Compare commits
75 Commits
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1
android/proguard-rules.pro
vendored
1
android/proguard-rules.pro
vendored
@@ -5,6 +5,7 @@
|
|||||||
-keep class net.jpountz.** { *; }
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-keep class net.jpountz.** { *; }
|
||||||
-keep class rhino.** { *; }
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-keep class rhino.** { *; }
|
||||||
-keep class com.android.dex.** { *; }
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-keep class com.android.dex.** { *; }
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||||||
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-keep class com.android.dx.** { *; }
|
||||||
-keepattributes Signature,*Annotation*,InnerClasses,EnclosingMethod
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-keepattributes Signature,*Annotation*,InnerClasses,EnclosingMethod
|
||||||
|
|
||||||
-dontwarn javax.naming.**
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-dontwarn javax.naming.**
|
||||||
|
|||||||
BIN
core/assets-raw/sprites/ui/sectors/sector-sunkenPier.png
Normal file
BIN
core/assets-raw/sprites/ui/sectors/sector-sunkenPier.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 723 B |
@@ -451,10 +451,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
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editor.planet = Planet:
|
||||||
editor.sector = Sector:
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editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
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|
||||||
editor.brush = Brush
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editor.brush = Brush
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||||||
editor.openin = Open In Editor
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editor.openin = Open In Editor
|
||||||
editor.oregen = Ore Generation
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editor.oregen = Ore Generation
|
||||||
@@ -802,7 +804,7 @@ sectors.wave = Wave:
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|||||||
sectors.stored = Stored:
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sectors.stored = Stored:
|
||||||
sectors.resume = Resume
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sectors.resume = Resume
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||||||
sectors.launch = Launch
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sectors.launch = Launch
|
||||||
sectors.viewsubmission = \ue80d View Submissions
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sectors.viewsubmission = \ue80d View Submission
|
||||||
sectors.select = Select
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sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
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sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
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sectors.nonelaunch = [lightgray]none (sun)
|
||||||
@@ -880,6 +882,7 @@ sector.seaPort.name = Sea Port
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|||||||
sector.weatheredChannels.name = Weathered Channels
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sector.weatheredChannels.name = Weathered Channels
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||||||
sector.mycelialBastion.name = Mycelial Bastion
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sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
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sector.frontier.name = Frontier
|
||||||
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sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
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sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
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sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
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|
||||||
@@ -905,6 +908,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
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|||||||
#do not translate
|
#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
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sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
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sector.sunkenPier.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
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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
|
||||||
@@ -1013,8 +1017,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1099,7 +1105,7 @@ ability.movelightning.description = Releases lightning while moving
|
|||||||
ability.armorplate = Armor Plate
|
ability.armorplate = Armor Plate
|
||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs or deflects bullets, missiles and units
|
||||||
ability.suppressionfield = Repair Suppression
|
ability.suppressionfield = Repair Suppression
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
@@ -1119,6 +1125,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
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ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] max shield
|
ability.stat.shield = [stat]{0}[lightgray] max shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
@@ -1666,7 +1673,7 @@ block.snow.name = Snow
|
|||||||
block.crater-stone.name = Craters
|
block.crater-stone.name = Craters
|
||||||
block.sand-water.name = Sand Water
|
block.sand-water.name = Sand Water
|
||||||
block.darksand-water.name = Dark Sand Water
|
block.darksand-water.name = Dark Sand Water
|
||||||
block.char.name = Char
|
block.char.name = Charred Stone
|
||||||
block.dacite.name = Dacite
|
block.dacite.name = Dacite
|
||||||
block.rhyolite.name = Rhyolite
|
block.rhyolite.name = Rhyolite
|
||||||
block.dacite-wall.name = Dacite Wall
|
block.dacite-wall.name = Dacite Wall
|
||||||
@@ -2475,9 +2482,9 @@ unit.navanax.description = Fires explosive EMP projectiles, dealing significant
|
|||||||
#Erekir
|
#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. Less affected by harmful terrain.
|
||||||
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
|
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets. Less affected by harmful terrain.
|
||||||
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
|
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets. Less affected by harmful terrain.
|
||||||
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
||||||
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
||||||
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Вы ўпэўненыя, што хочаце апубліка
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектар:
|
editor.sector = Сектар:
|
||||||
editor.seed = Зерне:
|
editor.seed = Зерне:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Пашкаджае
|
|||||||
stat.powercapacity = Умяшчальнасць энергіі
|
stat.powercapacity = Умяшчальнасць энергіі
|
||||||
stat.powershot = Энергія/Выстрэл
|
stat.powershot = Энергія/Выстрэл
|
||||||
stat.damage = Страты
|
stat.damage = Страты
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Паветраныя мэты
|
stat.targetsair = Паветраныя мэты
