||||||
rules.weather.frequency = Häufigkeit:
|
rules.weather.frequency = Häufigkeit:
|
||||||
rules.weather.always = Immer
|
rules.weather.always = Immer
|
||||||
rules.weather.duration = Dauer:
|
rules.weather.duration = Dauer:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Hindert den Spieler daran, in der Nähe von feindlichen Blöcken zu bauen. Geschütze können nur platziert werden, wenn keine Feindlichen Blöcke in ihrer Reichweite sind.
|
rules.placerangecheck.info = Hindert den Spieler daran, in der Nähe von feindlichen Blöcken zu bauen. Geschütze können nur platziert werden, wenn keine Feindlichen Blöcke in ihrer Reichweite sind.
|
||||||
rules.onlydepositcore.info = Lässt Einheiten Materialen nur in den Kern ablegen. Nicht in andere Blöcke.
|
rules.onlydepositcore.info = Lässt Einheiten Materialen nur in den Kern ablegen. Nicht in andere Blöcke.
|
||||||
|
|
||||||
|
|
||||||
content.item.name = Materialien
|
content.item.name = Materialien
|
||||||
content.liquid.name = Flüssigkeiten
|
content.liquid.name = Flüssigkeiten
|
||||||
content.unit.name = Einheiten
|
content.unit.name = Einheiten
|
||||||
@@ -1606,8 +1626,8 @@ block.graphite-press.name = Graphit-Presse
|
|||||||
block.multi-press.name = Multipresse
|
block.multi-press.name = Multipresse
|
||||||
block.constructing = {0}\n[lightgray](Baut)
|
block.constructing = {0}\n[lightgray](Baut)
|
||||||
block.spawn.name = Gegnerischer Startpunkt
|
block.spawn.name = Gegnerischer Startpunkt
|
||||||
block.remove-wall.name = Remove Wall
|
block.remove-wall.name = Wand entfernen
|
||||||
block.remove-ore.name = Remove Ore
|
block.remove-ore.name = Erz entfernen
|
||||||
block.core-shard.name = Kern: Scherbe
|
block.core-shard.name = Kern: Scherbe
|
||||||
block.core-foundation.name = Kern: Fundament
|
block.core-foundation.name = Kern: Fundament
|
||||||
block.core-nucleus.name = Kern: Nukleus
|
block.core-nucleus.name = Kern: Nukleus
|
||||||
@@ -1773,6 +1793,7 @@ block.container.name = Behälter
|
|||||||
block.launch-pad.name = Launchpad
|
block.launch-pad.name = Launchpad
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Bodenfabrik
|
block.ground-factory.name = Bodenfabrik
|
||||||
block.air-factory.name = Luftfabrik
|
block.air-factory.name = Luftfabrik
|
||||||
@@ -1806,7 +1827,7 @@ block.payload-unloader.description = Entlädt Blöcke und Materialien aus Blöck
|
|||||||
block.heat-source.name = Hitzequelle
|
block.heat-source.name = Hitzequelle
|
||||||
block.heat-source.description = Produziert fast unendlich Hitze.
|
block.heat-source.description = Produziert fast unendlich Hitze.
|
||||||
|
|
||||||
# erekir
|
#Erekir
|
||||||
block.empty.name = Leer
|
block.empty.name = Leer
|
||||||
block.rhyolite-crater.name = Rhyolithkrater
|
block.rhyolite-crater.name = Rhyolithkrater
|
||||||
block.rough-rhyolite.name = Grober Rhyolith
|
block.rough-rhyolite.name = Grober Rhyolith
|
||||||
@@ -1967,6 +1988,7 @@ 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
|
||||||
|
|
||||||
@@ -1985,7 +2007,6 @@ hint.depositItems = Um Materialien in den Kern zu verschieben, ziehe sie von dir
|
|||||||
hint.respawn = Um im Kern zu respawnen, drücke [accent][[V][].
|
hint.respawn = Um im Kern zu respawnen, drücke [accent][[V][].
|
||||||
hint.respawn.mobile = Du steuerst nun eine Einheit oder einen Block. Um wieder zur normalen Einheit zu werden, [accent]drücke die Abbildung von dir oben links[].
|
hint.respawn.mobile = Du steuerst nun eine Einheit oder einen Block. Um wieder zur normalen Einheit zu werden, [accent]drücke die Abbildung von dir oben links[].
|
||||||
hint.desktopPause = Benutze [accent][[Leertaste][], um das Spiel zu pausieren oder entpausieren.
|
hint.desktopPause = Benutze [accent][[Leertaste][], um das Spiel zu pausieren oder entpausieren.
|
||||||
|
|
||||||
hint.breaking = Benutze [accent]Rechtsklick[] und bewege deine Maus, um zu zerstören.
|
hint.breaking = Benutze [accent]Rechtsklick[] und bewege deine Maus, um zu zerstören.
|
||||||
hint.breaking.mobile = Aktiviere den :hammer: [accent]Hammer[] unten rechts und tippe, um Blöcke zu zerstören.\n\nHalte deinen Finger auf dem Bildschirm, um eine Fläche auszuwählen.
|
hint.breaking.mobile = Aktiviere den :hammer: [accent]Hammer[] unten rechts und tippe, um Blöcke zu zerstören.\n\nHalte deinen Finger auf dem Bildschirm, um eine Fläche auszuwählen.
|
||||||
hint.blockInfo = Genauere Blockinformationen können im [accent]Baumenü[] rechts beim [accent][[?][]-Symbol gefunden werden.
|
hint.blockInfo = Genauere Blockinformationen können im [accent]Baumenü[] rechts beim [accent][[?][]-Symbol gefunden werden.
|
||||||
@@ -2001,7 +2022,6 @@ hint.launch.mobile = Sobald du genug Ressourcen gesammelt hast, kannst du [accen
|
|||||||
hint.schematicSelect = Halte [accent][[F][] gedrückt und bewege deine Maus, um Blöcke zu kopieren.\n\nMit [accent][[Mittelklick][] kannst du einen einzelnen Block kopieren.
|
hint.schematicSelect = Halte [accent][[F][] gedrückt und bewege deine Maus, um Blöcke zu kopieren.\n\nMit [accent][[Mittelklick][] kannst du einen einzelnen Block kopieren.
|
||||||
hint.rebuildSelect = Halte [accent][[B][] gedrückt und bewege deine Maus, um Überreste zerstörter Blöcke auszuwählen.\nDiese werden dann automatisch wiederaufgebaut.
|
hint.rebuildSelect = Halte [accent][[B][] gedrückt und bewege deine Maus, um Überreste zerstörter Blöcke auszuwählen.\nDiese werden dann automatisch wiederaufgebaut.
|
||||||
hint.rebuildSelect.mobile = Select the :copy: copy button, then tap the :wrench: rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
hint.rebuildSelect.mobile = Select the :copy: copy button, then tap the :wrench: rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||||||
|
|
||||||
hint.conveyorPathfind = Halte [accent][[L-STRG][] während du Förderbänder baust, um automatisch einen Weg zu finden.
|
hint.conveyorPathfind = Halte [accent][[L-STRG][] während du Förderbänder baust, um automatisch einen Weg zu finden.
|
||||||
hint.conveyorPathfind.mobile = Aktiviere den :diagonal: [accent]Diagonal-Modus[] unten rechts und platziere Förderbänder, um automatisch einen Weg zu generieren.
|
hint.conveyorPathfind.mobile = Aktiviere den :diagonal: [accent]Diagonal-Modus[] unten rechts und platziere Förderbänder, um automatisch einen Weg zu generieren.
|
||||||
hint.boost = Halte [accent][[L-Shift][] gedrückt, um über Hindernisse zu boosten.\n\nNur manche Bodeneinheiten können das.
|
hint.boost = Halte [accent][[L-Shift][] gedrückt, um über Hindernisse zu boosten.\n\nNur manche Bodeneinheiten können das.
|
||||||
@@ -2062,8 +2082,6 @@ onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
|||||||
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
||||||
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
||||||
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
||||||
|
|
||||||
#Don't translate these yet!
|
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
@@ -2228,9 +2246,9 @@ block.vault.description = Speichert eine große Menge an Materialien pro Typ. Ei
|
|||||||
block.container.description = Speichert eine kleine Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen.
|
block.container.description = Speichert eine kleine Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen.
|
||||||
block.unloader.description = Entlädt Materialien aus einem Block.
|
block.unloader.description = Entlädt Materialien aus einem Block.
|
||||||
block.launch-pad.description = Startet Materialien in andere Sektoren.
|
block.launch-pad.description = Startet Materialien in andere Sektoren.
|
||||||
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
block.advanced-launch-pad.description = Schießt Gegenstände in Gruppen in ausgewählte Sektoren. Akzeptiert nur einen Gegenstandstyp gleichzeitig
|
||||||
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
block.advanced-launch-pad.details = Suborbitales System zum Transport von Materialien zwischen Sektoren.
|
||||||
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
block.landing-pad.description = Empfängt Materialien von Launchpads aus anderen Sektoren. Benötigt große Mengen Wasser, um den Aufprall zu dämpfen.
|
||||||
block.duo.description = Schießt auf Gegner.
|
block.duo.description = Schießt auf Gegner.
|
||||||
block.scatter.description = Ein mittelgroßer Anti-Luft-Turm. Sprüht Blei- oder Schrottklumpen auf feindliche Lufteinheiten.
|
block.scatter.description = Ein mittelgroßer Anti-Luft-Turm. Sprüht Blei- oder Schrottklumpen auf feindliche Lufteinheiten.
|
||||||
block.scorch.description = Verbrennt alle Bodenfeinde in der Nähe. Hochwirksam im Nahbereich.
|
block.scorch.description = Verbrennt alle Bodenfeinde in der Nähe. Hochwirksam im Nahbereich.
|
||||||
@@ -2270,7 +2288,8 @@ 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.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
|
block.tile-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an. Verbindet sich nahtlos mit benachbarten Bildschirmen.
|
||||||
|
block.interplanetary-accelerator.description = Ein gewaltiger Railgun-Turm, der mithilfe von Elektromagnetismus Kerne stark genug beschleunigt, um Interplanetare 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.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
@@ -2305,9 +2324,9 @@ block.slag-incinerator.description = Verbrennt nicht-volatile Materialien und Fl
|
|||||||
block.vent-condenser.description = Kondensiert Schlotgase zu Wasser. Verbraucht Strom.
|
block.vent-condenser.description = Kondensiert Schlotgase zu Wasser. Verbraucht Strom.
|
||||||
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
||||||
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
||||||
block.cliff-crusher.description = Zertrümmert Wände, um unbefristet Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
block.cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
||||||
block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
|
block.large-cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom und Ozon. Effizienz variiert je nach Wandart. Optional wird Wolfram verbraucht um die Effizienz zu steigern.
|
||||||
block.impact-drill.description = Baut unbefristet Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
block.impact-drill.description = Baut durchgehend Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
||||||
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
||||||
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
||||||
block.reinforced-liquid-router.description = Verteilt Flüssigkeiten gleichmäßig auf bis zu drei Richtungen.
|
block.reinforced-liquid-router.description = Verteilt Flüssigkeiten gleichmäßig auf bis zu drei Richtungen.
|
||||||
@@ -2339,7 +2358,7 @@ block.unit-cargo-loader.description = Baut Transportdrohnen. Drohnen verteilen M
|
|||||||
block.unit-cargo-unload-point.description = Funktioniert als Entladungspunkt für Transportdrohnen. Nimmt nur Materialien an, die dem Filter passen.
|
block.unit-cargo-unload-point.description = Funktioniert als Entladungspunkt für Transportdrohnen. Nimmt nur Materialien an, die dem Filter passen.
|
||||||
block.beam-node.description = Verteilt Strom in rechten Winkeln. Speichert eine kleine Menge Strom.
|
block.beam-node.description = Verteilt Strom in rechten Winkeln. Speichert eine kleine Menge Strom.
|
||||||
block.beam-tower.description = Verteilt Strom in rechten Winkeln. Speichert eine große Menge Strom. Höhere Reichweite.
|
block.beam-tower.description = Verteilt Strom in rechten Winkeln. Speichert eine große Menge Strom. Höhere Reichweite.
|
||||||
block.beam-link.description = Transmits power over vast distances.\nOnly capable of connecting to adjacent structures or other beam links.
|
block.beam-link.description = Überträgt Strom über große Distanzen. Kann mit benachbarten Strukturen oder anderen Strahlanschlüssen verbunden werden.
|
||||||
block.turbine-condenser.description = Generiert Strom, wenn auf einem Schlot platziert. Stellt eine kleine Menge Wasser her.
|
block.turbine-condenser.description = Generiert Strom, wenn auf einem Schlot platziert. Stellt eine kleine Menge Wasser her.
|
||||||
block.chemical-combustion-chamber.description = Generiert aus Arkyzit und Ozon Strom.
|
block.chemical-combustion-chamber.description = Generiert aus Arkyzit und Ozon Strom.
|
||||||
block.pyrolysis-generator.description = Erzeugt aus Arkyzit und Schlacke große Mengen Strom. Erzeugt als Nebenprodukt Wasser.
|
block.pyrolysis-generator.description = Erzeugt aus Arkyzit und Schlacke große Mengen Strom. Erzeugt als Nebenprodukt Wasser.
|
||||||
@@ -2393,7 +2412,7 @@ unit.eclipse.description = Feuert zwei durchdringende Laser und einen Flaksperrf
|
|||||||
unit.mono.description = Baut automatisch Blei und Kupfer ab. Dieses wird in den Kern gebracht.
|
unit.mono.description = Baut automatisch Blei und Kupfer ab. Dieses wird in den Kern gebracht.
|
||||||
unit.poly.description = Baut zerstörte Blöcke wieder auf und hilft anderen Einheiten beim Bauen.
|
unit.poly.description = Baut zerstörte Blöcke wieder auf und hilft anderen Einheiten beim Bauen.
|
||||||
unit.mega.description = Heilt automatisch beschädigte Blöcke. Kann kleine Blöcke oder Bodeneinheiten tragen.
|
unit.mega.description = Heilt automatisch beschädigte Blöcke. Kann kleine Blöcke oder Bodeneinheiten tragen.
|
||||||
unit.quad.description = Wirft große Bomben auf Bodenziele ab, welche Gegnern schaden und einige Blöcke heilen. Kann Bodeneinheiten tragen.
|
unit.quad.description = Wirft große Bomben auf Bodenziele ab, welche Gegnern schaden und eigene Blöcke heilen. Kann Bodeneinheiten tragen.
|
||||||
unit.oct.description = Schützt mithilfe eines regenerierenden Schildes andere Einheiten. Kann die meisten Bodeneinheiten tragen.
|
unit.oct.description = Schützt mithilfe eines regenerierenden Schildes andere Einheiten. Kann die meisten Bodeneinheiten tragen.
|
||||||
unit.risso.description = Schießt ein Sperrfeuer aus Raketen und Kugeln auf alle Gegner in der Nähe.
|
unit.risso.description = Schießt ein Sperrfeuer aus Raketen und Kugeln auf alle Gegner in der Nähe.
|
||||||
unit.minke.description = Schießt Geschosse und Kugeln auf Feinde.
|
unit.minke.description = Schießt Geschosse und Kugeln auf Feinde.
|
||||||
@@ -2475,6 +2494,7 @@ lst.playsound = Spielt einen Ton.\nDie Lautstärke kann ein fester Wert sein, od
|
|||||||
lst.makemarker = Erstelle einen neuen Logikmarker in der Welt.\nEine ID zur Identifizierung muss angegeben werden.\nDerzeit können nur maximal 20.000 Marker pro Welt platziert werden.
|
lst.makemarker = Erstelle einen neuen Logikmarker in der Welt.\nEine ID zur Identifizierung muss angegeben werden.\nDerzeit können nur maximal 20.000 Marker pro Welt platziert werden.
|
||||||
lst.setmarker = Lege eine Eigenschaft für einen Marker fest.\nDie ID muss die selbe wie bei der Erstellung des Markers sein.
|
lst.setmarker = Lege eine Eigenschaft für einen Marker fest.\nDie ID muss die selbe wie bei der Erstellung des Markers sein.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2482,6 +2502,7 @@ lglobal.@pi = Die mathematische Konstante pi (3.141...)
|
|||||||
lglobal.@e = Die mathematische Konstante e (2.718...)
|
lglobal.@e = Die mathematische Konstante e (2.718...)
|
||||||
lglobal.@degToRad = Multipliziere mit dieser Zahl um Grad in Radianten umzuwandeln
|
lglobal.@degToRad = Multipliziere mit dieser Zahl um Grad in Radianten umzuwandeln
|
||||||
lglobal.@radToDeg = Multipliziere mit dieser Zahl um Radianten in Grad umzuwandeln
|
lglobal.@radToDeg = Multipliziere mit dieser Zahl um Radianten in Grad umzuwandeln
|
||||||
|
|
||||||
lglobal.@time = Spielzeit des aktuellen Speicherstandes in Millisekunden
|
lglobal.@time = Spielzeit des aktuellen Speicherstandes in Millisekunden
|
||||||
lglobal.@tick = Spielzeit des aktuellen Speicherstandes in Ticks (1 Sekunde = 60 Ticks)
|
lglobal.@tick = Spielzeit des aktuellen Speicherstandes in Ticks (1 Sekunde = 60 Ticks)
|
||||||
lglobal.@second = Spielzeit des aktuellen Speicherstandes in Sekunden
|
lglobal.@second = Spielzeit des aktuellen Speicherstandes in Sekunden
|
||||||
@@ -2490,22 +2511,27 @@ lglobal.@waveNumber = Nummer der aktuellen Welle, wenn Wellen aktiviert sind
|
|||||||
lglobal.@waveTime = Countdown zur nächsten Welle in Sekunden
|
lglobal.@waveTime = Countdown zur nächsten Welle in Sekunden
|
||||||
lglobal.@mapw = Breite der Karte in Kacheln
|
lglobal.@mapw = Breite der Karte in Kacheln
|
||||||
lglobal.@maph = Höhe der Karte in Kacheln
|
lglobal.@maph = Höhe der Karte in Kacheln
|
||||||
|
|
||||||
lglobal.sectionMap = Karte
|
lglobal.sectionMap = Karte
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = Der Logikblock, der den Code ausführt
|
lglobal.@this = Der Logikblock, der den Code ausführt
|
||||||
lglobal.@thisx = X-Koordinate des Blocks, der den Code ausführt
|
lglobal.@thisx = X-Koordinate des Blocks, der den Code ausführt
|
||||||
lglobal.@thisy = Y-Koordinate des Blocks, der den Code ausführt
|
lglobal.@thisy = Y-Koordinate des Blocks, der den Code ausführt
|
||||||
lglobal.@links = Gesamtzahl der Blöcke, die mit diesem Prozessor verbunden sind
|
lglobal.@links = Gesamtzahl der Blöcke, die mit diesem Prozessor verbunden sind
|
||||||
lglobal.@ipt = Ausführungsgeschwindigkeit in Anweisungen pro Tick (1 Sekunde = 60 Ticks)
|
lglobal.@ipt = Ausführungsgeschwindigkeit in Anweisungen pro Tick (1 Sekunde = 60 Ticks)
|
||||||
|
|
||||||
lglobal.@unitCount = Gesamtzahl der verschiedenen Einheiten im Spiel; mit dem Lookup-Befehl benutzt
|
lglobal.@unitCount = Gesamtzahl der verschiedenen Einheiten im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
lglobal.@blockCount = Gesamtzahl der verschiedenen Blöcke im Spiel; mit dem Lookup-Befehl benutzt
|
lglobal.@blockCount = Gesamtzahl der verschiedenen Blöcke im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
lglobal.@itemCount = Gesamtzahl der verschiedenen Materialien im Spiel; mit dem Lookup-Befehl benutzt
|
lglobal.@itemCount = Gesamtzahl der verschiedenen Materialien im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
lglobal.@liquidCount = Gesamtzahl der verschiedenen Flüssigkeiten im Spiel; mit dem Lookup-Befehl benutzt
|
lglobal.@liquidCount = Gesamtzahl der verschiedenen Flüssigkeiten im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
|
|
||||||
lglobal.@server = true, wenn der Code auf einem Server oder im Einzelspielermodus ausgeführt wird, sonst false
|
lglobal.@server = true, wenn der Code auf einem Server oder im Einzelspielermodus ausgeführt wird, sonst false
|
||||||
lglobal.@client = true, wenn der Code auf einem Client läuft, der mit einem Server verbunden ist
|
lglobal.@client = true, wenn der Code auf einem Client läuft, der mit einem Server verbunden ist
|
||||||
|
|
||||||
lglobal.@clientLocale = Gebiet des Clients, der den Code ausführt. Zum Beispiel: en_US
|
lglobal.@clientLocale = Gebiet des Clients, der den Code ausführt. Zum Beispiel: en_US
|
||||||
lglobal.@clientUnit = Einheit des Clients, der den Code ausführt
|
lglobal.@clientUnit = Einheit des Clients, der den Code ausführt
|
||||||
lglobal.@clientName = Spielername des Clients, der diesen Code ausführt
|
lglobal.@clientName = Spielername des Clients, der diesen Code ausführt
|
||||||
@@ -2519,9 +2545,9 @@ lenum.shoot = Schießt auf eine Position.
|
|||||||
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
||||||
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
|
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
|
||||||
lenum.enabled = Ob der Block an oder aus ist.
|
lenum.enabled = Ob der Block an oder aus ist.
|
||||||
|
|
||||||
laccess.currentammotype = Aktuelle Munitionsart eines Geschützes
|
laccess.currentammotype = Aktuelle Munitionsart eines Geschützes
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Illuminiererfarbe.
|
laccess.color = Illuminiererfarbe.
|
||||||
laccess.controller = Einheitensteurer. Gibt "processor" zurück, wenn die Einheit prozessorgesteuert ist,.\nGibt den Steuerer zurück, wenn die Einheit Teil einer Formation ist.\nSonst wird einfach die Einheit zurückgegeben.
|
laccess.controller = Einheitensteurer. Gibt "processor" zurück, wenn die Einheit prozessorgesteuert ist,.\nGibt den Steuerer zurück, wenn die Einheit Teil einer Formation ist.\nSonst wird einfach die Einheit zurückgegeben.
|
||||||
laccess.dead = Ob ein Block / eine Einheit tot oder nicht mehr gültig ist.
|
laccess.dead = Ob ein Block / eine Einheit tot oder nicht mehr gültig ist.
|
||||||
@@ -2530,6 +2556,9 @@ 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
|
||||||
@@ -2563,9 +2592,9 @@ lenum.always = Immer.
|
|||||||
lenum.idiv = Division mit ganzen Zahlen.
|
lenum.idiv = Division mit ganzen Zahlen.
|
||||||
lenum.div = Division.\nGibt bei Teilung durch null [accent]null[] zurück.
|
lenum.div = Division.\nGibt bei Teilung durch null [accent]null[] zurück.
|
||||||
lenum.mod = Modulo.
|
lenum.mod = Modulo.
|
||||||
lenum.equal = Prüft Gleichheit.\nNicht-"null" Objekte, die mit Zahlen verglichen werden, werden 1.
|
lenum.equal = Prüft Gleichheit.\nNicht-null Objekte, die mit Zahlen verglichen werden, werden 1.
|
||||||
lenum.notequal = Prüft Ungleichheit.
|
lenum.notequal = Prüft Ungleichheit.
|
||||||
lenum.strictequal = Prüft strenge Gleichheit.\nKann verwendet werden, um "null" zu finden.
|
lenum.strictequal = Prüft strenge Gleichheit.\nKann verwendet werden, um [accent]null[] zu finden.
|
||||||
lenum.shl = Bit-Shift nacht links.
|
lenum.shl = Bit-Shift nacht links.
|
||||||
lenum.shr = Bit-Shift nach rechts.
|
lenum.shr = Bit-Shift nach rechts.
|
||||||
lenum.or = Bitwise ODER.
|
lenum.or = Bitwise ODER.
|
||||||
@@ -2574,8 +2603,8 @@ lenum.and = Bitweises UND.
|
|||||||
lenum.not = Bitweises NOT.
|
lenum.not = Bitweises NOT.
|
||||||
lenum.xor = Bitweises XOR.
|
lenum.xor = Bitweises XOR.
|
||||||
|
|
||||||
lenum.min = Die Größte von zwei Zahlen.
|
lenum.min = Die Größere von zwei Zahlen.
|
||||||
lenum.max = Die Kleinste von zwei Zahlen.
|
lenum.max = Die Kleinere von zwei Zahlen.
|
||||||
lenum.angle = Vektorwinkel in Grad.
|
lenum.angle = Vektorwinkel in Grad.
|
||||||
lenum.anglediff = Absolute Entfernung zwischen zwei Winkeln in Grad.
|
lenum.anglediff = Absolute Entfernung zwischen zwei Winkeln in Grad.
|
||||||
lenum.len = Vektorlänge.
|
lenum.len = Vektorlänge.
|
||||||
@@ -2645,6 +2674,7 @@ unitlocate.building = Variable für das Ergebnis.
|
|||||||
unitlocate.outx = Variable für die X-Koordinate.
|
unitlocate.outx = Variable für die X-Koordinate.
|
||||||
unitlocate.outy = Variable für die Y-Koordinate.
|
unitlocate.outy = Variable für die Y-Koordinate.
|
||||||
unitlocate.group = Gesuchter Blocktyp.
|
unitlocate.group = Gesuchter Blocktyp.
|
||||||
|
|
||||||
playsound.limit = Wenn true: verhindert, dass dieser Ton abgespielt wird,\nwenn er im gleichen Frame schon einmal gespielt wurde.
|
playsound.limit = Wenn true: verhindert, dass dieser Ton abgespielt wird,\nwenn er im gleichen Frame schon einmal gespielt wurde.
|
||||||
|
|
||||||
lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
|
lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
|
||||||
@@ -2667,6 +2697,7 @@ lenum.build = Einen Block bauen.
|
|||||||
lenum.getblock = Gibt den Gebäude-, Boden- und Blocktyp and den gegebenen Koordinaten zurück.\nDie Position muss in Reichweite der Einheit sein, sonst wird null zurückgegeben.
|
lenum.getblock = Gibt den Gebäude-, Boden- und Blocktyp and den gegebenen Koordinaten zurück.\nDie Position muss in Reichweite der Einheit sein, sonst wird null zurückgegeben.
|
||||||
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
||||||
lenum.boost = Aktiviert / deaktiviert den Boost.
|
lenum.boost = Aktiviert / deaktiviert den Boost.
|
||||||
|
|
||||||
lenum.flushtext = Verschiebt den Inhalt des Print Buffers wenn möglich zu einem Marker.\nWenn fetch true ist, wird versucht, Eigenschaften vom Locale Bundle der Karte oder des Spiels zu lesen.
|
lenum.flushtext = Verschiebt den Inhalt des Print Buffers wenn möglich zu einem Marker.\nWenn fetch true ist, wird versucht, Eigenschaften vom Locale Bundle der Karte oder des Spiels zu lesen.
|
||||||
lenum.texture = Name einer Textur direkt aus dem Texturatlas des Spiels (bennant mit kebab-case naming style).\nWenn printFlush true ist, wird der Inhalt des Textspeichers als Argument genommen und gelöscht.
|
lenum.texture = Name einer Textur direkt aus dem Texturatlas des Spiels (bennant mit kebab-case naming style).\nWenn printFlush true ist, wird der Inhalt des Textspeichers als Argument genommen und gelöscht.
|
||||||
lenum.texturesize = Größe einer Textur in Kacheln. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Größe einer Textur in Kacheln. Zero value scales marker width to original texture's size.
|
||||||
@@ -2674,6 +2705,7 @@ lenum.autoscale = Ob der Marker entsprechend des Zoom-Levels des Spielers skalie
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Positionen auf der Textur von 0 bis 1, für quad marker benutzt.
|
lenum.uvi = Positionen auf der Textur von 0 bis 1, für quad marker benutzt.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -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.
|
||||||
@@ -148,6 +148,7 @@ mod.disable = Desactivar
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Contenido:
|
mod.content = Contenido:
|
||||||
mod.delete.error = No se pudo elminar el mod. Puede que el archivo esté en uso.
|
mod.delete.error = No se pudo elminar el mod. Puede que el archivo esté en uso.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Juego desactualizado
|
mod.incompatiblegame = [red]Juego desactualizado
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]No soportado
|
mod.blacklisted = [red]No soportado
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Dependencias no satisfechas
|
|||||||
mod.erroredcontent = [scarlet]Contenido erróneo
|
mod.erroredcontent = [scarlet]Contenido erróneo
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requiere la versión del juego: [accent]{0}[]\nTu versión está desactualizada. Este mod requiere una versión más reciente del juego.
|
mod.requiresversion.details = Requiere la versión del juego: [accent]{0}[]\nTu versión está desactualizada. Este mod requiere una versión más reciente del juego.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Este mod ha sido bloqueado manualmente por causar cierres inesperados, errores u otros problemas en esta versión del juego. Será mejor no usarlo.
|
mod.blacklisted.details = Este mod ha sido bloqueado manualmente por causar cierres inesperados, errores u otros problemas en esta versión del juego. Será mejor no usarlo.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = A este mod le faltan dependencias: {0}
|
|||||||
mod.erroredcontent.details = La partida causó errores al cargar. Puedes pedir al autor del mod que los arregle.
|
mod.erroredcontent.details = La partida causó errores al cargar. Puedes pedir al autor del mod que los arregle.
|
||||||
mod.circulardependencies.details = Este mod tiene dependencias que dependen unas de otras.
|
mod.circulardependencies.details = Este mod tiene dependencias que dependen unas de otras.
|
||||||
mod.incompletedependencies.details = Este mod no se puede cargar debido a dependencias no válidas o faltantes: {0}.
|
mod.incompletedependencies.details = Este mod no se puede cargar debido a dependencias no válidas o faltantes: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requiere la versión del juego: [red]{0}
|
mod.requiresversion = Requiere la versión del juego: [red]{0}
|
||||||
|
|
||||||
mod.errors = Ha ocurrido un fallo al cargar el contenido.
|
mod.errors = Ha ocurrido un fallo al cargar el contenido.
|
||||||
mod.noerrorplay = [scarlet]Se están ejecutando algunos mods con fallos.[]Debes deshabilitarlos o arreglar los errores antes de jugar.
|
mod.noerrorplay = [scarlet]Se están ejecutando algunos mods con fallos.[]Debes deshabilitarlos o arreglar los errores antes de jugar.
|
||||||
mod.enable = Activar
|
mod.enable = Activar
|
||||||
@@ -179,20 +183,21 @@ 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.soft = (optional)
|
mod.dependencies.error = [scarlet]A los mods les faltan dependencias
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.soft = (opcional)
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.download = Importar
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadreq = Se requiere importar
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.downloadall = Importar TODO
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.status = Resultados de importación
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.success = Descargado exitosamente:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.failure = Descarga fallida:
|
||||||
|
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:
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = Los servidores de la comunidad [accent]no[] son propiedad d
|
|||||||
servers.showhidden = Mostrar servidores ocultos
|
servers.showhidden = Mostrar servidores ocultos
|
||||||
server.shown = Visibles
|
server.shown = Visibles
|
||||||
server.hidden = Ocultos
|
server.hidden = Ocultos
|
||||||
viewplayer = Viendo al jugador: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viendo al jugador: [accent]{0}
|
||||||
trace = Rastrear Jugador
|
trace = Rastrear Jugador
|
||||||
trace.playername = Nombre del jugador: [accent]{0}
|
trace.playername = Nombre del jugador: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = Fue expulsado [accent]{0} []veces
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = ¡ID de cliente no válida! Puedes enviar un informe reportando el error.
|
invalidid = ¡ID de cliente no válida! Puedes enviar un informe reportando el error.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Expulsar
|
player.kick = Expulsar
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Cambiar equipo
|
player.team = Cambiar equipo
|
||||||
|
|
||||||
server.bans = Vetos
|
server.bans = Vetos
|
||||||
server.bans.none = ¡No se ha vetado a ningún usuario!
|
server.bans.none = ¡No se ha vetado a ningún usuario!
|
||||||
server.admins = Administradores
|
server.admins = Administradores
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Abrir enlace
|
openlink = Abrir enlace
|
||||||
copylink = Copiar enlace
|
copylink = Copiar enlace
|
||||||
back = Atrás
|
back = Atrás
|
||||||
@@ -505,18 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Ocultar todo
|
waves.units.hide = Ocultar todo
|
||||||
waves.units.show = Mostrar todo
|
waves.units.show = Mostrar todo
|
||||||
|
|
||||||
#estos están en minúscula intencionalmente
|
#these are intentionally in lower case
|
||||||
wavemode.counts = limitadas
|
wavemode.counts = limitadas
|
||||||
wavemode.totals = totales
|
wavemode.totals = totales
|
||||||
wavemode.health = por salud
|
wavemode.health = por salud
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Por defecto>
|
editor.default = [lightgray]<Por defecto>
|
||||||
details = Detalles...
|
details = Detalles...
|
||||||
edit = Editar...
|
edit = Editar...
|
||||||
variables = Variables
|
variables = Variables
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nombre:
|
editor.name = Nombre:
|
||||||
editor.spawn = Generar unidad
|
editor.spawn = Generar unidad
|
||||||
editor.removeunit = Eliminar unidad
|
editor.removeunit = Eliminar unidad
|
||||||
@@ -583,7 +594,7 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Dibujar equipos
|
toolmode.drawteams = Dibujar equipos
|
||||||
toolmode.drawteams.description = Dibuja equipos en lugar de bloques.
|
toolmode.drawteams.description = Dibuja equipos en lugar de bloques.
|
||||||
#no usados
|
#unused
|
||||||
toolmode.underliquid = Bajo líquidos
|
toolmode.underliquid = Bajo líquidos
|
||||||
toolmode.underliquid.description = Dibuja suelos bajo bloques con líquidos.
|
toolmode.underliquid.description = Dibuja suelos bajo bloques con líquidos.
|
||||||
|
|
||||||
@@ -631,6 +642,7 @@ filter.option.radius = Radio
|
|||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -764,6 +776,7 @@ weather.snowing.name = Nieve
|
|||||||
weather.sandstorm.name = Tormenta de arena
|
weather.sandstorm.name = Tormenta de arena
|
||||||
weather.sporestorm.name = Tormenta de esporas
|
weather.sporestorm.name = Tormenta de esporas
|
||||||
weather.fog.name = Niebla
|
weather.fog.name = Niebla
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Tiempo en el sector: {0}
|
campaign.playtime = \uf129 [lightgray]Tiempo en el sector: {0}
|
||||||
campaign.complete = [accent]Enhorabuena.\n\nEl enemigo en {0} ha sido derrotado.\n[lightgray]El sector final ha sido conquistado.
|
campaign.complete = [accent]Enhorabuena.\n\nEl enemigo en {0} ha sido derrotado.\n[lightgray]El sector final ha sido conquistado.
|
||||||
|
|
||||||
@@ -810,12 +823,18 @@ threat.medium = Media
|
|||||||
threat.high = Alta
|
threat.high = Alta
|
||||||
threat.extreme = Extrema
|
threat.extreme = Extrema
|
||||||
threat.eradication = Erradicación
|
threat.eradication = Erradicación
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -871,6 +890,8 @@ sector.coastline.description = Se han detectado restos de tecnología de unidade
|
|||||||
sector.navalFortress.description = El enemigo ha establecido una base en una remota isla naturalmente fortificada. Destruye este puesto de avanzada. Hazte con su tecnología naval avanzada, e investígala.
|
sector.navalFortress.description = El enemigo ha establecido una base en una remota isla naturalmente fortificada. Destruye este puesto de avanzada. Hazte con su tecnología naval avanzada, e investígala.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -889,7 +910,6 @@ sector.intersect.name = Intersección
|
|||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = División
|
sector.split.name = División
|
||||||
sector.basin.name = Declive
|
sector.basin.name = Declive
|
||||||
|
|
||||||
sector.marsh.name = Ciénaga
|
sector.marsh.name = Ciénaga
|
||||||
sector.peaks.name = Cumbres
|
sector.peaks.name = Cumbres
|
||||||
sector.ravine.name = Precipicio
|
sector.ravine.name = Precipicio
|
||||||
@@ -900,8 +920,8 @@ sector.siege.name = Cerco
|
|||||||
sector.crossroads.name = Encrucijada
|
sector.crossroads.name = Encrucijada
|
||||||
sector.karst.name = Kárstico
|
sector.karst.name = Kárstico
|
||||||
sector.origin.name = Origen
|
sector.origin.name = Origen
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = Este sector contiene depósitos de tungsteno.\nInvestiga el [accent]taladro de impacto[] para extraer este recurso, y destruye la base enemiga de este área.
|
sector.aegis.description = Este sector contiene depósitos de tungsteno.\nInvestiga el [accent]taladro de impacto[] para extraer este recurso, y destruye la base enemiga de este área.
|
||||||
sector.lake.description = El lago de magma de este sector limitará en gran medida la eficacia de varias unidades. Las unidades aéreas son la única opción viable.\nInvestiga el [accent]fabricador de naves[] y ensambla una unidad [accent]Elude[] tan pronto como sea posible.
|
sector.lake.description = El lago de magma de este sector limitará en gran medida la eficacia de varias unidades. Las unidades aéreas son la única opción viable.\nInvestiga el [accent]fabricador de naves[] y ensambla una unidad [accent]Elude[] tan pronto como sea posible.
|
||||||
sector.intersect.description = Los escáneres indican que este sector será atacado desde múltiples direcciones poco después de aterrizar.\nPrepara defensas rápidamente y expándete lo antes posible.\nSe requiere utilizar unidades [accent]Mech[] para operar en este terreno irregular.
|
sector.intersect.description = Los escáneres indican que este sector será atacado desde múltiples direcciones poco después de aterrizar.\nPrepara defensas rápidamente y expándete lo antes posible.\nSe requiere utilizar unidades [accent]Mech[] para operar en este terreno irregular.
|
||||||
@@ -1079,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1093,6 +1114,7 @@ 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 = 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
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
@@ -1291,11 +1313,13 @@ keybind.command_mode.name = Modo Comando
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1307,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Reconstruir región
|
keybind.rebuild_select.name = Reconstruir región
|
||||||
keybind.schematic_select.name = Seleccionar región
|
keybind.schematic_select.name = Seleccionar región
|
||||||
keybind.schematic_menu.name = Menú de esquemas
|
keybind.schematic_menu.name = Menú de esquemas
|
||||||
@@ -1335,6 +1360,8 @@ keybind.pick.name = Copiar bloque
|
|||||||
keybind.break_block.name = Deconstruir bloque
|
keybind.break_block.name = Deconstruir bloque
|
||||||
keybind.select_all_units.name = Seleccionar todas las unidades
|
keybind.select_all_units.name = Seleccionar todas las unidades
|
||||||
keybind.select_all_unit_factories.name = Seleccionar todas las fábricas de unidades
|
keybind.select_all_unit_factories.name = Seleccionar todas las fábricas de unidades
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deseleccionar
|
keybind.deselect.name = Deseleccionar
|
||||||
keybind.pickupCargo.name = Cargar bloque/unidad
|
keybind.pickupCargo.name = Cargar bloque/unidad
|
||||||
keybind.dropCargo.name = Soltar bloque/unidad
|
keybind.dropCargo.name = Soltar bloque/unidad
|
||||||
@@ -1371,9 +1398,9 @@ mode.pvp.description = Combate contra otros jugadores localmente.\n[gray]Requier
|
|||||||
mode.attack.name = Ataque
|
mode.attack.name = Ataque
|
||||||
mode.attack.description = Destruye la base enemiga. \n[gray]Requiere un núcleo rojo en el mapa.
|
mode.attack.description = Destruye la base enemiga. \n[gray]Requiere un núcleo rojo en el mapa.
|
||||||
mode.custom = Normas personalizadas
|
mode.custom = Normas personalizadas
|
||||||
|
|
||||||
rules.invaliddata = Datos del portapeles invalidos.
|
rules.invaliddata = Datos del portapeles invalidos.
|
||||||
rules.hidebannedblocks = Ocultar bloques prohibidos
|
rules.hidebannedblocks = Ocultar bloques prohibidos
|
||||||
|
|
||||||
rules.infiniteresources = Recursos infinitos
|
rules.infiniteresources = Recursos infinitos
|
||||||
rules.onlydepositcore = Sólo permitir depositar recursos en el núcleo
|
rules.onlydepositcore = Sólo permitir depositar recursos en el núcleo
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1453,6 +1480,7 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frecuencia:
|
rules.weather.frequency = Frecuencia:
|
||||||
rules.weather.always = Siempre
|
rules.weather.always = Siempre
|
||||||
rules.weather.duration = Duracion:
|
rules.weather.duration = Duracion:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Evita que las unidades depositen materiales en calquiera estructura a excepción del nucleo.
|
rules.onlydepositcore.info = Evita que las unidades depositen materiales en calquiera estructura a excepción del nucleo.
|
||||||
@@ -1501,7 +1529,7 @@ liquid.ozone.name = Ozono
|
|||||||
liquid.hydrogen.name = Hidrógeno
|
liquid.hydrogen.name = Hidrógeno
|
||||||
liquid.nitrogen.name = Nitrógeno
|
liquid.nitrogen.name = Nitrógeno
|
||||||
liquid.cyanogen.name = Cianógeno
|
liquid.cyanogen.name = Cianógeno
|
||||||
#Names of Units and Turrets looks better untranslated, since they are names
|
|
||||||
unit.dagger.name = Dagger
|
unit.dagger.name = Dagger
|
||||||
unit.mace.name = Mace
|
unit.mace.name = Mace
|
||||||
unit.fortress.name = Fortress
|
unit.fortress.name = Fortress
|
||||||
@@ -1679,7 +1707,7 @@ 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 +1791,9 @@ 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
|
||||||
@@ -1798,7 +1827,7 @@ block.payload-unloader.description = Descarga objetos y líquidos de bloques.
|
|||||||
block.heat-source.name = Fuente de calor
|
block.heat-source.name = Fuente de calor
|
||||||
block.heat-source.description = Un bloque pequeño que proporciona una cantidad infinita de calor.
|
block.heat-source.description = Un bloque pequeño que proporciona una cantidad infinita de calor.
|
||||||
|
|
||||||
# Erekir
|
#Erekir
|
||||||
block.empty.name = Vacío
|
block.empty.name = Vacío
|
||||||
block.rhyolite-crater.name = Cráter de riolita
|
block.rhyolite-crater.name = Cráter de riolita
|
||||||
block.rough-rhyolite.name = Riolita bruta
|
block.rough-rhyolite.name = Riolita bruta
|
||||||
@@ -1863,7 +1892,7 @@ 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 +1940,7 @@ 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
|
||||||
@@ -1959,9 +1988,10 @@ 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.
|
|
||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
team.crux.name = Crux
|
team.crux.name = Crux
|
||||||
team.sharded.name = Sharded
|
team.sharded.name = Sharded
|
||||||
@@ -2029,6 +2059,7 @@ gz.zone1 = Esta es la zona de aterrizaje del enemigo.
|
|||||||
gz.zone2 = Cualquier estructura en el área será destruida al comenzar una oleada.
|
gz.zone2 = Cualquier estructura en el área será destruida al comenzar una oleada.
|
||||||
gz.zone3 = Ahora comenzará una oleada.\nPrepárate.
|
gz.zone3 = Ahora comenzará una oleada.\nPrepárate.
|
||||||
gz.finish = Construye más torretas, extrae más recursos,\ny defiéndete de todas las oleadas para [accent]capturar este sector[].
|
gz.finish = Construye más torretas, extrae más recursos,\ny defiéndete de todas las oleadas para [accent]capturar este sector[].
|
||||||
|
|
||||||
onset.mine = Haz clic para minar :beryllium: [accent]berilio[] de las paredes.\n\nUsa [accent][[WASD] para moverte.
|
onset.mine = Haz clic para minar :beryllium: [accent]berilio[] de las paredes.\n\nUsa [accent][[WASD] para moverte.
|
||||||
onset.mine.mobile = Toca para minar :beryllium: [accent]berilio[] de las paredes.
|
onset.mine.mobile = Toca para minar :beryllium: [accent]berilio[] de las paredes.
|
||||||
onset.research = Abre el :tree: menú de investigaciones.\nInvestiga y construye una :turbine-condenser: [accent]turbina condensadora[] en la grieta.\nEsto generará [accent]energía[].
|
onset.research = Abre el :tree: menú de investigaciones.\nInvestiga y construye una :turbine-condenser: [accent]turbina condensadora[] en la grieta.\nEsto generará [accent]energía[].
|
||||||
@@ -2051,11 +2082,10 @@ onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
|||||||
onset.attack = El enemigo es ahora vulnerable. Contraataca.
|
onset.attack = El enemigo es ahora vulnerable. Contraataca.
|
||||||
onset.cores = Se pueden colocar nuevos núcleos sobre las [accent]zonas de núcleo[].\nLos núcleos adicionales funcionan como bases avanzadas y comparten el inventario de recursos con otros núcleos.\nColoca un :core-bastion: núcleo.
|
onset.cores = Se pueden colocar nuevos núcleos sobre las [accent]zonas de núcleo[].\nLos núcleos adicionales funcionan como bases avanzadas y comparten el inventario de recursos con otros núcleos.\nColoca un :core-bastion: núcleo.
|
||||||
onset.detect = El enemigo te detectará en 2 minutos.\nEstablece sistemas de defensa, minería, y producción.
|
onset.detect = El enemigo te detectará en 2 minutos.\nEstablece sistemas de defensa, minería, y producción.
|
||||||
|
|
||||||
#Don't translate these yet!
|
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Algunos bloques pueden ser recogidos por la unidad del núcleo.\nRecoge este [accent]contenedor[] y suéltalo sobre el [accent]puerto de carga[].\n(Las teclas por defecto son [ para recoger y ] para soltar la carga)
|
split.pickup = Algunos bloques pueden ser recogidos por la unidad del núcleo.\nRecoge este [accent]contenedor[] y suéltalo sobre el [accent]puerto de carga[].\n(Las teclas por defecto son [ para recoger y ] para soltar la carga)
|
||||||
split.pickup.mobile = Algunos bloques pueden ser recogidos por la unidad del núcleo.\nRecoge este [accent]contenedor[] y suéltalo sobre el [accent]puerto de carga[].\n(Para recoger o soltar algo, mantenlo pulsado.)
|
split.pickup.mobile = Algunos bloques pueden ser recogidos por la unidad del núcleo.\nRecoge este [accent]contenedor[] y suéltalo sobre el [accent]puerto de carga[].\n(Para recoger o soltar algo, mantenlo pulsado.)
|
||||||
split.acquire = Necesitas recolectar tungsteno para construir unidades.
|
split.acquire = Necesitas recolectar tungsteno para construir unidades.
|
||||||
@@ -2084,7 +2114,7 @@ item.spore-pod.details = Esporas. Son algo parecido a una forma de vida sintéti
|
|||||||
item.blast-compound.description = Usado en bombas y munición explosiva.
|
item.blast-compound.description = Usado en bombas y munición explosiva.
|
||||||
item.pyratite.description = Usado en armas incendiarias y generadores de combustión.
|
item.pyratite.description = Usado en armas incendiarias y generadores de combustión.
|
||||||
|
|
||||||
# Erekir
|
#Erekir
|
||||||
item.beryllium.description = Usado en varios tipos de estructuras y munición en Erekir.
|
item.beryllium.description = Usado en varios tipos de estructuras y munición en Erekir.
|
||||||
item.tungsten.description = Se usa en taladros, blindajes y munición. Es un componente esencial en la construcción de estructuras avanzadas.
|
item.tungsten.description = Se usa en taladros, blindajes y munición. Es un componente esencial en la construcción de estructuras avanzadas.
|
||||||
item.oxide.description = Se usa como conductor térmico y aislante eléctrico.
|
item.oxide.description = Se usa como conductor térmico y aislante eléctrico.
|
||||||
@@ -2095,7 +2125,7 @@ liquid.slag.description = Diferentes tipos de metales fundidos mezclados. Puede
|
|||||||
liquid.oil.description = Se utiliza en producción de materiales avanzados, y en munición incendiaria.
|
liquid.oil.description = Se utiliza en producción de materiales avanzados, y en munición incendiaria.
|
||||||
liquid.cryofluid.description = Usado como refrigerante para reactores, torretas, y fábricas.
|
liquid.cryofluid.description = Usado como refrigerante para reactores, torretas, y fábricas.
|
||||||
|
|
||||||
# Erekir
|
#Erekir
|
||||||
liquid.arkycite.description = Se usa en reacciones químicas para generar energía y sintetizar materiales.
|
liquid.arkycite.description = Se usa en reacciones químicas para generar energía y sintetizar materiales.
|
||||||
liquid.ozone.description = Usado como agente oxidante en la producción de materiales, y como combustible. Moderadamente explosivo.
|
liquid.ozone.description = Usado como agente oxidante en la producción de materiales, y como combustible. Moderadamente explosivo.
|
||||||
liquid.hydrogen.description = Se usa en la extracción de recursos, producción de unidades, y reparación de estructuras. Inflamable.
|
liquid.hydrogen.description = Se usa en la extracción de recursos, producción de unidades, y reparación de estructuras. Inflamable.
|
||||||
@@ -2258,10 +2288,11 @@ 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.
|
||||||
|
|
||||||
# Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Núcleo de la base. Blindado. Una vez destruido, se pierde toda comunicación con el sector.
|
block.core-bastion.description = Núcleo de la base. Blindado. Una vez destruido, se pierde toda comunicación con el sector.
|
||||||
block.core-citadel.description = Núcleo de la base. Altamente reforzado. Almacena más recursos que un núcleo Bastion.
|
block.core-citadel.description = Núcleo de la base. Altamente reforzado. Almacena más recursos que un núcleo Bastion.
|
||||||
block.core-acropolis.description = Núcleo de la base. Posee un blindaje excepcional. Puede almacenar aún más recursos que un núcleo Citadel.
|
block.core-acropolis.description = Núcleo de la base. Posee un blindaje excepcional. Puede almacenar aún más recursos que un núcleo Citadel.
|
||||||
@@ -2358,7 +2389,6 @@ block.radar.description = Descubre gradualmente el terreno y las unidades enemig
|
|||||||
block.shockwave-tower.description = Daña y destruye proyectiles enemigos dentro de su radio de acción. Requiere cianógeno.
|
block.shockwave-tower.description = Daña y destruye proyectiles enemigos dentro de su radio de acción. Requiere cianógeno.
|
||||||
block.canvas.description = Muestra una imagen simple con una paleta predefinida. Editable.
|
block.canvas.description = Muestra una imagen simple con una paleta predefinida. Editable.
|
||||||
|
|
||||||
|
|
||||||
unit.dagger.description = Dispara proyectiles básicos a enemigos cercanos.
|
unit.dagger.description = Dispara proyectiles básicos a enemigos cercanos.
|
||||||
unit.mace.description = Ataca con llamaradas a enemigos cercanos.
|
unit.mace.description = Ataca con llamaradas a enemigos cercanos.
|
||||||
unit.fortress.description = Utiliza artillería de largo alcance contra enemigos terrestres.
|
unit.fortress.description = Utiliza artillería de largo alcance contra enemigos terrestres.
|
||||||
@@ -2398,7 +2428,7 @@ unit.cyerce.description = Dispara grupos de misiles rastreadores. Repara unidade
|
|||||||
unit.aegires.description = Electrifica a todas las unidades y estructuras enemigas que entran en su campo de energía. Repara todas las unidades aliadas.
|
unit.aegires.description = Electrifica a todas las unidades y estructuras enemigas que entran en su campo de energía. Repara todas las unidades aliadas.
|
||||||
unit.navanax.description = Dispara proyectiles PEM explosivos que infligen mucho daño a las redes eléctricas enemigas y reparan las estructuras aliadas. Funde a los enemigos cercanos con 4 torretas láser autónomas.
|
unit.navanax.description = Dispara proyectiles PEM explosivos que infligen mucho daño a las redes eléctricas enemigas y reparan las estructuras aliadas. Funde a los enemigos cercanos con 4 torretas láser autónomas.
|
||||||
|
|
||||||
# Erekir
|
#Erekir
|
||||||
unit.stell.description = Dispara proyectiles básicos a objetivos enemigos.
|
unit.stell.description = Dispara proyectiles básicos a objetivos enemigos.
|
||||||
unit.locus.description = Dispara alternando proyectiles a objetivos enemigos.
|
unit.locus.description = Dispara alternando proyectiles a objetivos enemigos.
|
||||||
unit.precept.description = Dispara grupos de proyectiles perforantes a los objetivos enemigos.
|
unit.precept.description = Dispara grupos de proyectiles perforantes a los objetivos enemigos.
|
||||||
@@ -2464,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2471,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2479,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2508,9 +2545,9 @@ lenum.shoot = Dispara a una posición.
|
|||||||
lenum.shootp = Dispara a una unidad/estructura con predicción de velocidad.
|
lenum.shootp = Dispara a una unidad/estructura con predicción de velocidad.
|
||||||
lenum.config = Configuración de estructura, por ejemplo: el objeto seleccionado en un clasificador.
|
lenum.config = Configuración de estructura, por ejemplo: el objeto seleccionado en un clasificador.
|
||||||
lenum.enabled = Si el bloque está activado.
|
lenum.enabled = Si el bloque está activado.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Color del iluminador.
|
laccess.color = Color del iluminador.
|
||||||
laccess.controller = Controlador de unidad. Si se controla mediante un procesador, devuelve dicho procesador.\nSi está en formación, devuelve su líder.\nDe otra forma, devuelve la misma unidad.
|
laccess.controller = Controlador de unidad. Si se controla mediante un procesador, devuelve dicho procesador.\nSi está en formación, devuelve su líder.\nDe otra forma, devuelve la misma unidad.
|
||||||
laccess.dead = Si una unidad/bloque es destruída o inválida.
|
laccess.dead = Si una unidad/bloque es destruída o inválida.
|
||||||
@@ -2519,6 +2556,9 @@ 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.
|
||||||
@@ -2577,7 +2617,7 @@ lenum.asin = Arco seno, en grados.
|
|||||||
lenum.acos = Arco coseno, en grados.
|
lenum.acos = Arco coseno, en grados.
|
||||||
lenum.atan = Arco tangente, en grados.
|
lenum.atan = Arco tangente, en grados.
|
||||||
|
|
||||||
#no están mal escritos, son fórmulas matemáticas
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Número decimal aleatorio en un rango (0, valor).
|
lenum.rand = Número decimal aleatorio en un rango (0, valor).
|
||||||
lenum.log = Logaritmo natural (ln).
|
lenum.log = Logaritmo natural (ln).
|
||||||
lenum.log10 = Logaritmo en base 10.
|
lenum.log10 = Logaritmo en base 10.
|
||||||
@@ -2634,6 +2674,7 @@ unitlocate.building = Variable de salida para contrucciones localizadas.
|
|||||||
unitlocate.outx = Coordenada X devuelta.
|
unitlocate.outx = Coordenada X devuelta.
|
||||||
unitlocate.outy = Coordenada Y devuelta.
|
unitlocate.outy = Coordenada Y devuelta.
|
||||||
unitlocate.group = Grupo de bloque a buscar.
|
unitlocate.group = Grupo de bloque a buscar.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = No se mueve, pero seguirá construyendo/extrayendo minerales.\nEs el estado por defecto.
|
lenum.idle = No se mueve, pero seguirá construyendo/extrayendo minerales.\nEs el estado por defecto.
|
||||||
@@ -2656,6 +2697,7 @@ lenum.build = Construye una estructura.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Comprueba si una unidad se encuentra cerca de una posición.
|
lenum.within = Comprueba si una unidad se encuentra cerca de una posición.
|
||||||
lenum.boost = Iniciar/Detener vuelo.
|
lenum.boost = Iniciar/Detener vuelo.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2663,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Disable
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Content:
|
mod.content = Content:
|
||||||
mod.delete.error = Unable to delete mod. File may be in use.
|
mod.delete.error = Unable to delete mod. File may be in use.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Content Errors
|
mod.erroredcontent = [scarlet]Content Errors
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Errors have occurred loading content.
|
mod.errors = Errors have occurred loading content.
|
||||||
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
||||||
mod.enable = Enable
|
mod.enable = Enable
|
||||||
@@ -179,6 +183,7 @@ mod.missing = This save contains mods that you have recently updated or no longe
|
|||||||
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
||||||
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
||||||
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -255,12 +260,13 @@ servers.local = Local Servers
|
|||||||
servers.local.steam = Open Games & Local Servers
|
servers.local.steam = Open Games & Local Servers
|
||||||
servers.remote = Remote Servers
|
servers.remote = Remote Servers
|
||||||
servers.global = Community Servers
|
servers.global = Community Servers
|
||||||
|
|
||||||
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the 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 = Shown
|
server.shown = Shown
|
||||||
server.hidden = Hidden
|
server.hidden = Hidden
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Jälita mängijat
|
trace = Jälita mängijat
|
||||||
trace.playername = Mängija nimi: [accent]{0}
|
trace.playername = Mängija nimi: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -273,11 +279,13 @@ trace.times.kicked = Times Kicked: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Kehtetu mängija ID! Saada veateade!
|
invalidid = Kehtetu mängija ID! Saada veateade!
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Keelatud mängijad
|
server.bans = Keelatud mängijad
|
||||||
server.bans.none = Keelatud mängijaid ei leitud!
|
server.bans.none = Keelatud mängijaid ei leitud!
|
||||||
server.admins = Administraatorid
|
server.admins = Administraatorid
|
||||||
@@ -370,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Ava link
|
openlink = Ava link
|
||||||
copylink = Kopeeri link
|
copylink = Kopeeri link
|
||||||
back = Tagasi
|
back = Tagasi
|
||||||
@@ -433,11 +443,11 @@ publishing = [accent]Publishing...
|
|||||||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Pintsel
|
editor.brush = Pintsel
|
||||||
editor.openin = Ava redaktoris
|
editor.openin = Ava redaktoris
|
||||||
editor.oregen = Maakide genereerimine
|
editor.oregen = Maakide genereerimine
|
||||||
@@ -504,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Hide All
|
waves.units.hide = Hide All
|
||||||
waves.units.show = Show All
|
waves.units.show = Show All
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = counts
|
wavemode.counts = counts
|
||||||
wavemode.totals = totals
|
wavemode.totals = totals
|
||||||
wavemode.health = health
|
wavemode.health = health
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Vaikimisi>
|
editor.default = [lightgray]<Vaikimisi>
|
||||||
details = Üksikasjad...
|
details = Üksikasjad...
|
||||||
edit = Muuda...
|
edit = Muuda...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nimi:
|
editor.name = Nimi:
|
||||||
editor.spawn = Tekita väeüksus
|
editor.spawn = Tekita väeüksus
|
||||||
editor.removeunit = Eemalda väeüksus
|
editor.removeunit = Eemalda väeüksus
|
||||||
@@ -581,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Joonista võistkondi
|
toolmode.drawteams = Joonista võistkondi
|
||||||
toolmode.drawteams.description = Joonista blokkide asemel võistkondi.
|
toolmode.drawteams.description = Joonista blokkide asemel võistkondi.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]Filtrid puuduvad! Lisa filtreid alloleva nupuga.
|
filters.empty = [lightgray]Filtrid puuduvad! Lisa filtreid alloleva nupuga.
|
||||||
|
|
||||||
filter.distort = Moonutamine
|
filter.distort = Moonutamine
|
||||||
filter.noise = Müra
|
filter.noise = Müra
|
||||||
filter.enemyspawn = Enemy Spawn Select
|
filter.enemyspawn = Enemy Spawn Select
|
||||||
@@ -602,6 +617,7 @@ filter.option.ignore = Eira
|
|||||||
filter.scatter = Puistamine
|
filter.scatter = Puistamine
|
||||||
filter.terrain = Maastik
|
filter.terrain = Maastik
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Ulatus
|
filter.option.scale = Ulatus
|
||||||
filter.option.chance = Tõenäosus
|
filter.option.chance = Tõenäosus
|
||||||
filter.option.mag = Suurusjärk
|
filter.option.mag = Suurusjärk
|
||||||
@@ -626,6 +642,7 @@ filter.option.radius = Raadius
|
|||||||
filter.option.percentile = Protsentiil
|
filter.option.percentile = Protsentiil
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -678,6 +695,7 @@ launch.text = Launch
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Ava
|
uncover = Ava
|
||||||
configure = Muuda varustust
|
configure = Muuda varustust
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -691,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -698,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -715,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Loadout
|
loadout = Loadout
|
||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -753,11 +776,12 @@ weather.snowing.name = Snow
|
|||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
@@ -793,23 +817,31 @@ sector.changeicon = Change Icon
|
|||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Low
|
threat.low = Low
|
||||||
threat.medium = Medium
|
threat.medium = Medium
|
||||||
threat.high = High
|
threat.high = High
|
||||||
threat.extreme = Extreme
|
threat.extreme = Extreme
|
||||||
threat.eradication = Eradication
|
threat.eradication = Eradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sun
|
planet.sun.name = Sun
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = The Craters
|
sector.craters.name = The Craters
|
||||||
sector.frozenForest.name = Frozen Forest
|
sector.frozenForest.name = Frozen Forest
|
||||||
@@ -858,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -868,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -885,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -903,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Burning
|
status.burning.name = Burning
|
||||||
status.freezing.name = Freezing
|
status.freezing.name = Freezing
|
||||||
status.wet.name = Wet
|
status.wet.name = Wet
|
||||||
@@ -950,9 +986,9 @@ unit.nobuild = [scarlet]Unit can't build
|
|||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]Last Accessed: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Last Commanded: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <load map to show>
|
stat.showinmap = <load map to show>
|
||||||
stat.description = Purpose
|
stat.description = Purpose
|
||||||
|
|
||||||
stat.input = Sisend
|
stat.input = Sisend
|
||||||
stat.output = Väljund
|
stat.output = Väljund
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max Efficiency
|
||||||
@@ -1063,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1077,8 +1114,8 @@ 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 = Nõuab paremat puuri
|
bar.drilltierreq = Nõuab paremat puuri
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
@@ -1276,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1292,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1320,6 +1360,8 @@ keybind.pick.name = Vali blokk
|
|||||||
keybind.break_block.name = Hävita blokk
|
keybind.break_block.name = Hävita blokk
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Tühista valik
|
keybind.deselect.name = Tühista valik
|
||||||
keybind.pickupCargo.name = Pickup Cargo
|
keybind.pickupCargo.name = Pickup Cargo
|
||||||
keybind.dropCargo.name = Drop Cargo
|
keybind.dropCargo.name = Drop Cargo
|
||||||
@@ -1356,9 +1398,9 @@ mode.pvp.description = Võitle teiste mängijate vastu.
|
|||||||
mode.attack.name = Rünnak
|
mode.attack.name = Rünnak
|
||||||
mode.attack.description = Hävita vaenlaste baas. Lahingulaineid ei ole.
|
mode.attack.description = Hävita vaenlaste baas. Lahingulaineid ei ole.
|
||||||
mode.custom = Reeglid
|
mode.custom = Reeglid
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Lõputult ressursse
|
rules.infiniteresources = Lõputult ressursse
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1438,6 +1480,7 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1449,6 +1492,7 @@ content.block.name = Konstruktsioonid
|
|||||||
content.status.name = Status Effects
|
content.status.name = Status Effects
|
||||||
content.sector.name = Sectors
|
content.sector.name = Sectors
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Vask
|
item.copper.name = Vask
|
||||||
@@ -1473,6 +1517,7 @@ item.tungsten.name = Tungsten
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbide
|
item.carbide.name = Carbide
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Vesi
|
liquid.water.name = Vesi
|
||||||
liquid.slag.name = Räbu
|
liquid.slag.name = Räbu
|
||||||
liquid.oil.name = Nafta
|
liquid.oil.name = Nafta
|
||||||
@@ -1523,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1545,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Assembly Drone
|
unit.assembly-drone.name = Assembly Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Liivakamakas
|
block.sand-boulder.name = Liivakamakas
|
||||||
@@ -1746,6 +1793,7 @@ block.container.name = Hoidla
|
|||||||
block.launch-pad.name = Stardiplatvorm
|
block.launch-pad.name = Stardiplatvorm
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -1778,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1938,15 +1988,17 @@ 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
|
||||||
team.crux.name = punane
|
team.crux.name = punane
|
||||||
team.sharded.name = killustunud
|
team.sharded.name = killustunud
|
||||||
team.derelict.name = unustatud
|
team.derelict.name = unustatud
|
||||||
team.green.name = roheline
|
team.green.name = roheline
|
||||||
|
|
||||||
team.blue.name = sinine
|
team.blue.name = sinine
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1986,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2006,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2031,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2058,14 +2113,19 @@ item.spore-pod.description = Sünteetiline spooride kogum, mis on toodetud atmos
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = Pommides kasutatav ebastabiilne komponent, mis on sünteesitud spoorikobaratest ja teistest lenduvatest ühenditest. Kütusena kasutamine pole soovitatav.
|
item.blast-compound.description = Pommides kasutatav ebastabiilne komponent, mis on sünteesitud spoorikobaratest ja teistest lenduvatest ühenditest. Kütusena kasutamine pole soovitatav.
|
||||||
item.pyratite.description = Süüterelvades kasutatav eriti tuleohtlik aine.
|
item.pyratite.description = Süüterelvades kasutatav eriti tuleohtlik aine.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Kõige kasulikum vedelik, mida kasutatakse masinate jahutamiseks ja tööstuslike jäätmete töötlemisel.
|
liquid.water.description = Kõige kasulikum vedelik, mida kasutatakse masinate jahutamiseks ja tööstuslike jäätmete töötlemisel.
|
||||||
liquid.slag.description = Erinevate sulametallide segu. Võimalik eraldada koostisesse kuuluvateks mineraalideks või kasutada relvana, pihustades seda vaenlase väeüksustele.
|
liquid.slag.description = Erinevate sulametallide segu. Võimalik eraldada koostisesse kuuluvateks mineraalideks või kasutada relvana, pihustades seda vaenlase väeüksustele.
|
||||||
liquid.oil.description = Keerukate materjalide tootmisel kasutatav vedelik. Võimalik muundada söeks või kasutada relvana, pihustades seda vaenlase väeüksustele.
|
liquid.oil.description = Keerukate materjalide tootmisel kasutatav vedelik. Võimalik muundada söeks või kasutada relvana, pihustades seda vaenlase väeüksustele.
|
||||||
liquid.cryofluid.description = Inertne mittesöövitav vedelik, mis saadakse veest ja titaanist. Suure soojusmahtuvusega. Kasutatakse masinate jahutamiseks.
|
liquid.cryofluid.description = Inertne mittesöövitav vedelik, mis saadakse veest ja titaanist. Suure soojusmahtuvusega. Kasutatakse masinate jahutamiseks.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2073,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Transpordib ressursse sama kiiresti kui titaankonveier, kuid on soomuskattega ja vastupidavam. Võtab külgedelt sisendina vastu ainult konveierite väljundeid.
|
block.armored-conveyor.description = Transpordib ressursse sama kiiresti kui titaankonveier, kuid on soomuskattega ja vastupidavam. Võtab külgedelt sisendina vastu ainult konveierite väljundeid.
|
||||||
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
||||||
|
|
||||||
block.message.description = Hoiab endas liitlastele olulist sõnumit.
|
block.message.description = Hoiab endas liitlastele olulist sõnumit.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2228,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2325,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2363,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2381,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2427,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2434,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2442,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2479,6 +2556,10 @@ 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
|
||||||
@@ -2493,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2505,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2519,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2544,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2557,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2599,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2606,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Eguneratzen...
|
|||||||
be.ignore = Ezikusi
|
be.ignore = Ezikusi
|
||||||
be.noupdates = Ez da eguneratzerik aurkitu.
|
be.noupdates = Ez da eguneratzerik aurkitu.
|
||||||
be.check = Egiaztatu eguneratzeak
|
be.check = Egiaztatu eguneratzeak
|
||||||
|
|
||||||
mods.browser = Mod arakatzailea
|
mods.browser = Mod arakatzailea
|
||||||
mods.browser.selected = Hautatutako mod-a
|
mods.browser.selected = Hautatutako mod-a
|
||||||
mods.browser.add = Instalatu
|
mods.browser.add = Instalatu
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Aldatu etiketaren izena
|
|||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Ezabatu etiketa hau erabat?
|
schematic.tagdelconfirm = Ezabatu etiketa hau erabat?
|
||||||
schematic.tagexists = Etiketa badago aurretik.
|
schematic.tagexists = Etiketa badago aurretik.
|
||||||
|
|
||||||
stats = Estatistikak
|
stats = Estatistikak
|
||||||
stats.wave = Gainditutako boladak
|
stats.wave = Gainditutako boladak
|
||||||
stats.unitsCreated = Sortutako unitateak
|
stats.unitsCreated = Sortutako unitateak
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Aurrebista fitxategia igotzen
|
|||||||
committingchanges = Aldaketak aplikatzen
|
committingchanges = Aldaketak aplikatzen
|
||||||
done = Egina
|
done = Egina
|
||||||
feature.unsupported = Zure gailuak ez du ezaugarri hau onartzen.
|
feature.unsupported = Zure gailuak ez du ezaugarri hau onartzen.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Aurreko Mindustry instantziak ezin izan du abiatu. Ziur aski mod-en erruz.\n\nEtengabeko kraskatzean ekiditeko, [red]mod guztiak desgaitu dira.[]
|
mods.initfailed = [red]⚠[] Aurreko Mindustry instantziak ezin izan du abiatu. Ziur aski mod-en erruz.\n\nEtengabeko kraskatzean ekiditeko, [red]mod guztiak desgaitu dira.[]
|
||||||
mods = Mod-ak
|
mods = Mod-ak
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Desgaitu
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Edukia:
|
mod.content = Edukia:
|
||||||
mod.delete.error = Ezin izan da mod-a ezabatu. Agian fitxategia erabilia izaten ari da.
|
mod.delete.error = Ezin izan da mod-a ezabatu. Agian fitxategia erabilia izaten ari da.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Edukiaren erroreak
|
mod.erroredcontent = [scarlet]Edukiaren erroreak
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Erroreak gertatu dira edukia kargatzean.
|
mod.errors = Erroreak gertatu dira edukia kargatzean.
|
||||||
mod.noerrorplay = [scarlet]Erroreak dituzten mod-ak dituzu.[] Desgaitu kaltetutako mod-ak edo konpondu erroreak jolastu aurretik.
|
mod.noerrorplay = [scarlet]Erroreak dituzten mod-ak dituzu.[] Desgaitu kaltetutako mod-ak edo konpondu erroreak jolastu aurretik.
|
||||||
mod.enable = Gaitu
|
mod.enable = Gaitu
|
||||||
@@ -176,6 +183,7 @@ mod.missing = Gordetako partida honek eguneratu dituzun edo jada instalatuta ez
|
|||||||
mod.preview.missing = Mod hau tailerrean argitaratu aurretik, aurrebista bat gehitu behar diozu.\nKokatu[accent] preview.png[] izeneko irudi bat mod-aren karpetan eta saiatu berriro.
|
mod.preview.missing = Mod hau tailerrean argitaratu aurretik, aurrebista bat gehitu behar diozu.\nKokatu[accent] preview.png[] izeneko irudi bat mod-aren karpetan eta saiatu berriro.
|
||||||
mod.folder.missing = Karpeta formatuko mod-ak besterik ezin dira argitaratu tailerrean.\nEdozein mod karpetara bihurtzeko, deskopnrimitu fitxategia eta ezabatu zip zaharra, gero berrabiarazi jolasa edo birkargatu zure mod-ak.
|
mod.folder.missing = Karpeta formatuko mod-ak besterik ezin dira argitaratu tailerrean.\nEdozein mod karpetara bihurtzeko, deskopnrimitu fitxategia eta ezabatu zip zaharra, gero berrabiarazi jolasa edo birkargatu zure mod-ak.
|
||||||
mod.scripts.disable = Zure gailuak ez ditu scrit-ak dituzten mod-ak onartzen. Mod hauek desgaitu behar dituzu jolasteko.
|
mod.scripts.disable = Zure gailuak ez ditu scrit-ak dituzten mod-ak onartzen. Mod hauek desgaitu behar dituzu jolasteko.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -201,8 +209,6 @@ campaign.none = [lightgray]hautatu hasteko planeta.\nHau edonoiz aldatu daiteke.
|
|||||||
campaign.erekir = [accent]Jokalari berrientzak aholkatua.[]\n\nEduki berriagoa eta landuagoa. Kanpaina aurreratze lineala.\n\nKalitate hobeko mapak eta esperientzia orokorra.
|
campaign.erekir = [accent]Jokalari berrientzak aholkatua.[]\n\nEduki berriagoa eta landuagoa. Kanpaina aurreratze lineala.\n\nKalitate hobeko mapak eta esperientzia orokorra.
|
||||||
campaign.serpulo = [scarlet]Ez aholkatua jokalari berrientzat.[]\n\nEduki zaharra; esperientzia klasikoa. Irekiagoa.\n\nAgian desorekatuak dauden mapak eta kanpainaren mekanikak. Ez horren landua.
|
campaign.serpulo = [scarlet]Ez aholkatua jokalari berrientzat.[]\n\nEduki zaharra; esperientzia klasikoa. Irekiagoa.\n\nAgian desorekatuak dauden mapak eta kanpainaren mekanikak. Ez horren landua.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
|
|
||||||
completed = [accent]Ikertua
|
completed = [accent]Ikertua
|
||||||
techtree = Teknologia zuhaitza
|
techtree = Teknologia zuhaitza
|
||||||
techtree.select = Teknologia zuhaitzeko hautaketa
|
techtree.select = Teknologia zuhaitzeko hautaketa
|
||||||
@@ -254,12 +260,13 @@ servers.local = Zerbitzari lokalak
|
|||||||
servers.local.steam = Ireki partidak eta zerbitzari lokalak
|
servers.local.steam = Ireki partidak eta zerbitzari lokalak
|
||||||
servers.remote = Urruneko zerbitzariak
|
servers.remote = Urruneko zerbitzariak
|
||||||
servers.global = Komunitatearen zerbitzariak
|
servers.global = Komunitatearen zerbitzariak
|
||||||
|
|
||||||
servers.disclaimer = Komunitatearen zerbitzariak [accent]ez[] ditu garatzaileak kontrolatzen.\n\nZerbitzari hauek erabiltzaileek sortutako edukia izan dezakete, eta ez du zertan adin guztientzat egokia izan behar.
|
servers.disclaimer = Komunitatearen zerbitzariak [accent]ez[] ditu garatzaileak kontrolatzen.\n\nZerbitzari hauek erabiltzaileek sortutako edukia izan dezakete, eta ez du zertan adin guztientzat egokia izan behar.
|
||||||
servers.showhidden = Erakutsi ezkutatutako zerbitzariak
|
servers.showhidden = Erakutsi ezkutatutako zerbitzariak
|
||||||
server.shown = Erakutsita
|
server.shown = Erakutsita
|
||||||
server.hidden = Ezkutatuta
|
server.hidden = Ezkutatuta
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Trazatu jokalaria
|
trace = Trazatu jokalaria
|
||||||
trace.playername = Jokalariaren izena: [accent]{0}
|
trace.playername = Jokalariaren izena: [accent]{0}
|
||||||
trace.ip = IP-a: [accent]{0}
|
trace.ip = IP-a: [accent]{0}
|
||||||
@@ -272,11 +279,13 @@ trace.times.kicked = Times Kicked: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Bezero ID baliogabea! Ireki arazte txosten bat.
|
invalidid = Bezero ID baliogabea! Ireki arazte txosten bat.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Debekuak
|
server.bans = Debekuak
|
||||||
server.bans.none = Ez da debekatutako jokalaririk aurkitu!
|
server.bans.none = Ez da debekatutako jokalaririk aurkitu!
|
||||||
server.admins = Administratzaileak
|
server.admins = Administratzaileak
|
||||||
@@ -369,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Ireki esteka
|
openlink = Ireki esteka
|
||||||
copylink = Kopiatu esteka
|
copylink = Kopiatu esteka
|
||||||
back = Atzera
|
back = Atzera
|
||||||
@@ -432,11 +443,11 @@ publishing = [accent]Argitaratzen...
|
|||||||
publish.confirm = Ziur hau argitaratu nahi duzula?\n\n[lightgray]Egiaztatu tailerreko EULA lizentziarekin ados zaudela aurretik, bestela zure elementuak ez dira agertuko!
|
publish.confirm = Ziur hau argitaratu nahi duzula?\n\n[lightgray]Egiaztatu tailerreko EULA lizentziarekin ados zaudela aurretik, bestela zure elementuak ez dira agertuko!
|
||||||
publish.error = Errorea elementua argitaratzean: {0}
|
publish.error = Errorea elementua argitaratzean: {0}
|
||||||
steam.error = Huts egin du Steam zerbitzuak hasieratzean.\nErrorea: {0}
|
steam.error = Huts egin du Steam zerbitzuak hasieratzean.\nErrorea: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Brotxa
|
editor.brush = Brotxa
|
||||||
editor.openin = Ireki editorean
|
editor.openin = Ireki editorean
|
||||||
editor.oregen = Mea sorrera
|
editor.oregen = Mea sorrera
|
||||||
@@ -503,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Hide All
|
waves.units.hide = Hide All
|
||||||
waves.units.show = Show All
|
waves.units.show = Show All
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = counts
|
wavemode.counts = counts
|
||||||
wavemode.totals = totals
|
wavemode.totals = totals
|
||||||
wavemode.health = health
|
wavemode.health = health
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Lehenetsia>
|
editor.default = [lightgray]<Lehenetsia>
|
||||||
details = Xehetasunak...
|
details = Xehetasunak...
|
||||||
edit = Editatu...
|
edit = Editatu...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Izena:
|
editor.name = Izena:
|
||||||
editor.spawn = Sortu unitatea
|
editor.spawn = Sortu unitatea
|
||||||
editor.removeunit = Kendu unitatea
|
editor.removeunit = Kendu unitatea
|
||||||
@@ -580,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Marraztu taldeak
|
toolmode.drawteams = Marraztu taldeak
|
||||||
toolmode.drawteams.description = Marraztu taldeak blokeen ordez.
|
toolmode.drawteams.description = Marraztu taldeak blokeen ordez.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]Iragazkirik ez! Gehitu bat beheko botoiarekin.
|
filters.empty = [lightgray]Iragazkirik ez! Gehitu bat beheko botoiarekin.
|
||||||
|
|
||||||
filter.distort = Distortsioa
|
filter.distort = Distortsioa
|
||||||
filter.noise = Orbana
|
filter.noise = Orbana
|
||||||
filter.enemyspawn = Enemy Spawn Select
|
filter.enemyspawn = Enemy Spawn Select
|
||||||
@@ -601,6 +617,7 @@ filter.option.ignore = Ezikusi
|
|||||||
filter.scatter = Sakabanaketa
|
filter.scatter = Sakabanaketa
|
||||||
filter.terrain = Lursaila
|
filter.terrain = Lursaila
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Eskala
|
filter.option.scale = Eskala
|
||||||
filter.option.chance = Zoria
|
filter.option.chance = Zoria
|
||||||
filter.option.mag = Magnitudea
|
filter.option.mag = Magnitudea
|
||||||
@@ -625,6 +642,7 @@ filter.option.radius = Erradioa
|
|||||||
filter.option.percentile = Pertzentila
|
filter.option.percentile = Pertzentila
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -677,6 +695,7 @@ launch.text = Launch
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Estalgabetu
|
uncover = Estalgabetu
|
||||||
configure = Konfiguratu zuzkidura
|
configure = Konfiguratu zuzkidura
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -690,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -697,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -714,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Loadout
|
loadout = Loadout
|
||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -752,11 +776,12 @@ weather.snowing.name = Snow
|
|||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
@@ -792,23 +817,31 @@ sector.changeicon = Change Icon
|
|||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Low
|
threat.low = Low
|
||||||
threat.medium = Medium
|
threat.medium = Medium
|
||||||
threat.high = High
|
threat.high = High
|
||||||
threat.extreme = Extreme
|
threat.extreme = Extreme
|
||||||
threat.eradication = Eradication
|
threat.eradication = Eradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sun
|
planet.sun.name = Sun
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = The Craters
|
sector.craters.name = The Craters
|
||||||
sector.frozenForest.name = Frozen Forest
|
sector.frozenForest.name = Frozen Forest
|
||||||
@@ -857,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -867,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -884,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -902,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Burning
|
status.burning.name = Burning
|
||||||
status.freezing.name = Freezing
|
status.freezing.name = Freezing
|
||||||
status.wet.name = Wet
|
status.wet.name = Wet
|
||||||
@@ -949,9 +986,9 @@ unit.nobuild = [scarlet]Unit can't build
|
|||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]Last Accessed: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Last Commanded: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <load map to show>
|
stat.showinmap = <load map to show>
|
||||||
stat.description = Purpose
|
stat.description = Purpose
|
||||||
|
|
||||||
stat.input = Sarrera
|
stat.input = Sarrera
|
||||||
stat.output = Irteera
|
stat.output = Irteera
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max Efficiency
|
||||||
@@ -1062,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1076,8 +1114,8 @@ 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 = Zulagailu hobea behar da
|
bar.drilltierreq = Zulagailu hobea behar da
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
@@ -1275,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1291,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Hautatu eskualdea
|
keybind.schematic_select.name = Hautatu eskualdea
|
||||||
keybind.schematic_menu.name = Eskema menua
|
keybind.schematic_menu.name = Eskema menua
|
||||||
@@ -1319,6 +1360,8 @@ keybind.pick.name = Jaso blokea
|
|||||||
keybind.break_block.name = Apurtu blokea
|
keybind.break_block.name = Apurtu blokea
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deshautatu
|
keybind.deselect.name = Deshautatu
|
||||||
keybind.pickupCargo.name = Pickup Cargo
|
keybind.pickupCargo.name = Pickup Cargo
|
||||||
keybind.dropCargo.name = Drop Cargo
|
keybind.dropCargo.name = Drop Cargo
|
||||||
@@ -1355,9 +1398,9 @@ mode.pvp.description = Borrokatu beste jokalari batzuk lokalean.\n[gray]Gutxiene
|
|||||||
mode.attack.name = Erasoa
|
mode.attack.name = Erasoa
|
||||||
mode.attack.description = Suntsitu etsaiaren basea. Boladarik ez.\n[gray]Kono gorria behar da mapan jolasteko.
|
mode.attack.description = Suntsitu etsaiaren basea. Boladarik ez.\n[gray]Kono gorria behar da mapan jolasteko.
|
||||||
mode.custom = Arau pertsonalizatuak
|
mode.custom = Arau pertsonalizatuak
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Baliabide amaigabeak
|
rules.infiniteresources = Baliabide amaigabeak
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1437,6 +1480,7 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1448,6 +1492,7 @@ content.block.name = Blokeak
|
|||||||
content.status.name = Status Effects
|
content.status.name = Status Effects
|
||||||
content.sector.name = Sectors
|
content.sector.name = Sectors
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Kobrea
|
item.copper.name = Kobrea
|
||||||
@@ -1472,6 +1517,7 @@ item.tungsten.name = Tungsten
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbide
|
item.carbide.name = Carbide
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Ura
|
liquid.water.name = Ura
|
||||||
liquid.slag.name = Zepa
|
liquid.slag.name = Zepa
|
||||||
liquid.oil.name = Olioa
|
liquid.oil.name = Olioa
|
||||||
@@ -1522,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1544,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Assembly Drone
|
unit.assembly-drone.name = Assembly Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Hondar harkaitza
|
block.sand-boulder.name = Hondar harkaitza
|
||||||
@@ -1745,6 +1793,7 @@ block.container.name = Edukiontzia
|
|||||||
block.launch-pad.name = Egozketa-plataforma
|
block.launch-pad.name = Egozketa-plataforma
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -1777,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1937,15 +1988,17 @@ 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
|
||||||
team.crux.name = gorria
|
team.crux.name = gorria
|
||||||
team.sharded.name = laranja
|
team.sharded.name = laranja
|
||||||
team.derelict.name = abandonatua
|
team.derelict.name = abandonatua
|
||||||
team.green.name = berdea
|
team.green.name = berdea
|
||||||
|
|
||||||
team.blue.name = urdina
|
team.blue.name = urdina
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1985,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2005,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2030,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2057,14 +2113,19 @@ item.spore-pod.description = Espora sintetikoen leka bat, erabilera industrialer
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = Bonba eta lehergailuetan erabilitako konposatu ezegonkorra. Espora lekak eta beste substantzia lurrinkorrekin sintetizatua. Erregai gisa erabiltzea ez da gomendagarria.
|
item.blast-compound.description = Bonba eta lehergailuetan erabilitako konposatu ezegonkorra. Espora lekak eta beste substantzia lurrinkorrekin sintetizatua. Erregai gisa erabiltzea ez da gomendagarria.
|
||||||
item.pyratite.description = Izugarri sukoia den substantzia, arma su-eragileetan erabilia.
|
item.pyratite.description = Izugarri sukoia den substantzia, arma su-eragileetan erabilia.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Likido erabilgarriena. Makinen hozgarri gisa eta hondakinen tratamenduan arrunt erabilia.
|
liquid.water.description = Likido erabilgarriena. Makinen hozgarri gisa eta hondakinen tratamenduan arrunt erabilia.
|
||||||
liquid.slag.description = Urtutako mineral desberdinen batura. Bere jatorrizko mineraletara banatu daiteke, edo munizio gisa etsaiei ihinztatu.
|
liquid.slag.description = Urtutako mineral desberdinen batura. Bere jatorrizko mineraletara banatu daiteke, edo munizio gisa etsaiei ihinztatu.
|
||||||
liquid.oil.description = Material aurreratuen ekoizpenean erabilitako likidoa. Ikatz bihurtu daiteke erregai gisa erabiltzeko, edo arma gisa ihinztatu eta su emanda.
|
liquid.oil.description = Material aurreratuen ekoizpenean erabilitako likidoa. Ikatz bihurtu daiteke erregai gisa erabiltzeko, edo arma gisa ihinztatu eta su emanda.
|
||||||
liquid.cryofluid.description = Ur eta titanioz egindako likido bizigabe eta ez korrosiboa. Beroa xurgatzeko gaitasun handia du. Hozgarri gisa maiz erabilia.
|
liquid.cryofluid.description = Ur eta titanioz egindako likido bizigabe eta ez korrosiboa. Beroa xurgatzeko gaitasun handia du. Hozgarri gisa maiz erabilia.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2072,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Titaniozko garraio-zinten abiadura berean darmatza elementuak, baina bildaje hobea du. Ez du onartzen albotik kargatzea ez bada beste garraio-zinta batetik.
|
block.armored-conveyor.description = Titaniozko garraio-zinten abiadura berean darmatza elementuak, baina bildaje hobea du. Ez du onartzen albotik kargatzea ez bada beste garraio-zinta batetik.
|
||||||
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
||||||
|
|
||||||
block.message.description = Mezu bat gordetzen du. Aliatuen arteko komunikaziorako erabilia.
|
block.message.description = Mezu bat gordetzen du. Aliatuen arteko komunikaziorako erabilia.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2227,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2324,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2362,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2380,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2426,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2433,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2441,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2478,6 +2556,10 @@ 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
|
||||||
@@ -2492,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2504,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2518,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2543,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2556,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2598,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2605,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Päivitetään...
|
|||||||
be.ignore = Sivuuta
|
be.ignore = Sivuuta
|
||||||
be.noupdates = Ei päivityksiä saatavilla.
|
be.noupdates = Ei päivityksiä saatavilla.
|
||||||
be.check = Tarkista päivityksiä
|
be.check = Tarkista päivityksiä
|
||||||
|
|
||||||
mods.browser = Lisäosaselain
|
mods.browser = Lisäosaselain
|
||||||
mods.browser.selected = Valittu lisäosa
|
mods.browser.selected = Valittu lisäosa
|
||||||
mods.browser.add = Asenna
|
mods.browser.add = Asenna
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Nimeä tunniste uudelleen
|
|||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Poista tunniste pysyvästi?
|
schematic.tagdelconfirm = Poista tunniste pysyvästi?
|
||||||
schematic.tagexists = Samanlainen tunniste on jo olemassa.
|
schematic.tagexists = Samanlainen tunniste on jo olemassa.
|
||||||
|
|
||||||
stats = Tilastot
|
stats = Tilastot
|
||||||
stats.wave = Aaltoja voitettu
|
stats.wave = Aaltoja voitettu
|
||||||
stats.unitsCreated = Rakennetut joukot
|
stats.unitsCreated = Rakennetut joukot
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Julkaistaan esikatseltavaa tiedostoa
|
|||||||
committingchanges = Varmistetaan muutokset
|
committingchanges = Varmistetaan muutokset
|
||||||
done = Valmis
|
done = Valmis
|
||||||
feature.unsupported = Laitteesi ei tue tätä toimintoa.
|
feature.unsupported = Laitteesi ei tue tätä toimintoa.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Edellisen Mindustryn instanssin initialisointi epäonnistui. Tämä aiheutui todennäköisesti virheistä lisäosissa.\n\nJatkuvien kaatumisten estämiseksi [red]kaikki lisäosat on poistettu käytöstä.[]
|
mods.initfailed = [red]⚠[] Edellisen Mindustryn instanssin initialisointi epäonnistui. Tämä aiheutui todennäköisesti virheistä lisäosissa.\n\nJatkuvien kaatumisten estämiseksi [red]kaikki lisäosat on poistettu käytöstä.[]
|
||||||
mods = Modit
|
mods = Modit
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Poista käytössä
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Sisältö:
|
mod.content = Sisältö:
|
||||||
mod.delete.error = Modia ei pystytty poistamaan. Tiedosto voi olla käytössä.
|
mod.delete.error = Modia ei pystytty poistamaan. Tiedosto voi olla käytössä.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Sisältövirheet
|
mod.erroredcontent = [scarlet]Sisältövirheet
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Virheitä on tapahtunut pelin ladatessa.
|
mod.errors = Virheitä on tapahtunut pelin ladatessa.
|
||||||
mod.noerrorplay = [scarlet]Sinulla on virheellisiä modeja.[] Joko poista ne käytöstä tai korjaa virheet.
|
mod.noerrorplay = [scarlet]Sinulla on virheellisiä modeja.[] Joko poista ne käytöstä tai korjaa virheet.
|
||||||
mod.enable = Käytä
|
mod.enable = Käytä
|
||||||
@@ -176,6 +183,7 @@ mod.missing = Tämä tallennus on tallennettu sellaisen lisäosan kanssa, jonka
|
|||||||
mod.preview.missing = Ennen kuin julkaiset tämän lisäosan Workshopissa, sinun täytyy lisätä kuvake.\nLisää kuva, joka on nimetty tiedostonimellä [accent] preview.png[] lisäosan kansioon ja yritä uudestaan.
|
mod.preview.missing = Ennen kuin julkaiset tämän lisäosan Workshopissa, sinun täytyy lisätä kuvake.\nLisää kuva, joka on nimetty tiedostonimellä [accent] preview.png[] lisäosan kansioon ja yritä uudestaan.
|
||||||
mod.folder.missing = Vain kansion muodossa olevia lisäosia voi julkaista Workshopissa.\nMuuttaaksesi pakatun lisäosan kansioksi, pura se kansioon ja poista vanha arkisto.\nKäynnistä sen jälkeen peli uudelleen tai lataa uudelleen lisäosasi.
|
mod.folder.missing = Vain kansion muodossa olevia lisäosia voi julkaista Workshopissa.\nMuuttaaksesi pakatun lisäosan kansioksi, pura se kansioon ja poista vanha arkisto.\nKäynnistä sen jälkeen peli uudelleen tai lataa uudelleen lisäosasi.
|
||||||
mod.scripts.disable = Laitteesi ei tue modeja skripteillä. Sinun on sammutettava nämä modit pelataksesi peliä.
|
mod.scripts.disable = Laitteesi ei tue modeja skripteillä. Sinun on sammutettava nämä modit pelataksesi peliä.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -252,12 +260,13 @@ servers.local = Paikalliset palvelimet
|
|||||||
servers.local.steam = Avaa pelejä ja paikallisia palvelimia
|
servers.local.steam = Avaa pelejä ja paikallisia palvelimia
|
||||||
servers.remote = Etäpalvelimet
|
servers.remote = Etäpalvelimet
|
||||||
servers.global = Yhteisön palvelimet
|
servers.global = Yhteisön palvelimet
|
||||||
|
|
||||||
servers.disclaimer = Yhteisön palvelimet [accent]eivät ole[] kehittäjän omistuksessa tai hallinnassa.\n\nPalvelimet voivat sisältää käyttäjien luomaa sisältöä, joka ei sovellu kaikille ikäluokille.
|
servers.disclaimer = Yhteisön palvelimet [accent]eivät ole[] kehittäjän omistuksessa tai hallinnassa.\n\nPalvelimet voivat sisältää käyttäjien luomaa sisältöä, joka ei sovellu kaikille ikäluokille.
|
||||||
servers.showhidden = Näytä piilotetut palvelimet
|
servers.showhidden = Näytä piilotetut palvelimet
|
||||||
server.shown = Näytetty
|
server.shown = Näytetty
|
||||||
server.hidden = Piilotettu
|
server.hidden = Piilotettu
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Seuraa pelaajaa
|
trace = Seuraa pelaajaa
|
||||||
trace.playername = Pelaajanimi: [accent]{0}
|
trace.playername = Pelaajanimi: [accent]{0}
|
||||||
trace.ip = IP-osoite: [accent]{0}
|
trace.ip = IP-osoite: [accent]{0}
|
||||||
@@ -270,11 +279,13 @@ trace.times.kicked = Kuinka monta kertaa sinut on potkittu ulos: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Kelvoton asiakasohjelman ID! Lähetä bugiraportti.
|
invalidid = Kelvoton asiakasohjelman ID! Lähetä bugiraportti.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Porttikiellot
|
server.bans = Porttikiellot
|
||||||
server.bans.none = Porttikieltoja saaneita pelaajia ei löytynyt!
|
server.bans.none = Porttikieltoja saaneita pelaajia ei löytynyt!
|
||||||
server.admins = Ylläpitäjät
|
server.admins = Ylläpitäjät
|
||||||
@@ -367,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Avaa linkki
|
openlink = Avaa linkki
|
||||||
copylink = Kopioi linkki
|
copylink = Kopioi linkki
|
||||||
back = Takaisin
|
back = Takaisin
|
||||||
@@ -430,11 +443,11 @@ publishing = [accent]Julkaistaan...
|
|||||||
publish.confirm = Oletko varma, että haluat julkaista tämän?\n\n[lightgray]Varmista, että hyväksyt Workshopin EULAN ensin, tai tavarasi eivät mene perille!
|
publish.confirm = Oletko varma, että haluat julkaista tämän?\n\n[lightgray]Varmista, että hyväksyt Workshopin EULAN ensin, tai tavarasi eivät mene perille!
|
||||||
publish.error = Virhe julkaisussa: {0}
|
publish.error = Virhe julkaisussa: {0}
|
||||||
steam.error = Steam-palveluiden initialisointi epäonnistui.\nVirhe: {0}
|
steam.error = Steam-palveluiden initialisointi epäonnistui.\nVirhe: {0}
|
||||||
|
|
||||||
editor.planet = Planeetta:
|
editor.planet = Planeetta:
|
||||||
editor.sector = Sektori:
|
editor.sector = Sektori:
|
||||||
editor.seed = Siemen:
|
editor.seed = Siemen:
|
||||||
editor.cliffs = Muuta seinät kallioiksi
|
editor.cliffs = Muuta seinät kallioiksi
|
||||||
|
|
||||||
editor.brush = Sivellin
|
editor.brush = Sivellin
|
||||||
editor.openin = Avaa editorissa
|
editor.openin = Avaa editorissa
|
||||||
editor.oregen = Malmien generaatio
|
editor.oregen = Malmien generaatio
|
||||||
@@ -501,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Piilota kaikki
|
waves.units.hide = Piilota kaikki
|
||||||
waves.units.show = Näytä kaikki
|
waves.units.show = Näytä kaikki
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = lukumäärä
|
wavemode.counts = lukumäärä
|
||||||
wavemode.totals = yhteismäärä
|
wavemode.totals = yhteismäärä
|
||||||
wavemode.health = elämäpisteet
|
wavemode.health = elämäpisteet
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Oletus>
|
editor.default = [lightgray]<Oletus>
|
||||||
details = Yksityiskohdat...
|
details = Yksityiskohdat...
|
||||||
edit = Muokkaa...
|
edit = Muokkaa...
|
||||||
variables = Muuttujat
|
variables = Muuttujat
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nimi:
|
editor.name = Nimi:
|
||||||
editor.spawn = Luo yksikkö
|
editor.spawn = Luo yksikkö
|
||||||
editor.removeunit = Poista yksikkö
|
editor.removeunit = Poista yksikkö
|
||||||
@@ -578,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Piirrä joukkueita
|
toolmode.drawteams = Piirrä joukkueita
|
||||||
toolmode.drawteams.description = Piirrä joukkueita palikkojen sijaan.
|
toolmode.drawteams.description = Piirrä joukkueita palikkojen sijaan.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Pinnanalainen tila
|
toolmode.underliquid = Pinnanalainen tila
|
||||||
toolmode.underliquid.description = Piirrä lattioita nestelaattojen alle.
|
toolmode.underliquid.description = Piirrä lattioita nestelaattojen alle.
|
||||||
|
|
||||||
filters.empty = [lightgray]Ei filttereitä! Lisää yksi alla olevasta napista.
|
filters.empty = [lightgray]Ei filttereitä! Lisää yksi alla olevasta napista.
|
||||||
|
|
||||||
filter.distort = Vääristää
|
filter.distort = Vääristää
|
||||||
filter.noise = Melu
|
filter.noise = Melu
|
||||||
filter.enemyspawn = Vihollissyntypisteen valinta
|
filter.enemyspawn = Vihollissyntypisteen valinta
|
||||||
@@ -599,6 +617,7 @@ filter.option.ignore = Ohitta
|
|||||||
filter.scatter = Hajauta
|
filter.scatter = Hajauta
|
||||||
filter.terrain = Maasto
|
filter.terrain = Maasto
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Mittakaava
|
filter.option.scale = Mittakaava
|
||||||
filter.option.chance = Mahdollisuus
|
filter.option.chance = Mahdollisuus
|
||||||
filter.option.mag = Suuruus
|
filter.option.mag = Suuruus
|
||||||
@@ -623,6 +642,7 @@ filter.option.radius = Säde
|
|||||||
filter.option.percentile = Prosentti
|
filter.option.percentile = Prosentti
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -675,6 +695,7 @@ launch.text = Laukaise
|
|||||||
map.multiplayer = Vain ylläpitäjä voi katsella sektoreita.
|
map.multiplayer = Vain ylläpitäjä voi katsella sektoreita.
|
||||||
uncover = Paljasta
|
uncover = Paljasta
|
||||||
configure = Muokkaa lastia
|
configure = Muokkaa lastia
|
||||||
|
|
||||||
objective.research.name = Tutkimus
|
objective.research.name = Tutkimus
|
||||||
objective.produce.name = Hanki
|
objective.produce.name = Hanki
|
||||||
objective.item.name = Hanki Esine
|
objective.item.name = Hanki Esine
|
||||||
@@ -688,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -695,8 +717,10 @@ marker.text.name = Teksti
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Hanki:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Hanki:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Tuhoa:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Tuhoa:\n[]{0}[lightgray]{1}
|
||||||
@@ -712,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Tuhoa vihollisydin
|
objective.destroycore = [accent]Tuhoa vihollisydin
|
||||||
objective.command = [accent]Komenna yksikköjä
|
objective.command = [accent]Komenna yksikköjä
|
||||||
objective.nuclearlaunch = [accent]⚠ Ydinaseen laukaisu havaittu: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Ydinaseen laukaisu havaittu: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ YDINASEISKU TAPAHTUMASSA ⚠
|
announce.nuclearstrike = [red]⚠ YDINASEISKU TAPAHTUMASSA ⚠
|
||||||
|
|
||||||
loadout = Lasti
|
loadout = Lasti
|
||||||
resources = Resurssit
|
resources = Resurssit
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -750,11 +776,12 @@ weather.snowing.name = Lumi
|
|||||||
weather.sandstorm.name = Hiekkamyrsky
|
weather.sandstorm.name = Hiekkamyrsky
|
||||||
weather.sporestorm.name = Sienimyräkkä
|
weather.sporestorm.name = Sienimyräkkä
|
||||||
weather.fog.name = Sumu
|
weather.fog.name = Sumu
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sektorit
|
sectorlist = Sektorit
|
||||||
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Tutkimaton
|
sectors.unexplored = [lightgray]Tutkimaton
|
||||||
sectors.resources = Resurssit:
|
sectors.resources = Resurssit:
|
||||||
sectors.production = Produktio:
|
sectors.production = Produktio:
|
||||||
@@ -790,23 +817,31 @@ sector.changeicon = Vaihda kuvaketta
|
|||||||
sector.noswitch.title = Sektoria ei voida vaihtaa
|
sector.noswitch.title = Sektoria ei voida vaihtaa
|
||||||
sector.noswitch = Et voi vaihtaa sektoria, kun olemassaoleva sektori on hyökkäyksen kohteena.\n\nSektori: [accent]{0}[] planeetalla [accent]{1}[]
|
sector.noswitch = Et voi vaihtaa sektoria, kun olemassaoleva sektori on hyökkäyksen kohteena.\n\nSektori: [accent]{0}[] planeetalla [accent]{1}[]
|
||||||
sector.view = Näytä sektori
|
sector.view = Näytä sektori
|
||||||
|
|
||||||
threat.low = Matala
|
threat.low = Matala
|
||||||
threat.medium = Kohtalainen
|
threat.medium = Kohtalainen
|
||||||
threat.high = Korkea
|
threat.high = Korkea
|
||||||
threat.extreme = Äärimmäinen
|
threat.extreme = Äärimmäinen
|
||||||
threat.eradication = Täystuho
|
threat.eradication = Täystuho
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Aurinko
|
planet.sun.name = Aurinko
|
||||||
sector.impact0078.name = Törmäys 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Törmäys 0078
|
||||||
sector.groundZero.name = Tapahtumahorisontti
|
sector.groundZero.name = Tapahtumahorisontti
|
||||||
sector.craters.name = Kraatterit
|
sector.craters.name = Kraatterit
|
||||||
sector.frozenForest.name = Jäätyneet metsät
|
sector.frozenForest.name = Jäätyneet metsät
|
||||||
@@ -855,6 +890,8 @@ sector.coastline.description = Tällä alueella on havaittu jälkiä meriyksikk
|
|||||||
sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäiselle, luonnostaan linnoitetulle saarelle. Tuhoa tämä etuvartioasema. Hanki heidän kehittynyt merialusteknologiansa ja tutki se.
|
sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäiselle, luonnostaan linnoitetulle saarelle. Tuhoa tämä etuvartioasema. Hanki heidän kehittynyt merialusteknologiansa ja tutki se.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -865,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = Alku
|
sector.onset.name = Alku
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -948,9 +986,9 @@ unit.nobuild = [scarlet]Yksikkö ei voi rakentaa
|
|||||||
lastaccessed = [lightgray]Viimeiseksi käytetty: {0}
|
lastaccessed = [lightgray]Viimeiseksi käytetty: {0}
|
||||||
lastcommanded = [lightgray]Viimeiseksi komennettu: {0}
|
lastcommanded = [lightgray]Viimeiseksi komennettu: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <lataa näytettäv kartta>
|
stat.showinmap = <lataa näytettäv kartta>
|
||||||
stat.description = Tarkoitus
|
stat.description = Tarkoitus
|
||||||
|
|
||||||
stat.input = Sisääntulo
|
stat.input = Sisääntulo
|
||||||
stat.output = Ulostulo
|
stat.output = Ulostulo
|
||||||
stat.maxefficiency = Maksimitehokkuus
|
stat.maxefficiency = Maksimitehokkuus
|
||||||
@@ -1061,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1075,8 +1114,8 @@ 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
|
||||||
|
|
||||||
bar.drilltierreq = Parempi pora vaadittu
|
bar.drilltierreq = Parempi pora vaadittu
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Resursseja Puuttuu
|
bar.noresources = Resursseja Puuttuu
|
||||||
@@ -1274,11 +1313,13 @@ keybind.command_mode.name = Komentotila
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1290,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Valitse alue
|
keybind.schematic_select.name = Valitse alue
|
||||||
keybind.schematic_menu.name = Kaavio Valikko
|
keybind.schematic_menu.name = Kaavio Valikko
|
||||||
@@ -1318,6 +1360,8 @@ keybind.pick.name = Ota palikka
|
|||||||
keybind.break_block.name = Riko palikka
|
keybind.break_block.name = Riko palikka
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Poista valinta
|
keybind.deselect.name = Poista valinta
|
||||||
keybind.pickupCargo.name = Nosta lastia
|
keybind.pickupCargo.name = Nosta lastia
|
||||||
keybind.dropCargo.name = Pudota lastia
|
keybind.dropCargo.name = Pudota lastia
|
||||||
@@ -1354,9 +1398,9 @@ mode.pvp.description = Taistele toisia pelaajia vastaan paikallisesti.\n[gray]Pe
|
|||||||
mode.attack.name = Hyökkäys
|
mode.attack.name = Hyökkäys
|
||||||
mode.attack.description = Tuhoa vihollisen tukikohta. Ei tasoja.\n[gray]Pelaaminen vaatii punaisen ytimen kartassa.
|
mode.attack.description = Tuhoa vihollisen tukikohta. Ei tasoja.\n[gray]Pelaaminen vaatii punaisen ytimen kartassa.
|
||||||
mode.custom = Muokkaa sääntöjä
|
mode.custom = Muokkaa sääntöjä
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Loputtomat resurssit
|
rules.infiniteresources = Loputtomat resurssit
|
||||||
rules.onlydepositcore = Salli sijoittaminen vain ytimeen
|
rules.onlydepositcore = Salli sijoittaminen vain ytimeen
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1436,6 +1480,7 @@ rules.weather = Sää
|
|||||||
rules.weather.frequency = Tiheys:
|
rules.weather.frequency = Tiheys:
|
||||||
rules.weather.always = Aina
|
rules.weather.always = Aina
|
||||||
rules.weather.duration = Kesto:
|
rules.weather.duration = Kesto:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1447,6 +1492,7 @@ content.block.name = Palikat
|
|||||||
content.status.name = Statusefektit
|
content.status.name = Statusefektit
|
||||||
content.sector.name = Sektorit
|
content.sector.name = Sektorit
|
||||||
content.team.name = Ryhmittymät
|
content.team.name = Ryhmittymät
|
||||||
|
|
||||||
wallore = (Seinä)
|
wallore = (Seinä)
|
||||||
|
|
||||||
item.copper.name = Kupari
|
item.copper.name = Kupari
|
||||||
@@ -1471,6 +1517,7 @@ item.tungsten.name = Volframi
|
|||||||
item.oxide.name = Oksidi
|
item.oxide.name = Oksidi
|
||||||
item.carbide.name = Karbidi
|
item.carbide.name = Karbidi
|
||||||
item.dormant-cyst.name = Uinuva lepoitiö
|
item.dormant-cyst.name = Uinuva lepoitiö
|
||||||
|
|
||||||
liquid.water.name = Vesi
|
liquid.water.name = Vesi
|
||||||
liquid.slag.name = Kuona
|
liquid.slag.name = Kuona
|
||||||
liquid.oil.name = Öljy
|
liquid.oil.name = Öljy
|
||||||
@@ -1521,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1546,7 +1594,6 @@ unit.renale.name = Renale
|
|||||||
|
|
||||||
block.parallax.name = Parallaksi
|
block.parallax.name = Parallaksi
|
||||||
block.cliff.name = Kallio
|
block.cliff.name = Kallio
|
||||||
|
|
||||||
block.sand-boulder.name = Hiekkalohkare
|
block.sand-boulder.name = Hiekkalohkare
|
||||||
block.basalt-boulder.name = Basalttilohkare
|
block.basalt-boulder.name = Basalttilohkare
|
||||||
block.grass.name = Ruoho
|
block.grass.name = Ruoho
|
||||||
@@ -1746,10 +1793,10 @@ block.container.name = Säiliö
|
|||||||
block.launch-pad.name = Laukaisualusta
|
block.launch-pad.name = Laukaisualusta
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segmentti
|
block.segment.name = Segmentti
|
||||||
block.ground-factory.name = Maatehdas
|
block.ground-factory.name = Maatehdas
|
||||||
block.air-factory.name = Ilmatehdas
|
block.air-factory.name = Ilmatehdas
|
||||||
|
|
||||||
block.naval-factory.name = Laivatehdas
|
block.naval-factory.name = Laivatehdas
|
||||||
block.additive-reconstructor.name = Additiivinen jälleenrakentaja
|
block.additive-reconstructor.name = Additiivinen jälleenrakentaja
|
||||||
block.multiplicative-reconstructor.name = Multiplikatiivinen jälleenrakentaja
|
block.multiplicative-reconstructor.name = Multiplikatiivinen jälleenrakentaja
|
||||||
@@ -1779,6 +1826,8 @@ block.payload-unloader.name = Massapurkaja
|
|||||||
block.payload-unloader.description = Purkaa tavaroita ja nesteitä palikoista.
|
block.payload-unloader.description = Purkaa tavaroita ja nesteitä palikoista.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Tyhjä
|
block.empty.name = Tyhjä
|
||||||
block.rhyolite-crater.name = Ryoliittikraatteri
|
block.rhyolite-crater.name = Ryoliittikraatteri
|
||||||
block.rough-rhyolite.name = Karkea ryoliitti
|
block.rough-rhyolite.name = Karkea ryoliitti
|
||||||
@@ -1939,15 +1988,17 @@ 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
|
||||||
team.crux.name = punainen
|
team.crux.name = punainen
|
||||||
team.sharded.name = orange
|
team.sharded.name = orange
|
||||||
team.derelict.name = hylky
|
team.derelict.name = hylky
|
||||||
team.green.name = vihreä
|
team.green.name = vihreä
|
||||||
|
|
||||||
team.blue.name = sininen
|
team.blue.name = sininen
|
||||||
|
|
||||||
hint.skip = Ohita
|
hint.skip = Ohita
|
||||||
hint.desktopMove = Käytä [accent][[WASD][] -näppäimiä liikkuaksesi.
|
hint.desktopMove = Käytä [accent][[WASD][] -näppäimiä liikkuaksesi.
|
||||||
hint.zoom = [accent]Scrollaa[] zoomataksesi sisään tai ulos.
|
hint.zoom = [accent]Scrollaa[] zoomataksesi sisään tai ulos.
|
||||||
@@ -1987,6 +2038,7 @@ hint.presetDifficulty = Tässä sektorissa on [scarlet]korkea uhkataso[].\nLauka
|
|||||||
hint.coreIncinerate = Kun ydin on täynnä tiettyä tavaraa, ylimääräinen samanlainen tavara, joa tulee ytimeen, [accent]höyrystetään[].
|
hint.coreIncinerate = Kun ydin on täynnä tiettyä tavaraa, ylimääräinen samanlainen tavara, joa tulee ytimeen, [accent]höyrystetään[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2007,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2032,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2059,14 +2113,19 @@ item.spore-pod.description = Synteettisistä itiöistä koostuva palko, joka on
|
|||||||
item.spore-pod.details = Itiöt. Todennäköisesti synteettinen elämänmuoto. Tuottavat kaasuja, jotka ovat myrkyllisiä muulle biologiselle elämälle. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Itiöt. Todennäköisesti synteettinen elämänmuoto. Tuottavat kaasuja, jotka ovat myrkyllisiä muulle biologiselle elämälle. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = Epävakaa yhdiste, jota käytetään pommeissa ja räjähteissä. Syntetisoitu itiöpaloista ja muista räjähdysherkistä aineista. Käyttöä polttoaineena ei suositella.
|
item.blast-compound.description = Epävakaa yhdiste, jota käytetään pommeissa ja räjähteissä. Syntetisoitu itiöpaloista ja muista räjähdysherkistä aineista. Käyttöä polttoaineena ei suositella.
|
||||||
item.pyratite.description = Äärimmäisen syttyvä aine, jota käytetään tulipaloja aiheuttavissa aseissa.
|
item.pyratite.description = Äärimmäisen syttyvä aine, jota käytetään tulipaloja aiheuttavissa aseissa.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Hyödyllisin neste. Yleisesti käytetty koneiden viilentämiseen ja jätteiden prosessointiin.
|
liquid.water.description = Hyödyllisin neste. Yleisesti käytetty koneiden viilentämiseen ja jätteiden prosessointiin.
|
||||||
liquid.slag.description = Monia erilaisia sulia metalleja sekoitettuna yhdeksi seokseksi. Voidaan erottaa mineraaliainesosiinsa tai suihkuttaa vihollisyksiköihin aseena.
|
liquid.slag.description = Monia erilaisia sulia metalleja sekoitettuna yhdeksi seokseksi. Voidaan erottaa mineraaliainesosiinsa tai suihkuttaa vihollisyksiköihin aseena.
|
||||||
liquid.oil.description = Kehittyneessä materiaalituotannossa käytetty neste. Voidaan muuttaa hiileksi tai ruiskuttaa ja sytyttää aseena.
|
liquid.oil.description = Kehittyneessä materiaalituotannossa käytetty neste. Voidaan muuttaa hiileksi tai ruiskuttaa ja sytyttää aseena.
|
||||||
liquid.cryofluid.description = Reagoimaton, ruostuttamaton neste, jota valmistetaan vedestä ja titaanista. Omaa äärimmäisen korkean lämpökapasiteetin. Käytetään paljolti jäähdytysnesteenä.
|
liquid.cryofluid.description = Reagoimaton, ruostuttamaton neste, jota valmistetaan vedestä ja titaanista. Omaa äärimmäisen korkean lämpökapasiteetin. Käytetään paljolti jäähdytysnesteenä.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Käytetään kemiallisissa reaktioissa sähköntuotantoa ja materiaalisynteesiä varten.
|
liquid.arkycite.description = Käytetään kemiallisissa reaktioissa sähköntuotantoa ja materiaalisynteesiä varten.
|
||||||
liquid.ozone.description = Käytetään hapettamisaineena aineentuotannossa ja polttoaineena. Kohtalaisen räjähdysherkkää.
|
liquid.ozone.description = Käytetään hapettamisaineena aineentuotannossa ja polttoaineena. Kohtalaisen räjähdysherkkää.
|
||||||
liquid.hydrogen.description = Käytetään resurssien louhinnassa, yksikönväsäyksessä ja rakennelmien korjauksessa. Tulenarkaa.
|
liquid.hydrogen.description = Käytetään resurssien louhinnassa, yksikönväsäyksessä ja rakennelmien korjauksessa. Tulenarkaa.
|
||||||
@@ -2074,10 +2133,10 @@ liquid.cyanogen.description = Käytetään ampumatarvikkeisiin, edistyneiden yks
|
|||||||
liquid.nitrogen.description = Käytetään resurssien louhinnassa, kaasunluonnissa and yksikönväsäyksessä. Reagoimaton.
|
liquid.nitrogen.description = Käytetään resurssien louhinnassa, kaasunluonnissa and yksikönväsäyksessä. Reagoimaton.
|
||||||
liquid.neoplasm.description = Syöpäreaktorin vaarallinen luonnontieteellinen sivutuote. Leviää vikkelästi koskemiinsa märkiin palikoihin, vahingoittaen niitä. Tahmeaa.
|
liquid.neoplasm.description = Syöpäreaktorin vaarallinen luonnontieteellinen sivutuote. Leviää vikkelästi koskemiinsa märkiin palikoihin, vahingoittaen niitä. Tahmeaa.
|
||||||
liquid.neoplasm.details = Kasvain. Hallitsematon, vinhasti jakautuvien synteettisten solujen liejumainen massa. Kestää lämpöä. Äärimmäisen vaarallinen millekään rakennukselle jossa on tippaakaan vettä.\n\nLiian monimutkainen ja epävakaa normitutkimukselle. Mahdollisia käyttötarkoituksia ei tunneta. Suositellaan polttamaan kuona-altaassa.
|
liquid.neoplasm.details = Kasvain. Hallitsematon, vinhasti jakautuvien synteettisten solujen liejumainen massa. Kestää lämpöä. Äärimmäisen vaarallinen millekään rakennukselle jossa on tippaakaan vettä.\n\nLiian monimutkainen ja epävakaa normitutkimukselle. Mahdollisia käyttötarkoituksia ei tunneta. Suositellaan polttamaan kuona-altaassa.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Hylky
|
block.derelict = \uf77e [lightgray]Hylky
|
||||||
block.armored-conveyor.description = Siirtää tavaroita samalla nopeudella kuin titaaniliukuhihna, mutta on haarniskoidumpi. Ei hyväksy sisääntuloa sivuilta miltään muulta, kuin toisilta liukuhihnoilta.
|
block.armored-conveyor.description = Siirtää tavaroita samalla nopeudella kuin titaaniliukuhihna, mutta on haarniskoidumpi. Ei hyväksy sisääntuloa sivuilta miltään muulta, kuin toisilta liukuhihnoilta.
|
||||||
block.illuminator.description = Pieni, kompakti ja säädettävä valonlähde. Tarvitsee energiaa toimiakseen.
|
block.illuminator.description = Pieni, kompakti ja säädettävä valonlähde. Tarvitsee energiaa toimiakseen.
|
||||||
|
|
||||||
block.message.description = Varastoi viestin. Käytetään viestintään liittolaisten välillä.
|
block.message.description = Varastoi viestin. Käytetään viestintään liittolaisten välillä.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2191,7 +2250,6 @@ block.advanced-launch-pad.description = Launches batches of items to selected se
|
|||||||
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Pieni ja halpa tykki, hyvä maavihollisia vastaan.
|
block.duo.description = Pieni ja halpa tykki, hyvä maavihollisia vastaan.
|
||||||
|
|
||||||
block.scatter.description = Olennainen tykki ilma-aluksia vastaan. Ampuu lyijy- tai romusirpalerykelmiä vihollisjoukkoihin.
|
block.scatter.description = Olennainen tykki ilma-aluksia vastaan. Ampuu lyijy- tai romusirpalerykelmiä vihollisjoukkoihin.
|
||||||
block.scorch.description = Polttaa läheisiä vihollisen maayksiköitä. Hyvin tehokas lähikantamalla.
|
block.scorch.description = Polttaa läheisiä vihollisen maayksiköitä. Hyvin tehokas lähikantamalla.
|
||||||
block.hail.description = Pieni pitkän kantaman tykistötorni.
|
block.hail.description = Pieni pitkän kantaman tykistötorni.
|
||||||
@@ -2230,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
|
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
|
||||||
block.core-citadel.description = Tukikohdan ydin. Tosi hyvin panssaroitu. Varastoi enemmän tavaraa kuin Linnaydin.
|
block.core-citadel.description = Tukikohdan ydin. Tosi hyvin panssaroitu. Varastoi enemmän tavaraa kuin Linnaydin.
|
||||||
block.core-acropolis.description = Tukikohdan ydin. Hemmetin hyvin panssaroitu. Varastoi enemmän tavaraa kuin Sitadelliydin.
|
block.core-acropolis.description = Tukikohdan ydin. Hemmetin hyvin panssaroitu. Varastoi enemmän tavaraa kuin Sitadelliydin.
|
||||||
@@ -2327,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Ampuu normaaleja ammuksia kaikkiin läheisiin vihollisiin.
|
unit.dagger.description = Ampuu normaaleja ammuksia kaikkiin läheisiin vihollisiin.
|
||||||
unit.mace.description = Ampuu liekkisuihkuja kaikkiin läheisiin vihollisiin.
|
unit.mace.description = Ampuu liekkisuihkuja kaikkiin läheisiin vihollisiin.
|
||||||
unit.fortress.description = Ampuu pitkän kantaman ammuksia maakohteisiin.
|
unit.fortress.description = Ampuu pitkän kantaman ammuksia maakohteisiin.
|
||||||
@@ -2365,6 +2427,8 @@ unit.oxynoe.description = Ampuu rakennuksia korjaavia liekkisuihkuja läheisiin
|
|||||||
unit.cyerce.description = Ampuu hakeutuvia ohjuskimppuja vihollisiin. Korjaa liittoutuneita yksiköitä.
|
unit.cyerce.description = Ampuu hakeutuvia ohjuskimppuja vihollisiin. Korjaa liittoutuneita yksiköitä.
|
||||||
unit.aegires.description = Antaa sähköiskuja kaikille vihollisyksiköille ja -rakennuksille, jotka ovat sen energiakentän sisällä. Korjaa kaikkia liittolaisia.
|
unit.aegires.description = Antaa sähköiskuja kaikille vihollisyksiköille ja -rakennuksille, jotka ovat sen energiakentän sisällä. Korjaa kaikkia liittolaisia.
|
||||||
unit.navanax.description = Ampuu räjähtäviä EMP-ammuksia tehden huomattavaa vahinkoa vihollisen sähköverkoille ja korjaten liittoutuneita rakennuksia. Sulattaa läheiset viholliset neljällä itsenäisellä lasertykillä.
|
unit.navanax.description = Ampuu räjähtäviä EMP-ammuksia tehden huomattavaa vahinkoa vihollisen sähköverkoille ja korjaten liittoutuneita rakennuksia. Sulattaa läheiset viholliset neljällä itsenäisellä lasertykillä.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2383,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Lue numero yhdistetystä muistisolusta.
|
lst.read = Lue numero yhdistetystä muistisolusta.
|
||||||
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
||||||
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
||||||
@@ -2429,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2436,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2444,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
|
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
|
||||||
|
|
||||||
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
||||||
lenum.shoot = Ammu tiettyä sijaintia.
|
lenum.shoot = Ammu tiettyä sijaintia.
|
||||||
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
|
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
|
||||||
lenum.config = Rakennuksen säätö, esim. lajittelijan valinta.
|
lenum.config = Rakennuksen säätö, esim. lajittelijan valinta.
|
||||||
lenum.enabled = Selvitä, onko palikka päällä.
|
lenum.enabled = Selvitä, onko palikka päällä.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Lampun väri.
|
laccess.color = Lampun väri.
|
||||||
@@ -2481,6 +2556,10 @@ 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
|
||||||
@@ -2495,6 +2574,7 @@ lcategory.unit = Yksikönhallinta
|
|||||||
lcategory.unit.description = Anna yksiköille komentoja.
|
lcategory.unit.description = Anna yksiköille komentoja.
|
||||||
lcategory.world = Maailma
|
lcategory.world = Maailma
|
||||||
lcategory.world.description = Hallitse maailman käyttäytymistä.
|
lcategory.world.description = Hallitse maailman käyttäytymistä.
|
||||||
|
|
||||||
graphicstype.clear = Täytä näyttö tietyllä värillä.
|
graphicstype.clear = Täytä näyttö tietyllä värillä.
|
||||||
graphicstype.color = Aseta väri seuraaville piirto-operaatioille.
|
graphicstype.color = Aseta väri seuraaville piirto-operaatioille.
|
||||||
graphicstype.col = Vastaa väriä, mutta on pakattu.\nPakatut värit on kirjoitettu heksakoodina, jossa on [accent]%[]-etuliite.\nEsimerkki: [accent]%ff0000[] vastaa punaista väriä.
|
graphicstype.col = Vastaa väriä, mutta on pakattu.\nPakatut värit on kirjoitettu heksakoodina, jossa on [accent]%[]-etuliite.\nEsimerkki: [accent]%ff0000[] vastaa punaista väriä.
|
||||||
@@ -2507,6 +2587,7 @@ graphicstype.linepoly = Piirrä säännöllisen monikulmion ääriviivat.
|
|||||||
graphicstype.triangle = Piirrä täytetty kolmio.
|
graphicstype.triangle = Piirrä täytetty kolmio.
|
||||||
graphicstype.image = Piirrä kuva jostain sisällöstä.\nEsim: [accent]@router[] tai [accent]@dagger[].
|
graphicstype.image = Piirrä kuva jostain sisällöstä.\nEsim: [accent]@router[] tai [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Aina tosi.
|
lenum.always = Aina tosi.
|
||||||
lenum.idiv = Kokonaislukujen osamäärä.
|
lenum.idiv = Kokonaislukujen osamäärä.
|
||||||
lenum.div = Osamäärä.\nPalauttaa arvon [accent]null[] jaettaessa nollalla.
|
lenum.div = Osamäärä.\nPalauttaa arvon [accent]null[] jaettaessa nollalla.
|
||||||
@@ -2521,23 +2602,29 @@ lenum.land = Looginen AND.
|
|||||||
lenum.and = Binäärinen AND.
|
lenum.and = Binäärinen AND.
|
||||||
lenum.not = Binäärinen flip.
|
lenum.not = Binäärinen flip.
|
||||||
lenum.xor = Binäärinen XOR.
|
lenum.xor = Binäärinen XOR.
|
||||||
|
|
||||||
lenum.min = Vägintään kaksi numeroa.
|
lenum.min = Vägintään kaksi numeroa.
|
||||||
lenum.max = Korkeintaan kaksi numeroa.
|
lenum.max = Korkeintaan kaksi numeroa.
|
||||||
lenum.angle = Vektorin kulma asteina.
|
lenum.angle = Vektorin kulma asteina.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Vektorin pituus.
|
lenum.len = Vektorin pituus.
|
||||||
|
|
||||||
lenum.sin = Sini asteina.
|
lenum.sin = Sini asteina.
|
||||||
lenum.cos = Kosini asteina.
|
lenum.cos = Kosini asteina.
|
||||||
lenum.tan = Tangentti asteina.
|
lenum.tan = Tangentti asteina.
|
||||||
|
|
||||||
lenum.asin = Arkussini asteina.
|
lenum.asin = Arkussini asteina.
|
||||||
lenum.acos = Arkuskosini asteina.
|
lenum.acos = Arkuskosini asteina.
|
||||||
lenum.atan = Arkustangentti asteina.
|
lenum.atan = Arkustangentti asteina.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Satunnainen desimaaliluku väliltä [0, arvo).
|
lenum.rand = Satunnainen desimaaliluku väliltä [0, arvo).
|
||||||
lenum.log = Luonnollinen logaritmi (ln).
|
lenum.log = Luonnollinen logaritmi (ln).
|
||||||
lenum.log10 = Kymmenkantainen logaritmi.
|
lenum.log10 = Kymmenkantainen logaritmi.
|
||||||
lenum.noise = Kaksiulotteinen yksisuuntainen melu.
|
lenum.noise = Kaksiulotteinen yksisuuntainen melu.
|
||||||
lenum.abs = Absoluuttinen arvo.
|
lenum.abs = Absoluuttinen arvo.
|
||||||
lenum.sqrt = Neliöjuuri.
|
lenum.sqrt = Neliöjuuri.
|
||||||
|
|
||||||
lenum.any = Mikä tahansa yksikkö.
|
lenum.any = Mikä tahansa yksikkö.
|
||||||
lenum.ally = Liittolaisyksikkö.
|
lenum.ally = Liittolaisyksikkö.
|
||||||
lenum.attacker = Aseistettu yksikkö.
|
lenum.attacker = Aseistettu yksikkö.
|
||||||
@@ -2546,10 +2633,12 @@ lenum.boss = Vartijayksikkö.
|
|||||||
lenum.flying = Lentävä yksikkö.
|
lenum.flying = Lentävä yksikkö.
|
||||||
lenum.ground = Maayksikkö.
|
lenum.ground = Maayksikkö.
|
||||||
lenum.player = Pelaajan hallitsema yksikkö.
|
lenum.player = Pelaajan hallitsema yksikkö.
|
||||||
|
|
||||||
lenum.ore = Malmintalletuspiste.
|
lenum.ore = Malmintalletuspiste.
|
||||||
lenum.damaged = Vahingoittunut liittolaisrakennus.
|
lenum.damaged = Vahingoittunut liittolaisrakennus.
|
||||||
lenum.spawn = Vihollisen syntypiste.\nVoi olla ydin tai sijainti.
|
lenum.spawn = Vihollisen syntypiste.\nVoi olla ydin tai sijainti.
|
||||||
lenum.building = Tiettyyn joukkoon kuuluva rakennus.
|
lenum.building = Tiettyyn joukkoon kuuluva rakennus.
|
||||||
|
|
||||||
lenum.core = Mikä tahansa ydin.
|
lenum.core = Mikä tahansa ydin.
|
||||||
lenum.storage = Varastorakennus, esim. holvi.
|
lenum.storage = Varastorakennus, esim. holvi.
|
||||||
lenum.generator = Energiaa tuottavat rakennukset.
|
lenum.generator = Energiaa tuottavat rakennukset.
|
||||||
@@ -2559,28 +2648,35 @@ lenum.battery = Mikä tahansa akku.
|
|||||||
lenum.resupply = Uudelleenvarustuspisteet.\nAiheellinen vain, jos pelisääntö [accent]"Yksiköt tarvitsevat ammuksia"[] on käytöss'.
|
lenum.resupply = Uudelleenvarustuspisteet.\nAiheellinen vain, jos pelisääntö [accent]"Yksiköt tarvitsevat ammuksia"[] on käytöss'.
|
||||||
lenum.reactor = Törmäys- tai toriumreaktori.
|
lenum.reactor = Törmäys- tai toriumreaktori.
|
||||||
lenum.turret = Mikä tahansa tykki.
|
lenum.turret = Mikä tahansa tykki.
|
||||||
|
|
||||||
sensor.in = Rakennus/Yksikkö, jota tarkkailla.
|
sensor.in = Rakennus/Yksikkö, jota tarkkailla.
|
||||||
|
|
||||||
radar.from = Rakennukset, joista tarkkaillaan.\nSensorin kantamaa rajoittaa rakennuksen kantama.
|
radar.from = Rakennukset, joista tarkkaillaan.\nSensorin kantamaa rajoittaa rakennuksen kantama.
|
||||||
radar.target = Suodatin, jota yksiköt tarkkailevat.
|
radar.target = Suodatin, jota yksiköt tarkkailevat.
|
||||||
radar.and = Ylimääräiset suodattimet.
|
radar.and = Ylimääräiset suodattimet.
|
||||||
radar.order = Suodatusjärjestys. Käännä arvolla 0.
|
radar.order = Suodatusjärjestys. Käännä arvolla 0.
|
||||||
radar.sort = Mittari, jolla tulokset lajitellaan.
|
radar.sort = Mittari, jolla tulokset lajitellaan.
|
||||||
radar.output = Muuttuja, johon ulostuloyksikkö tallennetaan.
|
radar.output = Muuttuja, johon ulostuloyksikkö tallennetaan.
|
||||||
|
|
||||||
unitradar.target = Suodatin, jota yksiköt tarkkailevat.
|
unitradar.target = Suodatin, jota yksiköt tarkkailevat.
|
||||||
unitradar.and = Ylimääräiset suodattimet.
|
unitradar.and = Ylimääräiset suodattimet.
|
||||||
unitradar.order = Suodatusjärjestys. Käännä arvolla 0.
|
unitradar.order = Suodatusjärjestys. Käännä arvolla 0.
|
||||||
unitradar.sort = Mittari, jolla tulokset lajitellaan.
|
unitradar.sort = Mittari, jolla tulokset lajitellaan.
|
||||||
unitradar.output = Muuttuja, johon ulostuloyksikkö tallennetaan.
|
unitradar.output = Muuttuja, johon ulostuloyksikkö tallennetaan.
|
||||||
|
|
||||||
control.of = Hallittava rakennus.
|
control.of = Hallittava rakennus.
|
||||||
control.unit = Yksikkö/Rakennus, johon tähdätä.
|
control.unit = Yksikkö/Rakennus, johon tähdätä.
|
||||||
control.shoot = Hallitsee ampuuko yksikkö.
|
control.shoot = Hallitsee ampuuko yksikkö.
|
||||||
|
|
||||||
unitlocate.enemy = Hallitse paikantaako yksikkö vihollisrakennuksia.
|
unitlocate.enemy = Hallitse paikantaako yksikkö vihollisrakennuksia.
|
||||||
unitlocate.found = Selvitä löytyikö kohde.
|
unitlocate.found = Selvitä löytyikö kohde.
|
||||||
unitlocate.building = Ulostulomuuttuja paikannetulle rakennukselle.
|
unitlocate.building = Ulostulomuuttuja paikannetulle rakennukselle.
|
||||||
unitlocate.outx = X-koodinaatin ulostulo.
|
unitlocate.outx = X-koodinaatin ulostulo.
|
||||||
unitlocate.outy = Y-koodinaatin ulostulo.
|
unitlocate.outy = Y-koodinaatin ulostulo.
|
||||||
unitlocate.group = Etsittävä rakennusjoukko.
|
unitlocate.group = Etsittävä rakennusjoukko.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Lopeta liikkuminen, mutta jatka rakentamista/kaivamista.\nOletustila.
|
lenum.idle = Lopeta liikkuminen, mutta jatka rakentamista/kaivamista.\nOletustila.
|
||||||
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
|
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
|
||||||
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle.
|
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle.
|
||||||
@@ -2601,6 +2697,7 @@ lenum.build = Rakenna tietty rakennus.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Tarkista, onko joukko tietyn sijainnin lähellä.
|
lenum.within = Tarkista, onko joukko tietyn sijainnin lähellä.
|
||||||
lenum.boost = Aloita tai lopeta tehostus.
|
lenum.boost = Aloita tai lopeta tehostus.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2608,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -183,6 +183,7 @@ mod.missing = Cette sauvegarde contient des mods que vous avez récemment mis à
|
|||||||
mod.preview.missing = Avant de publier ce mod dans le Steam Workshop, vous devez ajouter une image servant d'aperçu.\nPlacez une image nommée [accent]preview.png[] dans le dossier du mod et réessayez.
|
mod.preview.missing = Avant de publier ce mod dans le Steam Workshop, vous devez ajouter une image servant d'aperçu.\nPlacez une image nommée [accent]preview.png[] dans le dossier du mod et réessayez.
|
||||||
mod.folder.missing = Seuls les mods sous forme de dossiers peuvent être publiés sur le Steam Workshop.\nPour convertir n'importe quel mod en un dossier, décompressez-le tout simplement dans un dossier et supprimez l'ancien zip, puis redémarrez votre jeu ou rechargez vos mods.
|
mod.folder.missing = Seuls les mods sous forme de dossiers peuvent être publiés sur le Steam Workshop.\nPour convertir n'importe quel mod en un dossier, décompressez-le tout simplement dans un dossier et supprimez l'ancien zip, puis redémarrez votre jeu ou rechargez vos mods.
|
||||||
mod.scripts.disable = Votre appareil ne prend pas en charge les mods avec des scripts. Vous devez désactiver ces mods pour pouvoir jouer.
|
mod.scripts.disable = Votre appareil ne prend pas en charge les mods avec des scripts. Vous devez désactiver ces mods pour pouvoir jouer.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -377,6 +378,8 @@ stance.holdfire = Ordre: Ne pas Tirer
|
|||||||
stance.pursuetarget = Ordre: Poursuivre Cible
|
stance.pursuetarget = Ordre: Poursuivre Cible
|
||||||
stance.patrol = Ordre: Chemins de Contrôle
|
stance.patrol = Ordre: Chemins de Contrôle
|
||||||
stance.ram = Ordre: Charger\n[lightgray]Mouvement en ligne droite, sans détection de chemins
|
stance.ram = Ordre: Charger\n[lightgray]Mouvement en ligne droite, sans détection de chemins
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Ouvrir le lien
|
openlink = Ouvrir le lien
|
||||||
copylink = Copier le lien
|
copylink = Copier le lien
|
||||||
back = Retour
|
back = Retour
|
||||||
@@ -511,18 +514,20 @@ waves.filter = Filtre d'Unité
|
|||||||
waves.units.hide = Masquer tout
|
waves.units.hide = Masquer tout
|
||||||
waves.units.show = Afficher tout
|
waves.units.show = Afficher tout
|
||||||
|
|
||||||
#ces traductions restent en minuscule
|
#these are intentionally in lower case
|
||||||
wavemode.counts = compte
|
wavemode.counts = compte
|
||||||
wavemode.totals = totaux
|
wavemode.totals = totaux
|
||||||
wavemode.health = santé
|
wavemode.health = santé
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<par défaut>
|
editor.default = [lightgray]<par défaut>
|
||||||
details = Détails...
|
details = Détails...
|
||||||
edit = Modifier...
|
edit = Modifier...
|
||||||
variables = Variables
|
variables = Variables
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nom :
|
editor.name = Nom :
|
||||||
editor.spawn = Ajouter une unité
|
editor.spawn = Ajouter une unité
|
||||||
editor.removeunit = Retirer l'unité
|
editor.removeunit = Retirer l'unité
|
||||||
@@ -589,7 +594,7 @@ toolmode.fillerase = Remplir et effacer
|
|||||||
toolmode.fillerase.description = Efface les blocs\ndu même type.
|
toolmode.fillerase.description = Efface les blocs\ndu même type.
|
||||||
toolmode.drawteams = Dessiner les équipes
|
toolmode.drawteams = Dessiner les équipes
|
||||||
toolmode.drawteams.description = Change les équipes\nau lieu de blocs.
|
toolmode.drawteams.description = Change les équipes\nau lieu de blocs.
|
||||||
#inutilisé
|
#unused
|
||||||
toolmode.underliquid = Sous les liquides
|
toolmode.underliquid = Sous les liquides
|
||||||
toolmode.underliquid.description = Dessiner les sols sous les tuiles de liquides.
|
toolmode.underliquid.description = Dessiner les sols sous les tuiles de liquides.
|
||||||
|
|
||||||
@@ -637,6 +642,7 @@ filter.option.radius = Rayon
|
|||||||
filter.option.percentile = Pourcentage
|
filter.option.percentile = Pourcentage
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -817,12 +823,18 @@ threat.medium = Normale
|
|||||||
threat.high = Grande
|
threat.high = Grande
|
||||||
threat.extreme = Extrême
|
threat.extreme = Extrême
|
||||||
threat.eradication = Éradication
|
threat.eradication = Éradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -878,6 +890,8 @@ sector.coastline.description = Des restes d’unités navales ont été détect
|
|||||||
sector.navalFortress.description = L’ennemi a établi une base sur une île isolée, avec des défenses naturelles. Détruisez cet avant-poste. Acquérez leur technologie navale avancée.
|
sector.navalFortress.description = L’ennemi a établi une base sur une île isolée, avec des défenses naturelles. Détruisez cet avant-poste. Acquérez leur technologie navale avancée.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -1085,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1099,6 +1114,7 @@ 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 = 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
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
@@ -1303,6 +1319,7 @@ keybind.unit_stance_hold_fire.name = Ordre: Ne pas tirer
|
|||||||
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
||||||
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
||||||
keybind.unit_stance_ram.name = Ordre: Charger
|
keybind.unit_stance_ram.name = Ordre: Charger
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1343,6 +1360,8 @@ keybind.pick.name = Choisir un bloc
|
|||||||
keybind.break_block.name = Supprimer un bloc
|
keybind.break_block.name = Supprimer un bloc
|
||||||
keybind.select_all_units.name = Sélectionner toutes les Unités
|
keybind.select_all_units.name = Sélectionner toutes les Unités
|
||||||
keybind.select_all_unit_factories.name = Sélectionner toutes les Usines d'Unités
|
keybind.select_all_unit_factories.name = Sélectionner toutes les Usines d'Unités
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Désélectionner
|
keybind.deselect.name = Désélectionner
|
||||||
keybind.pickupCargo.name = Prendre un Chargement
|
keybind.pickupCargo.name = Prendre un Chargement
|
||||||
keybind.dropCargo.name = Lâcher un Chargement
|
keybind.dropCargo.name = Lâcher un Chargement
|
||||||
@@ -1461,6 +1480,7 @@ rules.weather = Météo
|
|||||||
rules.weather.frequency = Fréquence :
|
rules.weather.frequency = Fréquence :
|
||||||
rules.weather.always = Permanent
|
rules.weather.always = Permanent
|
||||||
rules.weather.duration = Durée :
|
rules.weather.duration = Durée :
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1773,6 +1793,7 @@ block.container.name = Conteneur
|
|||||||
block.launch-pad.name = Rampe de lancement
|
block.launch-pad.name = Rampe de lancement
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Diviseur
|
block.segment.name = Diviseur
|
||||||
block.ground-factory.name = Usine d'Unités Terrestres
|
block.ground-factory.name = Usine d'Unités Terrestres
|
||||||
block.air-factory.name = Usine d'Unités Aériennes
|
block.air-factory.name = Usine d'Unités Aériennes
|
||||||
@@ -1967,6 +1988,7 @@ 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 +2288,7 @@ 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.
|
||||||
|
|
||||||
@@ -2471,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marqueur doit être donné.\nLes marqueurs sont limités à 20,000 par monde.
|
lst.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marqueur doit être donné.\nLes marqueurs sont limités à 20,000 par monde.
|
||||||
lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
|
lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2478,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2486,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2515,9 +2545,9 @@ lenum.shoot = Tire à une position donnée.
|
|||||||
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
|
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
|
||||||
lenum.config = La configuration d'un bâtiment. Par exemple, l'objet sélectionné dans un trieur.
|
lenum.config = La configuration d'un bâtiment. Par exemple, l'objet sélectionné dans un trieur.
|
||||||
lenum.enabled = Retourne si le bloc est activé ou pas.
|
lenum.enabled = Retourne si le bloc est activé ou pas.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = La couleur d'un illuminateur.
|
laccess.color = La couleur d'un illuminateur.
|
||||||
laccess.controller = Le contrôleur de l'Unité.\nSi l'Unité est contrôlée par un processeur, cela retournera le processeur en question.\nSi l'Unité est en formation, cela retournera le leader de la formation.\nSinon, renvoie l’unité elle-même.
|
laccess.controller = Le contrôleur de l'Unité.\nSi l'Unité est contrôlée par un processeur, cela retournera le processeur en question.\nSi l'Unité est en formation, cela retournera le leader de la formation.\nSinon, renvoie l’unité elle-même.
|
||||||
laccess.dead = Retourne si l'Unité/Bâtiment est morte/détruit ou plus valide.
|
laccess.dead = Retourne si l'Unité/Bâtiment est morte/détruit ou plus valide.
|
||||||
@@ -2526,6 +2556,9 @@ 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.
|
||||||
@@ -2584,7 +2617,7 @@ lenum.asin = Arc sinus, en degrés.
|
|||||||
lenum.acos = Arc cosinus, en degrés.
|
lenum.acos = Arc cosinus, en degrés.
|
||||||
lenum.atan = Tangente de l'arc, en degrés.
|
lenum.atan = Tangente de l'arc, en degrés.
|
||||||
|
|
||||||
#ceci n'est pas une erreur, c'est la notation officielle des plages de valeurs
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Nombre aléatoire dans la plage [0, valeur).
|
lenum.rand = Nombre aléatoire dans la plage [0, valeur).
|
||||||
lenum.log = Logarithme naturel (ln).
|
lenum.log = Logarithme naturel (ln).
|
||||||
lenum.log10 = Logarithme de base 10.
|
lenum.log10 = Logarithme de base 10.
|
||||||
@@ -2641,6 +2674,7 @@ unitlocate.building = Retourne une variable pour le bâtiment localisé.
|
|||||||
unitlocate.outx = Retourne la coordonnée X.
|
unitlocate.outx = Retourne la coordonnée X.
|
||||||
unitlocate.outy = Retourne la coordonnée Y.
|
unitlocate.outy = Retourne la coordonnée Y.
|
||||||
unitlocate.group = Le groupe de bâtiments à rechercher.
|
unitlocate.group = Le groupe de bâtiments à rechercher.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = L'Unité ne bouge plus, mais elle continue de construire/miner.\nL'état par défaut.
|
lenum.idle = L'Unité ne bouge plus, mais elle continue de construire/miner.\nL'état par défaut.
|
||||||
@@ -2663,6 +2697,7 @@ lenum.build = Construit une structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Vérifie si l'unité est près de la position.
|
lenum.within = Vérifie si l'unité est près de la position.
|
||||||
lenum.boost = Active/Désactive le boost.
|
lenum.boost = Active/Désactive le boost.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2670,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -378,6 +378,8 @@ stance.holdfire = Viselkedés: tüzet szüntess
|
|||||||
stance.pursuetarget = Viselkedés: célpont követése
|
stance.pursuetarget = Viselkedés: célpont követése
|
||||||
stance.patrol = Viselkedés: járőrözési útvonal
|
stance.patrol = Viselkedés: járőrözési útvonal
|
||||||
stance.ram = Viselkedés: ütközés\n[lightgray]Egyenes vonalú mozgás, útkeresés nélkül
|
stance.ram = Viselkedés: ütközés\n[lightgray]Egyenes vonalú mozgás, útkeresés nélkül
|
||||||
|
stance.mineauto = Automatikus bányászás
|
||||||
|
stance.mine = {0} bányászása
|
||||||
openlink = Hivatkozás megnyitása
|
openlink = Hivatkozás megnyitása
|
||||||
copylink = Hivatkozás másolása
|
copylink = Hivatkozás másolása
|
||||||
back = Vissza
|
back = Vissza
|
||||||
@@ -512,7 +514,7 @@ waves.filter = Egységszűrő
|
|||||||
waves.units.hide = Összes elrejtése
|
waves.units.hide = Összes elrejtése
|
||||||
waves.units.show = Összes megjelenítése
|
waves.units.show = Összes megjelenítése
|
||||||
|
|
||||||
#Az alábbi szövegek szándékosan vannak kisbetűvel írva
|
#these are intentionally in lower case
|
||||||
wavemode.counts = típusokra bontva
|
wavemode.counts = típusokra bontva
|
||||||
wavemode.totals = összesítés
|
wavemode.totals = összesítés
|
||||||
wavemode.health = életpontok
|
wavemode.health = életpontok
|
||||||
@@ -523,6 +525,7 @@ details = Részletek…
|
|||||||
edit = Szerkesztés
|
edit = Szerkesztés
|
||||||
variables = Változók
|
variables = Változók
|
||||||
logic.clear.confirm = Biztosan törölni akarod az összes kódot ebből a processzorból?
|
logic.clear.confirm = Biztosan törölni akarod az összes kódot ebből a processzorból?
|
||||||
|
logic.restart = Újraindítás
|
||||||
logic.globals = Beépített változók
|
logic.globals = Beépített változók
|
||||||
|
|
||||||
editor.name = Név:
|
editor.name = Név:
|
||||||
@@ -591,7 +594,7 @@ toolmode.fillerase = Kitöltés törlése
|
|||||||
toolmode.fillerase.description = Az azonos típusú blokkok törlése.
|
toolmode.fillerase.description = Az azonos típusú blokkok törlése.
|
||||||
toolmode.drawteams = Csapatok rajzolása
|
toolmode.drawteams = Csapatok rajzolása
|
||||||
toolmode.drawteams.description = Csapatok rajzolása blokkok helyett.
|
toolmode.drawteams.description = Csapatok rajzolása blokkok helyett.
|
||||||
#Nem használt szövegek
|
#unused
|
||||||
toolmode.underliquid = Folyadékok alá
|
toolmode.underliquid = Folyadékok alá
|
||||||
toolmode.underliquid.description = Padlók rajzolása a folyadékblokkok alá.
|
toolmode.underliquid.description = Padlók rajzolása a folyadékblokkok alá.
|
||||||
|
|
||||||
@@ -827,6 +830,11 @@ 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
|
||||||
@@ -872,7 +880,7 @@ sector.overgrowth.description = Ez a terület közelebb esik a spórák forrás
|
|||||||
sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag határán. Egy azon kevés szektorok közül, ahol még hasznosítható kátránykészletek találhatók.\nBár a terület elhagyatott, veszélyes ellenséges erők fészkelnek a közelben. Ne becsüld alá őket.\n\n[lightgray]Fedezd fel az olajfeldolgozási lehetőségeket, ha tudod.
|
sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag határán. Egy azon kevés szektorok közül, ahol még hasznosítható kátránykészletek találhatók.\nBár a terület elhagyatott, veszélyes ellenséges erők fészkelnek a közelben. Ne becsüld alá őket.\n\n[lightgray]Fedezd fel az olajfeldolgozási lehetőségeket, ha tudod.
|
||||||
sector.desolateRift.description = Ez egy rendkívül veszélyes zóna. Bár nyersanyagokban gazdag, kevés hely áll rendelkezésre. Magas a kockázat. Építs szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
|
sector.desolateRift.description = Ez egy rendkívül veszélyes zóna. Bár nyersanyagokban gazdag, kevés hely áll rendelkezésre. Magas a kockázat. Építs szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
|
||||||
sector.nuclearComplex.description = Egy néhai tóriumkitermelő és feldolgozó létesítmény, romokban.\n[lightgray]Fedezd fel a tóriumot és a sokrétű felhasználását.\n\nAz ellenség nagy létszámban van jelen, és folyamatosan megfigyelés alatt tartják a környéket.
|
sector.nuclearComplex.description = Egy néhai tóriumkitermelő és feldolgozó létesítmény, romokban.\n[lightgray]Fedezd fel a tóriumot és a sokrétű felhasználását.\n\nAz ellenség nagy létszámban van jelen, és folyamatosan megfigyelés alatt tartják a környéket.
|
||||||
sector.fungalPass.description = Átmeneti terület a magas hegyek és a mélyebben fekvő, spórák uralta lapály között. Egy kisebb ellenséges megfigyelő állomás található itt.\nSemmisítsd meg.\nHasználj Dagger és Crawler egységeket. Pusztítsd el a két támaszpontot.
|
sector.fungalPass.description = Átmeneti terület a magas hegyek és a mélyebben fekvő, spórák uralta lapály között. Egy kisebb ellenséges megfigyelő állomás található itt.\nSemmisítsd meg.\nHasználj Dagger egységeket. Pusztítsd el a támaszpontot.
|
||||||
sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket, és eredetileg itt is gyártották őket.\nFedezd fel az itt található technológiákat. Tenyészd ki a spórákat, és használd őket tüzelőanyagok vagy műanyagok gyártásához.\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak és szétszóródtak a légkörben. A helyi ökoszisztémában semmi sem tudta felvenni a versenyt egy ennyire invazív életformával.
|
sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket, és eredetileg itt is gyártották őket.\nFedezd fel az itt található technológiákat. Tenyészd ki a spórákat, és használd őket tüzelőanyagok vagy műanyagok gyártásához.\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak és szétszóródtak a légkörben. A helyi ökoszisztémában semmi sem tudta felvenni a versenyt egy ennyire invazív életformával.
|
||||||
sector.windsweptIslands.description = Távolabb, a partvonalon túl fekszik ez az elszigetelt szigetcsoport. A feljegyzések szerint egykor [accent]műanyagot[] gyártottak itt.\n\nVerd vissza az ellenség vízi egységeit. Állíts fel egy bázist a szigeteken. Fedezd fel az itt talált gyárakat.
|
sector.windsweptIslands.description = Távolabb, a partvonalon túl fekszik ez az elszigetelt szigetcsoport. A feljegyzések szerint egykor [accent]műanyagot[] gyártottak itt.\n\nVerd vissza az ellenség vízi egységeit. Állíts fel egy bázist a szigeteken. Fedezd fel az itt talált gyárakat.
|
||||||
sector.extractionOutpost.description = Egy távoli ellenséges támaszpont, amelyet az ellenség azért épített, hogy nyersanyagokat juttasson el más szektorokba.\n\nA szektorok közötti szállítási technológia elengedhetetlen a további hódításhoz. Pusztítsd el a bázist. Fejleszd ki a kilövőállást.
|
sector.extractionOutpost.description = Egy távoli ellenséges támaszpont, amelyet az ellenség azért épített, hogy nyersanyagokat juttasson el más szektorokba.\n\nA szektorok közötti szállítási technológia elengedhetetlen a további hódításhoz. Pusztítsd el a bázist. Fejleszd ki a kilövőállást.
|
||||||
@@ -883,7 +891,7 @@ sector.navalFortress.description = Az ellenség bázist létesített egy távoli
|
|||||||
sector.cruxscape.name = Zord vidék
|
sector.cruxscape.name = Zord vidék
|
||||||
sector.geothermalStronghold.name = Geotermikus erődítmény
|
sector.geothermalStronghold.name = Geotermikus erődítmény
|
||||||
|
|
||||||
#A következő sorokat ne fordítsd le
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -1099,13 +1107,14 @@ ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
|||||||
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
||||||
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max. célpont
|
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] sebzéscsökkentés
|
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] legkisebb 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 = Túl nagy méret\n(Legfeljebb: {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
|
||||||
bar.nobatterypower = Alacsony akkumulátor-töltöttség
|
bar.nobatterypower = Alacsony akkumulátor-töltöttség
|
||||||
@@ -1199,7 +1208,7 @@ 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
|
||||||
@@ -1351,6 +1360,8 @@ keybind.pick.name = Blokk kiválasztása
|
|||||||
keybind.break_block.name = Blokk törlése
|
keybind.break_block.name = Blokk törlése
|
||||||
keybind.select_all_units.name = Összes egység kijelölése
|
keybind.select_all_units.name = Összes egység kijelölése
|
||||||
keybind.select_all_unit_factories.name = Összes egységgyár kijelölése
|
keybind.select_all_unit_factories.name = Összes egységgyár kijelölése
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Blokk-kijelölés törlése
|
keybind.deselect.name = Blokk-kijelölés törlése
|
||||||
keybind.pickupCargo.name = Rakomány felvétele
|
keybind.pickupCargo.name = Rakomány felvétele
|
||||||
keybind.dropCargo.name = Rakomány lerakása
|
keybind.dropCargo.name = Rakomány lerakása
|
||||||
@@ -1409,7 +1420,7 @@ rules.attack = Támadási mód
|
|||||||
rules.buildai = Bázisépítő MI
|
rules.buildai = Bázisépítő MI
|
||||||
rules.buildaitier = Építő MI szintje
|
rules.buildaitier = Építő MI szintje
|
||||||
rules.rtsai = RTS MI [red](WIP)
|
rules.rtsai = RTS MI [red](WIP)
|
||||||
rules.rtsai.campaign = RTS Támadó MI
|
rules.rtsai.campaign = RTS támadó MI
|
||||||
rules.rtsai.campaign.info = A „támadó” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
rules.rtsai.campaign.info = A „támadó” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
||||||
rules.rtsminsquadsize = Minimális osztagméret
|
rules.rtsminsquadsize = Minimális osztagméret
|
||||||
rules.rtsmaxsquadsize = Maximális osztagméret
|
rules.rtsmaxsquadsize = Maximális osztagméret
|
||||||
@@ -1432,7 +1443,7 @@ rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek
|
|||||||
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
|
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
|
||||||
rules.unitcap = Alap egységdarabszám
|
rules.unitcap = Alap egységdarabszám
|
||||||
rules.limitarea = Játékterület korlátozása
|
rules.limitarea = Játékterület korlátozása
|
||||||
rules.enemycorebuildradius = Ellenséges támaszpont körüli tiltott építkezési zóna sugara:[lightgray] (mező)
|
rules.enemycorebuildradius = Támaszpont körüli tiltott építkezési zóna sugara:[lightgray] (mező)
|
||||||
rules.extracorebuildradius = Tiltott építkezési zóna sugarának további mérete:[lightgray] (mező)
|
rules.extracorebuildradius = Tiltott építkezési zóna sugarának további mérete:[lightgray] (mező)
|
||||||
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
||||||
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
||||||
@@ -1911,9 +1922,9 @@ block.overflow-duct.name = Túlcsorduló kapu
|
|||||||
block.underflow-duct.name = Alulcsorduló kapu
|
block.underflow-duct.name = Alulcsorduló kapu
|
||||||
block.duct-unloader.name = Szállítószalag-kirakodó
|
block.duct-unloader.name = Szállítószalag-kirakodó
|
||||||
block.surge-conveyor.name = Elektrometál szállítószalag
|
block.surge-conveyor.name = Elektrometál szállítószalag
|
||||||
block.surge-router.name = Elektrometál elosztó
|
block.surge-router.name = Elektrometál-elosztó
|
||||||
block.unit-cargo-loader.name = Egységrakomány-berakodó
|
block.unit-cargo-loader.name = Rakományberakodó-pont
|
||||||
block.unit-cargo-unload-point.name = Egységrakomány-kirakodó pont
|
block.unit-cargo-unload-point.name = Rakománykirakodó-pont
|
||||||
block.reinforced-pump.name = Megerősített szivattyú
|
block.reinforced-pump.name = Megerősített szivattyú
|
||||||
block.reinforced-conduit.name = Megerősített csővezeték
|
block.reinforced-conduit.name = Megerősített csővezeték
|
||||||
block.reinforced-liquid-junction.name = Megerősített folyadékátkötés
|
block.reinforced-liquid-junction.name = Megerősített folyadékátkötés
|
||||||
@@ -1977,6 +1988,7 @@ 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 = Csempézett logikai kijelző
|
||||||
block.memory-cell.name = Memóriacella
|
block.memory-cell.name = Memóriacella
|
||||||
block.memory-bank.name = Memóriabank
|
block.memory-bank.name = Memóriabank
|
||||||
|
|
||||||
@@ -2140,7 +2152,7 @@ block.blast-mixer.description = Robbanóelegyet gyárt piratitból és spórakap
|
|||||||
block.pyratite-mixer.description = Piratittá vegyíti a szenet, a homokot és az ólmot.
|
block.pyratite-mixer.description = Piratittá vegyíti a szenet, a homokot és az ólmot.
|
||||||
block.melter.description = Salakká olvasztja a törmeléket.
|
block.melter.description = Salakká olvasztja a törmeléket.
|
||||||
block.separator.description = Ásványi összetevőire bontja a salakot.
|
block.separator.description = Ásványi összetevőire bontja a salakot.
|
||||||
block.spore-press.description = Olajat sajtol a spórakapszulából.
|
block.spore-press.description = Olajat présel a spórakapszulából.
|
||||||
block.pulverizer.description = Finom homokká darálja a törmeléket.
|
block.pulverizer.description = Finom homokká darálja a törmeléket.
|
||||||
block.coal-centrifuge.description = Szénné alakítja az olajat.
|
block.coal-centrifuge.description = Szénné alakítja az olajat.
|
||||||
block.incinerator.description = Megsemmisít minden nyersanyagot és folyadékot.
|
block.incinerator.description = Megsemmisít minden nyersanyagot és folyadékot.
|
||||||
@@ -2207,7 +2219,7 @@ 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 +2271,7 @@ 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 +2288,7 @@ 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 = Tetszőleges grafikát jelenít meg.\nGördülékenyen kapcsolódik a közeli csempézett logikai kijelzőblokkokhoz.
|
||||||
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.
|
||||||
|
|
||||||
@@ -2303,7 +2316,7 @@ block.small-heat-redirector.description = Más blokkokba irányítja át a felgy
|
|||||||
block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja szét.
|
block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja szét.
|
||||||
block.electrolyzer.description = A vizet hidrogén- és ózongázzá bontja. A keletkező gázokat két ellentétes irányba adja ki, amelyek a megfelelő színnel vannak jelölve.
|
block.electrolyzer.description = A vizet hidrogén- és ózongázzá bontja. A keletkező gázokat két ellentétes irányba adja ki, amelyek a megfelelő színnel vannak jelölve.
|
||||||
block.atmospheric-concentrator.description = Koncentrálja a légkörben lévő nitrogént. Hőt igényel.
|
block.atmospheric-concentrator.description = Koncentrálja a légkörben lévő nitrogént. Hőt igényel.
|
||||||
block.surge-crucible.description = Szilíciumból és a salakban lévő fémekből elektrometált hoz létre. Hőt igényel.
|
block.surge-crucible.description = Szilíciumból és a salakban lévő fémekből elektrometált állít elő. Hőt igényel.
|
||||||
block.phase-synthesizer.description = Tóriumból, homokból és ózonból tóritkvarcot szintetizál. Hőt igényel.
|
block.phase-synthesizer.description = Tóriumból, homokból és ózonból tóritkvarcot szintetizál. Hőt igényel.
|
||||||
block.carbide-crucible.description = A grafitot és a volfrámot karbiddá olvasztja. Hőt igényel.
|
block.carbide-crucible.description = A grafitot és a volfrámot karbiddá olvasztja. Hőt igényel.
|
||||||
block.cyanogen-synthesizer.description = Arkicitből és grafitból diciánt szintetizál. Hőt igényel.
|
block.cyanogen-synthesizer.description = Arkicitből és grafitból diciánt szintetizál. Hőt igényel.
|
||||||
@@ -2530,7 +2543,7 @@ 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 +2556,9 @@ 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 = Egy kijelzőblokk szélessége pixelben.
|
||||||
|
laccess.displayheight = Egy kijelzőblokk magassága pixelben.
|
||||||
|
laccess.bufferusage = A kijelző grafikus pufferében lévő feldolgozatlan parancsok száma.
|
||||||
|
|
||||||
lcategory.unknown = Ismeretlen
|
lcategory.unknown = Ismeretlen
|
||||||
lcategory.unknown.description = Nem kategorizált utasítások.
|
lcategory.unknown.description = Nem kategorizált utasítások.
|
||||||
@@ -2554,8 +2570,8 @@ lcategory.operation = Műveletek
|
|||||||
lcategory.operation.description = Logikai műveletek.
|
lcategory.operation.description = Logikai műveletek.
|
||||||
lcategory.control = Folyamatvezérlés
|
lcategory.control = Folyamatvezérlés
|
||||||
lcategory.control.description = A végrehajtási sorrend kezelése.
|
lcategory.control.description = A végrehajtási sorrend kezelése.
|
||||||
lcategory.unit = Egységvezérlés
|
lcategory.unit = Egységvezé
|
||||||
lcategory.unit.description = Parancsok adása az egységeknek.
|
lcategory.unit.description = Parancsok adá az egységeknek.
|
||||||
lcategory.world = Világ
|
lcategory.world = Világ
|
||||||
lcategory.world.description = A világ viselkedésének szabályozása.
|
lcategory.world.description = A világ viselkedésének szabályozása.
|
||||||
|
|
||||||
@@ -2601,7 +2617,7 @@ lenum.asin = Arkusz szinusz, fokban.
|
|||||||
lenum.acos = Arkusz koszinusz, fokban.
|
lenum.acos = Arkusz koszinusz, fokban.
|
||||||
lenum.atan = Arkusz tangens, fokban.
|
lenum.atan = Arkusz tangens, fokban.
|
||||||
|
|
||||||
#Az alábbi zárójel nem elírás, nézz utána a „nyitott/zárt intervallum/tartomány jelöléseknek”
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Véletlenszerű decimális szám a [0, érték) tartományban.
|
lenum.rand = Véletlenszerű decimális szám a [0, érték) tartományban.
|
||||||
lenum.log = Természetes logaritmus (ln).
|
lenum.log = Természetes logaritmus (ln).
|
||||||
lenum.log10 = 10-es alapú logaritmus.
|
lenum.log10 = 10-es alapú logaritmus.
|
||||||
@@ -2624,7 +2640,7 @@ 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.
|
||||||
|
|||||||
@@ -13,8 +13,8 @@ link.google-play.description = Google Play Store
|
|||||||
link.f-droid.description = F-Droid
|
link.f-droid.description = F-Droid
|
||||||
link.wiki.description = Wiki Mindustry resmi
|
link.wiki.description = Wiki Mindustry resmi
|
||||||
link.suggestions.description = Saran fitur baru
|
link.suggestions.description = Saran fitur baru
|
||||||
link.bug.description = Menemukan bug ? Laporkan di sini
|
link.bug.description = Menemukan bug? Laporkan di sini
|
||||||
linkopen = Server ini mengirimkan Anda sebuah tautan. Apakah Anda yakin ingin membukanya ?\n\n[sky]{0}
|
linkopen = Server ini mengirimkan Anda sebuah tautan. Apakah Anda yakin ingin membukanya?\n\n[sky]{0}
|
||||||
linkfail = Gagal membuka tautan!\nURL disalin ke papan klip.
|
linkfail = Gagal membuka tautan!\nURL disalin ke papan klip.
|
||||||
screenshot = Tangkapan layar tersimpan di {0}
|
screenshot = Tangkapan layar tersimpan di {0}
|
||||||
screenshot.invalid = Peta terlalu besar, tidak cukup memori untuk menangkap layar.
|
screenshot.invalid = Peta terlalu besar, tidak cukup memori untuk menangkap layar.
|
||||||
@@ -34,8 +34,8 @@ 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
|
||||||
be.noupdates = Tidak ada pembaruan yang ditemukan.
|
be.noupdates = Tidak ada pembaruan yang ditemukan.
|
||||||
@@ -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
|
||||||
@@ -80,7 +80,7 @@ schematic.texttag = Tanda Teks
|
|||||||
schematic.icontag = Tanda Ikon
|
schematic.icontag = Tanda Ikon
|
||||||
schematic.renametag = Ubah Nama Tanda
|
schematic.renametag = Ubah Nama Tanda
|
||||||
schematic.tagged = {0} ditandai
|
schematic.tagged = {0} ditandai
|
||||||
schematic.tagdelconfirm = Ingin menghapus tanda ini ?
|
schematic.tagdelconfirm = Ingin menghapus tanda ini?
|
||||||
schematic.tagexists = Tanda tersebut sudah ada.
|
schematic.tagexists = Tanda tersebut sudah ada.
|
||||||
|
|
||||||
stats = Statistik
|
stats = Statistik
|
||||||
@@ -93,7 +93,7 @@ stats.deconstructed = Jumlah Blok yang Dihancurkan Pemain
|
|||||||
stats.playtime = Waktu Bermain
|
stats.playtime = Waktu Bermain
|
||||||
|
|
||||||
globalitems = [accent]Bahan Keseluruhan
|
globalitems = [accent]Bahan Keseluruhan
|
||||||
map.delete = Apakah Anda yakin ingin menghapus peta "[accent]{0}[]" ?
|
map.delete = Apakah Anda yakin ingin menghapus peta "[accent]{0}[]"?
|
||||||
level.highscore = Nilai Tertinggi: [accent]{0}
|
level.highscore = Nilai Tertinggi: [accent]{0}
|
||||||
level.select = Pilih Level
|
level.select = Pilih Level
|
||||||
level.mode = Mode Permainan:
|
level.mode = Mode Permainan:
|
||||||
@@ -179,10 +179,11 @@ mod.jarwarn = [scarlet]Mod dari JAR sebenarnya tidak aman.[]\nPastikan Anda meng
|
|||||||
mod.item.remove = Konten ini merupakan bagian dari mod[accent] '{0}'[]. Untuk menghilangkannya, hapus mod yang tersebut.
|
mod.item.remove = Konten ini merupakan bagian dari mod[accent] '{0}'[]. Untuk menghilangkannya, hapus mod yang tersebut.
|
||||||
mod.remove.confirm = Mod ini akan dihapus.
|
mod.remove.confirm = Mod ini akan dihapus.
|
||||||
mod.author = [lightgray]Pencipta:[] {0}
|
mod.author = [lightgray]Pencipta:[] {0}
|
||||||
mod.missing = Simpanan ini berisikan mod yang telah diperbarui atau sudah lama tidak dipasang. Kerusakan simpanan dapat terjadi. Apakah Anda yakin ingin memuatnya ?\n[lightgray]Mod:\n{0}
|
mod.missing = Simpanan ini berisikan mod yang telah diperbarui atau sudah lama tidak dipasang. Kerusakan simpanan dapat terjadi. Apakah Anda yakin ingin memuatnya?\n[lightgray]Mod:\n{0}
|
||||||
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
|
||||||
@@ -191,7 +192,7 @@ mod.dependencies.downloadall = Impor Semua
|
|||||||
mod.dependencies.status = Hasil Impor
|
mod.dependencies.status = Hasil Impor
|
||||||
mod.dependencies.success = Berhasil diunduh:
|
mod.dependencies.success = Berhasil diunduh:
|
||||||
mod.dependencies.failure = Gagal mengunduh:
|
mod.dependencies.failure = Gagal mengunduh:
|
||||||
mod.dependencies.imported = Mod ini memerlukan dependensi. Unduh ?
|
mod.dependencies.imported = Mod ini memerlukan dependensi. Unduh?
|
||||||
|
|
||||||
about.button = Tentang
|
about.button = Tentang
|
||||||
name = Nama:
|
name = Nama:
|
||||||
@@ -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
|
||||||
|
|
||||||
@@ -290,19 +291,19 @@ server.bans.none = Tidak ada pemain yang tidak diizinkan masuk!
|
|||||||
server.admins = Admin
|
server.admins = Admin
|
||||||
server.admins.none = Tidak ada admin ditemukan!
|
server.admins.none = Tidak ada admin ditemukan!
|
||||||
server.add = Tambah Server
|
server.add = Tambah Server
|
||||||
server.delete = Anda yakin ingin menghapus server ini ?
|
server.delete = Anda yakin ingin menghapus server ini?
|
||||||
server.edit = Sunting Server
|
server.edit = Sunting Server
|
||||||
server.outdated = [scarlet]Server Kedaluwarsa![]
|
server.outdated = [scarlet]Server Kedaluwarsa![]
|
||||||
server.outdated.client = [scarlet]Klien Kedaluwarsa![]
|
server.outdated.client = [scarlet]Klien Kedaluwarsa![]
|
||||||
server.version = [gray]v{0} {1}
|
server.version = [gray]v{0} {1}
|
||||||
server.custombuild = [accent]Bentuk Modifikasi
|
server.custombuild = [accent]Bentuk Modifikasi
|
||||||
confirmban = Anda yakin ingin melarang pemain ini untuk masuk lagi ?
|
confirmban = Anda yakin ingin melarang pemain ini untuk masuk lagi?
|
||||||
confirmkick = Anda yakin ingin mengeluarkan pemain ini ?
|
confirmkick = Anda yakin ingin mengeluarkan pemain ini?
|
||||||
confirmunban = Anda yakin ingin mengizinkan pemain ini untuk masuk lagi ?
|
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.
|
||||||
@@ -320,12 +321,12 @@ server.invalidport = Nomor port tidak valid!
|
|||||||
server.error.addressinuse = [scarlet]Gagal membuka server di port 6567.[]\n\nPastikan tidak ada server Mindustry lain yang berjalan di perangkat atau jaringan Anda!
|
server.error.addressinuse = [scarlet]Gagal membuka server di port 6567.[]\n\nPastikan tidak ada server Mindustry lain yang berjalan di perangkat atau jaringan Anda!
|
||||||
server.error = [scarlet]Terjadi kesalahan saat menghosting server: [accent]{0}
|
server.error = [scarlet]Terjadi kesalahan saat menghosting server: [accent]{0}
|
||||||
save.new = Simpanan Baru
|
save.new = Simpanan Baru
|
||||||
save.overwrite = Anda yakin ingin menimpa \nsimpanan ini ?
|
save.overwrite = Anda yakin ingin menimpa \nsimpanan ini?
|
||||||
save.nocampaign = File simpanan individual dari kampanye tidak dapat diimpor.
|
save.nocampaign = File simpanan individual dari kampanye tidak dapat diimpor.
|
||||||
overwrite = Timpa
|
overwrite = Timpa
|
||||||
save.none = Tidak ada simpanan!
|
save.none = Tidak ada simpanan!
|
||||||
savefail = Gagal menyimpan permainan!
|
savefail = Gagal menyimpan permainan!
|
||||||
save.delete.confirm = Anda yakin ingin menghapus simpanan ini ?
|
save.delete.confirm = Anda yakin ingin menghapus simpanan ini?
|
||||||
save.delete = Hapus
|
save.delete = Hapus
|
||||||
save.export = Ekspor Simpanan
|
save.export = Ekspor Simpanan
|
||||||
save.import.invalid = [accent]Simpanan ini tidak valid!
|
save.import.invalid = [accent]Simpanan ini tidak valid!
|
||||||
@@ -377,6 +378,8 @@ stance.holdfire = Posisi Unit: Gencatan Senjata
|
|||||||
stance.pursuetarget = Posisi Unit: Kejar Target
|
stance.pursuetarget = Posisi Unit: Kejar Target
|
||||||
stance.patrol = Posisi Unit: Patroli Jalur
|
stance.patrol = Posisi Unit: Patroli Jalur
|
||||||
stance.ram = Posisi Unit: Seruduk\n[lightgray]Pergerakan lurus, tanpa pathfinding
|
stance.ram = Posisi Unit: Seruduk\n[lightgray]Pergerakan lurus, tanpa pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Buka Tautan
|
openlink = Buka Tautan
|
||||||
copylink = Salin Tautan
|
copylink = Salin Tautan
|
||||||
back = Kembali
|
back = Kembali
|
||||||
@@ -391,7 +394,7 @@ data.openfolder = Buka Folder Data
|
|||||||
data.exported = Data telah diekspor.
|
data.exported = Data telah diekspor.
|
||||||
data.invalid = Data permainan ini tidak valid.
|
data.invalid = Data permainan ini tidak valid.
|
||||||
data.import.confirm = Mengimpor data eksternal akan menghapus [scarlet] semua[] data yang tersimpan.\n[accent]Ini tidak dapat dibatalkan![]\n\nSetelah data diimpor, game akan segera keluar.
|
data.import.confirm = Mengimpor data eksternal akan menghapus [scarlet] semua[] data yang tersimpan.\n[accent]Ini tidak dapat dibatalkan![]\n\nSetelah data diimpor, game akan segera keluar.
|
||||||
quit.confirm = Apakah Anda yakin ingin keluar ?
|
quit.confirm = Apakah Anda yakin ingin keluar?
|
||||||
loading = [accent]Memuat...
|
loading = [accent]Memuat...
|
||||||
downloading = [accent]Mengunduh...
|
downloading = [accent]Mengunduh...
|
||||||
saving = [accent]Menyimpan...
|
saving = [accent]Menyimpan...
|
||||||
@@ -421,7 +424,7 @@ saveimage = Simpan Gambar
|
|||||||
unknown = Tidak diketahui
|
unknown = Tidak diketahui
|
||||||
custom = Modifikasi
|
custom = Modifikasi
|
||||||
builtin = Bawaan
|
builtin = Bawaan
|
||||||
map.delete.confirm = Anda yakin ingin menghapus peta ini ? Tindakan ini tidak bisa diubah!
|
map.delete.confirm = Anda yakin ingin menghapus peta ini? Tindakan ini tidak bisa diubah!
|
||||||
map.random = [accent]Peta Acak
|
map.random = [accent]Peta Acak
|
||||||
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
||||||
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
||||||
@@ -429,7 +432,7 @@ map.nospawn.attack = Peta ini tidak memiliki inti musuh agar pemain bisa menyera
|
|||||||
map.invalid = Terjadi kesalahan saat memuat peta: rusak atau file peta tidak valid.
|
map.invalid = Terjadi kesalahan saat memuat peta: rusak atau file peta tidak valid.
|
||||||
workshop.update = Perbarui Konten
|
workshop.update = Perbarui Konten
|
||||||
workshop.error = Terjadi kesalahan saat mengambil detail workshop: {0}
|
workshop.error = Terjadi kesalahan saat mengambil detail workshop: {0}
|
||||||
map.publish.confirm = Apakah Anda yakin untuk menerbitkan peta ini ?\n\n[lightgray]Pastikan Anda setuju dengan Workshop EULA terlebih dahulu, atau peta Anda tidak akan muncul!
|
map.publish.confirm = Apakah Anda yakin untuk menerbitkan peta ini?\n\n[lightgray]Pastikan Anda setuju dengan Workshop EULA terlebih dahulu, atau peta Anda tidak akan muncul!
|
||||||
workshop.menu = Pilih apa yang Anda ingin lakukan dengan konten ini.
|
workshop.menu = Pilih apa yang Anda ingin lakukan dengan konten ini.
|
||||||
workshop.info = Informasi Konten
|
workshop.info = Informasi Konten
|
||||||
changelog = Catatan Pembaruan (opsional):
|
changelog = Catatan Pembaruan (opsional):
|
||||||
@@ -437,7 +440,7 @@ updatedesc = Timpa Judul & Deskripsi
|
|||||||
eula = EULA Steam
|
eula = EULA Steam
|
||||||
missing = Konten ini telah dihapus atau dipindah.\n[lightgray]Daftar Workshop sekarang telah tidak terhubung secara otomatis.
|
missing = Konten ini telah dihapus atau dipindah.\n[lightgray]Daftar Workshop sekarang telah tidak terhubung secara otomatis.
|
||||||
publishing = [accent]Menerbitkan...
|
publishing = [accent]Menerbitkan...
|
||||||
publish.confirm = Apakah Anda yakin untuk menerbitkan ini ?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
||||||
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
||||||
steam.error = Gagal untuk menjalankan layanan Steam.\nKesalahan: {0}
|
steam.error = Gagal untuk menjalankan layanan Steam.\nKesalahan: {0}
|
||||||
|
|
||||||
@@ -461,8 +464,8 @@ editor.locales = Paket Lokal
|
|||||||
editor.worldprocessors = Prosesor Dunia
|
editor.worldprocessors = Prosesor Dunia
|
||||||
editor.worldprocessors.editname = Sunting Nama
|
editor.worldprocessors.editname = Sunting Nama
|
||||||
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
||||||
editor.worldprocessors.nospace = Tidak ada ruang kosong untuk menempatkan prosesor dunia!\nApakah Anda mengisi peta dengan bangunan ? Mengapa Anda melakukan ini ?
|
editor.worldprocessors.nospace = Tidak ada ruang kosong untuk menempatkan prosesor dunia!\nApakah Anda mengisi peta dengan bangunan? Mengapa Anda melakukan ini?
|
||||||
editor.worldprocessors.delete.confirm = Apakah Anda yakin ingin menghapus prosesor dunia ini ?\n\nJika dikelilingi tembok maka akan diganti dengan tembok lingkungan.
|
editor.worldprocessors.delete.confirm = Apakah Anda yakin ingin menghapus prosesor dunia ini?\n\nJika dikelilingi tembok maka akan diganti dengan tembok lingkungan.
|
||||||
editor.ingame = Sunting dalam Permainan
|
editor.ingame = Sunting dalam Permainan
|
||||||
editor.playtest = Tes Bermain
|
editor.playtest = Tes Bermain
|
||||||
editor.publish.workshop = Unggah ke Workshop
|
editor.publish.workshop = Unggah ke Workshop
|
||||||
@@ -521,7 +524,8 @@ editor.default = [lightgray]<Standar>
|
|||||||
details = Detail...
|
details = Detail...
|
||||||
edit = Sunting
|
edit = Sunting
|
||||||
variables = Variabel
|
variables = Variabel
|
||||||
logic.clear.confirm = Apakah Anda yakin ingin menghapus semua kode dari prosesor ini ?
|
logic.clear.confirm = Apakah Anda yakin ingin menghapus semua kode dari prosesor ini?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Variabel Bawaan
|
logic.globals = Variabel Bawaan
|
||||||
|
|
||||||
editor.name = Nama:
|
editor.name = Nama:
|
||||||
@@ -534,7 +538,7 @@ editor.errorimage = Itu gambar, bukan peta.
|
|||||||
editor.errorlegacy = Peta ini terlalu tua, dan memakai format peta "legacy" yang tidak didukung lagi.
|
editor.errorlegacy = Peta ini terlalu tua, dan memakai format peta "legacy" yang tidak didukung lagi.
|
||||||
editor.errornot = Ini bukan file peta.
|
editor.errornot = Ini bukan file peta.
|
||||||
editor.errorheader = File peta ini Kemungkinan tidak valid atau rusak.
|
editor.errorheader = File peta ini Kemungkinan tidak valid atau rusak.
|
||||||
editor.errorname = Peta tidak memiliki nama yang ditentukan. Apakah Anda mencoba untuk memuat file simpanan ?
|
editor.errorname = Peta tidak memiliki nama yang ditentukan. Apakah Anda mencoba untuk memuat file simpanan?
|
||||||
editor.errorlocales = Terjadi kesalahan saat membaca paket lokal yang tidak valid.
|
editor.errorlocales = Terjadi kesalahan saat membaca paket lokal yang tidak valid.
|
||||||
editor.update = Perbarui
|
editor.update = Perbarui
|
||||||
editor.randomize = Acak
|
editor.randomize = Acak
|
||||||
@@ -547,7 +551,7 @@ editor.sectorgenerate = Generasi Sektor
|
|||||||
editor.resize = Ubah Ukuran
|
editor.resize = Ubah Ukuran
|
||||||
editor.loadmap = Memuat Peta
|
editor.loadmap = Memuat Peta
|
||||||
editor.savemap = Simpan Peta
|
editor.savemap = Simpan Peta
|
||||||
editor.savechanges = [scarlet]Anda memiliki perubahan yang belum disimpan!\n\n[]Apakah Anda ingin menyimpannya ?
|
editor.savechanges = [scarlet]Anda memiliki perubahan yang belum disimpan!\n\n[]Apakah Anda ingin menyimpannya?
|
||||||
editor.saved = Tersimpan!
|
editor.saved = Tersimpan!
|
||||||
editor.save.noname = Peta Anda tidak ada nama! Tambahkan di menu 'info peta'.
|
editor.save.noname = Peta Anda tidak ada nama! Tambahkan di menu 'info peta'.
|
||||||
editor.save.overwrite = Peta ini menimpa peta bawaan! Pilih nama yang berbeda di menu 'info peta'.
|
editor.save.overwrite = Peta ini menimpa peta bawaan! Pilih nama yang berbeda di menu 'info peta'.
|
||||||
@@ -566,11 +570,11 @@ editor.exportimage = Ekspor Gambar Medan
|
|||||||
editor.exportimage.description = Ekspor sebuah file gambar peta
|
editor.exportimage.description = Ekspor sebuah file gambar peta
|
||||||
editor.loadimage = Impor Medan
|
editor.loadimage = Impor Medan
|
||||||
editor.saveimage = Ekspor Medan
|
editor.saveimage = Ekspor Medan
|
||||||
editor.unsaved = Yakin ingin keluar ?\n[scarlet]Perubahan yang belum disimpan akan hilang.
|
editor.unsaved = Yakin ingin keluar?\n[scarlet]Perubahan yang belum disimpan akan hilang.
|
||||||
editor.resizemap = Ubah Ukuran Peta
|
editor.resizemap = Ubah Ukuran Peta
|
||||||
editor.mapname = Nama Peta:
|
editor.mapname = Nama Peta:
|
||||||
editor.overwrite = [accent]Peringatan!\nIni akan menimpa peta yang telah ada.
|
editor.overwrite = [accent]Peringatan!\nIni akan menimpa peta yang telah ada.
|
||||||
editor.overwrite.confirm = [scarlet]Peringatan![] Peta dengan nama ini sudah ada. Yakin ingin menimpanya ?\n"[accent]{0}[]"
|
editor.overwrite.confirm = [scarlet]Peringatan![] Peta dengan nama ini sudah ada. Yakin ingin menimpanya?\n"[accent]{0}[]"
|
||||||
editor.exists = Sebuah peta dengan nama ini sudah ada.
|
editor.exists = Sebuah peta dengan nama ini sudah ada.
|
||||||
editor.selectmap = Pilih peta untuk dimuat:
|
editor.selectmap = Pilih peta untuk dimuat:
|
||||||
|
|
||||||
@@ -640,7 +644,7 @@ filter.option.code = Kode
|
|||||||
filter.option.loop = Perulangan
|
filter.option.loop = Perulangan
|
||||||
|
|
||||||
locales.info = Di sini, Anda dapat menambahkan paket lokal untuk bahasa tertentu ke peta Anda. Dalam paket lokal, setiap properti memiliki nama dan nilai. Properti ini dapat digunakan prosesor dunia dan tujuan dengan menggunakan namanya. Mereka mendukung pemformatan teks (mengganti placeholder dengan nilai sebenarnya).\n\n[cyan]Contoh properti:\n[]nama: [accent]waktu[]\nnilai: [accent]Contoh pengatur waktu, waktu tersisa: {0}[]\n\n[cyan]Penggunaan:\n[]Tetapkan sebagai teks tujuan: [accent]@timer\n\n[]Cetak dalam prosesor dunia:\n[accent]cetak lokal "timer"\nformat time\n[gray](di mana waktu adalah variabel yang dihitung secara terpisah)
|
locales.info = Di sini, Anda dapat menambahkan paket lokal untuk bahasa tertentu ke peta Anda. Dalam paket lokal, setiap properti memiliki nama dan nilai. Properti ini dapat digunakan prosesor dunia dan tujuan dengan menggunakan namanya. Mereka mendukung pemformatan teks (mengganti placeholder dengan nilai sebenarnya).\n\n[cyan]Contoh properti:\n[]nama: [accent]waktu[]\nnilai: [accent]Contoh pengatur waktu, waktu tersisa: {0}[]\n\n[cyan]Penggunaan:\n[]Tetapkan sebagai teks tujuan: [accent]@timer\n\n[]Cetak dalam prosesor dunia:\n[accent]cetak lokal "timer"\nformat time\n[gray](di mana waktu adalah variabel yang dihitung secara terpisah)
|
||||||
locales.deletelocale = Apakah Anda yakin ingin menghapus paket lokal ini ?
|
locales.deletelocale = Apakah Anda yakin ingin menghapus paket lokal ini?
|
||||||
locales.applytoall = Terapkan Perubahan Ke Semua Paket Lokal
|
locales.applytoall = Terapkan Perubahan Ke Semua Paket Lokal
|
||||||
locales.addtoother = Tambahkan Ke Paket Lokal Lain
|
locales.addtoother = Tambahkan Ke Paket Lokal Lain
|
||||||
locales.rollback = Kembalikan ke yang terakhir diterapkan
|
locales.rollback = Kembalikan ke yang terakhir diterapkan
|
||||||
@@ -756,9 +760,9 @@ add = Tambahkan...
|
|||||||
guardian = Penjaga
|
guardian = Penjaga
|
||||||
|
|
||||||
connectfail = [scarlet]Gagal menyambung ke server:\n\n[accent]{0}
|
connectfail = [scarlet]Gagal menyambung ke server:\n\n[accent]{0}
|
||||||
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!
|
||||||
@@ -801,7 +805,7 @@ sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
|||||||
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
||||||
sectors.go = Mulai
|
sectors.go = Mulai
|
||||||
sector.abandon = Tinggalkan
|
sector.abandon = Tinggalkan
|
||||||
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan ?
|
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
||||||
sector.curcapture = Sektor Dikuasai
|
sector.curcapture = Sektor Dikuasai
|
||||||
sector.curlost = Sektor Gagal Bertahan
|
sector.curlost = Sektor Gagal Bertahan
|
||||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||||
@@ -810,7 +814,7 @@ 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 +830,11 @@ 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 +924,7 @@ 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
|
||||||
@@ -956,14 +965,14 @@ settings.game = Permainan
|
|||||||
settings.sound = Suara
|
settings.sound = Suara
|
||||||
settings.graphics = Grafik
|
settings.graphics = Grafik
|
||||||
settings.cleardata = Hapus Data Permainan...
|
settings.cleardata = Hapus Data Permainan...
|
||||||
settings.clear.confirm = Anda yakin ingin menghapus data ini ?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
settings.clear.confirm = Anda yakin ingin menghapus data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
||||||
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan menghapus semua data permainan, termasuk simpanan, peta, bukaan dan keybind.\nSetelah Anda menekan 'ok' permainan akan menghapus semua data dan keluar otomatis.
|
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan menghapus semua data permainan, termasuk simpanan, peta, bukaan dan keybind.\nSetelah Anda menekan 'ok' permainan akan menghapus semua data dan keluar otomatis.
|
||||||
settings.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan ?
|
settings.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan?
|
||||||
settings.clearsaves = Bersihkan Simpanan
|
settings.clearsaves = Bersihkan Simpanan
|
||||||
settings.clearresearch = Bersihkan Penelitian
|
settings.clearresearch = Bersihkan Penelitian
|
||||||
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye ?
|
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
||||||
settings.clearcampaignsaves = Bersihkan Simpanan Kampanye
|
settings.clearcampaignsaves = Bersihkan Simpanan Kampanye
|
||||||
settings.clearcampaignsaves.confirm = Apakah Anda yakin ingin membersihkan semua simpanan kampanye ?
|
settings.clearcampaignsaves.confirm = Apakah Anda yakin ingin membersihkan semua simpanan kampanye?
|
||||||
paused = [accent]< Jeda >
|
paused = [accent]< Jeda >
|
||||||
clear = Kosongkan
|
clear = Kosongkan
|
||||||
banned = [scarlet]Dilarang
|
banned = [scarlet]Dilarang
|
||||||
@@ -1105,6 +1114,7 @@ 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
|
||||||
bar.nobatterypower = Daya Baterai Tidak Mencukupi
|
bar.nobatterypower = Daya Baterai Tidak Mencukupi
|
||||||
@@ -1350,6 +1360,8 @@ keybind.pick.name = Memilih Blok
|
|||||||
keybind.break_block.name = Menghancurkan Blok
|
keybind.break_block.name = Menghancurkan Blok
|
||||||
keybind.select_all_units.name = Pilih Semua Unit
|
keybind.select_all_units.name = Pilih Semua Unit
|
||||||
keybind.select_all_unit_factories.name = Pilih Semua Pabrik Unit
|
keybind.select_all_unit_factories.name = Pilih Semua Pabrik Unit
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Batal Memilih
|
keybind.deselect.name = Batal Memilih
|
||||||
keybind.pickupCargo.name = Angkat Muatan
|
keybind.pickupCargo.name = Angkat Muatan
|
||||||
keybind.dropCargo.name = Turunkan Muatan
|
keybind.dropCargo.name = Turunkan Muatan
|
||||||
@@ -1946,11 +1958,11 @@ 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 +1971,7 @@ 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 +1988,7 @@ 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 +2002,95 @@ 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 +2182,10 @@ 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 +2196,7 @@ 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 +2205,7 @@ 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 +2235,7 @@ 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 +2263,7 @@ 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 +2288,7 @@ 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 +2362,7 @@ 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 +2373,10 @@ 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 +2465,7 @@ 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 +2547,7 @@ 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 +2556,9 @@ 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 +2586,7 @@ 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.
|
||||||
@@ -2600,7 +2617,7 @@ lenum.asin = Arc sinus, dalam derajat.
|
|||||||
lenum.acos = Arc kosinus, dalam derajat.
|
lenum.acos = Arc kosinus, dalam derajat.
|
||||||
lenum.atan = Arc tangen, dalam derajat.
|
lenum.atan = Arc tangen, dalam derajat.
|
||||||
|
|
||||||
#bukan typo, lihat 'daerah hasil fungsi'
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Angka acak dalam jarak [0, value).
|
lenum.rand = Angka acak dalam jarak [0, value).
|
||||||
lenum.log = Logaritma natural (ln).
|
lenum.log = Logaritma natural (ln).
|
||||||
lenum.log10 = Logaritma basis 10.
|
lenum.log10 = Logaritma basis 10.
|
||||||
@@ -2701,11 +2718,11 @@ lenum.dropzoneradius = Radius disekitar zona pendaratan gelombang musuh.
|
|||||||
lenum.unitcap = Batas unit dasar. Dapat ditingkatkan dengan blok.
|
lenum.unitcap = Batas unit dasar. Dapat ditingkatkan dengan blok.
|
||||||
lenum.lighting = Apakah pencahayaan sekitar diaktifkan.
|
lenum.lighting = Apakah pencahayaan sekitar diaktifkan.
|
||||||
lenum.buildspeed = Penggandaan untuk kecepatan membangun.
|
lenum.buildspeed = Penggandaan untuk kecepatan membangun.
|
||||||
lenum.unithealth = Berapa banyak nyawa unit diawal
|
lenum.unithealth = Berapa banyak nyawa unit di awal
|
||||||
lenum.unitbuildspeed = Seberapa cepat pabrik unit membangun unit.
|
lenum.unitbuildspeed = Seberapa cepat pabrik unit membangun unit.
|
||||||
lenum.unitcost = Penggandaan sumber daya yang dibutuhkan unit untuk membangun.
|
lenum.unitcost = Penggandaan sumber daya yang dibutuhkan unit untuk membangun.
|
||||||
lenum.unitdamage = Seberapa besar kerusakan yang ditimbulkan oleh unit.
|
lenum.unitdamage = Seberapa besar kerusakan yang ditimbulkan oleh unit.
|
||||||
lenum.blockhealth = Berapa banyak nyawa blok diawal.
|
lenum.blockhealth = Berapa banyak nyawa blok di awal.
|
||||||
lenum.blockdamage = Seberapa besar kerusakan yang ditimbulkan oleh blok (menara).
|
lenum.blockdamage = Seberapa besar kerusakan yang ditimbulkan oleh blok (menara).
|
||||||
lenum.rtsminweight = "Keuntungan" minimum yang dibutuhkan oleh satu regu untuk menyerang. Lebih tinggi -> lebih berhati-hati.
|
lenum.rtsminweight = "Keuntungan" minimum yang dibutuhkan oleh satu regu untuk menyerang. Lebih tinggi -> lebih berhati-hati.
|
||||||
lenum.rtsminsquad = Ukuran minimum regu penyerang.
|
lenum.rtsminsquad = Ukuran minimum regu penyerang.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Aggiornamento in corso...
|
|||||||
be.ignore = Ignora
|
be.ignore = Ignora
|
||||||
be.noupdates = Nessun aggiornamento disponibile.
|
be.noupdates = Nessun aggiornamento disponibile.
|
||||||
be.check = Verifica aggiornamenti
|
be.check = Verifica aggiornamenti
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Mod Browser
|
||||||
mods.browser.selected = Mod selezionata
|
mods.browser.selected = Mod selezionata
|
||||||
mods.browser.add = Installa mod
|
mods.browser.add = Installa mod
|
||||||
@@ -127,6 +128,7 @@ uploadingpreviewfile = Carico File di Anteprima
|
|||||||
committingchanges = Applicando le Modifiche
|
committingchanges = Applicando le Modifiche
|
||||||
done = Fatto
|
done = Fatto
|
||||||
feature.unsupported = Il tuo dispositivo non supporta questa funzione.
|
feature.unsupported = Il tuo dispositivo non supporta questa funzione.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] L'ultimo avvio di Mindustry non è riuscito. Questo potrebbe essere a causa delle mod.\n\nè consigliato disabilitare tutte le mod.[]
|
mods.initfailed = [red]⚠[] L'ultimo avvio di Mindustry non è riuscito. Questo potrebbe essere a causa delle mod.\n\nè consigliato disabilitare tutte le mod.[]
|
||||||
mods = Mod
|
mods = Mod
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -146,6 +148,7 @@ mod.disable = Disabilita
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Contenuto:
|
mod.content = Contenuto:
|
||||||
mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso.
|
mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -153,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Errori di Contenuto
|
mod.erroredcontent = [scarlet]Errori di Contenuto
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Richiede la versione del gioco: [accent]{0}[]\nIl tuo gioco è obsoleto. Questa mod richiede una versione più recente del gioco (possibilmente una versione beta/alpha) per funzionare.
|
mod.requiresversion.details = Richiede la versione del gioco: [accent]{0}[]\nIl tuo gioco è obsoleto. Questa mod richiede una versione più recente del gioco (possibilmente una versione beta/alpha) per funzionare.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Questa mod è stata messa manualmente nella blacklist perchè provoca crash o altri problemi in questa versione del gioco. Non usarla.
|
mod.blacklisted.details = Questa mod è stata messa manualmente nella blacklist perchè provoca crash o altri problemi in questa versione del gioco. Non usarla.
|
||||||
@@ -160,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Si sono verificati degli errori durante il caricamento del contenuto.
|
mod.errors = Si sono verificati degli errori durante il caricamento del contenuto.
|
||||||
mod.noerrorplay = [scarlet]Sono presenti delle mod con errori.[] Puoi disabilitare le mod affette oppure sistemarle prima di giocare.
|
mod.noerrorplay = [scarlet]Sono presenti delle mod con errori.[] Puoi disabilitare le mod affette oppure sistemarle prima di giocare.
|
||||||
mod.enable = Abilita
|
mod.enable = Abilita
|
||||||
@@ -177,6 +183,7 @@ mod.missing = Questo salvataggio contiene delle mod che hai recentemente aggiorn
|
|||||||
mod.preview.missing = Prima di pubblicare questa mod nel Workshop, devi aggiungere un immagine di copertina.\nMetti un immagine con nome[accent] preview.png[] nella cartella della mod e riprova.
|
mod.preview.missing = Prima di pubblicare questa mod nel Workshop, devi aggiungere un immagine di copertina.\nMetti un immagine con nome[accent] preview.png[] nella cartella della mod e riprova.
|
||||||
mod.folder.missing = Solo le mod in una cartella possono essere pubblicate nel Workshop.\nPer convertire una mod in una cartella, decomprimi i suoi file in una cartella ed elimina il vecchio zip, quindi riavvia il gioco o ricarica le tue mod.
|
mod.folder.missing = Solo le mod in una cartella possono essere pubblicate nel Workshop.\nPer convertire una mod in una cartella, decomprimi i suoi file in una cartella ed elimina il vecchio zip, quindi riavvia il gioco o ricarica le tue mod.
|
||||||
mod.scripts.disable = Il tuo dispositivo non supporta le mod con gli script. Devi disabilitare queste mod per poter giocare.
|
mod.scripts.disable = Il tuo dispositivo non supporta le mod con gli script. Devi disabilitare queste mod per poter giocare.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -258,8 +265,8 @@ servers.disclaimer = I server della Community [accent]non[] appartengono o sono
|
|||||||
servers.showhidden = Mostra Server Nascosti
|
servers.showhidden = Mostra Server Nascosti
|
||||||
server.shown = Visibile
|
server.shown = Visibile
|
||||||
server.hidden = Nascosto
|
server.hidden = Nascosto
|
||||||
viewplayer = Spettatore di: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Spettatore di: [accent]{0}
|
||||||
trace = Traccia Giocatore
|
trace = Traccia Giocatore
|
||||||
trace.playername = Nome del Giocatore: [accent]{0}
|
trace.playername = Nome del Giocatore: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -272,11 +279,13 @@ trace.times.kicked = Espulsioni: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = ID client non valido! Segnala un bug.
|
invalidid = ID client non valido! Segnala un bug.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Lista Bans
|
server.bans = Lista Bans
|
||||||
server.bans.none = Nessun giocatore bandito trovato!
|
server.bans.none = Nessun giocatore bandito trovato!
|
||||||
server.admins = Amministratori
|
server.admins = Amministratori
|
||||||
@@ -369,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Apri Link
|
openlink = Apri Link
|
||||||
copylink = Copia link
|
copylink = Copia link
|
||||||
back = Indietro
|
back = Indietro
|
||||||
@@ -432,11 +443,11 @@ publishing = [accent]Pubblicazione...
|
|||||||
publish.confirm = Sei sicuro di volerlo pubblicare?\n\n[lightgray]Assicurati di accettare il contratto EULA del Workshop o i tuoi prodotti non verranno mostrati!
|
publish.confirm = Sei sicuro di volerlo pubblicare?\n\n[lightgray]Assicurati di accettare il contratto EULA del Workshop o i tuoi prodotti non verranno mostrati!
|
||||||
publish.error = Errore nella pubblicazione del prodotto: {0}
|
publish.error = Errore nella pubblicazione del prodotto: {0}
|
||||||
steam.error = Impossibile inizializzare i servizi di Steam.\nErrore: {0}
|
steam.error = Impossibile inizializzare i servizi di Steam.\nErrore: {0}
|
||||||
|
|
||||||
editor.planet = Pianeta:
|
editor.planet = Pianeta:
|
||||||
editor.sector = Settore:
|
editor.sector = Settore:
|
||||||
editor.seed = Seme:
|
editor.seed = Seme:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Dimensioni Pennello
|
editor.brush = Dimensioni Pennello
|
||||||
editor.openin = Apri nell'Editor
|
editor.openin = Apri nell'Editor
|
||||||
editor.oregen = Generazione dei Minerali
|
editor.oregen = Generazione dei Minerali
|
||||||
@@ -503,18 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Nascondi tutto
|
waves.units.hide = Nascondi tutto
|
||||||
waves.units.show = Mostra tutto
|
waves.units.show = Mostra tutto
|
||||||
|
|
||||||
#Questi sono intenzionalmente in minuscolo
|
#these are intentionally in lower case
|
||||||
wavemode.counts = conteggi
|
wavemode.counts = conteggi
|
||||||
wavemode.totals = totali
|
wavemode.totals = totali
|
||||||
wavemode.health = salute
|
wavemode.health = salute
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Predefinito>
|
editor.default = [lightgray]<Predefinito>
|
||||||
details = Dettagli...
|
details = Dettagli...
|
||||||
edit = Modifica...
|
edit = Modifica...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nome:
|
editor.name = Nome:
|
||||||
editor.spawn = Piazza un'Unità
|
editor.spawn = Piazza un'Unità
|
||||||
editor.removeunit = Rimuovi un'Unità
|
editor.removeunit = Rimuovi un'Unità
|
||||||
@@ -581,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Disegna Squadre
|
toolmode.drawteams = Disegna Squadre
|
||||||
toolmode.drawteams.description = Disegna squadre al posto di blocchi.
|
toolmode.drawteams.description = Disegna squadre al posto di blocchi.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]Nessun filtro! Aggiungine uno cliccando il tasto sotto.
|
filters.empty = [lightgray]Nessun filtro! Aggiungine uno cliccando il tasto sotto.
|
||||||
|
|
||||||
filter.distort = Modifica
|
filter.distort = Modifica
|
||||||
filter.noise = Rumore
|
filter.noise = Rumore
|
||||||
filter.enemyspawn = Seleziona Punto di Generazione del Nemico
|
filter.enemyspawn = Seleziona Punto di Generazione del Nemico
|
||||||
@@ -602,6 +617,7 @@ filter.option.ignore = Ignora
|
|||||||
filter.scatter = Dispersione
|
filter.scatter = Dispersione
|
||||||
filter.terrain = Terreno
|
filter.terrain = Terreno
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Scala
|
filter.option.scale = Scala
|
||||||
filter.option.chance = Probabilità
|
filter.option.chance = Probabilità
|
||||||
filter.option.mag = Magnitudine
|
filter.option.mag = Magnitudine
|
||||||
@@ -626,6 +642,7 @@ filter.option.radius = Raggio
|
|||||||
filter.option.percentile = Percentuale
|
filter.option.percentile = Percentuale
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -678,6 +695,7 @@ launch.text = Lancia
|
|||||||
map.multiplayer = Solo l'host può vedere i settori.
|
map.multiplayer = Solo l'host può vedere i settori.
|
||||||
uncover = Scopri
|
uncover = Scopri
|
||||||
configure = Configura Equipaggiamento
|
configure = Configura Equipaggiamento
|
||||||
|
|
||||||
objective.research.name = Ricerca
|
objective.research.name = Ricerca
|
||||||
objective.produce.name = Ottieni
|
objective.produce.name = Ottieni
|
||||||
objective.item.name = Ottieni oggetto
|
objective.item.name = Ottieni oggetto
|
||||||
@@ -691,6 +709,7 @@ objective.destroyblocks.name = Distruggi blocchi
|
|||||||
objective.destroycore.name = Distruggi nuclei
|
objective.destroycore.name = Distruggi nuclei
|
||||||
objective.commandmode.name = Modalità comando
|
objective.commandmode.name = Modalità comando
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Forma
|
marker.shape.name = Forma
|
||||||
@@ -698,8 +717,10 @@ marker.text.name = Testo
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Sfondo
|
marker.background = Sfondo
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Ottieni:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Ottieni:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Distruggi:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Distruggi:\n[]{0}[lightgray]{1}
|
||||||
@@ -715,6 +736,7 @@ objective.enemyairunits = [accent]La produzione aerea nemica comincia tra [light
|
|||||||
objective.destroycore = [accent]Distruggi il nucleo nemico
|
objective.destroycore = [accent]Distruggi il nucleo nemico
|
||||||
objective.command = [accent]Comanda Unità
|
objective.command = [accent]Comanda Unità
|
||||||
objective.nuclearlaunch = [accent]⚠ Lancio nucleare rilevato: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Lancio nucleare rilevato: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ COLPO NUCLEARE IN ARRIVO ⚠
|
announce.nuclearstrike = [red]⚠ COLPO NUCLEARE IN ARRIVO ⚠
|
||||||
|
|
||||||
loadout = Equipaggiamento
|
loadout = Equipaggiamento
|
||||||
@@ -754,11 +776,12 @@ weather.snowing.name = Neve
|
|||||||
weather.sandstorm.name = Tempesta di Sabbia
|
weather.sandstorm.name = Tempesta di Sabbia
|
||||||
weather.sporestorm.name = Tempesta di Spore
|
weather.sporestorm.name = Tempesta di Spore
|
||||||
weather.fog.name = Nebbia
|
weather.fog.name = Nebbia
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Settore
|
sectorlist = Settore
|
||||||
sectorlist.attacked = {0} sotto attacco
|
sectorlist.attacked = {0} sotto attacco
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Inesplorato
|
sectors.unexplored = [lightgray]Inesplorato
|
||||||
sectors.resources = Risorse:
|
sectors.resources = Risorse:
|
||||||
sectors.production = Produzione:
|
sectors.production = Produzione:
|
||||||
@@ -800,12 +823,18 @@ threat.medium = Media
|
|||||||
threat.high = Alta
|
threat.high = Alta
|
||||||
threat.extreme = Estrema
|
threat.extreme = Estrema
|
||||||
threat.eradication = Catastrofe
|
threat.eradication = Catastrofe
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -861,6 +890,8 @@ sector.coastline.description = In questo settore sono stati rilevati resti di te
|
|||||||
sector.navalFortress.description = Il nemico ha stabilito una base su un'isola remota e fortificata naturalmente. Distruggi questo avamposto. Acquisisci la loro tecnologia navale avanzata e fate ricerche.
|
sector.navalFortress.description = Il nemico ha stabilito una base su un'isola remota e fortificata naturalmente. Distruggi questo avamposto. Acquisisci la loro tecnologia navale avanzata e fate ricerche.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -871,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Nome
|
sector.lake.name = Nome
|
||||||
@@ -888,6 +920,7 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
|
|
||||||
sector.onset.description = Settore di prova. Questo obbiettivo non è ancora stato creato. Aspetta ulteriori informazioni.
|
sector.onset.description = Settore di prova. Questo obbiettivo non è ancora stato creato. Aspetta ulteriori informazioni.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
@@ -905,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Bruciatura
|
status.burning.name = Bruciatura
|
||||||
status.freezing.name = Congelamento
|
status.freezing.name = Congelamento
|
||||||
status.wet.name = Bagnato
|
status.wet.name = Bagnato
|
||||||
@@ -952,8 +986,8 @@ unit.nobuild = [scarlet]L'unità non può costruire
|
|||||||
lastaccessed = [lightgray]Ultimo Accesso: {0}
|
lastaccessed = [lightgray]Ultimo Accesso: {0}
|
||||||
lastcommanded = [lightgray]Ultimo comandato: {0}
|
lastcommanded = [lightgray]Ultimo comandato: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
stat.showinmap = <carica mappa da vedere>
|
|
||||||
|
|
||||||
|
stat.showinmap = <carica mappa da vedere>
|
||||||
stat.description = Obiettivo
|
stat.description = Obiettivo
|
||||||
stat.input = Ingresso
|
stat.input = Ingresso
|
||||||
stat.output = Uscita
|
stat.output = Uscita
|
||||||
@@ -1065,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1079,8 +1114,8 @@ 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
|
||||||
|
|
||||||
bar.drilltierreq = Miglior Trivella Richiesta
|
bar.drilltierreq = Miglior Trivella Richiesta
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Risorse Mancanti
|
bar.noresources = Risorse Mancanti
|
||||||
@@ -1278,11 +1313,13 @@ keybind.command_mode.name = Modalità di comando
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1294,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Seleziona Regione
|
keybind.schematic_select.name = Seleziona Regione
|
||||||
keybind.schematic_menu.name = Menu Schematica
|
keybind.schematic_menu.name = Menu Schematica
|
||||||
@@ -1322,6 +1360,8 @@ keybind.pick.name = Scegli Blocco
|
|||||||
keybind.break_block.name = Rompi Blocco
|
keybind.break_block.name = Rompi Blocco
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deseleziona
|
keybind.deselect.name = Deseleziona
|
||||||
keybind.pickupCargo.name = Raccogli Carico
|
keybind.pickupCargo.name = Raccogli Carico
|
||||||
keybind.dropCargo.name = Rilascia Carico
|
keybind.dropCargo.name = Rilascia Carico
|
||||||
@@ -1358,9 +1398,9 @@ mode.pvp.description = Combatti contro altri giocatori in locale.\n[gray]Per gio
|
|||||||
mode.attack.name = Schermaglia
|
mode.attack.name = Schermaglia
|
||||||
mode.attack.description = Distruggi la base nemica. \n[gray]Richiede un nucleo rosso nella mappa per essere giocata.
|
mode.attack.description = Distruggi la base nemica. \n[gray]Richiede un nucleo rosso nella mappa per essere giocata.
|
||||||
mode.custom = Regole Personalizzate
|
mode.custom = Regole Personalizzate
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Risorse Infinite
|
rules.infiniteresources = Risorse Infinite
|
||||||
rules.onlydepositcore = Deposito consentito solo al nucleo
|
rules.onlydepositcore = Deposito consentito solo al nucleo
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1440,6 +1480,7 @@ rules.weather = Meteo
|
|||||||
rules.weather.frequency = Frequenza:
|
rules.weather.frequency = Frequenza:
|
||||||
rules.weather.always = sempre
|
rules.weather.always = sempre
|
||||||
rules.weather.duration = Durata:
|
rules.weather.duration = Durata:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1451,6 +1492,7 @@ content.block.name = Blocchi
|
|||||||
content.status.name = Effetti
|
content.status.name = Effetti
|
||||||
content.sector.name = Settori
|
content.sector.name = Settori
|
||||||
content.team.name = Fazioni
|
content.team.name = Fazioni
|
||||||
|
|
||||||
wallore = (Mura)
|
wallore = (Mura)
|
||||||
|
|
||||||
item.copper.name = Rame
|
item.copper.name = Rame
|
||||||
@@ -1469,7 +1511,6 @@ item.blast-compound.name = Composto Esplosivo
|
|||||||
item.pyratite.name = Pirite
|
item.pyratite.name = Pirite
|
||||||
item.metaglass.name = Vetro Metallico
|
item.metaglass.name = Vetro Metallico
|
||||||
item.scrap.name = Rottame
|
item.scrap.name = Rottame
|
||||||
|
|
||||||
item.fissile-matter.name = Fissile Matter
|
item.fissile-matter.name = Fissile Matter
|
||||||
item.beryllium.name = Berillio
|
item.beryllium.name = Berillio
|
||||||
item.tungsten.name = Tungsteno
|
item.tungsten.name = Tungsteno
|
||||||
@@ -1481,7 +1522,6 @@ liquid.water.name = Acqua
|
|||||||
liquid.slag.name = Scoria
|
liquid.slag.name = Scoria
|
||||||
liquid.oil.name = Petrolio
|
liquid.oil.name = Petrolio
|
||||||
liquid.cryofluid.name = Criofluido
|
liquid.cryofluid.name = Criofluido
|
||||||
|
|
||||||
liquid.neoplasm.name = Neoplasm
|
liquid.neoplasm.name = Neoplasm
|
||||||
liquid.arkycite.name = Arkycite
|
liquid.arkycite.name = Arkycite
|
||||||
liquid.gallium.name = Gallio
|
liquid.gallium.name = Gallio
|
||||||
@@ -1516,7 +1556,6 @@ unit.minke.name = Cacciatorpediniere
|
|||||||
unit.bryde.name = Incrociatore
|
unit.bryde.name = Incrociatore
|
||||||
unit.sei.name = Nave da Guerra
|
unit.sei.name = Nave da Guerra
|
||||||
unit.omura.name = Portaerei
|
unit.omura.name = Portaerei
|
||||||
|
|
||||||
unit.retusa.name = Retusa
|
unit.retusa.name = Retusa
|
||||||
unit.oxynoe.name = Oxynoe
|
unit.oxynoe.name = Oxynoe
|
||||||
unit.cyerce.name = Cyerce
|
unit.cyerce.name = Cyerce
|
||||||
@@ -1529,6 +1568,7 @@ unit.scepter.name = Infiltratore
|
|||||||
unit.reign.name = Conquistatore
|
unit.reign.name = Conquistatore
|
||||||
unit.vela.name = Radiante
|
unit.vela.name = Radiante
|
||||||
unit.corvus.name = Disgregatore
|
unit.corvus.name = Disgregatore
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1753,6 +1793,7 @@ block.container.name = Contenitore
|
|||||||
block.launch-pad.name = Ascensore Spaziale
|
block.launch-pad.name = Ascensore Spaziale
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segmentatore
|
block.segment.name = Segmentatore
|
||||||
block.ground-factory.name = Fabbrica Terrestre
|
block.ground-factory.name = Fabbrica Terrestre
|
||||||
block.air-factory.name = Fabbrica Aerea
|
block.air-factory.name = Fabbrica Aerea
|
||||||
@@ -1785,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1945,14 +1988,15 @@ 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
|
||||||
team.crux.name = rosso
|
team.crux.name = rosso
|
||||||
team.sharded.name = arancione
|
team.sharded.name = arancione
|
||||||
team.derelict.name = abbandonato
|
team.derelict.name = abbandonato
|
||||||
team.green.name = verde
|
team.green.name = verde
|
||||||
|
|
||||||
team.blue.name = blu
|
team.blue.name = blu
|
||||||
|
|
||||||
hint.skip = Salta
|
hint.skip = Salta
|
||||||
@@ -1994,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2014,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
||||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2039,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2066,6 +2113,8 @@ item.spore-pod.description = Utilizzato per la conversione in petrolio, esplosiv
|
|||||||
item.spore-pod.details = Spore. Probabilmente una forma di vita sintetica. Emettono gas tossici alle vita biologica. Estremamente invasive. Altamente infiammabili in certe condizioni.
|
item.spore-pod.details = Spore. Probabilmente una forma di vita sintetica. Emettono gas tossici alle vita biologica. Estremamente invasive. Altamente infiammabili in certe condizioni.
|
||||||
item.blast-compound.description = Un composto altamente volatile, utilizzato nella produzione di bombe ed esplosivi. Può essere utilizzato come combustibile anche se non è consigliabile.
|
item.blast-compound.description = Un composto altamente volatile, utilizzato nella produzione di bombe ed esplosivi. Può essere utilizzato come combustibile anche se non è consigliabile.
|
||||||
item.pyratite.description = Una sostanza molto infiammabile che viene utilizzata nelle armi da fuoco.
|
item.pyratite.description = Una sostanza molto infiammabile che viene utilizzata nelle armi da fuoco.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
@@ -2075,6 +2124,8 @@ liquid.water.description = Usato per il raffreddamento di macchinari ed il tratt
|
|||||||
liquid.slag.description = Raffinata nei separatori in diversi metalli o spruzzata sui nemici come munizione.
|
liquid.slag.description = Raffinata nei separatori in diversi metalli o spruzzata sui nemici come munizione.
|
||||||
liquid.oil.description = Usato nella produzione di materiali avanzati e come munizione incendiaria.
|
liquid.oil.description = Usato nella produzione di materiali avanzati e come munizione incendiaria.
|
||||||
liquid.cryofluid.description = Usato come refrigerante in reattori, torrette e macchinari.
|
liquid.cryofluid.description = Usato come refrigerante in reattori, torrette e macchinari.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2082,6 +2133,7 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Trasporta gli oggetti. Non accetta oggetti dai lati.
|
block.armored-conveyor.description = Trasporta gli oggetti. Non accetta oggetti dai lati.
|
||||||
block.illuminator.description = Emette luce.
|
block.illuminator.description = Emette luce.
|
||||||
@@ -2236,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2372,6 +2427,8 @@ unit.oxynoe.description = Spara flussi di fiamme che riparano le strutture ai ne
|
|||||||
unit.cyerce.description = Spara missili a grappolo contro i nemici. Ripara le unità alleate.
|
unit.cyerce.description = Spara missili a grappolo contro i nemici. Ripara le unità alleate.
|
||||||
unit.aegires.description = Scuote tutte le unità e le strutture nemiche che entrano nel suo campo energetico. Ripara tutti gli alleati.
|
unit.aegires.description = Scuote tutte le unità e le strutture nemiche che entrano nel suo campo energetico. Ripara tutti gli alleati.
|
||||||
unit.navanax.description = Spara proiettili EMP esplosivi, infliggendo danni significativi alle reti elettriche nemiche e riparando le strutture alleate. Scioglie i nemici vicini con 4 torrette laser autonome.
|
unit.navanax.description = Spara proiettili EMP esplosivi, infliggendo danni significativi alle reti elettriche nemiche e riparando le strutture alleate. Scioglie i nemici vicini con 4 torrette laser autonome.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Spara proiettili standard contro i bersagli nemici.
|
unit.stell.description = Spara proiettili standard contro i bersagli nemici.
|
||||||
unit.locus.description = Spara proiettili alternati contro i bersagli nemici.
|
unit.locus.description = Spara proiettili alternati contro i bersagli nemici.
|
||||||
unit.precept.description = Spara proiettili a grappolo perforanti contro i bersagli nemici.
|
unit.precept.description = Spara proiettili a grappolo perforanti contro i bersagli nemici.
|
||||||
@@ -2390,6 +2447,7 @@ unit.disrupt.description = Spara missili di soppressione a lungo raggio contro g
|
|||||||
unit.evoke.description = Costruisce strutture per difendere il nucleo del Bastione. Ripara le strutture con un raggio.
|
unit.evoke.description = Costruisce strutture per difendere il nucleo del Bastione. Ripara le strutture con un raggio.
|
||||||
unit.incite.description = Costruisce strutture per difendere il nucleo della Cittadella. Ripara le strutture con un raggio.
|
unit.incite.description = Costruisce strutture per difendere il nucleo della Cittadella. Ripara le strutture con un raggio.
|
||||||
unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acropoli. Ripara le strutture con le travi.
|
unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acropoli. Ripara le strutture con le travi.
|
||||||
|
|
||||||
lst.read = Leggi un numero da una cella di memoria collegata.
|
lst.read = Leggi un numero da una cella di memoria collegata.
|
||||||
lst.write = Scrivi un numero in una cella di memoria collegata.
|
lst.write = Scrivi un numero in una cella di memoria collegata.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2436,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2443,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2451,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2488,6 +2556,10 @@ 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
|
||||||
@@ -2502,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2514,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2528,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2553,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2566,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2608,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2615,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = 無効化
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = コンテンツ:
|
mod.content = コンテンツ:
|
||||||
mod.delete.error = Modを削除することができませんでした。
|
mod.delete.error = Modを削除することができませんでした。
|
||||||
|
|
||||||
mod.incompatiblegame = [red]旧バージョン用
|
mod.incompatiblegame = [red]旧バージョン用
|
||||||
mod.incompatiblemod = [red]非対応
|
mod.incompatiblemod = [red]非対応
|
||||||
mod.blacklisted = [red]未対応
|
mod.blacklisted = [red]未対応
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]依存関係エラー
|
|||||||
mod.erroredcontent = [scarlet]コンテンツエラー
|
mod.erroredcontent = [scarlet]コンテンツエラー
|
||||||
mod.circulardependencies = [red]循環依存
|
mod.circulardependencies = [red]循環依存
|
||||||
mod.incompletedependencies = [red]不完全な依存関係
|
mod.incompletedependencies = [red]不完全な依存関係
|
||||||
|
|
||||||
mod.requiresversion.details = ゲームのバージョンが必要です: [accent]{0}[]\nあなたのゲームは古くなっています。このmodが機能するには、ゲームの新しいバージョン (おそらくベータ/アルファリリース) が必要です。
|
mod.requiresversion.details = ゲームのバージョンが必要です: [accent]{0}[]\nあなたのゲームは古くなっています。このmodが機能するには、ゲームの新しいバージョン (おそらくベータ/アルファリリース) が必要です。
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = このmodは、このバージョンのゲームでクラッシュやその他の問題を引き起こすため、手動でブラックリストに登録されています。 使用しないでください。
|
mod.blacklisted.details = このmodは、このバージョンのゲームでクラッシュやその他の問題を引き起こすため、手動でブラックリストに登録されています。 使用しないでください。
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = この mod は次の mod を必要としてい
|
|||||||
mod.erroredcontent.details = このゲームは、読み込み中にエラーが発生しました。modの作成者に修正を依頼してください。
|
mod.erroredcontent.details = このゲームは、読み込み中にエラーが発生しました。modの作成者に修正を依頼してください。
|
||||||
mod.circulardependencies.details = この mod には、相互に依存する依存関係があります。
|
mod.circulardependencies.details = この mod には、相互に依存する依存関係があります。
|
||||||
mod.incompletedependencies.details = 依存関係が無効または欠損しているため、この mod をロードできません: {0}。
|
mod.incompletedependencies.details = 依存関係が無効または欠損しているため、この mod をロードできません: {0}。
|
||||||
|
|
||||||
mod.requiresversion = ゲームのバージョンが必要です: [red]{0}
|
mod.requiresversion = ゲームのバージョンが必要です: [red]{0}
|
||||||
|
|
||||||
mod.errors = コンテンツの読み込み中にエラーが発生しました。
|
mod.errors = コンテンツの読み込み中にエラーが発生しました。
|
||||||
mod.noerrorplay = [scarlet]以下のModにエラーがあります。[] Modを無効化するか、エラーを修正してください。
|
mod.noerrorplay = [scarlet]以下のModにエラーがあります。[] Modを無効化するか、エラーを修正してください。
|
||||||
mod.enable = 有効化
|
mod.enable = 有効化
|
||||||
@@ -179,6 +183,7 @@ mod.missing = このデータには、最近更新された、または、有効
|
|||||||
mod.preview.missing = このModをワークショップで公開するには、Modのプレビュー画像を設定する必要があります。\n[accent] preview.png[] というファイル名の画像をmodsのフォルダに配置し、再試行してください。
|
mod.preview.missing = このModをワークショップで公開するには、Modのプレビュー画像を設定する必要があります。\n[accent] preview.png[] というファイル名の画像をmodsのフォルダに配置し、再試行してください。
|
||||||
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
||||||
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = コミュニティサーバーは、[accent]開発者が所
|
|||||||
servers.showhidden = 非表示のサーバーを表示する
|
servers.showhidden = 非表示のサーバーを表示する
|
||||||
server.shown = 表示
|
server.shown = 表示
|
||||||
server.hidden = 非表示
|
server.hidden = 非表示
|
||||||
viewplayer = プレーヤーを表示: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = プレーヤーを表示: [accent]{0}
|
||||||
trace = プレイヤーの記録
|
trace = プレイヤーの記録
|
||||||
trace.playername = プレイヤー名: [accent]{0}
|
trace.playername = プレイヤー名: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = キックされた回数: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = 無効なクライアントIDです! バグ報告してください。
|
invalidid = 無効なクライアントIDです! バグ報告してください。
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Ban
|
server.bans = Ban
|
||||||
server.bans.none = Banされたプレイヤーは見つかりませんでした!
|
server.bans.none = Banされたプレイヤーは見つかりませんでした!
|
||||||
server.admins = 管理者
|
server.admins = 管理者
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = リンクを開く
|
openlink = リンクを開く
|
||||||
copylink = リンクをコピー
|
copylink = リンクをコピー
|
||||||
back = 戻る
|
back = 戻る
|
||||||
@@ -434,10 +443,10 @@ publishing = [accent]公開中...
|
|||||||
publish.confirm = 公開してもよろしいですか?\n\n[lightgray]最初に、ワークショップの使用許諾契約に同意するか確認してください。
|
publish.confirm = 公開してもよろしいですか?\n\n[lightgray]最初に、ワークショップの使用許諾契約に同意するか確認してください。
|
||||||
publish.error = 公開中のエラー: {0}
|
publish.error = 公開中のエラー: {0}
|
||||||
steam.error = Steam サービスの初期化に失敗しました。\nエラー: {0}
|
steam.error = Steam サービスの初期化に失敗しました。\nエラー: {0}
|
||||||
|
|
||||||
editor.planet = 惑星:
|
editor.planet = 惑星:
|
||||||
editor.sector = セクター:
|
editor.sector = セクター:
|
||||||
editor.seed = シード値:
|
editor.seed = シード値:
|
||||||
|
|
||||||
editor.cliffs = 壁を崖にする
|
editor.cliffs = 壁を崖にする
|
||||||
editor.brush = ブラシ
|
editor.brush = ブラシ
|
||||||
editor.openin = エディターで開く
|
editor.openin = エディターで開く
|
||||||
@@ -505,18 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = すべて非表示
|
waves.units.hide = すべて非表示
|
||||||
waves.units.show = すべて表示
|
waves.units.show = すべて表示
|
||||||
|
|
||||||
#these are intentionally in lower case = #these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = 数
|
wavemode.counts = 数
|
||||||
wavemode.totals = 総数
|
wavemode.totals = 総数
|
||||||
wavemode.health = 総体力
|
wavemode.health = 総体力
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<デフォルト>
|
editor.default = [lightgray]<デフォルト>
|
||||||
details = 詳細...
|
details = 詳細...
|
||||||
edit = 編集...
|
edit = 編集...
|
||||||
variables = 変数
|
variables = 変数
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = 名前:
|
editor.name = 名前:
|
||||||
editor.spawn = ユニットを出す
|
editor.spawn = ユニットを出す
|
||||||
editor.removeunit = ユニットを消す
|
editor.removeunit = ユニットを消す
|
||||||
@@ -583,6 +594,7 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = チームを変更
|
toolmode.drawteams = チームを変更
|
||||||
toolmode.drawteams.description = ブロックの所属チームを上書きします。
|
toolmode.drawteams.description = ブロックの所属チームを上書きします。
|
||||||
|
#unused
|
||||||
toolmode.underliquid = 液体タイル
|
toolmode.underliquid = 液体タイル
|
||||||
toolmode.underliquid.description = 液体タイルのみを置換します。
|
toolmode.underliquid.description = 液体タイルのみを置換します。
|
||||||
|
|
||||||
@@ -630,6 +642,7 @@ filter.option.radius = 半径
|
|||||||
filter.option.percentile = パーセンタイル
|
filter.option.percentile = パーセンタイル
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -682,6 +695,7 @@ launch.text = 発射
|
|||||||
map.multiplayer = ホストのみがセクターを表示できます。
|
map.multiplayer = ホストのみがセクターを表示できます。
|
||||||
uncover = 開放
|
uncover = 開放
|
||||||
configure = 積み荷の設定
|
configure = 積み荷の設定
|
||||||
|
|
||||||
objective.research.name = 研究
|
objective.research.name = 研究
|
||||||
objective.produce.name = 入手
|
objective.produce.name = 入手
|
||||||
objective.item.name = アイテム入手
|
objective.item.name = アイテム入手
|
||||||
@@ -695,6 +709,7 @@ objective.destroyblocks.name = ブロックを破壊する
|
|||||||
objective.destroycore.name = コアを破壊する
|
objective.destroycore.name = コアを破壊する
|
||||||
objective.commandmode.name = コマンドモード
|
objective.commandmode.name = コマンドモード
|
||||||
objective.flag.name = フラグ
|
objective.flag.name = フラグ
|
||||||
|
|
||||||
marker.shapetext.name = テキストの形
|
marker.shapetext.name = テキストの形
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = 図形
|
marker.shape.name = 図形
|
||||||
@@ -702,8 +717,10 @@ marker.text.name = 文章
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = 背景
|
marker.background = 背景
|
||||||
marker.outline = 輪郭
|
marker.outline = 輪郭
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]入手:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]入手:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]破壊:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]破壊:\n[]{0}[lightgray]{1}
|
||||||
@@ -719,6 +736,7 @@ objective.enemyairunits = [accent][lightgray]{0} で敵の航空部隊の生産
|
|||||||
objective.destroycore = [accent]敵のコアを破壊する
|
objective.destroycore = [accent]敵のコアを破壊する
|
||||||
objective.command = [accent]ユニットの制御
|
objective.command = [accent]ユニットの制御
|
||||||
objective.nuclearlaunch = [accent]⚠ 核の発射が検出されました: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ 核の発射が検出されました: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ 核の攻撃を受けています⚠
|
announce.nuclearstrike = [red]⚠ 核の攻撃を受けています⚠
|
||||||
|
|
||||||
loadout = ロードアウト
|
loadout = ロードアウト
|
||||||
@@ -758,6 +776,7 @@ weather.snowing.name = 雪
|
|||||||
weather.sandstorm.name = 砂嵐
|
weather.sandstorm.name = 砂嵐
|
||||||
weather.sporestorm.name = 胞子嵐
|
weather.sporestorm.name = 胞子嵐
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]セクタープレイ時間: {0}
|
campaign.playtime = \uf129 [lightgray]セクタープレイ時間: {0}
|
||||||
campaign.complete = [accent]おめでとうございます。\n\n{0} の敵を倒しました。\n[lightgray]最終セクターを制圧しました。
|
campaign.complete = [accent]おめでとうございます。\n\n{0} の敵を倒しました。\n[lightgray]最終セクターを制圧しました。
|
||||||
|
|
||||||
@@ -804,12 +823,18 @@ threat.medium = 中
|
|||||||
threat.high = 高
|
threat.high = 高
|
||||||
threat.extreme = 過酷
|
threat.extreme = 過酷
|
||||||
threat.eradication = 破滅的
|
threat.eradication = 破滅的
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = セルプロ
|
planet.serpulo.name = セルプロ
|
||||||
@@ -865,6 +890,8 @@ sector.coastline.description = ここで、海軍の技術の残骸が発見さ
|
|||||||
sector.navalFortress.description = 敵は、自然要塞化した離島に基地を設けています。この前哨基地を破壊しましょう。\n彼らの高度な艦艇技術を入手し、研究しましょう。
|
sector.navalFortress.description = 敵は、自然要塞化した離島に基地を設けています。この前哨基地を破壊しましょう。\n彼らの高度な艦艇技術を入手し、研究しましょう。
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -875,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = オンセット
|
sector.onset.name = オンセット
|
||||||
sector.aegis.name = イージス
|
sector.aegis.name = イージス
|
||||||
sector.lake.name = レイク
|
sector.lake.name = レイク
|
||||||
@@ -892,8 +920,8 @@ sector.siege.name = シージ
|
|||||||
sector.crossroads.name = クロスロード
|
sector.crossroads.name = クロスロード
|
||||||
sector.karst.name = カルスト
|
sector.karst.name = カルスト
|
||||||
sector.origin.name = オリジン
|
sector.origin.name = オリジン
|
||||||
sector.onset.description = エレキルの制圧を開始します。資源を集め、ユニットを生産し、技術の研究を始めましょう。
|
|
||||||
|
|
||||||
|
sector.onset.description = エレキルの制圧を開始します。資源を集め、ユニットを生産し、技術の研究を始めましょう。
|
||||||
sector.aegis.description = このセクターには、タングステンの鉱床があります。\nこの資源を採掘するための[accent]インパクトドリル[]を研究し、その地域の敵基地を破壊しましょう。
|
sector.aegis.description = このセクターには、タングステンの鉱床があります。\nこの資源を採掘するための[accent]インパクトドリル[]を研究し、その地域の敵基地を破壊しましょう。
|
||||||
sector.lake.description = このセクターには溶岩湖があり、使用可能なユニットが限られています。\n[accent]戦艦工場[]を研究し、一刻も早く[accent]エリュード[]を生産しましょう。
|
sector.lake.description = このセクターには溶岩湖があり、使用可能なユニットが限られています。\n[accent]戦艦工場[]を研究し、一刻も早く[accent]エリュード[]を生産しましょう。
|
||||||
sector.intersect.description = セクター着陸後、すぐに多方面から敵が押し寄せます。\n速やかに防御を固め、基地を展開していきましょう。\n荒れた地形なので、[accent]メカ[]が必要です。
|
sector.intersect.description = セクター着陸後、すぐに多方面から敵が押し寄せます。\n速やかに防御を固め、基地を展開していきましょう。\n荒れた地形なので、[accent]メカ[]が必要です。
|
||||||
@@ -1071,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1085,8 +1114,8 @@ 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。
|
||||||
|
|
||||||
bar.drilltierreq = より高性能なドリルを使用してください
|
bar.drilltierreq = より高性能なドリルを使用してください
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = 不足している資源
|
bar.noresources = 不足している資源
|
||||||
@@ -1284,11 +1313,13 @@ keybind.command_mode.name = コマンドモード
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1300,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = リージョンの再構築
|
keybind.rebuild_select.name = リージョンの再構築
|
||||||
keybind.schematic_select.name = 範囲選択
|
keybind.schematic_select.name = 範囲選択
|
||||||
keybind.schematic_menu.name = 設計図メニュー
|
keybind.schematic_menu.name = 設計図メニュー
|
||||||
@@ -1328,6 +1360,8 @@ keybind.pick.name = ブロックの選択
|
|||||||
keybind.break_block.name = ブロックの破壊
|
keybind.break_block.name = ブロックの破壊
|
||||||
keybind.select_all_units.name = すべてのユニットを選択
|
keybind.select_all_units.name = すべてのユニットを選択
|
||||||
keybind.select_all_unit_factories.name = すべてのユニット工場を選択
|
keybind.select_all_unit_factories.name = すべてのユニット工場を選択
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = 選択解除
|
keybind.deselect.name = 選択解除
|
||||||
keybind.pickupCargo.name = 貨物を拾う
|
keybind.pickupCargo.name = 貨物を拾う
|
||||||
keybind.dropCargo.name = 貨物を降ろす
|
keybind.dropCargo.name = 貨物を降ろす
|
||||||
@@ -1364,9 +1398,9 @@ mode.pvp.description = エリア内で他のプレイヤーと戦います。\n[
|
|||||||
mode.attack.name = アタック
|
mode.attack.name = アタック
|
||||||
mode.attack.description = ウェーブがなく、敵の基地を破壊することを目指します。\n[gray]マップに赤色のコアが必要です。
|
mode.attack.description = ウェーブがなく、敵の基地を破壊することを目指します。\n[gray]マップに赤色のコアが必要です。
|
||||||
mode.custom = カスタムルール
|
mode.custom = カスタムルール
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = 禁止ブロックを非表示
|
rules.hidebannedblocks = 禁止ブロックを非表示
|
||||||
|
|
||||||
rules.infiniteresources = 資源の無限化
|
rules.infiniteresources = 資源の無限化
|
||||||
rules.onlydepositcore = コアへの搬入のみを許可
|
rules.onlydepositcore = コアへの搬入のみを許可
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1446,6 +1480,7 @@ rules.weather = 気象
|
|||||||
rules.weather.frequency = 頻度:
|
rules.weather.frequency = 頻度:
|
||||||
rules.weather.always = 常時
|
rules.weather.always = 常時
|
||||||
rules.weather.duration = 継続時間:
|
rules.weather.duration = 継続時間:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1457,6 +1492,7 @@ content.block.name = ブロック
|
|||||||
content.status.name = ステータス効果
|
content.status.name = ステータス効果
|
||||||
content.sector.name = セクター
|
content.sector.name = セクター
|
||||||
content.team.name = 派閥
|
content.team.name = 派閥
|
||||||
|
|
||||||
wallore = (壁)
|
wallore = (壁)
|
||||||
|
|
||||||
item.copper.name = 銅
|
item.copper.name = 銅
|
||||||
@@ -1532,6 +1568,7 @@ unit.scepter.name = セプター
|
|||||||
unit.reign.name = レイン
|
unit.reign.name = レイン
|
||||||
unit.vela.name = ヴェラ
|
unit.vela.name = ヴェラ
|
||||||
unit.corvus.name = コーバス
|
unit.corvus.name = コーバス
|
||||||
|
|
||||||
unit.stell.name = ステル
|
unit.stell.name = ステル
|
||||||
unit.locus.name = ローカス
|
unit.locus.name = ローカス
|
||||||
unit.precept.name = プリセプト
|
unit.precept.name = プリセプト
|
||||||
@@ -1756,6 +1793,7 @@ block.container.name = コンテナー
|
|||||||
block.launch-pad.name = 発射台
|
block.launch-pad.name = 発射台
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = セグメント
|
block.segment.name = セグメント
|
||||||
block.ground-factory.name = 陸軍工場
|
block.ground-factory.name = 陸軍工場
|
||||||
block.air-factory.name = 空軍工場
|
block.air-factory.name = 空軍工場
|
||||||
@@ -1788,6 +1826,8 @@ block.payload-unloader.name = ペイロード搬出機
|
|||||||
block.payload-unloader.description = ブロックから液体や資源を搬出します。
|
block.payload-unloader.description = ブロックから液体や資源を搬出します。
|
||||||
block.heat-source.name = 熱源
|
block.heat-source.name = 熱源
|
||||||
block.heat-source.description = 1x1の熱源です。
|
block.heat-source.description = 1x1の熱源です。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = 空白
|
block.empty.name = 空白
|
||||||
block.rhyolite-crater.name = ライオライトクレーター
|
block.rhyolite-crater.name = ライオライトクレーター
|
||||||
block.rough-rhyolite.name = 粗いライオライト
|
block.rough-rhyolite.name = 粗いライオライト
|
||||||
@@ -1948,14 +1988,15 @@ 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
|
||||||
team.crux.name = レッド
|
team.crux.name = レッド
|
||||||
team.sharded.name = オレンジ
|
team.sharded.name = オレンジ
|
||||||
team.derelict.name = 廃墟
|
team.derelict.name = 廃墟
|
||||||
team.green.name = グリーン
|
team.green.name = グリーン
|
||||||
|
|
||||||
team.blue.name = ブルー
|
team.blue.name = ブルー
|
||||||
|
|
||||||
hint.skip = スキップ
|
hint.skip = スキップ
|
||||||
@@ -1997,6 +2038,7 @@ hint.presetDifficulty = このセクターは[scarlet]敵の脅威レベルが
|
|||||||
hint.coreIncinerate = コアのアイテム収納数の上限に達したアイテムは搬入されず[accent]破棄[]されます。
|
hint.coreIncinerate = コアのアイテム収納数の上限に達したアイテムは搬入されず[accent]破棄[]されます。
|
||||||
hint.factoryControl = ユニット工場の [accent]出力先[] を設定するには、コマンドモードで工場ブロックをクリックし、その場所を右クリックします。\nその工場で生産されたユニットは、自動的にそこに移動します。
|
hint.factoryControl = ユニット工場の [accent]出力先[] を設定するには、コマンドモードで工場ブロックをクリックし、その場所を右クリックします。\nその工場で生産されたユニットは、自動的にそこに移動します。
|
||||||
hint.factoryControl.mobile = ユニット工場の [accent]出力先[] を設定するには、コマンドモードで工場ブロックをタップし、場所をタップしてください。\nその工場で生産されたユニットが自動的にそこに移動します。
|
hint.factoryControl.mobile = ユニット工場の [accent]出力先[] を設定するには、コマンドモードで工場ブロックをタップし、場所をタップしてください。\nその工場で生産されたユニットが自動的にそこに移動します。
|
||||||
|
|
||||||
gz.mine = 地面の :ore-copper: [accent]銅鉱石[]の近くに移動し、クリックして採掘を開始します。
|
gz.mine = 地面の :ore-copper: [accent]銅鉱石[]の近くに移動し、クリックして採掘を開始します。
|
||||||
gz.mine.mobile = 地面の :ore-copper: [accent]銅鉱石[]の近くに移動し、タップして採掘を開始します。
|
gz.mine.mobile = 地面の :ore-copper: [accent]銅鉱石[]の近くに移動し、タップして採掘を開始します。
|
||||||
gz.research = :tree: 技術ツリーを開きます。\n:mechanical-drill: [accent]機械ドリル[] を探して、右下のメニューから選択します。\n銅をクリックして配置します。
|
gz.research = :tree: 技術ツリーを開きます。\n:mechanical-drill: [accent]機械ドリル[] を探して、右下のメニューから選択します。\n銅をクリックして配置します。
|
||||||
@@ -2017,6 +2059,7 @@ gz.zone1 = ここは敵の出現ポイント。
|
|||||||
gz.zone2 = ウェーブが始まると、円の中に構築されたものはすべて破壊されます。
|
gz.zone2 = ウェーブが始まると、円の中に構築されたものはすべて破壊されます。
|
||||||
gz.zone3 = もうすぐウェーブが始まります。\n準備をしてください。
|
gz.zone3 = もうすぐウェーブが始まります。\n準備をしてください。
|
||||||
gz.finish = より多くのタレットを建設し、より多くの資源を採掘し、\nすべてのウェーブから防御して[accent]セクターを占領[]してください。
|
gz.finish = より多くのタレットを建設し、より多くの資源を採掘し、\nすべてのウェーブから防御して[accent]セクターを占領[]してください。
|
||||||
|
|
||||||
onset.mine = クリックして :beryllium: [accent]ベリリウム[] を壁から採掘しましょう。\n\n移動するには [accent][[WASD] を使用してください。
|
onset.mine = クリックして :beryllium: [accent]ベリリウム[] を壁から採掘しましょう。\n\n移動するには [accent][[WASD] を使用してください。
|
||||||
onset.mine.mobile = 壁から:beryllium: [accent]ベリリウム[]を採掘するにはタップしてください。
|
onset.mine.mobile = 壁から:beryllium: [accent]ベリリウム[]を採掘するにはタップしてください。
|
||||||
onset.research = :tree: 技術ツリーを開きます。\n :turbine-condenser: [accent]タービンコンデンサー[] を研究し、ジェットホールに配置しましょう。\nこれにより [accent]電力[] が生成されます。
|
onset.research = :tree: 技術ツリーを開きます。\n :turbine-condenser: [accent]タービンコンデンサー[] を研究し、ジェットホールに配置しましょう。\nこれにより [accent]電力[] が生成されます。
|
||||||
@@ -2042,6 +2085,7 @@ onset.detect = 敵は 2 分以内にあなたを見つけます。\n防御、採
|
|||||||
onset.commandmode = [accent]shift[] を押しながら [accent]コマンドモード[] に移行します。\n[accent]左クリック&ドラッグ[] でユニットを選択します。\n[accent]右クリック[] をすると、選択したユニットに移動や攻撃などの命令をします。
|
onset.commandmode = [accent]shift[] を押しながら [accent]コマンドモード[] に移行します。\n[accent]左クリック&ドラッグ[] でユニットを選択します。\n[accent]右クリック[] をすると、選択したユニットに移動や攻撃などの命令をします。
|
||||||
onset.commandmode.mobile = [accent]コマンドボタン[] を押して [accent]コマンドモード[] にします。\n長押ししながら [accent]ドラッグ[] でユニットを選択します。\n[accent]タップ[] で選択したユニットに移動や攻撃などの命令をします。
|
onset.commandmode.mobile = [accent]コマンドボタン[] を押して [accent]コマンドモード[] にします。\n長押ししながら [accent]ドラッグ[] でユニットを選択します。\n[accent]タップ[] で選択したユニットに移動や攻撃などの命令をします。
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = 一部のブロックはコアユニットで拾うことができます。\nこの [accent]コンテナ[] を拾い、[accent]ペイロード搬入機[] に配置します。\n(デフォルトのキーは [ and ] で、拾ったり置いたりできます。)
|
split.pickup = 一部のブロックはコアユニットで拾うことができます。\nこの [accent]コンテナ[] を拾い、[accent]ペイロード搬入機[] に配置します。\n(デフォルトのキーは [ and ] で、拾ったり置いたりできます。)
|
||||||
split.pickup.mobile = 一部のブロックはコアユニットで拾うことができます。\nこの[accent]コンテナ[]を拾い、[accent]ペイロード搬入機[]に配置します。\n(何かを拾ったり置いたりするには、長押しします。)
|
split.pickup.mobile = 一部のブロックはコアユニットで拾うことができます。\nこの[accent]コンテナ[]を拾い、[accent]ペイロード搬入機[]に配置します。\n(何かを拾ったり置いたりするには、長押しします。)
|
||||||
split.acquire = ユニットを構築するには、タングステンを入手する必要があります。
|
split.acquire = ユニットを構築するには、タングステンを入手する必要があります。
|
||||||
@@ -2069,6 +2113,8 @@ item.spore-pod.description = 石油や爆薬、燃料への転換として使用
|
|||||||
item.spore-pod.details = 人工生命体と思われる胞子です。\n他の生物に有毒なガスを放出し、非常に侵略的です。特定の条件下で非常に高い可燃性を持ちます。
|
item.spore-pod.details = 人工生命体と思われる胞子です。\n他の生物に有毒なガスを放出し、非常に侵略的です。特定の条件下で非常に高い可燃性を持ちます。
|
||||||
item.blast-compound.description = 爆弾や爆発物に使われる不安定な化合物です。\n胞子と揮発性物質から合成されます。燃料として燃やすこともできますが、お勧めしません。
|
item.blast-compound.description = 爆弾や爆発物に使われる不安定な化合物です。\n胞子と揮発性物質から合成されます。燃料として燃やすこともできますが、お勧めしません。
|
||||||
item.pyratite.description = 焼夷兵器などに使われる非常に燃えやすい物質です。
|
item.pyratite.description = 焼夷兵器などに使われる非常に燃えやすい物質です。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = エレキルの多くの種類の弾薬や建造物に使用されています。
|
item.beryllium.description = エレキルの多くの種類の弾薬や建造物に使用されています。
|
||||||
item.tungsten.description = ドリルや装甲、弾薬に使用されます。高度な建造物の建造にも必要です。
|
item.tungsten.description = ドリルや装甲、弾薬に使用されます。高度な建造物の建造にも必要です。
|
||||||
item.oxide.description = 熱を通しやすい性質を持っています。絶縁体にも使用されます。
|
item.oxide.description = 熱を通しやすい性質を持っています。絶縁体にも使用されます。
|
||||||
@@ -2078,6 +2124,8 @@ liquid.water.description = 機械の冷却や廃棄物の処理など幅広く
|
|||||||
liquid.slag.description = 多種多様の鉱石が混ざり合っています。それぞれの鉱石に分類するか、噴射する武器として使用されます。
|
liquid.slag.description = 多種多様の鉱石が混ざり合っています。それぞれの鉱石に分類するか、噴射する武器として使用されます。
|
||||||
liquid.oil.description = 高度な材料生産で使用される液体です。 燃料として石炭に変換したり、武器として噴霧して発火させることができます。
|
liquid.oil.description = 高度な材料生産で使用される液体です。 燃料として石炭に変換したり、武器として噴霧して発火させることができます。
|
||||||
liquid.cryofluid.description = 水とチタニウムから作られる不活性で非腐食性の液体です。 非常に高い熱容量を持っているため、冷却に使用されます。
|
liquid.cryofluid.description = 水とチタニウムから作られる不活性で非腐食性の液体です。 非常に高い熱容量を持っているため、冷却に使用されます。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = 発電や材料合成などの化学反応に利用されます。
|
liquid.arkycite.description = 発電や材料合成などの化学反応に利用されます。
|
||||||
liquid.ozone.description = 原料の製造時の酸化剤や燃料として使用されます。 中程度の爆発性があります。
|
liquid.ozone.description = 原料の製造時の酸化剤や燃料として使用されます。 中程度の爆発性があります。
|
||||||
liquid.hydrogen.description = 資源の抽出、ユニットの生産、建造物の修復に使用されます。 可燃性を持ちます。
|
liquid.hydrogen.description = 資源の抽出、ユニットの生産、建造物の修復に使用されます。 可燃性を持ちます。
|
||||||
@@ -2240,8 +2288,11 @@ 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。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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。
|
||||||
block.core-citadel.description = バージョンアップしたコアです。 より優れた耐久を持っています。 バスティオンコアよりも多くの資源を格納します。
|
block.core-citadel.description = バージョンアップしたコアです。 より優れた耐久を持っています。 バスティオンコアよりも多くの資源を格納します。
|
||||||
block.core-acropolis.description = さらにバージョンアップしたコアです。 非常に優れた耐久を持っています。 シタデルコアよりも多くの資源を格納します。
|
block.core-acropolis.description = さらにバージョンアップしたコアです。 非常に優れた耐久を持っています。 シタデルコアよりも多くの資源を格納します。
|
||||||
@@ -2376,6 +2427,8 @@ unit.oxynoe.description = 建造物修復火炎放射を発射します。敵に
|
|||||||
unit.cyerce.description = 敵に追尾クラスターミサイルを発射します。\n味方ユニットを修復します。
|
unit.cyerce.description = 敵に追尾クラスターミサイルを発射します。\n味方ユニットを修復します。
|
||||||
unit.aegires.description = エネルギーフィールド内の全ての敵ユニットと建造物には電撃を放ち、全ての味方ユニットには修復効果を与えます。
|
unit.aegires.description = エネルギーフィールド内の全ての敵ユニットと建造物には電撃を放ち、全ての味方ユニットには修復効果を与えます。
|
||||||
unit.navanax.description = 爆発性のEMP弾を発射し、敵の電力系統には重大な損傷を与え、味方の建造物は修復します。\n4門の自律型レーザータレットで近くの敵を溶かします。
|
unit.navanax.description = 爆発性のEMP弾を発射し、敵の電力系統には重大な損傷を与え、味方の建造物は修復します。\n4門の自律型レーザータレットで近くの敵を溶かします。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = 敵のターゲットに標準の弾丸を発射します。
|
unit.stell.description = 敵のターゲットに標準の弾丸を発射します。
|
||||||
unit.locus.description = 敵のターゲットに弾丸を交互に発射します。
|
unit.locus.description = 敵のターゲットに弾丸を交互に発射します。
|
||||||
unit.precept.description = 敵のターゲットに向けて貫通するクラスター弾を発射します。
|
unit.precept.description = 敵のターゲットに向けて貫通するクラスター弾を発射します。
|
||||||
@@ -2394,6 +2447,7 @@ unit.disrupt.description = 敵のターゲットに長距離ホーミング抑
|
|||||||
unit.evoke.description = バスティオンコアを敵から守ります。\nビームで建造物を修復します。
|
unit.evoke.description = バスティオンコアを敵から守ります。\nビームで建造物を修復します。
|
||||||
unit.incite.description = シタデルコアを敵から守ります。\nビームで建造物を修復します。
|
unit.incite.description = シタデルコアを敵から守ります。\nビームで建造物を修復します。
|
||||||
unit.emanate.description = アクロポリスコアを敵から守ります。\nビームで建造物を修復します。
|
unit.emanate.description = アクロポリスコアを敵から守ります。\nビームで建造物を修復します。
|
||||||
|
|
||||||
lst.read = リンクされたメモリセルから数値を読み取ります。
|
lst.read = リンクされたメモリセルから数値を読み取ります。
|
||||||
lst.write = リンクされたメモリセルに数値を書き込みます。
|
lst.write = リンクされたメモリセルに数値を書き込みます。
|
||||||
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
||||||
@@ -2440,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2447,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2455,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
|
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
|
||||||
|
|
||||||
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
||||||
lenum.shoot = 指定した座標に向かって撃ちます。
|
lenum.shoot = 指定した座標に向かって撃ちます。
|
||||||
lenum.shootp = 任意のユニットや建物を撃ちます。
|
lenum.shootp = 任意のユニットや建物を撃ちます。
|
||||||
lenum.config = 建物の設定を取得します。\n例:ソーターに設定されているアイテムなど
|
lenum.config = 建物の設定を取得します。\n例:ソーターに設定されているアイテムなど
|
||||||
lenum.enabled = ブロックが有効かどうかを取得します。
|
lenum.enabled = ブロックが有効かどうかを取得します。
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = イルミネーターの色を取得します。
|
laccess.color = イルミネーターの色を取得します。
|
||||||
@@ -2492,6 +2556,10 @@ 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
|
||||||
@@ -2506,6 +2574,7 @@ lcategory.unit = ユニット制御
|
|||||||
lcategory.unit.description = ユニットに命令を与えます。
|
lcategory.unit.description = ユニットに命令を与えます。
|
||||||
lcategory.world = 世界
|
lcategory.world = 世界
|
||||||
lcategory.world.description = 世界の振る舞いをコントロールします。
|
lcategory.world.description = 世界の振る舞いをコントロールします。
|
||||||
|
|
||||||
graphicstype.clear = ディスプレイを色で塗りつぶします。
|
graphicstype.clear = ディスプレイを色で塗りつぶします。
|
||||||
graphicstype.color = 次に描画する色を設定します。
|
graphicstype.color = 次に描画する色を設定します。
|
||||||
graphicstype.col = coolorと同じですが、色がまとめられています。\nまとめられた色は [accent]%[] の接頭辞を持つ16進コードで記述されます。\n例: 赤は [accent]%ff0000[] で表されます。
|
graphicstype.col = coolorと同じですが、色がまとめられています。\nまとめられた色は [accent]%[] の接頭辞を持つ16進コードで記述されます。\n例: 赤は [accent]%ff0000[] で表されます。
|
||||||
@@ -2518,6 +2587,7 @@ graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
|||||||
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
||||||
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = 常にtrueを返します。
|
lenum.always = 常にtrueを返します。
|
||||||
lenum.idiv = 整数の割り算をします。
|
lenum.idiv = 整数の割り算をします。
|
||||||
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
||||||
@@ -2532,23 +2602,29 @@ lenum.land = 論理的なAND演算をします。
|
|||||||
lenum.and = ビット単位でのAND演算をします。
|
lenum.and = ビット単位でのAND演算をします。
|
||||||
lenum.not = ビット単位の反転をします。
|
lenum.not = ビット単位の反転をします。
|
||||||
lenum.xor = ビット単位でのXOR演算をします。
|
lenum.xor = ビット単位でのXOR演算をします。
|
||||||
|
|
||||||
lenum.min = 二つの値を比較し、小さいほうを返します。
|
lenum.min = 二つの値を比較し、小さいほうを返します。
|
||||||
lenum.max = 二つの値を比較し、大きいほうを返します。
|
lenum.max = 二つの値を比較し、大きいほうを返します。
|
||||||
lenum.angle = ベクトルの角度を度で計算します。
|
lenum.angle = ベクトルの角度を度で計算します。
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = ベクトルの長さを計算します。
|
lenum.len = ベクトルの長さを計算します。
|
||||||
|
|
||||||
lenum.sin = sinを度で計算します。
|
lenum.sin = sinを度で計算します。
|
||||||
lenum.cos = cosを度で計算します。
|
lenum.cos = cosを度で計算します。
|
||||||
lenum.tan = tanを度で計算します。
|
lenum.tan = tanを度で計算します。
|
||||||
|
|
||||||
lenum.asin = asinを度で計算します。
|
lenum.asin = asinを度で計算します。
|
||||||
lenum.acos = acosを度で計算します。
|
lenum.acos = acosを度で計算します。
|
||||||
lenum.atan = atanを度で計算します。
|
lenum.atan = atanを度で計算します。
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = 0から任意の値までのランダムな値を返します。
|
lenum.rand = 0から任意の値までのランダムな値を返します。
|
||||||
lenum.log = 自然対数 (ln)を計算します。
|
lenum.log = 自然対数 (ln)を計算します。
|
||||||
lenum.log10 = 10 を底とした対数を計算します。
|
lenum.log10 = 10 を底とした対数を計算します。
|
||||||
lenum.noise = 2次元シンプレックスノイズを計算します。
|
lenum.noise = 2次元シンプレックスノイズを計算します。
|
||||||
lenum.abs = 絶対値を計算します。
|
lenum.abs = 絶対値を計算します。
|
||||||
lenum.sqrt = 平方根を計算します。
|
lenum.sqrt = 平方根を計算します。
|
||||||
|
|
||||||
lenum.any = 任意のユニット
|
lenum.any = 任意のユニット
|
||||||
lenum.ally = 味方のユニット
|
lenum.ally = 味方のユニット
|
||||||
lenum.attacker = 武器を持ったユニット
|
lenum.attacker = 武器を持ったユニット
|
||||||
@@ -2557,10 +2633,12 @@ lenum.boss = ガーディアンユニット
|
|||||||
lenum.flying = 飛行ユニット
|
lenum.flying = 飛行ユニット
|
||||||
lenum.ground = 地上ユニット
|
lenum.ground = 地上ユニット
|
||||||
lenum.player = プレイヤーが操作するユニット
|
lenum.player = プレイヤーが操作するユニット
|
||||||
|
|
||||||
lenum.ore = 鉱脈
|
lenum.ore = 鉱脈
|
||||||
lenum.damaged = 損傷した建物
|
lenum.damaged = 損傷した建物
|
||||||
lenum.spawn = 敵のスポーン地点\nコアでも場所でもいいです。
|
lenum.spawn = 敵のスポーン地点\nコアでも場所でもいいです。
|
||||||
lenum.building = 特定のグループの建物
|
lenum.building = 特定のグループの建物
|
||||||
|
|
||||||
lenum.core = 任意のコア
|
lenum.core = 任意のコア
|
||||||
lenum.storage = ストレージ\n例: ボールト
|
lenum.storage = ストレージ\n例: ボールト
|
||||||
lenum.generator = 発電所
|
lenum.generator = 発電所
|
||||||
@@ -2570,28 +2648,35 @@ lenum.battery = 任意のバッテリー
|
|||||||
lenum.resupply = 補給ポイント\n[accent]ユニット弾薬[] が有効な場合のみ。
|
lenum.resupply = 補給ポイント\n[accent]ユニット弾薬[] が有効な場合のみ。
|
||||||
lenum.reactor = インパクトリアクターかトリウムリアクター
|
lenum.reactor = インパクトリアクターかトリウムリアクター
|
||||||
lenum.turret = 任意のタレット
|
lenum.turret = 任意のタレット
|
||||||
|
|
||||||
sensor.in = 感知する建物やユニット
|
sensor.in = 感知する建物やユニット
|
||||||
|
|
||||||
radar.from = 検知するもの\nセンサーの範囲は、建物の範囲によって制限されます。
|
radar.from = 検知するもの\nセンサーの範囲は、建物の範囲によって制限されます。
|
||||||
radar.target = ユニットを感知するときのフィルター
|
radar.target = ユニットを感知するときのフィルター
|
||||||
radar.and = 追加のフィルター
|
radar.and = 追加のフィルター
|
||||||
radar.order = ソート順。 0 から逆順。
|
radar.order = ソート順。 0 から逆順。
|
||||||
radar.sort = 結果を並べ替えるための指標
|
radar.sort = 結果を並べ替えるための指標
|
||||||
radar.output = 検知したユニットを出力する変数
|
radar.output = 検知したユニットを出力する変数
|
||||||
|
|
||||||
unitradar.target = ユニットを感知するためのフィルター
|
unitradar.target = ユニットを感知するためのフィルター
|
||||||
unitradar.and = 追加のフィルター
|
unitradar.and = 追加のフィルター
|
||||||
unitradar.order = ソート順。 0 から逆順。
|
unitradar.order = ソート順。 0 から逆順。
|
||||||
unitradar.sort = 結果を並べ替えるための指標
|
unitradar.sort = 結果を並べ替えるための指標
|
||||||
unitradar.output = 検知したユニットを出力する変数
|
unitradar.output = 検知したユニットを出力する変数
|
||||||
|
|
||||||
control.of = 制御する建物
|
control.of = 制御する建物
|
||||||
control.unit = 標的とするユニットや建物
|
control.unit = 標的とするユニットや建物
|
||||||
control.shoot = 撃つかどうか
|
control.shoot = 撃つかどうか
|
||||||
|
|
||||||
unitlocate.enemy = 敵の建物の位置を特定するかどうか
|
unitlocate.enemy = 敵の建物の位置を特定するかどうか
|
||||||
unitlocate.found = 対象物を見つけたかどうか
|
unitlocate.found = 対象物を見つけたかどうか
|
||||||
unitlocate.building = 見つけた建物を出力する変数
|
unitlocate.building = 見つけた建物を出力する変数
|
||||||
unitlocate.outx = X座標を出力する変数
|
unitlocate.outx = X座標を出力する変数
|
||||||
unitlocate.outy = Y座標を出力する変数
|
unitlocate.outy = Y座標を出力する変数
|
||||||
unitlocate.group = 探す建物のグループ
|
unitlocate.group = 探す建物のグループ
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
||||||
lenum.stop = 移動・採掘・建造を中止します。
|
lenum.stop = 移動・採掘・建造を中止します。
|
||||||
lenum.unbind = ロジック制御を完全に無効にします。\n標準的なAI制御に移行します。
|
lenum.unbind = ロジック制御を完全に無効にします。\n標準的なAI制御に移行します。
|
||||||
@@ -2612,6 +2697,7 @@ lenum.build = 建築をします。
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = ユニットが座標の近くにあるかどうかを確認します。
|
lenum.within = ユニットが座標の近くにあるかどうかを確認します。
|
||||||
lenum.boost = ブーストの開始、停止をします。
|
lenum.boost = ブーストの開始、停止をします。
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2619,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -378,6 +378,8 @@ stance.holdfire = 명령: 사격 중지
|
|||||||
stance.pursuetarget = 명령: 타겟 추격
|
stance.pursuetarget = 명령: 타겟 추격
|
||||||
stance.patrol = 명령: 정찰
|
stance.patrol = 명령: 정찰
|
||||||
stance.ram = 명령 : 돌격\n[lightgray] 유닛이 장애물 여부를 확인하지 않고 일직선으로 이동합니다.
|
stance.ram = 명령 : 돌격\n[lightgray] 유닛이 장애물 여부를 확인하지 않고 일직선으로 이동합니다.
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = 링크 열기
|
openlink = 링크 열기
|
||||||
copylink = 링크 복사
|
copylink = 링크 복사
|
||||||
back = 뒤로가기
|
back = 뒤로가기
|
||||||
@@ -458,7 +460,7 @@ 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.
|
||||||
@@ -523,6 +525,7 @@ details = 설명...
|
|||||||
edit = 편집...
|
edit = 편집...
|
||||||
variables = 변수
|
variables = 변수
|
||||||
logic.clear.confirm = 이 프로세서의 모든 코드를 삭제하시겠습니까?
|
logic.clear.confirm = 이 프로세서의 모든 코드를 삭제하시겠습니까?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = 내장 변수
|
logic.globals = 내장 변수
|
||||||
|
|
||||||
editor.name = 이름:
|
editor.name = 이름:
|
||||||
@@ -536,7 +539,7 @@ 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 +643,21 @@ 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
|
||||||
|
|
||||||
@@ -827,6 +830,11 @@ 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
|
||||||
|
|
||||||
planet.serpulo.name = 세르플로
|
planet.serpulo.name = 세르플로
|
||||||
@@ -863,16 +871,16 @@ 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.
|
||||||
@@ -883,7 +891,7 @@ sector.navalFortress.description = 적은 자연적으로 요새화된 외딴
|
|||||||
sector.cruxscape.name = 크럭스케이프
|
sector.cruxscape.name = 크럭스케이프
|
||||||
sector.geothermalStronghold.name = 지열 근거지
|
sector.geothermalStronghold.name = 지열 근거지
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -1106,7 +1114,8 @@ 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.onlycoredeposit = 코어에만 투입할 수 있습니다
|
bar.displaytoolarge = 크기 초과\n(가능한 최대 크기: {0}x{0})
|
||||||
|
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 +1207,7 @@ 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
|
||||||
@@ -1351,6 +1360,8 @@ keybind.pick.name = 블록 선택
|
|||||||
keybind.break_block.name = 블록 파괴
|
keybind.break_block.name = 블록 파괴
|
||||||
keybind.select_all_units.name = 전체 유닛 선택
|
keybind.select_all_units.name = 전체 유닛 선택
|
||||||
keybind.select_all_unit_factories.name = 전체 유닛 공장 선택
|
keybind.select_all_unit_factories.name = 전체 유닛 공장 선택
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = 선택 해제
|
keybind.deselect.name = 선택 해제
|
||||||
keybind.pickupCargo.name = 화물 집기
|
keybind.pickupCargo.name = 화물 집기
|
||||||
keybind.dropCargo.name = 화물 내려놓기
|
keybind.dropCargo.name = 화물 내려놓기
|
||||||
@@ -1432,7 +1443,7 @@ 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)
|
||||||
@@ -1483,7 +1494,7 @@ content.sector.name = 지역
|
|||||||
content.team.name = 파벌
|
content.team.name = 파벌
|
||||||
|
|
||||||
wallore = (벽)
|
wallore = (벽)
|
||||||
#설금은 해당 명칭을 유지합니다.
|
|
||||||
item.copper.name = 구리
|
item.copper.name = 구리
|
||||||
item.lead.name = 납
|
item.lead.name = 납
|
||||||
item.coal.name = 석탄
|
item.coal.name = 석탄
|
||||||
@@ -1734,7 +1745,7 @@ 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 +1790,7 @@ 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 +1800,7 @@ 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 +1813,7 @@ 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
|
||||||
@@ -1868,7 +1879,7 @@ block.crystal-cluster.name = 수정 클러스터
|
|||||||
block.vibrant-crystal-cluster.name = 선명한 수정 클러스터
|
block.vibrant-crystal-cluster.name = 선명한 수정 클러스터
|
||||||
block.crystal-blocks.name = 수정 덩어리
|
block.crystal-blocks.name = 수정 덩어리
|
||||||
block.crystal-orbs.name = 수정 구체
|
block.crystal-orbs.name = 수정 구체
|
||||||
block.crystalline-boulder.name = 수정같은 바위
|
block.crystalline-boulder.name = 수정 같은 바위
|
||||||
block.red-ice-boulder.name = 붉은 얼음 바위
|
block.red-ice-boulder.name = 붉은 얼음 바위
|
||||||
block.rhyolite-boulder.name = 유문암 바위
|
block.rhyolite-boulder.name = 유문암 바위
|
||||||
block.red-stone-boulder.name = 붉은 돌 바위
|
block.red-stone-boulder.name = 붉은 돌 바위
|
||||||
@@ -1977,6 +1988,7 @@ 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 +2009,7 @@ 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 +2108,7 @@ 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 +2286,9 @@ 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 +2325,7 @@ 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 +2358,7 @@ 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 +2493,7 @@ 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 +2532,7 @@ 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 +2556,9 @@ 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
|
||||||
@@ -2682,13 +2698,14 @@ 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.
|
||||||
lenum.posi = 인덱스 위치. 라인 및 쿼드 마커에 사용되며 인덱스 0이 첫 번째 위치입니.
|
lenum.posi = 인덱스 위치. 라인 및 쿼드 마커에 사용되며 인덱스 0이 첫 번째 위치입니.
|
||||||
lenum.uvi = 0에서 1까지의 텍스처 위치, 쿼드 마커에 사용.
|
lenum.uvi = 0에서 1까지의 텍스처 위치, 쿼드 마커에 사용.
|
||||||
lenum.colori = 인덱스된 위치, 인덱스 0이 첫 번째 색상이며 라인 및 쿼드 마커에 사용.
|
lenum.colori = 인덱스된 위치, 인덱스 0이 첫 번째 색상이며 라인 및 쿼드 마커에 사용.
|
||||||
|
|
||||||
lenum.wavetimer = 타이머에 따라 단계가 자동으로 오는지 여부입니다. 그렇지 않은 경우 재생 버튼을 누르면 단계가 옵니다.
|
lenum.wavetimer = 타이머에 따라 단계가 자동으로 오는지 여부입니다. 그렇지 않은 경우 재생 버튼을 누르면 단계가 옵니다.
|
||||||
lenum.wave = 현재 단계 번호입니다. 비 단계 모드에서는 무엇이든 될 수 있습니다.
|
lenum.wave = 현재 단계 번호입니다. 비 단계 모드에서는 무엇이든 될 수 있습니다.
|
||||||
lenum.currentwavetime = 틱 단위의 웨이브 카운트다운입니다.
|
lenum.currentwavetime = 틱 단위의 웨이브 카운트다운입니다.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Naujinama...
|
|||||||
be.ignore = Ignoruoti
|
be.ignore = Ignoruoti
|
||||||
be.noupdates = Naujinimų nerasta.
|
be.noupdates = Naujinimų nerasta.
|
||||||
be.check = Ieškoti naujinimų
|
be.check = Ieškoti naujinimų
|
||||||
|
|
||||||
mods.browser = Modifikacijų naršyklė
|
mods.browser = Modifikacijų naršyklė
|
||||||
mods.browser.selected = Parinkta modifikacija
|
mods.browser.selected = Parinkta modifikacija
|
||||||
mods.browser.add = Įdiegti
|
mods.browser.add = Įdiegti
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Pervadinti žymę
|
|||||||
schematic.tagged = {0} pažymėta
|
schematic.tagged = {0} pažymėta
|
||||||
schematic.tagdelconfirm = Visiškai ištrinti šią žymę?
|
schematic.tagdelconfirm = Visiškai ištrinti šią žymę?
|
||||||
schematic.tagexists = Ši žymė jau egzistuoja.
|
schematic.tagexists = Ši žymė jau egzistuoja.
|
||||||
|
|
||||||
stats = Statistikos
|
stats = Statistikos
|
||||||
stats.wave = Bangos Praeitos
|
stats.wave = Bangos Praeitos
|
||||||
stats.unitsCreated = Units Created
|
stats.unitsCreated = Units Created
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Talpinamas peržiūros failas
|
|||||||
committingchanges = Daromi pakeitimai
|
committingchanges = Daromi pakeitimai
|
||||||
done = Baigta
|
done = Baigta
|
||||||
feature.unsupported = Jūsų įrenginys nepalaiko šios funkcijos.
|
feature.unsupported = Jūsų įrenginys nepalaiko šios funkcijos.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
||||||
mods = Modifikacijos
|
mods = Modifikacijos
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Išjungti
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Tūrinys:
|
mod.content = Tūrinys:
|
||||||
mod.delete.error = Negalima ištrinti modifikacijos. Failas gali būti naudojamas.
|
mod.delete.error = Negalima ištrinti modifikacijos. Failas gali būti naudojamas.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Pasenusi žaidimo versija
|
mod.incompatiblegame = [red]Pasenusi žaidimo versija
|
||||||
mod.incompatiblemod = [red]Nesuderinima
|
mod.incompatiblemod = [red]Nesuderinima
|
||||||
mod.blacklisted = [red]Nepalaikoma
|
mod.blacklisted = [red]Nepalaikoma
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Turinio klaidos.
|
mod.erroredcontent = [scarlet]Turinio klaidos.
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Nebaigtos Priklausomybės
|
mod.incompletedependencies = [red]Nebaigtos Priklausomybės
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = Šiai modifikacijai trūksta priklausomybių:
|
|||||||
mod.erroredcontent.details = Ši modifikacija kraunant sukėlė klaidų. Paprašykite modifikacijos autoriaus pataisyti jas.
|
mod.erroredcontent.details = Ši modifikacija kraunant sukėlė klaidų. Paprašykite modifikacijos autoriaus pataisyti jas.
|
||||||
mod.circulardependencies.details = Ši modifikacija turi priklausomybių kurios priklauso nuo vieno kito.
|
mod.circulardependencies.details = Ši modifikacija turi priklausomybių kurios priklauso nuo vieno kito.
|
||||||
mod.incompletedependencies.details = Šios modifikacijos negalima užkrauti dėl netinkamų arba trūkstamų priklausomybių: {0}.
|
mod.incompletedependencies.details = Šios modifikacijos negalima užkrauti dėl netinkamų arba trūkstamų priklausomybių: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Reikia žaidimo versijos: [red]{0}
|
mod.requiresversion = Reikia žaidimo versijos: [red]{0}
|
||||||
|
|
||||||
mod.errors = Įvyko klaida kraunant turinį.
|
mod.errors = Įvyko klaida kraunant turinį.
|
||||||
mod.noerrorplay = [scarlet]Turite modifikacijas su klaidomis.[] Išjunkite modifikacijas su klaidomis arba patasykite jas prieš žaidžiant.
|
mod.noerrorplay = [scarlet]Turite modifikacijas su klaidomis.[] Išjunkite modifikacijas su klaidomis arba patasykite jas prieš žaidžiant.
|
||||||
mod.enable = Įjungti
|
mod.enable = Įjungti
|
||||||
@@ -176,6 +183,7 @@ mod.missing = Šis išsaugojimas turi modifikacijas, kurias atnaujinote arba neb
|
|||||||
mod.preview.missing = Prieš publikuojant šią modifikaciją workshop'e, jūs privalote pridėti parodamajį vaizdą.\nĮdėktie vaizdą pavadinimu[accent] preview.png[] į modifikacijos aplanką ir bandykite iš naujo.
|
mod.preview.missing = Prieš publikuojant šią modifikaciją workshop'e, jūs privalote pridėti parodamajį vaizdą.\nĮdėktie vaizdą pavadinimu[accent] preview.png[] į modifikacijos aplanką ir bandykite iš naujo.
|
||||||
mod.folder.missing = Tik modifikacijos aplanko formoje gali būti publikuojamos workshop'e.\nNorint konvertuoti bet kurią modifikaciją į aplanką, paprasčiausiai išpakuokite jos failą į aplanką ir ištrinkite senąją zip versiją, po to, perkraukite žaidimą arba modifikacijas.
|
mod.folder.missing = Tik modifikacijos aplanko formoje gali būti publikuojamos workshop'e.\nNorint konvertuoti bet kurią modifikaciją į aplanką, paprasčiausiai išpakuokite jos failą į aplanką ir ištrinkite senąją zip versiją, po to, perkraukite žaidimą arba modifikacijas.
|
||||||
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -252,12 +260,13 @@ servers.local = Vietinio Tinklo Serveriai
|
|||||||
servers.local.steam = Open Games & Local Servers
|
servers.local.steam = Open Games & Local Servers
|
||||||
servers.remote = Nuotoliniai Serveriai
|
servers.remote = Nuotoliniai Serveriai
|
||||||
servers.global = Globalūs Serveriai
|
servers.global = Globalūs Serveriai
|
||||||
|
|
||||||
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
||||||
servers.showhidden = Rodyti paslėtus serverius
|
servers.showhidden = Rodyti paslėtus serverius
|
||||||
server.shown = Rodoma
|
server.shown = Rodoma
|
||||||
server.hidden = Paslėpta
|
server.hidden = Paslėpta
|
||||||
viewplayer = Stebimas žaidėjas: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Stebimas žaidėjas: [accent]{0}
|
||||||
trace = Sekti Žaidėją
|
trace = Sekti Žaidėją
|
||||||
trace.playername = Žaidėjo vardas: [accent]{0}
|
trace.playername = Žaidėjo vardas: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -270,11 +279,13 @@ trace.times.kicked = Sykių išmesta: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Vardai:
|
trace.names = Vardai:
|
||||||
invalidid = Netaisyklingas kliento ID! Praneškite apie klaidą.
|
invalidid = Netaisyklingas kliento ID! Praneškite apie klaidą.
|
||||||
|
|
||||||
player.ban = Baninti
|
player.ban = Baninti
|
||||||
player.kick = Išmesti
|
player.kick = Išmesti
|
||||||
player.trace = Sekti
|
player.trace = Sekti
|
||||||
player.admin = Perjungti admininistratorių
|
player.admin = Perjungti admininistratorių
|
||||||
player.team = Keisti komandą
|
player.team = Keisti komandą
|
||||||
|
|
||||||
server.bans = Užblokavimai
|
server.bans = Užblokavimai
|
||||||
server.bans.none = Nerasta užblokuotų žaidėjų!
|
server.bans.none = Nerasta užblokuotų žaidėjų!
|
||||||
server.admins = Administratoriai
|
server.admins = Administratoriai
|
||||||
@@ -367,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Atidaryti Nuorodą
|
openlink = Atidaryti Nuorodą
|
||||||
copylink = Kopijuoti Nuorodą
|
copylink = Kopijuoti Nuorodą
|
||||||
back = Sugrįžti
|
back = Sugrįžti
|
||||||
@@ -430,11 +443,11 @@ publishing = [accent]Publikuojama...
|
|||||||
publish.confirm = Ar tikrai norite publikuoti tai?\n\n[lightgray]Pirma įsitikinkite, jog sustinkate su Workshop'o EULA arba jūsų elementai nebus rodomi!
|
publish.confirm = Ar tikrai norite publikuoti tai?\n\n[lightgray]Pirma įsitikinkite, jog sustinkate su Workshop'o EULA arba jūsų elementai nebus rodomi!
|
||||||
publish.error = Įvyko klaida publikuojant elementą: {0}
|
publish.error = Įvyko klaida publikuojant elementą: {0}
|
||||||
steam.error = Nepavyko inicijuoti Steam paslaugų.Klaida: {0}
|
steam.error = Nepavyko inicijuoti Steam paslaugų.Klaida: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Teptukas
|
editor.brush = Teptukas
|
||||||
editor.openin = Atidaryti redaktoriuje
|
editor.openin = Atidaryti redaktoriuje
|
||||||
editor.oregen = Rūdų generacija
|
editor.oregen = Rūdų generacija
|
||||||
@@ -501,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Hide All
|
waves.units.hide = Hide All
|
||||||
waves.units.show = Show All
|
waves.units.show = Show All
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = counts
|
wavemode.counts = counts
|
||||||
wavemode.totals = totals
|
wavemode.totals = totals
|
||||||
wavemode.health = health
|
wavemode.health = health
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Numatytasis>
|
editor.default = [lightgray]<Numatytasis>
|
||||||
details = Detaliau...
|
details = Detaliau...
|
||||||
edit = Redaguoti...
|
edit = Redaguoti...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Pavadinimas:
|
editor.name = Pavadinimas:
|
||||||
editor.spawn = Atradinti vienetą
|
editor.spawn = Atradinti vienetą
|
||||||
editor.removeunit = Panaikinti vienetą
|
editor.removeunit = Panaikinti vienetą
|
||||||
@@ -578,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Piešti komandas
|
toolmode.drawteams = Piešti komandas
|
||||||
toolmode.drawteams.description = Pieškite komandas, o ne blokus.
|
toolmode.drawteams.description = Pieškite komandas, o ne blokus.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]Nėra filtrų! Pridėkite su mygtuku easančiu žemiau.
|
filters.empty = [lightgray]Nėra filtrų! Pridėkite su mygtuku easančiu žemiau.
|
||||||
|
|
||||||
filter.distort = Iškraipyti
|
filter.distort = Iškraipyti
|
||||||
filter.noise = Triukšmas
|
filter.noise = Triukšmas
|
||||||
filter.enemyspawn = Priešų atsiradimo vietos pasirinkimas
|
filter.enemyspawn = Priešų atsiradimo vietos pasirinkimas
|
||||||
@@ -599,6 +617,7 @@ filter.option.ignore = ignoruoti
|
|||||||
filter.scatter = Išsklaidyti
|
filter.scatter = Išsklaidyti
|
||||||
filter.terrain = Reljefas
|
filter.terrain = Reljefas
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Mastelis
|
filter.option.scale = Mastelis
|
||||||
filter.option.chance = Tikimybė
|
filter.option.chance = Tikimybė
|
||||||
filter.option.mag = Didumas
|
filter.option.mag = Didumas
|
||||||
@@ -623,6 +642,7 @@ filter.option.radius = Spindulys
|
|||||||
filter.option.percentile = Procentilė
|
filter.option.percentile = Procentilė
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -675,6 +695,7 @@ launch.text = Launch
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Atidengti
|
uncover = Atidengti
|
||||||
configure = Keisti resursų kiekį
|
configure = Keisti resursų kiekį
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -688,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -695,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -712,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Loadout
|
loadout = Loadout
|
||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -750,11 +776,12 @@ weather.snowing.name = Snow
|
|||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
@@ -790,23 +817,31 @@ sector.changeicon = Change Icon
|
|||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Low
|
threat.low = Low
|
||||||
threat.medium = Medium
|
threat.medium = Medium
|
||||||
threat.high = High
|
threat.high = High
|
||||||
threat.extreme = Extreme
|
threat.extreme = Extreme
|
||||||
threat.eradication = Eradication
|
threat.eradication = Eradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sun
|
planet.sun.name = Sun
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = The Craters
|
sector.craters.name = The Craters
|
||||||
sector.frozenForest.name = Frozen Forest
|
sector.frozenForest.name = Frozen Forest
|
||||||
@@ -855,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -865,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -882,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -900,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Burning
|
status.burning.name = Burning
|
||||||
status.freezing.name = Freezing
|
status.freezing.name = Freezing
|
||||||
status.wet.name = Wet
|
status.wet.name = Wet
|
||||||
@@ -947,9 +986,9 @@ unit.nobuild = [scarlet]Unit can't build
|
|||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]Last Accessed: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Last Commanded: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <load map to show>
|
stat.showinmap = <load map to show>
|
||||||
stat.description = Purpose
|
stat.description = Purpose
|
||||||
|
|
||||||
stat.input = Įeiga
|
stat.input = Įeiga
|
||||||
stat.output = Išeiga
|
stat.output = Išeiga
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max Efficiency
|
||||||
@@ -1060,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1074,8 +1114,8 @@ 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 = Privalomas Geresnis Grąžtas
|
bar.drilltierreq = Privalomas Geresnis Grąžtas
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
@@ -1273,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1289,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Pasirinkite Regioną
|
keybind.schematic_select.name = Pasirinkite Regioną
|
||||||
keybind.schematic_menu.name = Schemų Meniu
|
keybind.schematic_menu.name = Schemų Meniu
|
||||||
@@ -1317,6 +1360,8 @@ keybind.pick.name = Pasirinkti Bloką
|
|||||||
keybind.break_block.name = Išgriauti Bloką
|
keybind.break_block.name = Išgriauti Bloką
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Panaikinti Pasirinkimą
|
keybind.deselect.name = Panaikinti Pasirinkimą
|
||||||
keybind.pickupCargo.name = Pickup Cargo
|
keybind.pickupCargo.name = Pickup Cargo
|
||||||
keybind.dropCargo.name = Drop Cargo
|
keybind.dropCargo.name = Drop Cargo
|
||||||
@@ -1353,9 +1398,9 @@ mode.pvp.description = Kovokite su kitais žmonėmsi vietiniame tinkle.\n[gray]N
|
|||||||
mode.attack.name = Puolimas
|
mode.attack.name = Puolimas
|
||||||
mode.attack.description = Sunaikinkite priešų branduolį. \n[gray]Norint žaisti žemėlapyje yra reikalingas branduolys su raudona spalva.
|
mode.attack.description = Sunaikinkite priešų branduolį. \n[gray]Norint žaisti žemėlapyje yra reikalingas branduolys su raudona spalva.
|
||||||
mode.custom = Pasirinktinės Taisyklės
|
mode.custom = Pasirinktinės Taisyklės
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Neriboti Resursai
|
rules.infiniteresources = Neriboti Resursai
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1435,6 +1480,7 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1446,6 +1492,7 @@ content.block.name = Blokai
|
|||||||
content.status.name = Status Effects
|
content.status.name = Status Effects
|
||||||
content.sector.name = Sectors
|
content.sector.name = Sectors
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Varis
|
item.copper.name = Varis
|
||||||
@@ -1470,6 +1517,7 @@ item.tungsten.name = Tungsten
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbide
|
item.carbide.name = Carbide
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Vanduo
|
liquid.water.name = Vanduo
|
||||||
liquid.slag.name = Šlakas
|
liquid.slag.name = Šlakas
|
||||||
liquid.oil.name = Nafta
|
liquid.oil.name = Nafta
|
||||||
@@ -1520,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1542,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Assembly Drone
|
unit.assembly-drone.name = Assembly Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Smėlio Riedulys
|
block.sand-boulder.name = Smėlio Riedulys
|
||||||
@@ -1743,6 +1793,7 @@ block.container.name = Talpykla
|
|||||||
block.launch-pad.name = Paleidimo Aikštelė
|
block.launch-pad.name = Paleidimo Aikštelė
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -1775,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1935,15 +1988,17 @@ 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
|
||||||
team.crux.name = raudona
|
team.crux.name = raudona
|
||||||
team.sharded.name = oranžinė
|
team.sharded.name = oranžinė
|
||||||
team.derelict.name = apleista
|
team.derelict.name = apleista
|
||||||
team.green.name = žalia
|
team.green.name = žalia
|
||||||
|
|
||||||
team.blue.name = mėlyna
|
team.blue.name = mėlyna
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1983,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2003,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2028,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2055,14 +2113,19 @@ item.spore-pod.description = Sintetinių sporų kokonas, susintetintos iš atmos
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = Nestabilus junginys naudojamas bomboms ir sprogmenims. Susintetintas iš sporų kokonų ir kitų lakiųjų medžiagų. Nerekomenduojama naudoti kaip kurą.
|
item.blast-compound.description = Nestabilus junginys naudojamas bomboms ir sprogmenims. Susintetintas iš sporų kokonų ir kitų lakiųjų medžiagų. Nerekomenduojama naudoti kaip kurą.
|
||||||
item.pyratite.description = Ypač degi medžiaga naudojama uždegantiems ginklams.
|
item.pyratite.description = Ypač degi medžiaga naudojama uždegantiems ginklams.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Naudingiausias skystis. Dažniausiai naudojamas įrenginių aušinimui ir atliekų perdirbimui.
|
liquid.water.description = Naudingiausias skystis. Dažniausiai naudojamas įrenginių aušinimui ir atliekų perdirbimui.
|
||||||
liquid.slag.description = Įvairių rūšių metalai susilydę tarpusavyję. Gali būti atskirti į sudedamasias medžiagas arba išpurkšti ant priešų.
|
liquid.slag.description = Įvairių rūšių metalai susilydę tarpusavyję. Gali būti atskirti į sudedamasias medžiagas arba išpurkšti ant priešų.
|
||||||
liquid.oil.description = Skystis, naudojamas pažangių medžiagų gamyboje. Gali būti konvertuota į anglį arba gali būti išpurkšta ir padegta.
|
liquid.oil.description = Skystis, naudojamas pažangių medžiagų gamyboje. Gali būti konvertuota į anglį arba gali būti išpurkšta ir padegta.
|
||||||
liquid.cryofluid.description = Inertiškas, neėsdinantis skystis gaminamas iš vandens ir titano. Atlaiko ypač didelį karštį. Plačiai naudojamas kaip aušinimo skystis.
|
liquid.cryofluid.description = Inertiškas, neėsdinantis skystis gaminamas iš vandens ir titano. Atlaiko ypač didelį karštį. Plačiai naudojamas kaip aušinimo skystis.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2070,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Juda tokuo pačiu greičiu kaip titaninis konvejeris, tačiau turi daugiau šarvų. Nepriima įeigos iš šonų, išskyrus kitus konvejerius.
|
block.armored-conveyor.description = Juda tokuo pačiu greičiu kaip titaninis konvejeris, tačiau turi daugiau šarvų. Nepriima įeigos iš šonų, išskyrus kitus konvejerius.
|
||||||
block.illuminator.description = Mažas, kompaktiškas, konfigūruojamas šviesos šaltinis. Reikalinga energija funkcionavimui.
|
block.illuminator.description = Mažas, kompaktiškas, konfigūruojamas šviesos šaltinis. Reikalinga energija funkcionavimui.
|
||||||
|
|
||||||
block.message.description = Laiko žinutę. Naudojama komunikacijai tarp sąjungininkų.
|
block.message.description = Laiko žinutę. Naudojama komunikacijai tarp sąjungininkų.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2225,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2322,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2360,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2378,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2424,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2431,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2439,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2476,6 +2556,10 @@ 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
|
||||||
@@ -2490,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2502,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2516,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2541,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2554,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2596,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2603,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -183,6 +183,7 @@ mod.missing = Deze Save bevat mods die zijn geupdatet of die je niet meer hebt g
|
|||||||
mod.preview.missing = Voordat je je mod publiceert in de workshop moet je een thumbnail toevoegen.\nPlaats een afbeelding genaamd[accent] preview.png[] in de folder van die mod en probeer het opnieuw.
|
mod.preview.missing = Voordat je je mod publiceert in de workshop moet je een thumbnail toevoegen.\nPlaats een afbeelding genaamd[accent] preview.png[] in de folder van die mod en probeer het opnieuw.
|
||||||
mod.folder.missing = Alleen mods in folder formaat kunnen worden gepubliceerd in de werkplaats.\nOm een mod om te zetten in een folder, unzip de mod en verwijder de zip, herstart dan het spel of herlaad de mods.
|
mod.folder.missing = Alleen mods in folder formaat kunnen worden gepubliceerd in de werkplaats.\nOm een mod om te zetten in een folder, unzip de mod en verwijder de zip, herstart dan het spel of herlaad de mods.
|
||||||
mod.scripts.disable = Uw apparaat ondersteunt geen mods met scripts. Je moet deze mods uitschakelen om het spel te kunnen spelen.
|
mod.scripts.disable = Uw apparaat ondersteunt geen mods met scripts. Je moet deze mods uitschakelen om het spel te kunnen spelen.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -278,11 +279,13 @@ trace.times.kicked = Keren uit het spel gezet: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Ongeldige speler ID! Raporteer deze bug.
|
invalidid = Ongeldige speler ID! Raporteer deze bug.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Verbannen
|
server.bans = Verbannen
|
||||||
server.bans.none = Geen gedegradeerde spelers gevonden!
|
server.bans.none = Geen gedegradeerde spelers gevonden!
|
||||||
server.admins = Administrateurs
|
server.admins = Administrateurs
|
||||||
@@ -375,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Open Link
|
openlink = Open Link
|
||||||
copylink = Kopieer Link
|
copylink = Kopieer Link
|
||||||
back = Terug
|
back = Terug
|
||||||
@@ -438,11 +443,11 @@ publishing = [accent]Publiceren...
|
|||||||
publish.confirm = Weet je zeker dat je dit wilt publiceren?\n\n[lightgray]Zorg ervoor dat je de EULA van de workshop leest, anders zal je map niet zichtbaar zijn!
|
publish.confirm = Weet je zeker dat je dit wilt publiceren?\n\n[lightgray]Zorg ervoor dat je de EULA van de workshop leest, anders zal je map niet zichtbaar zijn!
|
||||||
publish.error = Fout met het publiceren: {0}
|
publish.error = Fout met het publiceren: {0}
|
||||||
steam.error = Fout met het opstarten van steam diensten.\nError: {0}
|
steam.error = Fout met het opstarten van steam diensten.\nError: {0}
|
||||||
|
|
||||||
editor.planet = Planeet:
|
editor.planet = Planeet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Zaad:
|
editor.seed = Zaad:
|
||||||
editor.cliffs = Muren naar kliffen
|
editor.cliffs = Muren naar kliffen
|
||||||
|
|
||||||
editor.brush = Kwast
|
editor.brush = Kwast
|
||||||
editor.openin = Bewerk in editor
|
editor.openin = Bewerk in editor
|
||||||
editor.oregen = Ertsgeneratie
|
editor.oregen = Ertsgeneratie
|
||||||
@@ -509,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Verberg Alle
|
waves.units.hide = Verberg Alle
|
||||||
waves.units.show = Toon Alle
|
waves.units.show = Toon Alle
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = telt
|
wavemode.counts = telt
|
||||||
wavemode.totals = totalen
|
wavemode.totals = totalen
|
||||||
wavemode.health = levenspunten
|
wavemode.health = levenspunten
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Standaard>
|
editor.default = [lightgray]<Standaard>
|
||||||
details = Details...
|
details = Details...
|
||||||
edit = Bewerk...
|
edit = Bewerk...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Naam:
|
editor.name = Naam:
|
||||||
editor.spawn = Voeg Eenheid toe
|
editor.spawn = Voeg Eenheid toe
|
||||||
editor.removeunit = Verwijder Eenheid
|
editor.removeunit = Verwijder Eenheid
|
||||||
@@ -586,6 +594,7 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Teken Teams
|
toolmode.drawteams = Teken Teams
|
||||||
toolmode.drawteams.description = Tekent teams in plaats van blokken.
|
toolmode.drawteams.description = Tekent teams in plaats van blokken.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Onder vloeistoffen
|
toolmode.underliquid = Onder vloeistoffen
|
||||||
toolmode.underliquid.description = Teken vloeren onder vloeistoffen tegels.
|
toolmode.underliquid.description = Teken vloeren onder vloeistoffen tegels.
|
||||||
|
|
||||||
@@ -633,6 +642,7 @@ filter.option.radius = Straal
|
|||||||
filter.option.percentile = percentiel
|
filter.option.percentile = percentiel
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -699,6 +709,7 @@ objective.destroyblocks.name = Vernietig Blokken
|
|||||||
objective.destroycore.name = Vernietig Core
|
objective.destroycore.name = Vernietig Core
|
||||||
objective.commandmode.name = Commando Modus
|
objective.commandmode.name = Commando Modus
|
||||||
objective.flag.name = Vlag
|
objective.flag.name = Vlag
|
||||||
|
|
||||||
marker.shapetext.name = Vorm Tekst
|
marker.shapetext.name = Vorm Tekst
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Vorm
|
marker.shape.name = Vorm
|
||||||
@@ -706,8 +717,10 @@ marker.text.name = Tekst
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Achtergrond
|
marker.background = Achtergrond
|
||||||
marker.outline = Omtrek
|
marker.outline = Omtrek
|
||||||
|
|
||||||
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Verkrijg:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Verkrijg:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Vernietig:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Vernietig:\n[]{0}[lightgray]{1}
|
||||||
@@ -723,7 +736,9 @@ objective.enemyairunits = [accent]De productie van vijandelijke luchtmachteenhed
|
|||||||
objective.destroycore = [accent]Vernietig Vijandelijke Core
|
objective.destroycore = [accent]Vernietig Vijandelijke Core
|
||||||
objective.command = [accent]Commandeer Eenheden
|
objective.command = [accent]Commandeer Eenheden
|
||||||
objective.nuclearlaunch = [accent]? Nucleaire lancering gedetecteerd: [lightgray]{0}
|
objective.nuclearlaunch = [accent]? Nucleaire lancering gedetecteerd: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]? NUCLEAIRE AANVAL IN AANTOCHT ?
|
announce.nuclearstrike = [red]? NUCLEAIRE AANVAL IN AANTOCHT ?
|
||||||
|
|
||||||
loadout = Uitrusting
|
loadout = Uitrusting
|
||||||
resources = Materialen
|
resources = Materialen
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -761,11 +776,12 @@ weather.snowing.name = Sneeuw
|
|||||||
weather.sandstorm.name = Zandstorm
|
weather.sandstorm.name = Zandstorm
|
||||||
weather.sporestorm.name = Schimmelstorm
|
weather.sporestorm.name = Schimmelstorm
|
||||||
weather.fog.name = Mist
|
weather.fog.name = Mist
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Speeltijd: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Speeltijd: {0}
|
||||||
campaign.complete = [accent]Gefeliciteerd.\n\nDe vijand op {0} is verslagen.\n[lightgray]De laatste sector is veroverd.
|
campaign.complete = [accent]Gefeliciteerd.\n\nDe vijand op {0} is verslagen.\n[lightgray]De laatste sector is veroverd.
|
||||||
|
|
||||||
sectorlist = Sectoren
|
sectorlist = Sectoren
|
||||||
sectorlist.attacked = {0} onder vuur
|
sectorlist.attacked = {0} onder vuur
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Onverkend
|
sectors.unexplored = [lightgray]Onverkend
|
||||||
sectors.resources = Grondstoffen:
|
sectors.resources = Grondstoffen:
|
||||||
sectors.production = Productie:
|
sectors.production = Productie:
|
||||||
@@ -801,23 +817,31 @@ sector.changeicon = Verander icoon
|
|||||||
sector.noswitch.title = Kan niet van sector wisselen
|
sector.noswitch.title = Kan niet van sector wisselen
|
||||||
sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
|
sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
|
||||||
sector.view = Bekijk Sector
|
sector.view = Bekijk Sector
|
||||||
|
|
||||||
threat.low = Laag
|
threat.low = Laag
|
||||||
threat.medium = Gemiddeld
|
threat.medium = Gemiddeld
|
||||||
threat.high = Hoog
|
threat.high = Hoog
|
||||||
threat.extreme = Extreem
|
threat.extreme = Extreem
|
||||||
threat.eradication = Uitroeiing
|
threat.eradication = Uitroeiing
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Zon
|
planet.sun.name = Zon
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = The Craters
|
sector.craters.name = The Craters
|
||||||
sector.frozenForest.name = Frozen Forest
|
sector.frozenForest.name = Frozen Forest
|
||||||
@@ -866,6 +890,8 @@ sector.coastline.description = Op deze locatie zijn resten van marinetechnologie
|
|||||||
sector.navalFortress.description = De vijand heeft een basis gevestigd op een afgelegen, natuurlijk versterkt eiland. Vernietig deze voorpost. Verkrijg hun geavanceerde marinetechnologie en onderzoek die.
|
sector.navalFortress.description = De vijand heeft een basis gevestigd op een afgelegen, natuurlijk versterkt eiland. Vernietig deze voorpost. Verkrijg hun geavanceerde marinetechnologie en onderzoek die.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -912,6 +938,7 @@ sector.siege.description = Deze sector heeft twee parallelle ravijnen die een tw
|
|||||||
sector.crossroads.description = De vijandelijke basissen in deze sector zijn gevestigd in verschillend terrein. Onderzoek verschillende eenheden om aan te passen.\nBovendien worden sommige basissen beschermd door schilden. Zoek uit hoe ze worden aangedreven.
|
sector.crossroads.description = De vijandelijke basissen in deze sector zijn gevestigd in verschillend terrein. Onderzoek verschillende eenheden om aan te passen.\nBovendien worden sommige basissen beschermd door schilden. Zoek uit hoe ze worden aangedreven.
|
||||||
sector.karst.description = Deze sector is rijk aan grondstoffen, maar zal door de vijand worden aangevallen zodra een nieuwe Core aan land komt.Profiteer van de grondstoffen en onderzoek [accent]fasestof[].
|
sector.karst.description = Deze sector is rijk aan grondstoffen, maar zal door de vijand worden aangevallen zodra een nieuwe Core aan land komt.Profiteer van de grondstoffen en onderzoek [accent]fasestof[].
|
||||||
sector.origin.description = De laatste sector met een aanzienlijke vijandelijke aanwezigheid.\nEr blijven geen waarschijnlijke onderzoeksmogelijkheden over - richt je alleen op het vernietigen van alle vijandelijke Cores.
|
sector.origin.description = De laatste sector met een aanzienlijke vijandelijke aanwezigheid.\nEr blijven geen waarschijnlijke onderzoeksmogelijkheden over - richt je alleen op het vernietigen van alle vijandelijke Cores.
|
||||||
|
|
||||||
status.burning.name = Aan het branden
|
status.burning.name = Aan het branden
|
||||||
status.freezing.name = Aan het vriezen
|
status.freezing.name = Aan het vriezen
|
||||||
status.wet.name = Nat
|
status.wet.name = Nat
|
||||||
@@ -959,9 +986,9 @@ unit.nobuild = [scarlet]Eenheid kan niet worden gebouwd
|
|||||||
lastaccessed = [lightgray]Laatste Toegang: {0}
|
lastaccessed = [lightgray]Laatste Toegang: {0}
|
||||||
lastcommanded = [lightgray]Laatst Gecommandeerd: {0}
|
lastcommanded = [lightgray]Laatst Gecommandeerd: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <laad kaart om te tonen>
|
stat.showinmap = <laad kaart om te tonen>
|
||||||
stat.description = Doel
|
stat.description = Doel
|
||||||
|
|
||||||
stat.input = Invoer
|
stat.input = Invoer
|
||||||
stat.output = Uitvoer
|
stat.output = Uitvoer
|
||||||
stat.maxefficiency = Max effici<63>ntie
|
stat.maxefficiency = Max effici<63>ntie
|
||||||
@@ -1072,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1086,8 +1114,8 @@ 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.
|
||||||
|
|
||||||
bar.drilltierreq = Betere boor nodig
|
bar.drilltierreq = Betere boor nodig
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Er ontbreken materialen
|
bar.noresources = Er ontbreken materialen
|
||||||
@@ -1285,11 +1313,13 @@ keybind.command_mode.name = Commandomodus
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1301,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Herbouw Regio
|
keybind.rebuild_select.name = Herbouw Regio
|
||||||
keybind.schematic_select.name = Selecteer gebied
|
keybind.schematic_select.name = Selecteer gebied
|
||||||
keybind.schematic_menu.name = Ontwerpmenu
|
keybind.schematic_menu.name = Ontwerpmenu
|
||||||
@@ -1329,6 +1360,8 @@ keybind.pick.name = Kies Blok
|
|||||||
keybind.break_block.name = Breek Blok
|
keybind.break_block.name = Breek Blok
|
||||||
keybind.select_all_units.name = Selecteer Alle Eenheden
|
keybind.select_all_units.name = Selecteer Alle Eenheden
|
||||||
keybind.select_all_unit_factories.name = Selecteer Alle Eenheidsfabrieken
|
keybind.select_all_unit_factories.name = Selecteer Alle Eenheidsfabrieken
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deselecteer
|
keybind.deselect.name = Deselecteer
|
||||||
keybind.pickupCargo.name = Pak Vracht Op
|
keybind.pickupCargo.name = Pak Vracht Op
|
||||||
keybind.dropCargo.name = Laat Vracht Vallen
|
keybind.dropCargo.name = Laat Vracht Vallen
|
||||||
@@ -1365,9 +1398,9 @@ mode.pvp.description = Vecht tegen andere spelers.\n[gray]Vereist minstens 2 ver
|
|||||||
mode.attack.name = Aanvallen
|
mode.attack.name = Aanvallen
|
||||||
mode.attack.description = Geen rondes, maar met als doel de vijandlijke core(s) te vernietigen.
|
mode.attack.description = Geen rondes, maar met als doel de vijandlijke core(s) te vernietigen.
|
||||||
mode.custom = Aangepaste Regels
|
mode.custom = Aangepaste Regels
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Verberg verboden blokken
|
rules.hidebannedblocks = Verberg verboden blokken
|
||||||
|
|
||||||
rules.infiniteresources = Oneindige Resources
|
rules.infiniteresources = Oneindige Resources
|
||||||
rules.onlydepositcore = Alleen spullen in de core doen toestaan.
|
rules.onlydepositcore = Alleen spullen in de core doen toestaan.
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1447,6 +1480,7 @@ rules.weather = Weer
|
|||||||
rules.weather.frequency = Frequentie:
|
rules.weather.frequency = Frequentie:
|
||||||
rules.weather.always = Altijd
|
rules.weather.always = Altijd
|
||||||
rules.weather.duration = Duur:
|
rules.weather.duration = Duur:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1458,6 +1492,7 @@ content.block.name = Blokken
|
|||||||
content.status.name = Status Effecten
|
content.status.name = Status Effecten
|
||||||
content.sector.name = Sectoren
|
content.sector.name = Sectoren
|
||||||
content.team.name = Facties
|
content.team.name = Facties
|
||||||
|
|
||||||
wallore = (Muur)
|
wallore = (Muur)
|
||||||
|
|
||||||
item.copper.name = Koper
|
item.copper.name = Koper
|
||||||
@@ -1482,6 +1517,7 @@ item.tungsten.name = Wolfraam
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbid
|
item.carbide.name = Carbid
|
||||||
item.dormant-cyst.name = Slapende Cyste
|
item.dormant-cyst.name = Slapende Cyste
|
||||||
|
|
||||||
liquid.water.name = Water
|
liquid.water.name = Water
|
||||||
liquid.slag.name = Lava
|
liquid.slag.name = Lava
|
||||||
liquid.oil.name = Olie
|
liquid.oil.name = Olie
|
||||||
@@ -1532,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1554,6 +1591,7 @@ unit.manifold.name = Spruitstuk
|
|||||||
unit.assembly-drone.name = Montage Drone
|
unit.assembly-drone.name = Montage Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Klif
|
block.cliff.name = Klif
|
||||||
block.sand-boulder.name = Zandkei
|
block.sand-boulder.name = Zandkei
|
||||||
@@ -1755,6 +1793,7 @@ block.container.name = Doos
|
|||||||
block.launch-pad.name = Lanceerplatform
|
block.launch-pad.name = Lanceerplatform
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Grondfabriek
|
block.ground-factory.name = Grondfabriek
|
||||||
block.air-factory.name = Luchtfabriek
|
block.air-factory.name = Luchtfabriek
|
||||||
@@ -1765,7 +1804,6 @@ block.exponential-reconstructor.name = Exponenti<74>le Reconstructeur
|
|||||||
block.tetrative-reconstructor.name = Tetratieve Reconstructeur
|
block.tetrative-reconstructor.name = Tetratieve Reconstructeur
|
||||||
block.payload-conveyor.name = Massa-Transportband
|
block.payload-conveyor.name = Massa-Transportband
|
||||||
block.payload-router.name = Vrachtverdeler
|
block.payload-router.name = Vrachtverdeler
|
||||||
|
|
||||||
block.duct.name = Duct
|
block.duct.name = Duct
|
||||||
block.duct-router.name = Duct Router
|
block.duct-router.name = Duct Router
|
||||||
block.duct-bridge.name = Duct Bridge
|
block.duct-bridge.name = Duct Bridge
|
||||||
@@ -1788,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1948,15 +1988,17 @@ 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
|
||||||
team.crux.name = rood
|
team.crux.name = rood
|
||||||
team.sharded.name = oranje
|
team.sharded.name = oranje
|
||||||
team.derelict.name = wees
|
team.derelict.name = wees
|
||||||
team.green.name = groen
|
team.green.name = groen
|
||||||
|
|
||||||
team.blue.name = blauw
|
team.blue.name = blauw
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1996,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2016,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2041,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2068,14 +2113,19 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
|
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
|
||||||
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Commonly used for cooling machines and waste processing.
|
liquid.water.description = Commonly used for cooling machines and waste processing.
|
||||||
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
||||||
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
||||||
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2083,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Verplaatst items met dezelfde snelheid als een van titanium, maar heeft meer levenspunten. Accepteert alleen items van de zijkanten als het ook lopende banden zijn.
|
block.armored-conveyor.description = Verplaatst items met dezelfde snelheid als een van titanium, maar heeft meer levenspunten. Accepteert alleen items van de zijkanten als het ook lopende banden zijn.
|
||||||
block.illuminator.description = Een kleine aanpasbare lamp, heeft stroom nodig.
|
block.illuminator.description = Een kleine aanpasbare lamp, heeft stroom nodig.
|
||||||
|
|
||||||
block.message.description = Stores a message. Used for communication between allies.
|
block.message.description = Stores a message. Used for communication between allies.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2238,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2335,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2373,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2391,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2437,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2444,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2452,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2489,6 +2556,10 @@ 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
|
||||||
@@ -2503,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2515,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2529,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2554,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2567,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2609,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2616,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Updating...
|
|||||||
be.ignore = Ignore
|
be.ignore = Ignore
|
||||||
be.noupdates = No updates found.
|
be.noupdates = No updates found.
|
||||||
be.check = Check for updates
|
be.check = Check for updates
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Mod Browser
|
||||||
mods.browser.selected = Selected mod
|
mods.browser.selected = Selected mod
|
||||||
mods.browser.add = Install
|
mods.browser.add = Install
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Rename Tag
|
|||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Delete this tag completely?
|
schematic.tagdelconfirm = Delete this tag completely?
|
||||||
schematic.tagexists = That tag already exists.
|
schematic.tagexists = That tag already exists.
|
||||||
|
|
||||||
stats = Stats
|
stats = Stats
|
||||||
stats.wave = Waves Defeated
|
stats.wave = Waves Defeated
|
||||||
stats.unitsCreated = Units Created
|
stats.unitsCreated = Units Created
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Voorbeeldbestand Uploaden
|
|||||||
committingchanges = Veranderingen Toepassen
|
committingchanges = Veranderingen Toepassen
|
||||||
done = Klaar
|
done = Klaar
|
||||||
feature.unsupported = Uw apparaat ondersteunt deze functie niet.
|
feature.unsupported = Uw apparaat ondersteunt deze functie niet.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
||||||
mods = Mods
|
mods = Mods
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Schakel uit
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Content:
|
mod.content = Content:
|
||||||
mod.delete.error = Kan mod niet verwijderen. Bestand is mogelijk in gebruik.
|
mod.delete.error = Kan mod niet verwijderen. Bestand is mogelijk in gebruik.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Content Errors
|
mod.erroredcontent = [scarlet]Content Errors
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Errors have occurred loading content.
|
mod.errors = Errors have occurred loading content.
|
||||||
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
||||||
mod.enable = Schakel in
|
mod.enable = Schakel in
|
||||||
@@ -176,6 +183,7 @@ mod.missing = Dit opslagbestand bevat mods die zijn geupdate of recentelijk zijn
|
|||||||
mod.preview.missing = Voordat je de mod publiceert moet je een afbeelding voor de voorvertoning toevoegen.\nPlaats een afbeelding met de naam[accent] preview.png[] in de modfolder.
|
mod.preview.missing = Voordat je de mod publiceert moet je een afbeelding voor de voorvertoning toevoegen.\nPlaats een afbeelding met de naam[accent] preview.png[] in de modfolder.
|
||||||
mod.folder.missing = Mods kunnen enkel gepubliceerd worden in foldervorm.\nOm een mod in foldervorm te zetten exporteer je het modbestand uit de zipfile en verwijder je de oude zipfile. Herlaad vervolgens je mods of herstart het spel.
|
mod.folder.missing = Mods kunnen enkel gepubliceerd worden in foldervorm.\nOm een mod in foldervorm te zetten exporteer je het modbestand uit de zipfile en verwijder je de oude zipfile. Herlaad vervolgens je mods of herstart het spel.
|
||||||
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -252,12 +260,13 @@ servers.local = Local Servers
|
|||||||
servers.local.steam = Open Games & Local Servers
|
servers.local.steam = Open Games & Local Servers
|
||||||
servers.remote = Remote Servers
|
servers.remote = Remote Servers
|
||||||
servers.global = Community Servers
|
servers.global = Community Servers
|
||||||
|
|
||||||
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the 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 = Shown
|
server.shown = Shown
|
||||||
server.hidden = Hidden
|
server.hidden = Hidden
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Spelersinformatie
|
trace = Spelersinformatie
|
||||||
trace.playername = Naam: [accent]{0}
|
trace.playername = Naam: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -270,11 +279,13 @@ trace.times.kicked = Times Kicked: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Ongeldige client ID! Verstuur een bug report!
|
invalidid = Ongeldige client ID! Verstuur een bug report!
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Verbanningen
|
server.bans = Verbanningen
|
||||||
server.bans.none = Geen verbannen spelers gevonden!
|
server.bans.none = Geen verbannen spelers gevonden!
|
||||||
server.admins = Administrators
|
server.admins = Administrators
|
||||||
@@ -367,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Open Link
|
openlink = Open Link
|
||||||
copylink = Kopiëer Link
|
copylink = Kopiëer Link
|
||||||
back = Terug
|
back = Terug
|
||||||
@@ -430,11 +443,11 @@ publishing = [accent]Publishing...
|
|||||||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Brush
|
editor.brush = Brush
|
||||||
editor.openin = Open In Editor
|
editor.openin = Open In Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -501,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Hide All
|
waves.units.hide = Hide All
|
||||||
waves.units.show = Show All
|
waves.units.show = Show All
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = counts
|
wavemode.counts = counts
|
||||||
wavemode.totals = totals
|
wavemode.totals = totals
|
||||||
wavemode.health = health
|
wavemode.health = health
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Default>
|
editor.default = [lightgray]<Default>
|
||||||
details = Details...
|
details = Details...
|
||||||
edit = Edit...
|
edit = Edit...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -578,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Draw Teams
|
toolmode.drawteams = Draw Teams
|
||||||
toolmode.drawteams.description = Draw teams instead of blocks.
|
toolmode.drawteams.description = Draw teams instead of blocks.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]No filters! Add one with the button below.
|
filters.empty = [lightgray]No filters! Add one with the button below.
|
||||||
|
|
||||||
filter.distort = Distort
|
filter.distort = Distort
|
||||||
filter.noise = Noise
|
filter.noise = Noise
|
||||||
filter.enemyspawn = Enemy Spawn Select
|
filter.enemyspawn = Enemy Spawn Select
|
||||||
@@ -599,6 +617,7 @@ filter.option.ignore = Ignore
|
|||||||
filter.scatter = Scatter
|
filter.scatter = Scatter
|
||||||
filter.terrain = Terrain
|
filter.terrain = Terrain
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Scale
|
filter.option.scale = Scale
|
||||||
filter.option.chance = Chance
|
filter.option.chance = Chance
|
||||||
filter.option.mag = Magnitude
|
filter.option.mag = Magnitude
|
||||||
@@ -623,6 +642,7 @@ filter.option.radius = Radius
|
|||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -675,6 +695,7 @@ launch.text = Launch
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Uncover
|
uncover = Uncover
|
||||||
configure = Configure Loadout
|
configure = Configure Loadout
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -688,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -695,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -712,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Loadout
|
loadout = Loadout
|
||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -750,11 +776,12 @@ weather.snowing.name = Snow
|
|||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
@@ -790,23 +817,31 @@ sector.changeicon = Change Icon
|
|||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Low
|
threat.low = Low
|
||||||
threat.medium = Medium
|
threat.medium = Medium
|
||||||
threat.high = High
|
threat.high = High
|
||||||
threat.extreme = Extreme
|
threat.extreme = Extreme
|
||||||
threat.eradication = Eradication
|
threat.eradication = Eradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sun
|
planet.sun.name = Sun
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = The Craters
|
sector.craters.name = The Craters
|
||||||
sector.frozenForest.name = Frozen Forest
|
sector.frozenForest.name = Frozen Forest
|
||||||
@@ -855,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -865,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -882,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -900,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Burning
|
status.burning.name = Burning
|
||||||
status.freezing.name = Freezing
|
status.freezing.name = Freezing
|
||||||
status.wet.name = Wet
|
status.wet.name = Wet
|
||||||
@@ -947,9 +986,9 @@ unit.nobuild = [scarlet]Unit can't build
|
|||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]Last Accessed: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Last Commanded: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <load map to show>
|
stat.showinmap = <load map to show>
|
||||||
stat.description = Purpose
|
stat.description = Purpose
|
||||||
|
|
||||||
stat.input = Input
|
stat.input = Input
|
||||||
stat.output = Output
|
stat.output = Output
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max Efficiency
|
||||||
@@ -1060,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1074,8 +1114,8 @@ 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 = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
@@ -1273,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1289,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1317,6 +1360,8 @@ keybind.pick.name = Pick Block
|
|||||||
keybind.break_block.name = Break Block
|
keybind.break_block.name = Break Block
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deselect
|
keybind.deselect.name = Deselect
|
||||||
keybind.pickupCargo.name = Pickup Cargo
|
keybind.pickupCargo.name = Pickup Cargo
|
||||||
keybind.dropCargo.name = Drop Cargo
|
keybind.dropCargo.name = Drop Cargo
|
||||||
@@ -1353,9 +1398,9 @@ mode.pvp.description = Fight against other players locally.
|
|||||||
mode.attack.name = Attack
|
mode.attack.name = Attack
|
||||||
mode.attack.description = No waves, with the goal to destroy the enemy base.
|
mode.attack.description = No waves, with the goal to destroy the enemy base.
|
||||||
mode.custom = Custom Rules
|
mode.custom = Custom Rules
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1435,6 +1480,7 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1446,6 +1492,7 @@ content.block.name = Blocks
|
|||||||
content.status.name = Status Effects
|
content.status.name = Status Effects
|
||||||
content.sector.name = Sectors
|
content.sector.name = Sectors
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Copper
|
item.copper.name = Copper
|
||||||
@@ -1470,6 +1517,7 @@ item.tungsten.name = Tungsten
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbide
|
item.carbide.name = Carbide
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Water
|
liquid.water.name = Water
|
||||||
liquid.slag.name = Slag
|
liquid.slag.name = Slag
|
||||||
liquid.oil.name = Oil
|
liquid.oil.name = Oil
|
||||||
@@ -1520,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1542,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Assembly Drone
|
unit.assembly-drone.name = Assembly Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Sand Boulder
|
block.sand-boulder.name = Sand Boulder
|
||||||
@@ -1743,6 +1793,7 @@ block.container.name = Container
|
|||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -1775,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1935,15 +1988,17 @@ 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
|
||||||
team.crux.name = red
|
team.crux.name = red
|
||||||
team.sharded.name = orange
|
team.sharded.name = orange
|
||||||
team.derelict.name = derelict
|
team.derelict.name = derelict
|
||||||
team.green.name = green
|
team.green.name = green
|
||||||
|
|
||||||
team.blue.name = blue
|
team.blue.name = blue
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1983,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2003,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2028,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2055,14 +2113,19 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
|
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
|
||||||
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Commonly used for cooling machines and waste processing.
|
liquid.water.description = Commonly used for cooling machines and waste processing.
|
||||||
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
||||||
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
||||||
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2070,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||||
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
||||||
|
|
||||||
block.message.description = Stores a message. Used for communication between allies.
|
block.message.description = Stores a message. Used for communication between allies.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2225,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2322,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2360,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2378,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2424,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2431,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2439,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2476,6 +2556,10 @@ 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
|
||||||
@@ -2490,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2502,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2516,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2541,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2554,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2596,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2603,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Wyłącz
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Zawartość:
|
mod.content = Zawartość:
|
||||||
mod.delete.error = Nie udało się usunąć modyfikacji. Plik może być w użyciu.
|
mod.delete.error = Nie udało się usunąć modyfikacji. Plik może być w użyciu.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Przestarzała Gra
|
mod.incompatiblegame = [red]Przestarzała Gra
|
||||||
mod.incompatiblemod = [red]Niekompatybilne
|
mod.incompatiblemod = [red]Niekompatybilne
|
||||||
mod.blacklisted = [red]Niewspierane
|
mod.blacklisted = [red]Niewspierane
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Niespełnione Zależnośći
|
|||||||
mod.erroredcontent = [scarlet]Błędy Zawartości
|
mod.erroredcontent = [scarlet]Błędy Zawartości
|
||||||
mod.circulardependencies = [red]Zagnieżdżone zależności
|
mod.circulardependencies = [red]Zagnieżdżone zależności
|
||||||
mod.incompletedependencies = [red]Brakujące zależności
|
mod.incompletedependencies = [red]Brakujące zależności
|
||||||
|
|
||||||
mod.requiresversion.details = Wymaga wersji gry: [accent]{0}[]\nTwoja gra jest przestarzała. Ta modyfikacja potrzebuje nowszej wersji gry (możliwe, że wersji w fazie alfa/beta) aby mógł funkcjonować.
|
mod.requiresversion.details = Wymaga wersji gry: [accent]{0}[]\nTwoja gra jest przestarzała. Ta modyfikacja potrzebuje nowszej wersji gry (możliwe, że wersji w fazie alfa/beta) aby mógł funkcjonować.
|
||||||
mod.incompatiblemod.details = Ta modyfikacja jest niekompatybilna z najnowszą wersją gry. Autor musi ją zaaktualizować, i dodać [accent]minGameVersion: 147[] do jej pliku [accent]mod.json[].
|
mod.incompatiblemod.details = Ta modyfikacja jest niekompatybilna z najnowszą wersją gry. Autor musi ją zaaktualizować, i dodać [accent]minGameVersion: 147[] do jej pliku [accent]mod.json[].
|
||||||
mod.blacklisted.details = Ta modyfikacja został ręczenie przeniesiony na czarną listę, ponieważ powodował wyłączenia gry i inne problemy na tej wersji. Nie używaj go.
|
mod.blacklisted.details = Ta modyfikacja został ręczenie przeniesiony na czarną listę, ponieważ powodował wyłączenia gry i inne problemy na tej wersji. Nie używaj go.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = W tej modyfikacji brakuje zależnośći: {0}
|
|||||||
mod.erroredcontent.details = Ta modyfikacja spowodowała błędy przy uruchomianu. Poproś autora modyfikacji o ich naprawienie.
|
mod.erroredcontent.details = Ta modyfikacja spowodowała błędy przy uruchomianu. Poproś autora modyfikacji o ich naprawienie.
|
||||||
mod.circulardependencies.details = Ta modyfikacja posiada zależności, które są zależne od innych zależności.
|
mod.circulardependencies.details = Ta modyfikacja posiada zależności, które są zależne od innych zależności.
|
||||||
mod.incompletedependencies.details = Nie można załadować modyfikacji z powodu niepoprawnych lub brakujących zależności: {0}.
|
mod.incompletedependencies.details = Nie można załadować modyfikacji z powodu niepoprawnych lub brakujących zależności: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Wymagana wersja gry: [red]{0}
|
mod.requiresversion = Wymagana wersja gry: [red]{0}
|
||||||
|
|
||||||
mod.errors = Wystąpił błąd podczas ładowania treści.
|
mod.errors = Wystąpił błąd podczas ładowania treści.
|
||||||
mod.noerrorplay = [scarlet]Twoje modyfikacje zawierają błędy.[] Wyłącz je lub napraw błędy przed rozpoczęciem gry.
|
mod.noerrorplay = [scarlet]Twoje modyfikacje zawierają błędy.[] Wyłącz je lub napraw błędy przed rozpoczęciem gry.
|
||||||
mod.enable = Włącz
|
mod.enable = Włącz
|
||||||
@@ -179,6 +183,7 @@ mod.missing = Ten zapis zawiera modyfikacje, które zostały niedawno zaktualizo
|
|||||||
mod.preview.missing = Przed opublikowaniem tej modyfikacji na Warsztacie musisz dodać zdjęcie podglądowe.\nDodaj zdjęcie o nazwie[accent] preview.png[] do folderu modyfikacji i spróbuj jeszcze raz.
|
mod.preview.missing = Przed opublikowaniem tej modyfikacji na Warsztacie musisz dodać zdjęcie podglądowe.\nDodaj zdjęcie o nazwie[accent] preview.png[] do folderu modyfikacji i spróbuj jeszcze raz.
|
||||||
mod.folder.missing = Jedynie modyfikacje w formie folderów mogą się znaleźć na Warsztacie.\nAby zamienić moda w folder, wyciągnij go z archiwum, umieść w folderze i usuń archiwum. Później uruchom ponownie grę lub załaduj ponownie modyfikacje.
|
mod.folder.missing = Jedynie modyfikacje w formie folderów mogą się znaleźć na Warsztacie.\nAby zamienić moda w folder, wyciągnij go z archiwum, umieść w folderze i usuń archiwum. Później uruchom ponownie grę lub załaduj ponownie modyfikacje.
|
||||||
mod.scripts.disable = Twoje urządzenie nie wspiera modyfikacji ze skryptami. Musisz wyłączyć te modyfikacje, aby móc grać.
|
mod.scripts.disable = Twoje urządzenie nie wspiera modyfikacji ze skryptami. Musisz wyłączyć te modyfikacje, aby móc grać.
|
||||||
|
|
||||||
mod.dependencies.error = [scarlet]Modyfikacje wymagają zależności.
|
mod.dependencies.error = [scarlet]Modyfikacje wymagają zależności.
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (optional)
|
||||||
mod.dependencies.download = Importuj
|
mod.dependencies.download = Importuj
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = Serwery społeczności [accent]nie są[] w posiadaniu ani n
|
|||||||
servers.showhidden = Pokaż Ukryte Serwery
|
servers.showhidden = Pokaż Ukryte Serwery
|
||||||
server.shown = Pokazane
|
server.shown = Pokazane
|
||||||
server.hidden = Ukryte
|
server.hidden = Ukryte
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Zlokalizuj Gracza
|
trace = Zlokalizuj Gracza
|
||||||
trace.playername = Nazwa gracza: [accent]{0}
|
trace.playername = Nazwa gracza: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = Wyrzucony: [accent]{0}[] razy
|
|||||||
trace.ips = Adresy IP:
|
trace.ips = Adresy IP:
|
||||||
trace.names = Nazwy:
|
trace.names = Nazwy:
|
||||||
invalidid = Złe ID klienta! Wyślij raport błędu.
|
invalidid = Złe ID klienta! Wyślij raport błędu.
|
||||||
|
|
||||||
player.ban = Zbanuj
|
player.ban = Zbanuj
|
||||||
player.kick = Wyrzuć
|
player.kick = Wyrzuć
|
||||||
player.trace = Namierz
|
player.trace = Namierz
|
||||||
player.admin = Przyznaj uprawnienia administracyjne
|
player.admin = Przyznaj uprawnienia administracyjne
|
||||||
player.team = Zmień Drużynę
|
player.team = Zmień Drużynę
|
||||||
|
|
||||||
server.bans = Bany
|
server.bans = Bany
|
||||||
server.bans.none = Nie znaleziono zbanowanych osób!
|
server.bans.none = Nie znaleziono zbanowanych osób!
|
||||||
server.admins = Administratorzy
|
server.admins = Administratorzy
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = Wstrzymaj Ogień
|
|||||||
stance.pursuetarget = Goń Cel
|
stance.pursuetarget = Goń Cel
|
||||||
stance.patrol = Patroluj Obszar
|
stance.patrol = Patroluj Obszar
|
||||||
stance.ram = Taranuj\n[lightgray]Ruch w prostej linii bez znajdowania drogi
|
stance.ram = Taranuj\n[lightgray]Ruch w prostej linii bez znajdowania drogi
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Otwórz Link
|
openlink = Otwórz Link
|
||||||
copylink = Kopiuj Link
|
copylink = Kopiuj Link
|
||||||
back = Wróć
|
back = Wróć
|
||||||
@@ -434,11 +443,11 @@ publishing = [accent]Publikowanie...
|
|||||||
publish.confirm = Czy jesteś pewien, że chcesz to opublikować?\n\n[lightgray]Najpierw upewnij się, że zgadzasz się z umową EULA Warsztatu, w przeciwnym razie twoje pozycje nie będą widoczne!
|
publish.confirm = Czy jesteś pewien, że chcesz to opublikować?\n\n[lightgray]Najpierw upewnij się, że zgadzasz się z umową EULA Warsztatu, w przeciwnym razie twoje pozycje nie będą widoczne!
|
||||||
publish.error = Błąd podczas publikowania pozycji: {0}
|
publish.error = Błąd podczas publikowania pozycji: {0}
|
||||||
steam.error = Nie udało się zainicjować serwisów Steam.\nBłąd: {0}
|
steam.error = Nie udało się zainicjować serwisów Steam.\nBłąd: {0}
|
||||||
|
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Ziarno:
|
editor.seed = Ziarno:
|
||||||
editor.cliffs = Ściany Na Klify
|
editor.cliffs = Ściany Na Klify
|
||||||
|
|
||||||
editor.brush = Pędzel
|
editor.brush = Pędzel
|
||||||
editor.openin = Otwórz w Edytorze
|
editor.openin = Otwórz w Edytorze
|
||||||
editor.oregen = Generacja Złóż
|
editor.oregen = Generacja Złóż
|
||||||
@@ -509,14 +518,16 @@ waves.units.show = Pokaż Wszystkie
|
|||||||
wavemode.counts = liczba
|
wavemode.counts = liczba
|
||||||
wavemode.totals = sumy
|
wavemode.totals = sumy
|
||||||
wavemode.health = życie
|
wavemode.health = życie
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Domyślne>
|
editor.default = [lightgray]<Domyślne>
|
||||||
details = Detale...
|
details = Detale...
|
||||||
edit = Edytuj...
|
edit = Edytuj...
|
||||||
variables = Zmienne
|
variables = Zmienne
|
||||||
logic.clear.confirm = Czy na pewno chcesz wyczyścić cały kod z tego procesora??
|
logic.clear.confirm = Czy na pewno chcesz wyczyścić cały kod z tego procesora??
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nazwa:
|
editor.name = Nazwa:
|
||||||
editor.spawn = Stwórz Jednostkę
|
editor.spawn = Stwórz Jednostkę
|
||||||
editor.removeunit = Usuń Jednostkę
|
editor.removeunit = Usuń Jednostkę
|
||||||
@@ -583,10 +594,12 @@ toolmode.fillerase = Usuń Typ
|
|||||||
toolmode.fillerase.description = Usuwa bloki tego samego typu.
|
toolmode.fillerase.description = Usuwa bloki tego samego typu.
|
||||||
toolmode.drawteams = Rysuj Drużyny
|
toolmode.drawteams = Rysuj Drużyny
|
||||||
toolmode.drawteams.description = Rysuje drużyny zamiast bloków.
|
toolmode.drawteams.description = Rysuje drużyny zamiast bloków.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Pod Cieczami
|
toolmode.underliquid = Pod Cieczami
|
||||||
toolmode.underliquid.description = Narysuj podłogi pod płynnymi obszarami.
|
toolmode.underliquid.description = Narysuj podłogi pod płynnymi obszarami.
|
||||||
|
|
||||||
filters.empty = [lightgray]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
|
filters.empty = [lightgray]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
|
||||||
|
|
||||||
filter.distort = Zniekształcanie
|
filter.distort = Zniekształcanie
|
||||||
filter.noise = Szum
|
filter.noise = Szum
|
||||||
filter.enemyspawn = Wybierz spawn przeciwnika
|
filter.enemyspawn = Wybierz spawn przeciwnika
|
||||||
@@ -604,6 +617,7 @@ filter.option.ignore = Ignoruj
|
|||||||
filter.scatter = Rozprosz
|
filter.scatter = Rozprosz
|
||||||
filter.terrain = Teren
|
filter.terrain = Teren
|
||||||
filter.logic = Logika
|
filter.logic = Logika
|
||||||
|
|
||||||
filter.option.scale = Skala
|
filter.option.scale = Skala
|
||||||
filter.option.chance = Szansa
|
filter.option.chance = Szansa
|
||||||
filter.option.mag = Wielkość
|
filter.option.mag = Wielkość
|
||||||
@@ -628,6 +642,7 @@ filter.option.radius = Zasięg
|
|||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
filter.option.code = Kod
|
filter.option.code = Kod
|
||||||
filter.option.loop = Pętla
|
filter.option.loop = Pętla
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Czy na pewno chcesz usunąć ten pakiet lokalizacji?
|
locales.deletelocale = Czy na pewno chcesz usunąć ten pakiet lokalizacji?
|
||||||
locales.applytoall = Zastosuj Do Wszystkich Lokalizacji
|
locales.applytoall = Zastosuj Do Wszystkich Lokalizacji
|
||||||
@@ -680,6 +695,7 @@ launch.text = Wystrzel
|
|||||||
map.multiplayer = Tylko host może widzieć sektory
|
map.multiplayer = Tylko host może widzieć sektory
|
||||||
uncover = Odkryj
|
uncover = Odkryj
|
||||||
configure = Skonfiguruj Ładunek
|
configure = Skonfiguruj Ładunek
|
||||||
|
|
||||||
objective.research.name = Zbadaj
|
objective.research.name = Zbadaj
|
||||||
objective.produce.name = Zdobądź
|
objective.produce.name = Zdobądź
|
||||||
objective.item.name = Zdobądź Przedmiot
|
objective.item.name = Zdobądź Przedmiot
|
||||||
@@ -693,6 +709,7 @@ objective.destroyblocks.name = Zniszcz Bloki
|
|||||||
objective.destroycore.name = Zniszcz Rdzeń
|
objective.destroycore.name = Zniszcz Rdzeń
|
||||||
objective.commandmode.name = Tryb Poleceń
|
objective.commandmode.name = Tryb Poleceń
|
||||||
objective.flag.name = Oznaczenie
|
objective.flag.name = Oznaczenie
|
||||||
|
|
||||||
marker.shapetext.name = Dostosuj Tekst
|
marker.shapetext.name = Dostosuj Tekst
|
||||||
marker.point.name = Punkt
|
marker.point.name = Punkt
|
||||||
marker.shape.name = Figura
|
marker.shape.name = Figura
|
||||||
@@ -700,8 +717,10 @@ marker.text.name = Tekst
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Tekstura
|
marker.texture.name = Tekstura
|
||||||
|
|
||||||
marker.background = Tło
|
marker.background = Tło
|
||||||
marker.outline = Kontur
|
marker.outline = Kontur
|
||||||
|
|
||||||
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Zdobądź:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Zdobądź:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Zniszcz:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Zniszcz:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,6 +736,7 @@ objective.enemyairunits = [accent]Produkcja latających wrogich jednostek za [li
|
|||||||
objective.destroycore = [accent]Zniszcz Rdzeń Przeciwnika
|
objective.destroycore = [accent]Zniszcz Rdzeń Przeciwnika
|
||||||
objective.command = [accent]Dowódź Jednostkami
|
objective.command = [accent]Dowódź Jednostkami
|
||||||
objective.nuclearlaunch = [accent]⚠ Wykryto wystrzał nuklearny: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Wykryto wystrzał nuklearny: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NADCHODZI UDERZENIE NUKLEARNE ⚠
|
announce.nuclearstrike = [red]⚠ NADCHODZI UDERZENIE NUKLEARNE ⚠
|
||||||
|
|
||||||
loadout = Ładunek
|
loadout = Ładunek
|
||||||
@@ -756,11 +776,12 @@ weather.snowing.name = Śnieg
|
|||||||
weather.sandstorm.name = Burza piaskowa
|
weather.sandstorm.name = Burza piaskowa
|
||||||
weather.sporestorm.name = Burza zarodników
|
weather.sporestorm.name = Burza zarodników
|
||||||
weather.fog.name = Mgła
|
weather.fog.name = Mgła
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Czas gry na sektorze: {0}
|
campaign.playtime = \uf129 [lightgray]Czas gry na sektorze: {0}
|
||||||
campaign.complete = [accent]Gratulacje.\n\nWróg na sektorze {0} został pokonany.\n[lightgray]Ostatni sektor został podbity.
|
campaign.complete = [accent]Gratulacje.\n\nWróg na sektorze {0} został pokonany.\n[lightgray]Ostatni sektor został podbity.
|
||||||
|
|
||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} atakowanych
|
sectorlist.attacked = {0} atakowanych
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Niezbadane
|
sectors.unexplored = [lightgray]Niezbadane
|
||||||
sectors.resources = Zasoby:
|
sectors.resources = Zasoby:
|
||||||
sectors.production = Produkcja:
|
sectors.production = Produkcja:
|
||||||
@@ -802,12 +823,18 @@ threat.medium = Średni
|
|||||||
threat.high = Wysoki
|
threat.high = Wysoki
|
||||||
threat.extreme = Ekstremalny
|
threat.extreme = Ekstremalny
|
||||||
threat.eradication = Czystka
|
threat.eradication = Czystka
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -863,6 +890,8 @@ sector.coastline.description = W tej lokalizacji zostały znalezione resztki tec
|
|||||||
sector.navalFortress.description = Wróg założył bazę na odległej, naturalnie ufortyfikowanej wyspie. Zniszcz tę bazę. Zdobądź zaawansowaną technologię statków morskich i zbadaj ją.
|
sector.navalFortress.description = Wróg założył bazę na odległej, naturalnie ufortyfikowanej wyspie. Zniszcz tę bazę. Zdobądź zaawansowaną technologię statków morskich i zbadaj ją.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -891,6 +920,7 @@ sector.siege.name = Oblężenie
|
|||||||
sector.crossroads.name = Rozdroże
|
sector.crossroads.name = Rozdroże
|
||||||
sector.karst.name = Kras
|
sector.karst.name = Kras
|
||||||
sector.origin.name = Zalążek
|
sector.origin.name = Zalążek
|
||||||
|
|
||||||
sector.onset.description = Samouczkowy sektor. Cel nie został jeszcze ustalony. Oczekuj dalszych informacji.
|
sector.onset.description = Samouczkowy sektor. Cel nie został jeszcze ustalony. Oczekuj dalszych informacji.
|
||||||
sector.aegis.description = Wróg jest chroniony przez tarcze. Prototyp Niszczyciela tarcz znajduje się na tym sektorze.\n Znajdź go. Wypełnij go wolframem i zniszcz tarcze wrogów.
|
sector.aegis.description = Wróg jest chroniony przez tarcze. Prototyp Niszczyciela tarcz znajduje się na tym sektorze.\n Znajdź go. Wypełnij go wolframem i zniszcz tarcze wrogów.
|
||||||
sector.lake.description = Jezioro żużlu znajdujące się na tym sektorze znacznie ogranicza rodzaje jednostek, jakich można użyć. Statki są jedyną sensowną opcją. Odkryj [accent] Fabrykator Statków[] i wytwórz [accent] Wymykacze[] najszybciej jak się da.
|
sector.lake.description = Jezioro żużlu znajdujące się na tym sektorze znacznie ogranicza rodzaje jednostek, jakich można użyć. Statki są jedyną sensowną opcją. Odkryj [accent] Fabrykator Statków[] i wytwórz [accent] Wymykacze[] najszybciej jak się da.
|
||||||
@@ -956,8 +986,8 @@ unit.nobuild = [scarlet]Jednostka nie może budować
|
|||||||
lastaccessed = [lightgray]Ostatnia interakcja: {0}
|
lastaccessed = [lightgray]Ostatnia interakcja: {0}
|
||||||
lastcommanded = [lightgray]Ostatnio zarządzane: {0}
|
lastcommanded = [lightgray]Ostatnio zarządzane: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
stat.showinmap = <załaduj mapę do pokazania>
|
|
||||||
|
|
||||||
|
stat.showinmap = <załaduj mapę do pokazania>
|
||||||
stat.description = Opis
|
stat.description = Opis
|
||||||
stat.input = Wejście
|
stat.input = Wejście
|
||||||
stat.output = Wyjście
|
stat.output = Wyjście
|
||||||
@@ -1069,6 +1099,7 @@ ability.spawndeath = Śmiertelne narodziny
|
|||||||
ability.spawndeath.description = Uwalnia jednostki po śmierci
|
ability.spawndeath.description = Uwalnia jednostki po śmierci
|
||||||
ability.liquidexplode = Wyciek Śmierci
|
ability.liquidexplode = Wyciek Śmierci
|
||||||
ability.liquidexplode.description = Wylewa płyn po śmierci
|
ability.liquidexplode.description = Wylewa płyn po śmierci
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sek[lightgray] Szybkość strzelania
|
ability.stat.firingrate = [stat]{0}/sek[lightgray] Szybkość strzelania
|
||||||
ability.stat.regen = [stat]{0}[lightgray] zdrowie/sek
|
ability.stat.regen = [stat]{0}[lightgray] zdrowie/sek
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] zdrowie/puls
|
ability.stat.pulseregen = [stat]{0}[lightgray] zdrowie/puls
|
||||||
@@ -1083,8 +1114,8 @@ 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
|
||||||
|
|
||||||
bar.drilltierreq = Wymagane Lepsze Wiertło
|
bar.drilltierreq = Wymagane Lepsze Wiertło
|
||||||
bar.nobatterypower = Niewystarczająca moc akumulatora
|
bar.nobatterypower = Niewystarczająca moc akumulatora
|
||||||
bar.noresources = Brak Zasobów
|
bar.noresources = Brak Zasobów
|
||||||
@@ -1282,11 +1313,13 @@ keybind.command_mode.name = Tryb Komend
|
|||||||
keybind.command_queue.name = Kolejka Rozkazów Jednostki
|
keybind.command_queue.name = Kolejka Rozkazów Jednostki
|
||||||
keybind.create_control_group.name = Stwórz Grupę Kontroli
|
keybind.create_control_group.name = Stwórz Grupę Kontroli
|
||||||
keybind.cancel_orders.name = Anuluj Rozkazy
|
keybind.cancel_orders.name = Anuluj Rozkazy
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Strzel
|
keybind.unit_stance_shoot.name = Strzel
|
||||||
keybind.unit_stance_hold_fire.name = Wstrzymaj ogień
|
keybind.unit_stance_hold_fire.name = Wstrzymaj ogień
|
||||||
keybind.unit_stance_pursue_target.name = Goń Cel
|
keybind.unit_stance_pursue_target.name = Goń Cel
|
||||||
keybind.unit_stance_patrol.name = Patroluj
|
keybind.unit_stance_patrol.name = Patroluj
|
||||||
keybind.unit_stance_ram.name = Taranuj
|
keybind.unit_stance_ram.name = Taranuj
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1298,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Odbuduj Region
|
keybind.rebuild_select.name = Odbuduj Region
|
||||||
keybind.schematic_select.name = Wybierz Region
|
keybind.schematic_select.name = Wybierz Region
|
||||||
keybind.schematic_menu.name = Menu Schematów
|
keybind.schematic_menu.name = Menu Schematów
|
||||||
@@ -1326,6 +1360,8 @@ keybind.pick.name = Wybierz Blok
|
|||||||
keybind.break_block.name = Zniszcz Blok
|
keybind.break_block.name = Zniszcz Blok
|
||||||
keybind.select_all_units.name = Wybierz Wszystkie Jednostki
|
keybind.select_all_units.name = Wybierz Wszystkie Jednostki
|
||||||
keybind.select_all_unit_factories.name = Wybierz Wszystkie Fabryki Jednostek
|
keybind.select_all_unit_factories.name = Wybierz Wszystkie Fabryki Jednostek
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Odznacz
|
keybind.deselect.name = Odznacz
|
||||||
keybind.pickupCargo.name = Podnieś Ładunek
|
keybind.pickupCargo.name = Podnieś Ładunek
|
||||||
keybind.dropCargo.name = Opuść Ładunek
|
keybind.dropCargo.name = Opuść Ładunek
|
||||||
@@ -1362,9 +1398,9 @@ mode.pvp.description = Walcz przeciwko innym graczom.\n[gray]Wymaga co najmniej
|
|||||||
mode.attack.name = Atak
|
mode.attack.name = Atak
|
||||||
mode.attack.description = Celem jest zniszczenie bazy przeciwnika.\n[gray]Wymaga czerwonego rdzenia na mapie, aby móc grać w tym trybie.
|
mode.attack.description = Celem jest zniszczenie bazy przeciwnika.\n[gray]Wymaga czerwonego rdzenia na mapie, aby móc grać w tym trybie.
|
||||||
mode.custom = Własny Tryb
|
mode.custom = Własny Tryb
|
||||||
|
|
||||||
rules.invaliddata = Niepoprawne dane ze schowka.
|
rules.invaliddata = Niepoprawne dane ze schowka.
|
||||||
rules.hidebannedblocks = Ukryj zabronione bloki
|
rules.hidebannedblocks = Ukryj zabronione bloki
|
||||||
|
|
||||||
rules.infiniteresources = Nieskończone Zasoby
|
rules.infiniteresources = Nieskończone Zasoby
|
||||||
rules.onlydepositcore = Dozwól tylko przenoszenie z rdzenia
|
rules.onlydepositcore = Dozwól tylko przenoszenie z rdzenia
|
||||||
rules.derelictrepair = Zezwól na naprawę opuszczonego bloku
|
rules.derelictrepair = Zezwól na naprawę opuszczonego bloku
|
||||||
@@ -1444,6 +1480,7 @@ rules.weather = Pogoda
|
|||||||
rules.weather.frequency = Częstotliwość:
|
rules.weather.frequency = Częstotliwość:
|
||||||
rules.weather.always = Zawsze
|
rules.weather.always = Zawsze
|
||||||
rules.weather.duration = Czas trwania:
|
rules.weather.duration = Czas trwania:
|
||||||
|
|
||||||
rules.randomwaveai.info = Sprawia, że jednostki tworzone falami atakują losowe struktury zamiast bezpośrednio atakować rdzeń lub generatory mocy.
|
rules.randomwaveai.info = Sprawia, że jednostki tworzone falami atakują losowe struktury zamiast bezpośrednio atakować rdzeń lub generatory mocy.
|
||||||
rules.placerangecheck.info = Zapobiega graczom umieszczania czegokolwiek w pobliżu budynków wroga. Podczas próby umieszczenia wieżyczki zasięg jest zwiększony, więc wieżyczka nie będzie mogła dosięgnąć wroga.
|
rules.placerangecheck.info = Zapobiega graczom umieszczania czegokolwiek w pobliżu budynków wroga. Podczas próby umieszczenia wieżyczki zasięg jest zwiększony, więc wieżyczka nie będzie mogła dosięgnąć wroga.
|
||||||
rules.onlydepositcore.info = Zapobiega umieszczaniu przedmiotów w budynkach poza rdzeniami.
|
rules.onlydepositcore.info = Zapobiega umieszczaniu przedmiotów w budynkach poza rdzeniami.
|
||||||
@@ -1455,6 +1492,7 @@ content.block.name = Bloki
|
|||||||
content.status.name = Efekty Statusu
|
content.status.name = Efekty Statusu
|
||||||
content.sector.name = Sektory
|
content.sector.name = Sektory
|
||||||
content.team.name = Frakcje
|
content.team.name = Frakcje
|
||||||
|
|
||||||
wallore = (Ściana)
|
wallore = (Ściana)
|
||||||
|
|
||||||
item.copper.name = Miedź
|
item.copper.name = Miedź
|
||||||
@@ -1479,6 +1517,7 @@ item.tungsten.name = Wolfram
|
|||||||
item.oxide.name = Tlenek Berylu
|
item.oxide.name = Tlenek Berylu
|
||||||
item.carbide.name = Karbid
|
item.carbide.name = Karbid
|
||||||
item.dormant-cyst.name = Drzemiąca Torbiel
|
item.dormant-cyst.name = Drzemiąca Torbiel
|
||||||
|
|
||||||
liquid.water.name = Woda
|
liquid.water.name = Woda
|
||||||
liquid.slag.name = Żużel
|
liquid.slag.name = Żużel
|
||||||
liquid.oil.name = Ropa
|
liquid.oil.name = Ropa
|
||||||
@@ -1494,41 +1533,34 @@ liquid.cyanogen.name = Cyjan
|
|||||||
unit.dagger.name = Nóż
|
unit.dagger.name = Nóż
|
||||||
unit.mace.name = Buzdygan
|
unit.mace.name = Buzdygan
|
||||||
unit.fortress.name = Forteca
|
unit.fortress.name = Forteca
|
||||||
|
|
||||||
unit.nova.name = Nowa
|
unit.nova.name = Nowa
|
||||||
unit.pulsar.name = Pulsar
|
unit.pulsar.name = Pulsar
|
||||||
unit.quasar.name = Kwazar
|
unit.quasar.name = Kwazar
|
||||||
|
|
||||||
unit.crawler.name = Pełzak
|
unit.crawler.name = Pełzak
|
||||||
unit.atrax.name = Atrax
|
unit.atrax.name = Atrax
|
||||||
unit.spiroct.name = Spiroct
|
unit.spiroct.name = Spiroct
|
||||||
unit.arkyid.name = Arkyid
|
unit.arkyid.name = Arkyid
|
||||||
unit.toxopid.name = Toxopid
|
unit.toxopid.name = Toxopid
|
||||||
|
|
||||||
unit.flare.name = Flara
|
unit.flare.name = Flara
|
||||||
unit.horizon.name = Horyzont
|
unit.horizon.name = Horyzont
|
||||||
unit.zenith.name = Zenit
|
unit.zenith.name = Zenit
|
||||||
unit.antumbra.name = Antumbra
|
unit.antumbra.name = Antumbra
|
||||||
unit.eclipse.name = Zaćmienie
|
unit.eclipse.name = Zaćmienie
|
||||||
|
|
||||||
unit.mono.name = Mrówka
|
unit.mono.name = Mrówka
|
||||||
unit.poly.name = Duszek
|
unit.poly.name = Duszek
|
||||||
unit.mega.name = Mega
|
unit.mega.name = Mega
|
||||||
unit.quad.name = Quad
|
unit.quad.name = Quad
|
||||||
unit.oct.name = Oct
|
unit.oct.name = Oct
|
||||||
|
|
||||||
unit.risso.name = Delfin
|
unit.risso.name = Delfin
|
||||||
unit.minke.name = Minke
|
unit.minke.name = Minke
|
||||||
unit.bryde.name = Płetwal
|
unit.bryde.name = Płetwal
|
||||||
unit.sei.name = Sejwal
|
unit.sei.name = Sejwal
|
||||||
unit.omura.name = Omura
|
unit.omura.name = Omura
|
||||||
|
|
||||||
unit.retusa.name = Retusa
|
unit.retusa.name = Retusa
|
||||||
unit.oxynoe.name = Oksynoe
|
unit.oxynoe.name = Oksynoe
|
||||||
unit.cyerce.name = Cyerce
|
unit.cyerce.name = Cyerce
|
||||||
unit.aegires.name = Aegir
|
unit.aegires.name = Aegir
|
||||||
unit.navanax.name = Nawanaksa
|
unit.navanax.name = Nawanaksa
|
||||||
|
|
||||||
unit.alpha.name = Alfa
|
unit.alpha.name = Alfa
|
||||||
unit.beta.name = Beta
|
unit.beta.name = Beta
|
||||||
unit.gamma.name = Gamma
|
unit.gamma.name = Gamma
|
||||||
@@ -1536,6 +1568,7 @@ unit.scepter.name = Kostur
|
|||||||
unit.reign.name = Imperator
|
unit.reign.name = Imperator
|
||||||
unit.vela.name = Wela
|
unit.vela.name = Wela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stal
|
unit.stell.name = Stal
|
||||||
unit.locus.name = Lokus
|
unit.locus.name = Lokus
|
||||||
unit.precept.name = Przestrzegacz
|
unit.precept.name = Przestrzegacz
|
||||||
@@ -1551,11 +1584,9 @@ unit.avert.name = Awert
|
|||||||
unit.obviate.name = Likwidator
|
unit.obviate.name = Likwidator
|
||||||
unit.quell.name = Tłumiciel
|
unit.quell.name = Tłumiciel
|
||||||
unit.disrupt.name = Rozrywacz
|
unit.disrupt.name = Rozrywacz
|
||||||
|
|
||||||
unit.evoke.name = Sygnałek
|
unit.evoke.name = Sygnałek
|
||||||
unit.incite.name = Nawoływacz
|
unit.incite.name = Nawoływacz
|
||||||
unit.emanate.name = Pochodnia
|
unit.emanate.name = Pochodnia
|
||||||
|
|
||||||
unit.manifold.name = Składak
|
unit.manifold.name = Składak
|
||||||
unit.assembly-drone.name = Dron Montażowy
|
unit.assembly-drone.name = Dron Montażowy
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
@@ -1762,6 +1793,7 @@ block.container.name = Kontener
|
|||||||
block.launch-pad.name = Wyrzutnia
|
block.launch-pad.name = Wyrzutnia
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fabryka Naziemna
|
block.ground-factory.name = Fabryka Naziemna
|
||||||
block.air-factory.name = Fabryka Powietrzna
|
block.air-factory.name = Fabryka Powietrzna
|
||||||
@@ -1795,6 +1827,7 @@ block.payload-unloader.description = Rozładowuje płyny i surowce z bloków.
|
|||||||
block.heat-source.name = Źródło Ciepła
|
block.heat-source.name = Źródło Ciepła
|
||||||
block.heat-source.description = Blok dający nieskończone ciepło.
|
block.heat-source.description = Blok dający nieskończone ciepło.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Pusty
|
block.empty.name = Pusty
|
||||||
block.rhyolite-crater.name = Ryolitowy Krater
|
block.rhyolite-crater.name = Ryolitowy Krater
|
||||||
block.rough-rhyolite.name = Szorstki Ryolit
|
block.rough-rhyolite.name = Szorstki Ryolit
|
||||||
@@ -1955,8 +1988,10 @@ 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
|
||||||
team.crux.name = Crux
|
team.crux.name = Crux
|
||||||
team.sharded.name = Sharded
|
team.sharded.name = Sharded
|
||||||
@@ -2003,6 +2038,7 @@ hint.presetDifficulty = Ten sektor ma [scarlet]wysoki poziom zagrożenia przez w
|
|||||||
hint.coreIncinerate = Jak rdzeń zostanie w pełni wypełniony danym przedmiotem, reszta przedmiotów tego typu zostanie [accent]spalona[].
|
hint.coreIncinerate = Jak rdzeń zostanie w pełni wypełniony danym przedmiotem, reszta przedmiotów tego typu zostanie [accent]spalona[].
|
||||||
hint.factoryControl = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednostek[], kliknij lewym przyciskiem na fabrykę w trybie poleceń, a następnie prawym przyciskiem w miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
|
hint.factoryControl = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednostek[], kliknij lewym przyciskiem na fabrykę w trybie poleceń, a następnie prawym przyciskiem w miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
|
||||||
hint.factoryControl.mobile = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednoste[], dotknij fabryki w trybie poleceń, a następnie miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
|
hint.factoryControl.mobile = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednoste[], dotknij fabryki w trybie poleceń, a następnie miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
|
||||||
|
|
||||||
gz.mine = Przemieść się w pobliże :ore-copper: [accent]rudy miedzi[] na ziemi i kliknij, aby zacząć kopać.
|
gz.mine = Przemieść się w pobliże :ore-copper: [accent]rudy miedzi[] na ziemi i kliknij, aby zacząć kopać.
|
||||||
gz.mine.mobile = Przemieść się w pobliże :ore-copper: [accent]rudy miedzi[] na ziemi i dotknij, aby zacząć kopać.
|
gz.mine.mobile = Przemieść się w pobliże :ore-copper: [accent]rudy miedzi[] na ziemi i dotknij, aby zacząć kopać.
|
||||||
gz.research = Otwórz :tree: drzewko technologiczne.\nZbadaj :mechanical-drill: [accent]Mechaniczne Wiertło[], Następnie wybierz je z menu w prawym dolnym rogu.\nKliknij na złoże miedzi, aby postawić na nim wiertło.
|
gz.research = Otwórz :tree: drzewko technologiczne.\nZbadaj :mechanical-drill: [accent]Mechaniczne Wiertło[], Następnie wybierz je z menu w prawym dolnym rogu.\nKliknij na złoże miedzi, aby postawić na nim wiertło.
|
||||||
@@ -2023,6 +2059,7 @@ gz.zone1 = To jest strefa zrzutu wroga.
|
|||||||
gz.zone2 = Wszytko co jest zbudowane w promieniu strefy zrzutu zostaje zniszczone z początkiem fali.
|
gz.zone2 = Wszytko co jest zbudowane w promieniu strefy zrzutu zostaje zniszczone z początkiem fali.
|
||||||
gz.zone3 = Teraz zacznie się fala.\nPrzygotuj się.
|
gz.zone3 = Teraz zacznie się fala.\nPrzygotuj się.
|
||||||
gz.finish = Wybuduj więcej działek, wykop więcej surowców\ni obroń się przed wszystkimi falami żeby [accent]przejąć sektor[].
|
gz.finish = Wybuduj więcej działek, wykop więcej surowców\ni obroń się przed wszystkimi falami żeby [accent]przejąć sektor[].
|
||||||
|
|
||||||
onset.mine = Naćiśnij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.\n\nUżyj [accent][[WASD] aby się poruszać.
|
onset.mine = Naćiśnij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.\n\nUżyj [accent][[WASD] aby się poruszać.
|
||||||
onset.mine.mobile = Kliknij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.
|
onset.mine.mobile = Kliknij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.
|
||||||
onset.research = Otwórz:tree: drzewo technologiczne.\nZbadaj, a następnie postaw :turbine-condenser: [accent]turbinę parową[] na gejzerze.\nTo zacznie generować [accent]prąd[].
|
onset.research = Otwórz:tree: drzewo technologiczne.\nZbadaj, a następnie postaw :turbine-condenser: [accent]turbinę parową[] na gejzerze.\nTo zacznie generować [accent]prąd[].
|
||||||
@@ -2048,6 +2085,7 @@ onset.detect = Wróg wykryje cię za 2 minuty.\nPrzygotuj obronę, wydobywaj sur
|
|||||||
onset.commandmode = Przytrzymaj [accent]shift[] aby wejść do [accent]trybu poleceń[].\n[accent]Kliknij lewy przycisk myszy i przeciągnij[] aby wybrac jednostki.\n[accent]Kliknij prawy przycisk myszy[] aby rozkazać jednostkom się przemieścić lub zaatakować.
|
onset.commandmode = Przytrzymaj [accent]shift[] aby wejść do [accent]trybu poleceń[].\n[accent]Kliknij lewy przycisk myszy i przeciągnij[] aby wybrac jednostki.\n[accent]Kliknij prawy przycisk myszy[] aby rozkazać jednostkom się przemieścić lub zaatakować.
|
||||||
onset.commandmode.mobile = Naciśnij [accent]przycisk poleceń[] aby wejść do [accent]trybu poleceń[].\nPrzytrzymaj palec, a następnie [accent]przeciągnij[] aby zaznaczyć jednostki.\n[accent]Kliknij[] aby rozkazać jednostkom się przemieścić lub zaatakować.
|
onset.commandmode.mobile = Naciśnij [accent]przycisk poleceń[] aby wejść do [accent]trybu poleceń[].\nPrzytrzymaj palec, a następnie [accent]przeciągnij[] aby zaznaczyć jednostki.\n[accent]Kliknij[] aby rozkazać jednostkom się przemieścić lub zaatakować.
|
||||||
aegis.tungsten = Wolfram może być wykopany używając [accent]wiertła udeżeniowego[].\nTa struktura wymaga [accent]wody[] i [accent]zasilania[].
|
aegis.tungsten = Wolfram może być wykopany używając [accent]wiertła udeżeniowego[].\nTa struktura wymaga [accent]wody[] i [accent]zasilania[].
|
||||||
|
|
||||||
split.pickup = Niektóre bloki mogą zostać podniesione przez jednostkę rdzeniową.\nPodnieś ten [accent]kontener[] i postaw go w [accent]punkcie załadunkowym[].\n(Domyślne klawisze to [ i ], użyj ich, żeby podnieść lub upuścić blok.)
|
split.pickup = Niektóre bloki mogą zostać podniesione przez jednostkę rdzeniową.\nPodnieś ten [accent]kontener[] i postaw go w [accent]punkcie załadunkowym[].\n(Domyślne klawisze to [ i ], użyj ich, żeby podnieść lub upuścić blok.)
|
||||||
split.pickup.mobile = iektóre bloki mogą zostać podniesione przez jednostkę rdzeniową.\nPodnieś ten [accent]kontener[] i postaw go w [accent]punkcie załadunkowym[].\n(Żeby podnieść lub upuścić jakiś blok, przytrzymaj go przez chwilę.)
|
split.pickup.mobile = iektóre bloki mogą zostać podniesione przez jednostkę rdzeniową.\nPodnieś ten [accent]kontener[] i postaw go w [accent]punkcie załadunkowym[].\n(Żeby podnieść lub upuścić jakiś blok, przytrzymaj go przez chwilę.)
|
||||||
split.acquire = Żeby wybudować jednostki musisz pozyskać trochę wolframu.
|
split.acquire = Żeby wybudować jednostki musisz pozyskać trochę wolframu.
|
||||||
@@ -2075,6 +2113,8 @@ item.spore-pod.description = Syntetyczne zarodniki, które mogą być przekszta
|
|||||||
item.spore-pod.details = Prawdopodobnie syntetyczna forma życia.\nUwaga: Emitują gazy toksyczne dla innych organizmów biologicznych. Wyjątkowo inwazyjne. W pewnych warunkach silnie łatwopalne.
|
item.spore-pod.details = Prawdopodobnie syntetyczna forma życia.\nUwaga: Emitują gazy toksyczne dla innych organizmów biologicznych. Wyjątkowo inwazyjne. W pewnych warunkach silnie łatwopalne.
|
||||||
item.blast-compound.description = Używany w bombach i amunicji wybuchowej.\n\n[lightgray]Uwaga: Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niezalecane.[]
|
item.blast-compound.description = Używany w bombach i amunicji wybuchowej.\n\n[lightgray]Uwaga: Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niezalecane.[]
|
||||||
item.pyratite.description = Używany w broniach zapalających oraz generatorach spalinowych.\n\n[lightgray]Uwaga: Ołów w nim zawarty może zatruwać atmosferę.[]
|
item.pyratite.description = Używany w broniach zapalających oraz generatorach spalinowych.\n\n[lightgray]Uwaga: Ołów w nim zawarty może zatruwać atmosferę.[]
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Używany jako materiał budowlany oraz amunicja na Erekirze.
|
item.beryllium.description = Używany jako materiał budowlany oraz amunicja na Erekirze.
|
||||||
item.tungsten.description = Używany w wiertłach i infrastrukturze wojennej. Jest konieczny do budowy bardziej zaawansowanej infrastruktury.
|
item.tungsten.description = Używany w wiertłach i infrastrukturze wojennej. Jest konieczny do budowy bardziej zaawansowanej infrastruktury.
|
||||||
item.oxide.description = Używany jako przewodnik ciepła i izolator mocy.
|
item.oxide.description = Używany jako przewodnik ciepła i izolator mocy.
|
||||||
@@ -2084,6 +2124,8 @@ liquid.water.description = Powszechnie używana do schładzania budowli i przetw
|
|||||||
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem.\n\nMoże zostać rozdzielony na jego metale składowe lub wystrzelony we wrogie jednostki.
|
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem.\n\nMoże zostać rozdzielony na jego metale składowe lub wystrzelony we wrogie jednostki.
|
||||||
liquid.oil.description = Używany w do produkcji złożonych materiałów.\n\nMoże zostać przetworzony na węgiel lub wystrzelony we wrogów przez wieżyczkę.
|
liquid.oil.description = Używany w do produkcji złożonych materiałów.\n\nMoże zostać przetworzony na węgiel lub wystrzelony we wrogów przez wieżyczkę.
|
||||||
liquid.cryofluid.description = Obojętna, niekorozyjna ciecz utworzona z wody i tytanu.\n\nUżywana jako chłodziwo w reaktorach, rekonstruktorach i wieżyczkach.
|
liquid.cryofluid.description = Obojętna, niekorozyjna ciecz utworzona z wody i tytanu.\n\nUżywana jako chłodziwo w reaktorach, rekonstruktorach i wieżyczkach.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Stosowany w reakcjach chemicznych. Używany do wytwarzania energii i syntezy materiałów.
|
liquid.arkycite.description = Stosowany w reakcjach chemicznych. Używany do wytwarzania energii i syntezy materiałów.
|
||||||
liquid.ozone.description = Stosowany jako utleniacz w produkcji materiałów oraz jako paliwo. Średnio wybuchowy.
|
liquid.ozone.description = Stosowany jako utleniacz w produkcji materiałów oraz jako paliwo. Średnio wybuchowy.
|
||||||
liquid.hydrogen.description = Używany do wydobywania surowców, produkcji jednostek oraz dp naprawy struktur. Łatwopalny.
|
liquid.hydrogen.description = Używany do wydobywania surowców, produkcji jednostek oraz dp naprawy struktur. Łatwopalny.
|
||||||
@@ -2246,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
|
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
|
||||||
block.core-citadel.description = Rdzeń bazy. Bardzo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Bastion.
|
block.core-citadel.description = Rdzeń bazy. Bardzo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Bastion.
|
||||||
block.core-acropolis.description = Rdzeń bazy. Wyjątkowo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Cytadela.
|
block.core-acropolis.description = Rdzeń bazy. Wyjątkowo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Cytadela.
|
||||||
@@ -2349,65 +2394,56 @@ unit.mace.description = Lądowa jednostka ofensywna, miotająca strumieniami ogn
|
|||||||
unit.fortress.description = Lądowa jednostka szturmowa, której dalekosiężne pociski eliminują lądowe wrogie jednostki.
|
unit.fortress.description = Lądowa jednostka szturmowa, której dalekosiężne pociski eliminują lądowe wrogie jednostki.
|
||||||
unit.scepter.description = Lądowa jednostka ofensywna, strzelająca gradem standardowych i salwami naładowanych pocisków we wrogie jednostki.
|
unit.scepter.description = Lądowa jednostka ofensywna, strzelająca gradem standardowych i salwami naładowanych pocisków we wrogie jednostki.
|
||||||
unit.reign.description = Niebywale silna jednostka lądowa zasypująca wrogów gradem ogromnych pocisków przebijających.
|
unit.reign.description = Niebywale silna jednostka lądowa zasypująca wrogów gradem ogromnych pocisków przebijających.
|
||||||
|
|
||||||
unit.nova.description = Lądowo-powietrzna jednostka wsparcia, wystrzeliwująca leczące dla sojuszniczych budynków i zabójcze dla wrogów pociski.
|
unit.nova.description = Lądowo-powietrzna jednostka wsparcia, wystrzeliwująca leczące dla sojuszniczych budynków i zabójcze dla wrogów pociski.
|
||||||
unit.pulsar.description = Lądowo-powietrzna jednostka wsparcia, wystrzeliwująca leczące sojusznicze struktury wiązki energii. Zadaje spore obrażenia wrogom.
|
unit.pulsar.description = Lądowo-powietrzna jednostka wsparcia, wystrzeliwująca leczące sojusznicze struktury wiązki energii. Zadaje spore obrażenia wrogom.
|
||||||
unit.quasar.description = Lądowo-powietrzna jednostka szturmowa wyposażona w pole siłowe. Naprawia pobliskie struktury oraz skutecznie niszczy wrogów.
|
unit.quasar.description = Lądowo-powietrzna jednostka szturmowa wyposażona w pole siłowe. Naprawia pobliskie struktury oraz skutecznie niszczy wrogów.
|
||||||
unit.vela.description = Jednostka krocząca zdolna do lotu. Strzela potężnym laserem podpalającym pobliskich wrogów i ich struktury. Naprawia pobliskie sojusznicze budowle.
|
unit.vela.description = Jednostka krocząca zdolna do lotu. Strzela potężnym laserem podpalającym pobliskich wrogów i ich struktury. Naprawia pobliskie sojusznicze budowle.
|
||||||
unit.corvus.description = Niesamowicie silna jednostka krocząca. Wystrzeliwuje potężny laser niszczący wrogów w sporej odległości. Naprawia sojusznicze struktury. Potrafi pokonać niemalże każdą przeszkodę.
|
unit.corvus.description = Niesamowicie silna jednostka krocząca. Wystrzeliwuje potężny laser niszczący wrogów w sporej odległości. Naprawia sojusznicze struktury. Potrafi pokonać niemalże każdą przeszkodę.
|
||||||
|
|
||||||
unit.crawler.description = Drobna lądowa jednostka ofensywna, wbiegająca we wrogów dokonując samozniszczenia.
|
unit.crawler.description = Drobna lądowa jednostka ofensywna, wbiegająca we wrogów dokonując samozniszczenia.
|
||||||
unit.atrax.description = Lądowa jednostka ofensywna mogąca pokonać niemalże każdą przeszkodę, strzelająca podpalającymi kulami żużlu.
|
unit.atrax.description = Lądowa jednostka ofensywna mogąca pokonać niemalże każdą przeszkodę, strzelająca podpalającymi kulami żużlu.
|
||||||
unit.spiroct.description = Pajęcza jednostka mogąca pokonać niemalże każdą przeszkodę. Ponadto, jej ataki mogą ją uleczyć i jednocześnie przyciągnąć wrogów.
|
unit.spiroct.description = Pajęcza jednostka mogąca pokonać niemalże każdą przeszkodę. Ponadto, jej ataki mogą ją uleczyć i jednocześnie przyciągnąć wrogów.
|
||||||
unit.arkyid.description = Jednostka szturmowa mogąca pokonać niemalże każdą przeszkodę, strzelająca elektrycznymi pociskami oraz leczącymi ją laserami.
|
unit.arkyid.description = Jednostka szturmowa mogąca pokonać niemalże każdą przeszkodę, strzelająca elektrycznymi pociskami oraz leczącymi ją laserami.
|
||||||
unit.toxopid.description = Jednostka pajęcza mogąca pokonać niemalże każdą przeszkodę. Na krótki dystans posługuje się przebijającymi laserami, a na dłuższy strzela odłamkowym, uwalniającym błyskawice granatem.
|
unit.toxopid.description = Jednostka pajęcza mogąca pokonać niemalże każdą przeszkodę. Na krótki dystans posługuje się przebijającymi laserami, a na dłuższy strzela odłamkowym, uwalniającym błyskawice granatem.
|
||||||
|
|
||||||
unit.flare.description = Mała latająca jednostka strzelająca standardowymi pociskami we wrogie struktury.
|
unit.flare.description = Mała latająca jednostka strzelająca standardowymi pociskami we wrogie struktury.
|
||||||
unit.horizon.description = Jednostka latająca zrzucająca bomby kasetowe na cele naziemne.
|
unit.horizon.description = Jednostka latająca zrzucająca bomby kasetowe na cele naziemne.
|
||||||
unit.zenith.description = Lotnicza jednostka szturmowa, strzelająca naprowadzającymi rakietami we wszystkich pobliskich wrogów.
|
unit.zenith.description = Lotnicza jednostka szturmowa, strzelająca naprowadzającymi rakietami we wszystkich pobliskich wrogów.
|
||||||
unit.antumbra.description = Lotnicza jednostka szturmowa, strzelająca naprzemian naprowadzającymi rakietami i potężnymi pociskami we wrogie jednostki.
|
unit.antumbra.description = Lotnicza jednostka szturmowa, strzelająca naprzemian naprowadzającymi rakietami i potężnymi pociskami we wrogie jednostki.
|
||||||
unit.eclipse.description = Niebywale silna jednostka lotnicza, strzelająca naprzemian przebijającymi wiązkami laserowymi i gradem wybuchowych pocisków we wrogie jednostki.
|
unit.eclipse.description = Niebywale silna jednostka lotnicza, strzelająca naprzemian przebijającymi wiązkami laserowymi i gradem wybuchowych pocisków we wrogie jednostki.
|
||||||
|
|
||||||
unit.mono.description = Latający dron niezdolny do samoobrony, wydobywający miedź i ołów na podstawie ich ilości w rdzeniu.
|
unit.mono.description = Latający dron niezdolny do samoobrony, wydobywający miedź i ołów na podstawie ich ilości w rdzeniu.
|
||||||
unit.poly.description = Lotnicza jednostka wsparcia, będaca kombinacją wszystkich jednostek która może wydobywać surowce, asystować w budowie, naprawiać i odbudowywać zniszczone struktury, a w ostateczności bronić rdzenia.
|
unit.poly.description = Lotnicza jednostka wsparcia, będaca kombinacją wszystkich jednostek która może wydobywać surowce, asystować w budowie, naprawiać i odbudowywać zniszczone struktury, a w ostateczności bronić rdzenia.
|
||||||
unit.mega.description = Lotnicza jednostka wsparcia, która automatycznie naprawia zniszczone struktury oraz może przenosić małe jednostki i bloki.
|
unit.mega.description = Lotnicza jednostka wsparcia, która automatycznie naprawia zniszczone struktury oraz może przenosić małe jednostki i bloki.
|
||||||
unit.quad.description = Lotnicza jednostka szturmowa zrzucająca potężne bomby na wrogie struktury i lecząca struktury sojusznicze. Może podnosić jednostki i bloki średniej wielkośći.
|
unit.quad.description = Lotnicza jednostka szturmowa zrzucająca potężne bomby na wrogie struktury i lecząca struktury sojusznicze. Może podnosić jednostki i bloki średniej wielkośći.
|
||||||
unit.oct.description = Lotnicza jednostka posiadająca sporą tarczę chroniącą i regenerującą życie pobliskich jednostek. Może podnieść większość jednostek i bloków.
|
unit.oct.description = Lotnicza jednostka posiadająca sporą tarczę chroniącą i regenerującą życie pobliskich jednostek. Może podnieść większość jednostek i bloków.
|
||||||
|
|
||||||
unit.risso.description = Morska jednostka ofensywna, strzelająca sporą ilością pocisków i rakiet we wrogie jednostki.
|
unit.risso.description = Morska jednostka ofensywna, strzelająca sporą ilością pocisków i rakiet we wrogie jednostki.
|
||||||
unit.minke.description = Morska jednostka ofensywna, strzelająca granatami i wybuchowymi pociskami we wrogie jednostki.
|
unit.minke.description = Morska jednostka ofensywna, strzelająca granatami i wybuchowymi pociskami we wrogie jednostki.
|
||||||
unit.bryde.description = Morska jednostka ofensywna, strzelająca dalekosiężnymi pociskami artyleryjskimi i rakietami we wrogie jednostki.
|
unit.bryde.description = Morska jednostka ofensywna, strzelająca dalekosiężnymi pociskami artyleryjskimi i rakietami we wrogie jednostki.
|
||||||
unit.sei.description = Morska jednostka szturmowa, strzelająca barażami rakiet oraz salwami przebijających pocisków we wrogie jednostki.
|
unit.sei.description = Morska jednostka szturmowa, strzelająca barażami rakiet oraz salwami przebijających pocisków we wrogie jednostki.
|
||||||
unit.omura.description = Morski okaz szturmowy wyposażony w dwie platformy tworzące Flary, strzelający przebijającym superszybkim pociskiem we wrogie jednostki.
|
unit.omura.description = Morski okaz szturmowy wyposażony w dwie platformy tworzące Flary, strzelający przebijającym superszybkim pociskiem we wrogie jednostki.
|
||||||
|
|
||||||
unit.alpha.description = Lotnicza jednostka administracyjna, która wykonuje podstawowe instrukcje budownicze i wydobywcze. Broni rdzenia Odłamek.
|
unit.alpha.description = Lotnicza jednostka administracyjna, która wykonuje podstawowe instrukcje budownicze i wydobywcze. Broni rdzenia Odłamek.
|
||||||
unit.beta.description = Lotnicza jednostka administracyjna, która buduje i wykopuje surowce znacznie szybciej od poprzedniej wersji. Chroni rdzeń Podstawa przed wrogimi jednostkami.
|
unit.beta.description = Lotnicza jednostka administracyjna, która buduje i wykopuje surowce znacznie szybciej od poprzedniej wersji. Chroni rdzeń Podstawa przed wrogimi jednostkami.
|
||||||
unit.gamma.description = Lotnicza jednostka administracyjna, której wyjątkowo dobre uzbrojenie pozwala przeżyć kilka pierwszych fal bez budowy umocnień. Chroni rdzeń Jądro przed wrogami.
|
unit.gamma.description = Lotnicza jednostka administracyjna, której wyjątkowo dobre uzbrojenie pozwala przeżyć kilka pierwszych fal bez budowy umocnień. Chroni rdzeń Jądro przed wrogami.
|
||||||
|
|
||||||
unit.retusa.description = Morska jednostka wsparcia, wystrzeliwująca leczące sojuszników naprowadzające torpedy we wrogie jednostki.
|
unit.retusa.description = Morska jednostka wsparcia, wystrzeliwująca leczące sojuszników naprowadzające torpedy we wrogie jednostki.
|
||||||
unit.oxynoe.description = Morska jednostka wsparcia, wystrzeliwująca strumienie ognia leczące sojusznicze jednostki i budynki. Specjalne działo obronne niszczy także nadlatujące rakiety i pociski.
|
unit.oxynoe.description = Morska jednostka wsparcia, wystrzeliwująca strumienie ognia leczące sojusznicze jednostki i budynki. Specjalne działo obronne niszczy także nadlatujące rakiety i pociski.
|
||||||
unit.cyerce.description = Morska jednostka wsparcia, wystrzeliwująca kapsuły kasetowe oraz naprawiająca sojusznicze jednostki za pomocą działek naprawczych.
|
unit.cyerce.description = Morska jednostka wsparcia, wystrzeliwująca kapsuły kasetowe oraz naprawiająca sojusznicze jednostki za pomocą działek naprawczych.
|
||||||
unit.aegires.description = Morska jednostka wsparcia. Razi wszystkie wrogie jednostki i budowle swoją leczniczą błyskawicą. Potrafi jednocześnie naprawiać sojusznicze jednostki i niszczyć wrogie pociski.
|
unit.aegires.description = Morska jednostka wsparcia. Razi wszystkie wrogie jednostki i budowle swoją leczniczą błyskawicą. Potrafi jednocześnie naprawiać sojusznicze jednostki i niszczyć wrogie pociski.
|
||||||
unit.navanax.description = Morska jednostka wsparcia. Posiada automatyczne działka laserowe. Może także atakować bombami elektromagnetycznymi, które potrafią przyspieszyć sojusznicze budynki.
|
unit.navanax.description = Morska jednostka wsparcia. Posiada automatyczne działka laserowe. Może także atakować bombami elektromagnetycznymi, które potrafią przyspieszyć sojusznicze budynki.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Ostrzeliwuje wrogów zwykłymi pociskami.
|
unit.stell.description = Ostrzeliwuje wrogów zwykłymi pociskami.
|
||||||
unit.locus.description = Strzela naprzemiennymi pociskami w przeciwników.
|
unit.locus.description = Strzela naprzemiennymi pociskami w przeciwników.
|
||||||
unit.precept.description = Strzela pociskami odłamkowymi z jednego działa.
|
unit.precept.description = Strzela pociskami odłamkowymi z jednego działa.
|
||||||
unit.vanquish.description = Wystrzeliwuje ogromne pociski odłamkowe.
|
unit.vanquish.description = Wystrzeliwuje ogromne pociski odłamkowe.
|
||||||
unit.conquer.description = Wystrzeliwuje ogromne przebijające serie pocisków we wrogie cele.
|
unit.conquer.description = Wystrzeliwuje ogromne przebijające serie pocisków we wrogie cele.
|
||||||
|
|
||||||
unit.merui.description = Wystrzeliwuje pociski o dalekim zasięgu w cele naziemne. Teren w większości przypadków nie stanowi przeszkody.
|
unit.merui.description = Wystrzeliwuje pociski o dalekim zasięgu w cele naziemne. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.cleroi.description = Wystrzeliwuje podwójne pociski we wrogie cele. Namierza wrogie pociski przy pomocy dział. Teren w większości przypadków nie stanowi przeszkody.
|
unit.cleroi.description = Wystrzeliwuje podwójne pociski we wrogie cele. Namierza wrogie pociski przy pomocy dział. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.anthicus.description = Strzela naprowadzającymi pociskami dalekiego zasięgu we wrogie cele. Teren w większości przypadków nie stanowi przeszkody.
|
unit.anthicus.description = Strzela naprowadzającymi pociskami dalekiego zasięgu we wrogie cele. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.tecta.description = Strzela samonaprowadzającymi plazmowymi pociskami we wrogie cele. Chroni się tarczą siłową umieszczoną z przodu. Teren w większości przypadków nie stanowi przeszkody.
|
unit.tecta.description = Strzela samonaprowadzającymi plazmowymi pociskami we wrogie cele. Chroni się tarczą siłową umieszczoną z przodu. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.collaris.description = Wystrzeliwuje pociski odłamkowe na bardzo dużą odległość. Teren w większości przypadków nie stanowi przeszkody.
|
unit.collaris.description = Wystrzeliwuje pociski odłamkowe na bardzo dużą odległość. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
|
|
||||||
unit.elude.description = Strzela parami pocisków samonaprowadzających we wrogie cele. Moze unosić się nad cieczami.
|
unit.elude.description = Strzela parami pocisków samonaprowadzających we wrogie cele. Moze unosić się nad cieczami.
|
||||||
unit.avert.description = Wystrzeliwuje skręcające się pary pocisków w cele wroga.
|
unit.avert.description = Wystrzeliwuje skręcające się pary pocisków w cele wroga.
|
||||||
unit.obviate.description = Wystrzeliwuje skręcające się pary kul energii produkujących wyładowania w cele wroga.
|
unit.obviate.description = Wystrzeliwuje skręcające się pary kul energii produkujących wyładowania w cele wroga.
|
||||||
unit.quell.description = Wystrzeliwuje pociski naprowadzające w cele wroga. Blokuje naprawianie się wrogich struktur.
|
unit.quell.description = Wystrzeliwuje pociski naprowadzające w cele wroga. Blokuje naprawianie się wrogich struktur.
|
||||||
unit.disrupt.description = Wystrzeliwuje dalekosiężne pociski naprowadzające w cele wroga. Blokuje naprawianie się wrogich struktur.
|
unit.disrupt.description = Wystrzeliwuje dalekosiężne pociski naprowadzające w cele wroga. Blokuje naprawianie się wrogich struktur.
|
||||||
|
|
||||||
unit.evoke.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Broni rdzenia Bastion budując struktury.
|
unit.evoke.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Broni rdzenia Bastion budując struktury.
|
||||||
unit.incite.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Nieco lepsza od poprzedniej wersji. Broni rdzenia Cytadela budując struktury.
|
unit.incite.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Nieco lepsza od poprzedniej wersji. Broni rdzenia Cytadela budując struktury.
|
||||||
unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Znacznie lepsza od poprzednich wersji. Broni rdzenia Akropol budując struktury.
|
unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Znacznie lepsza od poprzednich wersji. Broni rdzenia Akropol budując struktury.
|
||||||
@@ -2458,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000.
|
lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000.
|
||||||
lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia.
|
lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2465,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2473,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2502,9 +2545,9 @@ lenum.shoot = Strzel w określoną pozycje.
|
|||||||
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
|
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
|
||||||
lenum.config = Konfiguracja budynku, np. sortownika.
|
lenum.config = Konfiguracja budynku, np. sortownika.
|
||||||
lenum.enabled = Sprawdza czy blok jest włączony.
|
lenum.enabled = Sprawdza czy blok jest włączony.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Kolor iluminatora.
|
laccess.color = Kolor iluminatora.
|
||||||
laccess.controller = Kontroler jednostki. Jeśli jest kontrolowana przez procesor, zwraca procesor.\nJeśli we formacji, zwraca przywódcę.\nW innym wypadku zwraca samą jednostkę.
|
laccess.controller = Kontroler jednostki. Jeśli jest kontrolowana przez procesor, zwraca procesor.\nJeśli we formacji, zwraca przywódcę.\nW innym wypadku zwraca samą jednostkę.
|
||||||
laccess.dead = Sprawdza czy jednostka/budynek jest zniszczony lub już nie istnieje.
|
laccess.dead = Sprawdza czy jednostka/budynek jest zniszczony lub już nie istnieje.
|
||||||
@@ -2513,6 +2556,9 @@ 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.
|
||||||
@@ -2566,11 +2612,12 @@ lenum.len = Długość wektoru.
|
|||||||
lenum.sin = Sinus, w stopniach.
|
lenum.sin = Sinus, w stopniach.
|
||||||
lenum.cos = Cosinus, w stopniach.
|
lenum.cos = Cosinus, w stopniach.
|
||||||
lenum.tan = Tangens, w stopniach.
|
lenum.tan = Tangens, w stopniach.
|
||||||
|
|
||||||
lenum.asin = Arc sinus, w stopniach.
|
lenum.asin = Arc sinus, w stopniach.
|
||||||
lenum.acos = Arc cosinus, w stopniach.
|
lenum.acos = Arc cosinus, w stopniach.
|
||||||
lenum.atan = Arc tangens, w stopniach.
|
lenum.atan = Arc tangens, w stopniach.
|
||||||
|
|
||||||
#to nie literówka, spójrz na 'range notation'
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Losowa liczba w przedziale [0, wartość).
|
lenum.rand = Losowa liczba w przedziale [0, wartość).
|
||||||
lenum.log = Logarytm naturalny (ln).
|
lenum.log = Logarytm naturalny (ln).
|
||||||
lenum.log10 = Logarytm o podstawie 10.
|
lenum.log10 = Logarytm o podstawie 10.
|
||||||
@@ -2627,6 +2674,7 @@ unitlocate.building = Zmienna wyjściowa dla zlokalizowanego budynku.
|
|||||||
unitlocate.outx = Wyjściowa współrzędna X.
|
unitlocate.outx = Wyjściowa współrzędna X.
|
||||||
unitlocate.outy = Wyjściowa współrzędna Y.
|
unitlocate.outy = Wyjściowa współrzędna Y.
|
||||||
unitlocate.group = Grupa szukanych budynków.
|
unitlocate.group = Grupa szukanych budynków.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Przestań się poruszać, jednak nadal buduj/wydobywaj.\nDomyślny stan.
|
lenum.idle = Przestań się poruszać, jednak nadal buduj/wydobywaj.\nDomyślny stan.
|
||||||
@@ -2649,6 +2697,7 @@ lenum.build = Buduj strukturę.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
||||||
lenum.boost = Zacznij/zakończ przyspieszać.
|
lenum.boost = Zacznij/zakończ przyspieszać.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2656,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -51,7 +51,6 @@ mods.browser.latest = <Mais recente>
|
|||||||
mods.browser.releases = Versões
|
mods.browser.releases = Versões
|
||||||
mods.github.open = Repositório
|
mods.github.open = Repositório
|
||||||
mods.github.open-release = Página da versão
|
mods.github.open-release = Página da versão
|
||||||
|
|
||||||
mods.browser.sortdate = Ordenar por mais recente
|
mods.browser.sortdate = Ordenar por mais recente
|
||||||
mods.browser.sortstars = Ordenar por estrelas
|
mods.browser.sortstars = Ordenar por estrelas
|
||||||
|
|
||||||
@@ -149,6 +148,7 @@ mod.disable = Desati-\nvar
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Conteúdo:
|
mod.content = Conteúdo:
|
||||||
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Jogo desatualizado
|
mod.incompatiblegame = [red]Jogo desatualizado
|
||||||
mod.incompatiblemod = [red]Incompatível
|
mod.incompatiblemod = [red]Incompatível
|
||||||
mod.blacklisted = [red]Não suportado
|
mod.blacklisted = [red]Não suportado
|
||||||
@@ -183,6 +183,7 @@ mod.missing = Esse jogo salvo foi criado antes de você atualizar ou desinstalar
|
|||||||
mod.preview.missing = Antes de publicar esse mod na oficina, você deve adicionar uma imagem de pré-visualização.\nColoque uma imagem com o nome[accent] preview.png[] na pasta do mod e tente novamente.
|
mod.preview.missing = Antes de publicar esse mod na oficina, você deve adicionar uma imagem de pré-visualização.\nColoque uma imagem com o nome[accent] preview.png[] na pasta do mod e tente novamente.
|
||||||
mod.folder.missing = Somente mods no formato de pasta serão publicados na oficina.\nPara converter qualquer Mod em uma pasta, simplesmente descompacte seu arquivo numa pasta e delete o arquivo ZIP antigo, então reinicie seu jogo ou recarregue os mods.
|
mod.folder.missing = Somente mods no formato de pasta serão publicados na oficina.\nPara converter qualquer Mod em uma pasta, simplesmente descompacte seu arquivo numa pasta e delete o arquivo ZIP antigo, então reinicie seu jogo ou recarregue os mods.
|
||||||
mod.scripts.disable = Seu dispositivo não suporta mods com scripts. Você precisa desabilitar esses mods para conseguir jogar.
|
mod.scripts.disable = Seu dispositivo não suporta mods com scripts. Você precisa desabilitar esses mods para conseguir jogar.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -208,7 +209,6 @@ campaign.none = [lightgray]Selecione um planeta para começar.\nIsso pode ser al
|
|||||||
campaign.erekir = Conteúdo mais novo e mais polido. Progressão de campanha principalmente linear.\n\nMapas de maior qualidade e experiência geral.
|
campaign.erekir = Conteúdo mais novo e mais polido. Progressão de campanha principalmente linear.\n\nMapas de maior qualidade e experiência geral.
|
||||||
campaign.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto, mais conteúdo.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
campaign.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto, mais conteúdo.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore Tecnológica
|
techtree = Árvore Tecnológica
|
||||||
techtree.select = Seleção de Árvore Tecnológica
|
techtree.select = Seleção de Árvore Tecnológica
|
||||||
@@ -323,7 +323,6 @@ server.error = [scarlet]Erro ao hospedar o servidor.
|
|||||||
save.new = Novo Jogo Salvo
|
save.new = Novo Jogo Salvo
|
||||||
save.overwrite = Você tem certeza que quer sobrescrever este jogo salvo?
|
save.overwrite = Você tem certeza que quer sobrescrever este jogo salvo?
|
||||||
save.nocampaign = Arquivos de jogos salvos individuais da campanha não podem ser importados.
|
save.nocampaign = Arquivos de jogos salvos individuais da campanha não podem ser importados.
|
||||||
|
|
||||||
overwrite = Sobrescrever
|
overwrite = Sobrescrever
|
||||||
save.none = Nenhum jogo salvo encontrado!
|
save.none = Nenhum jogo salvo encontrado!
|
||||||
savefail = Falha ao salvar jogo!
|
savefail = Falha ao salvar jogo!
|
||||||
@@ -367,7 +366,6 @@ command.repair = Reparar
|
|||||||
command.rebuild = Reconstruir
|
command.rebuild = Reconstruir
|
||||||
command.assist = Auxiliar Jogador
|
command.assist = Auxiliar Jogador
|
||||||
command.move = Mover
|
command.move = Mover
|
||||||
|
|
||||||
command.boost = Impulso
|
command.boost = Impulso
|
||||||
command.enterPayload = Inserir Bloco de Carga útil
|
command.enterPayload = Inserir Bloco de Carga útil
|
||||||
command.loadUnits = Carregar Unidades
|
command.loadUnits = Carregar Unidades
|
||||||
@@ -380,7 +378,8 @@ stance.holdfire = Modo: Cessar Fogo
|
|||||||
stance.pursuetarget = Modo: Perseguir Alvo
|
stance.pursuetarget = Modo: Perseguir Alvo
|
||||||
stance.patrol = Modo: Patrulhar Caminho
|
stance.patrol = Modo: Patrulhar Caminho
|
||||||
stance.ram = Modo: Vagar\n[lightgray]Andar em linha reta, ignorando o terreno
|
stance.ram = Modo: Vagar\n[lightgray]Andar em linha reta, ignorando o terreno
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Abrir Link
|
openlink = Abrir Link
|
||||||
copylink = Copiar Link
|
copylink = Copiar Link
|
||||||
back = Voltar
|
back = Voltar
|
||||||
@@ -408,7 +407,6 @@ enablebuilding = [scarlet][[{0}][] para habilitar construção
|
|||||||
showui = Interface oculta.\nPressione [accent][[{0}][] para exibir a interface.
|
showui = Interface oculta.\nPressione [accent][[{0}][] para exibir a interface.
|
||||||
commandmode.name = [accent]Modo de Comando
|
commandmode.name = [accent]Modo de Comando
|
||||||
commandmode.nounits = [sem unidades]
|
commandmode.nounits = [sem unidades]
|
||||||
|
|
||||||
wave = [accent]Horda {0}
|
wave = [accent]Horda {0}
|
||||||
wave.cap = [accent]Horda {0}/{1}
|
wave.cap = [accent]Horda {0}/{1}
|
||||||
wave.waiting = [lightgray]Próxima horda em {0}
|
wave.waiting = [lightgray]Próxima horda em {0}
|
||||||
@@ -520,14 +518,16 @@ waves.units.show = Mostrar tudo
|
|||||||
wavemode.counts = quantidade
|
wavemode.counts = quantidade
|
||||||
wavemode.totals = total
|
wavemode.totals = total
|
||||||
wavemode.health = vida
|
wavemode.health = vida
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<padrão>
|
editor.default = [lightgray]<padrão>
|
||||||
details = Detalhes...
|
details = Detalhes...
|
||||||
edit = Editar...
|
edit = Editar...
|
||||||
variables = Variáveis
|
variables = Variáveis
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nome:
|
editor.name = Nome:
|
||||||
editor.spawn = Spawnar unidade
|
editor.spawn = Spawnar unidade
|
||||||
editor.removeunit = Remover unidade
|
editor.removeunit = Remover unidade
|
||||||
@@ -642,6 +642,7 @@ filter.option.radius = Raio
|
|||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -775,6 +776,7 @@ weather.snowing.name = Neve
|
|||||||
weather.sandstorm.name = Tempestade de Areia
|
weather.sandstorm.name = Tempestade de Areia
|
||||||
weather.sporestorm.name = Tempestade de Esporos
|
weather.sporestorm.name = Tempestade de Esporos
|
||||||
weather.fog.name = Névoa
|
weather.fog.name = Névoa
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Parabéns.\n\nO inimigo em {0} foi derrotado.\n[lightgray]O setor final foi conquistado.
|
campaign.complete = [accent]Parabéns.\n\nO inimigo em {0} foi derrotado.\n[lightgray]O setor final foi conquistado.
|
||||||
|
|
||||||
@@ -821,12 +823,18 @@ threat.medium = Média
|
|||||||
threat.high = Alta
|
threat.high = Alta
|
||||||
threat.extreme = Extrema
|
threat.extreme = Extrema
|
||||||
threat.eradication = Erradicação
|
threat.eradication = Erradicação
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -882,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -912,7 +922,6 @@ sector.karst.name = Karst
|
|||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
|
|
||||||
sector.onset.description = O setor de tutorial. Este objetivo ainda não foi criado. Aguarde mais informações.
|
sector.onset.description = O setor de tutorial. Este objetivo ainda não foi criado. Aguarde mais informações.
|
||||||
#TODO - no shield breaker anymore.
|
|
||||||
sector.aegis.description = O inimigo é protegido por escudos. Um módulo de quebra-escudos experimental foi detectado neste setor.\nLocalize esta estrutura. Forneça munição de tungstênio e destrua a base inimiga.
|
sector.aegis.description = O inimigo é protegido por escudos. Um módulo de quebra-escudos experimental foi detectado neste setor.\nLocalize esta estrutura. Forneça munição de tungstênio e destrua a base inimiga.
|
||||||
sector.lake.description = O lago de escória deste setor limita muito as unidades viáveis. Uma unidade flutuante é a única opção.\nPesquise o [accent]construtor de naves[] e produza uma unidade [accent]elude[] o mais rápido possível.
|
sector.lake.description = O lago de escória deste setor limita muito as unidades viáveis. Uma unidade flutuante é a única opção.\nPesquise o [accent]construtor de naves[] e produza uma unidade [accent]elude[] o mais rápido possível.
|
||||||
sector.intersect.description = Scanners sugerem que este setor será atacado de vários lados logo após o pouso.\nFaça defesas rapidamente e expanda o mais rápido possível.\nUnidades [accent]Mech[] serão necessárias para o terreno acidentado da área.
|
sector.intersect.description = Scanners sugerem que este setor será atacado de vários lados logo após o pouso.\nFaça defesas rapidamente e expanda o mais rápido possível.\nUnidades [accent]Mech[] serão necessárias para o terreno acidentado da área.
|
||||||
@@ -977,9 +986,9 @@ unit.nobuild = [scarlet]Unidades não podem construir
|
|||||||
lastaccessed = [lightgray]Último Acesso: {0}
|
lastaccessed = [lightgray]Último Acesso: {0}
|
||||||
lastcommanded = [lightgray]Último Comando: {0}
|
lastcommanded = [lightgray]Último Comando: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <carregar mapa para mostrar>
|
stat.showinmap = <carregar mapa para mostrar>
|
||||||
stat.description = Propósito
|
stat.description = Propósito
|
||||||
|
|
||||||
stat.input = Entrada
|
stat.input = Entrada
|
||||||
stat.output = Saída
|
stat.output = Saída
|
||||||
stat.maxefficiency = Eficiência Máxima
|
stat.maxefficiency = Eficiência Máxima
|
||||||
@@ -1029,7 +1038,6 @@ stat.inaccuracy = Imprecisão
|
|||||||
stat.shots = Tiros
|
stat.shots = Tiros
|
||||||
stat.reload = Tempo de recarga
|
stat.reload = Tempo de recarga
|
||||||
stat.ammo = Munição
|
stat.ammo = Munição
|
||||||
|
|
||||||
stat.shieldhealth = Vida do Escudo
|
stat.shieldhealth = Vida do Escudo
|
||||||
stat.cooldowntime = Tempo de espera
|
stat.cooldowntime = Tempo de espera
|
||||||
stat.explosiveness = Explosividade
|
stat.explosiveness = Explosividade
|
||||||
@@ -1091,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1105,6 +1114,7 @@ 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 = Somente depósito no núcleo permitido
|
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
||||||
bar.drilltierreq = Broca melhor necessária.
|
bar.drilltierreq = Broca melhor necessária.
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
@@ -1303,11 +1313,13 @@ keybind.command_mode.name = Modo de Comando
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1319,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selecionar região
|
keybind.schematic_select.name = Selecionar região
|
||||||
keybind.schematic_menu.name = Menu de Esquemas
|
keybind.schematic_menu.name = Menu de Esquemas
|
||||||
@@ -1347,6 +1360,8 @@ keybind.pick.name = Pegar bloco
|
|||||||
keybind.break_block.name = Quebrar bloco
|
keybind.break_block.name = Quebrar bloco
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Desmarcar
|
keybind.deselect.name = Desmarcar
|
||||||
keybind.pickupCargo.name = Pegar Carga
|
keybind.pickupCargo.name = Pegar Carga
|
||||||
keybind.dropCargo.name = Soltar Carga
|
keybind.dropCargo.name = Soltar Carga
|
||||||
@@ -1383,9 +1398,9 @@ mode.pvp.description = Lute contra outros jogadores locais.
|
|||||||
mode.attack.name = Ataque
|
mode.attack.name = Ataque
|
||||||
mode.attack.description = Sem hordas, com o objetivo de destruir a base inimiga.
|
mode.attack.description = Sem hordas, com o objetivo de destruir a base inimiga.
|
||||||
mode.custom = Regras personalizadas
|
mode.custom = Regras personalizadas
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Recursos infinitos
|
rules.infiniteresources = Recursos infinitos
|
||||||
rules.onlydepositcore = Permitir apenas depósito no núcleo
|
rules.onlydepositcore = Permitir apenas depósito no núcleo
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1465,6 +1480,7 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frequência:
|
rules.weather.frequency = Frequência:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Duração:
|
rules.weather.duration = Duração:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1476,6 +1492,7 @@ content.block.name = Blocos
|
|||||||
content.status.name = Efeitos de Status
|
content.status.name = Efeitos de Status
|
||||||
content.sector.name = Setores
|
content.sector.name = Setores
|
||||||
content.team.name = Facções
|
content.team.name = Facções
|
||||||
|
|
||||||
wallore = (Muro)
|
wallore = (Muro)
|
||||||
|
|
||||||
item.copper.name = Cobre
|
item.copper.name = Cobre
|
||||||
@@ -1500,6 +1517,7 @@ item.tungsten.name = Tungstênio
|
|||||||
item.oxide.name = Óxido
|
item.oxide.name = Óxido
|
||||||
item.carbide.name = Carboneto
|
item.carbide.name = Carboneto
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Água
|
liquid.water.name = Água
|
||||||
liquid.slag.name = Escória
|
liquid.slag.name = Escória
|
||||||
liquid.oil.name = Petróleo
|
liquid.oil.name = Petróleo
|
||||||
@@ -1550,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1572,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Drone de Montagem
|
unit.assembly-drone.name = Drone de Montagem
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Paralaxe
|
block.parallax.name = Paralaxe
|
||||||
block.cliff.name = Relevo
|
block.cliff.name = Relevo
|
||||||
block.sand-boulder.name = Pedregulho de Areia
|
block.sand-boulder.name = Pedregulho de Areia
|
||||||
@@ -1773,6 +1793,7 @@ block.container.name = Contêiner
|
|||||||
block.launch-pad.name = Plataforma de Lançamento
|
block.launch-pad.name = Plataforma de Lançamento
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fábrica de Unidades Terrestres
|
block.ground-factory.name = Fábrica de Unidades Terrestres
|
||||||
block.air-factory.name = Fábrica de Unidades Aéreas
|
block.air-factory.name = Fábrica de Unidades Aéreas
|
||||||
@@ -1805,6 +1826,8 @@ block.payload-unloader.name = Descarregador de Carga
|
|||||||
block.payload-unloader.description = Descarrega líquidos e itens de blocos.
|
block.payload-unloader.description = Descarrega líquidos e itens de blocos.
|
||||||
block.heat-source.name = Fonte de Calor
|
block.heat-source.name = Fonte de Calor
|
||||||
block.heat-source.description = Um bloco 1x1 que fornece calor infinito.
|
block.heat-source.description = Um bloco 1x1 que fornece calor infinito.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Vazio
|
block.empty.name = Vazio
|
||||||
block.rhyolite-crater.name = Cratera de Riólito
|
block.rhyolite-crater.name = Cratera de Riólito
|
||||||
block.rough-rhyolite.name = Riolito Áspero
|
block.rough-rhyolite.name = Riolito Áspero
|
||||||
@@ -1965,6 +1988,7 @@ 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
|
||||||
|
|
||||||
@@ -2014,6 +2038,7 @@ hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimig
|
|||||||
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
||||||
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
|
|
||||||
gz.mine = Vá para perto do :ore-copper: [accent]minério de cobre[] no chão e clique para começar a minerar.
|
gz.mine = Vá para perto do :ore-copper: [accent]minério de cobre[] no chão e clique para começar a minerar.
|
||||||
gz.mine.mobile = Vá para perto do :ore-copper: [accent]minério de cobre[] no chão e toque nele para começar a minerar.
|
gz.mine.mobile = Vá para perto do :ore-copper: [accent]minério de cobre[] no chão e toque nele para começar a minerar.
|
||||||
gz.research = Abra a :tree: árvore tecnológica.\nPesquise a :mechanical-drill: [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
|
gz.research = Abra a :tree: árvore tecnológica.\nPesquise a :mechanical-drill: [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
|
||||||
@@ -2034,6 +2059,7 @@ gz.zone1 = Essa é a zona de spawn inimigo.
|
|||||||
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
|
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
|
||||||
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
||||||
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
||||||
|
|
||||||
onset.mine = Clique para minerar :beryllium: [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
onset.mine = Clique para minerar :beryllium: [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
||||||
onset.mine.mobile = Toque para minerar :beryllium: [accent]berílio[] das paredes.
|
onset.mine.mobile = Toque para minerar :beryllium: [accent]berílio[] das paredes.
|
||||||
onset.research = Abra a :tree: árvore tecnológica.\nPesquise, e então coloque um :turbine-condenser: [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
onset.research = Abra a :tree: árvore tecnológica.\nPesquise, e então coloque um :turbine-condenser: [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
||||||
@@ -2051,7 +2077,6 @@ onset.makeunit = Produza uma unidade.\nUse o botão "?" para ver os requisitos d
|
|||||||
onset.turrets = Unidades são efetivas, mas [accent]torretas[] proveem melhores capacidades defensivas se usadas efetivamente.\nColoque uma torreta :breach: [accent]Breach[].\nTorretas requerem :beryllium: [accent]munição[].
|
onset.turrets = Unidades são efetivas, mas [accent]torretas[] proveem melhores capacidades defensivas se usadas efetivamente.\nColoque uma torreta :breach: [accent]Breach[].\nTorretas requerem :beryllium: [accent]munição[].
|
||||||
onset.turretammo = Abasteça a torreta com [accent]munição de berílio.[]
|
onset.turretammo = Abasteça a torreta com [accent]munição de berílio.[]
|
||||||
onset.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque :beryllium-wall: [accent]muros de berílio[] em volta das torretas.
|
onset.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque :beryllium-wall: [accent]muros de berílio[] em volta das torretas.
|
||||||
|
|
||||||
onset.enemies = Inimigo vindo, se prepare.
|
onset.enemies = Inimigo vindo, se prepare.
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = O inimigo está vulnerável. Contra ataque.
|
onset.attack = O inimigo está vulnerável. Contra ataque.
|
||||||
@@ -2067,7 +2092,6 @@ split.acquire = You must acquire some tungsten to build units.
|
|||||||
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
||||||
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
||||||
|
|
||||||
#Serpulo
|
|
||||||
item.copper.description = Usado em todos os tipos de construção e munição.
|
item.copper.description = Usado em todos os tipos de construção e munição.
|
||||||
item.copper.details = Cobre. Metal anormalmente abundante em Serpulo. Estruturalmente fraco a não ser que seja reforçado.
|
item.copper.details = Cobre. Metal anormalmente abundante em Serpulo. Estruturalmente fraco a não ser que seja reforçado.
|
||||||
item.lead.description = Usado em transportação de líquido e estruturas elétricas.
|
item.lead.description = Usado em transportação de líquido e estruturas elétricas.
|
||||||
@@ -2109,11 +2133,10 @@ liquid.cyanogen.description = Utilizado para munição, construção de unidades
|
|||||||
liquid.nitrogen.description = Utilizado na extração de recursos, criação de gás e produção de unidades. Inerte.
|
liquid.nitrogen.description = Utilizado na extração de recursos, criação de gás e produção de unidades. Inerte.
|
||||||
liquid.neoplasm.description = Um subproduto biológico perigoso do reator de Neoplasia. Espalha-se rapidamente para qualquer bloco adjacente contendo água que ele toque, danificando-os no processo. Viscoso.
|
liquid.neoplasm.description = Um subproduto biológico perigoso do reator de Neoplasia. Espalha-se rapidamente para qualquer bloco adjacente contendo água que ele toque, danificando-os no processo. Viscoso.
|
||||||
liquid.neoplasm.details = Neoplasma. Uma massa incontrolável de células sintéticas de rápida divisão com uma consistência semelhante à de lama. Resistente ao calor. Extremamente perigoso para qualquer estrutura que envolva água.\n\nMuito complexo e instável para análise padrão. Potenciais aplicações desconhecidas. Recomenda-se a incineração em piscinas de escória.
|
liquid.neoplasm.details = Neoplasma. Uma massa incontrolável de células sintéticas de rápida divisão com uma consistência semelhante à de lama. Resistente ao calor. Extremamente perigoso para qualquer estrutura que envolva água.\n\nMuito complexo e instável para análise padrão. Potenciais aplicações desconhecidas. Recomenda-se a incineração em piscinas de escória.
|
||||||
block.derelict = \uf77e [lightgray]Abandonado
|
|
||||||
|
|
||||||
|
block.derelict = \uf77e [lightgray]Abandonado
|
||||||
block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras.
|
block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras.
|
||||||
block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar.
|
block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar.
|
||||||
|
|
||||||
block.message.description = Mostra uma mensagem. Usado para comunicação entre aliados.
|
block.message.description = Mostra uma mensagem. Usado para comunicação entre aliados.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2265,6 +2288,7 @@ 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.
|
||||||
|
|
||||||
@@ -2403,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Dispara fragmentos de mísseis em inimigos. Repara unidades aliadas.
|
unit.cyerce.description = Dispara fragmentos de mísseis em inimigos. Repara unidades aliadas.
|
||||||
unit.aegires.description = Causa choque a todas as unidades e estruturas inimigas que entram em seu campo de enrgia. Repara todos os aliados.
|
unit.aegires.description = Causa choque a todas as unidades e estruturas inimigas que entram em seu campo de enrgia. Repara todos os aliados.
|
||||||
unit.navanax.description = Dispara projéteis de PEM explosivos, causando danos significativos às redes de energia inimigas e reparando as estruturas aliadas. Derrete os inimigos próximos com 4 torres laser autônomas.
|
unit.navanax.description = Dispara projéteis de PEM explosivos, causando danos significativos às redes de energia inimigas e reparando as estruturas aliadas. Derrete os inimigos próximos com 4 torres laser autônomas.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Dispara balas padrão em alvos inimigos.
|
unit.stell.description = Dispara balas padrão em alvos inimigos.
|
||||||
unit.locus.description = Dispara balas alternadas em alvos inimigos.
|
unit.locus.description = Dispara balas alternadas em alvos inimigos.
|
||||||
unit.precept.description = Atira balas de fragmentação perfurantes em alvos inimigos.
|
unit.precept.description = Atira balas de fragmentação perfurantes em alvos inimigos.
|
||||||
@@ -2468,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2475,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2483,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2512,9 +2545,9 @@ lenum.shoot = Atire em uma posição.
|
|||||||
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
||||||
lenum.config = Configuração do edifício, por ex. item classificador.
|
lenum.config = Configuração do edifício, por ex. item classificador.
|
||||||
lenum.enabled = Se o bloco está ativado.
|
lenum.enabled = Se o bloco está ativado.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Cor do iluminador.
|
laccess.color = Cor do iluminador.
|
||||||
laccess.controller = Controlador de unidade. Se controlado pelo processador, retorna o processador.\nCaso contrário, retorna a própria unidade.
|
laccess.controller = Controlador de unidade. Se controlado pelo processador, retorna o processador.\nCaso contrário, retorna a própria unidade.
|
||||||
laccess.dead = Se uma unidade/edifício está morta ou não é mais válida.
|
laccess.dead = Se uma unidade/edifício está morta ou não é mais válida.
|
||||||
@@ -2523,6 +2556,9 @@ 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.
|
||||||
@@ -2566,6 +2602,7 @@ lenum.land = Lógico E.
|
|||||||
lenum.and = E bit a bit.
|
lenum.and = E bit a bit.
|
||||||
lenum.not = Virar bit a bit.
|
lenum.not = Virar bit a bit.
|
||||||
lenum.xor = XOR bit a bit.
|
lenum.xor = XOR bit a bit.
|
||||||
|
|
||||||
lenum.min = Mínimo de dois números.
|
lenum.min = Mínimo de dois números.
|
||||||
lenum.max = Máximo de dois números.
|
lenum.max = Máximo de dois números.
|
||||||
lenum.angle = Ângulo do vetor em graus.
|
lenum.angle = Ângulo do vetor em graus.
|
||||||
@@ -2580,6 +2617,7 @@ lenum.asin = Arco seno, em graus.
|
|||||||
lenum.acos = Arco cosseno, em graus.
|
lenum.acos = Arco cosseno, em graus.
|
||||||
lenum.atan = Arco tangente, em graus.
|
lenum.atan = Arco tangente, em graus.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Decimal aleatório no intervalo [0, valor).
|
lenum.rand = Decimal aleatório no intervalo [0, valor).
|
||||||
lenum.log = Logaritmo natural (ln).
|
lenum.log = Logaritmo natural (ln).
|
||||||
lenum.log10 = Logaritmo de base 10.
|
lenum.log10 = Logaritmo de base 10.
|
||||||
@@ -2636,6 +2674,7 @@ unitlocate.building = Variável de saída para edifício localizado.
|
|||||||
unitlocate.outx = Coordenada X de saída.
|
unitlocate.outx = Coordenada X de saída.
|
||||||
unitlocate.outy = Coordenada Y de saída.
|
unitlocate.outy = Coordenada Y de saída.
|
||||||
unitlocate.group = Grupo de construção para procurar.
|
unitlocate.group = Grupo de construção para procurar.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
|
lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
|
||||||
@@ -2658,6 +2697,7 @@ lenum.build = Construa uma estrutura.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Verifique se a unidade está perto de uma posição.
|
lenum.within = Verifique se a unidade está perto de uma posição.
|
||||||
lenum.boost = Iniciar/parar o reforço.
|
lenum.boost = Iniciar/parar o reforço.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2665,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -82,6 +82,7 @@ schematic.renametag = Alterar o nome da etiqueta
|
|||||||
schematic.tagged = {0} Etiquetado/s
|
schematic.tagged = {0} Etiquetado/s
|
||||||
schematic.tagdelconfirm = Apagar esta etiqueta completamente?
|
schematic.tagdelconfirm = Apagar esta etiqueta completamente?
|
||||||
schematic.tagexists = Essa etiqueta já existe.
|
schematic.tagexists = Essa etiqueta já existe.
|
||||||
|
|
||||||
stats = Estatísticas
|
stats = Estatísticas
|
||||||
stats.wave = Hordas Derrotadas
|
stats.wave = Hordas Derrotadas
|
||||||
stats.unitsCreated = Unidades Criadas
|
stats.unitsCreated = Unidades Criadas
|
||||||
@@ -147,6 +148,7 @@ mod.disable = Desativar
|
|||||||
mod.version = Versão:
|
mod.version = Versão:
|
||||||
mod.content = Conteúdo:
|
mod.content = Conteúdo:
|
||||||
mod.delete.error = Incapaz de apagar o mod. O ficheiro pode estar em uso.
|
mod.delete.error = Incapaz de apagar o mod. O ficheiro pode estar em uso.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Jogo Desatualizado
|
mod.incompatiblegame = [red]Jogo Desatualizado
|
||||||
mod.incompatiblemod = [red]Incompatível
|
mod.incompatiblemod = [red]Incompatível
|
||||||
mod.blacklisted = [red]Não suportado
|
mod.blacklisted = [red]Não suportado
|
||||||
@@ -154,6 +156,7 @@ mod.unmetdependencies = [red]Dependências não satisfeitas
|
|||||||
mod.erroredcontent = [scarlet]Erros no conteúdo
|
mod.erroredcontent = [scarlet]Erros no conteúdo
|
||||||
mod.circulardependencies = [red]Dependências redundantes
|
mod.circulardependencies = [red]Dependências redundantes
|
||||||
mod.incompletedependencies = [red]Dependências incompletas
|
mod.incompletedependencies = [red]Dependências incompletas
|
||||||
|
|
||||||
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nO teu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nO teu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Este mod foi manualmente colocado na Lista Negra por causar falhas ou outros problemas com esta versão do jogo. Não o use.
|
mod.blacklisted.details = Este mod foi manualmente colocado na Lista Negra por causar falhas ou outros problemas com esta versão do jogo. Não o use.
|
||||||
@@ -161,7 +164,9 @@ mod.missingdependencies.details = Este mod tem dependências em falta: {0}
|
|||||||
mod.erroredcontent.details = Este jogo causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
mod.erroredcontent.details = Este jogo causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
||||||
mod.circulardependencies.details = Este mod tem dependências que dependem umas das outras.
|
mod.circulardependencies.details = Este mod tem dependências que dependem umas das outras.
|
||||||
mod.incompletedependencies.details = Este mod não pôde ser carregado devido a dependências inválidas ou ausentes: {0}.
|
mod.incompletedependencies.details = Este mod não pôde ser carregado devido a dependências inválidas ou ausentes: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requer a versão do jogo: [red]{0}
|
mod.requiresversion = Requer a versão do jogo: [red]{0}
|
||||||
|
|
||||||
mod.errors = Ocorreram erros ao carregar o conteúdo.
|
mod.errors = Ocorreram erros ao carregar o conteúdo.
|
||||||
mod.noerrorplay = [scarlet]Tens mods com erros.[] Desativa os mods afetados ou corrije os erros antes de jogar.
|
mod.noerrorplay = [scarlet]Tens mods com erros.[] Desativa os mods afetados ou corrije os erros antes de jogar.
|
||||||
mod.enable = Ativar
|
mod.enable = Ativar
|
||||||
@@ -178,6 +183,7 @@ mod.missing = Este jogo salvo contém mods que foram recentemente atualizados ou
|
|||||||
mod.preview.missing = Antes de publicar este mod na Workshop, você deve adicionar uma visualização da imagem.\nNome da imagem -> [accent] preview.png[] na pasta de mods e tentar outra vez.
|
mod.preview.missing = Antes de publicar este mod na Workshop, você deve adicionar uma visualização da imagem.\nNome da imagem -> [accent] preview.png[] na pasta de mods e tentar outra vez.
|
||||||
mod.folder.missing = Apenas mods no formato de pasta podem ser publicados na Workshop.\nPara converter qualquer mod para uma pasta, simplesmente descomprime os ficheiros para a pasta e apague o ficheiro ZIP antigo, e depois reinicia o jogo ou recarrega os teus mods.
|
mod.folder.missing = Apenas mods no formato de pasta podem ser publicados na Workshop.\nPara converter qualquer mod para uma pasta, simplesmente descomprime os ficheiros para a pasta e apague o ficheiro ZIP antigo, e depois reinicia o jogo ou recarrega os teus mods.
|
||||||
mod.scripts.disable = O teu dispositivo não suporta mods com scripts. Deves desativar estes mods para conseguir jogar.
|
mod.scripts.disable = O teu dispositivo não suporta mods com scripts. Deves desativar estes mods para conseguir jogar.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -191,7 +197,6 @@ mod.dependencies.imported = This mod requires dependencies. Download?
|
|||||||
about.button = Sobre
|
about.button = Sobre
|
||||||
name = Nome:
|
name = Nome:
|
||||||
noname = Escolha[accent] um nome[] primeiro.
|
noname = Escolha[accent] um nome[] primeiro.
|
||||||
|
|
||||||
search = Procurar:
|
search = Procurar:
|
||||||
planetmap = Mapa do Planeta
|
planetmap = Mapa do Planeta
|
||||||
launchcore = Lançar Núcleo
|
launchcore = Lançar Núcleo
|
||||||
@@ -204,7 +209,6 @@ campaign.none = [lightgray]Selecione um planeta para onde começar.\nIsto pode s
|
|||||||
campaign.erekir = Novo, conteúdo aperfeiçoado. Progresso de campanha quase linear.\n\nMapas e experiência geral de melhor qualidade.
|
campaign.erekir = Novo, conteúdo aperfeiçoado. Progresso de campanha quase linear.\n\nMapas e experiência geral de melhor qualidade.
|
||||||
campaign.serpulo = Conteúdo antigo, a experiência clássica. Mais amplo.\n\nMapas e mecânicas da campanha potencialmente desbalanceados. Menos aperfeiçoado.
|
campaign.serpulo = Conteúdo antigo, a experiência clássica. Mais amplo.\n\nMapas e mecânicas da campanha potencialmente desbalanceados. Menos aperfeiçoado.
|
||||||
campaign.difficulty = Dificuldade
|
campaign.difficulty = Dificuldade
|
||||||
|
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore da Tecnologia
|
techtree = Árvore da Tecnologia
|
||||||
techtree.select = Árvore da Tecnologia
|
techtree.select = Árvore da Tecnologia
|
||||||
@@ -281,6 +285,7 @@ player.kick = Expulsar
|
|||||||
player.trace = Rastrear
|
player.trace = Rastrear
|
||||||
player.admin = Alterar Admin
|
player.admin = Alterar Admin
|
||||||
player.team = Trocar de Equipa
|
player.team = Trocar de Equipa
|
||||||
|
|
||||||
server.bans = Banimentos
|
server.bans = Banimentos
|
||||||
server.bans.none = Nenhum jogador banido encontrado!
|
server.bans.none = Nenhum jogador banido encontrado!
|
||||||
server.admins = Administradores
|
server.admins = Administradores
|
||||||
@@ -356,7 +361,6 @@ customize = Customizar
|
|||||||
cancel = Cancelar
|
cancel = Cancelar
|
||||||
command = Comando
|
command = Comando
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][Queuing]
|
||||||
|
|
||||||
command.mine = Minerar
|
command.mine = Minerar
|
||||||
command.repair = reparar
|
command.repair = reparar
|
||||||
command.rebuild = Reconstruir
|
command.rebuild = Reconstruir
|
||||||
@@ -374,7 +378,8 @@ stance.holdfire = Stance: Não disparar
|
|||||||
stance.pursuetarget = Stance: Perseguir alvo
|
stance.pursuetarget = Stance: Perseguir alvo
|
||||||
stance.patrol = Stance: Caminho de Patrulha
|
stance.patrol = Stance: Caminho de Patrulha
|
||||||
stance.ram = Stance: Ram\n[lightgray]Movimento em linha reta, sem trajetória
|
stance.ram = Stance: Ram\n[lightgray]Movimento em linha reta, sem trajetória
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Abrir Ligação
|
openlink = Abrir Ligação
|
||||||
copylink = Copiar ligação
|
copylink = Copiar ligação
|
||||||
back = Voltar
|
back = Voltar
|
||||||
@@ -443,7 +448,6 @@ editor.planet = Planeta:
|
|||||||
editor.sector = Setor:
|
editor.sector = Setor:
|
||||||
editor.seed = Semente:
|
editor.seed = Semente:
|
||||||
editor.cliffs = Paredes para Penhascos
|
editor.cliffs = Paredes para Penhascos
|
||||||
|
|
||||||
editor.brush = Pincel
|
editor.brush = Pincel
|
||||||
editor.openin = Abrir no Editor
|
editor.openin = Abrir no Editor
|
||||||
editor.oregen = Geração de minério
|
editor.oregen = Geração de minério
|
||||||
@@ -521,7 +525,9 @@ details = Detalhes...
|
|||||||
edit = Editar...
|
edit = Editar...
|
||||||
variables = Variáveis
|
variables = Variáveis
|
||||||
logic.clear.confirm = Tens a certeza que querea apagar todo o código deste procesador?
|
logic.clear.confirm = Tens a certeza que querea apagar todo o código deste procesador?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Variáveis Embutidas
|
logic.globals = Variáveis Embutidas
|
||||||
|
|
||||||
editor.name = Nome:
|
editor.name = Nome:
|
||||||
editor.spawn = Criar Unidade
|
editor.spawn = Criar Unidade
|
||||||
editor.removeunit = Remover Unidade
|
editor.removeunit = Remover Unidade
|
||||||
@@ -588,7 +594,6 @@ toolmode.fillerase = Preencher Apagar
|
|||||||
toolmode.fillerase.description = Apaga blocos do mesmo tipo.
|
toolmode.fillerase.description = Apaga blocos do mesmo tipo.
|
||||||
toolmode.drawteams = Desenhar Euipas
|
toolmode.drawteams = Desenhar Euipas
|
||||||
toolmode.drawteams.description = Muda a equipa da qual o bloco pertence.
|
toolmode.drawteams.description = Muda a equipa da qual o bloco pertence.
|
||||||
|
|
||||||
#unused
|
#unused
|
||||||
toolmode.underliquid = Debaixo de Líquidos
|
toolmode.underliquid = Debaixo de Líquidos
|
||||||
toolmode.underliquid.description = Desenha o fundo de poças de líquidos.
|
toolmode.underliquid.description = Desenha o fundo de poças de líquidos.
|
||||||
@@ -612,6 +617,7 @@ filter.option.ignore = Ignorar
|
|||||||
filter.scatter = Dispersão
|
filter.scatter = Dispersão
|
||||||
filter.terrain = Terreno
|
filter.terrain = Terreno
|
||||||
filter.logic = Lógica
|
filter.logic = Lógica
|
||||||
|
|
||||||
filter.option.scale = Escala
|
filter.option.scale = Escala
|
||||||
filter.option.chance = Chance
|
filter.option.chance = Chance
|
||||||
filter.option.mag = Magnitude
|
filter.option.mag = Magnitude
|
||||||
@@ -636,6 +642,7 @@ filter.option.radius = Raio
|
|||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
filter.option.code = Código
|
filter.option.code = Código
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Aqui podes adicionar pacotes locais para idiomas específicos no teu mapa. Nos pacotes locais, cada propriedade tem um nome e um valor. Estas propriedades podem ser usadas por processadroes globais ou objetivos que usem os seus nomes. Suportam formatação de texto (substituir espaços por valores atuais).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Aqui podes adicionar pacotes locais para idiomas específicos no teu mapa. Nos pacotes locais, cada propriedade tem um nome e um valor. Estas propriedades podem ser usadas por processadroes globais ou objetivos que usem os seus nomes. Suportam formatação de texto (substituir espaços por valores atuais).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Tens a certeza que queres apagar este pacote local?
|
locales.deletelocale = Tens a certeza que queres apagar este pacote local?
|
||||||
locales.applytoall = Aplicar Modificações a Todos os Locais
|
locales.applytoall = Aplicar Modificações a Todos os Locais
|
||||||
@@ -685,9 +692,7 @@ requirement.capture = Capture {0}
|
|||||||
requirement.onplanet = Controlar setor em {0}
|
requirement.onplanet = Controlar setor em {0}
|
||||||
requirement.onsector = Aterrar no setor: {0}
|
requirement.onsector = Aterrar no setor: {0}
|
||||||
launch.text = Lançar
|
launch.text = Lançar
|
||||||
#research.multiplayer = Apenas o anfitrião pode pesquisar itens
|
|
||||||
map.multiplayer = Apenas o anfitrião pode ver os setores
|
map.multiplayer = Apenas o anfitrião pode ver os setores
|
||||||
|
|
||||||
uncover = Descobrir
|
uncover = Descobrir
|
||||||
configure = Configurar Carregamento
|
configure = Configurar Carregamento
|
||||||
|
|
||||||
@@ -712,6 +717,7 @@ marker.text.name = Texto
|
|||||||
marker.line.name = Linha
|
marker.line.name = Linha
|
||||||
marker.quad.name = Quandrado
|
marker.quad.name = Quandrado
|
||||||
marker.texture.name = Textura
|
marker.texture.name = Textura
|
||||||
|
|
||||||
marker.background = Fundo
|
marker.background = Fundo
|
||||||
marker.outline = Rebordo
|
marker.outline = Rebordo
|
||||||
|
|
||||||
@@ -776,7 +782,6 @@ campaign.complete = [accent]Parabéns.\n\nO Inimigo em {0} foi derrotado.\n[ligh
|
|||||||
|
|
||||||
sectorlist = Setores
|
sectorlist = Setores
|
||||||
sectorlist.attacked = {0} sob ataque
|
sectorlist.attacked = {0} sob ataque
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Não explorado
|
sectors.unexplored = [lightgray]Não explorado
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Produção:
|
sectors.production = Produção:
|
||||||
@@ -825,6 +830,11 @@ 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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -881,17 +891,18 @@ sector.navalFortress.description = O inimigo estabeleceu uma base numa ilha remo
|
|||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
sector.frontier.description = WIP, map submission by Stormride_R
|
sector.frontier.description = WIP, map submission by Stormride_R
|
||||||
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
sector.infestedCanyons.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
sector.polarAerodrome.description = WIP, map submission by hhh i 17
|
||||||
sector.testingGrounds.description = WIP, map submission by dnx2019
|
sector.testingGrounds.description = WIP, map submission by dnx2019
|
||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -927,6 +938,7 @@ sector.siege.description = Este setor apresenta dois desfiladeiros paralelos que
|
|||||||
sector.crossroads.description = As bases inimigas neste setor foram estabelecidas em terrenos variados. Pesquisa diferentes unidades para adaptar.\nAlém disso, algumas bases estão protegidas por escudos. Descobre como eles são alimentados.
|
sector.crossroads.description = As bases inimigas neste setor foram estabelecidas em terrenos variados. Pesquisa diferentes unidades para adaptar.\nAlém disso, algumas bases estão protegidas por escudos. Descobre como eles são alimentados.
|
||||||
sector.karst.description = Este setor é rico em recursos, mas será atacado pelo inimigo assim que um novo núcleo chegar.\nAproveita os recursos e pesquisa o [accent]tecido de fase[].
|
sector.karst.description = Este setor é rico em recursos, mas será atacado pelo inimigo assim que um novo núcleo chegar.\nAproveita os recursos e pesquisa o [accent]tecido de fase[].
|
||||||
sector.origin.description = O setor final com uma presença inimiga significativa.\nNenhuma oportunidade de pesquisa provável permanece - foca-te apenas em destruir todos os núcleos inimigos.
|
sector.origin.description = O setor final com uma presença inimiga significativa.\nNenhuma oportunidade de pesquisa provável permanece - foca-te apenas em destruir todos os núcleos inimigos.
|
||||||
|
|
||||||
status.burning.name = Queimar
|
status.burning.name = Queimar
|
||||||
status.freezing.name = Congelar
|
status.freezing.name = Congelar
|
||||||
status.wet.name = Molhado
|
status.wet.name = Molhado
|
||||||
@@ -1087,6 +1099,7 @@ ability.spawndeath = Spawns de Morte
|
|||||||
ability.spawndeath.description = Liberta unidades aquando a morte
|
ability.spawndeath.description = Liberta unidades aquando a morte
|
||||||
ability.liquidexplode = Derrame de morte
|
ability.liquidexplode = Derrame de morte
|
||||||
ability.liquidexplode.description = Derrama líquidos aquando a morte
|
ability.liquidexplode.description = Derrama líquidos aquando a morte
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/seg.[lightgray] taxa de disparo
|
ability.stat.firingrate = [stat]{0}/seg.[lightgray] taxa de disparo
|
||||||
ability.stat.regen = [stat]{0}[lightgray] vida/sec
|
ability.stat.regen = [stat]{0}[lightgray] vida/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
|
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
|
||||||
@@ -1101,6 +1114,7 @@ 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
|
||||||
bar.nobatterypower = Insufficient Battery Power
|
bar.nobatterypower = Insufficient Battery Power
|
||||||
@@ -1114,7 +1128,6 @@ bar.efficiency = Eficiência: {0}%
|
|||||||
bar.boost = Impulso: +{0}%
|
bar.boost = Impulso: +{0}%
|
||||||
bar.powerbuffer = Batteries: {0}/{1}
|
bar.powerbuffer = Batteries: {0}/{1}
|
||||||
bar.powerbalance = Energia: {0}/s
|
bar.powerbalance = Energia: {0}/s
|
||||||
|
|
||||||
bar.powerstored = Armazenada: {0}/{1}
|
bar.powerstored = Armazenada: {0}/{1}
|
||||||
bar.poweramount = Energia: {0}
|
bar.poweramount = Energia: {0}
|
||||||
bar.poweroutput = Saída de energia: {0}
|
bar.poweroutput = Saída de energia: {0}
|
||||||
@@ -1128,7 +1141,6 @@ bar.cooldown = Cooldown
|
|||||||
bar.instability = Instabilidade
|
bar.instability = Instabilidade
|
||||||
bar.heatamount = Calor: {0}
|
bar.heatamount = Calor: {0}
|
||||||
bar.heatpercent = Calor: {0} ({1}%)
|
bar.heatpercent = Calor: {0} ({1}%)
|
||||||
|
|
||||||
bar.power = Poder
|
bar.power = Poder
|
||||||
bar.progress = Progresso da Construção
|
bar.progress = Progresso da Construção
|
||||||
bar.loadprogress = Progreso
|
bar.loadprogress = Progreso
|
||||||
@@ -1178,7 +1190,6 @@ unit.persecond = /seg.
|
|||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x velocidade
|
unit.timesspeed = x velocidade
|
||||||
unit.multiplier = x
|
unit.multiplier = x
|
||||||
|
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = saúde do escudo
|
unit.shieldhealth = saúde do escudo
|
||||||
unit.items = itens
|
unit.items = itens
|
||||||
@@ -1187,7 +1198,6 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = disparos
|
unit.shots = disparos
|
||||||
unit.pershot = /dispasro
|
unit.pershot = /dispasro
|
||||||
|
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Poder
|
category.power = Poder
|
||||||
@@ -1221,13 +1231,11 @@ setting.touchscreen.name = Controlos de Touchscreen
|
|||||||
setting.fpscap.name = Limite de FPS
|
setting.fpscap.name = Limite de FPS
|
||||||
setting.fpscap.none = Nenhum
|
setting.fpscap.none = Nenhum
|
||||||
setting.fpscap.text = {0} FPS
|
setting.fpscap.text = {0} FPS
|
||||||
|
|
||||||
setting.uiscale.name = Escala da IU[lightgray] (reinicío requerida)[]
|
setting.uiscale.name = Escala da IU[lightgray] (reinicío requerida)[]
|
||||||
setting.uiscale.description = Reinicío necessário para aplicar as alterações.
|
setting.uiscale.description = Reinicío necessário para aplicar as alterações.
|
||||||
setting.swapdiagonal.name = Colocação Diagonal Sempre
|
setting.swapdiagonal.name = Colocação Diagonal Sempre
|
||||||
setting.screenshake.name = Vibração do Ecrã
|
setting.screenshake.name = Vibração do Ecrã
|
||||||
setting.bloomintensity.name = Intensidade do Bloom
|
setting.bloomintensity.name = Intensidade do Bloom
|
||||||
|
|
||||||
setting.bloomblur.name = Bloom Blur
|
setting.bloomblur.name = Bloom Blur
|
||||||
setting.effects.name = Efeitos
|
setting.effects.name = Efeitos
|
||||||
setting.destroyedblocks.name = Mostrar Blocos Destruídos
|
setting.destroyedblocks.name = Mostrar Blocos Destruídos
|
||||||
@@ -1269,7 +1277,6 @@ setting.bridgeopacity.name = Opacidade das Pontes
|
|||||||
setting.playerchat.name = Mostrar Chat em Jogo
|
setting.playerchat.name = Mostrar Chat em Jogo
|
||||||
setting.showweather.name = Mostrar Gráficos do Clima
|
setting.showweather.name = Mostrar Gráficos do Clima
|
||||||
setting.hidedisplays.name = Ocultar Ecrãs Lógicos
|
setting.hidedisplays.name = Ocultar Ecrãs Lógicos
|
||||||
|
|
||||||
setting.macnotch.name = Adaptar a interface para exibir o entalhe
|
setting.macnotch.name = Adaptar a interface para exibir o entalhe
|
||||||
setting.macnotch.description = É necessário reiniciar para aplicar as alterações
|
setting.macnotch.description = É necessário reiniciar para aplicar as alterações
|
||||||
steam.friendsonly = Amigos Apenas
|
steam.friendsonly = Amigos Apenas
|
||||||
@@ -1287,7 +1294,6 @@ category.general.name = Geral
|
|||||||
category.view.name = Ver
|
category.view.name = Ver
|
||||||
category.command.name = Comando de Unidades
|
category.command.name = Comando de Unidades
|
||||||
category.multiplayer.name = Multijogador
|
category.multiplayer.name = Multijogador
|
||||||
|
|
||||||
category.blocks.name = Selecionador de Blocos
|
category.blocks.name = Selecionador de Blocos
|
||||||
placement.blockselectkeys = \n[lightgray]Tecla: [{0},
|
placement.blockselectkeys = \n[lightgray]Tecla: [{0},
|
||||||
keybind.respawn.name = Renascer
|
keybind.respawn.name = Renascer
|
||||||
@@ -1313,6 +1319,7 @@ keybind.unit_stance_hold_fire.name = Postura de Unidade: Não Disparar
|
|||||||
keybind.unit_stance_pursue_target.name = Postura de Unidade: Perseguir Alvo
|
keybind.unit_stance_pursue_target.name = Postura de Unidade: Perseguir Alvo
|
||||||
keybind.unit_stance_patrol.name = Postura de Unidade: Patrulha
|
keybind.unit_stance_patrol.name = Postura de Unidade: Patrulha
|
||||||
keybind.unit_stance_ram.name = Postura de Unidade: Forçar
|
keybind.unit_stance_ram.name = Postura de Unidade: Forçar
|
||||||
|
|
||||||
keybind.unit_command_move.name = Controlo de Unidade: Mover
|
keybind.unit_command_move.name = Controlo de Unidade: Mover
|
||||||
keybind.unit_command_repair.name = Controlo de Unidade: Reparar
|
keybind.unit_command_repair.name = Controlo de Unidade: Reparar
|
||||||
keybind.unit_command_rebuild.name = Controlo de Unidade: Reconstruir
|
keybind.unit_command_rebuild.name = Controlo de Unidade: Reconstruir
|
||||||
@@ -1353,10 +1360,11 @@ keybind.pick.name = Pegar Bloco
|
|||||||
keybind.break_block.name = Partir Bloco
|
keybind.break_block.name = Partir Bloco
|
||||||
keybind.select_all_units.name = Selecionar Todas as Unidades
|
keybind.select_all_units.name = Selecionar Todas as Unidades
|
||||||
keybind.select_all_unit_factories.name = Selecionar Todas as Fábricas
|
keybind.select_all_unit_factories.name = Selecionar Todas as Fábricas
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Desselecionar
|
keybind.deselect.name = Desselecionar
|
||||||
keybind.pickupCargo.name = Pegar Carga
|
keybind.pickupCargo.name = Pegar Carga
|
||||||
keybind.dropCargo.name = Largar Carga
|
keybind.dropCargo.name = Largar Carga
|
||||||
|
|
||||||
keybind.shoot.name = Atirar
|
keybind.shoot.name = Atirar
|
||||||
keybind.zoom.name = Zoom
|
keybind.zoom.name = Zoom
|
||||||
keybind.menu.name = Menu
|
keybind.menu.name = Menu
|
||||||
@@ -1380,7 +1388,6 @@ keybind.chat_mode.name = Mudar Modo de Chat
|
|||||||
keybind.drop_unit.name = Largar Unidade
|
keybind.drop_unit.name = Largar Unidade
|
||||||
keybind.zoom_minimap.name = Zoom do Minimapa
|
keybind.zoom_minimap.name = Zoom do Minimapa
|
||||||
mode.help.title = Descrição dos mods
|
mode.help.title = Descrição dos mods
|
||||||
|
|
||||||
mode.survival.name = Sobrevivência
|
mode.survival.name = Sobrevivência
|
||||||
mode.survival.description = O modo padrão. Recursos limitados e hordas automáticas.
|
mode.survival.description = O modo padrão. Recursos limitados e hordas automáticas.
|
||||||
mode.sandbox.name = Sandbox
|
mode.sandbox.name = Sandbox
|
||||||
@@ -1394,7 +1401,6 @@ mode.custom = Regras personalizadas
|
|||||||
|
|
||||||
rules.invaliddata = Dados na área de transferência Inválidos
|
rules.invaliddata = Dados na área de transferência Inválidos
|
||||||
rules.hidebannedblocks = Ocultar Blocos Banidos
|
rules.hidebannedblocks = Ocultar Blocos Banidos
|
||||||
|
|
||||||
rules.infiniteresources = Recursos Infinitos
|
rules.infiniteresources = Recursos Infinitos
|
||||||
rules.onlydepositcore = Permitir Apenas Depósito no Núcleo
|
rules.onlydepositcore = Permitir Apenas Depósito no Núcleo
|
||||||
rules.derelictrepair = Permitir Reparação de Blocos Derelict
|
rules.derelictrepair = Permitir Reparação de Blocos Derelict
|
||||||
@@ -1408,9 +1414,7 @@ rules.allowedit = Permitir Edição de Regras
|
|||||||
rules.allowedit.info = Quando ativado, o jogador pode editar as regras em jogo através do botão no canto sup. esq. nop menu de Pausa.
|
rules.allowedit.info = Quando ativado, o jogador pode editar as regras em jogo através do botão no canto sup. esq. nop menu de Pausa.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Allow Editing World Processors
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
||||||
|
|
||||||
rules.waves = Hordas
|
rules.waves = Hordas
|
||||||
|
|
||||||
rules.airUseSpawns = Unidades Aéreas usam os Pontos de Spawn
|
rules.airUseSpawns = Unidades Aéreas usam os Pontos de Spawn
|
||||||
rules.attack = Modo de Ataque
|
rules.attack = Modo de Ataque
|
||||||
rules.buildai = Construtor de Base por IA
|
rules.buildai = Construtor de Base por IA
|
||||||
@@ -1452,7 +1456,6 @@ rules.dropzoneradius = Raio da Zona de Spawn:[lightgray] (blocos)
|
|||||||
rules.unitammo = UNidades Requerem Munição [red](pode ser removido)
|
rules.unitammo = UNidades Requerem Munição [red](pode ser removido)
|
||||||
rules.enemyteam = Equipa Inimiga
|
rules.enemyteam = Equipa Inimiga
|
||||||
rules.playerteam = Equipa do jogador
|
rules.playerteam = Equipa do jogador
|
||||||
|
|
||||||
rules.title.waves = Hordas
|
rules.title.waves = Hordas
|
||||||
rules.title.resourcesbuilding = Recursos e Construções
|
rules.title.resourcesbuilding = Recursos e Construções
|
||||||
rules.title.enemy = Inimigos
|
rules.title.enemy = Inimigos
|
||||||
@@ -1473,11 +1476,11 @@ rules.fire = Fogo
|
|||||||
rules.anyenv = <Qualquer>
|
rules.anyenv = <Qualquer>
|
||||||
rules.explosions = Dano de Explosão a Bloco/Unidade
|
rules.explosions = Dano de Explosão a Bloco/Unidade
|
||||||
rules.ambientlight = Luz Ambiente
|
rules.ambientlight = Luz Ambiente
|
||||||
|
|
||||||
rules.weather = Weather
|
rules.weather = Weather
|
||||||
rules.weather.frequency = Frequência:
|
rules.weather.frequency = Frequência:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Duração:
|
rules.weather.duration = Duração:
|
||||||
|
|
||||||
rules.randomwaveai.info = As unidades spawnadas por hordas atacam estruturas aleatórias em vez atacarem diretamente o núcleo ou geradores de energia.
|
rules.randomwaveai.info = As unidades spawnadas por hordas atacam estruturas aleatórias em vez atacarem diretamente o núcleo ou geradores de energia.
|
||||||
rules.placerangecheck.info = Previne os jogadores de colocarem qualquer coisa perto de construções inimigas. Ao tentar colocar uma torre, o raio é aumentado, por isso a torre não conseguirá alcançar o inimigo.
|
rules.placerangecheck.info = Previne os jogadores de colocarem qualquer coisa perto de construções inimigas. Ao tentar colocar uma torre, o raio é aumentado, por isso a torre não conseguirá alcançar o inimigo.
|
||||||
rules.onlydepositcore.info = Previne as unidades de depositarem itens em qualquer construção excepto núcleos.
|
rules.onlydepositcore.info = Previne as unidades de depositarem itens em qualquer construção excepto núcleos.
|
||||||
@@ -1489,6 +1492,7 @@ content.block.name = Blocos
|
|||||||
content.status.name = Efeitos de Estado
|
content.status.name = Efeitos de Estado
|
||||||
content.sector.name = Setores
|
content.sector.name = Setores
|
||||||
content.team.name = Equipas
|
content.team.name = Equipas
|
||||||
|
|
||||||
wallore = (Muro)
|
wallore = (Muro)
|
||||||
|
|
||||||
item.copper.name = Cobre
|
item.copper.name = Cobre
|
||||||
@@ -1564,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1586,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Drone de Montagem
|
unit.assembly-drone.name = Drone de Montagem
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Pedregulho de Areia
|
block.sand-boulder.name = Pedregulho de Areia
|
||||||
@@ -1820,9 +1826,9 @@ block.payload-unloader.name = Descarregador de Carga
|
|||||||
block.payload-unloader.description = Descarrega líquidos e itens de blocos.
|
block.payload-unloader.description = Descarrega líquidos e itens de blocos.
|
||||||
block.heat-source.name = Fonte de Calor
|
block.heat-source.name = Fonte de Calor
|
||||||
block.heat-source.description = Um bloco de tamanho 1x1 que gera virtualmente calor infinito.
|
block.heat-source.description = Um bloco de tamanho 1x1 que gera virtualmente calor infinito.
|
||||||
block.empty.name = Vazio
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
|
block.empty.name = Vazio
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
block.regolith.name = Regolith
|
block.regolith.name = Regolith
|
||||||
@@ -1982,8 +1988,10 @@ 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
|
||||||
team.crux.name = Vermelho (Crux)
|
team.crux.name = Vermelho (Crux)
|
||||||
team.sharded.name = Laranja (Sharded)
|
team.sharded.name = Laranja (Sharded)
|
||||||
@@ -2019,7 +2027,6 @@ hint.conveyorPathfind.mobile = Ativa o \ue844 [accent]modo diagonal[] e desenha
|
|||||||
hint.boost = Segura a tecla [accent][Shift Esq][] para voar sobre obstáculos com a tua unidade.\n\nApenas algumas unidades terrestres têm propulsores.
|
hint.boost = Segura a tecla [accent][Shift Esq][] para voar sobre obstáculos com a tua unidade.\n\nApenas algumas unidades terrestres têm propulsores.
|
||||||
hint.payloadPickup = Prime [accent][[[] para pegar pequenos blocos e unidades.
|
hint.payloadPickup = Prime [accent][[[] para pegar pequenos blocos e unidades.
|
||||||
hint.payloadPickup.mobile = [accent]Toca e segura[] para pegar pequenos blocos ou unidades.
|
hint.payloadPickup.mobile = [accent]Toca e segura[] para pegar pequenos blocos ou unidades.
|
||||||
#Translations beyond this point is pt_BR. When I'll have time I will rewrite them to pt_PT
|
|
||||||
hint.payloadDrop = Pressione [accent]][] para soltar a carga.
|
hint.payloadDrop = Pressione [accent]][] para soltar a carga.
|
||||||
hint.payloadDrop.mobile = [accent]Toque e segure[] em um local vazio para soltar ali a carga.
|
hint.payloadDrop.mobile = [accent]Toque e segure[] em um local vazio para soltar ali a carga.
|
||||||
hint.waveFire = Torretas [accent]Onda[] com munição de água vão apagar automaticamente incêndios próximos.
|
hint.waveFire = Torretas [accent]Onda[] com munição de água vão apagar automaticamente incêndios próximos.
|
||||||
@@ -2085,7 +2092,6 @@ split.acquire = You must acquire some tungsten to build units.
|
|||||||
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
||||||
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
||||||
|
|
||||||
#Serpulo
|
|
||||||
item.copper.description = O material mais básico. Usado em todos os tipos de blocos.
|
item.copper.description = O material mais básico. Usado em todos os tipos de blocos.
|
||||||
item.copper.details = Cobre. Metal anormalmente abundante em Serpulo. Estruturalmente fraco a não ser que seja reforçado.
|
item.copper.details = Cobre. Metal anormalmente abundante em Serpulo. Estruturalmente fraco a não ser que seja reforçado.
|
||||||
item.lead.description = Material de começo basico. usado extensivamente em blocos de transporte de líquidos e eletrônicos.
|
item.lead.description = Material de começo basico. usado extensivamente em blocos de transporte de líquidos e eletrônicos.
|
||||||
@@ -2114,7 +2120,6 @@ item.tungsten.description = Utilizado em brocas, armaduras e munições. Necess
|
|||||||
item.oxide.description = Utilizado como condutor de calor e isolante para energia.
|
item.oxide.description = Utilizado como condutor de calor e isolante para energia.
|
||||||
item.carbide.description = Utilizado em estruturas avançadas, unidades mais pesadas e munições.
|
item.carbide.description = Utilizado em estruturas avançadas, unidades mais pesadas e munições.
|
||||||
|
|
||||||
#Serpulo
|
|
||||||
liquid.water.description = O líquido mais útil, comumente usado em resfriamento de máquinas e no processamento de lixo. Dá pra beber, também.
|
liquid.water.description = O líquido mais útil, comumente usado em resfriamento de máquinas e no processamento de lixo. Dá pra beber, também.
|
||||||
liquid.slag.description = Vários metais derretidos misturados juntos. Pode ser separado em seus minerais constituentes, ou jogado nas unidades inimigas como uma arma.
|
liquid.slag.description = Vários metais derretidos misturados juntos. Pode ser separado em seus minerais constituentes, ou jogado nas unidades inimigas como uma arma.
|
||||||
liquid.oil.description = Um líquido usado na produção de materias avançados. Pode ser convertido em carvão como combustível, ou pulverizado e incendiado como arma.
|
liquid.oil.description = Um líquido usado na produção de materias avançados. Pode ser convertido em carvão como combustível, ou pulverizado e incendiado como arma.
|
||||||
@@ -2129,7 +2134,6 @@ liquid.nitrogen.description = Utilizado na extração de recursos, criação de
|
|||||||
liquid.neoplasm.description = Um subproduto biológico perigoso do reator de Neoplasia. Espalha-se rapidamente para qualquer bloco adjacente contendo água que ele toque, danificando-os no processo. Viscoso.
|
liquid.neoplasm.description = Um subproduto biológico perigoso do reator de Neoplasia. Espalha-se rapidamente para qualquer bloco adjacente contendo água que ele toque, danificando-os no processo. Viscoso.
|
||||||
liquid.neoplasm.details = Neoplasma. Uma massa incontrolável de células sintéticas de rápida divisão com uma consistência semelhante à de lama. Resistente ao calor. Extremamente perigoso para qualquer estrutura que envolva água.\n\nMuito complexo e instável para análise padrão. Potenciais aplicações desconhecidas. Recomenda-se a incineração em piscinas de escória.
|
liquid.neoplasm.details = Neoplasma. Uma massa incontrolável de células sintéticas de rápida divisão com uma consistência semelhante à de lama. Resistente ao calor. Extremamente perigoso para qualquer estrutura que envolva água.\n\nMuito complexo e instável para análise padrão. Potenciais aplicações desconhecidas. Recomenda-se a incineração em piscinas de escória.
|
||||||
|
|
||||||
#Serpulo
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras.
|
block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras.
|
||||||
block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar.
|
block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar.
|
||||||
@@ -2245,7 +2249,6 @@ block.launch-pad.description = Lança montes de itens sem qualquer necessidade d
|
|||||||
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
|
|
||||||
block.duo.description = Uma torre pequena e barata.
|
block.duo.description = Uma torre pequena e barata.
|
||||||
block.scatter.description = Uma torre anti aerea media. Joga montes de cobre ou sucata aos inimigos.
|
block.scatter.description = Uma torre anti aerea media. Joga montes de cobre ou sucata aos inimigos.
|
||||||
block.scorch.description = Queima qualquer inimigo terrestre próximo. Altamente efetivo a curta distncia.
|
block.scorch.description = Queima qualquer inimigo terrestre próximo. Altamente efetivo a curta distncia.
|
||||||
@@ -2285,6 +2288,7 @@ 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.
|
||||||
|
|
||||||
@@ -2423,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Dispara fragmentos de mísseis em inimigos. Repara unidades aliadas.
|
unit.cyerce.description = Dispara fragmentos de mísseis em inimigos. Repara unidades aliadas.
|
||||||
unit.aegires.description = Causa choque a todas as unidades e estruturas inimigas que entram em seu campo de enrgia. Repara todos os aliados.
|
unit.aegires.description = Causa choque a todas as unidades e estruturas inimigas que entram em seu campo de enrgia. Repara todos os aliados.
|
||||||
unit.navanax.description = Dispara projéteis de PEM explosivos, causando danos significativos às redes de energia inimigas e reparando as estruturas aliadas. Derrete os inimigos próximos com 4 torres laser autônomas.
|
unit.navanax.description = Dispara projéteis de PEM explosivos, causando danos significativos às redes de energia inimigas e reparando as estruturas aliadas. Derrete os inimigos próximos com 4 torres laser autônomas.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Dispara balas padrão em alvos inimigos.
|
unit.stell.description = Dispara balas padrão em alvos inimigos.
|
||||||
unit.locus.description = Dispara balas alternadas em alvos inimigos.
|
unit.locus.description = Dispara balas alternadas em alvos inimigos.
|
||||||
unit.precept.description = Atira balas de fragmentação perfurantes em alvos inimigos.
|
unit.precept.description = Atira balas de fragmentação perfurantes em alvos inimigos.
|
||||||
@@ -2496,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2504,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2544,6 +2556,9 @@ 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.
|
||||||
@@ -2659,6 +2674,7 @@ unitlocate.building = Variável de saída para edifício localizado.
|
|||||||
unitlocate.outx = Coordenada X de saída.
|
unitlocate.outx = Coordenada X de saída.
|
||||||
unitlocate.outy = Coordenada Y de saída.
|
unitlocate.outy = Coordenada Y de saída.
|
||||||
unitlocate.group = Grupo de construção para procurar.
|
unitlocate.group = Grupo de construção para procurar.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
|
lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
|
||||||
@@ -2681,6 +2697,7 @@ lenum.build = Construa uma estrutura.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Verifique se a unidade está perto de uma posição.
|
lenum.within = Verifique se a unidade está perto de uma posição.
|
||||||
lenum.boost = Iniciar/parar o reforço.
|
lenum.boost = Iniciar/parar o reforço.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2688,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Dezactivează
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Conținut:
|
mod.content = Conținut:
|
||||||
mod.delete.error = Nu s-a putut șterge modul. Fișierul ar putea fi în uz.
|
mod.delete.error = Nu s-a putut șterge modul. Fișierul ar putea fi în uz.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Erori de Conținut
|
mod.erroredcontent = [scarlet]Erori de Conținut
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Au apărut erori la încărcarea conținutului.
|
mod.errors = Au apărut erori la încărcarea conținutului.
|
||||||
mod.noerrorplay = [scarlet]Modurile tale au erori.[] Dezactivează modurile afectate sau repară erorile înainte să joci.
|
mod.noerrorplay = [scarlet]Modurile tale au erori.[] Dezactivează modurile afectate sau repară erorile înainte să joci.
|
||||||
mod.enable = Activează
|
mod.enable = Activează
|
||||||
@@ -179,6 +183,7 @@ mod.missing = Această salvare conține moduri cărora le-ai făcut update recen
|
|||||||
mod.preview.missing = Înainte să publici acest mod pe Workshop, trebuie să adaugi o imagine pt previzualizare.\nPune o imagine numită[accent] preview.png[] în folderul modului și încearcă din nou.
|
mod.preview.missing = Înainte să publici acest mod pe Workshop, trebuie să adaugi o imagine pt previzualizare.\nPune o imagine numită[accent] preview.png[] în folderul modului și încearcă din nou.
|
||||||
mod.folder.missing = Doar modurile din câmpul folder pot fi publicate pe Workshop.\nPt a converti orice mod într-un folder, dezarhivează zipul într-un folder și șterge vechiul zip, apoi repornește jocul sau reîncărcă-ți modurile.
|
mod.folder.missing = Doar modurile din câmpul folder pot fi publicate pe Workshop.\nPt a converti orice mod într-un folder, dezarhivează zipul într-un folder și șterge vechiul zip, apoi repornește jocul sau reîncărcă-ți modurile.
|
||||||
mod.scripts.disable = Dispozitivul tău nu suportă moduri cu scripturi. Trebuie să dezactivezi aceste moduri ca să joci jocul.
|
mod.scripts.disable = Dispozitivul tău nu suportă moduri cu scripturi. Trebuie să dezactivezi aceste moduri ca să joci jocul.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = Serverele comunității [accent]nu[] sunt deținute sau con
|
|||||||
servers.showhidden = Vezi Serverele Ascunse
|
servers.showhidden = Vezi Serverele Ascunse
|
||||||
server.shown = Afișate
|
server.shown = Afișate
|
||||||
server.hidden = Ascunse
|
server.hidden = Ascunse
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Urmărește Jucător
|
trace = Urmărește Jucător
|
||||||
trace.playername = Nume jucător: [accent]{0}
|
trace.playername = Nume jucător: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = Dat Afară: de [accent]{0}[] ori
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = ID client invalid! Raportează bugul.
|
invalidid = ID client invalid! Raportează bugul.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Interziși
|
server.bans = Interziși
|
||||||
server.bans.none = Nu s-au găsit jucători intreziși!
|
server.bans.none = Nu s-au găsit jucători intreziși!
|
||||||
server.admins = Admini
|
server.admins = Admini
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Deschide Linkul
|
openlink = Deschide Linkul
|
||||||
copylink = Copiază Linkul
|
copylink = Copiază Linkul
|
||||||
back = Înapoi
|
back = Înapoi
|
||||||
@@ -434,10 +443,10 @@ publishing = [accent]Se Publică...
|
|||||||
publish.confirm = Sigur vrei să publici asta?\n\n[lightgray]Asigură-te că ai verificat Termenii și Condițiile Workshop mai întâi, sau itemurile tale nu vor apărea!
|
publish.confirm = Sigur vrei să publici asta?\n\n[lightgray]Asigură-te că ai verificat Termenii și Condițiile Workshop mai întâi, sau itemurile tale nu vor apărea!
|
||||||
publish.error = Eroare la publicarea itemului: {0}
|
publish.error = Eroare la publicarea itemului: {0}
|
||||||
steam.error = Inițializarea serviciilor Steam a eșuat.\nEroare: {0}
|
steam.error = Inițializarea serviciilor Steam a eșuat.\nEroare: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
|
|
||||||
editor.cliffs = Pereți >> Dealuri
|
editor.cliffs = Pereți >> Dealuri
|
||||||
editor.brush = Pensulă
|
editor.brush = Pensulă
|
||||||
editor.openin = Deschide în Editor
|
editor.openin = Deschide în Editor
|
||||||
@@ -505,18 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Ascunde
|
waves.units.hide = Ascunde
|
||||||
waves.units.show = Vezi Tot
|
waves.units.show = Vezi Tot
|
||||||
|
|
||||||
#intenționat cu literă mică
|
#these are intentionally in lower case
|
||||||
wavemode.counts = numere
|
wavemode.counts = numere
|
||||||
wavemode.totals = totaluri
|
wavemode.totals = totaluri
|
||||||
wavemode.health = viață
|
wavemode.health = viață
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Prestabilit>
|
editor.default = [lightgray]<Prestabilit>
|
||||||
details = Detalii...
|
details = Detalii...
|
||||||
edit = Editează...
|
edit = Editează...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Nume:
|
editor.name = Nume:
|
||||||
editor.spawn = Adaugă Unitate
|
editor.spawn = Adaugă Unitate
|
||||||
editor.removeunit = Înlătură Unitate
|
editor.removeunit = Înlătură Unitate
|
||||||
@@ -583,6 +594,7 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Desenează Echipe
|
toolmode.drawteams = Desenează Echipe
|
||||||
toolmode.drawteams.description = Desenează echipe în loc de blocuri.
|
toolmode.drawteams.description = Desenează echipe în loc de blocuri.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
@@ -630,6 +642,7 @@ filter.option.radius = Rază
|
|||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -682,6 +695,7 @@ launch.text = Lansează
|
|||||||
map.multiplayer = Doar gazda poate vedea harta sectoarelor.
|
map.multiplayer = Doar gazda poate vedea harta sectoarelor.
|
||||||
uncover = Descoperă
|
uncover = Descoperă
|
||||||
configure = Configurează Încărcarea
|
configure = Configurează Încărcarea
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -695,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -702,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -719,6 +736,7 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Încărcare
|
loadout = Încărcare
|
||||||
@@ -758,6 +776,7 @@ weather.snowing.name = Ninsoare
|
|||||||
weather.sandstorm.name = Furtună de nisip
|
weather.sandstorm.name = Furtună de nisip
|
||||||
weather.sporestorm.name = Furtună de spori
|
weather.sporestorm.name = Furtună de spori
|
||||||
weather.fog.name = Ceață
|
weather.fog.name = Ceață
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
@@ -804,12 +823,18 @@ threat.medium = Medie
|
|||||||
threat.high = Mare
|
threat.high = Mare
|
||||||
threat.extreme = Extremă
|
threat.extreme = Extremă
|
||||||
threat.eradication = Eradicare
|
threat.eradication = Eradicare
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -865,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -875,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -892,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -1071,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1085,8 +1114,8 @@ 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 = Burghiu Mai Bun Necesar
|
bar.drilltierreq = Burghiu Mai Bun Necesar
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Resurse lipsă
|
bar.noresources = Resurse lipsă
|
||||||
@@ -1284,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1300,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selectează Regiunea
|
keybind.schematic_select.name = Selectează Regiunea
|
||||||
keybind.schematic_menu.name = Meniu Scheme
|
keybind.schematic_menu.name = Meniu Scheme
|
||||||
@@ -1328,6 +1360,8 @@ keybind.pick.name = Ia Bloc
|
|||||||
keybind.break_block.name = Distruge Bloc
|
keybind.break_block.name = Distruge Bloc
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deselectează
|
keybind.deselect.name = Deselectează
|
||||||
keybind.pickupCargo.name = Ridică Încărcătura
|
keybind.pickupCargo.name = Ridică Încărcătura
|
||||||
keybind.dropCargo.name = Aruncă Încărcătura
|
keybind.dropCargo.name = Aruncă Încărcătura
|
||||||
@@ -1364,9 +1398,9 @@ mode.pvp.description = Luptă împotriva altor jucători local.\n[gray]E nevoie
|
|||||||
mode.attack.name = Atac
|
mode.attack.name = Atac
|
||||||
mode.attack.description = Distruge baza inamicului. \n[gray]E nevoie de un nucleu Agresor (roșu) pe hartă pt a juca.
|
mode.attack.description = Distruge baza inamicului. \n[gray]E nevoie de un nucleu Agresor (roșu) pe hartă pt a juca.
|
||||||
mode.custom = Reguli Personalizate
|
mode.custom = Reguli Personalizate
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Resurse Infinite
|
rules.infiniteresources = Resurse Infinite
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1446,6 +1480,7 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Frevență:
|
rules.weather.frequency = Frevență:
|
||||||
rules.weather.always = Încontinuu
|
rules.weather.always = Încontinuu
|
||||||
rules.weather.duration = Durată:
|
rules.weather.duration = Durată:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1457,6 +1492,7 @@ content.block.name = Blocuri
|
|||||||
content.status.name = Efecte de Stare
|
content.status.name = Efecte de Stare
|
||||||
content.sector.name = Sectoare
|
content.sector.name = Sectoare
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Cupru
|
item.copper.name = Cupru
|
||||||
@@ -1532,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1756,6 +1793,7 @@ block.container.name = Container
|
|||||||
block.launch-pad.name = Platformă de Lansare
|
block.launch-pad.name = Platformă de Lansare
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fabrică Unități Artilerie
|
block.ground-factory.name = Fabrică Unități Artilerie
|
||||||
block.air-factory.name = Fabrică Unități Aeriene
|
block.air-factory.name = Fabrică Unități Aeriene
|
||||||
@@ -1788,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1948,14 +1988,15 @@ 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
|
||||||
team.crux.name = Agresor
|
team.crux.name = Agresor
|
||||||
team.sharded.name = Portocaliu
|
team.sharded.name = Portocaliu
|
||||||
team.derelict.name = Ruină
|
team.derelict.name = Ruină
|
||||||
team.green.name = Verde
|
team.green.name = Verde
|
||||||
|
|
||||||
team.blue.name = Albastru
|
team.blue.name = Albastru
|
||||||
|
|
||||||
hint.skip = Treci peste
|
hint.skip = Treci peste
|
||||||
@@ -1997,6 +2038,7 @@ hint.presetDifficulty = Acest sector are un [scarlet]nivel ridicat de amenințar
|
|||||||
hint.coreIncinerate = După ce nucleul se umple până la refuz cu un tip de material, toate materialele în plus de acel tip care încearcă să între în nucleu sunt [accent]incinerate[].
|
hint.coreIncinerate = După ce nucleul se umple până la refuz cu un tip de material, toate materialele în plus de acel tip care încearcă să între în nucleu sunt [accent]incinerate[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2017,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2042,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2069,6 +2113,8 @@ item.spore-pod.description = Folosită pt a fi convertită în petrol, explozibi
|
|||||||
item.spore-pod.details = Spori. Probabil o formă de viață sintetică. Emite gaze toxice altor forme de viață biologică. Nu că ar mai fi rămas prea multe aici.
|
item.spore-pod.details = Spori. Probabil o formă de viață sintetică. Emite gaze toxice altor forme de viață biologică. Nu că ar mai fi rămas prea multe aici.
|
||||||
item.blast-compound.description = Folosit în bombe și muniție explozibilă.
|
item.blast-compound.description = Folosit în bombe și muniție explozibilă.
|
||||||
item.pyratite.description = Folosită în armele incendiare și generatoarele pe bază de procese de combustie.
|
item.pyratite.description = Folosită în armele incendiare și generatoarele pe bază de procese de combustie.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
@@ -2078,6 +2124,8 @@ liquid.water.description = Folosită pt răcirea mașinăriilor și procesarea d
|
|||||||
liquid.slag.description = Rafinată înapoi în materialele constituente cu ajutorul separatoarelor sau pulverizată înspre unitățile inamice ca armă.
|
liquid.slag.description = Rafinată înapoi în materialele constituente cu ajutorul separatoarelor sau pulverizată înspre unitățile inamice ca armă.
|
||||||
liquid.oil.description = Folosit în producerea avansată de materiale și ca muniție incendiară.
|
liquid.oil.description = Folosit în producerea avansată de materiale și ca muniție incendiară.
|
||||||
liquid.cryofluid.description = Folosit ca răcitor în reactoare, arme și fabrici.
|
liquid.cryofluid.description = Folosit ca răcitor în reactoare, arme și fabrici.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2240,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2376,6 +2427,8 @@ unit.oxynoe.description = Trage cu jeturi de flacără către inamicii din aprop
|
|||||||
unit.cyerce.description = Trage cu bombe cu dispersie echipate cu radar către inamici. Repară unitățile aliate.
|
unit.cyerce.description = Trage cu bombe cu dispersie echipate cu radar către inamici. Repară unitățile aliate.
|
||||||
unit.aegires.description = Electrocutează toate unitățile și structurile inamice care intră în câmpul său de energie. Repară toți aliații.
|
unit.aegires.description = Electrocutează toate unitățile și structurile inamice care intră în câmpul său de energie. Repară toți aliații.
|
||||||
unit.navanax.description = Trage cu proiectile EMP explozive, lovind rețelele electrice inamice cu o forță semnificativă și reparând structurile aliate. Topește inamicii din apropiere cu cele 4 arme autonome cu laser.
|
unit.navanax.description = Trage cu proiectile EMP explozive, lovind rețelele electrice inamice cu o forță semnificativă și reparând structurile aliate. Topește inamicii din apropiere cu cele 4 arme autonome cu laser.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2441,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2448,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2456,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2485,9 +2545,9 @@ lenum.shoot = Lovește către o locație.
|
|||||||
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
|
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
|
||||||
lenum.config = Configurația clădirii, de ex. materialul selectat pt Sortator.
|
lenum.config = Configurația clădirii, de ex. materialul selectat pt Sortator.
|
||||||
lenum.enabled = Specifică dacă clădirea este pornită.
|
lenum.enabled = Specifică dacă clădirea este pornită.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Culoarea iluminatorului.
|
laccess.color = Culoarea iluminatorului.
|
||||||
laccess.controller = Controlorul unității. Dacă e controlată de procesor, returnează procesorul.\nDacă e într-o formație, returnează liderul.\nAltfel, returnează unitatea însăși.
|
laccess.controller = Controlorul unității. Dacă e controlată de procesor, returnează procesorul.\nDacă e într-o formație, returnează liderul.\nAltfel, returnează unitatea însăși.
|
||||||
laccess.dead = Specifică dacă o unitate sau clădire a murit/nu mai e validă.
|
laccess.dead = Specifică dacă o unitate sau clădire a murit/nu mai e validă.
|
||||||
@@ -2496,6 +2556,10 @@ 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
|
||||||
@@ -2553,7 +2617,7 @@ lenum.asin = Arcsinus în grade.
|
|||||||
lenum.acos = Arccosinus în grade.
|
lenum.acos = Arccosinus în grade.
|
||||||
lenum.atan = Arctangentă în grade.
|
lenum.atan = Arctangentă în grade.
|
||||||
|
|
||||||
#cea de mai jos nu-i o greșeală, caută pe net notarea intervalelor în matematică
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Număr natural aleatoriu în intervalul [0, val).
|
lenum.rand = Număr natural aleatoriu în intervalul [0, val).
|
||||||
lenum.log = Logaritm natural (ln).
|
lenum.log = Logaritm natural (ln).
|
||||||
lenum.log10 = Logaritm în baza 10.
|
lenum.log10 = Logaritm în baza 10.
|
||||||
@@ -2610,6 +2674,7 @@ unitlocate.building = Clădirea detectată.
|
|||||||
unitlocate.outx = Coordonata X a obiectului detectat.
|
unitlocate.outx = Coordonata X a obiectului detectat.
|
||||||
unitlocate.outy = Coordonata Y a obiectului detectat.
|
unitlocate.outy = Coordonata Y a obiectului detectat.
|
||||||
unitlocate.group = Grupul clădirilor de detectat.
|
unitlocate.group = Grupul clădirilor de detectat.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Nu mișca, dar continuă să construiești/minezi.\nModul prestabilit.
|
lenum.idle = Nu mișca, dar continuă să construiești/minezi.\nModul prestabilit.
|
||||||
@@ -2632,6 +2697,7 @@ lenum.build = Construiește o structură.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Verifică dacă unitatea se află în apropierea poziției.
|
lenum.within = Verifică dacă unitatea se află în apropierea poziției.
|
||||||
lenum.boost = Pornește/oprește propulsorul.
|
lenum.boost = Pornește/oprește propulsorul.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2639,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Выкл.
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Содержимое:
|
mod.content = Содержимое:
|
||||||
mod.delete.error = Невозможно удалить модификацию. Возможно, файл используется.
|
mod.delete.error = Невозможно удалить модификацию. Возможно, файл используется.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Устаревшая игра
|
mod.incompatiblegame = [red]Устаревшая игра
|
||||||
mod.incompatiblemod = [red]Несовместимый
|
mod.incompatiblemod = [red]Несовместимый
|
||||||
mod.blacklisted = [red]Неподдерживаемый
|
mod.blacklisted = [red]Неподдерживаемый
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Не найдены зависимости
|
|||||||
mod.erroredcontent = [scarlet]Ошибки содержимого
|
mod.erroredcontent = [scarlet]Ошибки содержимого
|
||||||
mod.circulardependencies = [red]Цикличные зависимости
|
mod.circulardependencies = [red]Цикличные зависимости
|
||||||
mod.incompletedependencies = [red]Недопустимые или отсутствующие зависимости
|
mod.incompletedependencies = [red]Недопустимые или отсутствующие зависимости
|
||||||
|
|
||||||
mod.requiresversion.details = Требуется версия игры: [accent]{0}[]\nВаша игра устарела. Для работы этого мода требуется более новая версия игры (возможно, альфа/бета-версия).
|
mod.requiresversion.details = Требуется версия игры: [accent]{0}[]\nВаша игра устарела. Для работы этого мода требуется более новая версия игры (возможно, альфа/бета-версия).
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Этот мод был вручную занесен в черный список из-за того, что он вызывал сбои или другие проблемы с текущей версией игры. Не используйте его.
|
mod.blacklisted.details = Этот мод был вручную занесен в черный список из-за того, что он вызывал сбои или другие проблемы с текущей версией игры. Не используйте его.
|
||||||
@@ -164,6 +166,7 @@ mod.circulardependencies.details = Этот мод имеет зависимос
|
|||||||
mod.incompletedependencies.details = Этот мод не может быть загружен из-за недопустимых или отсутствующих зависимостей: {0}.
|
mod.incompletedependencies.details = Этот мод не может быть загружен из-за недопустимых или отсутствующих зависимостей: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Требуется версия игры: [red]{0}
|
mod.requiresversion = Требуется версия игры: [red]{0}
|
||||||
|
|
||||||
mod.errors = Ошибки были вызваны загружаемым содержимым.
|
mod.errors = Ошибки были вызваны загружаемым содержимым.
|
||||||
mod.noerrorplay = [scarlet]У Вас есть модификации с ошибками.[] Выключите проблемные модификации или исправьте ошибки перед игрой.
|
mod.noerrorplay = [scarlet]У Вас есть модификации с ошибками.[] Выключите проблемные модификации или исправьте ошибки перед игрой.
|
||||||
mod.enable = Вкл.
|
mod.enable = Вкл.
|
||||||
@@ -180,6 +183,7 @@ mod.missing = В этом сохранении есть следы модифи
|
|||||||
mod.preview.missing = Перед публикацией этой модификации в Мастерской, вы должны добавить изображение предпросмотра.\nРазместите изображение с именем[accent] preview.png[] в папке модификации и попробуйте снова.
|
mod.preview.missing = Перед публикацией этой модификации в Мастерской, вы должны добавить изображение предпросмотра.\nРазместите изображение с именем[accent] preview.png[] в папке модификации и попробуйте снова.
|
||||||
mod.folder.missing = Модификации могут быть опубликованы в Мастерской только в виде папки.\nЧтобы конвертировать любой мод в папку, просто извлеките его из архива и удалите старый архив .zip, затем перезапустите игру или перезагрузите модификации.
|
mod.folder.missing = Модификации могут быть опубликованы в Мастерской только в виде папки.\nЧтобы конвертировать любой мод в папку, просто извлеките его из архива и удалите старый архив .zip, затем перезапустите игру или перезагрузите модификации.
|
||||||
mod.scripts.disable = Ваше устройство не поддерживает модификации со скриптами. Отключите такие модификации, чтобы играть.
|
mod.scripts.disable = Ваше устройство не поддерживает модификации со скриптами. Отключите такие модификации, чтобы играть.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -256,12 +260,13 @@ servers.local = Локальные серверы
|
|||||||
servers.local.steam = Открытые игры и локальные серверы
|
servers.local.steam = Открытые игры и локальные серверы
|
||||||
servers.remote = Удалённые серверы
|
servers.remote = Удалённые серверы
|
||||||
servers.global = Серверы сообщества
|
servers.global = Серверы сообщества
|
||||||
|
|
||||||
servers.disclaimer = Серверы сообщества [accent]не[] принадлежат разработчику и [accent]не[] контролируются им.\n\nСерверы могут содержать пользовательский контент, который не подходит для всех возрастов.
|
servers.disclaimer = Серверы сообщества [accent]не[] принадлежат разработчику и [accent]не[] контролируются им.\n\nСерверы могут содержать пользовательский контент, который не подходит для всех возрастов.
|
||||||
servers.showhidden = Отображать скрытые серверы
|
servers.showhidden = Отображать скрытые серверы
|
||||||
server.shown = Отображается
|
server.shown = Отображается
|
||||||
server.hidden = Скрыт
|
server.hidden = Скрыт
|
||||||
viewplayer = Отслеживаем игрока: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Отслеживаем игрока: [accent]{0}
|
||||||
trace = Отслеживать игрока
|
trace = Отслеживать игрока
|
||||||
trace.playername = Имя игрока: [accent]{0}
|
trace.playername = Имя игрока: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = Был выгнан раз: [accent]{0}
|
|||||||
trace.ips = Все IP:
|
trace.ips = Все IP:
|
||||||
trace.names = Все имена:
|
trace.names = Все имена:
|
||||||
invalidid = Недопустимый ID клиента! Отправьте отчёт об ошибке.
|
invalidid = Недопустимый ID клиента! Отправьте отчёт об ошибке.
|
||||||
|
|
||||||
player.ban = Заблокировать
|
player.ban = Заблокировать
|
||||||
player.kick = Выгнать
|
player.kick = Выгнать
|
||||||
player.trace = Отслеживать
|
player.trace = Отслеживать
|
||||||
player.admin = Переключить администратора
|
player.admin = Переключить администратора
|
||||||
player.team = Сменить команду
|
player.team = Сменить команду
|
||||||
|
|
||||||
server.bans = Блокировки
|
server.bans = Блокировки
|
||||||
server.bans.none = Заблокированных игроков нет!
|
server.bans.none = Заблокированных игроков нет!
|
||||||
server.admins = Администраторы
|
server.admins = Администраторы
|
||||||
@@ -371,7 +378,8 @@ stance.holdfire = Положение: Удерживать огонь
|
|||||||
stance.pursuetarget = Положение: Преследовать цель
|
stance.pursuetarget = Положение: Преследовать цель
|
||||||
stance.patrol = Положение: Патрулировать путь
|
stance.patrol = Положение: Патрулировать путь
|
||||||
stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
|
stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Открыть ссылку
|
openlink = Открыть ссылку
|
||||||
copylink = Скопировать ссылку
|
copylink = Скопировать ссылку
|
||||||
back = Назад
|
back = Назад
|
||||||
@@ -435,11 +443,11 @@ publishing = [accent]Отправка...
|
|||||||
publish.confirm = Вы уверены, что хотите опубликовать этот предмет?\n\n[lightgray]Убедитесь, что вы согласны с EULA Мастерской, иначе ваши предметы не будут отображаться!
|
publish.confirm = Вы уверены, что хотите опубликовать этот предмет?\n\n[lightgray]Убедитесь, что вы согласны с EULA Мастерской, иначе ваши предметы не будут отображаться!
|
||||||
publish.error = Ошибка отправки предмета: {0}
|
publish.error = Ошибка отправки предмета: {0}
|
||||||
steam.error = Не удалось инициализировать сервисы Steam.\nОшибка: {0}
|
steam.error = Не удалось инициализировать сервисы Steam.\nОшибка: {0}
|
||||||
|
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектор:
|
editor.sector = Сектор:
|
||||||
editor.seed = Сид:
|
editor.seed = Сид:
|
||||||
editor.cliffs = Создать скалы из стен
|
editor.cliffs = Создать скалы из стен
|
||||||
|
|
||||||
editor.brush = Кисть
|
editor.brush = Кисть
|
||||||
editor.openin = Открыть в редакторе
|
editor.openin = Открыть в редакторе
|
||||||
editor.oregen = Генерация руд
|
editor.oregen = Генерация руд
|
||||||
@@ -506,19 +514,20 @@ waves.filter = Фильтр единиц
|
|||||||
waves.units.hide = Скрыть все
|
waves.units.hide = Скрыть все
|
||||||
waves.units.show = Показать все
|
waves.units.show = Показать все
|
||||||
|
|
||||||
#они намеренно написаны в нижнем регистре
|
#these are intentionally in lower case
|
||||||
wavemode.counts = количество единиц
|
wavemode.counts = количество единиц
|
||||||
wavemode.totals = всего единиц
|
wavemode.totals = всего единиц
|
||||||
wavemode.health = всего прочности
|
wavemode.health = всего прочности
|
||||||
all = всего
|
|
||||||
|
|
||||||
|
all = всего
|
||||||
editor.default = [lightgray]<По умолчанию>
|
editor.default = [lightgray]<По умолчанию>
|
||||||
details = Подробности...
|
details = Подробности...
|
||||||
edit = Редактировать...
|
edit = Редактировать...
|
||||||
variables = Переменные
|
variables = Переменные
|
||||||
logic.clear.confirm = Вы уверены, что хотите удалить весь код из этого процессора?
|
logic.clear.confirm = Вы уверены, что хотите удалить весь код из этого процессора?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Встроенные переменные
|
logic.globals = Встроенные переменные
|
||||||
|
|
||||||
editor.name = Название:
|
editor.name = Название:
|
||||||
editor.spawn = Создать боевую единицу
|
editor.spawn = Создать боевую единицу
|
||||||
editor.removeunit = Удалить боевую единицу
|
editor.removeunit = Удалить боевую единицу
|
||||||
@@ -585,6 +594,7 @@ toolmode.fillerase = Стереть заливкой
|
|||||||
toolmode.fillerase.description = Стирает все блоки\nодного типа.
|
toolmode.fillerase.description = Стирает все блоки\nодного типа.
|
||||||
toolmode.drawteams = Изменить команду блока
|
toolmode.drawteams = Изменить команду блока
|
||||||
toolmode.drawteams.description = Изменяет принадлежность\nблока к команде.
|
toolmode.drawteams.description = Изменяет принадлежность\nблока к команде.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Под жидкостями
|
toolmode.underliquid = Под жидкостями
|
||||||
toolmode.underliquid.description = Рисует пол под плитками жидкости.
|
toolmode.underliquid.description = Рисует пол под плитками жидкости.
|
||||||
|
|
||||||
@@ -632,6 +642,7 @@ filter.option.radius = Радиус
|
|||||||
filter.option.percentile = Процентиль
|
filter.option.percentile = Процентиль
|
||||||
filter.option.code = Код
|
filter.option.code = Код
|
||||||
filter.option.loop = Цикл
|
filter.option.loop = Цикл
|
||||||
|
|
||||||
locales.info = Здесь вы можете добавить на карту наборы локалей для определенных языков. В наборах локалей каждое свойство имеет имя и значение. Эти свойства могут использоваться мировыми процессорами и целями по их именам. Они поддерживают форматирование текста (заменяя пропуски реальными значениями).\n\n[cyan]Пример свойства:\n[]name: [accent]timer[]\nvalue: [accent]Пример таймера, оставшееся время: {0}[]\n\n[cyan]Использование:\n[]Установите его как текст цели: [accent]@timer\n\n[]Введите его в мировом процессоре:\n[accent]localeprint «timer»\nformat time\n[gray] (где time - отдельно вычисляемая переменная)
|
locales.info = Здесь вы можете добавить на карту наборы локалей для определенных языков. В наборах локалей каждое свойство имеет имя и значение. Эти свойства могут использоваться мировыми процессорами и целями по их именам. Они поддерживают форматирование текста (заменяя пропуски реальными значениями).\n\n[cyan]Пример свойства:\n[]name: [accent]timer[]\nvalue: [accent]Пример таймера, оставшееся время: {0}[]\n\n[cyan]Использование:\n[]Установите его как текст цели: [accent]@timer\n\n[]Введите его в мировом процессоре:\n[accent]localeprint «timer»\nformat time\n[gray] (где time - отдельно вычисляемая переменная)
|
||||||
locales.deletelocale = Вы уверены, что хотите удалить этот набор локалей?
|
locales.deletelocale = Вы уверены, что хотите удалить этот набор локалей?
|
||||||
locales.applytoall = Применить изменения ко всем локалям
|
locales.applytoall = Применить изменения ко всем локалям
|
||||||
@@ -684,6 +695,7 @@ launch.text = Высадка
|
|||||||
map.multiplayer = Только хост может просматривать секторы.
|
map.multiplayer = Только хост может просматривать секторы.
|
||||||
uncover = Раскрыть
|
uncover = Раскрыть
|
||||||
configure = Конфигурация выгрузки
|
configure = Конфигурация выгрузки
|
||||||
|
|
||||||
objective.research.name = Исследовать
|
objective.research.name = Исследовать
|
||||||
objective.produce.name = Произвести
|
objective.produce.name = Произвести
|
||||||
objective.item.name = Произвести предмет
|
objective.item.name = Произвести предмет
|
||||||
@@ -697,6 +709,7 @@ objective.destroyblocks.name = Уничтожить блоки
|
|||||||
objective.destroycore.name = Уничтожить ядро
|
objective.destroycore.name = Уничтожить ядро
|
||||||
objective.commandmode.name = Командовать единицей
|
objective.commandmode.name = Командовать единицей
|
||||||
objective.flag.name = Флаг
|
objective.flag.name = Флаг
|
||||||
|
|
||||||
marker.shapetext.name = Фигура с текстом
|
marker.shapetext.name = Фигура с текстом
|
||||||
marker.point.name = Точка
|
marker.point.name = Точка
|
||||||
marker.shape.name = Фигура
|
marker.shape.name = Фигура
|
||||||
@@ -704,8 +717,10 @@ marker.text.name = Текст
|
|||||||
marker.line.name = Линия
|
marker.line.name = Линия
|
||||||
marker.quad.name = Четырёхугольник
|
marker.quad.name = Четырёхугольник
|
||||||
marker.texture.name = Текстура
|
marker.texture.name = Текстура
|
||||||
|
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
|
|
||||||
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Произведите:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Произведите:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Уничтожьте:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Уничтожьте:\n[]{0}[lightgray]{1}
|
||||||
@@ -721,6 +736,7 @@ objective.enemyairunits = [accent]Производство вражеских в
|
|||||||
objective.destroycore = [accent]Уничтожьте вражеское ядро
|
objective.destroycore = [accent]Уничтожьте вражеское ядро
|
||||||
objective.command = [accent]Дайте команду боевым единицам
|
objective.command = [accent]Дайте команду боевым единицам
|
||||||
objective.nuclearlaunch = [accent]⚠ Обнаружен ядерный удар: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Обнаружен ядерный удар: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ ПРИБЛИЖАЕТСЯ ЯДЕРНЫЙ УДАР ⚠\n[lightgray]создайте резервные ядра немедленно
|
announce.nuclearstrike = [red]⚠ ПРИБЛИЖАЕТСЯ ЯДЕРНЫЙ УДАР ⚠\n[lightgray]создайте резервные ядра немедленно
|
||||||
|
|
||||||
loadout = Груз
|
loadout = Груз
|
||||||
@@ -807,12 +823,18 @@ threat.medium = Средняя
|
|||||||
threat.high = Высокая
|
threat.high = Высокая
|
||||||
threat.extreme = Экстремальная
|
threat.extreme = Экстремальная
|
||||||
threat.eradication = Истребляющая
|
threat.eradication = Истребляющая
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Лёгкая
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Серпуло
|
planet.serpulo.name = Серпуло
|
||||||
@@ -868,6 +890,8 @@ sector.coastline.description = В этом месте были обнаруже
|
|||||||
sector.navalFortress.description = Враг возвел базу на удаленном острове с естественными укреплениями. Уничтожьте её. Овладейте их технологией по производству кораблей и изучите ее.
|
sector.navalFortress.description = Враг возвел базу на удаленном острове с естественными укреплениями. Уничтожьте её. Овладейте их технологией по производству кораблей и изучите ее.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -896,6 +920,7 @@ sector.siege.name = Осада
|
|||||||
sector.crossroads.name = Распутье
|
sector.crossroads.name = Распутье
|
||||||
sector.karst.name = Карст
|
sector.karst.name = Карст
|
||||||
sector.origin.name = Источник
|
sector.origin.name = Источник
|
||||||
|
|
||||||
sector.onset.description = Собирайте ресурсы, исследуйте технологии для автоматизации производства.\nНачните атаку.
|
sector.onset.description = Собирайте ресурсы, исследуйте технологии для автоматизации производства.\nНачните атаку.
|
||||||
sector.aegis.description = В этом секторе есть залежи вольфрама.\nИсследуйте [accent]Ударную дрель[], чтобы добыть этот ресурс и уничтожить вражескую базу в этом регионе.
|
sector.aegis.description = В этом секторе есть залежи вольфрама.\nИсследуйте [accent]Ударную дрель[], чтобы добыть этот ресурс и уничтожить вражескую базу в этом регионе.
|
||||||
sector.lake.description = Шлаковое озеро в этом секторе сильно ограничивает вас в выборе боевых единиц. Единственным вариантом являются парящие единицы.\nИсследуйте [accent]Сборщик кораблей[] и произведите единицы [accent]Уклонение[] как можно скорее.
|
sector.lake.description = Шлаковое озеро в этом секторе сильно ограничивает вас в выборе боевых единиц. Единственным вариантом являются парящие единицы.\nИсследуйте [accent]Сборщик кораблей[] и произведите единицы [accent]Уклонение[] как можно скорее.
|
||||||
@@ -1074,6 +1099,7 @@ ability.spawndeath = Смертельное порождение
|
|||||||
ability.spawndeath.description = Создает единицы после смерти
|
ability.spawndeath.description = Создает единицы после смерти
|
||||||
ability.liquidexplode = Смертельное разлитие
|
ability.liquidexplode = Смертельное разлитие
|
||||||
ability.liquidexplode.description = Разливает жидкость при смерти
|
ability.liquidexplode.description = Разливает жидкость при смерти
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
|
ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
|
||||||
ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
|
ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1088,8 +1114,8 @@ ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимал
|
|||||||
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
|
||||||
|
|
||||||
bar.drilltierreq = Требуется бур получше
|
bar.drilltierreq = Требуется бур получше
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Недостаточно ресурсов
|
bar.noresources = Недостаточно ресурсов
|
||||||
@@ -1182,7 +1208,6 @@ category.function = Действие
|
|||||||
category.optional = Дополнительные улучшения
|
category.optional = Дополнительные улучшения
|
||||||
setting.alwaysmusic.name = Всегда играть музыку
|
setting.alwaysmusic.name = Всегда играть музыку
|
||||||
setting.alwaysmusic.description = Если включить эту функцию, музыка всегда будет воспроизводиться в игре по кругу.\nЕсли выключить, она будет воспроизводиться только через случайные промежутки времени.
|
setting.alwaysmusic.description = Если включить эту функцию, музыка всегда будет воспроизводиться в игре по кругу.\nЕсли выключить, она будет воспроизводиться только через случайные промежутки времени.
|
||||||
|
|
||||||
setting.skipcoreanimation.name = Пропускать анимацию запуска/приземления ядра
|
setting.skipcoreanimation.name = Пропускать анимацию запуска/приземления ядра
|
||||||
setting.landscape.name = Только альбомный (горизонтальный) режим
|
setting.landscape.name = Только альбомный (горизонтальный) режим
|
||||||
setting.shadows.name = Тени
|
setting.shadows.name = Тени
|
||||||
@@ -1288,11 +1313,13 @@ keybind.command_mode.name = Командование боевыми единиц
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1304,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Перестроить в области
|
keybind.rebuild_select.name = Перестроить в области
|
||||||
keybind.schematic_select.name = Выбрать область
|
keybind.schematic_select.name = Выбрать область
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
@@ -1332,6 +1360,8 @@ keybind.pick.name = Выбрать блок
|
|||||||
keybind.break_block.name = Разрушить блок
|
keybind.break_block.name = Разрушить блок
|
||||||
keybind.select_all_units.name = Выбрать все единицы
|
keybind.select_all_units.name = Выбрать все единицы
|
||||||
keybind.select_all_unit_factories.name = Выбрать все заводы единиц
|
keybind.select_all_unit_factories.name = Выбрать все заводы единиц
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Снять выделение
|
keybind.deselect.name = Снять выделение
|
||||||
keybind.pickupCargo.name = Взять груз
|
keybind.pickupCargo.name = Взять груз
|
||||||
keybind.dropCargo.name = Сбросить груз
|
keybind.dropCargo.name = Сбросить груз
|
||||||
@@ -1368,6 +1398,7 @@ mode.pvp.description = Сражайтесь против других игрок
|
|||||||
mode.attack.name = Атака
|
mode.attack.name = Атака
|
||||||
mode.attack.description = Уничтожьте вражескую базу.\n[gray]Для игры требуется вражеское ядро на карте.
|
mode.attack.description = Уничтожьте вражескую базу.\n[gray]Для игры требуется вражеское ядро на карте.
|
||||||
mode.custom = Пользовательские правила
|
mode.custom = Пользовательские правила
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Скрыть запрещенные блоки
|
rules.hidebannedblocks = Скрыть запрещенные блоки
|
||||||
rules.infiniteresources = Бесконечные ресурсы
|
rules.infiniteresources = Бесконечные ресурсы
|
||||||
@@ -1394,7 +1425,6 @@ rules.rtsai.campaign.info = In attack maps, makes units group up and attack play
|
|||||||
rules.rtsminsquadsize = Минимальный размер отряда
|
rules.rtsminsquadsize = Минимальный размер отряда
|
||||||
rules.rtsmaxsquadsize = Максимальный размер отряда
|
rules.rtsmaxsquadsize = Максимальный размер отряда
|
||||||
rules.rtsminattackweight = Минимальный вес для атаки
|
rules.rtsminattackweight = Минимальный вес для атаки
|
||||||
|
|
||||||
rules.cleanupdeadteams = Очистка строений побежденных команд (PvP)
|
rules.cleanupdeadteams = Очистка строений побежденных команд (PvP)
|
||||||
rules.corecapture = Захват ядра после уничтожения
|
rules.corecapture = Захват ядра после уничтожения
|
||||||
rules.polygoncoreprotection = Полигональная защита ядер
|
rules.polygoncoreprotection = Полигональная защита ядер
|
||||||
@@ -1442,7 +1472,6 @@ rules.legacylaunchpads.info = Allows using launch pads without landing pads, as
|
|||||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Показывать появление врагов
|
rules.showspawns = Показывать появление врагов
|
||||||
rules.randomwaveai = Непредсказуемый ИИ волн
|
rules.randomwaveai = Непредсказуемый ИИ волн
|
||||||
|
|
||||||
rules.fire = Огонь
|
rules.fire = Огонь
|
||||||
rules.anyenv = <Любая>
|
rules.anyenv = <Любая>
|
||||||
rules.explosions = Урон от взрывов блоков/единиц
|
rules.explosions = Урон от взрывов блоков/единиц
|
||||||
@@ -1451,6 +1480,7 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Периодичность:
|
rules.weather.frequency = Периодичность:
|
||||||
rules.weather.always = Всегда
|
rules.weather.always = Всегда
|
||||||
rules.weather.duration = Длительность:
|
rules.weather.duration = Длительность:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1462,6 +1492,7 @@ content.block.name = Блоки
|
|||||||
content.status.name = Эффекты статуса
|
content.status.name = Эффекты статуса
|
||||||
content.sector.name = Секторы
|
content.sector.name = Секторы
|
||||||
content.team.name = Фракции
|
content.team.name = Фракции
|
||||||
|
|
||||||
wallore = (Стена)
|
wallore = (Стена)
|
||||||
|
|
||||||
item.copper.name = Медь
|
item.copper.name = Медь
|
||||||
@@ -1537,6 +1568,7 @@ unit.scepter.name = Скипетр
|
|||||||
unit.reign.name = Власть
|
unit.reign.name = Власть
|
||||||
unit.vela.name = Парус
|
unit.vela.name = Парус
|
||||||
unit.corvus.name = Ворон
|
unit.corvus.name = Ворон
|
||||||
|
|
||||||
unit.stell.name = Основа
|
unit.stell.name = Основа
|
||||||
unit.locus.name = Очаг
|
unit.locus.name = Очаг
|
||||||
unit.precept.name = Заповедь
|
unit.precept.name = Заповедь
|
||||||
@@ -1761,6 +1793,7 @@ block.container.name = Контейнер
|
|||||||
block.launch-pad.name = Пусковая площадка
|
block.launch-pad.name = Пусковая площадка
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.ground-factory.name = Наземная фабрика
|
block.ground-factory.name = Наземная фабрика
|
||||||
block.air-factory.name = Воздушная фабрика
|
block.air-factory.name = Воздушная фабрика
|
||||||
@@ -1793,6 +1826,8 @@ block.payload-unloader.name = Грузовой разгрузчик
|
|||||||
block.payload-unloader.description = Выгружает жидкости и ресурсы из груза.
|
block.payload-unloader.description = Выгружает жидкости и ресурсы из груза.
|
||||||
block.heat-source.name = Источник тепла
|
block.heat-source.name = Источник тепла
|
||||||
block.heat-source.description = Блок 1x1, дающий практически бесконечное количество тепла.
|
block.heat-source.description = Блок 1x1, дающий практически бесконечное количество тепла.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Пусто
|
block.empty.name = Пусто
|
||||||
block.rhyolite-crater.name = Риолитовый кратер
|
block.rhyolite-crater.name = Риолитовый кратер
|
||||||
block.rough-rhyolite.name = Грубый риолит
|
block.rough-rhyolite.name = Грубый риолит
|
||||||
@@ -1953,8 +1988,10 @@ 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
|
||||||
team.crux.name = Агрессоры
|
team.crux.name = Агрессоры
|
||||||
team.sharded.name = Расколотые
|
team.sharded.name = Расколотые
|
||||||
@@ -2076,6 +2113,8 @@ item.spore-pod.description = Используется для переработ
|
|||||||
item.spore-pod.details = Споры. Похоже, являются синтетической формой жизни. Выделяют газы, токсичные для других биологических форм жизни. Чрезвычайно инвазивны. Легко воспламеняются при определённых условиях.
|
item.spore-pod.details = Споры. Похоже, являются синтетической формой жизни. Выделяют газы, токсичные для других биологических форм жизни. Чрезвычайно инвазивны. Легко воспламеняются при определённых условиях.
|
||||||
item.blast-compound.description = Используется в бомбах и взрывчатых веществах.
|
item.blast-compound.description = Используется в бомбах и взрывчатых веществах.
|
||||||
item.pyratite.description = Используется в зажигательном оружии и твердотопливных генераторах.
|
item.pyratite.description = Используется в зажигательном оружии и твердотопливных генераторах.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Используется во многих блоках, единицах и боеприпасах на Эрекире.
|
item.beryllium.description = Используется во многих блоках, единицах и боеприпасах на Эрекире.
|
||||||
item.tungsten.description = Используется в буровых установках, броне и боеприпасах. Требуется для строительства более совершенных конструкций.
|
item.tungsten.description = Используется в буровых установках, броне и боеприпасах. Требуется для строительства более совершенных конструкций.
|
||||||
item.oxide.description = Используется в качестве проводника тепла и изоляции.
|
item.oxide.description = Используется в качестве проводника тепла и изоляции.
|
||||||
@@ -2085,6 +2124,8 @@ liquid.water.description = Используется для охлаждения
|
|||||||
liquid.slag.description = Может быть переработан в разделителе на составляющие металлы или распылён на врагов в качестве оружия.
|
liquid.slag.description = Может быть переработан в разделителе на составляющие металлы или распылён на врагов в качестве оружия.
|
||||||
liquid.oil.description = Используется в производстве продвинутых материалов и как зажигательный боеприпас.
|
liquid.oil.description = Используется в производстве продвинутых материалов и как зажигательный боеприпас.
|
||||||
liquid.cryofluid.description = Используется в качестве охлаждающей жидкости для реакторов, турелей и фабрик.
|
liquid.cryofluid.description = Используется в качестве охлаждающей жидкости для реакторов, турелей и фабрик.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Используется в химических реакциях для производства электроэнергии и синтеза материалов.
|
liquid.arkycite.description = Используется в химических реакциях для производства электроэнергии и синтеза материалов.
|
||||||
liquid.ozone.description = Используется как окислитель в производстве материалов и как топливо. Умеренно взрывоопасен.
|
liquid.ozone.description = Используется как окислитель в производстве материалов и как топливо. Умеренно взрывоопасен.
|
||||||
liquid.hydrogen.description = Используется при добыче ресурсов, производстве единиц и ремонте конструкций. Легковоспламеняющийся.
|
liquid.hydrogen.description = Используется при добыче ресурсов, производстве единиц и ремонте конструкций. Легковоспламеняющийся.
|
||||||
@@ -2247,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Ядро базы. Очень хорошо бронировано. Хранит больше ресурсов, чем ядро Бастион.
|
block.core-citadel.description = Ядро базы. Очень хорошо бронировано. Хранит больше ресурсов, чем ядро Бастион.
|
||||||
block.core-acropolis.description = Ядро базы. Исключительно хорошо бронировано. Хранит больше ресурсов, чем ядро Цитадель.
|
block.core-acropolis.description = Ядро базы. Исключительно хорошо бронировано. Хранит больше ресурсов, чем ядро Цитадель.
|
||||||
@@ -2383,6 +2427,8 @@ unit.oxynoe.description = Стреляет потоками пламени, ко
|
|||||||
unit.cyerce.description = Стреляет по врагам скоплениями ракет. Ремонтирует союзные единицы.
|
unit.cyerce.description = Стреляет по врагам скоплениями ракет. Ремонтирует союзные единицы.
|
||||||
unit.aegires.description = Оглушает все вражеские единицы и постройки, которые попадают в его энергетическое поле. Ремонтирует всех союзников.
|
unit.aegires.description = Оглушает все вражеские единицы и постройки, которые попадают в его энергетическое поле. Ремонтирует всех союзников.
|
||||||
unit.navanax.description = Запускает взрывные ЭМИ-снаряды, которые наносят значительный урон силовым узлам противника и ремонтируют союзные постройки. Плавит ближайших врагов с помощью 4 автономных лазерных турелей.
|
unit.navanax.description = Запускает взрывные ЭМИ-снаряды, которые наносят значительный урон силовым узлам противника и ремонтируют союзные постройки. Плавит ближайших врагов с помощью 4 автономных лазерных турелей.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Стреляет стандартными пулями по вражеским целям.
|
unit.stell.description = Стреляет стандартными пулями по вражеским целям.
|
||||||
unit.locus.description = Поочередно стреляет пулями по вражеским целям.
|
unit.locus.description = Поочередно стреляет пулями по вражеским целям.
|
||||||
unit.precept.description = Стреляет бронебойными кассетными пулями по вражеским целям.
|
unit.precept.description = Стреляет бронебойными кассетными пулями по вражеским целям.
|
||||||
@@ -2448,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2455,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2463,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2492,9 +2545,9 @@ lenum.shoot = Стрельба в определённую позицию.
|
|||||||
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
|
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
|
||||||
lenum.config = Конфигурация постройки, например, предмет сортировки.
|
lenum.config = Конфигурация постройки, например, предмет сортировки.
|
||||||
lenum.enabled = Включён ли блок.
|
lenum.enabled = Включён ли блок.
|
||||||
|
|
||||||
laccess.currentammotype = Текущий боеприпас турели.
|
laccess.currentammotype = Текущий боеприпас турели.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Цвет осветителя.
|
laccess.color = Цвет осветителя.
|
||||||
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
|
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
|
||||||
laccess.dead = Является ли единица/постройка неработающей или несуществующей.
|
laccess.dead = Является ли единица/постройка неработающей или несуществующей.
|
||||||
@@ -2503,6 +2556,10 @@ 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
|
||||||
@@ -2560,7 +2617,7 @@ lenum.asin = Арксинус, в градусах.
|
|||||||
lenum.acos = Арккосинус, в градусах.
|
lenum.acos = Арккосинус, в градусах.
|
||||||
lenum.atan = Арктангенс, в градусах.
|
lenum.atan = Арктангенс, в градусах.
|
||||||
|
|
||||||
#это не ошибка, поищите 'обозначение диапазонов'
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Случайное число в диапазоне [0, значение).
|
lenum.rand = Случайное число в диапазоне [0, значение).
|
||||||
lenum.log = Натуральный логарифм (ln).
|
lenum.log = Натуральный логарифм (ln).
|
||||||
lenum.log10 = Логарифм по основанию 10.
|
lenum.log10 = Логарифм по основанию 10.
|
||||||
@@ -2617,6 +2674,7 @@ unitlocate.building = Переменная для записи обнаруже
|
|||||||
unitlocate.outx = Вывод X координаты.
|
unitlocate.outx = Вывод X координаты.
|
||||||
unitlocate.outy = Вывод Y координаты.
|
unitlocate.outy = Вывод Y координаты.
|
||||||
unitlocate.group = Группа построек для поиска.
|
unitlocate.group = Группа построек для поиска.
|
||||||
|
|
||||||
playsound.limit = Если значение равно true, предотвращает воспроизведение этого звука,\n если он уже воспроизводился в том же кадре.
|
playsound.limit = Если значение равно true, предотвращает воспроизведение этого звука,\n если он уже воспроизводился в том же кадре.
|
||||||
|
|
||||||
lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
|
lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
|
||||||
@@ -2639,6 +2697,7 @@ lenum.build = Строительство блоков.
|
|||||||
lenum.getblock = Получает тип постройки, пола и блока по заданным координатам.\nЕдиница должна быть в диапазоне позиции, иначе возвращается null.
|
lenum.getblock = Получает тип постройки, пола и блока по заданным координатам.\nЕдиница должна быть в диапазоне позиции, иначе возвращается null.
|
||||||
lenum.within = Проверка на нахождение единицы рядом с позицией.
|
lenum.within = Проверка на нахождение единицы рядом с позицией.
|
||||||
lenum.boost = Включение/выключение полёта.
|
lenum.boost = Включение/выключение полёта.
|
||||||
|
|
||||||
lenum.flushtext = Сбрасывает содержимое текстового буфера, если применимо. \nЕсли значение fetch равно true, пытаеся получить свойства из набора локали карты или набора локали игры.
|
lenum.flushtext = Сбрасывает содержимое текстового буфера, если применимо. \nЕсли значение fetch равно true, пытаеся получить свойства из набора локали карты или набора локали игры.
|
||||||
lenum.texture = Имя текстуры прямо из атласа текстур игры (используя стиль написания с дефисами, например: build-tower) .\nЕсли printFlush имеет значение true, то в качестве текстового аргумента используется содержимое текстового буфера.
|
lenum.texture = Имя текстуры прямо из атласа текстур игры (используя стиль написания с дефисами, например: build-tower) .\nЕсли printFlush имеет значение true, то в качестве текстового аргумента используется содержимое текстового буфера.
|
||||||
lenum.texturesize = Размер текстуры в плитках. Нулевое значение масштабирует ширину маркера до размера исходной текстуры.
|
lenum.texturesize = Размер текстуры в плитках. Нулевое значение масштабирует ширину маркера до размера исходной текстуры.
|
||||||
@@ -2646,6 +2705,7 @@ lenum.autoscale = Масштабировать ли маркер в соотве
|
|||||||
lenum.posi = Индексированная позиция, используемая для линейных и квадратных маркеров с нулевым индексом в качестве первой позиции.
|
lenum.posi = Индексированная позиция, используемая для линейных и квадратных маркеров с нулевым индексом в качестве первой позиции.
|
||||||
lenum.uvi = Положение текстуры в диапазоне от нуля до единицы, используется для квадратных маркеров.
|
lenum.uvi = Положение текстуры в диапазоне от нуля до единицы, используется для квадратных маркеров.
|
||||||
lenum.colori = Индексируемая позиция, используемая для линейных и квадратных маркеров с нулевым индексом, являющимся первым цветом.
|
lenum.colori = Индексируемая позиция, используемая для линейных и квадратных маркеров с нулевым индексом, являющимся первым цветом.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = Onemogući
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Sadržaj:
|
mod.content = Sadržaj:
|
||||||
mod.delete.error = Nemoguće izbrisati mod, datoteka je možda u upotrebi.
|
mod.delete.error = Nemoguće izbrisati mod, datoteka je možda u upotrebi.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Zastarela Igra
|
mod.incompatiblegame = [red]Zastarela Igra
|
||||||
mod.incompatiblemod = [red]Nije Podesan
|
mod.incompatiblemod = [red]Nije Podesan
|
||||||
mod.blacklisted = [red]Nema Podršku
|
mod.blacklisted = [red]Nema Podršku
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Nedostaju Zavisni Modovi
|
|||||||
mod.erroredcontent = [scarlet]Greška u sadržaju
|
mod.erroredcontent = [scarlet]Greška u sadržaju
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Zahteva verziju igre: [accent]{0}[]\nVaša igra je zastarela. Ovaj mod zahteva novu verziju igre (po mogućstvu alfa/beta izdanje) da bi funkcionisala.
|
mod.requiresversion.details = Zahteva verziju igre: [accent]{0}[]\nVaša igra je zastarela. Ovaj mod zahteva novu verziju igre (po mogućstvu alfa/beta izdanje) da bi funkcionisala.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Ovaj mod nema podršku zato što stalno ispada ili prave razne greške u ovoj verziji igre. Ne koristi te ga.
|
mod.blacklisted.details = Ovaj mod nema podršku zato što stalno ispada ili prave razne greške u ovoj verziji igre. Ne koristi te ga.
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = Ovaj mod nema sledeće zavisne modove: {0}
|
|||||||
mod.erroredcontent.details = Ova igra sadrži greške. Pitajte autora moda da ih popravi.
|
mod.erroredcontent.details = Ova igra sadrži greške. Pitajte autora moda da ih popravi.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Greške su nastale tokom učitavanja sadržaja.
|
mod.errors = Greške su nastale tokom učitavanja sadržaja.
|
||||||
mod.noerrorplay = [scarlet]Imate modove sa greškama.[] Onemogućite te modove, ili ispravite greške.
|
mod.noerrorplay = [scarlet]Imate modove sa greškama.[] Onemogućite te modove, ili ispravite greške.
|
||||||
mod.enable = Omogući
|
mod.enable = Omogući
|
||||||
@@ -179,6 +183,7 @@ mod.missing = Ovaj snimak sadrži modove koji su ili promenjeni ili onemogućeni
|
|||||||
mod.preview.missing = Pre objavljivanja moda u radionicu, neophodno je staviti sliku za mod.\nPostaviti sliku sa imenom: [accent] preview.png[] u folder moda i pokušati ponovo.
|
mod.preview.missing = Pre objavljivanja moda u radionicu, neophodno je staviti sliku za mod.\nPostaviti sliku sa imenom: [accent] preview.png[] u folder moda i pokušati ponovo.
|
||||||
mod.folder.missing = Mod mora biti u obliku foldera da bi se objavio na radionicu.\nDa pretvorite bilo koji mod u folder, ekstraktujte fajl u neko folder, izbrišite stari .zip, ponovo pokrenite igru i učitajte modove.
|
mod.folder.missing = Mod mora biti u obliku foldera da bi se objavio na radionicu.\nDa pretvorite bilo koji mod u folder, ekstraktujte fajl u neko folder, izbrišite stari .zip, ponovo pokrenite igru i učitajte modove.
|
||||||
mod.scripts.disable = Vaš uređaj ne podržava modove sa skriptama. Onemogućite te modove.
|
mod.scripts.disable = Vaš uređaj ne podržava modove sa skriptama. Onemogućite te modove.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = Zadružni serveri [accent]nisu[] pod vlasništvom ili uprav
|
|||||||
servers.showhidden = Prikaži Skrivene Servere
|
servers.showhidden = Prikaži Skrivene Servere
|
||||||
server.shown = Prikazano
|
server.shown = Prikazano
|
||||||
server.hidden = Skriveno
|
server.hidden = Skriveno
|
||||||
viewplayer = Posmatranje Igrača: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Posmatranje Igrača: [accent]{0}
|
||||||
trace = Nadgledaj Igrača
|
trace = Nadgledaj Igrača
|
||||||
trace.playername = Ime igrača: [accent]{0}
|
trace.playername = Ime igrača: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = Puta Izbačeno: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Invalid client ID! Submit a bug report.
|
invalidid = Invalid client ID! Submit a bug report.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Bans
|
server.bans = Bans
|
||||||
server.bans.none = No banned players found!
|
server.bans.none = No banned players found!
|
||||||
server.admins = Administratori
|
server.admins = Administratori
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Otvori Link
|
openlink = Otvori Link
|
||||||
copylink = Iskopiraj Link
|
copylink = Iskopiraj Link
|
||||||
back = Nazad
|
back = Nazad
|
||||||
@@ -434,10 +443,10 @@ publishing = [accent]Objavljivanje...
|
|||||||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||||||
publish.error = Greška pri objavljivanju: {0}
|
publish.error = Greška pri objavljivanju: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seme:
|
editor.seed = Seme:
|
||||||
|
|
||||||
editor.cliffs = Zidovi u Litice
|
editor.cliffs = Zidovi u Litice
|
||||||
editor.brush = Četka
|
editor.brush = Četka
|
||||||
editor.openin = Otvori u Editoru
|
editor.openin = Otvori u Editoru
|
||||||
@@ -509,14 +518,16 @@ waves.units.show = Pokaži Sve
|
|||||||
wavemode.counts = količina
|
wavemode.counts = količina
|
||||||
wavemode.totals = ukupno
|
wavemode.totals = ukupno
|
||||||
wavemode.health = snaga
|
wavemode.health = snaga
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Default>
|
editor.default = [lightgray]<Default>
|
||||||
details = Detalji...
|
details = Detalji...
|
||||||
edit = Izmeni...
|
edit = Izmeni...
|
||||||
variables = Varijabla
|
variables = Varijabla
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Ime:
|
editor.name = Ime:
|
||||||
editor.spawn = Prizovi Jedinicu
|
editor.spawn = Prizovi Jedinicu
|
||||||
editor.removeunit = Ukloni Jedinicu
|
editor.removeunit = Ukloni Jedinicu
|
||||||
@@ -583,6 +594,7 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Crtaj Timove
|
toolmode.drawteams = Crtaj Timove
|
||||||
toolmode.drawteams.description = Crtaj timove umesto blokova.
|
toolmode.drawteams.description = Crtaj timove umesto blokova.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Ispod Tečnosti
|
toolmode.underliquid = Ispod Tečnosti
|
||||||
toolmode.underliquid.description = Crtaj podove ispod tečnosti.
|
toolmode.underliquid.description = Crtaj podove ispod tečnosti.
|
||||||
|
|
||||||
@@ -630,6 +642,7 @@ filter.option.radius = Radius
|
|||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -682,6 +695,7 @@ launch.text = Lansiraj
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Razotkrij
|
uncover = Razotkrij
|
||||||
configure = Konfiguriši Zalihe
|
configure = Konfiguriši Zalihe
|
||||||
|
|
||||||
objective.research.name = Izuči
|
objective.research.name = Izuči
|
||||||
objective.produce.name = Dobij
|
objective.produce.name = Dobij
|
||||||
objective.item.name = Preuzmi Materijal
|
objective.item.name = Preuzmi Materijal
|
||||||
@@ -695,6 +709,7 @@ objective.destroyblocks.name = Uništi Blokove
|
|||||||
objective.destroycore.name = Uništi Jezgro
|
objective.destroycore.name = Uništi Jezgro
|
||||||
objective.commandmode.name = Upravljački Mod
|
objective.commandmode.name = Upravljački Mod
|
||||||
objective.flag.name = Zastava
|
objective.flag.name = Zastava
|
||||||
|
|
||||||
marker.shapetext.name = Tekst i Oblik
|
marker.shapetext.name = Tekst i Oblik
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Oblik
|
marker.shape.name = Oblik
|
||||||
@@ -702,8 +717,10 @@ marker.text.name = Tekst
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Pozadina
|
marker.background = Pozadina
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Dobij:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Dobij:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Uništi:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Uništi:\n[]{0}[lightgray]{1}
|
||||||
@@ -759,6 +776,7 @@ weather.snowing.name = Sneg
|
|||||||
weather.sandstorm.name = Peščana Oluja
|
weather.sandstorm.name = Peščana Oluja
|
||||||
weather.sporestorm.name = Sporna Oluja
|
weather.sporestorm.name = Sporna Oluja
|
||||||
weather.fog.name = Magla
|
weather.fog.name = Magla
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Vreme Igre na Sektoru: {0}
|
campaign.playtime = \uf129 [lightgray]Vreme Igre na Sektoru: {0}
|
||||||
campaign.complete = [accent]Čestitam.\n\nNeprijatelj na {0} je poražen.\n[lightgray]Poslednji sektor je zauzet.
|
campaign.complete = [accent]Čestitam.\n\nNeprijatelj na {0} je poražen.\n[lightgray]Poslednji sektor je zauzet.
|
||||||
|
|
||||||
@@ -805,12 +823,18 @@ threat.medium = Srednje
|
|||||||
threat.high = Visoko
|
threat.high = Visoko
|
||||||
threat.extreme = Ekstremno
|
threat.extreme = Ekstremno
|
||||||
threat.eradication = Istrebljenje
|
threat.eradication = Istrebljenje
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -866,6 +890,8 @@ sector.coastline.description = Ostaci tehnologije pomorskih jedinica su detektov
|
|||||||
sector.navalFortress.description = Neprijatelj je sagradio bazu na dalekom, prirodno-formiranom ostrvu. Uništite ovu bazu. Preuzmite njihovu naprednu pomorsku tehnologiju, i izuči te je.
|
sector.navalFortress.description = Neprijatelj je sagradio bazu na dalekom, prirodno-formiranom ostrvu. Uništite ovu bazu. Preuzmite njihovu naprednu pomorsku tehnologiju, i izuči te je.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -1073,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1087,8 +1114,8 @@ 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
|
||||||
|
|
||||||
bar.drilltierreq = Bolja Bušilica Potrebna
|
bar.drilltierreq = Bolja Bušilica Potrebna
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Nedostaju Resursi
|
bar.noresources = Nedostaju Resursi
|
||||||
@@ -1286,11 +1313,13 @@ keybind.command_mode.name = Upravljački Mod
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1302,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Ponovo Sagradi Region
|
keybind.rebuild_select.name = Ponovo Sagradi Region
|
||||||
keybind.schematic_select.name = Izaberi Region
|
keybind.schematic_select.name = Izaberi Region
|
||||||
keybind.schematic_menu.name = Menu Šema
|
keybind.schematic_menu.name = Menu Šema
|
||||||
@@ -1330,6 +1360,8 @@ keybind.pick.name = Izaberi Blok
|
|||||||
keybind.break_block.name = Razori Blok
|
keybind.break_block.name = Razori Blok
|
||||||
keybind.select_all_units.name = Izaberi Sve Jedinice
|
keybind.select_all_units.name = Izaberi Sve Jedinice
|
||||||
keybind.select_all_unit_factories.name = Izaberi Sve Fabrike Jedinica
|
keybind.select_all_unit_factories.name = Izaberi Sve Fabrike Jedinica
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deselect
|
keybind.deselect.name = Deselect
|
||||||
keybind.pickupCargo.name = Uzmi Tovar
|
keybind.pickupCargo.name = Uzmi Tovar
|
||||||
keybind.dropCargo.name = Spusti Tovar
|
keybind.dropCargo.name = Spusti Tovar
|
||||||
@@ -1366,9 +1398,9 @@ mode.pvp.description = Fight against other players locally.\n[gray]Requires at l
|
|||||||
mode.attack.name = Napad
|
mode.attack.name = Napad
|
||||||
mode.attack.description = Destroy the enemy's base. \n[gray]Requires a red core in the map to play.
|
mode.attack.description = Destroy the enemy's base. \n[gray]Requires a red core in the map to play.
|
||||||
mode.custom = Svojevrsna Pravila
|
mode.custom = Svojevrsna Pravila
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Sakrij Nedozvoljena Sredstva
|
rules.hidebannedblocks = Sakrij Nedozvoljena Sredstva
|
||||||
|
|
||||||
rules.infiniteresources = Bezkonačni Resursi
|
rules.infiniteresources = Bezkonačni Resursi
|
||||||
rules.onlydepositcore = Samo Dozvoli Dostavu u Jezgro
|
rules.onlydepositcore = Samo Dozvoli Dostavu u Jezgro
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1448,6 +1480,7 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Učestalost:
|
rules.weather.frequency = Učestalost:
|
||||||
rules.weather.always = Stalno
|
rules.weather.always = Stalno
|
||||||
rules.weather.duration = Dužina:
|
rules.weather.duration = Dužina:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1459,6 +1492,7 @@ content.block.name = Blokovi
|
|||||||
content.status.name = Statusni Efekti
|
content.status.name = Statusni Efekti
|
||||||
content.sector.name = Sektori
|
content.sector.name = Sektori
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Zid)
|
wallore = (Zid)
|
||||||
|
|
||||||
item.copper.name = Bakar
|
item.copper.name = Bakar
|
||||||
@@ -1534,6 +1568,7 @@ unit.scepter.name = Skiptar
|
|||||||
unit.reign.name = Vlast
|
unit.reign.name = Vlast
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Korvus
|
unit.corvus.name = Korvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Lokus
|
unit.locus.name = Lokus
|
||||||
unit.precept.name = Propis
|
unit.precept.name = Propis
|
||||||
@@ -1758,6 +1793,7 @@ block.container.name = Kontejner
|
|||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Zemna Fabrika
|
block.ground-factory.name = Zemna Fabrika
|
||||||
block.air-factory.name = Vazdušna Fabrika
|
block.air-factory.name = Vazdušna Fabrika
|
||||||
@@ -1790,6 +1826,8 @@ block.payload-unloader.name = Praznilac Tovara
|
|||||||
block.payload-unloader.description = Prazni iz blokova tečnosti i materijale.
|
block.payload-unloader.description = Prazni iz blokova tečnosti i materijale.
|
||||||
block.heat-source.name = Izvor Toplote
|
block.heat-source.name = Izvor Toplote
|
||||||
block.heat-source.description = 1x1 blok koji tehnički proizvodi beskonačno toplote. Isključivo za Sandbox mod.
|
block.heat-source.description = 1x1 blok koji tehnički proizvodi beskonačno toplote. Isključivo za Sandbox mod.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Prazno
|
block.empty.name = Prazno
|
||||||
block.rhyolite-crater.name = Riolitni Krateri
|
block.rhyolite-crater.name = Riolitni Krateri
|
||||||
block.rough-rhyolite.name = Grub Riolit
|
block.rough-rhyolite.name = Grub Riolit
|
||||||
@@ -1950,8 +1988,10 @@ 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
|
||||||
team.crux.name = Srž
|
team.crux.name = Srž
|
||||||
team.sharded.name = Skrhani
|
team.sharded.name = Skrhani
|
||||||
@@ -1959,8 +1999,6 @@ team.derelict.name = Zabačen
|
|||||||
team.green.name = zeleni
|
team.green.name = zeleni
|
||||||
team.blue.name = plavi
|
team.blue.name = plavi
|
||||||
|
|
||||||
#don't mind this mess; i got college and am not really wanting to mess up translation progress trough automatic bundle updates
|
|
||||||
|
|
||||||
hint.skip = Dalje
|
hint.skip = Dalje
|
||||||
hint.desktopMove = Koristi [accent][[WASD][] da bi se kretao.
|
hint.desktopMove = Koristi [accent][[WASD][] da bi se kretao.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -2000,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = Kada je jezgro skroz puno sa specifičnim materijalom, svaka dodatna jedinica materijala koja je primljena će biti [accent]spaljena[].
|
hint.coreIncinerate = Kada je jezgro skroz puno sa specifičnim materijalom, svaka dodatna jedinica materijala koja je primljena će biti [accent]spaljena[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nJedinice proizvedene iz njih će se automatski pomeriti tamo.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nJedinice proizvedene iz njih će se automatski pomeriti tamo.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nJedinice proizvedene iz njih će se automatski pomeriti tamo.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nJedinice proizvedene iz njih će se automatski pomeriti tamo.
|
||||||
|
|
||||||
gz.mine = Pomerite se pored :ore-copper: [accent]bakarne rude[] na zemlji i klikni ga da bi započeo iskopavanje.
|
gz.mine = Pomerite se pored :ore-copper: [accent]bakarne rude[] na zemlji i klikni ga da bi započeo iskopavanje.
|
||||||
gz.mine.mobile = Pomerite se pored :ore-copper: [accent]bakarne rude[] na zemlji i pritisni ga da bi započeo iskopavanje.
|
gz.mine.mobile = Pomerite se pored :ore-copper: [accent]bakarne rude[] na zemlji i pritisni ga da bi započeo iskopavanje.
|
||||||
gz.research = Otvorite :tree: drvo tehnologija.Izučite :mechanical-drill: [accent]Mehaničku Drobilicu[], pritom ga izaberi iz menija u donjem desnom uglu.\nKliknite ga na nalazište bakra da bi ga postavio.
|
gz.research = Otvorite :tree: drvo tehnologija.Izučite :mechanical-drill: [accent]Mehaničku Drobilicu[], pritom ga izaberi iz menija u donjem desnom uglu.\nKliknite ga na nalazište bakra da bi ga postavio.
|
||||||
@@ -2020,6 +2059,7 @@ gz.zone1 = Ovo je neprijateljska zona.
|
|||||||
gz.zone2 = Sve sagrađeno u njoj će biti uništeno kada se započne talas.
|
gz.zone2 = Sve sagrađeno u njoj će biti uništeno kada se započne talas.
|
||||||
gz.zone3 = Talas će uskoro započeti.\nSpremi se.
|
gz.zone3 = Talas će uskoro započeti.\nSpremi se.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Klikni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.\nKoristi [accent][[WASD] za kretanje.
|
onset.mine = Klikni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.\nKoristi [accent][[WASD] za kretanje.
|
||||||
onset.mine.mobile = Pritisni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.
|
onset.mine.mobile = Pritisni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.
|
||||||
onset.research = Otvori :tree: drvo tehnologija.\nIzuči, i pritom postavi :turbine-condenser: [accent]Turbinski Kondezator[] na ventil.\nOvo će da proizvodi [accent]energiju[].
|
onset.research = Otvori :tree: drvo tehnologija.\nIzuči, i pritom postavi :turbine-condenser: [accent]Turbinski Kondezator[] na ventil.\nOvo će da proizvodi [accent]energiju[].
|
||||||
@@ -2045,6 +2085,7 @@ onset.detect = Neprijatelj će te primetiti za 2 minuta.\nPostavite odbranu, rud
|
|||||||
onset.commandmode = Drži [accent]shift[] da bi ušao u [accent]komandni mod[].\n[accent]Levi-klik i vuci[] da izabereš jedinice.\n[accent]Desni-klik[] da bi naredio jedinicama da se kreću ili napadaju.
|
onset.commandmode = Drži [accent]shift[] da bi ušao u [accent]komandni mod[].\n[accent]Levi-klik i vuci[] da izabereš jedinice.\n[accent]Desni-klik[] da bi naredio jedinicama da se kreću ili napadaju.
|
||||||
onset.commandmode.mobile = Pritisni [accent]komandno dugme[] da bi ušao [accent]komandni mod[].\nDrži prstom, pritom [accent]vuci[] da izabereš jedinice.\n[accent]Pritisni[] da bi naredio jedinicama da se kreću ili napadaju.
|
onset.commandmode.mobile = Pritisni [accent]komandno dugme[] da bi ušao [accent]komandni mod[].\nDrži prstom, pritom [accent]vuci[] da izabereš jedinice.\n[accent]Pritisni[] da bi naredio jedinicama da se kreću ili napadaju.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = Moraš preuzeti nešto volframa da bi proizvodio jedinice.
|
split.acquire = Moraš preuzeti nešto volframa da bi proizvodio jedinice.
|
||||||
@@ -2072,6 +2113,8 @@ item.spore-pod.description = Prerađuje se u naftu ili plastiku, može se spalji
|
|||||||
item.spore-pod.details = Spore. Verovatno sintetički obliki života. Emituje gasove otrovne po ostali život. Ekstremno invazivne. Visoko zapaljive u određenim uslovima.
|
item.spore-pod.details = Spore. Verovatno sintetički obliki života. Emituje gasove otrovne po ostali život. Ekstremno invazivne. Visoko zapaljive u određenim uslovima.
|
||||||
item.blast-compound.description = Koristi se za bombe i eksplozivnu municiju.
|
item.blast-compound.description = Koristi se za bombe i eksplozivnu municiju.
|
||||||
item.pyratite.description = Koristi se kao zapaljiva municija i odlično gorivo za elektrane.
|
item.pyratite.description = Koristi se kao zapaljiva municija i odlično gorivo za elektrane.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Korišćen u raznim građevinama i municiji na Erekir-u.
|
item.beryllium.description = Korišćen u raznim građevinama i municiji na Erekir-u.
|
||||||
item.tungsten.description = Korišćena u drobilicama, oklopu i kao municija. Potrebna za gradnju naprednijih građevina.
|
item.tungsten.description = Korišćena u drobilicama, oklopu i kao municija. Potrebna za gradnju naprednijih građevina.
|
||||||
item.oxide.description = Korišćen kao preusmeravač toplote i električni izolator.
|
item.oxide.description = Korišćen kao preusmeravač toplote i električni izolator.
|
||||||
@@ -2081,6 +2124,8 @@ liquid.water.description = Koristi se za hlađenje mašina i preradu otpada.
|
|||||||
liquid.slag.description = Može se preraditi u Razdvajačima u druge resurse, može se sipati na neprijatelje kao oružje.
|
liquid.slag.description = Može se preraditi u Razdvajačima u druge resurse, može se sipati na neprijatelje kao oružje.
|
||||||
liquid.oil.description = Koristi se za proizvodnju naprednih materijala. Može se koristi kao pojačivač vatre ako se sipa na neprijatelja dok gori.
|
liquid.oil.description = Koristi se za proizvodnju naprednih materijala. Može se koristi kao pojačivač vatre ako se sipa na neprijatelja dok gori.
|
||||||
liquid.cryofluid.description = Rashladna tečnost za fabrike, reaktore i topove.
|
liquid.cryofluid.description = Rashladna tečnost za fabrike, reaktore i topove.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Korišćen kao oksidaciono sredstvo za proizvodnju materijala, i kao gorivo. Srednje eksplozivan.
|
liquid.ozone.description = Korišćen kao oksidaciono sredstvo za proizvodnju materijala, i kao gorivo. Srednje eksplozivan.
|
||||||
liquid.hydrogen.description = Korišćen za iskopavanje ruda, proizvodnju jedinica i za popravke. Zapaljiv.
|
liquid.hydrogen.description = Korišćen za iskopavanje ruda, proizvodnju jedinica i za popravke. Zapaljiv.
|
||||||
@@ -2243,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
|
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
|
||||||
block.core-citadel.description = Jezgro baze. Izuzetno dobro oklopljeno. Skladišti više resursa od Bastilje jezgra.
|
block.core-citadel.description = Jezgro baze. Izuzetno dobro oklopljeno. Skladišti više resursa od Bastilje jezgra.
|
||||||
block.core-acropolis.description = Jezgro baze. Izvrsno dobro oklopljeno. Skladišti više resursa od Citadele jezgra.
|
block.core-acropolis.description = Jezgro baze. Izvrsno dobro oklopljeno. Skladišti više resursa od Citadele jezgra.
|
||||||
@@ -2379,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Šokira sve neprijateljske jedinice i građevine koje mu uđu u energetsko polje. Popravljuje sve savezničke jedinice.
|
unit.aegires.description = Šokira sve neprijateljske jedinice i građevine koje mu uđu u energetsko polje. Popravljuje sve savezničke jedinice.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Ispaljuje standardne metke na neprijateljske mete.
|
unit.stell.description = Ispaljuje standardne metke na neprijateljske mete.
|
||||||
unit.locus.description = Ispaljuje naizmenične metke na neprijateljske mete.
|
unit.locus.description = Ispaljuje naizmenične metke na neprijateljske mete.
|
||||||
unit.precept.description = Ispaljuje probojne fragmentacione metke na neprijateljske mete.
|
unit.precept.description = Ispaljuje probojne fragmentacione metke na neprijateljske mete.
|
||||||
@@ -2444,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2451,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2459,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2488,9 +2545,9 @@ lenum.shoot = Ispaljuj na mestu.
|
|||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Konfiguracija građevine, npr. sortirani materijal.
|
lenum.config = Konfiguracija građevine, npr. sortirani materijal.
|
||||||
lenum.enabled = Da li je ova građevina osposobljena.
|
lenum.enabled = Da li je ova građevina osposobljena.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Boja iluminatora.
|
laccess.color = Boja iluminatora.
|
||||||
laccess.controller = Upravljač jedinice. Ako upravljano putem procesora, šalji "processor".\nAko je upravljano u formaciji, šalji "lider".U ostalim slučajevima, šalji jedinicu za sebe.
|
laccess.controller = Upravljač jedinice. Ako upravljano putem procesora, šalji "processor".\nAko je upravljano u formaciji, šalji "lider".U ostalim slučajevima, šalji jedinicu za sebe.
|
||||||
laccess.dead = Da li je građevina/jedinica mrtva, ili više ne radi.
|
laccess.dead = Da li je građevina/jedinica mrtva, ili više ne radi.
|
||||||
@@ -2499,6 +2556,10 @@ 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
|
||||||
@@ -2613,6 +2674,7 @@ unitlocate.building = Output variable for located building.
|
|||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Grupa građevina koja se traži.
|
unitlocate.group = Grupa građevina koja se traži.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Zaustavi kretanje, ali nastavi gradnju/iskopavanje.\nThe default state.
|
lenum.idle = Zaustavi kretanje, ali nastavi gradnju/iskopavanje.\nThe default state.
|
||||||
@@ -2635,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2642,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Uppdaterar...
|
|||||||
be.ignore = Ignorera
|
be.ignore = Ignorera
|
||||||
be.noupdates = Inga uppdateringar hittades.
|
be.noupdates = Inga uppdateringar hittades.
|
||||||
be.check = Leta efter uppdateringar
|
be.check = Leta efter uppdateringar
|
||||||
|
|
||||||
mods.browser = Mod Sökare
|
mods.browser = Mod Sökare
|
||||||
mods.browser.selected = Valt mod
|
mods.browser.selected = Valt mod
|
||||||
mods.browser.add = Installera
|
mods.browser.add = Installera
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Döp om Tagg
|
|||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Radera denna tagg fullständigt?
|
schematic.tagdelconfirm = Radera denna tagg fullständigt?
|
||||||
schematic.tagexists = Den taggen finns redan.
|
schematic.tagexists = Den taggen finns redan.
|
||||||
|
|
||||||
stats = Statistik
|
stats = Statistik
|
||||||
stats.wave = Besegrade Vågor
|
stats.wave = Besegrade Vågor
|
||||||
stats.unitsCreated = Enheter Skapade
|
stats.unitsCreated = Enheter Skapade
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Laddar upp förhandsgranskningsfil
|
|||||||
committingchanges = Genomför Ändringar
|
committingchanges = Genomför Ändringar
|
||||||
done = Klar
|
done = Klar
|
||||||
feature.unsupported = Din enhet stödjer inte denna funktion.
|
feature.unsupported = Din enhet stödjer inte denna funktion.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Den tidigare Mindustry instansen kunde inte initieras. Detta var troligtvis orsakat av misskötta moddar.\n\nFör att förhindra en kraschslinga, [red]har alla mods inaktiverats.[]
|
mods.initfailed = [red]⚠[] Den tidigare Mindustry instansen kunde inte initieras. Detta var troligtvis orsakat av misskötta moddar.\n\nFör att förhindra en kraschslinga, [red]har alla mods inaktiverats.[]
|
||||||
mods = Moddar
|
mods = Moddar
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Inaktivera
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Innehåll:
|
mod.content = Innehåll:
|
||||||
mod.delete.error = Kunde inte ta bort modden. Filen kanske används.
|
mod.delete.error = Kunde inte ta bort modden. Filen kanske används.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Innehålls Fel
|
mod.erroredcontent = [scarlet]Innehålls Fel
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Fel har inträffat under laddning av innehåll.
|
mod.errors = Fel har inträffat under laddning av innehåll.
|
||||||
mod.noerrorplay = [scarlet]Du har moddar med fel.[] Stäng antingen av de drabbade moddarna eller fixa felen innan du spelar.
|
mod.noerrorplay = [scarlet]Du har moddar med fel.[] Stäng antingen av de drabbade moddarna eller fixa felen innan du spelar.
|
||||||
mod.enable = Aktivera
|
mod.enable = Aktivera
|
||||||
@@ -176,6 +183,7 @@ mod.missing = Denna sparfil innehåller moddar som du nyligen har uppdaterat ell
|
|||||||
mod.preview.missing = Innan du publicerar detta mod i workshoppen, måste du lägga till en förhandsgransknings bild.\nPlacera en bild döpt[accent] preview.png[] i moddens mapp och försök igen.
|
mod.preview.missing = Innan du publicerar detta mod i workshoppen, måste du lägga till en förhandsgransknings bild.\nPlacera en bild döpt[accent] preview.png[] i moddens mapp och försök igen.
|
||||||
mod.folder.missing = Endast moddar i mapp form kan bli publicerade på workshoppen.\nFör att konvertera ett mod till en mapp, packa helt enkelt upp filen i en mapp och ta bort den gamla zip-filen, starta sedan om ditt spel eller ladda om dina moddar.
|
mod.folder.missing = Endast moddar i mapp form kan bli publicerade på workshoppen.\nFör att konvertera ett mod till en mapp, packa helt enkelt upp filen i en mapp och ta bort den gamla zip-filen, starta sedan om ditt spel eller ladda om dina moddar.
|
||||||
mod.scripts.disable = Din enhet stödjer inte moddar med skripter. Du måste inaktivera dessa moddar för att kunna spela spelet.
|
mod.scripts.disable = Din enhet stödjer inte moddar med skripter. Du måste inaktivera dessa moddar för att kunna spela spelet.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -252,12 +260,13 @@ servers.local = Lokala Servrar
|
|||||||
servers.local.steam = Öppna Spel & Lokala Servrar
|
servers.local.steam = Öppna Spel & Lokala Servrar
|
||||||
servers.remote = Fjärr Servrar
|
servers.remote = Fjärr Servrar
|
||||||
servers.global = Gemenskaps Servrar
|
servers.global = Gemenskaps Servrar
|
||||||
|
|
||||||
servers.disclaimer = Gemenskaps servrar är [accent]inte[] ägda eller kontrollerade av utvecklaren.\n\nServrar kan innehålla användargenererat innehåll som inte är lämpligt för alla åldrar.
|
servers.disclaimer = Gemenskaps servrar är [accent]inte[] ägda eller kontrollerade av utvecklaren.\n\nServrar kan innehålla användargenererat innehåll som inte är lämpligt för alla åldrar.
|
||||||
servers.showhidden = Visa Dolda Servrar
|
servers.showhidden = Visa Dolda Servrar
|
||||||
server.shown = Visade
|
server.shown = Visade
|
||||||
server.hidden = Dolda
|
server.hidden = Dolda
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Trace Player
|
trace = Trace Player
|
||||||
trace.playername = Spelarnamn: [accent]{0}
|
trace.playername = Spelarnamn: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -270,11 +279,13 @@ trace.times.kicked = Times Kicked: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Invalid client ID! Submit a bug report.
|
invalidid = Invalid client ID! Submit a bug report.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Bans
|
server.bans = Bans
|
||||||
server.bans.none = Inga bannade spelare hittades!
|
server.bans.none = Inga bannade spelare hittades!
|
||||||
server.admins = Administratörer
|
server.admins = Administratörer
|
||||||
@@ -367,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Öppna Länk
|
openlink = Öppna Länk
|
||||||
copylink = Kopiera Länk
|
copylink = Kopiera Länk
|
||||||
back = Tillbaka
|
back = Tillbaka
|
||||||
@@ -430,11 +443,11 @@ publishing = [accent]Publishing...
|
|||||||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Pensel
|
editor.brush = Pensel
|
||||||
editor.openin = Open In Editor
|
editor.openin = Open In Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -501,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Hide All
|
waves.units.hide = Hide All
|
||||||
waves.units.show = Show All
|
waves.units.show = Show All
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = counts
|
wavemode.counts = counts
|
||||||
wavemode.totals = totals
|
wavemode.totals = totals
|
||||||
wavemode.health = health
|
wavemode.health = health
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Default>
|
editor.default = [lightgray]<Default>
|
||||||
details = Details...
|
details = Details...
|
||||||
edit = Redigera...
|
edit = Redigera...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Namn:
|
editor.name = Namn:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -578,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Rita Lag
|
toolmode.drawteams = Rita Lag
|
||||||
toolmode.drawteams.description = Draw teams instead of blocks.
|
toolmode.drawteams.description = Draw teams instead of blocks.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]No filters! Add one with the button below.
|
filters.empty = [lightgray]No filters! Add one with the button below.
|
||||||
|
|
||||||
filter.distort = Distort
|
filter.distort = Distort
|
||||||
filter.noise = Brus
|
filter.noise = Brus
|
||||||
filter.enemyspawn = Enemy Spawn Select
|
filter.enemyspawn = Enemy Spawn Select
|
||||||
@@ -599,6 +617,7 @@ filter.option.ignore = Ignorera
|
|||||||
filter.scatter = Sprid
|
filter.scatter = Sprid
|
||||||
filter.terrain = Terräng
|
filter.terrain = Terräng
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Skala
|
filter.option.scale = Skala
|
||||||
filter.option.chance = Chans
|
filter.option.chance = Chans
|
||||||
filter.option.mag = Magnitud
|
filter.option.mag = Magnitud
|
||||||
@@ -623,6 +642,7 @@ filter.option.radius = Radie
|
|||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -675,6 +695,7 @@ launch.text = Launch
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Uncover
|
uncover = Uncover
|
||||||
configure = Configure Loadout
|
configure = Configure Loadout
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -688,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -695,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -712,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Loadout
|
loadout = Loadout
|
||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -750,11 +776,12 @@ weather.snowing.name = Snow
|
|||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Oupptäckt
|
sectors.unexplored = [lightgray]Oupptäckt
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
@@ -790,23 +817,31 @@ sector.changeicon = Change Icon
|
|||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Low
|
threat.low = Low
|
||||||
threat.medium = Medium
|
threat.medium = Medium
|
||||||
threat.high = High
|
threat.high = High
|
||||||
threat.extreme = Extreme
|
threat.extreme = Extreme
|
||||||
threat.eradication = Eradication
|
threat.eradication = Eradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sun
|
planet.sun.name = Sun
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = Kratrarna
|
sector.craters.name = Kratrarna
|
||||||
sector.frozenForest.name = Fryst skog
|
sector.frozenForest.name = Fryst skog
|
||||||
@@ -855,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -865,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -882,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -900,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Burning
|
status.burning.name = Burning
|
||||||
status.freezing.name = Freezing
|
status.freezing.name = Freezing
|
||||||
status.wet.name = Wet
|
status.wet.name = Wet
|
||||||
@@ -947,9 +986,9 @@ unit.nobuild = [scarlet]Unit can't build
|
|||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]Last Accessed: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Last Commanded: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <load map to show>
|
stat.showinmap = <load map to show>
|
||||||
stat.description = Purpose
|
stat.description = Purpose
|
||||||
|
|
||||||
stat.input = Inmatning
|
stat.input = Inmatning
|
||||||
stat.output = Utmatning
|
stat.output = Utmatning
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max Efficiency
|
||||||
@@ -1060,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1074,8 +1114,8 @@ 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 = Bättre Borr Krävs
|
bar.drilltierreq = Bättre Borr Krävs
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
@@ -1273,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1289,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1317,6 +1360,8 @@ keybind.pick.name = Pick Block
|
|||||||
keybind.break_block.name = Break Block
|
keybind.break_block.name = Break Block
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Deselect
|
keybind.deselect.name = Deselect
|
||||||
keybind.pickupCargo.name = Pickup Cargo
|
keybind.pickupCargo.name = Pickup Cargo
|
||||||
keybind.dropCargo.name = Drop Cargo
|
keybind.dropCargo.name = Drop Cargo
|
||||||
@@ -1353,9 +1398,9 @@ mode.pvp.description = Fight against other players locally.\n[gray]Requires at l
|
|||||||
mode.attack.name = Attack
|
mode.attack.name = Attack
|
||||||
mode.attack.description = Destroy the enemy's base. No waves.\n[gray]Requires a red core in the map to play.
|
mode.attack.description = Destroy the enemy's base. No waves.\n[gray]Requires a red core in the map to play.
|
||||||
mode.custom = Custom Rules
|
mode.custom = Custom Rules
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1435,6 +1480,7 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1446,6 +1492,7 @@ content.block.name = Block
|
|||||||
content.status.name = Status Effects
|
content.status.name = Status Effects
|
||||||
content.sector.name = Sectors
|
content.sector.name = Sectors
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Koppar
|
item.copper.name = Koppar
|
||||||
@@ -1470,6 +1517,7 @@ item.tungsten.name = Tungsten
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbide
|
item.carbide.name = Carbide
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Vatten
|
liquid.water.name = Vatten
|
||||||
liquid.slag.name = Slag
|
liquid.slag.name = Slag
|
||||||
liquid.oil.name = Olja
|
liquid.oil.name = Olja
|
||||||
@@ -1520,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1542,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Assembly Drone
|
unit.assembly-drone.name = Assembly Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Sandbumling
|
block.sand-boulder.name = Sandbumling
|
||||||
@@ -1743,6 +1793,7 @@ block.container.name = Container
|
|||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -1775,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1935,15 +1988,17 @@ 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
|
||||||
team.crux.name = röda
|
team.crux.name = röda
|
||||||
team.sharded.name = orangea
|
team.sharded.name = orangea
|
||||||
team.derelict.name = derelicta
|
team.derelict.name = derelicta
|
||||||
team.green.name = gröna
|
team.green.name = gröna
|
||||||
|
|
||||||
team.blue.name = blåa
|
team.blue.name = blåa
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1983,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2003,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2028,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2055,14 +2113,19 @@ item.spore-pod.description = A pod of synthetic spores, synthesized from atmosph
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = An unstable compound used in bombs and explosives. Synthesized from spore pods and other volatile substances. Use as fuel is not advised.
|
item.blast-compound.description = An unstable compound used in bombs and explosives. Synthesized from spore pods and other volatile substances. Use as fuel is not advised.
|
||||||
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = The most useful liquid. Commonly used for cooling machines and waste processing.
|
liquid.water.description = The most useful liquid. Commonly used for cooling machines and waste processing.
|
||||||
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
||||||
liquid.oil.description = A liquid used in advanced material production. Can be converted into coal as fuel, or sprayed and set on fire as a weapon.
|
liquid.oil.description = A liquid used in advanced material production. Can be converted into coal as fuel, or sprayed and set on fire as a weapon.
|
||||||
liquid.cryofluid.description = An inert, non-corrosive liquid created from water and titanium. Has extremely high heat capacity. Extensively used as coolant.
|
liquid.cryofluid.description = An inert, non-corrosive liquid created from water and titanium. Has extremely high heat capacity. Extensively used as coolant.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2070,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||||
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
||||||
|
|
||||||
block.message.description = Stores a message. Used for communication between allies.
|
block.message.description = Stores a message. Used for communication between allies.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2225,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2322,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2360,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2378,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2424,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2431,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2439,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2476,6 +2556,10 @@ 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
|
||||||
@@ -2490,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2502,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2516,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2541,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2554,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2596,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2603,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = ปิดใช้งาน
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = เนื้อหา:
|
mod.content = เนื้อหา:
|
||||||
mod.delete.error = ไม่สามารถลบม็อดออกได้ ไฟล์อาจอยู่ในระหว่างการใช้งาน
|
mod.delete.error = ไม่สามารถลบม็อดออกได้ ไฟล์อาจอยู่ในระหว่างการใช้งาน
|
||||||
|
|
||||||
mod.incompatiblegame = [red]เกมล้าสมัย
|
mod.incompatiblegame = [red]เกมล้าสมัย
|
||||||
mod.incompatiblemod = [red]เข้ากันไม่ได้
|
mod.incompatiblemod = [red]เข้ากันไม่ได้
|
||||||
mod.blacklisted = [red]ไม่ได้รับการสนับสนุน
|
mod.blacklisted = [red]ไม่ได้รับการสนับสนุน
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]ม็อดพึ่งพาขาดหาย: {
|
|||||||
mod.erroredcontent = [scarlet]เนื้อหาผิดพลาด
|
mod.erroredcontent = [scarlet]เนื้อหาผิดพลาด
|
||||||
mod.circulardependencies = [red]ม็อดพึ่งพาวนลูป
|
mod.circulardependencies = [red]ม็อดพึ่งพาวนลูป
|
||||||
mod.incompletedependencies = [red]ม็อดพึ่งพาไม่ครบ
|
mod.incompletedependencies = [red]ม็อดพึ่งพาไม่ครบ
|
||||||
|
|
||||||
mod.requiresversion.details = ต้องการเวอร์ชั่นเกม: [accent]{0}[]\nเกมของคุณนั้นเก่าเกินไป ม็อดนี้ต้องการเวอร์ชั่นเกมที่ใหม่กว่านี้ (อาจเป็นรุ่น beta/alpha) เพื่อที่จะทำงานได้
|
mod.requiresversion.details = ต้องการเวอร์ชั่นเกม: [accent]{0}[]\nเกมของคุณนั้นเก่าเกินไป ม็อดนี้ต้องการเวอร์ชั่นเกมที่ใหม่กว่านี้ (อาจเป็นรุ่น beta/alpha) เพื่อที่จะทำงานได้
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = ม็อดนี้ถูกขึ้นบัญชีดำเพราะทำให้เกิดข้อขัดข้องและปัญหาอื่นๆ ในเวอร์ชั่นเกมนี้ ห้ามใช้เด็ดขาด
|
mod.blacklisted.details = ม็อดนี้ถูกขึ้นบัญชีดำเพราะทำให้เกิดข้อขัดข้องและปัญหาอื่นๆ ในเวอร์ชั่นเกมนี้ ห้ามใช้เด็ดขาด
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = ม็อดนี้ขาดม็อดพ
|
|||||||
mod.erroredcontent.details = เกมเกิดปัญหาในระหว่างการโหลด กรุณาสอบถามผู้พัฒนาม็อดเพื่อให้แก้ไข
|
mod.erroredcontent.details = เกมเกิดปัญหาในระหว่างการโหลด กรุณาสอบถามผู้พัฒนาม็อดเพื่อให้แก้ไข
|
||||||
mod.circulardependencies.details = ม็อดนี้มีม็อดพึ่งพาที่พึ่งพาซึ่งกันและกัน
|
mod.circulardependencies.details = ม็อดนี้มีม็อดพึ่งพาที่พึ่งพาซึ่งกันและกัน
|
||||||
mod.incompletedependencies.details = ม็อดนี้ไม่สามารถโหลดได้เนื่องจากม็อดพึ่งพามีปัญหาหรือมีม็อดพึ่งพาไม่ครบ: {0}
|
mod.incompletedependencies.details = ม็อดนี้ไม่สามารถโหลดได้เนื่องจากม็อดพึ่งพามีปัญหาหรือมีม็อดพึ่งพาไม่ครบ: {0}
|
||||||
|
|
||||||
mod.requiresversion = ต้องการเวอร์ชั่นเกม: [red]{0}
|
mod.requiresversion = ต้องการเวอร์ชั่นเกม: [red]{0}
|
||||||
|
|
||||||
mod.errors = มีข้อผิดพลาดเกิดขึ้นระหว่างโหลดเนื้อหา
|
mod.errors = มีข้อผิดพลาดเกิดขึ้นระหว่างโหลดเนื้อหา
|
||||||
mod.noerrorplay = [scarlet]คุณมีม็อดที่มีข้อผิดพลาด[] กรุณาปิดม็อดนั้นๆ หรือแก้ไขข้อผิดพลาดก่อนที่จะเล่น
|
mod.noerrorplay = [scarlet]คุณมีม็อดที่มีข้อผิดพลาด[] กรุณาปิดม็อดนั้นๆ หรือแก้ไขข้อผิดพลาดก่อนที่จะเล่น
|
||||||
mod.enable = เปิดใช้งาน
|
mod.enable = เปิดใช้งาน
|
||||||
@@ -179,6 +183,7 @@ mod.missing = เซฟนี้มีม็อดที่คุณพึ่ง
|
|||||||
mod.preview.missing = ก่อนที่จะนำม็อดไปลงในเวิร์กช็อป คุณต้องใส่รูปพรีวิวก่อน\nใส่รูปชื่อ[accent] preview.png[] ลงในโฟลเดอร์ของม็อดแล้วลองอีกครั้ง
|
mod.preview.missing = ก่อนที่จะนำม็อดไปลงในเวิร์กช็อป คุณต้องใส่รูปพรีวิวก่อน\nใส่รูปชื่อ[accent] preview.png[] ลงในโฟลเดอร์ของม็อดแล้วลองอีกครั้ง
|
||||||
mod.folder.missing = ม็อดที่อยู่ในรูปแบบโฟลเดอร์เท่านั้นที่สามารถลงในเวิร์กช็อปได้\nunzip ไฟล์แล้วลบไฟล์ zip เก่า แล้วรีสตาร์ทเกมหรือรีโหลดม็อด
|
mod.folder.missing = ม็อดที่อยู่ในรูปแบบโฟลเดอร์เท่านั้นที่สามารถลงในเวิร์กช็อปได้\nunzip ไฟล์แล้วลบไฟล์ zip เก่า แล้วรีสตาร์ทเกมหรือรีโหลดม็อด
|
||||||
mod.scripts.disable = เครื่องของคุณไม่รองรับม็อดที่มีสคริปต์ คุณจำเป็นต้องปิดม็อดเหล่านี้ก่อนจึงจะสามารถเล่นได้
|
mod.scripts.disable = เครื่องของคุณไม่รองรับม็อดที่มีสคริปต์ คุณจำเป็นต้องปิดม็อดเหล่านี้ก่อนจึงจะสามารถเล่นได้
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = ผู้พัฒนา[accent]ไม่ได้[]เป
|
|||||||
servers.showhidden = แสดงเซิร์ฟเวอร์ที่ซ่อนไว้
|
servers.showhidden = แสดงเซิร์ฟเวอร์ที่ซ่อนไว้
|
||||||
server.shown = แสดง
|
server.shown = แสดง
|
||||||
server.hidden = ซ่อน
|
server.hidden = ซ่อน
|
||||||
viewplayer = ผู้เล่นที่ดูอยู่: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = ผู้เล่นที่ดูอยู่: [accent]{0}
|
||||||
trace = แกะรอยผู้เล่น
|
trace = แกะรอยผู้เล่น
|
||||||
trace.playername = ชื่อผู้เล่น: [accent]{0}
|
trace.playername = ชื่อผู้เล่น: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = ครั้งที่โดนเตะ: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = ชื่อ:
|
trace.names = ชื่อ:
|
||||||
invalidid = ไคลเอนต์ ID ไม่ถูกต้อง! กรุณารายงานบัคนี้
|
invalidid = ไคลเอนต์ ID ไม่ถูกต้อง! กรุณารายงานบัคนี้
|
||||||
|
|
||||||
player.ban = แบน
|
player.ban = แบน
|
||||||
player.kick = เตะ
|
player.kick = เตะ
|
||||||
player.trace = แกะรอย
|
player.trace = แกะรอย
|
||||||
player.admin = ปรับสถานะแอดมิน
|
player.admin = ปรับสถานะแอดมิน
|
||||||
player.team = เปลี่ยนทีม
|
player.team = เปลี่ยนทีม
|
||||||
|
|
||||||
server.bans = แบน
|
server.bans = แบน
|
||||||
server.bans.none = ไม่พบผู้เล่นที่ถูกแบน!
|
server.bans.none = ไม่พบผู้เล่นที่ถูกแบน!
|
||||||
server.admins = แอดมิน
|
server.admins = แอดมิน
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = ท่าที: หยุดยิง
|
|||||||
stance.pursuetarget = ท่าที: ไล่ตามเป้าหมาย
|
stance.pursuetarget = ท่าที: ไล่ตามเป้าหมาย
|
||||||
stance.patrol = ท่าที: ลาดตระเวน
|
stance.patrol = ท่าที: ลาดตระเวน
|
||||||
stance.ram = ท่าที: พุ่งชน\n[lightgray]ขยับเป็นเส้นตรงโดยที่ไม่มีการตรวจสอบเส้นทาง
|
stance.ram = ท่าที: พุ่งชน\n[lightgray]ขยับเป็นเส้นตรงโดยที่ไม่มีการตรวจสอบเส้นทาง
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = เปิดลิ้งค์
|
openlink = เปิดลิ้งค์
|
||||||
copylink = คัดลอกลิ้งค์
|
copylink = คัดลอกลิ้งค์
|
||||||
back = กลับ
|
back = กลับ
|
||||||
@@ -434,10 +443,10 @@ publishing = [accent]กำลังเผยแพร่...
|
|||||||
publish.confirm = คุณแน่ใจหรือว่าจะเผยแพร่สิ่งนี้?\n\n[lightgray]คุณต้องแน่ใจก่อนว่าคุณเห็นด้วยกับ Workshop EULA มิฉะนั้นไอเท็มของคุณจะไม่ปรากฏ!
|
publish.confirm = คุณแน่ใจหรือว่าจะเผยแพร่สิ่งนี้?\n\n[lightgray]คุณต้องแน่ใจก่อนว่าคุณเห็นด้วยกับ Workshop EULA มิฉะนั้นไอเท็มของคุณจะไม่ปรากฏ!
|
||||||
publish.error = เกิดข้อผิดพลาดการเผยแพร่ไอเท็มดังต่อไปนี้: {0}
|
publish.error = เกิดข้อผิดพลาดการเผยแพร่ไอเท็มดังต่อไปนี้: {0}
|
||||||
steam.error = ไม่สามารถเริ่มการบริการ Steam ได้\nข้อผิดพลาด: {0}
|
steam.error = ไม่สามารถเริ่มการบริการ Steam ได้\nข้อผิดพลาด: {0}
|
||||||
|
|
||||||
editor.planet = ดาว:
|
editor.planet = ดาว:
|
||||||
editor.sector = เซ็กเตอร์:
|
editor.sector = เซ็กเตอร์:
|
||||||
editor.seed = ซีด:
|
editor.seed = ซีด:
|
||||||
|
|
||||||
editor.cliffs = เปลี่ยนกำแพงเป็นหน้าผา
|
editor.cliffs = เปลี่ยนกำแพงเป็นหน้าผา
|
||||||
editor.brush = แปรง
|
editor.brush = แปรง
|
||||||
editor.openin = เปิดในตัวแก้ไข
|
editor.openin = เปิดในตัวแก้ไข
|
||||||
@@ -509,14 +518,16 @@ waves.units.show = แสดงทั้งหมด
|
|||||||
wavemode.counts = จำนวน
|
wavemode.counts = จำนวน
|
||||||
wavemode.totals = ทั้งหมด
|
wavemode.totals = ทั้งหมด
|
||||||
wavemode.health = พลังชีวิต
|
wavemode.health = พลังชีวิต
|
||||||
all = ทั้งหมด
|
|
||||||
|
|
||||||
|
all = ทั้งหมด
|
||||||
editor.default = [lightgray]<ค่าเริ่มต้น>
|
editor.default = [lightgray]<ค่าเริ่มต้น>
|
||||||
details = รายละเอียด...
|
details = รายละเอียด...
|
||||||
edit = แก้ไข...
|
edit = แก้ไข...
|
||||||
variables = ตัวแปร
|
variables = ตัวแปร
|
||||||
logic.clear.confirm = คุณแน่ใจหรือว่าจะเคลียร์โค้ดทั้งหมดของตัวประมวลผลนี้?
|
logic.clear.confirm = คุณแน่ใจหรือว่าจะเคลียร์โค้ดทั้งหมดของตัวประมวลผลนี้?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = ตัวแปรค่าเริ่มต้น
|
logic.globals = ตัวแปรค่าเริ่มต้น
|
||||||
|
|
||||||
editor.name = ชื่อ:
|
editor.name = ชื่อ:
|
||||||
editor.spawn = สร้างยูนิต
|
editor.spawn = สร้างยูนิต
|
||||||
editor.removeunit = ลบยูนิต
|
editor.removeunit = ลบยูนิต
|
||||||
@@ -583,6 +594,7 @@ toolmode.fillerase = เติมลบล้าง
|
|||||||
toolmode.fillerase.description = ลบล้างบล็อกชนิดเดียวกัน
|
toolmode.fillerase.description = ลบล้างบล็อกชนิดเดียวกัน
|
||||||
toolmode.drawteams = วาดทีม
|
toolmode.drawteams = วาดทีม
|
||||||
toolmode.drawteams.description = วาดทีมแทนที่จะเป็นบล็อก
|
toolmode.drawteams.description = วาดทีมแทนที่จะเป็นบล็อก
|
||||||
|
#unused
|
||||||
toolmode.underliquid = ใต้พื้นของเหลว
|
toolmode.underliquid = ใต้พื้นของเหลว
|
||||||
toolmode.underliquid.description = วาดพื้นด้านใต้ช่องของเหลว
|
toolmode.underliquid.description = วาดพื้นด้านใต้ช่องของเหลว
|
||||||
|
|
||||||
@@ -630,7 +642,7 @@ filter.option.radius = รัศมี
|
|||||||
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
||||||
filter.option.code = โค้ดคำสั่ง
|
filter.option.code = โค้ดคำสั่ง
|
||||||
filter.option.loop = วนลูป
|
filter.option.loop = วนลูป
|
||||||
#not translating all these yet: still unstable
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = คุณแน่ใจหรือว่าจะลบชุดภาษาท้องถิ่นนี้?
|
locales.deletelocale = คุณแน่ใจหรือว่าจะลบชุดภาษาท้องถิ่นนี้?
|
||||||
locales.applytoall = เพิ่มการเปลี่ยนแปลงไปยังทุกค่าภาษา
|
locales.applytoall = เพิ่มการเปลี่ยนแปลงไปยังทุกค่าภาษา
|
||||||
@@ -683,6 +695,7 @@ launch.text = ลุย!
|
|||||||
map.multiplayer = โฮสต์เท่านั้นที่สามารถดูเซ็กเตอร์ได้
|
map.multiplayer = โฮสต์เท่านั้นที่สามารถดูเซ็กเตอร์ได้
|
||||||
uncover = เปิดเผย
|
uncover = เปิดเผย
|
||||||
configure = ตั้งค่าทรัพยากร
|
configure = ตั้งค่าทรัพยากร
|
||||||
|
|
||||||
objective.research.name = วิจัย
|
objective.research.name = วิจัย
|
||||||
objective.produce.name = เก็บเกี่ยว
|
objective.produce.name = เก็บเกี่ยว
|
||||||
objective.item.name = เก็บไอเท็ม
|
objective.item.name = เก็บไอเท็ม
|
||||||
@@ -696,6 +709,7 @@ objective.destroyblocks.name = ทำลายหลายบล็อก
|
|||||||
objective.destroycore.name = ทำลายแกนกลาง
|
objective.destroycore.name = ทำลายแกนกลาง
|
||||||
objective.commandmode.name = โหมดสั่งการ
|
objective.commandmode.name = โหมดสั่งการ
|
||||||
objective.flag.name = ธง
|
objective.flag.name = ธง
|
||||||
|
|
||||||
marker.shapetext.name = ข้อความในรูปทรง
|
marker.shapetext.name = ข้อความในรูปทรง
|
||||||
marker.point.name = จุด
|
marker.point.name = จุด
|
||||||
marker.shape.name = รูปทรง
|
marker.shape.name = รูปทรง
|
||||||
@@ -703,8 +717,10 @@ marker.text.name = ข้อความ
|
|||||||
marker.line.name = เส้นตรง
|
marker.line.name = เส้นตรง
|
||||||
marker.quad.name = สี่เหลี่ยม
|
marker.quad.name = สี่เหลี่ยม
|
||||||
marker.texture.name = เทกเจอร์
|
marker.texture.name = เทกเจอร์
|
||||||
|
|
||||||
marker.background = พื้นหลัง
|
marker.background = พื้นหลัง
|
||||||
marker.outline = โครงร่าง
|
marker.outline = โครงร่าง
|
||||||
|
|
||||||
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]เก็บเกี่ยว:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]เก็บเกี่ยว:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]ทำลาย:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]ทำลาย:\n[]{0}[lightgray]{1}
|
||||||
@@ -720,6 +736,7 @@ objective.enemyairunits = [accent]การผลิตยานบินศั
|
|||||||
objective.destroycore = [accent]ทำลายแกนกลางศัตรู
|
objective.destroycore = [accent]ทำลายแกนกลางศัตรู
|
||||||
objective.command = [accent]สั่งการยูนิต
|
objective.command = [accent]สั่งการยูนิต
|
||||||
objective.nuclearlaunch = [accent]⚠ ตรวจพบจรวดหัวรบปรมาณู: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ ตรวจพบจรวดหัวรบปรมาณู: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ !! ขีปนาวุธกำลังพุ่งเข้ามา !! ⚠
|
announce.nuclearstrike = [red]⚠ !! ขีปนาวุธกำลังพุ่งเข้ามา !! ⚠
|
||||||
|
|
||||||
loadout = ทรัพยากรเริ่มต้น
|
loadout = ทรัพยากรเริ่มต้น
|
||||||
@@ -806,12 +823,18 @@ threat.medium = กลาง
|
|||||||
threat.high = สูง
|
threat.high = สูง
|
||||||
threat.extreme = วิบัติภัย
|
threat.extreme = วิบัติภัย
|
||||||
threat.eradication = ทำลายล้าง
|
threat.eradication = ทำลายล้าง
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = เซอร์ปูโล่
|
planet.serpulo.name = เซอร์ปูโล่
|
||||||
@@ -867,6 +890,8 @@ sector.coastline.description = ถัดมาจากที่ราบเก
|
|||||||
sector.navalFortress.description = ศัตรูได้ตั้งฐานทัพอยู่บนเกาะห่างไกลที่มีกำแพงธรรมชาติปกป้องฐานเอาไว้ ทำลายฐานทัพ ยึดและวิจัยเทคโนโลยีเรือรบที่ล้ำหน้านั้นมา
|
sector.navalFortress.description = ศัตรูได้ตั้งฐานทัพอยู่บนเกาะห่างไกลที่มีกำแพงธรรมชาติปกป้องฐานเอาไว้ ทำลายฐานทัพ ยึดและวิจัยเทคโนโลยีเรือรบที่ล้ำหน้านั้นมา
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -1074,6 +1099,7 @@ ability.spawndeath = ตัวตายตัวแทน
|
|||||||
ability.spawndeath.description = ให้กำเนิดยูนิตออกมาหลังความตาย
|
ability.spawndeath.description = ให้กำเนิดยูนิตออกมาหลังความตาย
|
||||||
ability.liquidexplode = ระเบิดของเหลวแห่งความตาย
|
ability.liquidexplode = ระเบิดของเหลวแห่งความตาย
|
||||||
ability.liquidexplode.description = กระจายของเหลวไปทั่วพื้นหลังความตาย
|
ability.liquidexplode.description = กระจายของเหลวไปทั่วพื้นหลังความตาย
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/วิ[lightgray] อัตราการยิง
|
ability.stat.firingrate = [stat]{0}/วิ[lightgray] อัตราการยิง
|
||||||
ability.stat.regen = [stat]{0}[lightgray] พลังชีวิต/วิ
|
ability.stat.regen = [stat]{0}[lightgray] พลังชีวิต/วิ
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1088,7 +1114,7 @@ ability.stat.minspeed = [stat]{0} ช่อง/วิ[lightgray] ความเ
|
|||||||
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
|
||||||
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
@@ -1287,11 +1313,13 @@ keybind.command_mode.name = โหมดสั่งการ
|
|||||||
keybind.command_queue.name = คิวคำสั่งยูนิต
|
keybind.command_queue.name = คิวคำสั่งยูนิต
|
||||||
keybind.create_control_group.name = สร้างกลุ่มสั่งการ
|
keybind.create_control_group.name = สร้างกลุ่มสั่งการ
|
||||||
keybind.cancel_orders.name = ยกเลิกคำสั่ง
|
keybind.cancel_orders.name = ยกเลิกคำสั่ง
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = ท่าทียูนิต: ยิง
|
keybind.unit_stance_shoot.name = ท่าทียูนิต: ยิง
|
||||||
keybind.unit_stance_hold_fire.name = ท่าทียูนิต: หยุดยิง
|
keybind.unit_stance_hold_fire.name = ท่าทียูนิต: หยุดยิง
|
||||||
keybind.unit_stance_pursue_target.name = ท่าทียูนิต: ไล่ตามเป้าหมาย
|
keybind.unit_stance_pursue_target.name = ท่าทียูนิต: ไล่ตามเป้าหมาย
|
||||||
keybind.unit_stance_patrol.name = ท่าทียูนิต: ลาดตระเวน
|
keybind.unit_stance_patrol.name = ท่าทียูนิต: ลาดตระเวน
|
||||||
keybind.unit_stance_ram.name = ท่าทียูนิต: พุ่งชน
|
keybind.unit_stance_ram.name = ท่าทียูนิต: พุ่งชน
|
||||||
|
|
||||||
keybind.unit_command_move.name = คำสั่งยูนิต: ขยับ
|
keybind.unit_command_move.name = คำสั่งยูนิต: ขยับ
|
||||||
keybind.unit_command_repair.name = คำสั่งยูนิต: ซ่อมแซม
|
keybind.unit_command_repair.name = คำสั่งยูนิต: ซ่อมแซม
|
||||||
keybind.unit_command_rebuild.name = คำสั่งยูนิต: สร้างใหม่
|
keybind.unit_command_rebuild.name = คำสั่งยูนิต: สร้างใหม่
|
||||||
@@ -1303,6 +1331,7 @@ keybind.unit_command_load_blocks.name = คำสั่งยูนิต: โ
|
|||||||
keybind.unit_command_unload_payload.name = คำสั่งยูนิต: วางสิ่งบรรทุก
|
keybind.unit_command_unload_payload.name = คำสั่งยูนิต: วางสิ่งบรรทุก
|
||||||
keybind.unit_command_enter_payload.name = คำสั่งยูนิต: เข้าบล็อกบรรทุก
|
keybind.unit_command_enter_payload.name = คำสั่งยูนิต: เข้าบล็อกบรรทุก
|
||||||
keybind.unit_command_loop_payload.name = คำสั่งยูนิต: วนซำ้การขนถ่ายยูนิต
|
keybind.unit_command_loop_payload.name = คำสั่งยูนิต: วนซำ้การขนถ่ายยูนิต
|
||||||
|
|
||||||
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
||||||
keybind.schematic_select.name = เลือกพื้นที่
|
keybind.schematic_select.name = เลือกพื้นที่
|
||||||
keybind.schematic_menu.name = เมนูแผนผัง
|
keybind.schematic_menu.name = เมนูแผนผัง
|
||||||
@@ -1331,6 +1360,8 @@ keybind.pick.name = เลือกบล็อก
|
|||||||
keybind.break_block.name = ทุบบล็อก
|
keybind.break_block.name = ทุบบล็อก
|
||||||
keybind.select_all_units.name = เลือกยูนิตทั้งหมด
|
keybind.select_all_units.name = เลือกยูนิตทั้งหมด
|
||||||
keybind.select_all_unit_factories.name = เลือกโรงงานยูนิตทั้งหมด
|
keybind.select_all_unit_factories.name = เลือกโรงงานยูนิตทั้งหมด
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = ยกเลิกการเลือก
|
keybind.deselect.name = ยกเลิกการเลือก
|
||||||
keybind.pickupCargo.name = ยกสิ่งบรรทุกขึ้น
|
keybind.pickupCargo.name = ยกสิ่งบรรทุกขึ้น
|
||||||
keybind.dropCargo.name = วางสิ่งบรรทุกลง
|
keybind.dropCargo.name = วางสิ่งบรรทุกลง
|
||||||
@@ -1367,9 +1398,9 @@ mode.pvp.description = สู้กับผู้เล่นอื่น\n[gra
|
|||||||
mode.attack.name = โจมตี
|
mode.attack.name = โจมตี
|
||||||
mode.attack.description = ทำลายฐานของศัตรู \n[gray]จำเป็นต้องมีแกนกลางสีแดงเพื่อเล่น
|
mode.attack.description = ทำลายฐานของศัตรู \n[gray]จำเป็นต้องมีแกนกลางสีแดงเพื่อเล่น
|
||||||
mode.custom = กฎแบบกำหนดเอง
|
mode.custom = กฎแบบกำหนดเอง
|
||||||
|
|
||||||
rules.invaliddata = ข้อมูลคลิปบอร์ดไม่ถูกต้อง
|
rules.invaliddata = ข้อมูลคลิปบอร์ดไม่ถูกต้อง
|
||||||
rules.hidebannedblocks = ซ่อนบล็อกต้องห้าม
|
rules.hidebannedblocks = ซ่อนบล็อกต้องห้าม
|
||||||
|
|
||||||
rules.infiniteresources = ทรัพยากรไม่จำกัด
|
rules.infiniteresources = ทรัพยากรไม่จำกัด
|
||||||
rules.onlydepositcore = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
rules.onlydepositcore = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
||||||
rules.derelictrepair = อนุญาตการซ่อมแซมบล็อกทิ้งร้าง
|
rules.derelictrepair = อนุญาตการซ่อมแซมบล็อกทิ้งร้าง
|
||||||
@@ -1461,6 +1492,7 @@ content.block.name = บล็อก
|
|||||||
content.status.name = เอฟเฟกต์สถานะ
|
content.status.name = เอฟเฟกต์สถานะ
|
||||||
content.sector.name = เซ็กเตอร์
|
content.sector.name = เซ็กเตอร์
|
||||||
content.team.name = ฝ่าย
|
content.team.name = ฝ่าย
|
||||||
|
|
||||||
wallore = (กำแพง)
|
wallore = (กำแพง)
|
||||||
|
|
||||||
item.copper.name = ทองแดง
|
item.copper.name = ทองแดง
|
||||||
@@ -1536,6 +1568,7 @@ unit.scepter.name = ศัสตรา
|
|||||||
unit.reign.name = ไอศวรรย์
|
unit.reign.name = ไอศวรรย์
|
||||||
unit.vela.name = เวล่า
|
unit.vela.name = เวล่า
|
||||||
unit.corvus.name = คอร์วัส
|
unit.corvus.name = คอร์วัส
|
||||||
|
|
||||||
unit.stell.name = สเตลล์
|
unit.stell.name = สเตลล์
|
||||||
unit.locus.name = โลคัส
|
unit.locus.name = โลคัส
|
||||||
unit.precept.name = พรีเซ็ปต์
|
unit.precept.name = พรีเซ็ปต์
|
||||||
@@ -1760,6 +1793,7 @@ block.container.name = ตู้เก็บของ
|
|||||||
block.launch-pad.name = ฐานส่งทรัพยากร
|
block.launch-pad.name = ฐานส่งทรัพยากร
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = เซ็กเมนต์
|
block.segment.name = เซ็กเมนต์
|
||||||
block.ground-factory.name = โรงงานยูนิตพื้นดิน
|
block.ground-factory.name = โรงงานยูนิตพื้นดิน
|
||||||
block.air-factory.name = โรงงานยูนิตอากาศ
|
block.air-factory.name = โรงงานยูนิตอากาศ
|
||||||
@@ -1792,6 +1826,8 @@ block.payload-unloader.name = เครื่องถ่ายสิ่งบ
|
|||||||
block.payload-unloader.description = ถ่ายของเหลวและไอเท็มออกจากบล็อก
|
block.payload-unloader.description = ถ่ายของเหลวและไอเท็มออกจากบล็อก
|
||||||
block.heat-source.name = จุดกำเนิดความร้อน
|
block.heat-source.name = จุดกำเนิดความร้อน
|
||||||
block.heat-source.description = ส่งออกความร้อนอย่างไม่จำกัด มีเฉพาะโหมดอิสระ
|
block.heat-source.description = ส่งออกความร้อนอย่างไม่จำกัด มีเฉพาะโหมดอิสระ
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = ว่างเปล่า
|
block.empty.name = ว่างเปล่า
|
||||||
block.rhyolite-crater.name = หลุมไรโอไลต์
|
block.rhyolite-crater.name = หลุมไรโอไลต์
|
||||||
block.rough-rhyolite.name = ไรโอไลต์หยาบ
|
block.rough-rhyolite.name = ไรโอไลต์หยาบ
|
||||||
@@ -1952,6 +1988,7 @@ 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
|
||||||
|
|
||||||
@@ -2045,8 +2082,6 @@ onset.defenses = [accent]ติดตั้งแนวป้องกัน:[li
|
|||||||
onset.attack = ศัตรูอ่อนแอลงแล้ว ตอบโต้กลับ
|
onset.attack = ศัตรูอ่อนแอลงแล้ว ตอบโต้กลับ
|
||||||
onset.cores = แกนกลางใหม่สามารถวางได้บน[accent]โซนแกนกลาง[]\nแกนกลางใหม่จะทำหน้าที่เป็นฐานทัพด่านหน้าและจะแบ่งปันทรัพยากรกับแกนกลางอื่นๆ\nวาง :core-bastion: แกนกลาง
|
onset.cores = แกนกลางใหม่สามารถวางได้บน[accent]โซนแกนกลาง[]\nแกนกลางใหม่จะทำหน้าที่เป็นฐานทัพด่านหน้าและจะแบ่งปันทรัพยากรกับแกนกลางอื่นๆ\nวาง :core-bastion: แกนกลาง
|
||||||
onset.detect = ศัตรูจะสามารถตรวจจับการมีอยู่ของคุณได้ในอีก 2 นาที\nจัดตั้งกองกำลังป้องกัน ปฏิบัติการขุด และการผลิต
|
onset.detect = ศัตรูจะสามารถตรวจจับการมีอยู่ของคุณได้ในอีก 2 นาที\nจัดตั้งกองกำลังป้องกัน ปฏิบัติการขุด และการผลิต
|
||||||
|
|
||||||
#Don't translate these yet!
|
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
@@ -2253,6 +2288,7 @@ 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
|
||||||
|
|
||||||
@@ -2458,6 +2494,7 @@ lst.playsound = เล่นเสียง\nระดับเสียงแ
|
|||||||
lst.makemarker = สร้างเครื่องหมายลอจิกใหม่ขึ้นมาในแมพ\nจะต้องเพิ่ม ID เข้าไปเพื่อบ่งชี้เครื่องหมายนี้\nเครื่องหมายจำกัดได้แค่ 20,000 ต่อแมพในตอนนี้
|
lst.makemarker = สร้างเครื่องหมายลอจิกใหม่ขึ้นมาในแมพ\nจะต้องเพิ่ม ID เข้าไปเพื่อบ่งชี้เครื่องหมายนี้\nเครื่องหมายจำกัดได้แค่ 20,000 ต่อแมพในตอนนี้
|
||||||
lst.setmarker = ตั้งค่าคุณสมบัติให้กับเครื่องหมาย\nID ของเครื่องหมายที่ใช้จะต้องเป็น ID เดียวกันกับในคำสั่ง Make Marker\nค่า[accent]ว่างเปล่า[]จะถูกข้าม
|
lst.setmarker = ตั้งค่าคุณสมบัติให้กับเครื่องหมาย\nID ของเครื่องหมายที่ใช้จะต้องเป็น ID เดียวกันกับในคำสั่ง Make Marker\nค่า[accent]ว่างเปล่า[]จะถูกข้าม
|
||||||
lst.localeprint = เพิ่มค่าชุดภาษาท้องถิ่นของแมพลงไปในบัฟเฟอร์ข้อความเพื่อตั้งค่าชุดภาษาของแมพในตัวแก้ไข ให้เปิด [accent]ข้อมูลแมพ > ชุดภาษาท้องถิ่น[].\nถ้าหากผู้เล่นอยู่ในมือถือ ให้ลองปริ้นค่าโดยลงท้ายด้วย ".mobile" ก่อน
|
lst.localeprint = เพิ่มค่าชุดภาษาท้องถิ่นของแมพลงไปในบัฟเฟอร์ข้อความเพื่อตั้งค่าชุดภาษาของแมพในตัวแก้ไข ให้เปิด [accent]ข้อมูลแมพ > ชุดภาษาท้องถิ่น[].\nถ้าหากผู้เล่นอยู่ในมือถือ ให้ลองปริ้นค่าโดยลงท้ายด้วย ".mobile" ก่อน
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = ค่าว่างเปล่า
|
lglobal.null = ค่าว่างเปล่า
|
||||||
@@ -2465,6 +2502,7 @@ lglobal.@pi = ค่าคงตัวทางคณิตศาสตร์ pi
|
|||||||
lglobal.@e = ค่าคงตัวทางคณิตศาสตร์ e (2.718...)
|
lglobal.@e = ค่าคงตัวทางคณิตศาสตร์ e (2.718...)
|
||||||
lglobal.@degToRad = คูณค่าด้วยเลขตัวนี้เพื่อแปลงองศาเป็นเรเดียน
|
lglobal.@degToRad = คูณค่าด้วยเลขตัวนี้เพื่อแปลงองศาเป็นเรเดียน
|
||||||
lglobal.@radToDeg = คูณค่าด้วยเลขตัวนี้เพื่อแปลงเรเดียนเป็นองศา
|
lglobal.@radToDeg = คูณค่าด้วยเลขตัวนี้เพื่อแปลงเรเดียนเป็นองศา
|
||||||
|
|
||||||
lglobal.@time = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยมิลิวินาที
|
lglobal.@time = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยมิลิวินาที
|
||||||
lglobal.@tick = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยติก (1 วินาที = 60 ติก)
|
lglobal.@tick = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยติก (1 วินาที = 60 ติก)
|
||||||
lglobal.@second = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยวินาที
|
lglobal.@second = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยวินาที
|
||||||
@@ -2473,22 +2511,27 @@ lglobal.@waveNumber = ลำดับคลื่นในปัจจุบั
|
|||||||
lglobal.@waveTime = เวลานับถอยหลังของคลื่นถัดไป ในหน่วยวินาที
|
lglobal.@waveTime = เวลานับถอยหลังของคลื่นถัดไป ในหน่วยวินาที
|
||||||
lglobal.@mapw = ความกว้างของแมพ ในหน่วยช่อง
|
lglobal.@mapw = ความกว้างของแมพ ในหน่วยช่อง
|
||||||
lglobal.@maph = ความสูงของแมพ ในหน่วยช่อง
|
lglobal.@maph = ความสูงของแมพ ในหน่วยช่อง
|
||||||
|
|
||||||
lglobal.sectionMap = แมพ
|
lglobal.sectionMap = แมพ
|
||||||
lglobal.sectionGeneral = ทั่วไป
|
lglobal.sectionGeneral = ทั่วไป
|
||||||
lglobal.sectionNetwork = เครือข่าย/ฝั่งผู้เล่น [เฉพาะตัวประมวลผลโลก]
|
lglobal.sectionNetwork = เครือข่าย/ฝั่งผู้เล่น [เฉพาะตัวประมวลผลโลก]
|
||||||
lglobal.sectionProcessor = ตัวประมวลผล
|
lglobal.sectionProcessor = ตัวประมวลผล
|
||||||
lglobal.sectionLookup = การค้นหา
|
lglobal.sectionLookup = การค้นหา
|
||||||
|
|
||||||
lglobal.@this = บล็อกลอจิกที่กำลังรันโค้ดนี้อยู่
|
lglobal.@this = บล็อกลอจิกที่กำลังรันโค้ดนี้อยู่
|
||||||
lglobal.@thisx = พิกัด X ของบล็อกที่กำลังรันโค้ดนี้อยู่
|
lglobal.@thisx = พิกัด X ของบล็อกที่กำลังรันโค้ดนี้อยู่
|
||||||
lglobal.@thisy = พิกัด Y ของบล็อกที่กำลังรันโค้ดนี้อยู่
|
lglobal.@thisy = พิกัด Y ของบล็อกที่กำลังรันโค้ดนี้อยู่
|
||||||
lglobal.@links = จำนวนบล็อกทั้งหมดที่เชื่อมต่อกับตัวประมวลผลนี้
|
lglobal.@links = จำนวนบล็อกทั้งหมดที่เชื่อมต่อกับตัวประมวลผลนี้
|
||||||
lglobal.@ipt = ความเร็วการสั่งการของตัวประมวลผลนี้ ในหน่วยคำสั่งต่อติก (60 ติก = 1 วินาที)
|
lglobal.@ipt = ความเร็วการสั่งการของตัวประมวลผลนี้ ในหน่วยคำสั่งต่อติก (60 ติก = 1 วินาที)
|
||||||
|
|
||||||
lglobal.@unitCount = จำนวนเนื้อหาของชนิดยูนิตทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
lglobal.@unitCount = จำนวนเนื้อหาของชนิดยูนิตทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
||||||
lglobal.@blockCount = จำนวนเนื้อหาของชนิดบล็อกทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
lglobal.@blockCount = จำนวนเนื้อหาของชนิดบล็อกทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
||||||
lglobal.@itemCount = จำนวนเนื้อหาของชนิดไอเท็มทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
lglobal.@itemCount = จำนวนเนื้อหาของชนิดไอเท็มทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
||||||
lglobal.@liquidCount = จำนวนเนื้อหาของชนิดของเหลวทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
lglobal.@liquidCount = จำนวนเนื้อหาของชนิดของเหลวทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
|
||||||
|
|
||||||
lglobal.@server = เป็นจริงหากโค้ดกำลังรันบนเซิร์ฟเวอร์หรือในโหมดผู้เล่นคนเดียว นอกนั้นจะเป็นเท็จ
|
lglobal.@server = เป็นจริงหากโค้ดกำลังรันบนเซิร์ฟเวอร์หรือในโหมดผู้เล่นคนเดียว นอกนั้นจะเป็นเท็จ
|
||||||
lglobal.@client = เป็นจริงหากโค้ดกำลังรันบนฝั่งไคลเอนต์ที่เชื่อมต่อกับเซิร์ฟเวอร์
|
lglobal.@client = เป็นจริงหากโค้ดกำลังรันบนฝั่งไคลเอนต์ที่เชื่อมต่อกับเซิร์ฟเวอร์
|
||||||
|
|
||||||
lglobal.@clientLocale = ค่าภาษาของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง ยกตัวอย่างเช่น: th_TH
|
lglobal.@clientLocale = ค่าภาษาของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง ยกตัวอย่างเช่น: th_TH
|
||||||
lglobal.@clientUnit = หน่วยของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
lglobal.@clientUnit = หน่วยของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
||||||
lglobal.@clientName = ชื่อผู้เล่นของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
lglobal.@clientName = ชื่อผู้เล่นของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
|
||||||
@@ -2502,9 +2545,9 @@ lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมา
|
|||||||
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
|
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
|
||||||
lenum.config = การกำหนดค่าของสิ่งก่อสร้าง เช่น ไอเท็มของเครื่องคัดแยก
|
lenum.config = การกำหนดค่าของสิ่งก่อสร้าง เช่น ไอเท็มของเครื่องคัดแยก
|
||||||
lenum.enabled = ว่าบล็อกเปิดใช้งาน/ทำงานอยู่หรือเปล่า
|
lenum.enabled = ว่าบล็อกเปิดใช้งาน/ทำงานอยู่หรือเปล่า
|
||||||
|
|
||||||
laccess.currentammotype = ประเภทของกระสุนไอเท็ม/ของเหลวในปัจจุบันของป้อมปืน
|
laccess.currentammotype = ประเภทของกระสุนไอเท็ม/ของเหลวในปัจจุบันของป้อมปืน
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = สีของตัวเปล่งแสง
|
laccess.color = สีของตัวเปล่งแสง
|
||||||
laccess.controller = ผู้ควบคุมยูนิต ถ้าผู้ควบคุมคือตัวประมวลผล จะส่งกลับค่า processor\nนอกนั้น จะส่งกลับค่าตัวยูนิตเอง
|
laccess.controller = ผู้ควบคุมยูนิต ถ้าผู้ควบคุมคือตัวประมวลผล จะส่งกลับค่า processor\nนอกนั้น จะส่งกลับค่าตัวยูนิตเอง
|
||||||
laccess.dead = ว่าสิ่งก่อสร้าง/ยูนิตนั้นตายแล้วหรือใช้งานไม่ได้แล้ว
|
laccess.dead = ว่าสิ่งก่อสร้าง/ยูนิตนั้นตายแล้วหรือใช้งานไม่ได้แล้ว
|
||||||
@@ -2513,6 +2556,9 @@ 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
|
||||||
@@ -2628,6 +2674,7 @@ unitlocate.building = ตัวแปรสิ่งก่อสร้างท
|
|||||||
unitlocate.outx = ตัวแปรพิกัด X
|
unitlocate.outx = ตัวแปรพิกัด X
|
||||||
unitlocate.outy = ตัวแปรพิกัด Y
|
unitlocate.outy = ตัวแปรพิกัด Y
|
||||||
unitlocate.group = กลุ่มสิ่งก่อสร้างที่มองหา
|
unitlocate.group = กลุ่มสิ่งก่อสร้างที่มองหา
|
||||||
|
|
||||||
playsound.limit = หากจริง จะหยุดยั้งไม่ให้เล่นเสียงนี้\nถ้าหากมันถูกเล่นไปแล้วในเฟรมเดียวกัน
|
playsound.limit = หากจริง จะหยุดยั้งไม่ให้เล่นเสียงนี้\nถ้าหากมันถูกเล่นไปแล้วในเฟรมเดียวกัน
|
||||||
|
|
||||||
lenum.idle = หยุดขยับ แต่ยังคงขุด/ก่อสร้าง\nสถานะเริ่มต้นของยูนิต
|
lenum.idle = หยุดขยับ แต่ยังคงขุด/ก่อสร้าง\nสถานะเริ่มต้นของยูนิต
|
||||||
@@ -2650,6 +2697,7 @@ lenum.build = สร้างสิ่งก่อสร้าง
|
|||||||
lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
|
lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
|
||||||
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
|
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
|
||||||
lenum.boost = เริ่ม/หยุดการบูสต์
|
lenum.boost = เริ่ม/หยุดการบูสต์
|
||||||
|
|
||||||
lenum.flushtext = ระบายเนื้อหาของบัฟเฟอร์ข้อความลงสู่เครื่องหมาย ถ้ามี\nถ้า fetch ถูกตั้งเป็นจริง จะพยายามดึงค่าจากค่าชุดภาษาท้องถิ่นหรือชุดภาษาในเกม
|
lenum.flushtext = ระบายเนื้อหาของบัฟเฟอร์ข้อความลงสู่เครื่องหมาย ถ้ามี\nถ้า fetch ถูกตั้งเป็นจริง จะพยายามดึงค่าจากค่าชุดภาษาท้องถิ่นหรือชุดภาษาในเกม
|
||||||
lenum.texture = ชื่อเทกเจอร์ตรงมาจากแอตลาสเทกเจอร์ของเกม (ใช้การตั้งชื่อแบบ kebab-case)\nถ้า printFlush ถูกตั้งเป็นจริง จะใส่เนื้อหาของบัฟเฟอร์ข้อความไปในช่องข้อความ
|
lenum.texture = ชื่อเทกเจอร์ตรงมาจากแอตลาสเทกเจอร์ของเกม (ใช้การตั้งชื่อแบบ kebab-case)\nถ้า printFlush ถูกตั้งเป็นจริง จะใส่เนื้อหาของบัฟเฟอร์ข้อความไปในช่องข้อความ
|
||||||
lenum.texturesize = ขนาดของเทกเจอร์ในหน่วยช่อง หากค่าเป็นศูนย์จะปรับขนาดของเครื่องหมายเป็นขนาดปกติ
|
lenum.texturesize = ขนาดของเทกเจอร์ในหน่วยช่อง หากค่าเป็นศูนย์จะปรับขนาดของเครื่องหมายเป็นขนาดปกติ
|
||||||
@@ -2657,6 +2705,7 @@ lenum.autoscale = ว่าจะให้เครื่องหมายเ
|
|||||||
lenum.posi = ตำแหน่งในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นตำแหน่งเริ่มต้น
|
lenum.posi = ตำแหน่งในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นตำแหน่งเริ่มต้น
|
||||||
lenum.uvi = ตำแหน่งของเทกเจอร์ในคาบระหว่างศูนย์ถึงหนึ่ง ใช้สำหรับเครื่องหมายสี่เหลี่ยม
|
lenum.uvi = ตำแหน่งของเทกเจอร์ในคาบระหว่างศูนย์ถึงหนึ่ง ใช้สำหรับเครื่องหมายสี่เหลี่ยม
|
||||||
lenum.colori = ค่าสีในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นสีเริ่มต้น
|
lenum.colori = ค่าสีในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นสีเริ่มต้น
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ be.updating = Updating...
|
|||||||
be.ignore = Ignore
|
be.ignore = Ignore
|
||||||
be.noupdates = No updates found.
|
be.noupdates = No updates found.
|
||||||
be.check = Check for updates
|
be.check = Check for updates
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Mod Browser
|
||||||
mods.browser.selected = Selected mod
|
mods.browser.selected = Selected mod
|
||||||
mods.browser.add = Install
|
mods.browser.add = Install
|
||||||
@@ -81,6 +82,7 @@ schematic.renametag = Rename Tag
|
|||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Delete this tag completely?
|
schematic.tagdelconfirm = Delete this tag completely?
|
||||||
schematic.tagexists = That tag already exists.
|
schematic.tagexists = That tag already exists.
|
||||||
|
|
||||||
stats = Stats
|
stats = Stats
|
||||||
stats.wave = Waves Defeated
|
stats.wave = Waves Defeated
|
||||||
stats.unitsCreated = Units Created
|
stats.unitsCreated = Units Created
|
||||||
@@ -126,6 +128,7 @@ uploadingpreviewfile = Uploading Preview File
|
|||||||
committingchanges = Comitting Changes
|
committingchanges = Comitting Changes
|
||||||
done = Done
|
done = Done
|
||||||
feature.unsupported = Your device does not support this feature.
|
feature.unsupported = Your device does not support this feature.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
||||||
mods = Mods
|
mods = Mods
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
@@ -145,6 +148,7 @@ mod.disable = Disable
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Content:
|
mod.content = Content:
|
||||||
mod.delete.error = Unable to delete mod. File may be in use.
|
mod.delete.error = Unable to delete mod. File may be in use.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Outdated Game
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatible
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Unsupported
|
||||||
@@ -152,6 +156,7 @@ mod.unmetdependencies = [red]Unmet Dependencies
|
|||||||
mod.erroredcontent = [scarlet]Content Errors
|
mod.erroredcontent = [scarlet]Content Errors
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
|
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
@@ -159,7 +164,9 @@ mod.missingdependencies.details = This mod is missing dependencies: {0}
|
|||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
|
|
||||||
mod.errors = Errors have occurred loading content.
|
mod.errors = Errors have occurred loading content.
|
||||||
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
||||||
mod.enable = Enable
|
mod.enable = Enable
|
||||||
@@ -176,6 +183,7 @@ mod.missing = This save contains mods that you have recently updated or no longe
|
|||||||
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
||||||
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
||||||
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -252,12 +260,13 @@ servers.local = Local Servers
|
|||||||
servers.local.steam = Open Games & Local Servers
|
servers.local.steam = Open Games & Local Servers
|
||||||
servers.remote = Remote Servers
|
servers.remote = Remote Servers
|
||||||
servers.global = Community Servers
|
servers.global = Community Servers
|
||||||
|
|
||||||
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the 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 = Shown
|
server.shown = Shown
|
||||||
server.hidden = Hidden
|
server.hidden = Hidden
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
trace = Oyuncu isaretle
|
trace = Oyuncu isaretle
|
||||||
trace.playername = Player name: [accent]{0}
|
trace.playername = Player name: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -270,11 +279,13 @@ trace.times.kicked = Times Kicked: [accent]{0}
|
|||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = Yanlis islemci Linki! Sorunu bildir
|
invalidid = Yanlis islemci Linki! Sorunu bildir
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Kick
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Toggle Admin
|
||||||
player.team = Change Team
|
player.team = Change Team
|
||||||
|
|
||||||
server.bans = Yasaklamalar
|
server.bans = Yasaklamalar
|
||||||
server.bans.none = Yasaklananlar bulunamadi!
|
server.bans.none = Yasaklananlar bulunamadi!
|
||||||
server.admins = Yetkililer
|
server.admins = Yetkililer
|
||||||
@@ -367,6 +378,8 @@ stance.holdfire = Stance: Hold Fire
|
|||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stance: Pursue Target
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stance: Patrol Path
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Linki ac
|
openlink = Linki ac
|
||||||
copylink = Linki kopyala
|
copylink = Linki kopyala
|
||||||
back = Geri don
|
back = Geri don
|
||||||
@@ -430,11 +443,11 @@ publishing = [accent]Publishing...
|
|||||||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
editor.cliffs = Walls To Cliffs
|
||||||
|
|
||||||
editor.brush = Firca
|
editor.brush = Firca
|
||||||
editor.openin = Editorde ac
|
editor.openin = Editorde ac
|
||||||
editor.oregen = Maden Yaratilma hizi
|
editor.oregen = Maden Yaratilma hizi
|
||||||
@@ -501,17 +514,20 @@ waves.filter = Unit Filter
|
|||||||
waves.units.hide = Hide All
|
waves.units.hide = Hide All
|
||||||
waves.units.show = Show All
|
waves.units.show = Show All
|
||||||
|
|
||||||
|
#these are intentionally in lower case
|
||||||
wavemode.counts = counts
|
wavemode.counts = counts
|
||||||
wavemode.totals = totals
|
wavemode.totals = totals
|
||||||
wavemode.health = health
|
wavemode.health = health
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<Default>
|
editor.default = [lightgray]<Default>
|
||||||
details = Details...
|
details = Details...
|
||||||
edit = Edit...
|
edit = Edit...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = isim:
|
editor.name = isim:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -578,10 +594,12 @@ toolmode.fillerase = Fill Erase
|
|||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Erase blocks of the same type.
|
||||||
toolmode.drawteams = Draw Teams
|
toolmode.drawteams = Draw Teams
|
||||||
toolmode.drawteams.description = Draw teams instead of blocks.
|
toolmode.drawteams.description = Draw teams instead of blocks.
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Under Liquids
|
toolmode.underliquid = Under Liquids
|
||||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||||
|
|
||||||
filters.empty = [lightgray]No filters! Add one with the button below.
|
filters.empty = [lightgray]No filters! Add one with the button below.
|
||||||
|
|
||||||
filter.distort = Distort
|
filter.distort = Distort
|
||||||
filter.noise = Noise
|
filter.noise = Noise
|
||||||
filter.enemyspawn = Enemy Spawn Select
|
filter.enemyspawn = Enemy Spawn Select
|
||||||
@@ -599,6 +617,7 @@ filter.option.ignore = Ignore
|
|||||||
filter.scatter = Scatter
|
filter.scatter = Scatter
|
||||||
filter.terrain = Terrain
|
filter.terrain = Terrain
|
||||||
filter.logic = Logic
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Scale
|
filter.option.scale = Scale
|
||||||
filter.option.chance = Chance
|
filter.option.chance = Chance
|
||||||
filter.option.mag = Magnitude
|
filter.option.mag = Magnitude
|
||||||
@@ -623,6 +642,7 @@ filter.option.radius = Radius
|
|||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -675,6 +695,7 @@ launch.text = Launch
|
|||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Uncover
|
uncover = Uncover
|
||||||
configure = Configure Loadout
|
configure = Configure Loadout
|
||||||
|
|
||||||
objective.research.name = Research
|
objective.research.name = Research
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Obtain
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Obtain Item
|
||||||
@@ -688,6 +709,7 @@ objective.destroyblocks.name = Destroy Blocks
|
|||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Destroy Core
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.point.name = Point
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
@@ -695,8 +717,10 @@ marker.text.name = Text
|
|||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
|
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
||||||
@@ -712,7 +736,9 @@ objective.enemyairunits = [accent]Enemy air unit production beginning in [lightg
|
|||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Destroy Enemy Core
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Command Units
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||||||
|
|
||||||
loadout = Loadout
|
loadout = Loadout
|
||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
@@ -750,11 +776,12 @@ weather.snowing.name = Snow
|
|||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
|
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
@@ -790,23 +817,31 @@ sector.changeicon = Change Icon
|
|||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Low
|
threat.low = Low
|
||||||
threat.medium = Medium
|
threat.medium = Medium
|
||||||
threat.high = High
|
threat.high = High
|
||||||
threat.extreme = Extreme
|
threat.extreme = Extreme
|
||||||
threat.eradication = Eradication
|
threat.eradication = Eradication
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sun
|
planet.sun.name = Sun
|
||||||
sector.impact0078.name = Impact 0078
|
|
||||||
|
|
||||||
|
sector.impact0078.name = Impact 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = The Craters
|
sector.craters.name = The Craters
|
||||||
sector.frozenForest.name = Frozen Forest
|
sector.frozenForest.name = Frozen Forest
|
||||||
@@ -855,6 +890,8 @@ sector.coastline.description = Remnants of naval unit technology have been detec
|
|||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -865,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Lake
|
||||||
@@ -882,8 +920,8 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
||||||
|
|
||||||
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
||||||
@@ -900,6 +938,7 @@ sector.siege.description = This sector features two parallel canyons that will f
|
|||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||||
|
|
||||||
status.burning.name = Burning
|
status.burning.name = Burning
|
||||||
status.freezing.name = Freezing
|
status.freezing.name = Freezing
|
||||||
status.wet.name = Wet
|
status.wet.name = Wet
|
||||||
@@ -947,9 +986,9 @@ unit.nobuild = [scarlet]Unit can't build
|
|||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]Last Accessed: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Last Commanded: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <load map to show>
|
stat.showinmap = <load map to show>
|
||||||
stat.description = Purpose
|
stat.description = Purpose
|
||||||
|
|
||||||
stat.input = Input
|
stat.input = Input
|
||||||
stat.output = Output
|
stat.output = Output
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max Efficiency
|
||||||
@@ -1060,6 +1099,7 @@ ability.spawndeath = Death Spawns
|
|||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Releases units on death
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Death Spillage
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1074,8 +1114,8 @@ 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 = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
@@ -1273,11 +1313,13 @@ keybind.command_mode.name = Command Mode
|
|||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Unit Command Queue
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Cancel Orders
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1289,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1317,6 +1360,8 @@ keybind.pick.name = Pick Block
|
|||||||
keybind.break_block.name = Break Block
|
keybind.break_block.name = Break Block
|
||||||
keybind.select_all_units.name = Select All Units
|
keybind.select_all_units.name = Select All Units
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Eldeki yapiyi birak
|
keybind.deselect.name = Eldeki yapiyi birak
|
||||||
keybind.pickupCargo.name = Pickup Cargo
|
keybind.pickupCargo.name = Pickup Cargo
|
||||||
keybind.dropCargo.name = Drop Cargo
|
keybind.dropCargo.name = Drop Cargo
|
||||||
@@ -1353,9 +1398,9 @@ mode.pvp.description = fight against other players locally.
|
|||||||
mode.attack.name = Attack
|
mode.attack.name = Attack
|
||||||
mode.attack.description = No waves, with the goal to destroy the enemy base.
|
mode.attack.description = No waves, with the goal to destroy the enemy base.
|
||||||
mode.custom = Custom Rules
|
mode.custom = Custom Rules
|
||||||
|
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Invalid clipboard data.
|
||||||
rules.hidebannedblocks = Hide Banned Blocks
|
rules.hidebannedblocks = Hide Banned Blocks
|
||||||
|
|
||||||
rules.infiniteresources = Infinite Resources
|
rules.infiniteresources = Infinite Resources
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Only Allow Core Depositing
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Allow Derelict Block Repair
|
||||||
@@ -1435,6 +1480,7 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1446,6 +1492,7 @@ content.block.name = Blocks
|
|||||||
content.status.name = Status Effects
|
content.status.name = Status Effects
|
||||||
content.sector.name = Sectors
|
content.sector.name = Sectors
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
item.copper.name = Bakir
|
item.copper.name = Bakir
|
||||||
@@ -1470,6 +1517,7 @@ item.tungsten.name = Tungsten
|
|||||||
item.oxide.name = Oxide
|
item.oxide.name = Oxide
|
||||||
item.carbide.name = Carbide
|
item.carbide.name = Carbide
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = Dormant Cyst
|
||||||
|
|
||||||
liquid.water.name = Su
|
liquid.water.name = Su
|
||||||
liquid.slag.name = Slag
|
liquid.slag.name = Slag
|
||||||
liquid.oil.name = Benzin
|
liquid.oil.name = Benzin
|
||||||
@@ -1520,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1542,6 +1591,7 @@ unit.manifold.name = Manifold
|
|||||||
unit.assembly-drone.name = Assembly Drone
|
unit.assembly-drone.name = Assembly Drone
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = Parallax
|
block.parallax.name = Parallax
|
||||||
block.cliff.name = Cliff
|
block.cliff.name = Cliff
|
||||||
block.sand-boulder.name = Sand Boulder
|
block.sand-boulder.name = Sand Boulder
|
||||||
@@ -1743,6 +1793,7 @@ block.container.name = Container
|
|||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -1775,6 +1826,8 @@ block.payload-unloader.name = Payload Unloader
|
|||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Heat Source
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Empty
|
block.empty.name = Empty
|
||||||
block.rhyolite-crater.name = Rhyolite Crater
|
block.rhyolite-crater.name = Rhyolite Crater
|
||||||
block.rough-rhyolite.name = Rough Rhyolite
|
block.rough-rhyolite.name = Rough Rhyolite
|
||||||
@@ -1935,15 +1988,17 @@ 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
|
||||||
team.crux.name = red
|
team.crux.name = red
|
||||||
team.sharded.name = orange
|
team.sharded.name = orange
|
||||||
team.derelict.name = derelict
|
team.derelict.name = derelict
|
||||||
team.green.name = green
|
team.green.name = green
|
||||||
|
|
||||||
team.blue.name = blue
|
team.blue.name = blue
|
||||||
|
|
||||||
hint.skip = Skip
|
hint.skip = Skip
|
||||||
hint.desktopMove = Use [accent][[WASD][] to move.
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
||||||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||||||
@@ -1983,6 +2038,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
|
|||||||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||||||
|
|
||||||
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
||||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
@@ -2003,6 +2059,7 @@ gz.zone1 = This is the enemy drop zone.
|
|||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = A wave will begin now.\nGet ready.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||||
|
|
||||||
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||||
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
||||||
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||||
@@ -2028,6 +2085,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
|
|||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2055,14 +2113,19 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
|||||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||||
item.blast-compound.description = Bombalar ve patlayicilarda kullanilabilir. Yakit olarak kullanilmasi tavsiye edilmez.
|
item.blast-compound.description = Bombalar ve patlayicilarda kullanilabilir. Yakit olarak kullanilmasi tavsiye edilmez.
|
||||||
item.pyratite.description = Yakici silahlar icin yakici bir madde.
|
item.pyratite.description = Yakici silahlar icin yakici bir madde.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||||
|
|
||||||
liquid.water.description = Commonly used for cooling machines and waste processing.
|
liquid.water.description = Commonly used for cooling machines and waste processing.
|
||||||
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
||||||
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
||||||
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||||
@@ -2070,10 +2133,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
|||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelict
|
block.derelict = \uf77e [lightgray]Derelict
|
||||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||||
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
|
||||||
|
|
||||||
block.message.description = Stores a message. Used for communication between allies.
|
block.message.description = Stores a message. Used for communication between allies.
|
||||||
block.reinforced-message.description = Stores a message for communication between allies.
|
block.reinforced-message.description = Stores a message for communication between allies.
|
||||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||||
@@ -2225,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2322,6 +2388,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
|||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||||
|
|
||||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||||
@@ -2360,6 +2427,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
|||||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = Fires standard bullets at enemy targets.
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||||
@@ -2378,6 +2447,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
|||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||||
|
|
||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
@@ -2424,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2431,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2439,33 +2511,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||||
lenum.config = Building configuration, e.g. sorter item.
|
lenum.config = Building configuration, e.g. sorter item.
|
||||||
lenum.enabled = Whether the block is enabled.
|
lenum.enabled = Whether the block is enabled.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
laccess.color = Illuminator color.
|
laccess.color = Illuminator color.
|
||||||
@@ -2476,6 +2556,10 @@ 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
|
||||||
@@ -2490,6 +2574,7 @@ lcategory.unit = Unit Control
|
|||||||
lcategory.unit.description = Give units commands.
|
lcategory.unit.description = Give units commands.
|
||||||
lcategory.world = World
|
lcategory.world = World
|
||||||
lcategory.world.description = Control how the world behaves.
|
lcategory.world.description = Control how the world behaves.
|
||||||
|
|
||||||
graphicstype.clear = Fill the display with a color.
|
graphicstype.clear = Fill the display with a color.
|
||||||
graphicstype.color = Set color for next drawing operations.
|
graphicstype.color = Set color for next drawing operations.
|
||||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||||
@@ -2502,6 +2587,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
|||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2516,23 +2602,29 @@ lenum.land = Logical AND.
|
|||||||
lenum.and = Bitwise AND.
|
lenum.and = Bitwise AND.
|
||||||
lenum.not = Bitwise flip.
|
lenum.not = Bitwise flip.
|
||||||
lenum.xor = Bitwise XOR.
|
lenum.xor = Bitwise XOR.
|
||||||
|
|
||||||
lenum.min = Minimum of two numbers.
|
lenum.min = Minimum of two numbers.
|
||||||
lenum.max = Maximum of two numbers.
|
lenum.max = Maximum of two numbers.
|
||||||
lenum.angle = Angle of vector in degrees.
|
lenum.angle = Angle of vector in degrees.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||||
lenum.len = Length of vector.
|
lenum.len = Length of vector.
|
||||||
|
|
||||||
lenum.sin = Sine, in degrees.
|
lenum.sin = Sine, in degrees.
|
||||||
lenum.cos = Cosine, in degrees.
|
lenum.cos = Cosine, in degrees.
|
||||||
lenum.tan = Tangent, in degrees.
|
lenum.tan = Tangent, in degrees.
|
||||||
|
|
||||||
lenum.asin = Arc sine, in degrees.
|
lenum.asin = Arc sine, in degrees.
|
||||||
lenum.acos = Arc cosine, in degrees.
|
lenum.acos = Arc cosine, in degrees.
|
||||||
lenum.atan = Arc tangent, in degrees.
|
lenum.atan = Arc tangent, in degrees.
|
||||||
|
|
||||||
|
#not a typo, look up 'range notation'
|
||||||
lenum.rand = Random decimal in range [0, value).
|
lenum.rand = Random decimal in range [0, value).
|
||||||
lenum.log = Natural logarithm (ln).
|
lenum.log = Natural logarithm (ln).
|
||||||
lenum.log10 = Base 10 logarithm.
|
lenum.log10 = Base 10 logarithm.
|
||||||
lenum.noise = 2D simplex noise.
|
lenum.noise = 2D simplex noise.
|
||||||
lenum.abs = Absolute value.
|
lenum.abs = Absolute value.
|
||||||
lenum.sqrt = Square root.
|
lenum.sqrt = Square root.
|
||||||
|
|
||||||
lenum.any = Any unit.
|
lenum.any = Any unit.
|
||||||
lenum.ally = Ally unit.
|
lenum.ally = Ally unit.
|
||||||
lenum.attacker = Unit with a weapon.
|
lenum.attacker = Unit with a weapon.
|
||||||
@@ -2541,10 +2633,12 @@ lenum.boss = Guardian unit.
|
|||||||
lenum.flying = Flying unit.
|
lenum.flying = Flying unit.
|
||||||
lenum.ground = Ground unit.
|
lenum.ground = Ground unit.
|
||||||
lenum.player = Unit controlled by a player.
|
lenum.player = Unit controlled by a player.
|
||||||
|
|
||||||
lenum.ore = Ore deposit.
|
lenum.ore = Ore deposit.
|
||||||
lenum.damaged = Damaged ally building.
|
lenum.damaged = Damaged ally building.
|
||||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||||
lenum.building = Building in a specific group.
|
lenum.building = Building in a specific group.
|
||||||
|
|
||||||
lenum.core = Any core.
|
lenum.core = Any core.
|
||||||
lenum.storage = Storage building, e.g. Vault.
|
lenum.storage = Storage building, e.g. Vault.
|
||||||
lenum.generator = Buildings that generate power.
|
lenum.generator = Buildings that generate power.
|
||||||
@@ -2554,28 +2648,35 @@ lenum.battery = Any battery.
|
|||||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||||
lenum.reactor = Impact/Thorium reactor.
|
lenum.reactor = Impact/Thorium reactor.
|
||||||
lenum.turret = Any turret.
|
lenum.turret = Any turret.
|
||||||
|
|
||||||
sensor.in = The building/unit to sense.
|
sensor.in = The building/unit to sense.
|
||||||
|
|
||||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||||
radar.target = Filter for units to sense.
|
radar.target = Filter for units to sense.
|
||||||
radar.and = Additional filters.
|
radar.and = Additional filters.
|
||||||
radar.order = Sorting order. 0 to reverse.
|
radar.order = Sorting order. 0 to reverse.
|
||||||
radar.sort = Metric to sort results by.
|
radar.sort = Metric to sort results by.
|
||||||
radar.output = Variable to write output unit to.
|
radar.output = Variable to write output unit to.
|
||||||
|
|
||||||
unitradar.target = Filter for units to sense.
|
unitradar.target = Filter for units to sense.
|
||||||
unitradar.and = Additional filters.
|
unitradar.and = Additional filters.
|
||||||
unitradar.order = Sorting order. 0 to reverse.
|
unitradar.order = Sorting order. 0 to reverse.
|
||||||
unitradar.sort = Metric to sort results by.
|
unitradar.sort = Metric to sort results by.
|
||||||
unitradar.output = Variable to write output unit to.
|
unitradar.output = Variable to write output unit to.
|
||||||
|
|
||||||
control.of = Building to control.
|
control.of = Building to control.
|
||||||
control.unit = Unit/building to aim at.
|
control.unit = Unit/building to aim at.
|
||||||
control.shoot = Whether to shoot.
|
control.shoot = Whether to shoot.
|
||||||
|
|
||||||
unitlocate.enemy = Whether to locate enemy buildings.
|
unitlocate.enemy = Whether to locate enemy buildings.
|
||||||
unitlocate.found = Whether the object was found.
|
unitlocate.found = Whether the object was found.
|
||||||
unitlocate.building = Output variable for located building.
|
unitlocate.building = Output variable for located building.
|
||||||
unitlocate.outx = Output X coordinate.
|
unitlocate.outx = Output X coordinate.
|
||||||
unitlocate.outy = Output Y coordinate.
|
unitlocate.outy = Output Y coordinate.
|
||||||
unitlocate.group = Building group to look for.
|
unitlocate.group = Building group to look for.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||||
lenum.stop = Stop moving/mining/building.
|
lenum.stop = Stop moving/mining/building.
|
||||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||||
@@ -2596,6 +2697,7 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2603,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -25,7 +25,7 @@ gameover.waiting = [accent]Sonraki Harita Bekleniyor...
|
|||||||
highscore = [accent]Yeni rekor!
|
highscore = [accent]Yeni rekor!
|
||||||
copied = Panoya Kopyalandı.
|
copied = Panoya Kopyalandı.
|
||||||
indev.notready = Oyunun bu kısmı henüz hazır değil.
|
indev.notready = Oyunun bu kısmı henüz hazır değil.
|
||||||
#Ekozet abimize teşekkür edelim. Baya ekleme yaptı buraya.
|
|
||||||
load.sound = Sesler
|
load.sound = Sesler
|
||||||
load.map = Haritalar
|
load.map = Haritalar
|
||||||
load.image = Resimler
|
load.image = Resimler
|
||||||
@@ -33,7 +33,7 @@ load.content = İçerik
|
|||||||
load.system = Sistem
|
load.system = Sistem
|
||||||
load.mod = Modlar
|
load.mod = Modlar
|
||||||
load.scripts = Betikler
|
load.scripts = Betikler
|
||||||
#the_pawsy tamam be, update atıyom... -RT
|
|
||||||
be.update = Yeni bir erken erişim sürümü var:
|
be.update = Yeni bir erken erişim sürümü var:
|
||||||
be.update.confirm = İndirip yeniden başlatılsın mı?
|
be.update.confirm = İndirip yeniden başlatılsın mı?
|
||||||
be.updating = Yeni sürüm yükleniyor...
|
be.updating = Yeni sürüm yükleniyor...
|
||||||
@@ -148,6 +148,7 @@ mod.disable = Devre Dışı Bırak
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = İçerik:
|
mod.content = İçerik:
|
||||||
mod.delete.error = Mod silinemiyor. Dosya kullanımda olabilir.
|
mod.delete.error = Mod silinemiyor. Dosya kullanımda olabilir.
|
||||||
|
|
||||||
mod.incompatiblegame = [red]Eski Sürüm
|
mod.incompatiblegame = [red]Eski Sürüm
|
||||||
mod.incompatiblemod = [red]Sürüm Uyuşmazlığı
|
mod.incompatiblemod = [red]Sürüm Uyuşmazlığı
|
||||||
mod.blacklisted = [red]Desteklenmeyen Sürüm
|
mod.blacklisted = [red]Desteklenmeyen Sürüm
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]Uyuşmayan Modlar.
|
|||||||
mod.erroredcontent = [scarlet]İçerik hatası.
|
mod.erroredcontent = [scarlet]İçerik hatası.
|
||||||
mod.circulardependencies = [red]Döngüsel Bağımlılıklar
|
mod.circulardependencies = [red]Döngüsel Bağımlılıklar
|
||||||
mod.incompletedependencies = [red]Eksik Bağımlılıklar
|
mod.incompletedependencies = [red]Eksik Bağımlılıklar
|
||||||
|
|
||||||
mod.requiresversion.details = [accent]{0}[] oyun sürümü gerekiyor.\nSürümün eski. Bu mod, çalışmak için oyunun daha yeni bir sürümünü gerektiriyor (büyük ihtimal alpha/beta).
|
mod.requiresversion.details = [accent]{0}[] oyun sürümü gerekiyor.\nSürümün eski. Bu mod, çalışmak için oyunun daha yeni bir sürümünü gerektiriyor (büyük ihtimal alpha/beta).
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Bu mod, oyunun bu sürümüyle hata verdiğinden veya başka sorunlar ötürü kara listeye alınmıştır. [#ff]KULLANMAYINIZ!
|
mod.blacklisted.details = Bu mod, oyunun bu sürümüyle hata verdiğinden veya başka sorunlar ötürü kara listeye alınmıştır. [#ff]KULLANMAYINIZ!
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = Bu Mod, şu ek modları gerektiriyor: {0}
|
|||||||
mod.erroredcontent.details = Bu mod yüklenirken hata veriyor, yapımcıdan hataları düzeltmesini isteyin.
|
mod.erroredcontent.details = Bu mod yüklenirken hata veriyor, yapımcıdan hataları düzeltmesini isteyin.
|
||||||
mod.circulardependencies.details = Bu modun birbirine bağlı bağlılıkları var.
|
mod.circulardependencies.details = Bu modun birbirine bağlı bağlılıkları var.
|
||||||
mod.incompletedependencies.details = Eksik veya yanlış bağlılıklardan dolayı mod yüklenemedi: {0}.
|
mod.incompletedependencies.details = Eksik veya yanlış bağlılıklardan dolayı mod yüklenemedi: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Şu oyun sürümü gerekiyor: [red]{0}
|
mod.requiresversion = Şu oyun sürümü gerekiyor: [red]{0}
|
||||||
|
|
||||||
mod.errors = İçerik yüklenirken bir hata oluştu.
|
mod.errors = İçerik yüklenirken bir hata oluştu.
|
||||||
mod.noerrorplay = [scarlet]Hatalı modlarınız var.[] Oynamadan önce bu modları devre dışı bırakın veya dosyadaki hataları düzeltin.
|
mod.noerrorplay = [scarlet]Hatalı modlarınız var.[] Oynamadan önce bu modları devre dışı bırakın veya dosyadaki hataları düzeltin.
|
||||||
mod.enable = Etkinleştir
|
mod.enable = Etkinleştir
|
||||||
@@ -179,6 +183,7 @@ mod.missing = Bu kayıt yakın zamanda güncellediğiniz ya da artık yüklü ol
|
|||||||
mod.preview.missing = Bu modu atölyede yayınlamadan önce bir resim önizlemesi eklemelisiniz.\nMod dosyasına [accent]preview.png[] adlı bir resim yerleştirin ve tekrar deneyin.
|
mod.preview.missing = Bu modu atölyede yayınlamadan önce bir resim önizlemesi eklemelisiniz.\nMod dosyasına [accent]preview.png[] adlı bir resim yerleştirin ve tekrar deneyin.
|
||||||
mod.folder.missing = Atölyede sadece klasör halindeki modlar yayınlanabilir.Bir modu klasöre çevirmek için, sadece mod dosyalarını bir klasöre çıkarın ve eski sıkıştırılmış dosyayı silin, sonra da oyunu tekrar başlatın ya da modlarınızı tekrar yükleyin.
|
mod.folder.missing = Atölyede sadece klasör halindeki modlar yayınlanabilir.Bir modu klasöre çevirmek için, sadece mod dosyalarını bir klasöre çıkarın ve eski sıkıştırılmış dosyayı silin, sonra da oyunu tekrar başlatın ya da modlarınızı tekrar yükleyin.
|
||||||
mod.scripts.disable = Cihazınız kod içeren modları desteklemiyor. \nOyunu oynamak için bu modları devre dışı bırakmalısınız.
|
mod.scripts.disable = Cihazınız kod içeren modları desteklemiyor. \nOyunu oynamak için bu modları devre dışı bırakmalısınız.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -260,8 +265,8 @@ servers.disclaimer = Topluluk Sunucuları, [accent]Yapımcı tarafından yöneti
|
|||||||
servers.showhidden = Gizli Sunucuları Göster
|
servers.showhidden = Gizli Sunucuları Göster
|
||||||
server.shown = Görünür
|
server.shown = Görünür
|
||||||
server.hidden = Gizli
|
server.hidden = Gizli
|
||||||
viewplayer = Oyuncu İzleniyor: [accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = Oyuncu İzleniyor: [accent]{0}
|
||||||
trace = Oyuncuyu Takip Et
|
trace = Oyuncuyu Takip Et
|
||||||
trace.playername = Oyuncu İsmi: [accent]{0}
|
trace.playername = Oyuncu İsmi: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
@@ -274,11 +279,13 @@ trace.times.kicked = Atılma Sayısı: [accent]{0}
|
|||||||
trace.ips = IPler:
|
trace.ips = IPler:
|
||||||
trace.names = İsimler:
|
trace.names = İsimler:
|
||||||
invalidid = Geçersiz Sürüm Kimliği! Bir hata raporu gönder.
|
invalidid = Geçersiz Sürüm Kimliği! Bir hata raporu gönder.
|
||||||
|
|
||||||
player.ban = Yasakla
|
player.ban = Yasakla
|
||||||
player.kick = At
|
player.kick = At
|
||||||
player.trace = İzini Sür
|
player.trace = İzini Sür
|
||||||
player.admin = Admin Aç/Kapa
|
player.admin = Admin Aç/Kapa
|
||||||
player.team = Takım Değiştir
|
player.team = Takım Değiştir
|
||||||
|
|
||||||
server.bans = Yasaklılar
|
server.bans = Yasaklılar
|
||||||
server.bans.none = Yasaklanmış oyuncu bulunamadı!
|
server.bans.none = Yasaklanmış oyuncu bulunamadı!
|
||||||
server.admins = Yöneticiler
|
server.admins = Yöneticiler
|
||||||
@@ -371,6 +378,8 @@ stance.holdfire = Duruş: Hazır Ol
|
|||||||
stance.pursuetarget = Duruş: Hedefi Takip Et
|
stance.pursuetarget = Duruş: Hedefi Takip Et
|
||||||
stance.patrol = Duruş: Devriye Gez
|
stance.patrol = Duruş: Devriye Gez
|
||||||
stance.ram = Duruş: Düz\n[lightgray]Düz bir ol halinde ilerle.
|
stance.ram = Duruş: Düz\n[lightgray]Düz bir ol halinde ilerle.
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Bağlantıyı Aç
|
openlink = Bağlantıyı Aç
|
||||||
copylink = Bağlantıyı Kopyala
|
copylink = Bağlantıyı Kopyala
|
||||||
back = Geri
|
back = Geri
|
||||||
@@ -434,10 +443,10 @@ publishing = [accent]Yayımlanıyor...
|
|||||||
publish.confirm = Bunu yayınlamak istediğinize emin misiniz?\n[lightgray]önce Atölye Sözleşmesine uyduğunuza emin olun, yoksa yapıtlarınız gözükmeyecektir!
|
publish.confirm = Bunu yayınlamak istediğinize emin misiniz?\n[lightgray]önce Atölye Sözleşmesine uyduğunuza emin olun, yoksa yapıtlarınız gözükmeyecektir!
|
||||||
publish.error = Nesneyi yayımlarken hata oluştu: {0}
|
publish.error = Nesneyi yayımlarken hata oluştu: {0}
|
||||||
steam.error = Steam hatası.\nHata kodu: {0}
|
steam.error = Steam hatası.\nHata kodu: {0}
|
||||||
|
|
||||||
editor.planet = Gezegen:
|
editor.planet = Gezegen:
|
||||||
editor.sector = Sektör:
|
editor.sector = Sektör:
|
||||||
editor.seed = Tohum:
|
editor.seed = Tohum:
|
||||||
|
|
||||||
editor.cliffs = Duvardan Kayalığa
|
editor.cliffs = Duvardan Kayalığa
|
||||||
editor.brush = Fırça
|
editor.brush = Fırça
|
||||||
editor.openin = Düzenleyici'de Aç
|
editor.openin = Düzenleyici'de Aç
|
||||||
@@ -505,18 +514,20 @@ waves.filter = Birim Filtresi
|
|||||||
waves.units.hide = Hepsini Gizle
|
waves.units.hide = Hepsini Gizle
|
||||||
waves.units.show = Hepsini Göster
|
waves.units.show = Hepsini Göster
|
||||||
|
|
||||||
#bunlar özellikle küçük başlıyor.
|
#these are intentionally in lower case
|
||||||
wavemode.counts = miktarlar
|
wavemode.counts = miktarlar
|
||||||
wavemode.totals = toplamlar
|
wavemode.totals = toplamlar
|
||||||
wavemode.health = can
|
wavemode.health = can
|
||||||
all = Tüm
|
|
||||||
|
|
||||||
|
all = Tüm
|
||||||
editor.default = [lightgray]<Varsayılan>
|
editor.default = [lightgray]<Varsayılan>
|
||||||
details = Detaylar...
|
details = Detaylar...
|
||||||
edit = Düzenle...
|
edit = Düzenle...
|
||||||
variables = Değişkenler
|
variables = Değişkenler
|
||||||
logic.clear.confirm = Bu işlemciden bütün kodları silmek istediğinze emin misiniz?
|
logic.clear.confirm = Bu işlemciden bütün kodları silmek istediğinze emin misiniz?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Dahili Değişkenler
|
logic.globals = Dahili Değişkenler
|
||||||
|
|
||||||
editor.name = İsim:
|
editor.name = İsim:
|
||||||
editor.spawn = Birim Oluştur
|
editor.spawn = Birim Oluştur
|
||||||
editor.removeunit = Birim Kaldır
|
editor.removeunit = Birim Kaldır
|
||||||
@@ -583,6 +594,7 @@ toolmode.fillerase = Doldur Sil
|
|||||||
toolmode.fillerase.description = Aynı türden blokları sil.
|
toolmode.fillerase.description = Aynı türden blokları sil.
|
||||||
toolmode.drawteams = Takım Çiz
|
toolmode.drawteams = Takım Çiz
|
||||||
toolmode.drawteams.description = Bloklar yerine takımları çizer..
|
toolmode.drawteams.description = Bloklar yerine takımları çizer..
|
||||||
|
#unused
|
||||||
toolmode.underliquid = Sıvı Altı
|
toolmode.underliquid = Sıvı Altı
|
||||||
toolmode.underliquid.description = Sıvıların altına zemin koyma.
|
toolmode.underliquid.description = Sıvıların altına zemin koyma.
|
||||||
|
|
||||||
@@ -630,6 +642,7 @@ filter.option.radius = Yarıçap
|
|||||||
filter.option.percentile = Yüzdelik
|
filter.option.percentile = Yüzdelik
|
||||||
filter.option.code = Kod
|
filter.option.code = Kod
|
||||||
filter.option.loop = Döngü
|
filter.option.loop = Döngü
|
||||||
|
|
||||||
locales.info = Burada, haritanız için dil paketleri ekleyebilirsiniz. Dil paketlerinde, her sabitin bir adı ve de bir değeri olur. Bu sabitler adları ile evrensel işlemciler ve hedefler tarafından kullanılabilirler. Metin biçimlendirme desteklerler (placeholder değerleri asıllarıyla değiştirmeyi).\n\n[cyan]Örnek sabit:\n[]ad: [accent]timer[]\ndeğer: [accent]Örnek zamanlayıcı, kalan zaman: {0}[]\n\n[cyan]Kullanım:\n[]Bir görevin metni olarak ayarla: [accent]@timer\n\n[]Evrensel işlemcide yazdır:\n[accent]localeprint "timer"\nformat time\n[gray](time burada ayrıca hesaplanan bir değişken)
|
locales.info = Burada, haritanız için dil paketleri ekleyebilirsiniz. Dil paketlerinde, her sabitin bir adı ve de bir değeri olur. Bu sabitler adları ile evrensel işlemciler ve hedefler tarafından kullanılabilirler. Metin biçimlendirme desteklerler (placeholder değerleri asıllarıyla değiştirmeyi).\n\n[cyan]Örnek sabit:\n[]ad: [accent]timer[]\ndeğer: [accent]Örnek zamanlayıcı, kalan zaman: {0}[]\n\n[cyan]Kullanım:\n[]Bir görevin metni olarak ayarla: [accent]@timer\n\n[]Evrensel işlemcide yazdır:\n[accent]localeprint "timer"\nformat time\n[gray](time burada ayrıca hesaplanan bir değişken)
|
||||||
locales.deletelocale = Bu dil paketini silmek istediğinze emin misiniz?
|
locales.deletelocale = Bu dil paketini silmek istediğinze emin misiniz?
|
||||||
locales.applytoall = Değişiklikleri Tüm Dil Paketlerine Uygula
|
locales.applytoall = Değişiklikleri Tüm Dil Paketlerine Uygula
|
||||||
@@ -682,6 +695,7 @@ launch.text = Kalkış
|
|||||||
map.multiplayer = Sadece sunucu sahibi sektörleri görebilir.
|
map.multiplayer = Sadece sunucu sahibi sektörleri görebilir.
|
||||||
uncover = Aç
|
uncover = Aç
|
||||||
configure = Ekipmanı Yapılandır
|
configure = Ekipmanı Yapılandır
|
||||||
|
|
||||||
objective.research.name = Araştır
|
objective.research.name = Araştır
|
||||||
objective.produce.name = Üret
|
objective.produce.name = Üret
|
||||||
objective.item.name = Elde Et
|
objective.item.name = Elde Et
|
||||||
@@ -695,6 +709,7 @@ objective.destroyblocks.name = Blokları Yok Et
|
|||||||
objective.destroycore.name = Merkezi Yok Et
|
objective.destroycore.name = Merkezi Yok Et
|
||||||
objective.commandmode.name = Komuta Et
|
objective.commandmode.name = Komuta Et
|
||||||
objective.flag.name = Bayrak
|
objective.flag.name = Bayrak
|
||||||
|
|
||||||
marker.shapetext.name = Şekilli Yazı
|
marker.shapetext.name = Şekilli Yazı
|
||||||
marker.point.name = Nokta
|
marker.point.name = Nokta
|
||||||
marker.shape.name = Şekil
|
marker.shape.name = Şekil
|
||||||
@@ -702,8 +717,10 @@ marker.text.name = Yazı
|
|||||||
marker.line.name = Hat
|
marker.line.name = Hat
|
||||||
marker.quad.name = Dörtlü
|
marker.quad.name = Dörtlü
|
||||||
marker.texture.name = Doku
|
marker.texture.name = Doku
|
||||||
|
|
||||||
marker.background = Arka Plan
|
marker.background = Arka Plan
|
||||||
marker.outline = Ana Hat
|
marker.outline = Ana Hat
|
||||||
|
|
||||||
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Üret:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Üret:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Yok Et:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Yok Et:\n[]{0}[lightgray]{1}
|
||||||
@@ -719,6 +736,7 @@ objective.enemyairunits = [accent]Düşman hava birimi üretimi [lightgray]{0}[]
|
|||||||
objective.destroycore = [accent]Düşman Merkezini Yok Et
|
objective.destroycore = [accent]Düşman Merkezini Yok Et
|
||||||
objective.command = [accent]Birimleri Kumanda Et
|
objective.command = [accent]Birimleri Kumanda Et
|
||||||
objective.nuclearlaunch = [accent]⚠ Nükleer Saldırı tespit edildi: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Nükleer Saldırı tespit edildi: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ NÜKLEER SALDIRI ⚠
|
announce.nuclearstrike = [red]⚠ NÜKLEER SALDIRI ⚠
|
||||||
|
|
||||||
loadout = Yükleme
|
loadout = Yükleme
|
||||||
@@ -758,6 +776,7 @@ weather.snowing.name = Kar
|
|||||||
weather.sandstorm.name = Kum Fırtınası
|
weather.sandstorm.name = Kum Fırtınası
|
||||||
weather.sporestorm.name = Spor Fırtınası
|
weather.sporestorm.name = Spor Fırtınası
|
||||||
weather.fog.name = Sis
|
weather.fog.name = Sis
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Sektörde Oynama Süresi: {0}
|
campaign.playtime = \uf129 [lightgray]Sektörde Oynama Süresi: {0}
|
||||||
campaign.complete = [accent]Tebrikler!.\n\n{0} üzerinde bulunan düşman bozguna uğratılmıştır.\n[lightgray]Son sektör fethedilmiştir. GG!
|
campaign.complete = [accent]Tebrikler!.\n\n{0} üzerinde bulunan düşman bozguna uğratılmıştır.\n[lightgray]Son sektör fethedilmiştir. GG!
|
||||||
|
|
||||||
@@ -804,12 +823,18 @@ threat.medium = Orta
|
|||||||
threat.high = Yüksek
|
threat.high = Yüksek
|
||||||
threat.extreme = Aşırı
|
threat.extreme = Aşırı
|
||||||
threat.eradication = İmkansız
|
threat.eradication = İmkansız
|
||||||
|
|
||||||
difficulty.casual = Sakin
|
difficulty.casual = Sakin
|
||||||
difficulty.easy = Kolay
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -865,6 +890,8 @@ sector.coastline.description = Bu bölgede denizel birim teknoloji kalıntılar
|
|||||||
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
|
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
|
||||||
sector.cruxscape.name = Crux Düzlüğü
|
sector.cruxscape.name = Crux Düzlüğü
|
||||||
sector.geothermalStronghold.name = Jeotermal Sığınağı
|
sector.geothermalStronghold.name = Jeotermal Sığınağı
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -875,6 +902,7 @@ sector.testingGrounds.description = WIP, map submission by dnx2019
|
|||||||
sector.seaPort.description = WIP, map submission by inkognito626
|
sector.seaPort.description = WIP, map submission by inkognito626
|
||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
sector.onset.name = Yeni Başlangıç
|
sector.onset.name = Yeni Başlangıç
|
||||||
sector.aegis.name = Siper
|
sector.aegis.name = Siper
|
||||||
sector.lake.name = Göletçik
|
sector.lake.name = Göletçik
|
||||||
@@ -892,6 +920,7 @@ sector.siege.name = Kuşatma
|
|||||||
sector.crossroads.name = Kavşak
|
sector.crossroads.name = Kavşak
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Başlangıç
|
sector.origin.name = Başlangıç
|
||||||
|
|
||||||
sector.onset.description = Öğretici Sektör. Bu Sektörün Görevleri daha belirlenmedi. Daha fazla bilgi için beklemede kal.
|
sector.onset.description = Öğretici Sektör. Bu Sektörün Görevleri daha belirlenmedi. Daha fazla bilgi için beklemede kal.
|
||||||
sector.aegis.description = Düşman Kalkanların arkasına Sığınmış Durumda! Bu Sektörde Deneysel bir Kalkan Kırıcı Bulunmakta.\nBu Yapıyı Bul, Tungsten ile çalıştır ve Düşman Base i Fethet!
|
sector.aegis.description = Düşman Kalkanların arkasına Sığınmış Durumda! Bu Sektörde Deneysel bir Kalkan Kırıcı Bulunmakta.\nBu Yapıyı Bul, Tungsten ile çalıştır ve Düşman Base i Fethet!
|
||||||
sector.lake.description = Bu Sektörün Cürüf Gölü, birimleri büyük oranda engelliyor. Bir Hovercraft tek seçeneğin.\n[accent]Gemi Fabrikatörünü[] araştır ve [accent]elude[] birimini olabildiğince kısa sürede üret!
|
sector.lake.description = Bu Sektörün Cürüf Gölü, birimleri büyük oranda engelliyor. Bir Hovercraft tek seçeneğin.\n[accent]Gemi Fabrikatörünü[] araştır ve [accent]elude[] birimini olabildiğince kısa sürede üret!
|
||||||
@@ -1070,6 +1099,7 @@ ability.spawndeath = Son Bağırış
|
|||||||
ability.spawndeath.description = Öldüğünde birim salar
|
ability.spawndeath.description = Öldüğünde birim salar
|
||||||
ability.liquidexplode = Son İsyan
|
ability.liquidexplode = Son İsyan
|
||||||
ability.liquidexplode.description = Ölürken sıvı fışkırtır
|
ability.liquidexplode.description = Ölürken sıvı fışkırtır
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
|
ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
|
||||||
ability.stat.regen = [stat]{0}[lightgray] can/sn
|
ability.stat.regen = [stat]{0}[lightgray] can/sn
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1083,8 +1113,9 @@ 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.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
|
||||||
|
|
||||||
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
||||||
|
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
||||||
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Kaynak Yetersiz
|
bar.noresources = Kaynak Yetersiz
|
||||||
@@ -1282,11 +1313,13 @@ keybind.command_mode.name = Komuta Modu
|
|||||||
keybind.command_queue.name = Birim Komuta Sırası
|
keybind.command_queue.name = Birim Komuta Sırası
|
||||||
keybind.create_control_group.name = Komuta Grubu Oluştur
|
keybind.create_control_group.name = Komuta Grubu Oluştur
|
||||||
keybind.cancel_orders.name = Emri Hükümsüz Kıl
|
keybind.cancel_orders.name = Emri Hükümsüz Kıl
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Birim Duruşu: Saldır
|
keybind.unit_stance_shoot.name = Birim Duruşu: Saldır
|
||||||
keybind.unit_stance_hold_fire.name = Birim Duruşu: Hazır Ol
|
keybind.unit_stance_hold_fire.name = Birim Duruşu: Hazır Ol
|
||||||
keybind.unit_stance_pursue_target.name = Birim Duruşu: Takip Et
|
keybind.unit_stance_pursue_target.name = Birim Duruşu: Takip Et
|
||||||
keybind.unit_stance_patrol.name = Birim Duruşu: Devriye Gez
|
keybind.unit_stance_patrol.name = Birim Duruşu: Devriye Gez
|
||||||
keybind.unit_stance_ram.name = Birim Duruşu: VUR
|
keybind.unit_stance_ram.name = Birim Duruşu: VUR
|
||||||
|
|
||||||
keybind.unit_command_move.name = Birim Komutu: Git
|
keybind.unit_command_move.name = Birim Komutu: Git
|
||||||
keybind.unit_command_repair.name = Birim Komutu: Tamir Et
|
keybind.unit_command_repair.name = Birim Komutu: Tamir Et
|
||||||
keybind.unit_command_rebuild.name = Birim Komutu: Yeniden İnşaa Et
|
keybind.unit_command_rebuild.name = Birim Komutu: Yeniden İnşaa Et
|
||||||
@@ -1298,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Birim Komutu: Blok Kargola
|
|||||||
keybind.unit_command_unload_payload.name = Birim Komutu: Kargo Boşalt
|
keybind.unit_command_unload_payload.name = Birim Komutu: Kargo Boşalt
|
||||||
keybind.unit_command_enter_payload.name = Birim Komutu: Kargoya Gir
|
keybind.unit_command_enter_payload.name = Birim Komutu: Kargoya Gir
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
||||||
keybind.schematic_select.name = Bölge Seç
|
keybind.schematic_select.name = Bölge Seç
|
||||||
keybind.schematic_menu.name = Şema Menüsü
|
keybind.schematic_menu.name = Şema Menüsü
|
||||||
@@ -1326,6 +1360,8 @@ keybind.pick.name = Blok Seç
|
|||||||
keybind.break_block.name = Blok Kır
|
keybind.break_block.name = Blok Kır
|
||||||
keybind.select_all_units.name = Tüm Birimleri Seç
|
keybind.select_all_units.name = Tüm Birimleri Seç
|
||||||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Seçimleri Kaldır
|
keybind.deselect.name = Seçimleri Kaldır
|
||||||
keybind.pickupCargo.name = Kargoyu Al
|
keybind.pickupCargo.name = Kargoyu Al
|
||||||
keybind.dropCargo.name = Kargoyu Bırak
|
keybind.dropCargo.name = Kargoyu Bırak
|
||||||
@@ -1362,9 +1398,9 @@ mode.pvp.description = Yerel olarak başkaları ile savaş.\n[gray]Oynamak için
|
|||||||
mode.attack.name = Saldırı
|
mode.attack.name = Saldırı
|
||||||
mode.attack.description = Düşman üssünü yok et. Dalga yok.\n[gray]Oynamak için haritada düşman merkezi olması gerekir.
|
mode.attack.description = Düşman üssünü yok et. Dalga yok.\n[gray]Oynamak için haritada düşman merkezi olması gerekir.
|
||||||
mode.custom = Özel Kurallar
|
mode.custom = Özel Kurallar
|
||||||
|
|
||||||
rules.invaliddata = Hatalı pano verisi.
|
rules.invaliddata = Hatalı pano verisi.
|
||||||
rules.hidebannedblocks = Yasaklı Blokları Sakla
|
rules.hidebannedblocks = Yasaklı Blokları Sakla
|
||||||
|
|
||||||
rules.infiniteresources = Sınırsız Kaynaklar
|
rules.infiniteresources = Sınırsız Kaynaklar
|
||||||
rules.onlydepositcore = Sadece Merkeze Aktarmaya İzin Ver
|
rules.onlydepositcore = Sadece Merkeze Aktarmaya İzin Ver
|
||||||
rules.derelictrepair = Kalıntıları Tamir Etmeye İzin Ver
|
rules.derelictrepair = Kalıntıları Tamir Etmeye İzin Ver
|
||||||
@@ -1444,6 +1480,7 @@ rules.weather = Hava Durumu
|
|||||||
rules.weather.frequency = Sıklık:
|
rules.weather.frequency = Sıklık:
|
||||||
rules.weather.always = Her zaman
|
rules.weather.always = Her zaman
|
||||||
rules.weather.duration = Süreklilik:
|
rules.weather.duration = Süreklilik:
|
||||||
|
|
||||||
rules.randomwaveai.info = Düşman Birimler Rastgele Saldırır ve direkt çekirdeğe veya enerji kaynaklarına gitmezler.
|
rules.randomwaveai.info = Düşman Birimler Rastgele Saldırır ve direkt çekirdeğe veya enerji kaynaklarına gitmezler.
|
||||||
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
||||||
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
||||||
@@ -1455,6 +1492,7 @@ content.block.name = Bloklar
|
|||||||
content.status.name = Durum Etkileri
|
content.status.name = Durum Etkileri
|
||||||
content.sector.name = Sektörler
|
content.sector.name = Sektörler
|
||||||
content.team.name = Takımlar
|
content.team.name = Takımlar
|
||||||
|
|
||||||
wallore = (Duvar)
|
wallore = (Duvar)
|
||||||
|
|
||||||
item.copper.name = Bakır
|
item.copper.name = Bakır
|
||||||
@@ -1530,6 +1568,7 @@ unit.scepter.name = Scepter
|
|||||||
unit.reign.name = Reign
|
unit.reign.name = Reign
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Corvus
|
unit.corvus.name = Corvus
|
||||||
|
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Stell
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Locus
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Precept
|
||||||
@@ -1754,6 +1793,7 @@ block.container.name = Konteyner
|
|||||||
block.launch-pad.name = Fıralatış Rampası
|
block.launch-pad.name = Fıralatış Rampası
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Yer Birimi Fabrikası
|
block.ground-factory.name = Yer Birimi Fabrikası
|
||||||
block.air-factory.name = Hava Birimi Fabrikası
|
block.air-factory.name = Hava Birimi Fabrikası
|
||||||
@@ -1774,7 +1814,6 @@ block.disassembler.name = Sökücü
|
|||||||
block.silicon-crucible.name = Silisyum Krozesi
|
block.silicon-crucible.name = Silisyum Krozesi
|
||||||
block.overdrive-dome.name = Hızlandırma Kubbesi
|
block.overdrive-dome.name = Hızlandırma Kubbesi
|
||||||
block.interplanetary-accelerator.name = Gezegenler Arası Hızlandırıcı
|
block.interplanetary-accelerator.name = Gezegenler Arası Hızlandırıcı
|
||||||
#Düzgün tutun bu TR translatei uğraştırıyonuz beni. -RTOmega (harbi ya XD)
|
|
||||||
block.constructor.name = İnşaatçı
|
block.constructor.name = İnşaatçı
|
||||||
block.constructor.description = 2x2 ve daha küçük blokları inşa edebilir.
|
block.constructor.description = 2x2 ve daha küçük blokları inşa edebilir.
|
||||||
block.large-constructor.name = Büyük İnşaatçı
|
block.large-constructor.name = Büyük İnşaatçı
|
||||||
@@ -1787,6 +1826,8 @@ block.payload-unloader.name = Kargo Boşaltıcı
|
|||||||
block.payload-unloader.description = Sıvı ve Malzemeleri bloklardan boşaltır.
|
block.payload-unloader.description = Sıvı ve Malzemeleri bloklardan boşaltır.
|
||||||
block.heat-source.name = Sonsuz Isı Kaynağı
|
block.heat-source.name = Sonsuz Isı Kaynağı
|
||||||
block.heat-source.description = Neredeyese Sonsuz Isı Veren 1x1 bir blok.
|
block.heat-source.description = Neredeyese Sonsuz Isı Veren 1x1 bir blok.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.empty.name = Boş
|
block.empty.name = Boş
|
||||||
block.rhyolite-crater.name = Riyolit Krateri
|
block.rhyolite-crater.name = Riyolit Krateri
|
||||||
block.rough-rhyolite.name = Kaba Riyolit
|
block.rough-rhyolite.name = Kaba Riyolit
|
||||||
@@ -1941,23 +1982,23 @@ block.malign.name = Malign
|
|||||||
block.flux-reactor.name = Akım Reaktörü
|
block.flux-reactor.name = Akım Reaktörü
|
||||||
block.neoplasia-reactor.name = Neoplazmik Reaktör
|
block.neoplasia-reactor.name = Neoplazmik Reaktör
|
||||||
|
|
||||||
#ama tüp ne aga -Anti Dragon
|
|
||||||
block.switch.name = Düğme
|
block.switch.name = Düğme
|
||||||
block.micro-processor.name = Mikro İşlemci
|
block.micro-processor.name = Mikro İşlemci
|
||||||
block.logic-processor.name = İşlemci
|
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
|
||||||
team.crux.name = Crux
|
team.crux.name = Crux
|
||||||
team.sharded.name = Sharded
|
team.sharded.name = Sharded
|
||||||
team.derelict.name = Kalıntı
|
team.derelict.name = Kalıntı
|
||||||
team.green.name = yeşil
|
team.green.name = yeşil
|
||||||
#Tüpü bilmem ama yeni çıkan erekir çok iyi değil mi -siyah pulsar
|
|
||||||
team.blue.name = mavi
|
team.blue.name = mavi
|
||||||
#erekir cidden güzelmiş -siyah pulsar
|
|
||||||
hint.skip = Geç
|
hint.skip = Geç
|
||||||
hint.desktopMove = [accent][[WASD][] ile hareket et.
|
hint.desktopMove = [accent][[WASD][] ile hareket et.
|
||||||
hint.zoom = [accent]Scroll[] ile Zoom yap.
|
hint.zoom = [accent]Scroll[] ile Zoom yap.
|
||||||
@@ -1997,6 +2038,7 @@ hint.presetDifficulty = Bu sektör, [scarlet]yüksek tehlike[] barındırıyor.\
|
|||||||
hint.coreIncinerate = Bir merkez ağzına kadar dolduktan sonra, ekstra itemler [accent]eritilir[].
|
hint.coreIncinerate = Bir merkez ağzına kadar dolduktan sonra, ekstra itemler [accent]eritilir[].
|
||||||
hint.factoryControl = Bir Birim Fabrikasının [accent]üretim noktasını[] seçmek için Komuta modundayken sol tıkla ve ardından birimlerin gitmesini isteidğin noktaya sağ tıkla.\nÜretilen birimler, otomatik o noktaya gidecektir.
|
hint.factoryControl = Bir Birim Fabrikasının [accent]üretim noktasını[] seçmek için Komuta modundayken sol tıkla ve ardından birimlerin gitmesini isteidğin noktaya sağ tıkla.\nÜretilen birimler, otomatik o noktaya gidecektir.
|
||||||
hint.factoryControl.mobile = Bir Birim Fabrikasının [accent]üretim noktasını[] seçmek için Komuta modundayken tıkla ve ardından birimlerin gitmesini isteidğin noktaya tıkla.\nÜretilen birimler, otomatik o noktaya gidecektir.
|
hint.factoryControl.mobile = Bir Birim Fabrikasının [accent]üretim noktasını[] seçmek için Komuta modundayken tıkla ve ardından birimlerin gitmesini isteidğin noktaya tıkla.\nÜretilen birimler, otomatik o noktaya gidecektir.
|
||||||
|
|
||||||
gz.mine = \uf8c4 [accent]Bakır madeni[]nin yanına giderek üzerine tıklayarak kazmaya başla.
|
gz.mine = \uf8c4 [accent]Bakır madeni[]nin yanına giderek üzerine tıklayarak kazmaya başla.
|
||||||
gz.mine.mobile = \uf8c4 [accent]Bakır madeni[]nin yanına giderek üzerine tıklayarak kazmaya başla.
|
gz.mine.mobile = \uf8c4 [accent]Bakır madeni[]nin yanına giderek üzerine tıklayarak kazmaya başla.
|
||||||
gz.research = \ue875 Teknoloji Ağacını aç.\n\uf870 [accent]Mekanik Matkap[]'ı aç, ardından sağ alttaki menüden seç.\nBakır madenine tıklayarak üzerine matkapı yerleştir.
|
gz.research = \ue875 Teknoloji Ağacını aç.\n\uf870 [accent]Mekanik Matkap[]'ı aç, ardından sağ alttaki menüden seç.\nBakır madenine tıklayarak üzerine matkapı yerleştir.
|
||||||
@@ -2017,6 +2059,7 @@ gz.zone1 = Burası düşman iniş noktası.
|
|||||||
gz.zone2 = Buraya inşa edilien her şey otomatik yok edilir!
|
gz.zone2 = Buraya inşa edilien her şey otomatik yok edilir!
|
||||||
gz.zone3 = Dalga başlamak üzere.\nHazır ol. Dikkat! ... Korkma sönmez bu şafak-
|
gz.zone3 = Dalga başlamak üzere.\nHazır ol. Dikkat! ... Korkma sönmez bu şafak-
|
||||||
gz.finish = Daha fazla taret inşa et, daha fazla maden kaz\nve tüm dalgaları yenerek [accent]sektörü feth et[]. Bol şans, RTOmega.
|
gz.finish = Daha fazla taret inşa et, daha fazla maden kaz\nve tüm dalgaları yenerek [accent]sektörü feth et[]. Bol şans, RTOmega.
|
||||||
|
|
||||||
onset.mine = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.\n\n[accent][[WASD] ile hareket et.
|
onset.mine = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.\n\n[accent][[WASD] ile hareket et.
|
||||||
onset.mine.mobile = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.
|
onset.mine.mobile = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.
|
||||||
onset.research = \ue875 Teknoloji Ağacını aç.\n\uf73e [accent]Türbin Sıkıştırıcı[]'sını aç ve bir bacanın üstüne yerleştir.\nBu [accent]enerji[] üretecktir.
|
onset.research = \ue875 Teknoloji Ağacını aç.\n\uf73e [accent]Türbin Sıkıştırıcı[]'sını aç ve bir bacanın üstüne yerleştir.\nBu [accent]enerji[] üretecktir.
|
||||||
@@ -2042,12 +2085,13 @@ onset.detect = Düşman seni 2 dakika içinde tespit edicek.\nSavunma, maden ve
|
|||||||
onset.commandmode = [accent]Shift[] e basılı tutarak [accent]Komuta Modu[]na geç.\n[accent]Sol Tıklayıp sürekleyerek[] birim seç.\n[accent]Sağ Tıklayarak[] Birimleri Yönlendir veya saldırt.
|
onset.commandmode = [accent]Shift[] e basılı tutarak [accent]Komuta Modu[]na geç.\n[accent]Sol Tıklayıp sürekleyerek[] birim seç.\n[accent]Sağ Tıklayarak[] Birimleri Yönlendir veya saldırt.
|
||||||
onset.commandmode.mobile = [accent]Komuta Düğmesine[] basarak [accent]Komuta Moduna[] gir.\nBir Parmağını basılı tut ve değirini [accent]sürükle[]yerek birim seç.\n[accent]Tıkla[]yarak birimleri saldırttırabilir veya yönlendirebilirsin.
|
onset.commandmode.mobile = [accent]Komuta Düğmesine[] basarak [accent]Komuta Moduna[] gir.\nBir Parmağını basılı tut ve değirini [accent]sürükle[]yerek birim seç.\n[accent]Tıkla[]yarak birimleri saldırttırabilir veya yönlendirebilirsin.
|
||||||
aegis.tungsten = Tungsten [accent]darbeli matkap[] kullanılarak kazılabilir.\nBu bina [accent]su[] ve [accent]elektrik[] ister.
|
aegis.tungsten = Tungsten [accent]darbeli matkap[] kullanılarak kazılabilir.\nBu bina [accent]su[] ve [accent]elektrik[] ister.
|
||||||
|
|
||||||
split.pickup = Bazı bloklar merkez birimi ile taşınabilir.\nBu [accent]Konteyner[]i kaldır ve [accent]Küyle Yükleyici[]ye koy.\n([ ve ] tuşlarını kullan)
|
split.pickup = Bazı bloklar merkez birimi ile taşınabilir.\nBu [accent]Konteyner[]i kaldır ve [accent]Küyle Yükleyici[]ye koy.\n([ ve ] tuşlarını kullan)
|
||||||
split.pickup.mobile = Bazı bloklar merkez birimi ile taşınabilir.\nBu [accent]Konteyner[]i kaldır ve [accent]Küyle Yükleyici[]ye koy.\n(Uzun basarak bir şeyi taşı.)
|
split.pickup.mobile = Bazı bloklar merkez birimi ile taşınabilir.\nBu [accent]Konteyner[]i kaldır ve [accent]Küyle Yükleyici[]ye koy.\n(Uzun basarak bir şeyi taşı.)
|
||||||
split.acquire = Birim üretmek için Tungsten kaz.
|
split.acquire = Birim üretmek için Tungsten kaz.
|
||||||
split.build = Birimler duvarın öbür tarafına taşınmalı.\nİki adet [accent]Kargo Kütle Sürücü[] inşa et, duvarın iki farklı tarafında.\nBir tanesine tıklayarak birbirlerine bağla.
|
split.build = Birimler duvarın öbür tarafına taşınmalı.\nİki adet [accent]Kargo Kütle Sürücü[] inşa et, duvarın iki farklı tarafında.\nBir tanesine tıklayarak birbirlerine bağla.
|
||||||
split.container = Konteynerler gibi, birimler de [accent]Kargo Kütle Sürücü[] ile taşınabilir.\nKütle Sürücün yanına bir Birim İnşaatcı inşa et ve birim üreterek düşman üsse saldır.
|
split.container = Konteynerler gibi, birimler de [accent]Kargo Kütle Sürücü[] ile taşınabilir.\nKütle Sürücün yanına bir Birim İnşaatcı inşa et ve birim üreterek düşman üsse saldır.
|
||||||
#Yukarıdaki bağzı cümleler Anti Dragon tarafından çevirildi.
|
|
||||||
item.copper.description = En basit materyal. Her türlü blokta kullanılır.
|
item.copper.description = En basit materyal. Her türlü blokta kullanılır.
|
||||||
item.copper.details = Bakır. En basit materyal. Tüm alt düzey binalarda gerekir. Zayıf ve dayanıksızdır.
|
item.copper.details = Bakır. En basit materyal. Tüm alt düzey binalarda gerekir. Zayıf ve dayanıksızdır.
|
||||||
item.lead.description = Basit bir materyal. Elektronikte ve sıvı taşımada kullanılır.
|
item.lead.description = Basit bir materyal. Elektronikte ve sıvı taşımada kullanılır.
|
||||||
@@ -2069,6 +2113,8 @@ item.spore-pod.description = Endüstriyel kullanım için atmosferik partikülle
|
|||||||
item.spore-pod.details = Spor. Büyük ihtimalle sentetik bir yaşam formu. Tokisk bir gaz yayıyor. Aşırı istilacı. Aşırı yanıcı.
|
item.spore-pod.details = Spor. Büyük ihtimalle sentetik bir yaşam formu. Tokisk bir gaz yayıyor. Aşırı istilacı. Aşırı yanıcı.
|
||||||
item.blast-compound.description = Bomba ve patlayıcılarda kullanılan dengesiz bir bileşim. Spor kapsülleri ve diğer uçucu maddelerden sentezlenir. Yakıt olarak tavsiye edilmez.
|
item.blast-compound.description = Bomba ve patlayıcılarda kullanılan dengesiz bir bileşim. Spor kapsülleri ve diğer uçucu maddelerden sentezlenir. Yakıt olarak tavsiye edilmez.
|
||||||
item.pyratite.description = Yakıcı silahlarda kullanılan son derece yanıcı bir madde.
|
item.pyratite.description = Yakıcı silahlarda kullanılan son derece yanıcı bir madde.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = Erekirde mermi olarak kullanılır.
|
item.beryllium.description = Erekirde mermi olarak kullanılır.
|
||||||
item.tungsten.description = Matkap, savunma ve üretim için kullanılır. Daha gelişmiş binalarda kullanılır.
|
item.tungsten.description = Matkap, savunma ve üretim için kullanılır. Daha gelişmiş binalarda kullanılır.
|
||||||
item.oxide.description = Enerji ve ısı taşımada kullanılır.
|
item.oxide.description = Enerji ve ısı taşımada kullanılır.
|
||||||
@@ -2078,6 +2124,8 @@ liquid.water.description = En kullanışlı sıvı. Makineleri soğutmak ve atı
|
|||||||
liquid.slag.description = Çeşitli tipte erimiş metallerin birbirine karışımı. Bileşenlerine ayrılabilir veya düşmanlara silah olarak püskürtülebilir.
|
liquid.slag.description = Çeşitli tipte erimiş metallerin birbirine karışımı. Bileşenlerine ayrılabilir veya düşmanlara silah olarak püskürtülebilir.
|
||||||
liquid.oil.description = İleri seviye malzeme üretiminde kullanılan bir sıvıdır. Yakıt olarak kömür haline getirilebilir veya püskürtülüp ateşe verilerek bir silah olarak kullanılabilir.
|
liquid.oil.description = İleri seviye malzeme üretiminde kullanılan bir sıvıdır. Yakıt olarak kömür haline getirilebilir veya püskürtülüp ateşe verilerek bir silah olarak kullanılabilir.
|
||||||
liquid.cryofluid.description = Su ve titanyumdan oluşturulan inaktif bir sıvı. Son derece yüksek ısı kapasitesine sahiptir. Soğutucu olarak yaygın olarak kullanılır.
|
liquid.cryofluid.description = Su ve titanyumdan oluşturulan inaktif bir sıvı. Son derece yüksek ısı kapasitesine sahiptir. Soğutucu olarak yaygın olarak kullanılır.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = Sentez ve Kimyasal Reaksiyonlarda kullanılır.
|
liquid.arkycite.description = Sentez ve Kimyasal Reaksiyonlarda kullanılır.
|
||||||
liquid.ozone.description = Oksitlemede, üretimde ve enerji üretiminde kullanılır. Patlayıcı.
|
liquid.ozone.description = Oksitlemede, üretimde ve enerji üretiminde kullanılır. Patlayıcı.
|
||||||
liquid.hydrogen.description = Maden çıkarmada, birim üretiminde ve taşımada kullanılır. Yanıcı.
|
liquid.hydrogen.description = Maden çıkarmada, birim üretiminde ve taşımada kullanılır. Yanıcı.
|
||||||
@@ -2240,8 +2288,11 @@ 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.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
|
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
|
||||||
block.core-citadel.description = Ana Merkez. Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha fazla malzeme depolar.
|
block.core-citadel.description = Ana Merkez. Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha fazla malzeme depolar.
|
||||||
block.core-acropolis.description = Ana Merkez. Aşırı Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha da fazla malzeme depolar.
|
block.core-acropolis.description = Ana Merkez. Aşırı Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha da fazla malzeme depolar.
|
||||||
@@ -2337,7 +2388,7 @@ block.unit-repair-tower.description = Etrafındaki tüm birimleri tamir eder. Oz
|
|||||||
block.radar.description = Haritayı tarar. Enerji gerektirir.
|
block.radar.description = Haritayı tarar. Enerji gerektirir.
|
||||||
block.shockwave-tower.description = Düşman mermilerinini parçalar. Siyanojen gerektirir.
|
block.shockwave-tower.description = Düşman mermilerinini parçalar. Siyanojen gerektirir.
|
||||||
block.canvas.description = Önceden tanımlanmış paletle basit bir fotoğraf sergiler. Düzenlenebilir.
|
block.canvas.description = Önceden tanımlanmış paletle basit bir fotoğraf sergiler. Düzenlenebilir.
|
||||||
#burdan sonraki ve önceki her şeyi benim translate etmem gerekti!!! -RTOmega XD
|
|
||||||
unit.dagger.description = Düşmanlara basit mermilerle ateş eder.
|
unit.dagger.description = Düşmanlara basit mermilerle ateş eder.
|
||||||
unit.mace.description = Düşmanlara alev püskürtür.
|
unit.mace.description = Düşmanlara alev püskürtür.
|
||||||
unit.fortress.description = Düşmanlara uzun menzilli gülleler fırlatır.
|
unit.fortress.description = Düşmanlara uzun menzilli gülleler fırlatır.
|
||||||
@@ -2376,6 +2427,8 @@ unit.oxynoe.description = Tamir edici ateş fırlatır. Düşman mermilerini hav
|
|||||||
unit.cyerce.description = Takipçi toplu füze atar. Yakındakileri tamir eder.
|
unit.cyerce.description = Takipçi toplu füze atar. Yakındakileri tamir eder.
|
||||||
unit.aegires.description = Enerji alanına giren düşmanları şoklar. Yakındakileri tamir eder.
|
unit.aegires.description = Enerji alanına giren düşmanları şoklar. Yakındakileri tamir eder.
|
||||||
unit.navanax.description = Devasa patlayıcı EMP gülleleri fırlatır, düşman elektir sistemlerini yok eder ve müttefiklerini tamir eder. Yaklaşan düşmanları 4 mini oto-laser tareti ile eritir.
|
unit.navanax.description = Devasa patlayıcı EMP gülleleri fırlatır, düşman elektir sistemlerini yok eder ve müttefiklerini tamir eder. Yaklaşan düşmanları 4 mini oto-laser tareti ile eritir.
|
||||||
|
|
||||||
|
#Erekir
|
||||||
unit.stell.description = Hedef Düşmanlara standart mermilerle saldırır.
|
unit.stell.description = Hedef Düşmanlara standart mermilerle saldırır.
|
||||||
unit.locus.description = Hedef Düşmanlara değişken mermilerle saldırır.
|
unit.locus.description = Hedef Düşmanlara değişken mermilerle saldırır.
|
||||||
unit.precept.description = Hedef Düşmanlara Delici Toplu Mermilerle saldırır.
|
unit.precept.description = Hedef Düşmanlara Delici Toplu Mermilerle saldırır.
|
||||||
@@ -2394,7 +2447,7 @@ unit.disrupt.description = Düşman Birimlere Uzun-Mesafe Takipçi Bloke-edici F
|
|||||||
unit.evoke.description = Sur Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
|
unit.evoke.description = Sur Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
|
||||||
unit.incite.description = Kale Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
|
unit.incite.description = Kale Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
|
||||||
unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
|
unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
|
||||||
#inşaa->inşa -ekozet
|
|
||||||
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
||||||
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
||||||
lst.print = Yazı yazar.
|
lst.print = Yazı yazar.
|
||||||
@@ -2441,6 +2494,7 @@ lst.playsound = Bir ses çal.\nSes şiddeti bir küresel değer olabilir veya ko
|
|||||||
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
||||||
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
||||||
lst.localeprint = Harita yerel paket özellik değerini metin arabelleğine ekleyin.\nHarita düzenleyicide harita yerel ayar paketlerini ayarlamak için şunu işaretleyin: [accent]Harita Bilgisi > Yerel Paketler[].\nİstemci bir mobil cihazsa, önce ".mobile" ile biten bir özelliği yazdırmaya çalışır.
|
lst.localeprint = Harita yerel paket özellik değerini metin arabelleğine ekleyin.\nHarita düzenleyicide harita yerel ayar paketlerini ayarlamak için şunu işaretleyin: [accent]Harita Bilgisi > Yerel Paketler[].\nİstemci bir mobil cihazsa, önce ".mobile" ile biten bir özelliği yazdırmaya çalışır.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2448,6 +2502,7 @@ lglobal.@pi = Matematiksel sabit (π) pi (3.141...)
|
|||||||
lglobal.@e = Matematiksel sabit e (2.718...)
|
lglobal.@e = Matematiksel sabit e (2.718...)
|
||||||
lglobal.@degToRad = Bu sayı ile çarparak dereceyi radyana çevir
|
lglobal.@degToRad = Bu sayı ile çarparak dereceyi radyana çevir
|
||||||
lglobal.@radToDeg = Bu sayı ile çarparak radyanı dereceye çevir
|
lglobal.@radToDeg = Bu sayı ile çarparak radyanı dereceye çevir
|
||||||
|
|
||||||
lglobal.@time = Bu kayıttaki oynama süren, milisaniyesine kadar
|
lglobal.@time = Bu kayıttaki oynama süren, milisaniyesine kadar
|
||||||
lglobal.@tick = Bu kayıttaki oynama süren, tick halinde (1 sn = 60 tick)
|
lglobal.@tick = Bu kayıttaki oynama süren, tick halinde (1 sn = 60 tick)
|
||||||
lglobal.@second = Bu kayıttaki oynama süren, saniyeler halinde
|
lglobal.@second = Bu kayıttaki oynama süren, saniyeler halinde
|
||||||
@@ -2456,22 +2511,27 @@ lglobal.@waveNumber = Şuanki Dalga sayısı
|
|||||||
lglobal.@waveTime = Bir sonraki dalga için süre, saniyeyle
|
lglobal.@waveTime = Bir sonraki dalga için süre, saniyeyle
|
||||||
lglobal.@mapw = Bloklarla Harita Genişliği
|
lglobal.@mapw = Bloklarla Harita Genişliği
|
||||||
lglobal.@maph = Bloklarla Harita Yüksekliği
|
lglobal.@maph = Bloklarla Harita Yüksekliği
|
||||||
|
|
||||||
lglobal.sectionMap = Harita
|
lglobal.sectionMap = Harita
|
||||||
lglobal.sectionGeneral = Genel
|
lglobal.sectionGeneral = Genel
|
||||||
lglobal.sectionNetwork = Bağlantı/Oyuncu Tarafı [Sadece Evrensel İşlemci]
|
lglobal.sectionNetwork = Bağlantı/Oyuncu Tarafı [Sadece Evrensel İşlemci]
|
||||||
lglobal.sectionProcessor = İşlemci
|
lglobal.sectionProcessor = İşlemci
|
||||||
lglobal.sectionLookup = Arat
|
lglobal.sectionLookup = Arat
|
||||||
|
|
||||||
lglobal.@this = Kodu çalıştıran işlemci
|
lglobal.@this = Kodu çalıştıran işlemci
|
||||||
lglobal.@thisx = Kodu çalıştıran işlemcinin X kordinatı
|
lglobal.@thisx = Kodu çalıştıran işlemcinin X kordinatı
|
||||||
lglobal.@thisy = Kodu çalıştıran işlemcinin Y kordinatı
|
lglobal.@thisy = Kodu çalıştıran işlemcinin Y kordinatı
|
||||||
lglobal.@links = Bu işlemciye bağlı toplam blok sayısı
|
lglobal.@links = Bu işlemciye bağlı toplam blok sayısı
|
||||||
lglobal.@ipt = Tick hızıyla bu işlemcinin işlem hızı (60 tick = 1 sn)
|
lglobal.@ipt = Tick hızıyla bu işlemcinin işlem hızı (60 tick = 1 sn)
|
||||||
|
|
||||||
lglobal.@unitCount = Oyundaki toplam birim türü sayısı, Aratla kullan.
|
lglobal.@unitCount = Oyundaki toplam birim türü sayısı, Aratla kullan.
|
||||||
lglobal.@blockCount = Oyundaki toplam blok türü sayısı, Aratla kullan.
|
lglobal.@blockCount = Oyundaki toplam blok türü sayısı, Aratla kullan.
|
||||||
lglobal.@itemCount = Oyundaki toplam malzeme türü sayısı, Aratla kullan.
|
lglobal.@itemCount = Oyundaki toplam malzeme türü sayısı, Aratla kullan.
|
||||||
lglobal.@liquidCount = Oyundaki toplam sıvı türü sayısı, Aratla kullan.
|
lglobal.@liquidCount = Oyundaki toplam sıvı türü sayısı, Aratla kullan.
|
||||||
|
|
||||||
lglobal.@server = Oyun bir sunucuda veya tek kişilikte ise Doğru, değil ise Yanlış geri dönüt
|
lglobal.@server = Oyun bir sunucuda veya tek kişilikte ise Doğru, değil ise Yanlış geri dönüt
|
||||||
lglobal.@client = Oyun bir suncuya bağlanmış bir oyuncu tarafından çalıştırılıyorsa Doğru, değil ise Yanlış.
|
lglobal.@client = Oyun bir suncuya bağlanmış bir oyuncu tarafından çalıştırılıyorsa Doğru, değil ise Yanlış.
|
||||||
|
|
||||||
lglobal.@clientLocale = Oyunu çalıştıran oyuncunun yerel dili. Örnek: tr_TR
|
lglobal.@clientLocale = Oyunu çalıştıran oyuncunun yerel dili. Örnek: tr_TR
|
||||||
lglobal.@clientUnit = Oyunu çalıştıran oyuncunun birimi
|
lglobal.@clientUnit = Oyunu çalıştıran oyuncunun birimi
|
||||||
lglobal.@clientName = Oyunu çalıştıran oyuncunun ismi
|
lglobal.@clientName = Oyunu çalıştıran oyuncunun ismi
|
||||||
@@ -2485,9 +2545,9 @@ lenum.shoot = Bir konuma ateş et.
|
|||||||
lenum.shootp = Belli bir birim veya binaya ateş et.
|
lenum.shootp = Belli bir birim veya binaya ateş et.
|
||||||
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
|
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
|
||||||
lenum.enabled = Blok aktif mi?
|
lenum.enabled = Blok aktif mi?
|
||||||
|
|
||||||
laccess.currentammotype = Bir turretin içindeki şuanki mermi/sıvı.
|
laccess.currentammotype = Bir turretin içindeki şuanki mermi/sıvı.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Aydınlatıcı Rengi
|
laccess.color = Aydınlatıcı Rengi
|
||||||
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
|
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
|
||||||
laccess.dead = Bir bina veya birim hala var mı?
|
laccess.dead = Bir bina veya birim hala var mı?
|
||||||
@@ -2496,6 +2556,10 @@ 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
|
||||||
@@ -2610,6 +2674,7 @@ unitlocate.building = Bulunan binanın Türü.
|
|||||||
unitlocate.outx = X kordinatı.
|
unitlocate.outx = X kordinatı.
|
||||||
unitlocate.outy = Y kordinatı.
|
unitlocate.outy = Y kordinatı.
|
||||||
unitlocate.group = Aranan binanın türü.
|
unitlocate.group = Aranan binanın türü.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
|
lenum.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
|
||||||
@@ -2632,6 +2697,7 @@ lenum.build = Bina inşa et.
|
|||||||
lenum.getblock = Kordinattaki yapıyı, zemini ve blok türünü al.\nKonum birimin alanında olmalı yoksa null dönülür.
|
lenum.getblock = Kordinattaki yapıyı, zemini ve blok türünü al.\nKonum birimin alanında olmalı yoksa null dönülür.
|
||||||
lenum.within = Bir birim menzil alanında mı?
|
lenum.within = Bir birim menzil alanında mı?
|
||||||
lenum.boost = Gazlamaya başla/dur
|
lenum.boost = Gazlamaya başla/dur
|
||||||
|
|
||||||
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
|
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
|
||||||
lenum.texture = Doğrudan oyunun doku atlasından alınan doku adı (kebab-tarzı isimlendirme XD).\nprintFlush doğru olarak ayarlanırsa metin arabelleği içeriğini metin bağımsız değişkeni olarak kullanır.
|
lenum.texture = Doğrudan oyunun doku atlasından alınan doku adı (kebab-tarzı isimlendirme XD).\nprintFlush doğru olarak ayarlanırsa metin arabelleği içeriğini metin bağımsız değişkeni olarak kullanır.
|
||||||
lenum.texturesize = Zemindeki doku boyutu. Sıfır değeri, işaretleyici genişliğini orijinal dokunun boyutuna ölçeklendirir.
|
lenum.texturesize = Zemindeki doku boyutu. Sıfır değeri, işaretleyici genişliğini orijinal dokunun boyutuna ölçeklendirir.
|
||||||
@@ -2639,6 +2705,7 @@ lenum.autoscale = İşaretçinin oyuncunun yakınlaştırma düzeyine göre öl
|
|||||||
lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
||||||
lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
|
lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
|
||||||
lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -154,9 +154,9 @@ mod.incompatiblemod = [red]Несумісно
|
|||||||
mod.blacklisted = [red]Не підтримується
|
mod.blacklisted = [red]Не підтримується
|
||||||
mod.unmetdependencies = [red]Відсутні залежності
|
mod.unmetdependencies = [red]Відсутні залежності
|
||||||
mod.erroredcontent = [scarlet]Помилки під час завантаження
|
mod.erroredcontent = [scarlet]Помилки під час завантаження
|
||||||
|
|
||||||
mod.circulardependencies = [red]Кругові залежності
|
mod.circulardependencies = [red]Кругові залежності
|
||||||
mod.incompletedependencies = [red]Неповні залежності
|
mod.incompletedependencies = [red]Неповні залежності
|
||||||
|
|
||||||
mod.requiresversion.details = Необхідна версія гри: [accent]{0}[]\nВаша гра застаріла. Мод потребує новішу версію гри (можливо бета- чи альфа-версію) для роботи.
|
mod.requiresversion.details = Необхідна версія гри: [accent]{0}[]\nВаша гра застаріла. Мод потребує новішу версію гри (можливо бета- чи альфа-версію) для роботи.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = Цю модифікацію було вручну внесено у чорний список за постійні збої або інші проблеми з цією версією гри. Не використовуйте її.
|
mod.blacklisted.details = Цю модифікацію було вручну внесено у чорний список за постійні збої або інші проблеми з цією версією гри. Не використовуйте її.
|
||||||
@@ -164,7 +164,9 @@ mod.missingdependencies.details = У цій модифікації відсут
|
|||||||
mod.erroredcontent.details = Ця модифікація спричинила помилки під час завантаження. Попросіть автора виправити їх.
|
mod.erroredcontent.details = Ця модифікація спричинила помилки під час завантаження. Попросіть автора виправити їх.
|
||||||
mod.circulardependencies.details = Цей мод має залежності, які залежать одна від одної.
|
mod.circulardependencies.details = Цей мод має залежності, які залежать одна від одної.
|
||||||
mod.incompletedependencies.details = Цей мод неможливо завантажити через недійсні або відсутні залежності: {0}
|
mod.incompletedependencies.details = Цей мод неможливо завантажити через недійсні або відсутні залежності: {0}
|
||||||
|
|
||||||
mod.requiresversion = Необхідна версія гри: [red]{0}
|
mod.requiresversion = Необхідна версія гри: [red]{0}
|
||||||
|
|
||||||
mod.errors = Виникли помилки під час завантаження змісту.
|
mod.errors = Виникли помилки під час завантаження змісту.
|
||||||
mod.noerrorplay = [red]Ви маєте модифікації з помилками.[] Або вимкніть проблемні модифікації, або виправте їх.
|
mod.noerrorplay = [red]Ви маєте модифікації з помилками.[] Або вимкніть проблемні модифікації, або виправте їх.
|
||||||
mod.enable = Увімкнути
|
mod.enable = Увімкнути
|
||||||
@@ -181,6 +183,7 @@ mod.missing = Це збереження містить модифікації,
|
|||||||
mod.preview.missing = До публікації цієї модифікації в Майстерні, ви мусите додати зображення попереднього перегляду.\nПомістіть зображення з назвою [accent] preview.png[] у теку з модифікаціями та спробуйте знову.
|
mod.preview.missing = До публікації цієї модифікації в Майстерні, ви мусите додати зображення попереднього перегляду.\nПомістіть зображення з назвою [accent] preview.png[] у теку з модифікаціями та спробуйте знову.
|
||||||
mod.folder.missing = Тільки модифікації у формі теці можуть бути опубліковані в Майстерні.\nЩоб перетворити будь-яку модифікацію в теку, просто розархівуйте цей файл у теку та видаліть старий архів, і потім перезапустіть гру або перезавантажте ваші модифікації.
|
mod.folder.missing = Тільки модифікації у формі теці можуть бути опубліковані в Майстерні.\nЩоб перетворити будь-яку модифікацію в теку, просто розархівуйте цей файл у теку та видаліть старий архів, і потім перезапустіть гру або перезавантажте ваші модифікації.
|
||||||
mod.scripts.disable = Ваш пристрій не підтримує модифікації зі скриптами. Вимкніть модифікацію для запуску гри.
|
mod.scripts.disable = Ваш пристрій не підтримує модифікації зі скриптами. Вимкніть модифікацію для запуску гри.
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -276,11 +279,13 @@ trace.times.kicked = Кількість вигнань: [accent]{0}
|
|||||||
trace.ips = IP:
|
trace.ips = IP:
|
||||||
trace.names = Імена:
|
trace.names = Імена:
|
||||||
invalidid = Невірний ідентифікатор клієнта! Надішліть звіт про помилку.
|
invalidid = Невірний ідентифікатор клієнта! Надішліть звіт про помилку.
|
||||||
|
|
||||||
player.ban = Заблокувати
|
player.ban = Заблокувати
|
||||||
player.kick = Вигнати
|
player.kick = Вигнати
|
||||||
player.trace = Відстежити
|
player.trace = Відстежити
|
||||||
player.admin = Перемкнути адміністратора
|
player.admin = Перемкнути адміністратора
|
||||||
player.team = Змінити команду
|
player.team = Змінити команду
|
||||||
|
|
||||||
server.bans = Блокування
|
server.bans = Блокування
|
||||||
server.bans.none = Заблокованих гравців немає!
|
server.bans.none = Заблокованих гравців немає!
|
||||||
server.admins = Адміністратори
|
server.admins = Адміністратори
|
||||||
@@ -373,6 +378,8 @@ stance.holdfire = Позиція: припинити вогонь
|
|||||||
stance.pursuetarget = Позиція: переслідувати ціль
|
stance.pursuetarget = Позиція: переслідувати ціль
|
||||||
stance.patrol = Позиція: шлях патрулювання
|
stance.patrol = Позиція: шлях патрулювання
|
||||||
stance.ram = Позиція: на таран\n[lightgray]Рух по прямій лінії, без пошуку шляху
|
stance.ram = Позиція: на таран\n[lightgray]Рух по прямій лінії, без пошуку шляху
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Перейти за посиланням
|
openlink = Перейти за посиланням
|
||||||
copylink = Скопіювати посилання
|
copylink = Скопіювати посилання
|
||||||
back = Назад
|
back = Назад
|
||||||
@@ -511,14 +518,16 @@ waves.units.show = Показати все
|
|||||||
wavemode.counts = кількість
|
wavemode.counts = кількість
|
||||||
wavemode.totals = усього
|
wavemode.totals = усього
|
||||||
wavemode.health = здоров’я
|
wavemode.health = здоров’я
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray]<За замовчуванням>
|
editor.default = [lightgray]<За замовчуванням>
|
||||||
details = Подробиці…
|
details = Подробиці…
|
||||||
edit = Змінити…
|
edit = Змінити…
|
||||||
variables = Змінні
|
variables = Змінні
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Built-in Variables
|
||||||
|
|
||||||
editor.name = Ім’я:
|
editor.name = Ім’я:
|
||||||
editor.spawn = Створити бойову одиницю
|
editor.spawn = Створити бойову одиницю
|
||||||
editor.removeunit = Видалити бойову одиницю
|
editor.removeunit = Видалити бойову одиницю
|
||||||
@@ -633,6 +642,7 @@ filter.option.radius = Радіус
|
|||||||
filter.option.percentile = Спад
|
filter.option.percentile = Спад
|
||||||
filter.option.code = Код
|
filter.option.code = Код
|
||||||
filter.option.loop = Цикл
|
filter.option.loop = Цикл
|
||||||
|
|
||||||
locales.info = Тут ви можете додати на мапу мовні пакети для певних мов. У мовних пакетах кожна властивість має назву і значення. Ці властивості можуть бути використані світовими процесорами та завданнями їхніми назвами. Вони підтримують форматування тексту (замінюючи заповнювачі на дійсні значення).\n\n[cyan]Приклад властивості:\n[]name: [accent]timer[]\nvalue: [accent]Приклад таймеру, часу лишилось: @[]\n\n[cyan]Використання:\n[]Установіть його як текст завдання: [accent]@timer\n\n[]Надрукуйте його у світовому процесорі:\n[accent]localeprint "timer"\nformat time\n[gray](де час - окремо обчислена змінна)
|
locales.info = Тут ви можете додати на мапу мовні пакети для певних мов. У мовних пакетах кожна властивість має назву і значення. Ці властивості можуть бути використані світовими процесорами та завданнями їхніми назвами. Вони підтримують форматування тексту (замінюючи заповнювачі на дійсні значення).\n\n[cyan]Приклад властивості:\n[]name: [accent]timer[]\nvalue: [accent]Приклад таймеру, часу лишилось: @[]\n\n[cyan]Використання:\n[]Установіть його як текст завдання: [accent]@timer\n\n[]Надрукуйте його у світовому процесорі:\n[accent]localeprint "timer"\nformat time\n[gray](де час - окремо обчислена змінна)
|
||||||
locales.deletelocale = Ви справді хочете видалити цей мовний пакет?
|
locales.deletelocale = Ви справді хочете видалити цей мовний пакет?
|
||||||
locales.applytoall = Застосувати зміни до всіх мовних пакетів
|
locales.applytoall = Застосувати зміни до всіх мовних пакетів
|
||||||
@@ -813,12 +823,18 @@ threat.medium = середня
|
|||||||
threat.high = висока
|
threat.high = висока
|
||||||
threat.extreme = екстремальна
|
threat.extreme = екстремальна
|
||||||
threat.eradication = викорінювальна
|
threat.eradication = викорінювальна
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
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
|
||||||
|
|
||||||
planet.serpulo.name = Серпуло
|
planet.serpulo.name = Серпуло
|
||||||
@@ -874,6 +890,8 @@ sector.coastline.description = На цьому місці виявлено за
|
|||||||
sector.navalFortress.description = Ворог створив базу на віддаленому, природно-укріпленому острові. Знищте цей форпост. Заволодійте їхніми передовими технологіями морських кораблів і дослідіть їх.
|
sector.navalFortress.description = Ворог створив базу на віддаленому, природно-укріпленому острові. Знищте цей форпост. Заволодійте їхніми передовими технологіями морських кораблів і дослідіть їх.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -1081,6 +1099,7 @@ ability.spawndeath = Смертельне породження
|
|||||||
ability.spawndeath.description = Випускає одиниць після смерті
|
ability.spawndeath.description = Випускає одиниць після смерті
|
||||||
ability.liquidexplode = Смертельний розлив
|
ability.liquidexplode = Смертельний розлив
|
||||||
ability.liquidexplode.description = Розливає рідину після смерті
|
ability.liquidexplode.description = Розливає рідину після смерті
|
||||||
|
|
||||||
ability.stat.firingrate = [lightgray]Швидкість стрільби[stat]{0} за сек.
|
ability.stat.firingrate = [lightgray]Швидкість стрільби[stat]{0} за сек.
|
||||||
ability.stat.regen = Відновлення здоров'я: [stat]{0} за сек.
|
ability.stat.regen = Відновлення здоров'я: [stat]{0} за сек.
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1095,6 +1114,7 @@ ability.stat.minspeed = [lightgray]Мінімальна швидкість: [sta
|
|||||||
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
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
@@ -1293,11 +1313,13 @@ keybind.command_mode.name = Режим командування
|
|||||||
keybind.command_queue.name = Черга команд одиниць
|
keybind.command_queue.name = Черга команд одиниць
|
||||||
keybind.create_control_group.name = Створити контрольну групу
|
keybind.create_control_group.name = Створити контрольну групу
|
||||||
keybind.cancel_orders.name = Скасувати накази
|
keybind.cancel_orders.name = Скасувати накази
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Позиція одиниці: відкрити воонь
|
keybind.unit_stance_shoot.name = Позиція одиниці: відкрити воонь
|
||||||
keybind.unit_stance_hold_fire.name = Позиція одиниці: припинити вогонь
|
keybind.unit_stance_hold_fire.name = Позиція одиниці: припинити вогонь
|
||||||
keybind.unit_stance_pursue_target.name = Позиція одиниці: переслідувати ціль
|
keybind.unit_stance_pursue_target.name = Позиція одиниці: переслідувати ціль
|
||||||
keybind.unit_stance_patrol.name = Позиція одиниці: патрулювати
|
keybind.unit_stance_patrol.name = Позиція одиниці: патрулювати
|
||||||
keybind.unit_stance_ram.name = Позиція одиниці: на таран
|
keybind.unit_stance_ram.name = Позиція одиниці: на таран
|
||||||
|
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1309,6 +1331,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Команда одиниці: завантажити вантаж
|
keybind.unit_command_enter_payload.name = Команда одиниці: завантажити вантаж
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = Відбудувати регіон
|
keybind.rebuild_select.name = Відбудувати регіон
|
||||||
keybind.schematic_select.name = Вибрати ділянку
|
keybind.schematic_select.name = Вибрати ділянку
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
@@ -1337,6 +1360,8 @@ keybind.pick.name = Вибрати блок
|
|||||||
keybind.break_block.name = Зламати блок
|
keybind.break_block.name = Зламати блок
|
||||||
keybind.select_all_units.name = Вибрати всі одиниці
|
keybind.select_all_units.name = Вибрати всі одиниці
|
||||||
keybind.select_all_unit_factories.name = Вибрати всі заводи одиниць
|
keybind.select_all_unit_factories.name = Вибрати всі заводи одиниць
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Скасувати
|
keybind.deselect.name = Скасувати
|
||||||
keybind.pickupCargo.name = Взяти вантаж
|
keybind.pickupCargo.name = Взяти вантаж
|
||||||
keybind.dropCargo.name = Скинути вантаж
|
keybind.dropCargo.name = Скинути вантаж
|
||||||
@@ -1373,9 +1398,9 @@ mode.pvp.description = Боріться проти інших гравців.\n[
|
|||||||
mode.attack.name = Наступ
|
mode.attack.name = Наступ
|
||||||
mode.attack.description = Зруйнуйте ворожу базу. \n[gray]Потрібно червоне ядро на мапі для гри.
|
mode.attack.description = Зруйнуйте ворожу базу. \n[gray]Потрібно червоне ядро на мапі для гри.
|
||||||
mode.custom = Користувацькі правила
|
mode.custom = Користувацькі правила
|
||||||
|
|
||||||
rules.invaliddata = Недійсні дані з клавіатури.
|
rules.invaliddata = Недійсні дані з клавіатури.
|
||||||
rules.hidebannedblocks = Приховати заборонені блоки
|
rules.hidebannedblocks = Приховати заборонені блоки
|
||||||
|
|
||||||
rules.infiniteresources = Нескінченні ресурси
|
rules.infiniteresources = Нескінченні ресурси
|
||||||
rules.onlydepositcore = Дозволити лише основне розміщення ядер
|
rules.onlydepositcore = Дозволити лише основне розміщення ядер
|
||||||
rules.derelictrepair = Дозволити відновлення блоків Переможених
|
rules.derelictrepair = Дозволити відновлення блоків Переможених
|
||||||
@@ -1455,6 +1480,7 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Повторюваність:
|
rules.weather.frequency = Повторюваність:
|
||||||
rules.weather.always = Завжди
|
rules.weather.always = Завжди
|
||||||
rules.weather.duration = Тривалість:
|
rules.weather.duration = Тривалість:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1767,6 +1793,7 @@ block.container.name = Сховище
|
|||||||
block.launch-pad.name = Пусковий майданчик
|
block.launch-pad.name = Пусковий майданчик
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.ground-factory.name = Наземний завод
|
block.ground-factory.name = Наземний завод
|
||||||
block.air-factory.name = Повітряний завод
|
block.air-factory.name = Повітряний завод
|
||||||
@@ -1961,6 +1988,7 @@ 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
|
||||||
|
|
||||||
@@ -1994,7 +2022,6 @@ hint.launch.mobile = Як тільки буде зібрано достатнь
|
|||||||
hint.schematicSelect = Утримуйте [accent][[F][] і тягніть, щоби вибрати блоки для їхнього подальшого копіювання і вставлення.\n\nНатисніть [accent][[СКМ][], щоби скопіювати певний тип блоку.
|
hint.schematicSelect = Утримуйте [accent][[F][] і тягніть, щоби вибрати блоки для їхнього подальшого копіювання і вставлення.\n\nНатисніть [accent][[СКМ][], щоби скопіювати певний тип блоку.
|
||||||
hint.rebuildSelect = Утримуючи [accent][[B][], протягніть, щоби вибрати зруйновані проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
|
hint.rebuildSelect = Утримуючи [accent][[B][], протягніть, щоби вибрати зруйновані проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
|
||||||
hint.rebuildSelect.mobile = Натисніть кнопку :copy: копіювання, потім натисніть кнопку :wrench: перебудови і перетягніть, щоби вибрати знищені проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
|
hint.rebuildSelect.mobile = Натисніть кнопку :copy: копіювання, потім натисніть кнопку :wrench: перебудови і перетягніть, щоби вибрати знищені проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
|
||||||
|
|
||||||
hint.conveyorPathfind = Утримуйте [accent][[лівий Ctrl][], коли тягнете конвеєри, щоб автоматично прокласти шлях.
|
hint.conveyorPathfind = Утримуйте [accent][[лівий Ctrl][], коли тягнете конвеєри, щоб автоматично прокласти шлях.
|
||||||
hint.conveyorPathfind.mobile = Увімкніть :diagonal: [accent]діагональний режим[] і тягніть конвеєри, щоб автоматично прокласти шлях.
|
hint.conveyorPathfind.mobile = Увімкніть :diagonal: [accent]діагональний режим[] і тягніть конвеєри, щоб автоматично прокласти шлях.
|
||||||
hint.boost = Утримуйте [accent][[лівий Shift][], щоби літати над перешкодами поточною одиницею.\n\nЛише декілька наземних одиниць мають цю перевагу.
|
hint.boost = Утримуйте [accent][[лівий Shift][], щоби літати над перешкодами поточною одиницею.\n\nЛише декілька наземних одиниць мають цю перевагу.
|
||||||
@@ -2055,8 +2082,6 @@ onset.defenses = [accent]Підготуйте захист:[lightgray] {0}
|
|||||||
onset.attack = Ворог беззахисний. Контратакуйте.
|
onset.attack = Ворог беззахисний. Контратакуйте.
|
||||||
onset.cores = Нові ядра можуть бути розміщені на плитках [accent]зони ядра[].\nНові ядра функціонують як передові бази й мають спільний інвентар ресурсів з іншими ядрами.\nРозмістіть :core-bastion: ядро.
|
onset.cores = Нові ядра можуть бути розміщені на плитках [accent]зони ядра[].\nНові ядра функціонують як передові бази й мають спільний інвентар ресурсів з іншими ядрами.\nРозмістіть :core-bastion: ядро.
|
||||||
onset.detect = Ворог зможе виявити вас за 2 хвилини.\nОрганізуйте оборону, видобуток корисних копалин та виробництво.
|
onset.detect = Ворог зможе виявити вас за 2 хвилини.\nОрганізуйте оборону, видобуток корисних копалин та виробництво.
|
||||||
|
|
||||||
#Don't translate these yet!
|
|
||||||
onset.commandmode = Утримуйте [accent]Shift[], щоб увійти в [accent]режим командування[].\n[accent]Зажміть ЛКМ і потягніть,[] щоб обрати одиниці.\n[accent]Використовуйте ПКМ[], щоби наказати обраним одиницям рухатися чи атакувати.
|
onset.commandmode = Утримуйте [accent]Shift[], щоб увійти в [accent]режим командування[].\n[accent]Зажміть ЛКМ і потягніть,[] щоб обрати одиниці.\n[accent]Використовуйте ПКМ[], щоби наказати обраним одиницям рухатися чи атакувати.
|
||||||
onset.commandmode.mobile = Натисніть кнопку [accent]Командувати[], щоб увійти [accent]в режим командування[].\nУтримуйте палець і [accent]потягніть[], щоби вибрати одиниці.\n[accent] Зробіть коротке натискання[], щоби наказати обраним одиницям рухатися чи атакувати.
|
onset.commandmode.mobile = Натисніть кнопку [accent]Командувати[], щоб увійти [accent]в режим командування[].\nУтримуйте палець і [accent]потягніть[], щоби вибрати одиниці.\n[accent] Зробіть коротке натискання[], щоби наказати обраним одиницям рухатися чи атакувати.
|
||||||
aegis.tungsten = Вольфрам можна видобувати за допомогою [accent]імпульсного буру[].\nЦя будівля потребує [accent]води[] та [accent]енергію[].
|
aegis.tungsten = Вольфрам можна видобувати за допомогою [accent]імпульсного буру[].\nЦя будівля потребує [accent]води[] та [accent]енергію[].
|
||||||
@@ -2263,6 +2288,7 @@ 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.
|
||||||
|
|
||||||
@@ -2468,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Створює новий логічний маркер у світі.\nПотрібно надати ідентифікатор для ідентифікації цього маркера.\nНаразі кількість маркерів на світ обмежена 20 тисячами.
|
lst.makemarker = Створює новий логічний маркер у світі.\nПотрібно надати ідентифікатор для ідентифікації цього маркера.\nНаразі кількість маркерів на світ обмежена 20 тисячами.
|
||||||
lst.setmarker = Установлює властивість для маркера.\nВикористаний ідентифікатор має збігатися з інструкцією «Створити маркер».
|
lst.setmarker = Установлює властивість для маркера.\nВикористаний ідентифікатор має збігатися з інструкцією «Створити маркер».
|
||||||
lst.localeprint = Додає значення властивості мовного пакету мапи до текстового буфера.\nЩоби встановити мовного пакету мапи в редакторі мапи, перейдіть до [accent]Інформація про мапу > Мовні пакети [].\nЯкщо клієнтом є мобільний пристрій, то спочатку намагається надрукувати властивість, що закінчується на ".mobile".
|
lst.localeprint = Додає значення властивості мовного пакету мапи до текстового буфера.\nЩоби встановити мовного пакету мапи в редакторі мапи, перейдіть до [accent]Інформація про мапу > Мовні пакети [].\nЯкщо клієнтом є мобільний пристрій, то спочатку намагається надрукувати властивість, що закінчується на ".mobile".
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2475,6 +2502,7 @@ lglobal.@pi = Математична константа пі (3.141...)
|
|||||||
lglobal.@e = Математична константа e (2.718...)
|
lglobal.@e = Математична константа e (2.718...)
|
||||||
lglobal.@degToRad = Помножте на це число, щоб перевести градуси в радіани
|
lglobal.@degToRad = Помножте на це число, щоб перевести градуси в радіани
|
||||||
lglobal.@radToDeg = Помножте на це число, щоб перевести радіани в градуси
|
lglobal.@radToDeg = Помножте на це число, щоб перевести радіани в градуси
|
||||||
|
|
||||||
lglobal.@time = Час гри поточного збереження, у мілісекундах
|
lglobal.@time = Час гри поточного збереження, у мілісекундах
|
||||||
lglobal.@tick = Час гри поточного збереження, in ticks (1 секунда = 60 ticks)
|
lglobal.@tick = Час гри поточного збереження, in ticks (1 секунда = 60 ticks)
|
||||||
lglobal.@second = Час гри поточного збереження, в секундах
|
lglobal.@second = Час гри поточного збереження, в секундах
|
||||||
@@ -2483,22 +2511,27 @@ lglobal.@waveNumber = Поточний номер хвилі, якщо хвил
|
|||||||
lglobal.@waveTime = Таймер зворотного відліку для хвиль, в секундах
|
lglobal.@waveTime = Таймер зворотного відліку для хвиль, в секундах
|
||||||
lglobal.@mapw = Ширина мапи в плитках
|
lglobal.@mapw = Ширина мапи в плитках
|
||||||
lglobal.@maph = Висота мапи в плитках
|
lglobal.@maph = Висота мапи в плитках
|
||||||
|
|
||||||
lglobal.sectionMap = Мапа
|
lglobal.sectionMap = Мапа
|
||||||
lglobal.sectionGeneral = Загальне
|
lglobal.sectionGeneral = Загальне
|
||||||
lglobal.sectionNetwork = Мережа/Клієнтська частина [Тільки світовий процесор]
|
lglobal.sectionNetwork = Мережа/Клієнтська частина [Тільки світовий процесор]
|
||||||
lglobal.sectionProcessor = Процесор
|
lglobal.sectionProcessor = Процесор
|
||||||
lglobal.sectionLookup = Пошук
|
lglobal.sectionLookup = Пошук
|
||||||
|
|
||||||
lglobal.@this = Логічний блок, що виконує код
|
lglobal.@this = Логічний блок, що виконує код
|
||||||
lglobal.@thisx = X координата блоку, що виконує код
|
lglobal.@thisx = X координата блоку, що виконує код
|
||||||
lglobal.@thisy = Y координата блоку, що виконує код
|
lglobal.@thisy = Y координата блоку, що виконує код
|
||||||
lglobal.@links = Загальна кількість блоків, пов'язаних з цим процесором
|
lglobal.@links = Загальна кількість блоків, пов'язаних з цим процесором
|
||||||
lglobal.@ipt = Швидкість виконання процесора в інструкціях за тик (60 ticks = 1 секунда)
|
lglobal.@ipt = Швидкість виконання процесора в інструкціях за тик (60 ticks = 1 секунда)
|
||||||
|
|
||||||
lglobal.@unitCount = Загальна кількість типів вмісту одиниць у грі; використовується з інструкцією lookup
|
lglobal.@unitCount = Загальна кількість типів вмісту одиниць у грі; використовується з інструкцією lookup
|
||||||
lglobal.@blockCount = Загальна кількість типів вмісту блоків у грі; використовується з інструкцією lookup
|
lglobal.@blockCount = Загальна кількість типів вмісту блоків у грі; використовується з інструкцією lookup
|
||||||
lglobal.@itemCount = Загальна кількість типів вмісту предметів у грі; використовується з інструкцією lookup
|
lglobal.@itemCount = Загальна кількість типів вмісту предметів у грі; використовується з інструкцією lookup
|
||||||
lglobal.@liquidCount = Загальна кількість типів вмісту рідин у грі; використовується з інструкцією lookup
|
lglobal.@liquidCount = Загальна кількість типів вмісту рідин у грі; використовується з інструкцією lookup
|
||||||
|
|
||||||
lglobal.@server = Істина, якщо код виконується на сервері або в одноосібній грі, інакше хиба
|
lglobal.@server = Істина, якщо код виконується на сервері або в одноосібній грі, інакше хиба
|
||||||
lglobal.@client = Істина, якщо код виконується на клієнті, підключеному до сервера
|
lglobal.@client = Істина, якщо код виконується на клієнті, підключеному до сервера
|
||||||
|
|
||||||
lglobal.@clientLocale = Локалізація клієнта, на якому виконується код. Наприклад: en_US чи uk_UA
|
lglobal.@clientLocale = Локалізація клієнта, на якому виконується код. Наприклад: en_US чи uk_UA
|
||||||
lglobal.@clientUnit = Одиниця клієнта, що виконує код
|
lglobal.@clientUnit = Одиниця клієнта, що виконує код
|
||||||
lglobal.@clientName = Ім'я гравця клієнта, на якому запущено код
|
lglobal.@clientName = Ім'я гравця клієнта, на якому запущено код
|
||||||
@@ -2512,9 +2545,9 @@ lenum.shoot = Стріляти в зазначену позицію.
|
|||||||
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
|
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
|
||||||
lenum.config = Конфігурація будівлі, як-от в сортувальника.
|
lenum.config = Конфігурація будівлі, як-от в сортувальника.
|
||||||
lenum.enabled = Чи блок увімкнено.
|
lenum.enabled = Чи блок увімкнено.
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = Колір освітлювача.
|
laccess.color = Колір освітлювача.
|
||||||
laccess.controller = Керувач одиницями. Якщо процесор керує одиницею, повертає процесор.\nЯкщо у формуванні, повертається лідер.\nІнакше повертає саму одиницю.
|
laccess.controller = Керувач одиницями. Якщо процесор керує одиницею, повертає процесор.\nЯкщо у формуванні, повертається лідер.\nІнакше повертає саму одиницю.
|
||||||
laccess.dead = Чи є одиниця або будівля мертвою або недійсною.
|
laccess.dead = Чи є одиниця або будівля мертвою або недійсною.
|
||||||
@@ -2523,6 +2556,9 @@ 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.
|
||||||
@@ -2638,6 +2674,7 @@ unitlocate.building = Змінна для запису знайденої буд
|
|||||||
unitlocate.outx = Виводить координату X.
|
unitlocate.outx = Виводить координату X.
|
||||||
unitlocate.outy = Виводить координату Y.
|
unitlocate.outy = Виводить координату Y.
|
||||||
unitlocate.group = Група будівель для пошуку.
|
unitlocate.group = Група будівель для пошуку.
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = Зупиняти рух, проте продовжути будувати чи видобувати.\nСтан за замовчуванням.
|
lenum.idle = Зупиняти рух, проте продовжути будувати чи видобувати.\nСтан за замовчуванням.
|
||||||
@@ -2660,6 +2697,7 @@ lenum.build = Побудувати будівлю.
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = Чи знаходиться одиниця біля позиції.
|
lenum.within = Чи знаходиться одиниця біля позиції.
|
||||||
lenum.boost = Почати чи зупинити політ.
|
lenum.boost = Почати чи зупинити політ.
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2667,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -378,6 +378,8 @@ stance.holdfire = Tư thế: Ngừng bắn
|
|||||||
stance.pursuetarget = Tư thế: Bám đuổi Mục tiêu
|
stance.pursuetarget = Tư thế: Bám đuổi Mục tiêu
|
||||||
stance.patrol = Tư thế: Đường tuần tra
|
stance.patrol = Tư thế: Đường tuần tra
|
||||||
stance.ram = Tư thế: Tông thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
stance.ram = Tư thế: Tông thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = Mở liên kết
|
openlink = Mở liên kết
|
||||||
copylink = Sao chép liên kết
|
copylink = Sao chép liên kết
|
||||||
back = Quay lại
|
back = Quay lại
|
||||||
@@ -443,7 +445,7 @@ publish.error = Lỗi khi xuất bản mục: {0}
|
|||||||
steam.error = Không thể khởi chạy dịch vụ Steam.\nLỗi: {0}
|
steam.error = Không thể khởi chạy dịch vụ Steam.\nLỗi: {0}
|
||||||
|
|
||||||
editor.planet = Hành tinh:
|
editor.planet = Hành tinh:
|
||||||
editor.sector = Khu vực:
|
editor.sector = Phân khu:
|
||||||
editor.seed = Mầm:
|
editor.seed = Mầm:
|
||||||
editor.cliffs = Chuyển tường thành vách đá
|
editor.cliffs = Chuyển tường thành vách đá
|
||||||
editor.brush = Cỡ cọ
|
editor.brush = Cỡ cọ
|
||||||
@@ -523,6 +525,7 @@ details = Chi tiết...
|
|||||||
edit = Chỉnh sửa
|
edit = Chỉnh sửa
|
||||||
variables = Biến số
|
variables = Biến số
|
||||||
logic.clear.confirm = Bạn có muốn xóa sạch tất cả mã khỏi bộ xử lý này?
|
logic.clear.confirm = Bạn có muốn xóa sạch tất cả mã khỏi bộ xử lý này?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = Biến số sẵn có
|
logic.globals = Biến số sẵn có
|
||||||
|
|
||||||
editor.name = Tên:
|
editor.name = Tên:
|
||||||
@@ -544,7 +547,7 @@ editor.movedown = Di chuyển xuống
|
|||||||
editor.copy = Sao Chép
|
editor.copy = Sao Chép
|
||||||
editor.apply = Áp dụng
|
editor.apply = Áp dụng
|
||||||
editor.generate = Tạo ra
|
editor.generate = Tạo ra
|
||||||
editor.sectorgenerate = Tạo ra khu vực
|
editor.sectorgenerate = Tạo ra phân khu
|
||||||
editor.resize = Thay đổi kích thước
|
editor.resize = Thay đổi kích thước
|
||||||
editor.loadmap = Nạp bản đồ
|
editor.loadmap = Nạp bản đồ
|
||||||
editor.savemap = Lưu bản đồ
|
editor.savemap = Lưu bản đồ
|
||||||
@@ -686,10 +689,10 @@ requirement.core = Phá hủy lõi địch ở {0}
|
|||||||
requirement.research = Nghiên cứu {0}
|
requirement.research = Nghiên cứu {0}
|
||||||
requirement.produce = Sản xuất {0}
|
requirement.produce = Sản xuất {0}
|
||||||
requirement.capture = Chiếm {0}
|
requirement.capture = Chiếm {0}
|
||||||
requirement.onplanet = Kiểm soát khu vực {0}
|
requirement.onplanet = Kiểm soát phân khu {0}
|
||||||
requirement.onsector = Đáp xuống khu vực: {0}
|
requirement.onsector = Đáp xuống phân khu: {0}
|
||||||
launch.text = Phóng
|
launch.text = Phóng
|
||||||
map.multiplayer = Chỉ máy chủ mới có thể xem các khu vực.
|
map.multiplayer = Chỉ máy chủ mới có thể xem các phân khu.
|
||||||
uncover = Khám phá
|
uncover = Khám phá
|
||||||
configure = Cấu hình vật phẩm khởi đầu
|
configure = Cấu hình vật phẩm khởi đầu
|
||||||
|
|
||||||
@@ -750,7 +753,7 @@ addall = Thêm tất cả
|
|||||||
launch.from = Đang phóng từ: [accent]{0}
|
launch.from = Đang phóng từ: [accent]{0}
|
||||||
launch.capacity = Trữ lượng vật phẩm khi phóng: [accent]{0}
|
launch.capacity = Trữ lượng vật phẩm khi phóng: [accent]{0}
|
||||||
launch.destination = Đích đến: {0}
|
launch.destination = Đích đến: {0}
|
||||||
landing.sources = Khu vực nguồn: [accent]{0}[]
|
landing.sources = Phân khu nguồn: [accent]{0}[]
|
||||||
landing.import = Tổng nhập tối đa: {0}[accent]{1}[lightgray]/phút
|
landing.import = Tổng nhập tối đa: {0}[accent]{1}[lightgray]/phút
|
||||||
configure.invalid = Số lượng phải là số trong khoảng 0 đến {0}.
|
configure.invalid = Số lượng phải là số trong khoảng 0 đến {0}.
|
||||||
add = Thêm...
|
add = Thêm...
|
||||||
@@ -774,10 +777,10 @@ weather.sandstorm.name = Bão cát
|
|||||||
weather.sporestorm.name = Bão bào tử
|
weather.sporestorm.name = Bão bào tử
|
||||||
weather.fog.name = Sương mù
|
weather.fog.name = Sương mù
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]Thời gian chơi trên khu vực: {0}
|
campaign.playtime = \uf129 [lightgray]Thời gian chơi trên phân khu: {0}
|
||||||
campaign.complete = [accent]Chúc mừng.\n\nKẻ địch trên {0} đã bị đánh bại.\n[lightgray]Khu vực cuối cùng đã được chinh phục.
|
campaign.complete = [accent]Chúc mừng.\n\nKẻ địch trên {0} đã bị đánh bại.\n[lightgray]Phân khu cuối cùng đã được chinh phục.
|
||||||
|
|
||||||
sectorlist = Khu vực
|
sectorlist = Phân khu
|
||||||
sectorlist.attacked = {0} đang bị tấn công
|
sectorlist.attacked = {0} đang bị tấn công
|
||||||
sectors.unexplored = [lightgray]Chưa được khám phá
|
sectors.unexplored = [lightgray]Chưa được khám phá
|
||||||
sectors.resources = Tài nguyên:
|
sectors.resources = Tài nguyên:
|
||||||
@@ -794,7 +797,7 @@ sectors.select = Chọn
|
|||||||
sectors.launchselect = Chọn đích phóng
|
sectors.launchselect = Chọn đích phóng
|
||||||
sectors.nonelaunch = [lightgray]không có (mặt trời)
|
sectors.nonelaunch = [lightgray]không có (mặt trời)
|
||||||
sectors.redirect = Chuyển hướng bệ phóng
|
sectors.redirect = Chuyển hướng bệ phóng
|
||||||
sectors.rename = Đổi tên khu vực
|
sectors.rename = Đổi tên phân khu
|
||||||
sectors.enemybase = [scarlet]Căn cứ địch
|
sectors.enemybase = [scarlet]Căn cứ địch
|
||||||
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
||||||
sectors.underattack = [scarlet]Đang bị tấn công! [accent]{0}% tổn thất
|
sectors.underattack = [scarlet]Đang bị tấn công! [accent]{0}% tổn thất
|
||||||
@@ -803,17 +806,17 @@ sectors.survives = [accent]Vượt qua {0} đợt
|
|||||||
sectors.go = Đi
|
sectors.go = Đi
|
||||||
sector.abandon = Rời bỏ
|
sector.abandon = Rời bỏ
|
||||||
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
||||||
sector.curcapture = Khu vực đã chiếm
|
sector.curcapture = Phân khu đã được chiếm
|
||||||
sector.curlost = Khu vực đã mất
|
sector.curlost = Phân khu đã bị mất
|
||||||
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
||||||
sector.attacked = Khu vực [accent]{0}[white] đang bị tấn công!
|
sector.attacked = Phân khu [accent]{0}[white] đang bị tấn công!
|
||||||
sector.lost = Khu vực [accent]{0}[white] đã mất!
|
sector.lost = Phân khu [accent]{0}[white] đã bị mất!
|
||||||
sector.capture = Khu vực [accent]{0}[white] đã chiếm!
|
sector.capture = Phân khu [accent]{0}[white] đã được chiếm!
|
||||||
sector.capture.current = Khu vực đã chiếm!
|
sector.capture.current = Phân khu đã được chiếm!
|
||||||
sector.changeicon = Thay đổi biểu tượng
|
sector.changeicon = Thay đổi biểu tượng
|
||||||
sector.noswitch.title = Không thể đổi khu vực
|
sector.noswitch.title = Không thể đổi phân khu
|
||||||
sector.noswitch = Bạn không thể đổi khu vực khi một khu vực đang bị tấn công.\n\nKhu vực: [accent]{0}[] ở [accent]{1}[]
|
sector.noswitch = Bạn không thể đổi phân khu khi một phân khu đã có đang bị tấn công.\n\nPhân khu: [accent]{0}[] ở [accent]{1}[]
|
||||||
sector.view = Xem khu vực
|
sector.view = Xem phân khu
|
||||||
|
|
||||||
threat.low = Thấp
|
threat.low = Thấp
|
||||||
threat.medium = Trung bình
|
threat.medium = Trung bình
|
||||||
@@ -827,6 +830,11 @@ difficulty.normal = Vừa
|
|||||||
difficulty.hard = Khó
|
difficulty.hard = Khó
|
||||||
difficulty.eradication = Hủy diệt
|
difficulty.eradication = Hủy diệt
|
||||||
|
|
||||||
|
difficulty.enemyHealthMultiplier = Độ bền kẻ địch: {0}
|
||||||
|
difficulty.enemySpawnMultiplier = Số lượng kẻ địch: {0}
|
||||||
|
difficulty.waveTimeMultiplier = Thời gian đợt: {0}
|
||||||
|
difficulty.nomodifiers = [lightgray](Không thay đổi)
|
||||||
|
|
||||||
planets = Hành tinh
|
planets = Hành tinh
|
||||||
|
|
||||||
planet.serpulo.name = Serpulo
|
planet.serpulo.name = Serpulo
|
||||||
@@ -865,7 +873,7 @@ sector.frontier.name = Frontier
|
|||||||
sector.groundZero.description = Vị trí tối ưu để bắt đầu một lần nữa. Mối đe dọa của kẻ địch thấp. Ít tài nguyên.\nThu thập càng nhiều đồng và chì càng tốt.\nTiến lên.
|
sector.groundZero.description = Vị trí tối ưu để bắt đầu một lần nữa. Mối đe dọa của kẻ địch thấp. Ít tài nguyên.\nThu thập càng nhiều đồng và chì càng tốt.\nTiến lên.
|
||||||
sector.frozenForest.description = Dù ở đây, gần núi cao, các bào tử vẫn bắt đầu phát tán. Nhiệt độ lạnh giá không thể giữ chúng lại mãi.\n\nBắt đầu tạo năng lượng. Hãy xây dựng máy phát điện đốt. Học cách sử dụng máy sửa chữa.
|
sector.frozenForest.description = Dù ở đây, gần núi cao, các bào tử vẫn bắt đầu phát tán. Nhiệt độ lạnh giá không thể giữ chúng lại mãi.\n\nBắt đầu tạo năng lượng. Hãy xây dựng máy phát điện đốt. Học cách sử dụng máy sửa chữa.
|
||||||
sector.saltFlats.description = Ở vùng rìa sa mạc chính là Salt Flats. Có thể tìm thấy một ít tài nguyên ở khu vực này.\n\nKẻ địch đã dựng lên một khu phức hợp lưu trữ tài nguyên ở đây. Hãy loại bỏ hoàn toàn căn cứ này.
|
sector.saltFlats.description = Ở vùng rìa sa mạc chính là Salt Flats. Có thể tìm thấy một ít tài nguyên ở khu vực này.\n\nKẻ địch đã dựng lên một khu phức hợp lưu trữ tài nguyên ở đây. Hãy loại bỏ hoàn toàn căn cứ này.
|
||||||
sector.craters.description = Nước đã tích tụ trong miệng núi lửa ở đây, vốn là dấu tích của các cuộc chiến tranh cũ. Hãy chiếm lại khu vực. Thu gom cát. Nung thủy tinh. Bơm nước để làm mát súng và mũi khoan.
|
sector.craters.description = Nước đã tích tụ trong miệng núi lửa ở đây, vốn là dấu tích của các cuộc chiến tranh cũ. Hãy chiếm lại phân khu. Thu gom cát. Nung thủy tinh. Bơm nước để làm mát tháp súng và mũi khoan.
|
||||||
sector.ruinousShores.description = Vượt qua những địa hình mấp mô, là bờ biển. Vị trí này từng là nơi đặt một hệ thống phòng thủ ven biển. Không còn lại gì nhiều, chỉ những công trình phòng thủ cơ bản nhất vẫn không bị tổn thương, mọi thứ khác đều trở thành đống sắt vụn.\nTiếp tục mở rộng ra bên ngoài. Khám phá lại công nghệ có ở đây.
|
sector.ruinousShores.description = Vượt qua những địa hình mấp mô, là bờ biển. Vị trí này từng là nơi đặt một hệ thống phòng thủ ven biển. Không còn lại gì nhiều, chỉ những công trình phòng thủ cơ bản nhất vẫn không bị tổn thương, mọi thứ khác đều trở thành đống sắt vụn.\nTiếp tục mở rộng ra bên ngoài. Khám phá lại công nghệ có ở đây.
|
||||||
sector.stainedMountains.description = Xa hơn trong đất liền là những ngọn núi, chưa bị bào tử xâm lấn.\nKhai thác titan dồi dào trong khu vực này. Tìm hiểu làm thế nào để sử dụng nó.\n\nSự hiện diện của kẻ địch ở đây lớn hơn. Đừng cho chúng thời gian để có đơn vị mạnh nhất của chúng.
|
sector.stainedMountains.description = Xa hơn trong đất liền là những ngọn núi, chưa bị bào tử xâm lấn.\nKhai thác titan dồi dào trong khu vực này. Tìm hiểu làm thế nào để sử dụng nó.\n\nSự hiện diện của kẻ địch ở đây lớn hơn. Đừng cho chúng thời gian để có đơn vị mạnh nhất của chúng.
|
||||||
sector.overgrowth.description = Khu vực này phát triển quá mức, gần nguồn bào tử hơn.\nĐịch đã lập tiền đồn ở đây. Chế tạo đơn vị Mace. Phá hủy nó.
|
sector.overgrowth.description = Khu vực này phát triển quá mức, gần nguồn bào tử hơn.\nĐịch đã lập tiền đồn ở đây. Chế tạo đơn vị Mace. Phá hủy nó.
|
||||||
@@ -875,10 +883,10 @@ sector.nuclearComplex.description = Một cơ sở từng sản xuất và chế
|
|||||||
sector.fungalPass.description = Khu vực chuyển tiếp giữa vùng núi cao và vùng đất thấp hơn, đầy bào tử. Một căn cứ trinh sát nhỏ của địch được đặt tại đây.\nPhá hủy nó.\nSử dụng đơn vị Dagger và Crawler. Phá hủy hai lõi của địch.
|
sector.fungalPass.description = Khu vực chuyển tiếp giữa vùng núi cao và vùng đất thấp hơn, đầy bào tử. Một căn cứ trinh sát nhỏ của địch được đặt tại đây.\nPhá hủy nó.\nSử dụng đơn vị Dagger và Crawler. Phá hủy hai lõi của địch.
|
||||||
sector.biomassFacility.description = Nguồn gốc của bào tử. Đây là cơ sở mà chúng được nghiên cứu và sản xuất ban đầu.\nNghiên cứu công nghệ có ở đây. Nuôi cấy bào tử để sản xuất nhiên liệu và chất dẻo.\n\n[lightgray]Khi cơ sở này sụp đổ, các bào tử đã được giải phóng. Không có gì trong hệ sinh thái địa phương có thể cạnh tranh với một dạng sống xâm lấn mạnh như vậy.
|
sector.biomassFacility.description = Nguồn gốc của bào tử. Đây là cơ sở mà chúng được nghiên cứu và sản xuất ban đầu.\nNghiên cứu công nghệ có ở đây. Nuôi cấy bào tử để sản xuất nhiên liệu và chất dẻo.\n\n[lightgray]Khi cơ sở này sụp đổ, các bào tử đã được giải phóng. Không có gì trong hệ sinh thái địa phương có thể cạnh tranh với một dạng sống xâm lấn mạnh như vậy.
|
||||||
sector.windsweptIslands.description = Xa hơn đường bờ biển là chuỗi đảo xa xôi này. Hồ sơ cho thấy họ đã từng có công trình sản xuất [accent]Nhựa[].\n\nChống lại các lực lượng hải quân của kẻ địch. Thiết lập căn cứ trên quần đảo. Nghiên cứu các nhà máy này.
|
sector.windsweptIslands.description = Xa hơn đường bờ biển là chuỗi đảo xa xôi này. Hồ sơ cho thấy họ đã từng có công trình sản xuất [accent]Nhựa[].\n\nChống lại các lực lượng hải quân của kẻ địch. Thiết lập căn cứ trên quần đảo. Nghiên cứu các nhà máy này.
|
||||||
sector.extractionOutpost.description = Một tiền đồn xa, được kẻ địch xây dựng với mục đích phóng nguồn lực sang các khu vực khác.\n\nCông nghệ vận chuyển qua lại giữa các khu vực rất cần thiết cho việc mở rộng chinh phục. Phá hủy căn cứ. Nghiên cứu bệ phóng của họ.
|
sector.extractionOutpost.description = Một tiền đồn xa, được kẻ địch xây dựng với mục đích phóng nguồn lực sang các phân khu khác.\n\nCông nghệ vận chuyển qua lại giữa các phân khu rất cần thiết cho việc mở rộng chinh phục. Phá hủy căn cứ. Nghiên cứu bệ phóng của họ.
|
||||||
sector.impact0078.description = Đây là tàn tích của tàu vận chuyển giữa các vì sao đã từng đến được hệ sao này.\n\nLấy càng nhiều càng tốt từ đống đổ nát. Nghiên cứu bất kỳ công nghệ nguyên vẹn nào.
|
sector.impact0078.description = Đây là tàn tích của tàu vận chuyển giữa các vì sao đã từng đến được hệ sao này.\n\nLấy càng nhiều càng tốt từ đống đổ nát. Nghiên cứu bất kỳ công nghệ nguyên vẹn nào.
|
||||||
sector.planetaryTerminal.description = Mục tiêu cuối cùng.\n\nCăn cứ ven biển này chứa một cấu trúc có khả năng phóng các lõi tới các hành tinh lân cận. Nó được bảo vệ cực kỳ cẩn thận.\n\nSản xuất đơn vị hải quân. Loại bỏ kẻ địch càng nhanh càng tốt. Nghiên cứu cấu trúc phóng.
|
sector.planetaryTerminal.description = Mục tiêu cuối cùng.\n\nCăn cứ ven biển này chứa một cấu trúc có khả năng phóng các lõi tới các hành tinh lân cận. Nó được bảo vệ cực kỳ cẩn thận.\n\nSản xuất đơn vị hải quân. Loại bỏ kẻ địch càng nhanh càng tốt. Nghiên cứu cấu trúc phóng.
|
||||||
sector.coastline.description = Phát hiện tàn dư công nghệ của các đơn vị hải quân tại địa điểm này. Đẩy lùi các cuộc tấn công của kẻ địch, chiếm khu vực này, và lấy công nghệ.
|
sector.coastline.description = Phát hiện tàn dư công nghệ của các đơn vị hải quân tại địa điểm này. Đẩy lùi các cuộc tấn công của kẻ địch, chiếm phân khu này, và lấy công nghệ.
|
||||||
sector.navalFortress.description = Kẻ địch đã thiết lập một căn cứ từ xa, trên đảo tự nhiên. Phá hủy tiền đồn này. Chiếm công nghệ chế tạo đơn vị hải quân tiên tiến của địch và nghiên cứu nó.
|
sector.navalFortress.description = Kẻ địch đã thiết lập một căn cứ từ xa, trên đảo tự nhiên. Phá hủy tiền đồn này. Chiếm công nghệ chế tạo đơn vị hải quân tiên tiến của địch và nghiên cứu nó.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
@@ -914,22 +922,22 @@ sector.karst.name = Karst
|
|||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
|
|
||||||
sector.onset.description = Bắt đầu hành trình chinh phục Erekir. Thu thập tài nguyên, sản xuất đơn vị, và bắt đầu nghiên cứu công nghệ.
|
sector.onset.description = Bắt đầu hành trình chinh phục Erekir. Thu thập tài nguyên, sản xuất đơn vị, và bắt đầu nghiên cứu công nghệ.
|
||||||
sector.aegis.description = Khu vực này chứa các kho lưu trữ của tungsten.\nNghiên cứu [accent]Máy khoan động lực[] để khai thác tài nguyên này này, và phá hủy căn cứ của địch ở khu vực này.
|
sector.aegis.description = Phân khu này chứa các kho lưu trữ của tungsten.\nNghiên cứu [accent]Máy khoan động lực[] để khai thác tài nguyên này, và phá hủy căn cứ của địch ở khu vực.
|
||||||
sector.lake.description = Hồ xỉ nóng chảy của khu vực này giới hạn rất nhiều các loại đơn vị. Một loại đơn vị lướt được là sự lựa chọn duy nhất.\nNghiên cứu [accent]Máy chế tạo phi thuyền[] và sản xuất một đơn vị [accent]elude[] nhanh nhất có thể.
|
sector.lake.description = Hồ xỉ nóng chảy của khu vực này giới hạn rất nhiều các loại đơn vị. Một loại đơn vị lướt được là sự lựa chọn duy nhất.\nNghiên cứu [accent]Máy chế tạo phi thuyền[] và sản xuất một đơn vị [accent]elude[] nhanh nhất có thể.
|
||||||
sector.intersect.description = Việc thăm dò cho thấy khu vực này sẽ bị tấn công từ nhiều hướng ngay sau khi đáp.\nThiết lập các lớp phòng thủ nhanh chóng và mở rộng sớm nhất có thể.\n[accent]Máy cơ động[] sẽ là cần thiết cho địa hình khó khăn của khu vực này.
|
sector.intersect.description = Việc thăm dò cho thấy phân khu này sẽ bị tấn công từ nhiều hướng ngay sau khi đáp.\nThiết lập các lớp phòng thủ nhanh chóng và mở rộng sớm nhất có thể.\n[accent]Máy cơ động[] sẽ là cần thiết cho địa hình khó khăn của khu vực.
|
||||||
sector.atlas.description = Khu vực này có địa hình phong phú và sẽ cần nhiều loại đơn vị đa dạng để tấn công hiệu quả.\nCác loại đơn vị được nâng cấp cũng có thể cần thiết để vượt qua một số căn cứ của địch được phát hiện ở đây.\nNghiên cứu [accent]Máy điện phân[] và [accent]Máy chế tạo xe tăng[].
|
sector.atlas.description = Phân khu này có địa hình phong phú và sẽ cần nhiều loại đơn vị đa dạng để tấn công hiệu quả.\nCác loại đơn vị được nâng cấp cũng có thể cần thiết để vượt qua một số căn cứ của địch được phát hiện ở đây.\nNghiên cứu [accent]Máy điện phân[] và [accent]Máy chế tạo xe tăng[].
|
||||||
sector.split.description = Sự hiện diện ít ỏi của kẻ địch ở khu vực này làm nó là một khu vực hoàn hảo để thử nghiệm công nghệ vận chuyển mới.
|
sector.split.description = Sự hiện diện ít ỏi của kẻ địch ở phân khu này làm nó là một nơi hoàn hảo để thử nghiệm công nghệ vận chuyển mới.
|
||||||
sector.basin.description = Đã phát hiện sự hiện diện lớn mạnh của kẻ địch ở khu vực này.\nSản xuất đơn vị nhanh chóng và chiếm được các lõi của địch để có được một vị thế vững chắc.
|
sector.basin.description = Đã phát hiện sự hiện diện lớn mạnh của kẻ địch ở phân khu này.\nSản xuất đơn vị nhanh chóng và chiếm được các lõi của địch để có được một vị thế vững chắc.
|
||||||
sector.marsh.description = Khu vực này có trữ lượng lớn arkycite, nhưng có rất ít các lỗ hơi nước.\nXây dựng [accent]Bể điện hóa[] để tạo năng lượng.
|
sector.marsh.description = Phân khu này có trữ lượng lớn arkycite, nhưng có số lỗ hơi nước giới hạn.\nXây dựng [accent]Bể điện hóa[] để tạo năng lượng.
|
||||||
sector.peaks.description = Địa hình đồi núi của khu vực này khiến hầu hết các loại đơn vị vô dụng. Các loại đơn vị bay trở nên cần thiết.\nHãy cẩn thận với các công trình phòng thủ trên không của địch. Có thể bị vô hiệu hóa bằng cách tấn công các công trình hỗ trợ.
|
sector.peaks.description = Địa hình đồi núi của phân khu này khiến hầu hết các loại đơn vị vô dụng. Các loại đơn vị bay trở nên cần thiết.\nHãy cẩn thận với các công trình phòng thủ trên không của địch. Có thể bị vô hiệu hóa một số bằng cách nhắm vào các công trình hỗ trợ của chúng.
|
||||||
sector.ravine.description = Một tuyến đường vận chuyển quan trọng cho kẻ địch. Không phát hiện lõi nào trong khu vực, nhưng dự đoán sẽ có nhiều loại kẻ địch đa dạng.\nSản xuất [accent]hợp kim[]. Xây dựng bệ súng [accent]Afflict[].
|
sector.ravine.description = Một tuyến đường vận chuyển quan trọng cho kẻ địch. Không phát hiện lõi nào trong phân khu, nhưng dự đoán sẽ có nhiều loại kẻ địch đa dạng.\nSản xuất [accent]hợp kim[]. Xây dựng tháp súng [accent]Afflict[].
|
||||||
sector.caldera-erekir.description = Các tài nguyên được phát hiện ở khu vực này được phân bố trên nhiều đảo.\nNghiên cứu và triển khai vận chuyển dựa trên máy bay không người lái.
|
sector.caldera-erekir.description = Các tài nguyên được phát hiện ở phân khu này được phân bố trên nhiều đảo.\nNghiên cứu và triển khai vận chuyển dựa trên máy bay không người lái.
|
||||||
sector.stronghold.description = Các căn cứ của địch ở khu vực này đang bảo vệ một lượng lớn [accent]thori[].\nSử dụng nó để phát triển các loại đơn vị và bệ súng cao cấp hơn.
|
sector.stronghold.description = Các căn cứ của địch ở phân khu này đang bảo vệ một lượng lớn [accent]thori[].\nSử dụng nó để phát triển các loại đơn vị và tháp súng cao cấp hơn.
|
||||||
sector.crevice.description = Địch sẽ gửi các đơn vị tấn công mạnh mẽ để triệt hạ căn cứ của bạn ở khu vực này.\nPhát triển [accent]carbide[] và [accent]Máy nhiệt phân[] là điều cần thiết để sống sót.
|
sector.crevice.description = Địch sẽ gửi các đơn vị tấn công mạnh mẽ để triệt hạ căn cứ của bạn ở phân khu này.\nPhát triển [accent]carbide[] và [accent]Máy nhiệt phân[] là điều cần thiết để sống sót.
|
||||||
sector.siege.description = Khu vực này có hai hẻm núi song song sẽ tạo ra một cuộc tấn công theo hai hướng.\nNghiên cứu [accent]cyano[] để có thể chế tạo những đơn vị xe tăng mạnh hơn.\nChú ý: Phát hiện tên lửa tầm xa của kẻ địch. Các tên lửa có thể bị bắn hạ trước khi va chạm.
|
sector.siege.description = Khu vực này có hai hẻm núi song song sẽ tạo ra một cuộc tấn công theo hai hướng.\nNghiên cứu [accent]cyano[] để có thể chế tạo những đơn vị xe tăng mạnh hơn.\nChú ý: Phát hiện tên lửa tầm xa của kẻ địch. Các tên lửa có thể bị bắn hạ trước khi va chạm.
|
||||||
sector.crossroads.description = Các căn cứ của địch ở khu vực này được xây dựng trên các địa hình khác nhau. Nghiên cứu các loại đơn vị khác nhau sao cho phù hợp.\nNgoài ra, một số căn cứ được bảo vệ bởi các máy chiếu khiên chắn. Tìm hiểu cách chúng được cung cấp năng lượng.
|
sector.crossroads.description = Các căn cứ của địch ở phân khu này được xây dựng trên các địa hình khác nhau. Nghiên cứu các loại đơn vị khác nhau sao cho phù hợp.\nNgoài ra, một số căn cứ được bảo vệ bởi các máy chiếu khiên chắn. Tìm hiểu cách chúng được cung cấp năng lượng.
|
||||||
sector.karst.description = Khu vực này có rất nhiều tài nguyên, nhưng sẽ bị địch tấn công khi một lõi mới đáp xuống.\nTận dụng các tài nguyên và nghiên cứu [accent]sợi lượng tử[].
|
sector.karst.description = Phân khu này có rất nhiều tài nguyên, nhưng sẽ bị địch tấn công khi một lõi mới đáp xuống.\nTận dụng các tài nguyên và nghiên cứu [accent]sợi lượng tử[].
|
||||||
sector.origin.description = Khu vực cuối cùng với sự hiện diện của địch rất lớn.\nKhông còn bất cứ thứ gì cần nghiên cứu - tập trung hoàn toàn vào việc tiêu diệt tất cả các lõi của địch.
|
sector.origin.description = Phân khu cuối cùng với sự hiện diện của địch rất lớn.\nKhông còn bất cứ thứ gì cần nghiên cứu - tập trung hoàn toàn vào việc tiêu diệt tất cả các lõi của kẻ địch.
|
||||||
|
|
||||||
status.burning.name = Đốt cháy
|
status.burning.name = Đốt cháy
|
||||||
status.freezing.name = Đóng băng
|
status.freezing.name = Đóng băng
|
||||||
@@ -1106,6 +1114,7 @@ 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 = Kích thước quá lớn\n(Tối đa: {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
|
||||||
bar.nobatterypower = Thiếu năng lượng pin
|
bar.nobatterypower = Thiếu năng lượng pin
|
||||||
@@ -1351,6 +1360,8 @@ keybind.pick.name = Nhặt khối
|
|||||||
keybind.break_block.name = Phá khối
|
keybind.break_block.name = Phá khối
|
||||||
keybind.select_all_units.name = Chọn tất cả đơn vị
|
keybind.select_all_units.name = Chọn tất cả đơn vị
|
||||||
keybind.select_all_unit_factories.name = Chọn tất cả các nhà máy đơn vị
|
keybind.select_all_unit_factories.name = Chọn tất cả các nhà máy đơn vị
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = Bỏ chọn
|
keybind.deselect.name = Bỏ chọn
|
||||||
keybind.pickupCargo.name = Nhặt hàng
|
keybind.pickupCargo.name = Nhặt hàng
|
||||||
keybind.dropCargo.name = Thả hàng
|
keybind.dropCargo.name = Thả hàng
|
||||||
@@ -1358,7 +1369,7 @@ keybind.shoot.name = Bắn
|
|||||||
keybind.zoom.name = Thu phóng
|
keybind.zoom.name = Thu phóng
|
||||||
keybind.menu.name = Trình đơn
|
keybind.menu.name = Trình đơn
|
||||||
keybind.pause.name = Tạm dừng
|
keybind.pause.name = Tạm dừng
|
||||||
keybind.skip_wave.name = Skip Wave
|
keybind.skip_wave.name = Bỏ qua đợt
|
||||||
keybind.pause_building.name = Tạm dừng/Tiếp tục xây dựng
|
keybind.pause_building.name = Tạm dừng/Tiếp tục xây dựng
|
||||||
keybind.minimap.name = Bản đồ nhỏ
|
keybind.minimap.name = Bản đồ nhỏ
|
||||||
keybind.planet_map.name = Bản đồ hành tinh
|
keybind.planet_map.name = Bản đồ hành tinh
|
||||||
@@ -1455,7 +1466,7 @@ rules.title.teams = Đội
|
|||||||
rules.title.planet = Hành Tinh
|
rules.title.planet = Hành Tinh
|
||||||
rules.lighting = Ánh Sáng
|
rules.lighting = Ánh Sáng
|
||||||
rules.fog = Sương Mù Chiến Tranh
|
rules.fog = Sương Mù Chiến Tranh
|
||||||
rules.invasions = Kẻ Địch Xâm Lược Khu Vực
|
rules.invasions = Kẻ Địch Xâm Lược Phân Khu
|
||||||
rules.legacylaunchpads = Cơ chế bệ phóng di sản
|
rules.legacylaunchpads = Cơ chế bệ phóng di sản
|
||||||
rules.legacylaunchpads.info = Cho phép dùng bệ phóng mà không cần bệ đáp, như trong bản 7.0.
|
rules.legacylaunchpads.info = Cho phép dùng bệ phóng mà không cần bệ đáp, như trong bản 7.0.
|
||||||
landingpad.legacy.disabled = [scarlet]\ue815 Đã tắt[lightgray] (Bệ phóng di sản được bật)
|
landingpad.legacy.disabled = [scarlet]\ue815 Đã tắt[lightgray] (Bệ phóng di sản được bật)
|
||||||
@@ -1471,7 +1482,7 @@ rules.weather.always = Luôn Có
|
|||||||
rules.weather.duration = Thời Lượng:
|
rules.weather.duration = Thời Lượng:
|
||||||
|
|
||||||
rules.randomwaveai.info = Làm các đơn vị xuất hiện trong các lượt nhắm vào công trình ngẫu nhiên thay vì tấn công trực tiếp vào lõi hoặc máy phát năng lượng.
|
rules.randomwaveai.info = Làm các đơn vị xuất hiện trong các lượt nhắm vào công trình ngẫu nhiên thay vì tấn công trực tiếp vào lõi hoặc máy phát năng lượng.
|
||||||
rules.placerangecheck.info = Ngăn chặn người chơi khỏi việc đặt bất kỳ thứ gì gần công trình kẻ địch. Khi cố đặt một bệ súng, phạm vi sẽ bị tăng lên, để bệ súng không thể bắn tới kẻ địch.
|
rules.placerangecheck.info = Ngăn chặn người chơi khỏi việc đặt bất kỳ thứ gì gần công trình kẻ địch. Khi cố đặt một tháp súng, phạm vi sẽ bị tăng lên, để tháp súng không thể bắn tới kẻ địch.
|
||||||
rules.onlydepositcore.info = Ngăn chặn các đơn vị khỏi việc thả vật phẩm vào bất kỳ công trình nào ngoài lõi.
|
rules.onlydepositcore.info = Ngăn chặn các đơn vị khỏi việc thả vật phẩm vào bất kỳ công trình nào ngoài lõi.
|
||||||
|
|
||||||
content.item.name = Vật phẩm
|
content.item.name = Vật phẩm
|
||||||
@@ -1479,7 +1490,7 @@ content.liquid.name = Chất lỏng
|
|||||||
content.unit.name = Đơn vị
|
content.unit.name = Đơn vị
|
||||||
content.block.name = Khối
|
content.block.name = Khối
|
||||||
content.status.name = Hiệu ứng trạng thái
|
content.status.name = Hiệu ứng trạng thái
|
||||||
content.sector.name = Khu vực
|
content.sector.name = Phân khu
|
||||||
content.team.name = Phe
|
content.team.name = Phe
|
||||||
|
|
||||||
wallore = (Tường)
|
wallore = (Tường)
|
||||||
@@ -1718,7 +1729,7 @@ block.battery-large.name = Pin lớn
|
|||||||
block.combustion-generator.name = Máy phát điện đốt cháy
|
block.combustion-generator.name = Máy phát điện đốt cháy
|
||||||
block.steam-generator.name = Máy phát điện hơi nước
|
block.steam-generator.name = Máy phát điện hơi nước
|
||||||
block.differential-generator.name = Máy phát điện vi sai
|
block.differential-generator.name = Máy phát điện vi sai
|
||||||
block.impact-reactor.name = Lò phản ứng nhiệt hạch
|
block.impact-reactor.name = Lò phản ứng động lực
|
||||||
block.mechanical-drill.name = Máy khoan cơ khí
|
block.mechanical-drill.name = Máy khoan cơ khí
|
||||||
block.pneumatic-drill.name = Máy khoan khí nén
|
block.pneumatic-drill.name = Máy khoan khí nén
|
||||||
block.laser-drill.name = Máy khoan laser
|
block.laser-drill.name = Máy khoan laser
|
||||||
@@ -1748,7 +1759,7 @@ block.solar-panel.name = Tấm pin mặt trời
|
|||||||
block.solar-panel-large.name = Tấm pin mặt trời lớn
|
block.solar-panel-large.name = Tấm pin mặt trời lớn
|
||||||
block.oil-extractor.name = Máy khoan dầu
|
block.oil-extractor.name = Máy khoan dầu
|
||||||
block.repair-point.name = Điểm sửa chữa
|
block.repair-point.name = Điểm sửa chữa
|
||||||
block.repair-turret.name = Súng sữa chữa
|
block.repair-turret.name = Tháp súng sữa chữa
|
||||||
block.pulse-conduit.name = Ống dẫn xung mạch
|
block.pulse-conduit.name = Ống dẫn xung mạch
|
||||||
block.plated-conduit.name = Ống dẫn bọc giáp
|
block.plated-conduit.name = Ống dẫn bọc giáp
|
||||||
block.phase-conduit.name = Ống dẫn lượng tử
|
block.phase-conduit.name = Ống dẫn lượng tử
|
||||||
@@ -1903,7 +1914,7 @@ block.shielded-wall.name = Tường khiên chắn
|
|||||||
block.radar.name = Máy quét
|
block.radar.name = Máy quét
|
||||||
block.build-tower.name = Tháp xây dựng
|
block.build-tower.name = Tháp xây dựng
|
||||||
block.regen-projector.name = Máy chiếu hồi phục
|
block.regen-projector.name = Máy chiếu hồi phục
|
||||||
block.shockwave-tower.name = Máy tạo xung điện
|
block.shockwave-tower.name = Tháp xung điện
|
||||||
block.shield-projector.name = Máy chiếu khiên chắn
|
block.shield-projector.name = Máy chiếu khiên chắn
|
||||||
block.large-shield-projector.name = Máy chiếu khiên chắn lớn
|
block.large-shield-projector.name = Máy chiếu khiên chắn lớn
|
||||||
block.armored-duct.name = Ống chân không bọc giáp
|
block.armored-duct.name = Ống chân không bọc giáp
|
||||||
@@ -1977,6 +1988,7 @@ 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 = Màn hình hiển thị nối ô
|
||||||
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
|
||||||
|
|
||||||
@@ -2001,12 +2013,12 @@ hint.blockInfo = Xem vật phẩm nhập và thông tin của một khối bằn
|
|||||||
hint.derelict = [accent]Bỏ hoang[] là các công trình bị hỏng của các căn cứ cũ mà không còn hoạt động.\n\nCác công trình này có thể [accent]được tháo dỡ[] để nhận được tài nguyên hoặc sửa chữa.
|
hint.derelict = [accent]Bỏ hoang[] là các công trình bị hỏng của các căn cứ cũ mà không còn hoạt động.\n\nCác công trình này có thể [accent]được tháo dỡ[] để nhận được tài nguyên hoặc sửa chữa.
|
||||||
hint.research = Sử dụng nút :tree: [accent]Nghiên cứu[] để nghiên cứu công nghệ mới.
|
hint.research = Sử dụng nút :tree: [accent]Nghiên cứu[] để nghiên cứu công nghệ mới.
|
||||||
hint.research.mobile = Sử dụng nút :tree: [accent]Nghiên cứu[] trong :menu: [accent]Trình đơn[] để nghiên cứu công nghệ mới.
|
hint.research.mobile = Sử dụng nút :tree: [accent]Nghiên cứu[] trong :menu: [accent]Trình đơn[] để nghiên cứu công nghệ mới.
|
||||||
hint.unitControl = Giữ [accent][[Ctrl trái][] và [accent]nhấn chuột[] để điều khiển thủ công đơn vị của bạn hoặc súng.
|
hint.unitControl = Giữ [accent][[Ctrl trái][] và [accent]nhấn chuột[] để điều khiển thủ công đơn vị của bạn hoặc tháp súng.
|
||||||
hint.unitControl.mobile = [accent][[Nhấn đúp][] để điều khiển thủ công đơn vị của bạn hoặc súng.
|
hint.unitControl.mobile = [accent][[Nhấn đúp][] để điều khiển thủ công đơn vị của bạn hoặc tháp súng.
|
||||||
hint.unitSelectControl = Để điều khiển đơn vị, hãy nhấn [accent]chế độ mệnh lệnh[] bằng cách giữ [accent]Shift trái[].\nKhi ở chế độ mệnh lệnh, hãy nhấn và kéo để chọn đơn vị. [accent]Nhấn chuột phải[] vào một vị trí hoặc mục tiêu để ra lệnh đơn vị đến đó.
|
hint.unitSelectControl = Để điều khiển đơn vị, hãy nhấn [accent]chế độ mệnh lệnh[] bằng cách giữ [accent]Shift trái[].\nKhi ở chế độ mệnh lệnh, hãy nhấn và kéo để chọn đơn vị. [accent]Nhấn chuột phải[] vào một vị trí hoặc mục tiêu để ra lệnh đơn vị đến đó.
|
||||||
hint.unitSelectControl.mobile = Để điều khiển đơn vị, hãy nhấn [accent]chế độ mệnh lệnh[] bằng cách nhấn nút [accent]mệnh lệnh[] ở phía dưới cùng bên trái.\nKhi ở chế độ mệnh lệnh, hãy nhấn giữ và kéo để chọn đơn vị. Nhấp vào một vị trí hoặc mục tiêu để ra lệnh đơn vị đến đó.
|
hint.unitSelectControl.mobile = Để điều khiển đơn vị, hãy nhấn [accent]chế độ mệnh lệnh[] bằng cách nhấn nút [accent]mệnh lệnh[] ở phía dưới cùng bên trái.\nKhi ở chế độ mệnh lệnh, hãy nhấn giữ và kéo để chọn đơn vị. Nhấp vào một vị trí hoặc mục tiêu để ra lệnh đơn vị đến đó.
|
||||||
hint.launch = Một khi thu thập đủ tài nguyên, bạn có thể [accent]Phóng[] bằng cách chọn các khu vực lân cận bằng cách mở :map: [accent]Bản đồ[] ở phía dưới cùng bên phải, và lướt chọn vị trí mới.
|
hint.launch = Một khi thu thập đủ tài nguyên, bạn có thể [accent]Phóng[] bằng cách chọn các phân khu lân cận bằng cách mở :map: [accent]Bản đồ[] ở phía dưới cùng bên phải, và lướt chọn vị trí mới.
|
||||||
hint.launch.mobile = Một khi thu thập đủ tài nguyên, bạn có thể [accent]Phóng[] bằng cách chọn các khu vực lân cận từ :map: [accent]Bản đồ[] trong :menu: [accent]Trình đơn[].
|
hint.launch.mobile = Một khi thu thập đủ tài nguyên, bạn có thể [accent]Phóng[] bằng cách chọn các phân khu lân cận từ :map: [accent]Bản đồ[] trong :menu: [accent]Trình đơn[].
|
||||||
hint.schematicSelect = Giữ [accent][[F][] và kéo để chọn các khối để sao chép và dán.\n\n[accent][[Nhấn chuột giữa][] để sao chép một kiểu khối đơn lẻ.
|
hint.schematicSelect = Giữ [accent][[F][] và kéo để chọn các khối để sao chép và dán.\n\n[accent][[Nhấn chuột giữa][] để sao chép một kiểu khối đơn lẻ.
|
||||||
hint.rebuildSelect = Giữ [accent][[B][] và kéo để chọn các khối đã bị phá hủy.\nChúng sẽ được tự động được xây lại.
|
hint.rebuildSelect = Giữ [accent][[B][] và kéo để chọn các khối đã bị phá hủy.\nChúng sẽ được tự động được xây lại.
|
||||||
hint.rebuildSelect.mobile = Chọn nút :copy: sao chép, sau đó nhấp nút :wrench: xây lại và kéo để chọn khu vực của các khối đã bị phá hủy.\nViệc này sẽ giúp xây lại chúng một cách tự động.
|
hint.rebuildSelect.mobile = Chọn nút :copy: sao chép, sau đó nhấp nút :wrench: xây lại và kéo để chọn khu vực của các khối đã bị phá hủy.\nViệc này sẽ giúp xây lại chúng một cách tự động.
|
||||||
@@ -2017,12 +2029,12 @@ hint.payloadPickup = Nhấn [accent][[[] để nhặt một khối nhỏ hoặc
|
|||||||
hint.payloadPickup.mobile = [accent]Nhấn và giữ[] một khối nhỏ hoặc một đơn vị để nhặt nó.
|
hint.payloadPickup.mobile = [accent]Nhấn và giữ[] một khối nhỏ hoặc một đơn vị để nhặt nó.
|
||||||
hint.payloadDrop = Nhấn [accent]][] để thả một khối hàng.
|
hint.payloadDrop = Nhấn [accent]][] để thả một khối hàng.
|
||||||
hint.payloadDrop.mobile = [accent]Nhấn và giữ[] tại một khu vực trống để thả khối hàng tại đó.
|
hint.payloadDrop.mobile = [accent]Nhấn và giữ[] tại một khu vực trống để thả khối hàng tại đó.
|
||||||
hint.waveFire = [accent]Wave[] súng có nước làm đạn dược sẽ tự động dập tắt các đám cháy gần đó.
|
hint.waveFire = Tháp súng [accent]Wave[] có nước làm đạn sẽ tự động dập tắt các đám cháy gần đó.
|
||||||
hint.generator = :combustion-generator: [accent]Máy phát điện đốt cháy[] đốt than và truyền năng lượng cho các khối liền kề.\n\nPhạm vi truyền tải năng lượng có thể được mở rộng với :power-node: [accent]Chốt điện[].
|
hint.generator = :combustion-generator: [accent]Máy phát điện đốt cháy[] đốt than và truyền năng lượng cho các khối liền kề.\n\nPhạm vi truyền tải năng lượng có thể được mở rộng với :power-node: [accent]Chốt điện[].
|
||||||
hint.guardian = [accent]Trùm[] được bọc giáp. Sử dụng loại đạn yếu chẳng hạn như [accent]Đồng[] và [accent]Chì[] là [scarlet]không hiệu quả[].\n\nSử dụng súng tiên tiến hơn hoặc sử dụng :graphite: [accent]Than chì[] làm đạn :duo:Duo/:salvo:Salvo đạn dược để hạ gục Trùm.
|
hint.guardian = [accent]Trùm[] được bọc giáp. Sử dụng loại đạn yếu chẳng hạn như [accent]Đồng[] và [accent]Chì[] là [scarlet]không hiệu quả[].\n\nSử dụng tháp súng tiên tiến hơn hoặc sử dụng :graphite: [accent]Than chì[] làm đạn :duo:Duo/:salvo:Salvo đạn dược để hạ gục Trùm.
|
||||||
hint.coreUpgrade = Các lõi có thể được nâng cấp bằng cách [accent]đặt lõi cấp cao hơn trên chúng[].\n\nĐặt một lõi :core-foundation: [accent]Trụ sở[] trên lõi :core-shard: [accent]Cơ sở[]. Đảm bảo không có vật cản gần đó.
|
hint.coreUpgrade = Các lõi có thể được nâng cấp bằng cách [accent]đặt lõi cấp cao hơn trên chúng[].\n\nĐặt một lõi :core-foundation: [accent]Trụ sở[] trên lõi :core-shard: [accent]Cơ sở[]. Đảm bảo không có vật cản gần đó.
|
||||||
hint.presetLaunch = [accent]Khu vực đáp[] xám, như [accent]Frozen Forest[], có thể được phóng đến từ bất cứ đâu. Nó không yêu cầu chiếm các khu vực lân cận.\n\n[accent]Các khu vực được đánh số[], chẳng hạn như cái này, là [accent]không bắt buộc[].
|
hint.presetLaunch = [accent]Khu vực đáp[] xám, như [accent]Frozen Forest[], có thể được phóng đến từ bất cứ đâu. Nó không yêu cầu chiếm các vùng đất lân cận.\n\n[accent]Các phân khu được đánh số[], chẳng hạn như cái này, là [accent]không bắt buộc[].
|
||||||
hint.presetDifficulty = Khu vực này có [scarlet]mối đe dọa thù địch cao[].\nPhóng đến khu vực như vậy [accent]không được khuyến khích[] nếu không có công nghệ và chuẩn bị phù hợp.
|
hint.presetDifficulty = Phân khu này có [scarlet]mối đe dọa thù địch cao[].\nPhóng đến phân khu như vậy [accent]không được khuyến khích[] nếu không có công nghệ và chuẩn bị phù hợp.
|
||||||
hint.coreIncinerate = Sau khi lõi đầy một loại vật phẩm, bất kỳ vật phẩm vào thuộc loại đó nhận được sẽ bị [accent]tiêu hủy[].
|
hint.coreIncinerate = Sau khi lõi đầy một loại vật phẩm, bất kỳ vật phẩm vào thuộc loại đó nhận được sẽ bị [accent]tiêu hủy[].
|
||||||
hint.factoryControl = Để đặt [accent]điểm đầu ra[] của một nhà máy, nhấn vào một khối nhà máy trong chế độ ra lệnh, sau đó nhấn chuột phải vào một vị trí.\nCác đơn vị sản xuất bởi nó sẽ tự động di chuyển đến đó.
|
hint.factoryControl = Để đặt [accent]điểm đầu ra[] của một nhà máy, nhấn vào một khối nhà máy trong chế độ ra lệnh, sau đó nhấn chuột phải vào một vị trí.\nCác đơn vị sản xuất bởi nó sẽ tự động di chuyển đến đó.
|
||||||
hint.factoryControl.mobile = Để đặt [accent]điểm đầu ra[] của một nhà máy, nhấp vào một khối nhà máy trong chế độ ra lệnh, sau đó nhấp vào một vị trí.\nCác đơn vị sản xuất bởi nó sẽ tự động di chuyển đến đó.
|
hint.factoryControl.mobile = Để đặt [accent]điểm đầu ra[] của một nhà máy, nhấp vào một khối nhà máy trong chế độ ra lệnh, sau đó nhấp vào một vị trí.\nCác đơn vị sản xuất bởi nó sẽ tự động di chuyển đến đó.
|
||||||
@@ -2036,17 +2048,17 @@ gz.conveyors.mobile = Nghiên cứu và đặt :conveyor: [accent]băng chuyền
|
|||||||
gz.drills = Mở rộng hoạt động khai thác.\nĐặt thêm Máy khoan cơ khí.\nKhai thác 100 đồng.
|
gz.drills = Mở rộng hoạt động khai thác.\nĐặt thêm Máy khoan cơ khí.\nKhai thác 100 đồng.
|
||||||
gz.lead = :lead: [accent]Chì[] là một tài nguyên được sử dụng phổ biến.\nHãy đặt các máy khoan để khai thác chì.
|
gz.lead = :lead: [accent]Chì[] là một tài nguyên được sử dụng phổ biến.\nHãy đặt các máy khoan để khai thác chì.
|
||||||
gz.moveup = :up: Di chuyển lên để xem các nhiệm vụ tiếp theo.
|
gz.moveup = :up: Di chuyển lên để xem các nhiệm vụ tiếp theo.
|
||||||
gz.turrets = Nghiên cứu và đặt 2 súng :duo: [accent]Duo[] để bảo vệ lõi.\nSúng Duo cần :copper: [accent]đạn[] từ băng chuyền.
|
gz.turrets = Nghiên cứu và đặt 2 tháp súng :duo: [accent]Duo[] để bảo vệ lõi.\nTháp súng Duo cần :copper: [accent]đạn[] từ băng chuyền.
|
||||||
gz.duoammo = Tiếp đạn cho súng Duo bằng :copper: [accent]đồng[], sử dụng băng chuyền.
|
gz.duoammo = Tiếp đạn cho tháp súng Duo bằng :copper: [accent]đồng[], sử dụng băng chuyền.
|
||||||
gz.walls = [accent]Tường[] có thể ngăn chặn sát thương đến các công trình.\nĐặt :copper-wall: [accent]tường đồng[] xung quanh các súng.
|
gz.walls = [accent]Tường[] có thể ngăn chặn sát thương đến các công trình.\nĐặt :copper-wall: [accent]tường đồng[] xung quanh các tháp súng.
|
||||||
gz.defend = Quân địch đang đến, hãy chuẩn bị phòng thủ.
|
gz.defend = Quân địch đang đến, hãy chuẩn bị phòng thủ.
|
||||||
gz.aa = Các đơn vị bay không thể dễ dàng bị bắn hạ với các súng tiêu chuẩn.\n:scatter: [accent]Scatter[] cung cấp tốt khả năng phòng không, nhưng cần :lead: [accent]chì[] là đạn.
|
gz.aa = Các đơn vị bay không thể dễ dàng bị bắn hạ với các tháp súng tiêu chuẩn.\n:scatter: [accent]Scatter[] cung cấp tốt khả năng phòng không, nhưng cần :lead: [accent]chì[] là đạn.
|
||||||
gz.scatterammo = Tiếp đạn cho súng Scatter bằng :lead: [accent]chì[], sử dụng băng chuyền.
|
gz.scatterammo = Tiếp đạn cho tháp súng Scatter bằng :lead: [accent]chì[], sử dụng băng chuyền.
|
||||||
gz.supplyturret = [accent]Cấp đạn cho súng
|
gz.supplyturret = [accent]Cấp đạn cho tháp súng
|
||||||
gz.zone1 = Đây là khu vực quân địch đáp xuống.
|
gz.zone1 = Đây là khu vực quân địch đáp xuống.
|
||||||
gz.zone2 = Bất kỳ thứ gì được xây dựng trong bán kính này sẽ bị phá hủy khi một đợt mới bắt đầu.
|
gz.zone2 = Bất kỳ thứ gì được xây dựng trong bán kính này sẽ bị phá hủy khi một đợt mới bắt đầu.
|
||||||
gz.zone3 = Một đợt sẽ bắt đầu ngay bây giờ.\nHãy chuẩn bị.
|
gz.zone3 = Một đợt sẽ bắt đầu ngay bây giờ.\nHãy chuẩn bị.
|
||||||
gz.finish = Đặt thêm các súng, khai thác thêm nguyên liệu,\nvà vượt qua tất cả các đợt để [accent]chiếm khu vực[].
|
gz.finish = Đặt thêm các tháp súng, khai thác thêm nguyên liệu,\nvà vượt qua tất cả các đợt để [accent]chiếm phân khu[].
|
||||||
|
|
||||||
onset.mine = Nhấn để khai thác :beryllium: [accent]beryl[] từ tường.\n\nSử dụng [accent][[WASD] để di chuyển.
|
onset.mine = Nhấn để khai thác :beryllium: [accent]beryl[] từ tường.\n\nSử dụng [accent][[WASD] để di chuyển.
|
||||||
onset.mine.mobile = Nhấp để khai thác :beryllium: [accent]beryl[] từ tường.
|
onset.mine.mobile = Nhấp để khai thác :beryllium: [accent]beryl[] từ tường.
|
||||||
@@ -2062,9 +2074,9 @@ onset.arcfurnace = Lò tinh luyện cần :sand: [accent]cát[] và :graphite: [
|
|||||||
onset.crusher = Sử dụng :cliff-crusher: [accent]máy nghiền vách đá[] để khai thác cát.
|
onset.crusher = Sử dụng :cliff-crusher: [accent]máy nghiền vách đá[] để khai thác cát.
|
||||||
onset.fabricator = Sử dụng [accent]đơn vị[] để khám phá bản đồ, bảo vệ các công trình, và tấn công quân địch.\nNghiên cứu và đặt :tank-fabricator: [accent]máy chế tạo xe tăng[].
|
onset.fabricator = Sử dụng [accent]đơn vị[] để khám phá bản đồ, bảo vệ các công trình, và tấn công quân địch.\nNghiên cứu và đặt :tank-fabricator: [accent]máy chế tạo xe tăng[].
|
||||||
onset.makeunit = Sản xuất một đơn vị.\nSử dụng nút "?" để xem các yêu cầu của máy đã chọn.
|
onset.makeunit = Sản xuất một đơn vị.\nSử dụng nút "?" để xem các yêu cầu của máy đã chọn.
|
||||||
onset.turrets = Các đơn vị rất hiệu quả, nhưng [accent]súng[] cung cấp khả năng phòng thủ tốt hơn nếu được sử dụng hiệu quả.\nĐặt một :breach: [accent]Breach[].\nSúng cần :beryllium: [accent]đạn[].
|
onset.turrets = Các đơn vị rất hiệu quả, nhưng [accent]các tháp súng[] cung cấp khả năng phòng thủ tốt hơn nếu được sử dụng hiệu quả.\nĐặt một :breach: [accent]Breach[].\nTháp súng cần :beryllium: [accent]đạn[].
|
||||||
onset.turretammo = Tiếp đạn cho súng bằng [accent]beryl[] dùng ống chân không.
|
onset.turretammo = Tiếp đạn cho tháp súng bằng [accent]beryl[] dùng ống chân không.
|
||||||
onset.walls = [accent]Tường[] có thể ngăn chặn sát thương đến các công trình.\nĐặt một số :beryllium-wall: [accent]tường beryl[] xung quanh súng.
|
onset.walls = [accent]Tường[] có thể ngăn chặn sát thương đến các công trình.\nĐặt một số :beryllium-wall: [accent]tường beryl[] xung quanh tháp súng.
|
||||||
onset.enemies = Quân địch đang đến, hãy chuẩn bị phòng thủ.
|
onset.enemies = Quân địch đang đến, hãy chuẩn bị phòng thủ.
|
||||||
onset.defenses = [accent]Thiết lập phòng thủ:[lightgray] {0}
|
onset.defenses = [accent]Thiết lập phòng thủ:[lightgray] {0}
|
||||||
onset.attack = Quân địch đã suy yếu. Hãy phản công.
|
onset.attack = Quân địch đã suy yếu. Hãy phản công.
|
||||||
@@ -2085,7 +2097,7 @@ item.copper.details = Đồng. Kim loại nhiều bất thường trên Serpulo.
|
|||||||
item.lead.description = Được dùng trong vận chuyển chất lỏng và cấu trúc liên quan đến điện.
|
item.lead.description = Được dùng trong vận chuyển chất lỏng và cấu trúc liên quan đến điện.
|
||||||
item.lead.details = Đặc. Trơ. Dùng cực nhiều trong pin.\nLưu ý: Có thể độc hại đối với các dạng sống sinh học; không phải vì nó còn nhiều ở xung quanh đây.
|
item.lead.details = Đặc. Trơ. Dùng cực nhiều trong pin.\nLưu ý: Có thể độc hại đối với các dạng sống sinh học; không phải vì nó còn nhiều ở xung quanh đây.
|
||||||
item.metaglass.description = Được dùng trong cấu trúc phân phối/lưu trữ chất lỏng.
|
item.metaglass.description = Được dùng trong cấu trúc phân phối/lưu trữ chất lỏng.
|
||||||
item.graphite.description = Được dùng trong các bộ phận điện và đạn súng.
|
item.graphite.description = Được dùng trong các bộ phận điện và đạn tháp súng.
|
||||||
item.sand.description = Được dùng để sản xuất các vật liệu tinh chế khác.
|
item.sand.description = Được dùng để sản xuất các vật liệu tinh chế khác.
|
||||||
item.coal.description = Được dùng để sản xuất nhiên liệu và nguyên liệu sản xuất vật liệu tinh chế.
|
item.coal.description = Được dùng để sản xuất nhiên liệu và nguyên liệu sản xuất vật liệu tinh chế.
|
||||||
item.coal.details = Có vẻ là vật chất hóa thạch của thực vật, hình thành từ rất lâu trước khi được khai thác.
|
item.coal.details = Có vẻ là vật chất hóa thạch của thực vật, hình thành từ rất lâu trước khi được khai thác.
|
||||||
@@ -2093,7 +2105,7 @@ item.titanium.description = Được dùng trong cấu trúc vận chuyển ch
|
|||||||
item.thorium.description = Được dùng trong các công trình bền vững và có thể dùng làm nhiên liệu hạt nhân.
|
item.thorium.description = Được dùng trong các công trình bền vững và có thể dùng làm nhiên liệu hạt nhân.
|
||||||
item.scrap.description = Được dùng trong Máy nung và Máy nghiền để tinh luyện thành các vật liệu khác.
|
item.scrap.description = Được dùng trong Máy nung và Máy nghiền để tinh luyện thành các vật liệu khác.
|
||||||
item.scrap.details = Tàn tích còn lại của các công trình và đơn vị cũ.
|
item.scrap.details = Tàn tích còn lại của các công trình và đơn vị cũ.
|
||||||
item.silicon.description = Được dùng trong các tấm pin mặt trời, thiết bị điện tử phức tạp và một số loại đạn truy đuổi.
|
item.silicon.description = Được dùng trong các tấm pin mặt trời, thiết bị điện tử phức tạp và một số loại đạn truy đuổi của tháp súng.
|
||||||
item.plastanium.description = Được dùng trong các đơn vị tiên tiến, các cấu trúc cách điện và đạn tự phân mảnh.
|
item.plastanium.description = Được dùng trong các đơn vị tiên tiến, các cấu trúc cách điện và đạn tự phân mảnh.
|
||||||
item.phase-fabric.description = Được dùng trong các thiết bị điện tử tiên tiến và các cấu trúc tự sửa chữa.
|
item.phase-fabric.description = Được dùng trong các thiết bị điện tử tiên tiến và các cấu trúc tự sửa chữa.
|
||||||
item.surge-alloy.description = Được dùng trong các vũ khí tiên tiến và các cấu trúc phòng thủ phản hồi.
|
item.surge-alloy.description = Được dùng trong các vũ khí tiên tiến và các cấu trúc phòng thủ phản hồi.
|
||||||
@@ -2109,9 +2121,9 @@ item.oxide.description = Được dùng làm chất dẫn nhiệt và cách đi
|
|||||||
item.carbide.description = Được dùng trong các công trình tiên tiến, các đơn vị hạng nặng và đạn dược.
|
item.carbide.description = Được dùng trong các công trình tiên tiến, các đơn vị hạng nặng và đạn dược.
|
||||||
|
|
||||||
liquid.water.description = Được dùng để làm mát máy móc và xử lý chất thải.
|
liquid.water.description = Được dùng để làm mát máy móc và xử lý chất thải.
|
||||||
liquid.slag.description = Tinh chế để tách các kim loại thành phần. Dùng trong các loại súng chất lỏng như một loại đạn.
|
liquid.slag.description = Tinh chế để tách các kim loại thành phần. Dùng trong các loại súng chất lỏng như một loại đạn của tháp súng.
|
||||||
liquid.oil.description = Được dùng trong sản xuất vật liệu tiên tiến và làm đạn gây cháy.
|
liquid.oil.description = Được dùng trong sản xuất vật liệu tiên tiến và làm đạn gây cháy.
|
||||||
liquid.cryofluid.description = Được dùng như chất làm mát trong lò phản ứng, súng và nhà máy.
|
liquid.cryofluid.description = Được dùng như chất làm mát trong lò phản ứng, tháp súng và nhà máy.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
liquid.arkycite.description = Được dùng trong các phản ứng hóa học để phát điện và tổng hợp vật liệu.
|
liquid.arkycite.description = Được dùng trong các phản ứng hóa học để phát điện và tổng hợp vật liệu.
|
||||||
@@ -2224,7 +2236,7 @@ block.water-extractor.description = Khai thác nước ngầm. Được dùng
|
|||||||
block.cultivator.description = Lọc bào tử có trong không khí để nuôi cấy thành vỏ bào tử.
|
block.cultivator.description = Lọc bào tử có trong không khí để nuôi cấy thành vỏ bào tử.
|
||||||
block.cultivator.details = Công nghệ được phục hồi. Được sử dụng để sản xuất một lượng lớn bào tử. Có thể là nơi ủ ban đầu của các bào tử hiện đang bao phủ Serpulo.
|
block.cultivator.details = Công nghệ được phục hồi. Được sử dụng để sản xuất một lượng lớn bào tử. Có thể là nơi ủ ban đầu của các bào tử hiện đang bao phủ Serpulo.
|
||||||
block.oil-extractor.description = Sử dụng lượng năng lượng lớn, cát và nước để khoan dầu.
|
block.oil-extractor.description = Sử dụng lượng năng lượng lớn, cát và nước để khoan dầu.
|
||||||
block.core-shard.description = Trung tâm của căn cứ. Sau khi bị phá hủy, khu vực này sẽ bị mất.
|
block.core-shard.description = Trung tâm của căn cứ. Sau khi bị phá hủy, phân khu này sẽ bị mất.
|
||||||
block.core-shard.details = Cấp độ thứ nhất. Gọn nhẹ. Tự thay thế. Được trang bị tên lửa đẩy dùng một lần. Không được thiết kế để di chuyển giữa các hành tinh.
|
block.core-shard.details = Cấp độ thứ nhất. Gọn nhẹ. Tự thay thế. Được trang bị tên lửa đẩy dùng một lần. Không được thiết kế để di chuyển giữa các hành tinh.
|
||||||
block.core-foundation.description = Trung tâm của căn cứ. Được bọc giáp. Chứa được nhiều tài nguyên hơn Lõi: Cơ sở.
|
block.core-foundation.description = Trung tâm của căn cứ. Được bọc giáp. Chứa được nhiều tài nguyên hơn Lõi: Cơ sở.
|
||||||
block.core-foundation.details = Cấp độ thứ 2.
|
block.core-foundation.details = Cấp độ thứ 2.
|
||||||
@@ -2233,10 +2245,10 @@ block.core-nucleus.details = Cấp độ thứ 3 và cũng là cấp cuối cùn
|
|||||||
block.vault.description = Lưu trữ lượng lớn vật phẩm mỗi loại. Mở rộng kho lưu trữ khi đặt kế bên một lõi. Nội dung có thể được lấy ra với điểm dỡ hàng.
|
block.vault.description = Lưu trữ lượng lớn vật phẩm mỗi loại. Mở rộng kho lưu trữ khi đặt kế bên một lõi. Nội dung có thể được lấy ra với điểm dỡ hàng.
|
||||||
block.container.description = Lưu trữ lượng nhỏ vật phẩm mỗi loại. Mở rộng kho lưu trữ khi đặt kế bên một lõi. Nội dung có thể được lấy ra với điểm dỡ hàng.
|
block.container.description = Lưu trữ lượng nhỏ vật phẩm mỗi loại. Mở rộng kho lưu trữ khi đặt kế bên một lõi. Nội dung có thể được lấy ra với điểm dỡ hàng.
|
||||||
block.unloader.description = Lấy các vật phẩm được chọn từ các khối gần đó.
|
block.unloader.description = Lấy các vật phẩm được chọn từ các khối gần đó.
|
||||||
block.launch-pad.description = Phóng lô vật phẩm vào khu vực được chọn.
|
block.launch-pad.description = Phóng lô vật phẩm vào phân khu được chọn.
|
||||||
block.advanced-launch-pad.description = Phóng lô vật phẩm vào khu vực được chọn. Chỉ nhận một kiểu vật phẩm một lúc.
|
block.advanced-launch-pad.description = Phóng lô vật phẩm vào phân khu được chọn. Chỉ nhận một kiểu vật phẩm một lúc.
|
||||||
block.advanced-launch-pad.details = Hệ thống tiểu quỹ đạo để vận chuyển tài nguyên từ điểm này đến điểm khác.
|
block.advanced-launch-pad.details = Hệ thống tiểu quỹ đạo để vận chuyển tài nguyên từ điểm này đến điểm khác.
|
||||||
block.landing-pad.description = Nhận vật phẩm từ bệ phóng ở khu vực khác. Cần một lượng nước lớn để bảo vệ chống lại va chạm khi đáp.
|
block.landing-pad.description = Nhận vật phẩm từ bệ phóng ở phân khu khác. Cần một lượng nước lớn để bảo vệ chống lại va chạm khi đáp.
|
||||||
block.duo.description = Bắn xen kẽ đạn vào kẻ địch.
|
block.duo.description = Bắn xen kẽ đạn vào kẻ địch.
|
||||||
block.scatter.description = Bắn khối chì, phế liệu hoặc thuỷ tinh vào kẻ địch trên không.
|
block.scatter.description = Bắn khối chì, phế liệu hoặc thuỷ tinh vào kẻ địch trên không.
|
||||||
block.scorch.description = Đốt mọi kẻ địch trên mặt đất ở gần. Hiệu quả cao ở tầm gần.
|
block.scorch.description = Đốt mọi kẻ địch trên mặt đất ở gần. Hiệu quả cao ở tầm gần.
|
||||||
@@ -2276,11 +2288,12 @@ 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 = Hiển thị đồ họa tùy ý từ bộ xử lý.\nKết nối liền mạch với các khối hiển thị nối ô gần đó.
|
||||||
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 lân cận. Tùy chọn làm mát để tăng hiệu quả.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Trung tâm của căn cứ. Bọc giáp. Một khi bị phá hủy, khu vực sẽ mất.
|
block.core-bastion.description = Trung tâm của căn cứ. Bọc giáp. Một khi bị phá hủy, phân khu sẽ bị mất.
|
||||||
block.core-citadel.description = Trung tâm của căn cứ. Bọc giáp tốt hơn. Lưu trữ nhiều vật phẩm hơn lõi Pháo đài.
|
block.core-citadel.description = Trung tâm của căn cứ. Bọc giáp tốt hơn. Lưu trữ nhiều vật phẩm hơn lõi Pháo đài.
|
||||||
block.core-acropolis.description = Trung tâm của căn cứ. Được bọc giáp rất tốt. Lưu trữ nhiều vật phẩm hơn lõi Thủ Phủ.
|
block.core-acropolis.description = Trung tâm của căn cứ. Được bọc giáp rất tốt. Lưu trữ nhiều vật phẩm hơn lõi Thủ Phủ.
|
||||||
block.breach.description = Bắn các loại đạn xuyên thấu vào kẻ địch.
|
block.breach.description = Bắn các loại đạn xuyên thấu vào kẻ địch.
|
||||||
@@ -2345,7 +2358,7 @@ block.unit-cargo-loader.description = Tạo thiết bị bay chở hàng. Thiế
|
|||||||
block.unit-cargo-unload-point.description = Hoạt động như một điểm thả hàng cho thiết bị bay chở hàng. Nhận món đồ khớp với bộ lọc đã chọn.
|
block.unit-cargo-unload-point.description = Hoạt động như một điểm thả hàng cho thiết bị bay chở hàng. Nhận món đồ khớp với bộ lọc đã chọn.
|
||||||
block.beam-node.description = Truyền điện cho các khối khác theo hướng thẳng. Lưu trữ một lượng điện nhỏ.
|
block.beam-node.description = Truyền điện cho các khối khác theo hướng thẳng. Lưu trữ một lượng điện nhỏ.
|
||||||
block.beam-tower.description = Truyền điện cho các khối khác theo hướng thẳng. Lưu trữ một lượng điện lớn. Có phạm vi rộng.
|
block.beam-tower.description = Truyền điện cho các khối khác theo hướng thẳng. Lưu trữ một lượng điện lớn. Có phạm vi rộng.
|
||||||
block.beam-link.description = Transmits power over vast distances.\nOnly capable of connecting to adjacent structures or other beam links.
|
block.beam-link.description = Truyền tải năng lượng qua khoảng cách rộng.\nChỉ có thể kết nối đến công trình kế cận hoặc các liên kết tia điện khác.
|
||||||
block.turbine-condenser.description = Tạo ra điện khi được đặt trên các lỗ hơi nước. Tạo ra một lượng nước nhỏ.
|
block.turbine-condenser.description = Tạo ra điện khi được đặt trên các lỗ hơi nước. Tạo ra một lượng nước nhỏ.
|
||||||
block.chemical-combustion-chamber.description = Tạo ra điện từ arkycite và ôzôn.
|
block.chemical-combustion-chamber.description = Tạo ra điện từ arkycite và ôzôn.
|
||||||
block.pyrolysis-generator.description = Tạo ra một lượng điện lớn từ arkycite và xỉ nóng chảy. Tạo ra nước như một sản phẩm phụ.
|
block.pyrolysis-generator.description = Tạo ra một lượng điện lớn từ arkycite và xỉ nóng chảy. Tạo ra nước như một sản phẩm phụ.
|
||||||
@@ -2410,10 +2423,10 @@ unit.alpha.description = Bảo vệ lõi Cơ sở khỏi kẻ địch. Có thể
|
|||||||
unit.beta.description = Bảo vệ lõi Trụ sở khỏi kẻ địch. Có thể xây dựng.
|
unit.beta.description = Bảo vệ lõi Trụ sở khỏi kẻ địch. Có thể xây dựng.
|
||||||
unit.gamma.description = Bảo vệ lõi Trung tâm khỏi kẻ địch. Có thể xây dựng.
|
unit.gamma.description = Bảo vệ lõi Trung tâm khỏi kẻ địch. Có thể xây dựng.
|
||||||
unit.retusa.description = Bắn ngư lôi dẫn đường vào các mục tiêu kẻ địch. Sửa đơn vị đồng minh.
|
unit.retusa.description = Bắn ngư lôi dẫn đường vào các mục tiêu kẻ địch. Sửa đơn vị đồng minh.
|
||||||
unit.oxynoe.description = Bắn luồng tia lửa sửa công trình vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với bệ súng phòng thủ mũi nhọn.
|
unit.oxynoe.description = Bắn luồng tia lửa sửa công trình vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với tháp súng phòng thủ mũi nhọn.
|
||||||
unit.cyerce.description = Bắn chùm tên lửa dẫn đường vào các mục tiêu kẻ địch. Sửa đơn vị đồng minh.
|
unit.cyerce.description = Bắn chùm tên lửa dẫn đường vào các mục tiêu kẻ địch. Sửa đơn vị đồng minh.
|
||||||
unit.aegires.description = Gây sốc lên tất cả đơn vị và công trình bên trong trường năng lượng của nó. Sửa chữa tất cả đồng minh.
|
unit.aegires.description = Gây sốc lên tất cả đơn vị và công trình bên trong trường năng lượng của nó. Sửa chữa tất cả đồng minh.
|
||||||
unit.navanax.description = Bắn tia xung điện từ (EMP) nổ, gây thiệt hại đáng kể lên mạng lưới năng lượng và sửa chữa công trình đồng minh. Nung chảy kẻ địch ở gần với 4 bệ súng laser tự hành.
|
unit.navanax.description = Bắn tia xung điện từ (EMP) nổ, gây thiệt hại đáng kể lên mạng lưới năng lượng và sửa chữa công trình đồng minh. Nung chảy kẻ địch ở gần với 4 tháp súng laser tự hành.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
||||||
@@ -2422,7 +2435,7 @@ unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu và
|
|||||||
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch.
|
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch.
|
||||||
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch.
|
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch.
|
||||||
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các bệ súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các tháp súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.tecta.description = Bắn tên lửa plasma dẫn đường vào các mục tiêu kẻ địch. Tự bảo vệ chính nó với khiên định hướng. Có thể đi qua hầu hết loại địa hình.
|
unit.tecta.description = Bắn tên lửa plasma dẫn đường vào các mục tiêu kẻ địch. Tự bảo vệ chính nó với khiên định hướng. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.collaris.description = Bắn pháo phân mảnh tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
unit.collaris.description = Bắn pháo phân mảnh tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
||||||
@@ -2533,16 +2546,19 @@ lenum.shootp = Bắn vào một đơn vị/công trình với tốc độ dự
|
|||||||
lenum.config = Cấu hình công trình, kiểu như vật phẩm của Khối sắp xếp.
|
lenum.config = Cấu hình công trình, kiểu như vật phẩm của Khối sắp xếp.
|
||||||
lenum.enabled = Khối có đang hoạt động.
|
lenum.enabled = Khối có đang hoạt động.
|
||||||
|
|
||||||
laccess.currentammotype = Đạn vật phẩm/chất lỏng hiện tại của bệ súng.
|
laccess.currentammotype = Đạn vật phẩm/chất lỏng hiện tại của tháp súng.
|
||||||
laccess.memorycapacity = Số ô nhớ trong một khối bộ nhớ.
|
laccess.memorycapacity = Số ô nhớ trong một khối bộ nhớ.
|
||||||
laccess.color = Màu đèn chiếu sáng.
|
laccess.color = Màu đèn chiếu sáng.
|
||||||
laccess.controller = Thứ điều khiển đơn vị. Nếu khối xử lý đã điều khiển, trả về khối xử lý.\nNgược lại, trả về chính đơn vị đó.
|
laccess.controller = Thứ điều khiển đơn vị. Nếu khối xử lý đã điều khiển, trả về khối xử lý.\nNgược lại, trả về chính đơn vị đó.
|
||||||
laccess.dead = Đơn vị/công trình đã chết hoặc không còn hợp lệ hay không.
|
laccess.dead = Đơn vị/công trình đã chết hoặc không còn hợp lệ hay không.
|
||||||
laccess.controlled = Trả về:\n[accent]@ctrlProcessor[] nếu điều khiển là khối xử lý\n[accent]@ctrlPlayer[] nếu điều khiển đơn vị/công trình là người chơi\n[accent]@ctrlCommand[] nếu điều khiển đơn vị là một mệnh lệnh người chơi\nNgược lại, 0.
|
laccess.controlled = Trả về:\n[accent]@ctrlProcessor[] nếu điều khiển là khối xử lý\n[accent]@ctrlPlayer[] nếu điều khiển đơn vị/công trình là người chơi\n[accent]@ctrlCommand[] nếu điều khiển đơn vị là một mệnh lệnh người chơi\nNgược lại, 0.
|
||||||
laccess.progress = Tiến trình thực hiện, 0 đến 1.\nTrả về tiến trình sản xuất, nạp đạn bệ súng hoặc xây dựng.
|
laccess.progress = Tiến trình thực hiện, 0 đến 1.\nTrả về tiến trình sản xuất, nạp đạn tháp súng hoặc xây dựng.
|
||||||
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 = Độ rộng của một khối hiển thị tính bằng pixel.
|
||||||
|
laccess.displayheight = Độ cao của một khối hiển thị tính bằng pixel.
|
||||||
|
laccess.bufferusage = Số lệnh chưa xử lý trong bộ đệm đồ họa của một hiển thị.
|
||||||
|
|
||||||
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.
|
||||||
@@ -2631,7 +2647,7 @@ lenum.repair = Điểm sửa chữa.
|
|||||||
lenum.battery = Bất kỳ pin.
|
lenum.battery = Bất kỳ pin.
|
||||||
lenum.resupply = Điểm tiếp tế.\nChỉ phù hợp khi [accent]"Đơn vị cần đạn"[] được bật.
|
lenum.resupply = Điểm tiếp tế.\nChỉ phù hợp khi [accent]"Đơn vị cần đạn"[] được bật.
|
||||||
lenum.reactor = Lò phản ứng Thori/Nhiệt hạch.
|
lenum.reactor = Lò phản ứng Thori/Nhiệt hạch.
|
||||||
lenum.turret = Súng bất kỳ.
|
lenum.turret = Tháp súng bất kỳ.
|
||||||
|
|
||||||
sensor.in = Công trình/Đơn vị để cảm biến.
|
sensor.in = Công trình/Đơn vị để cảm biến.
|
||||||
|
|
||||||
@@ -2707,7 +2723,7 @@ lenum.unitbuildspeed = Độ nhanh của tốc độ tạo đơn vị.
|
|||||||
lenum.unitcost = Hệ số của tài nguyên đơn vị dùng để xây.
|
lenum.unitcost = Hệ số của tài nguyên đơn vị dùng để xây.
|
||||||
lenum.unitdamage = Sát thương đơn vị gây ra.
|
lenum.unitdamage = Sát thương đơn vị gây ra.
|
||||||
lenum.blockhealth = Độ bền ban đầu của khối.
|
lenum.blockhealth = Độ bền ban đầu của khối.
|
||||||
lenum.blockdamage = Sát thương khối (súng) gây ra.
|
lenum.blockdamage = Sát thương khối (tháp súng) gây ra.
|
||||||
lenum.rtsminweight = "Lợi thế" tối thiểu cần có để một đội tấn công. Cao hơn -> thận trọng hơn.
|
lenum.rtsminweight = "Lợi thế" tối thiểu cần có để một đội tấn công. Cao hơn -> thận trọng hơn.
|
||||||
lenum.rtsminsquad = Quy mô tối thiểu của đội tấn công.
|
lenum.rtsminsquad = Quy mô tối thiểu của đội tấn công.
|
||||||
lenum.maparea = Khu vực bản đồ có thể chơi được. Mọi thứ nằm ngoài khu vực đó sẽ không thể tương tác được.
|
lenum.maparea = Khu vực bản đồ có thể chơi được. Mọi thứ nằm ngoài khu vực đó sẽ không thể tương tác được.
|
||||||
|
|||||||
@@ -148,6 +148,7 @@ mod.disable = 禁用
|
|||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = 內容:
|
mod.content = 內容:
|
||||||
mod.delete.error = 無法刪除模組,檔案可能在使用中。
|
mod.delete.error = 無法刪除模組,檔案可能在使用中。
|
||||||
|
|
||||||
mod.incompatiblegame = [red]遊戲版本過低
|
mod.incompatiblegame = [red]遊戲版本過低
|
||||||
mod.incompatiblemod = [red]無法兼容
|
mod.incompatiblemod = [red]無法兼容
|
||||||
mod.blacklisted = [red]不支持
|
mod.blacklisted = [red]不支持
|
||||||
@@ -155,6 +156,7 @@ mod.unmetdependencies = [red]缺少前置模組
|
|||||||
mod.erroredcontent = [scarlet]內容錯誤
|
mod.erroredcontent = [scarlet]內容錯誤
|
||||||
mod.circulardependencies = [red]循環依賴錯誤
|
mod.circulardependencies = [red]循環依賴錯誤
|
||||||
mod.incompletedependencies = [red]依賴項缺失
|
mod.incompletedependencies = [red]依賴項缺失
|
||||||
|
|
||||||
mod.requiresversion.details = 所需最低遊戲版本: [accent]{0}[]\n您的遊戲版本過低。此模組需要更新的遊戲版本(通常是beta/alpha版本)才能運作
|
mod.requiresversion.details = 所需最低遊戲版本: [accent]{0}[]\n您的遊戲版本過低。此模組需要更新的遊戲版本(通常是beta/alpha版本)才能運作
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = 這個模組已被手動列入黑名單,因為它在此版本的遊戲中引起崩潰或其他問題。請勿使用。
|
mod.blacklisted.details = 這個模組已被手動列入黑名單,因為它在此版本的遊戲中引起崩潰或其他問題。請勿使用。
|
||||||
@@ -162,7 +164,9 @@ mod.missingdependencies.details = 此模組缺少依賴項:{0}
|
|||||||
mod.erroredcontent.details = 此模組在加載時引發錯誤。請求模組作者修復它們。
|
mod.erroredcontent.details = 此模組在加載時引發錯誤。請求模組作者修復它們。
|
||||||
mod.circulardependencies.details = 這個模組具有相互依賴的依賴項。
|
mod.circulardependencies.details = 這個模組具有相互依賴的依賴項。
|
||||||
mod.incompletedependencies.details = 由於無效或缺失的依賴項,此模組無法加載:{0}。
|
mod.incompletedependencies.details = 由於無效或缺失的依賴項,此模組無法加載:{0}。
|
||||||
|
|
||||||
mod.requiresversion = 需要遊戲版本:[red]{0}
|
mod.requiresversion = 需要遊戲版本:[red]{0}
|
||||||
|
|
||||||
mod.errors = 載入內容時發生錯誤
|
mod.errors = 載入內容時發生錯誤
|
||||||
mod.noerrorplay = [scarlet]您使用了有問題的模組。[] 遊戲前請先停用相關模組或修正問題。
|
mod.noerrorplay = [scarlet]您使用了有問題的模組。[] 遊戲前請先停用相關模組或修正問題。
|
||||||
mod.enable = 啟用
|
mod.enable = 啟用
|
||||||
@@ -179,6 +183,7 @@ mod.missing = 此存檔含有您最近更新或已解除安裝的模組。可能
|
|||||||
mod.preview.missing = 在工作坊發佈這個模組前,您必須新增預覽圖。\n在該模組的資料夾中加入一個名為[accent] preview.png[]的圖片並重試。
|
mod.preview.missing = 在工作坊發佈這個模組前,您必須新增預覽圖。\n在該模組的資料夾中加入一個名為[accent] preview.png[]的圖片並重試。
|
||||||
mod.folder.missing = 只有資料夾形式的模組可以在工作坊上發布。\n要將模組轉換為資料夾,只需將其文件解壓縮到資料夾並刪除舊的.zip檔,然後重新啟動遊戲或重新載入模組。
|
mod.folder.missing = 只有資料夾形式的模組可以在工作坊上發布。\n要將模組轉換為資料夾,只需將其文件解壓縮到資料夾並刪除舊的.zip檔,然後重新啟動遊戲或重新載入模組。
|
||||||
mod.scripts.disable = 您的裝置不支持包含指令檔的模組。您必須關閉這些模組才能進行遊戲。
|
mod.scripts.disable = 您的裝置不支持包含指令檔的模組。您必須關閉這些模組才能進行遊戲。
|
||||||
|
|
||||||
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 = Import
|
||||||
@@ -204,7 +209,6 @@ campaign.none = [lightgray]選擇初始星球。\n星球隨時都可以切換。
|
|||||||
campaign.erekir = 更新、更精緻的內容。戰役大部分都是連貫性的。\n\n難度更高,但有高品質的地圖和整體的經驗。
|
campaign.erekir = 更新、更精緻的內容。戰役大部分都是連貫性的。\n\n難度更高,但有高品質的地圖和整體的經驗。
|
||||||
campaign.serpulo = 較舊的內容,經典的體驗。更加開放且有更多內容。\n\n有可能會有不平衡的地圖以及戰役機制,較不完美。
|
campaign.serpulo = 較舊的內容,經典的體驗。更加開放且有更多內容。\n\n有可能會有不平衡的地圖以及戰役機制,較不完美。
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]完成
|
completed = [accent]完成
|
||||||
techtree = 科技樹
|
techtree = 科技樹
|
||||||
techtree.select = 選擇科技樹
|
techtree.select = 選擇科技樹
|
||||||
@@ -261,8 +265,8 @@ servers.disclaimer = 社群伺服器[accent]不是[]由開發者擁有或管理
|
|||||||
servers.showhidden = 顯示被隱藏的伺服器
|
servers.showhidden = 顯示被隱藏的伺服器
|
||||||
server.shown = 已顯示
|
server.shown = 已顯示
|
||||||
server.hidden = 已隱藏
|
server.hidden = 已隱藏
|
||||||
viewplayer = 檢視玩家:[accent]{0}
|
|
||||||
|
|
||||||
|
viewplayer = 檢視玩家:[accent]{0}
|
||||||
trace = 追蹤玩家
|
trace = 追蹤玩家
|
||||||
trace.playername = 玩家名稱:[accent]{0}
|
trace.playername = 玩家名稱:[accent]{0}
|
||||||
trace.ip = IP:[accent]{0}
|
trace.ip = IP:[accent]{0}
|
||||||
@@ -275,11 +279,13 @@ trace.times.kicked = 踢除次數:[accent]{0}
|
|||||||
trace.ips = IP:
|
trace.ips = IP:
|
||||||
trace.names = 名字:
|
trace.names = 名字:
|
||||||
invalidid = 無效的客戶端 ID!請遞交錯誤回報。
|
invalidid = 無效的客戶端 ID!請遞交錯誤回報。
|
||||||
|
|
||||||
player.ban = 封鎖
|
player.ban = 封鎖
|
||||||
player.kick = 踢除
|
player.kick = 踢除
|
||||||
player.trace = 追蹤
|
player.trace = 追蹤
|
||||||
player.admin = 切換管理員
|
player.admin = 切換管理員
|
||||||
player.team = 切換隊伍
|
player.team = 切換隊伍
|
||||||
|
|
||||||
server.bans = 封鎖
|
server.bans = 封鎖
|
||||||
server.bans.none = 沒有玩家被封鎖!
|
server.bans.none = 沒有玩家被封鎖!
|
||||||
server.admins = 管理員
|
server.admins = 管理員
|
||||||
@@ -372,7 +378,8 @@ stance.holdfire = 狀態: 停火
|
|||||||
stance.pursuetarget = 狀態:追逐目標
|
stance.pursuetarget = 狀態:追逐目標
|
||||||
stance.patrol = 狀態:路徑巡邏
|
stance.patrol = 狀態:路徑巡邏
|
||||||
stance.ram = 狀態:衝鋒\n[lightgray]直線移動,不進行尋路。
|
stance.ram = 狀態:衝鋒\n[lightgray]直線移動,不進行尋路。
|
||||||
|
stance.mineauto = Automatic Mining
|
||||||
|
stance.mine = Mine Item: {0}
|
||||||
openlink = 開啟連結
|
openlink = 開啟連結
|
||||||
copylink = 複製連結
|
copylink = 複製連結
|
||||||
back = 返回
|
back = 返回
|
||||||
@@ -511,13 +518,14 @@ waves.units.show = 全部顯示
|
|||||||
wavemode.counts = 數量
|
wavemode.counts = 數量
|
||||||
wavemode.totals = 總數
|
wavemode.totals = 總數
|
||||||
wavemode.health = 生命值
|
wavemode.health = 生命值
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = All
|
||||||
editor.default = [lightgray](預設)
|
editor.default = [lightgray](預設)
|
||||||
details = 詳細資訊……
|
details = 詳細資訊……
|
||||||
edit = 編輯……
|
edit = 編輯……
|
||||||
variables = 變數
|
variables = 變數
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.restart = Restart
|
||||||
logic.globals = 內建變數
|
logic.globals = 內建變數
|
||||||
|
|
||||||
editor.name = 名稱:
|
editor.name = 名稱:
|
||||||
@@ -634,6 +642,7 @@ filter.option.radius = 半徑
|
|||||||
filter.option.percentile = 百分比
|
filter.option.percentile = 百分比
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
|
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
@@ -724,7 +733,6 @@ objective.destroyunits = [accent]摧毀:[][lightgray]{0}[]x 單位
|
|||||||
objective.enemiesapproaching = [accent]的人在 [lightgray]{0} 到達[]
|
objective.enemiesapproaching = [accent]的人在 [lightgray]{0} 到達[]
|
||||||
objective.enemyescelating = [accent]敵人在[lightgray]{0}[]後擴大單位生產
|
objective.enemyescelating = [accent]敵人在[lightgray]{0}[]後擴大單位生產
|
||||||
objective.enemyairunits = [accent]敵人在[lightgray]{0}[]後產生空軍單位
|
objective.enemyairunits = [accent]敵人在[lightgray]{0}[]後產生空軍單位
|
||||||
|
|
||||||
objective.destroycore = [accent]摧毀敵人核心
|
objective.destroycore = [accent]摧毀敵人核心
|
||||||
objective.command = [accent]指揮單位
|
objective.command = [accent]指揮單位
|
||||||
objective.nuclearlaunch = [accent]⚠ 偵測到核彈打擊: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ 偵測到核彈打擊: [lightgray]{0}
|
||||||
@@ -768,6 +776,7 @@ weather.snowing.name = 降雪
|
|||||||
weather.sandstorm.name = 沙塵暴
|
weather.sandstorm.name = 沙塵暴
|
||||||
weather.sporestorm.name = 孢子風暴
|
weather.sporestorm.name = 孢子風暴
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
|
|
||||||
campaign.playtime = \uf129 [lightgray]地區遊玩時間: {0}
|
campaign.playtime = \uf129 [lightgray]地區遊玩時間: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||||
|
|
||||||
@@ -814,12 +823,18 @@ threat.medium = 中
|
|||||||
threat.high = 高
|
threat.high = 高
|
||||||
threat.extreme = 極高
|
threat.extreme = 極高
|
||||||
threat.eradication = 毀滅性
|
threat.eradication = 毀滅性
|
||||||
|
|
||||||
difficulty.casual = 休閒模式
|
difficulty.casual = 休閒模式
|
||||||
difficulty.easy = 簡單模式
|
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
|
||||||
|
|
||||||
planet.serpulo.name = 蕈孢星
|
planet.serpulo.name = 蕈孢星
|
||||||
@@ -875,6 +890,8 @@ sector.coastline.description = 偵測到海軍單位科技的遺跡。擊退敵
|
|||||||
sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏遠島嶼設置了一座海軍基地。摧毀它。獲得海上科技的進階科技。
|
sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏遠島嶼設置了一座海軍基地。摧毀它。獲得海上科技的進階科技。
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -886,7 +903,6 @@ sector.seaPort.description = WIP, map submission by inkognito626
|
|||||||
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
sector.weatheredChannels.description = WIP, map submission by Skeledragon
|
||||||
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
sector.mycelialBastion.description = WIP, map submission by Skeledragon
|
||||||
|
|
||||||
|
|
||||||
sector.onset.name = 啟程之處
|
sector.onset.name = 啟程之處
|
||||||
sector.aegis.name = 神盾領域
|
sector.aegis.name = 神盾領域
|
||||||
sector.lake.name = 岩漿之湖
|
sector.lake.name = 岩漿之湖
|
||||||
@@ -1083,6 +1099,7 @@ ability.spawndeath = 死亡產生單位
|
|||||||
ability.spawndeath.description = 在死亡時產生單位
|
ability.spawndeath.description = 在死亡時產生單位
|
||||||
ability.liquidexplode = 死亡溢液
|
ability.liquidexplode = 死亡溢液
|
||||||
ability.liquidexplode.description = 在死亡時產生液體
|
ability.liquidexplode.description = 在死亡時產生液體
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射擊速度
|
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射擊速度
|
||||||
ability.stat.regen = [stat]{0}[lightgray]生命恢復/秒
|
ability.stat.regen = [stat]{0}[lightgray]生命恢復/秒
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
@@ -1097,7 +1114,7 @@ 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
|
||||||
bar.drilltierreq = 需要更好的鑽頭
|
bar.drilltierreq = 需要更好的鑽頭
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
@@ -1157,7 +1174,6 @@ bullet.range = [stat]{0}[lightgray]射程(格)
|
|||||||
bullet.notargetsmissiles = [stat] ignores missiles
|
bullet.notargetsmissiles = [stat] ignores missiles
|
||||||
bullet.notargetsbuildings = [stat] ignores buildings
|
bullet.notargetsbuildings = [stat] ignores buildings
|
||||||
|
|
||||||
|
|
||||||
unit.blocks = 格
|
unit.blocks = 格
|
||||||
unit.blockssquared = 格²
|
unit.blockssquared = 格²
|
||||||
unit.powersecond = 能量單位/秒
|
unit.powersecond = 能量單位/秒
|
||||||
@@ -1297,11 +1313,13 @@ keybind.command_mode.name = 指揮模式
|
|||||||
keybind.command_queue.name = 單位指揮隊列
|
keybind.command_queue.name = 單位指揮隊列
|
||||||
keybind.create_control_group.name = 創建操控隊伍
|
keybind.create_control_group.name = 創建操控隊伍
|
||||||
keybind.cancel_orders.name = 取消指令
|
keybind.cancel_orders.name = 取消指令
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = 單位狀態:射擊
|
keybind.unit_stance_shoot.name = 單位狀態:射擊
|
||||||
keybind.unit_stance_hold_fire.name = 單位狀態:停火
|
keybind.unit_stance_hold_fire.name = 單位狀態:停火
|
||||||
keybind.unit_stance_pursue_target.name = 單位狀態:追逐目標
|
keybind.unit_stance_pursue_target.name = 單位狀態:追逐目標
|
||||||
keybind.unit_stance_patrol.name = 單位狀態:巡邏
|
keybind.unit_stance_patrol.name = 單位狀態:巡邏
|
||||||
keybind.unit_stance_ram.name = 單位狀態:冲鋒
|
keybind.unit_stance_ram.name = 單位狀態:冲鋒
|
||||||
|
|
||||||
keybind.unit_command_move.name = 單位指令:移動
|
keybind.unit_command_move.name = 單位指令:移動
|
||||||
keybind.unit_command_repair.name = 單位指令:修理
|
keybind.unit_command_repair.name = 單位指令:修理
|
||||||
keybind.unit_command_rebuild.name = 單位指令:重建
|
keybind.unit_command_rebuild.name = 單位指令:重建
|
||||||
@@ -1313,6 +1331,7 @@ keybind.unit_command_load_blocks.name = 單位指令:裝載方塊
|
|||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = 重建區域
|
keybind.rebuild_select.name = 重建區域
|
||||||
keybind.schematic_select.name = 選擇區域
|
keybind.schematic_select.name = 選擇區域
|
||||||
keybind.schematic_menu.name = 藍圖目錄
|
keybind.schematic_menu.name = 藍圖目錄
|
||||||
@@ -1341,6 +1360,8 @@ keybind.pick.name = 選擇方塊
|
|||||||
keybind.break_block.name = 移除方塊
|
keybind.break_block.name = 移除方塊
|
||||||
keybind.select_all_units.name = 選擇所有單位
|
keybind.select_all_units.name = 選擇所有單位
|
||||||
keybind.select_all_unit_factories.name = 選擇所有單位工廠
|
keybind.select_all_unit_factories.name = 選擇所有單位工廠
|
||||||
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
||||||
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
||||||
keybind.deselect.name = 取消選取
|
keybind.deselect.name = 取消選取
|
||||||
keybind.pickupCargo.name = 撿起貨物
|
keybind.pickupCargo.name = 撿起貨物
|
||||||
keybind.dropCargo.name = 丟棄貨物
|
keybind.dropCargo.name = 丟棄貨物
|
||||||
@@ -1377,9 +1398,9 @@ mode.pvp.description = 和其他玩家競爭、戰鬥。\n[gray]地圖中需要
|
|||||||
mode.attack.name = 進攻
|
mode.attack.name = 進攻
|
||||||
mode.attack.description = 目標是摧毀敵人的基地。\n[gray]地圖中需要有一個紅色核心。
|
mode.attack.description = 目標是摧毀敵人的基地。\n[gray]地圖中需要有一個紅色核心。
|
||||||
mode.custom = 自訂規則
|
mode.custom = 自訂規則
|
||||||
|
|
||||||
rules.invaliddata = 無效的剪貼板數據
|
rules.invaliddata = 無效的剪貼板數據
|
||||||
rules.hidebannedblocks = 隱藏禁用的建築
|
rules.hidebannedblocks = 隱藏禁用的建築
|
||||||
|
|
||||||
rules.infiniteresources = 無限資源
|
rules.infiniteresources = 無限資源
|
||||||
rules.onlydepositcore = 僅允許向核心放置物品
|
rules.onlydepositcore = 僅允許向核心放置物品
|
||||||
rules.derelictrepair = 允許修復殘骸建築
|
rules.derelictrepair = 允許修復殘骸建築
|
||||||
@@ -1417,7 +1438,6 @@ rules.unithealthmultiplier = 單位血量加成
|
|||||||
rules.unitdamagemultiplier = 單位傷害加成
|
rules.unitdamagemultiplier = 單位傷害加成
|
||||||
rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
|
rules.unitcrashdamagemultiplier = 單位墜毀傷害倍率
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
|
|
||||||
rules.solarmultiplier = 太陽能電加成
|
rules.solarmultiplier = 太陽能電加成
|
||||||
rules.unitcapvariable = 核心限制單位上限
|
rules.unitcapvariable = 核心限制單位上限
|
||||||
rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
|
rules.unitpayloadsexplode = 單位攜帶之負載與單位一起爆炸
|
||||||
@@ -1460,6 +1480,7 @@ rules.weather = 天氣
|
|||||||
rules.weather.frequency = 頻率:
|
rules.weather.frequency = 頻率:
|
||||||
rules.weather.always = 永遠
|
rules.weather.always = 永遠
|
||||||
rules.weather.duration = 持續時間:
|
rules.weather.duration = 持續時間:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
@@ -1772,6 +1793,7 @@ block.container.name = 容器
|
|||||||
block.launch-pad.name = 小型發射台
|
block.launch-pad.name = 小型發射台
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = 片段
|
block.segment.name = 片段
|
||||||
block.ground-factory.name = 地面工廠
|
block.ground-factory.name = 地面工廠
|
||||||
block.air-factory.name = 航空工廠
|
block.air-factory.name = 航空工廠
|
||||||
@@ -1966,6 +1988,7 @@ 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
|
||||||
|
|
||||||
@@ -1999,7 +2022,6 @@ hint.launch.mobile = 一旦蒐集到足夠的資源,您可以透過選單中
|
|||||||
hint.schematicSelect = 按住[accent][[F][]鍵並拖曳以選取建築並複製、貼上。\n\n點擊[accent][滑鼠中鍵][]可以複製單一建築。
|
hint.schematicSelect = 按住[accent][[F][]鍵並拖曳以選取建築並複製、貼上。\n\n點擊[accent][滑鼠中鍵][]可以複製單一建築。
|
||||||
hint.rebuildSelect = 按住[accent][[B][]鍵並拖曳以選取被摧毀的建築。\n這將自動重建它們。
|
hint.rebuildSelect = 按住[accent][[B][]鍵並拖曳以選取被摧毀的建築。\n這將自動重建它們。
|
||||||
hint.rebuildSelect.mobile = 選擇\ue874複製按鈕,然後點擊\ue80f重建按鈕並拖曳以選取被摧毀的建築。\n這將自動重建它們。
|
hint.rebuildSelect.mobile = 選擇\ue874複製按鈕,然後點擊\ue80f重建按鈕並拖曳以選取被摧毀的建築。\n這將自動重建它們。
|
||||||
|
|
||||||
hint.conveyorPathfind = 在建造輸送帶時按下[accent][[L-Ctrl][]可以自動產生路徑。
|
hint.conveyorPathfind = 在建造輸送帶時按下[accent][[L-Ctrl][]可以自動產生路徑。
|
||||||
hint.conveyorPathfind.mobile = 啟用 \ue844 [accent]對角線模式[]可以在建造輸送帶時自動產生路徑。
|
hint.conveyorPathfind.mobile = 啟用 \ue844 [accent]對角線模式[]可以在建造輸送帶時自動產生路徑。
|
||||||
hint.boost = 按住[accent][[L-Shift][]可以帶著您的機甲一起飛越障礙物\n\n只有少數陸行機甲有推進器。
|
hint.boost = 按住[accent][[L-Shift][]可以帶著您的機甲一起飛越障礙物\n\n只有少數陸行機甲有推進器。
|
||||||
@@ -2016,6 +2038,7 @@ hint.presetDifficulty = 此地區為[scarlet]高危險等級[]區域。\n[accent
|
|||||||
hint.coreIncinerate = 當任一物品的核心庫存滿了後,後續進入的同種資源會被[accent]銷毀[]。
|
hint.coreIncinerate = 當任一物品的核心庫存滿了後,後續進入的同種資源會被[accent]銷毀[]。
|
||||||
hint.factoryControl = 若要設置兵工廠的[accent]集結點[],在指揮模式中點選工廠,再右鍵點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
|
hint.factoryControl = 若要設置兵工廠的[accent]集結點[],在指揮模式中點選工廠,再右鍵點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
|
||||||
hint.factoryControl.mobile = 若要設置兵工廠的[accent]集結點[],在指揮模式中選取工廠,再點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
|
hint.factoryControl.mobile = 若要設置兵工廠的[accent]集結點[],在指揮模式中選取工廠,再點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
|
||||||
|
|
||||||
gz.mine = 接近在地上的\uf8c4 [accent]銅礦[],然後點擊它來開始挖掘。
|
gz.mine = 接近在地上的\uf8c4 [accent]銅礦[],然後點擊它來開始挖掘。
|
||||||
gz.mine.mobile = 接近地上的\uf8c4[accent]銅礦[],然後點擊它來開始挖掘。
|
gz.mine.mobile = 接近地上的\uf8c4[accent]銅礦[],然後點擊它來開始挖掘。
|
||||||
gz.research = 打開\ue875科技樹。\n研究\uf870[accent]機械鑽頭[],然後在右下角的選單中將其選取。\n點擊銅礦放置鑽頭。
|
gz.research = 打開\ue875科技樹。\n研究\uf870[accent]機械鑽頭[],然後在右下角的選單中將其選取。\n點擊銅礦放置鑽頭。
|
||||||
@@ -2036,6 +2059,7 @@ gz.zone1 = 這是敵人的出生點。
|
|||||||
gz.zone2 = 波次開始時,範圍內的所有建築都會被摧毀。
|
gz.zone2 = 波次開始時,範圍內的所有建築都會被摧毀。
|
||||||
gz.zone3 = 波次即將開始。\n做好準備。
|
gz.zone3 = 波次即將開始。\n做好準備。
|
||||||
gz.finish = 建造更多砲塔,挖掘更多資源,\n擊退所有波次以[accent]佔領區域[]。
|
gz.finish = 建造更多砲塔,挖掘更多資源,\n擊退所有波次以[accent]佔領區域[]。
|
||||||
|
|
||||||
onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
|
onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
|
||||||
onset.mine.mobile = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。
|
onset.mine.mobile = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。
|
||||||
onset.research = 打開\ue875科技樹。\n研究\uf73e[accent]渦輪冷凝器[],然後將其放置在噴口上。\n這將產生[accent]電力[]。
|
onset.research = 打開\ue875科技樹。\n研究\uf73e[accent]渦輪冷凝器[],然後將其放置在噴口上。\n這將產生[accent]電力[]。
|
||||||
@@ -2060,7 +2084,6 @@ onset.cores = 可以在[accent]核心地磚[]上建立新的核心。\n新的核
|
|||||||
onset.detect = 敵軍將在 2 分鐘內發現您。\n設置防禦、開採礦物和建造生產設施。
|
onset.detect = 敵軍將在 2 分鐘內發現您。\n設置防禦、開採礦物和建造生產設施。
|
||||||
onset.commandmode = 按住[accent]Shift[]進入[accent]指揮模式[]。\n[accent]左鍵點擊並拖曳[]以選擇單位。\n[accent]右鍵點擊[]以命令所選單位移動或進攻。
|
onset.commandmode = 按住[accent]Shift[]進入[accent]指揮模式[]。\n[accent]左鍵點擊並拖曳[]以選擇單位。\n[accent]右鍵點擊[]以命令所選單位移動或進攻。
|
||||||
onset.commandmode.mobile = 按下[accent]指揮按鈕[]進入[accent]指揮模式[]。\n長按一秒,然後[accent]拖曳[]以選擇單位。\n[accent]點擊[]以命令所選單位移動或進攻。
|
onset.commandmode.mobile = 按下[accent]指揮按鈕[]進入[accent]指揮模式[]。\n長按一秒,然後[accent]拖曳[]以選擇單位。\n[accent]點擊[]以命令所選單位移動或進攻。
|
||||||
|
|
||||||
aegis.tungsten = 鎢可以使用[accent]衝擊鑽頭[]來開採。\n此結構需要[accent]水[]和[accent]電力[]。
|
aegis.tungsten = 鎢可以使用[accent]衝擊鑽頭[]來開採。\n此結構需要[accent]水[]和[accent]電力[]。
|
||||||
|
|
||||||
split.pickup = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到[accent]重物裝載機[]上。\n(預設撿起與放下的按鍵分別是 [[ 和 ] )
|
split.pickup = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到[accent]重物裝載機[]上。\n(預設撿起與放下的按鍵分別是 [[ 和 ] )
|
||||||
@@ -2069,7 +2092,6 @@ split.acquire = 您必須獲取一些鎢才能建造單位。
|
|||||||
split.build = 單位必須被運送到牆的另一邊。\n在牆的兩側各放一個[accent]重物質量驅動器[]。\n通過按壓其中一個來設置連結,然後選擇另一個。
|
split.build = 單位必須被運送到牆的另一邊。\n在牆的兩側各放一個[accent]重物質量驅動器[]。\n通過按壓其中一個來設置連結,然後選擇另一個。
|
||||||
split.container = 類似於容器,單位也可以使用[accent]重物質量驅動器[]進行運輸。\n將一個單位兵工廠放置在重物裝載機旁邊以裝載它們,然後將它們送到牆的另一側以進攻敵方基地。
|
split.container = 類似於容器,單位也可以使用[accent]重物質量驅動器[]進行運輸。\n將一個單位兵工廠放置在重物裝載機旁邊以裝載它們,然後將它們送到牆的另一側以進攻敵方基地。
|
||||||
|
|
||||||
|
|
||||||
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
|
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
|
||||||
item.copper.details = 銅,蕈孢星上異常常見的金屬。加工前結構脆弱。
|
item.copper.details = 銅,蕈孢星上異常常見的金屬。加工前結構脆弱。
|
||||||
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和液體運輸方塊。
|
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和液體運輸方塊。
|
||||||
@@ -2091,6 +2113,8 @@ item.spore-pod.description = 孢子莢,從大氣中汲取孢子而合成。用
|
|||||||
item.spore-pod.details = 充滿孢子。很可能是人造生物。會釋放對其他生物有毒的氣體。極具侵略性。特定情況下極為易燃。
|
item.spore-pod.details = 充滿孢子。很可能是人造生物。會釋放對其他生物有毒的氣體。極具侵略性。特定情況下極為易燃。
|
||||||
item.blast-compound.description = 用於炸彈和高爆彈的混合物。
|
item.blast-compound.description = 用於炸彈和高爆彈的混合物。
|
||||||
item.pyratite.description = 用於至燃武器和燃燒型發電機的物質。
|
item.pyratite.description = 用於至燃武器和燃燒型發電機的物質。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
item.beryllium.description = 用於熾熱之境的建築和彈藥。
|
item.beryllium.description = 用於熾熱之境的建築和彈藥。
|
||||||
item.tungsten.description = 用於鑽頭、裝甲和彈藥。在建造更先進的建築有其必要性。
|
item.tungsten.description = 用於鑽頭、裝甲和彈藥。在建造更先進的建築有其必要性。
|
||||||
item.oxide.description = 作為熱導體和絕緣體。
|
item.oxide.description = 作為熱導體和絕緣體。
|
||||||
@@ -2100,6 +2124,8 @@ liquid.water.description = 最常見的液體。常用於冷卻機器和廢物
|
|||||||
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器向敵方單位噴灑。
|
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器向敵方單位噴灑。
|
||||||
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
||||||
liquid.cryofluid.description = 一種安定,無腐蝕性的液體。具有很高的比熱,廣泛的用作工廠、砲台、或反應爐的冷卻劑。
|
liquid.cryofluid.description = 一種安定,無腐蝕性的液體。具有很高的比熱,廣泛的用作工廠、砲台、或反應爐的冷卻劑。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
liquid.arkycite.description = 用於發電與合成材料的化學反應。
|
liquid.arkycite.description = 用於發電與合成材料的化學反應。
|
||||||
liquid.ozone.description = 用於材料製造的氧化劑,以及作為燃料。有中度爆炸性。
|
liquid.ozone.description = 用於材料製造的氧化劑,以及作為燃料。有中度爆炸性。
|
||||||
liquid.hydrogen.description = 用於資源開採、單位製造與建築修復。易燃。
|
liquid.hydrogen.description = 用於資源開採、單位製造與建築修復。易燃。
|
||||||
@@ -2262,8 +2288,11 @@ 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。
|
||||||
|
|
||||||
|
#Erekir
|
||||||
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。
|
||||||
block.core-citadel.description = 基地的核心。裝甲厚實。儲存的資源比核心:碉堡更多。
|
block.core-citadel.description = 基地的核心。裝甲厚實。儲存的資源比核心:碉堡更多。
|
||||||
block.core-acropolis.description = 基地的核心。裝甲極佳。儲存的資源比核心:壁壘更多。
|
block.core-acropolis.description = 基地的核心。裝甲極佳。儲存的資源比核心:壁壘更多。
|
||||||
@@ -2360,7 +2389,6 @@ block.radar.description = 逐漸顯示大範圍內的地形和敵方單位。需
|
|||||||
block.shockwave-tower.description = 在一定範圍內破壞和摧毀敵方砲彈。需要氰氣。
|
block.shockwave-tower.description = 在一定範圍內破壞和摧毀敵方砲彈。需要氰氣。
|
||||||
block.canvas.description = 顯示使用預設調色板的簡單圖像。可編輯。
|
block.canvas.description = 顯示使用預設調色板的簡單圖像。可編輯。
|
||||||
|
|
||||||
|
|
||||||
unit.dagger.description = 發射普通子彈攻擊附近敵人。
|
unit.dagger.description = 發射普通子彈攻擊附近敵人。
|
||||||
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
|
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
|
||||||
unit.fortress.description = 發射遠程迫砲攻擊地面目標。
|
unit.fortress.description = 發射遠程迫砲攻擊地面目標。
|
||||||
@@ -2466,6 +2494,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
|||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
@@ -2473,6 +2502,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
|||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
@@ -2481,22 +2511,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
|||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Map width in tiles
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Map
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = The logic block executing the code
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Player name of client running the code
|
||||||
@@ -2510,9 +2545,9 @@ lenum.shoot = 對該位置開火
|
|||||||
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
||||||
lenum.config = 建築設置,例如分類器篩选的物品種類
|
lenum.config = 建築設置,例如分類器篩选的物品種類
|
||||||
lenum.enabled = 確認該建築是否啟用
|
lenum.enabled = 確認該建築是否啟用
|
||||||
|
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
laccess.memorycapacity = Number of cells in a memory block.
|
laccess.memorycapacity = Number of cells in a memory block.
|
||||||
|
|
||||||
laccess.color = 照明燈顏色
|
laccess.color = 照明燈顏色
|
||||||
laccess.controller = 單位的控制者。受處理器控制時回傳處理器。\n在隊形中回傳領導的單位。\n否則回傳單位自己。
|
laccess.controller = 單位的控制者。受處理器控制時回傳處理器。\n在隊形中回傳領導的單位。\n否則回傳單位自己。
|
||||||
laccess.dead = 單位或建築是否已死亡或不存在。
|
laccess.dead = 單位或建築是否已死亡或不存在。
|
||||||
@@ -2521,6 +2556,9 @@ 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.
|
||||||
@@ -2636,6 +2674,7 @@ unitlocate.building = 回傳找到的建築為變數
|
|||||||
unitlocate.outx = 回傳 X 座標
|
unitlocate.outx = 回傳 X 座標
|
||||||
unitlocate.outy = 回傳 Y 座標
|
unitlocate.outy = 回傳 Y 座標
|
||||||
unitlocate.group = 搜索建築種類
|
unitlocate.group = 搜索建築種類
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||||
|
|
||||||
lenum.idle = 預設AI
|
lenum.idle = 預設AI
|
||||||
@@ -2658,6 +2697,7 @@ lenum.build = 建造一個建築
|
|||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||||
lenum.within = 單位是否在指定範圍內
|
lenum.within = 單位是否在指定範圍內
|
||||||
lenum.boost = 使用推進器
|
lenum.boost = 使用推進器
|
||||||
|
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
@@ -2665,6 +2705,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
|||||||
@@ -174,3 +174,10 @@ sasha0552
|
|||||||
1ue999
|
1ue999
|
||||||
6-BennyLi-9
|
6-BennyLi-9
|
||||||
SeuEarth
|
SeuEarth
|
||||||
|
The4codeblocks
|
||||||
|
cardillan
|
||||||
|
Justacommonegg
|
||||||
|
IchMagSchokolade
|
||||||
|
MonoChronos
|
||||||
|
RushieWashie
|
||||||
|
ITY
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ import arc.*;
|
|||||||
import arc.assets.*;
|
import arc.assets.*;
|
||||||
import arc.files.*;
|
import arc.files.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
|
import arc.input.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
@@ -86,6 +87,8 @@ 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 */
|
||||||
@@ -446,11 +449,19 @@ 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());
|
|
||||||
settings.setAutosave(false);
|
settings.setAutosave(false);
|
||||||
settings.load();
|
settings.load();
|
||||||
|
|
||||||
|
//this should not be necessary, but in case Binding is initialized before Settings#load(), do that here
|
||||||
|
for(KeyBind bind : KeyBind.all){
|
||||||
|
bind.load();
|
||||||
|
}
|
||||||
|
|
||||||
|
Binding.init();
|
||||||
|
|
||||||
//https://github.com/Anuken/Mindustry/issues/8483
|
//https://github.com/Anuken/Mindustry/issues/8483
|
||||||
if(settings.getInt("uiscale") == 5){
|
if(settings.getInt("uiscale") == 5){
|
||||||
settings.put("uiscale", 100);
|
settings.put("uiscale", 100);
|
||||||
|
|||||||
@@ -132,7 +132,7 @@ public class BlockIndexer{
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void removeFloorIndex(Tile tile, Floor floor){
|
private void removeFloorIndex(Tile tile, Floor floor){
|
||||||
if(floor.flags.size == 0) return;
|
if(floor.flags.size == 0 || floorMap == null) return;
|
||||||
|
|
||||||
for(var flag : floor.flags.array){
|
for(var flag : floor.flags.array){
|
||||||
getFlaggedFloors(flag).remove(tile);
|
getFlaggedFloors(flag).remove(tile);
|
||||||
@@ -140,7 +140,7 @@ public class BlockIndexer{
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void addFloorIndex(Tile tile, Floor floor){
|
private void addFloorIndex(Tile tile, Floor floor){
|
||||||
if(floor.flags.size == 0 || !floor.shouldIndex(tile)) return;
|
if(floor.flags.size == 0 || !floor.shouldIndex(tile) || floorMap == null) return;
|
||||||
|
|
||||||
for(var flag : floor.flags.array){
|
for(var flag : floor.flags.array){
|
||||||
getFlaggedFloors(flag).add(tile);
|
getFlaggedFloors(flag).add(tile);
|
||||||
@@ -225,7 +225,7 @@ public class BlockIndexer{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(drop != null && ores != null && ores[drop.id] != null&& ores[drop.id][qx][qy] != null && ores[drop.id][qx][qy].removeValue(pos)){ //floor
|
if(drop != null && ores != null && ores[drop.id] != null && ores[drop.id][qx][qy] != null && ores[drop.id][qx][qy].removeValue(pos)){ //floor
|
||||||
int old = allOres.increment(drop, -1);
|
int old = allOres.increment(drop, -1);
|
||||||
if(old == 1) updatePresentOres();
|
if(old == 1) updatePresentOres();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,6 +24,7 @@ import static mindustry.ai.Pathfinder.*;
|
|||||||
public class ControlPathfinder implements Runnable{
|
public class ControlPathfinder implements Runnable{
|
||||||
private static final int wallImpassableCap = 1_000_000;
|
private static final int wallImpassableCap = 1_000_000;
|
||||||
private static final int solidCap = 7000;
|
private static final int solidCap = 7000;
|
||||||
|
private static boolean initialized;
|
||||||
|
|
||||||
public static boolean showDebug;
|
public static boolean showDebug;
|
||||||
|
|
||||||
@@ -107,42 +108,44 @@ public class ControlPathfinder implements Runnable{
|
|||||||
|
|
||||||
//maps team -> pathCost -> flattened array of clusters in 2D
|
//maps team -> pathCost -> flattened array of clusters in 2D
|
||||||
//(what about teams? different path costs?)
|
//(what about teams? different path costs?)
|
||||||
Cluster[][][] clusters;
|
final Cluster[][][] clusters = new Cluster[256][][];
|
||||||
|
final int cwidth = Mathf.ceil((float)world.width() / clusterSize), cheight = Mathf.ceil((float)world.height() / clusterSize);
|
||||||
int cwidth, cheight;
|
|
||||||
|
|
||||||
//temporarily used for resolving connections for intra-edges
|
//temporarily used for resolving connections for intra-edges
|
||||||
IntSet usedEdges = new IntSet();
|
final IntSet usedEdges = new IntSet();
|
||||||
//tasks to run on pathfinding thread
|
//tasks to run on pathfinding thread
|
||||||
TaskQueue queue = new TaskQueue();
|
final TaskQueue queue = new TaskQueue();
|
||||||
|
|
||||||
//individual requests based on unit - MAIN THREAD ONLY
|
//individual requests based on unit - MAIN THREAD ONLY
|
||||||
ObjectMap<Unit, PathRequest> unitRequests = new ObjectMap<>();
|
final ObjectMap<Unit, PathRequest> unitRequests = new ObjectMap<>();
|
||||||
|
|
||||||
Seq<PathRequest> threadPathRequests = new Seq<>(false);
|
final Seq<PathRequest> threadPathRequests = new Seq<>(false);
|
||||||
|
|
||||||
//TODO: very dangerous usage;
|
//TODO: very dangerous usage;
|
||||||
//TODO - it is accessed from the main thread
|
//TODO - it is accessed from the main thread
|
||||||
//TODO - it is written to on the pathfinding thread
|
//TODO - it is written to on the pathfinding thread
|
||||||
//maps position in world in (x + y * width format) | path type | team (bitpacked to long with FieldIndex.get) to a cache of flow fields
|
//maps position in world in (x + y * width format) | path type | team (bitpacked to long with FieldIndex.get) to a cache of flow fields
|
||||||
LongMap<FieldCache> fields = new LongMap<>();
|
final LongMap<FieldCache> fields = new LongMap<>();
|
||||||
//MAIN THREAD ONLY
|
//MAIN THREAD ONLY
|
||||||
Seq<FieldCache> fieldList = new Seq<>(false);
|
final Seq<FieldCache> fieldList = new Seq<>(false);
|
||||||
|
|
||||||
//these are for inner edge A* (temporary!)
|
//these are for inner edge A* (temporary!)
|
||||||
IntFloatMap innerCosts = new IntFloatMap();
|
final IntFloatMap innerCosts = new IntFloatMap();
|
||||||
PathfindQueue innerFrontier = new PathfindQueue();
|
final PathfindQueue innerFrontier = new PathfindQueue();
|
||||||
|
|
||||||
//ONLY modify on pathfinding thread.
|
//ONLY modify on pathfinding thread.
|
||||||
IntSet clustersToUpdate = new IntSet();
|
final IntSet clustersToUpdate = new IntSet();
|
||||||
IntSet clustersToInnerUpdate = new IntSet();
|
final IntSet clustersToInnerUpdate = new IntSet();
|
||||||
|
|
||||||
//PATHFINDING THREAD - requests that should be recomputed
|
//PATHFINDING THREAD - requests that should be recomputed
|
||||||
ObjectSet<PathRequest> invalidRequests = new ObjectSet<>();
|
final ObjectSet<PathRequest> invalidRequests = new ObjectSet<>();
|
||||||
|
|
||||||
/** Current pathfinding thread */
|
/** Current pathfinding thread */
|
||||||
@Nullable Thread thread;
|
@Nullable Thread thread;
|
||||||
|
|
||||||
|
/** If true, this pathfinder is no longer relevant (stopped) and its errors can be ignored. */
|
||||||
|
volatile boolean invalidated;
|
||||||
|
|
||||||
//path requests are per-unit
|
//path requests are per-unit
|
||||||
static class PathRequest{
|
static class PathRequest{
|
||||||
final Unit unit;
|
final Unit unit;
|
||||||
@@ -211,51 +214,42 @@ public class ControlPathfinder implements Runnable{
|
|||||||
LongSeq[][] portalConnections = new LongSeq[4][];
|
LongSeq[][] portalConnections = new LongSeq[4][];
|
||||||
}
|
}
|
||||||
|
|
||||||
public ControlPathfinder(){
|
//this method is not run in a static initializer because it must only happen after Pathfinder registers its events, which means it should happen in the ControlPathfinder constructor
|
||||||
|
static void checkEvents(){
|
||||||
|
if(initialized) return;
|
||||||
|
initialized = true;
|
||||||
|
|
||||||
Events.on(ResetEvent.class, event -> stop());
|
Events.on(ResetEvent.class, event -> controlPath.stop());
|
||||||
|
|
||||||
Events.on(WorldLoadEvent.class, event -> {
|
Events.on(WorldLoadEvent.class, event -> {
|
||||||
stop();
|
controlPath.stop();
|
||||||
|
//create a new pathfinder to avoid contaminating the new pathfinding state with the old thread, which may still be running
|
||||||
//TODO: can the pathfinding thread even see these?
|
controlPath = new ControlPathfinder();
|
||||||
unitRequests = new ObjectMap<>();
|
controlPath.start();
|
||||||
fields = new LongMap<>();
|
|
||||||
fieldList = new Seq<>(false);
|
|
||||||
|
|
||||||
clusters = new Cluster[256][][];
|
|
||||||
cwidth = Mathf.ceil((float)world.width() / clusterSize);
|
|
||||||
cheight = Mathf.ceil((float)world.height() / clusterSize);
|
|
||||||
|
|
||||||
|
|
||||||
start();
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Events.on(TileChangeEvent.class, e -> {
|
Events.on(TileChangeEvent.class, e -> {
|
||||||
|
controlPath.updateTile(e.tile);
|
||||||
updateTile(e.tile);
|
|
||||||
|
|
||||||
//TODO: recalculate affected flow fields? or just all of them? how to reflow?
|
|
||||||
});
|
});
|
||||||
|
|
||||||
//invalidate paths
|
//invalidate paths
|
||||||
Events.run(Trigger.update, () -> {
|
Events.run(Trigger.update, () -> {
|
||||||
for(var req : unitRequests.values()){
|
for(var req : controlPath.unitRequests.values()){
|
||||||
//skipped N update -> drop it
|
//skipped N update -> drop it
|
||||||
if(req.lastUpdateId <= state.updateId - 10 || !req.unit.isAdded()){
|
if(req.lastUpdateId <= state.updateId - 10 || !req.unit.isAdded()){
|
||||||
req.invalidated = true;
|
req.invalidated = true;
|
||||||
//concurrent modification!
|
//concurrent modification!
|
||||||
queue.post(() -> threadPathRequests.remove(req));
|
controlPath.queue.post(() -> controlPath.threadPathRequests.remove(req));
|
||||||
Core.app.post(() -> unitRequests.remove(req.unit));
|
Time.run(0f, () -> controlPath.unitRequests.remove(req.unit));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for(var field : fieldList){
|
for(var field : controlPath.fieldList){
|
||||||
//skipped N update -> drop it
|
//skipped N update -> drop it
|
||||||
if(field.lastUpdateId <= state.updateId - 30){
|
if(field.lastUpdateId <= state.updateId - 30){
|
||||||
//make sure it's only modified on the main thread...? but what about calling get() on this thread??
|
//make sure it's only modified on the main thread...? but what about calling get() on this thread??
|
||||||
queue.post(() -> fields.remove(field.mapKey));
|
controlPath.queue.post(() -> controlPath.fields.remove(field.mapKey));
|
||||||
Core.app.post(() -> fieldList.remove(field));
|
Time.run(0f, () -> controlPath.fieldList.remove(field));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
@@ -268,11 +262,11 @@ public class ControlPathfinder implements Runnable{
|
|||||||
Draw.draw(Layer.overlayUI, () -> {
|
Draw.draw(Layer.overlayUI, () -> {
|
||||||
Lines.stroke(1f);
|
Lines.stroke(1f);
|
||||||
|
|
||||||
if(clusters[team] != null && clusters[team][cost] != null){
|
if(controlPath.clusters[team] != null && controlPath.clusters[team][cost] != null){
|
||||||
for(int cx = 0; cx < cwidth; cx++){
|
for(int cx = 0; cx < controlPath.cwidth; cx++){
|
||||||
for(int cy = 0; cy < cheight; cy++){
|
for(int cy = 0; cy < controlPath.cheight; cy++){
|
||||||
|
|
||||||
var cluster = clusters[team][cost][cy * cwidth + cx];
|
var cluster = controlPath.clusters[team][cost][cy * controlPath.cwidth + cx];
|
||||||
if(cluster != null){
|
if(cluster != null){
|
||||||
Lines.stroke(0.5f);
|
Lines.stroke(0.5f);
|
||||||
Draw.color(Color.gray);
|
Draw.color(Color.gray);
|
||||||
@@ -290,7 +284,7 @@ public class ControlPathfinder implements Runnable{
|
|||||||
int from = Point2.x(pos), to = Point2.y(pos);
|
int from = Point2.x(pos), to = Point2.y(pos);
|
||||||
float width = tilesize * (Math.abs(from - to) + 1), height = tilesize;
|
float width = tilesize * (Math.abs(from - to) + 1), height = tilesize;
|
||||||
|
|
||||||
portalToVec(cluster, cx, cy, d, i, Tmp.v1);
|
controlPath.portalToVec(cluster, cx, cy, d, i, Tmp.v1);
|
||||||
|
|
||||||
Draw.color(Color.brown);
|
Draw.color(Color.brown);
|
||||||
Lines.ellipse(30, Tmp.v1.x, Tmp.v1.y, width / 2f, height / 2f, d * 90f - 90f);
|
Lines.ellipse(30, Tmp.v1.x, Tmp.v1.y, width / 2f, height / 2f, d * 90f - 90f);
|
||||||
@@ -302,7 +296,7 @@ public class ControlPathfinder implements Runnable{
|
|||||||
for(int coni = 0; coni < connections.size; coni ++){
|
for(int coni = 0; coni < connections.size; coni ++){
|
||||||
long con = connections.items[coni];
|
long con = connections.items[coni];
|
||||||
|
|
||||||
portalToVec(cluster, cx, cy, IntraEdge.dir(con), IntraEdge.portal(con), Tmp.v2);
|
controlPath.portalToVec(cluster, cx, cy, IntraEdge.dir(con), IntraEdge.portal(con), Tmp.v2);
|
||||||
|
|
||||||
float
|
float
|
||||||
x1 = Tmp.v1.x, y1 = Tmp.v1.y,
|
x1 = Tmp.v1.x, y1 = Tmp.v1.y,
|
||||||
@@ -319,10 +313,10 @@ public class ControlPathfinder implements Runnable{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for(var fields : fieldList){
|
for(var fields : controlPath.fieldList){
|
||||||
try{
|
try{
|
||||||
for(var entry : fields.fields){
|
for(var entry : fields.fields){
|
||||||
int cx = entry.key % cwidth, cy = entry.key / cwidth;
|
int cx = entry.key % controlPath.cwidth, cy = entry.key / controlPath.cwidth;
|
||||||
for(int y = 0; y < clusterSize; y++){
|
for(int y = 0; y < clusterSize; y++){
|
||||||
for(int x = 0; x < clusterSize; x++){
|
for(int x = 0; x < clusterSize; x++){
|
||||||
int value = entry.value[x + y * clusterSize];
|
int value = entry.value[x + y * clusterSize];
|
||||||
@@ -342,6 +336,10 @@ public class ControlPathfinder implements Runnable{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ControlPathfinder(){
|
||||||
|
checkEvents();
|
||||||
|
}
|
||||||
|
|
||||||
public void updateTile(Tile tile){
|
public void updateTile(Tile tile){
|
||||||
tile.getLinkedTiles(this::updateSingleTile);
|
tile.getLinkedTiles(this::updateSingleTile);
|
||||||
}
|
}
|
||||||
@@ -387,8 +385,7 @@ public class ControlPathfinder implements Runnable{
|
|||||||
|
|
||||||
/** Starts or restarts the pathfinding thread. */
|
/** Starts or restarts the pathfinding thread. */
|
||||||
private void start(){
|
private void start(){
|
||||||
stop();
|
if(net.client() || thread != null) return;
|
||||||
if(net.client()) return;
|
|
||||||
|
|
||||||
thread = new Thread(this, "Control Pathfinder");
|
thread = new Thread(this, "Control Pathfinder");
|
||||||
thread.setPriority(Thread.MIN_PRIORITY);
|
thread.setPriority(Thread.MIN_PRIORITY);
|
||||||
@@ -402,6 +399,7 @@ public class ControlPathfinder implements Runnable{
|
|||||||
thread.interrupt();
|
thread.interrupt();
|
||||||
thread = null;
|
thread = null;
|
||||||
}
|
}
|
||||||
|
invalidated = true;
|
||||||
queue.clear();
|
queue.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -487,6 +485,11 @@ public class ControlPathfinder implements Runnable{
|
|||||||
//share portals with the other cluster
|
//share portals with the other cluster
|
||||||
portals = cluster.portals[direction] = other.portals[(direction + 2) % 4];
|
portals = cluster.portals[direction] = other.portals[(direction + 2) % 4];
|
||||||
|
|
||||||
|
//apparently this is somehow possible...?
|
||||||
|
if(portals == null){
|
||||||
|
portals = cluster.portals[direction] = other.portals[(direction + 2) % 4] = new IntSeq();
|
||||||
|
}
|
||||||
|
|
||||||
//clear the portals, they're being recalculated now
|
//clear the portals, they're being recalculated now
|
||||||
portals.clear();
|
portals.clear();
|
||||||
}
|
}
|
||||||
@@ -1193,7 +1196,7 @@ public class ControlPathfinder implements Runnable{
|
|||||||
anyNearSolid = true;
|
anyNearSolid = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if((value == 0 || otherCost < value) && otherCost != impassable && ((otherCost != 0 && (current == null || otherCost < minCost)) || packed == actualDestPos || packed == destPos) && passable(unit.team.id, cost, packed)){
|
if((value == 0 || otherCost < value) && otherCost != impassable && ((otherCost != 0 && (current == null || otherCost < minCost)) || packed == actualDestPos || packed == destPos) && passable(team, cost, packed)){
|
||||||
current = other;
|
current = other;
|
||||||
minCost = otherCost;
|
minCost = otherCost;
|
||||||
//no need to keep searching.
|
//no need to keep searching.
|
||||||
@@ -1243,7 +1246,7 @@ public class ControlPathfinder implements Runnable{
|
|||||||
if(showDebug && Core.graphics.getFrameId() % 30 == 0){
|
if(showDebug && Core.graphics.getFrameId() % 30 == 0){
|
||||||
Fx.breakBlock.at(request.lastTargetTile.worldx(), request.lastTargetTile.worldy(), 1);
|
Fx.breakBlock.at(request.lastTargetTile.worldx(), request.lastTargetTile.worldy(), 1);
|
||||||
}
|
}
|
||||||
out.set(request.lastTargetTile);
|
out.set(request.lastTargetTile.worldx(), request.lastTargetTile.worldy());
|
||||||
request.lastTile = recalc ? -1 : initialTileOn.pos();
|
request.lastTile = recalc ? -1 : initialTileOn.pos();
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -1500,10 +1503,8 @@ public class ControlPathfinder implements Runnable{
|
|||||||
long lastInvalidCheck = Time.millis() + invalidateCheckInterval;
|
long lastInvalidCheck = Time.millis() + invalidateCheckInterval;
|
||||||
|
|
||||||
while(true){
|
while(true){
|
||||||
if(net.client()) return;
|
if(net.client() || invalidated) return;
|
||||||
try{
|
try{
|
||||||
|
|
||||||
|
|
||||||
if(state.isPlaying()){
|
if(state.isPlaying()){
|
||||||
queue.run();
|
queue.run();
|
||||||
|
|
||||||
@@ -1572,9 +1573,11 @@ public class ControlPathfinder implements Runnable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
//each update time (not total!) no longer than maxUpdate
|
//each update time (not total!) no longer than maxUpdate
|
||||||
for(FieldCache cache : fields.values()){
|
fields.eachValue(cache -> {
|
||||||
|
if(cache != null){
|
||||||
updateFields(cache, maxUpdate);
|
updateFields(cache, maxUpdate);
|
||||||
}
|
}
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
try{
|
try{
|
||||||
@@ -1584,7 +1587,12 @@ public class ControlPathfinder implements Runnable{
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}catch(Throwable e){
|
}catch(Throwable e){
|
||||||
e.printStackTrace();
|
if(!invalidated){
|
||||||
|
Log.err(e);
|
||||||
|
}else{
|
||||||
|
//This pathfinder is done, don't bother doing any tasks
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
33
core/src/mindustry/ai/ItemUnitStance.java
Normal file
@@ -0,0 +1,33 @@
|
|||||||
|
package mindustry.ai;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
|
import arc.scene.style.*;
|
||||||
|
import arc.struct.*;
|
||||||
|
import arc.util.*;
|
||||||
|
import mindustry.type.*;
|
||||||
|
|
||||||
|
public class ItemUnitStance extends UnitStance{
|
||||||
|
private static ObjectMap<Item, ItemUnitStance> itemToStance = new ObjectMap<>();
|
||||||
|
|
||||||
|
public final Item item;
|
||||||
|
|
||||||
|
public ItemUnitStance(Item item){
|
||||||
|
super("item-" + item.name, "item-" + item.name, null);
|
||||||
|
this.item = item;
|
||||||
|
itemToStance.put(item, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static @Nullable ItemUnitStance getByItem(Item item){
|
||||||
|
return itemToStance.get(item);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public String localized(){
|
||||||
|
return Core.bundle.format("stance.mine", item.localizedName);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public TextureRegionDrawable getIcon(){
|
||||||
|
return new TextureRegionDrawable(item.uiIcon);
|
||||||
|
}
|
||||||
|
}
|
||||||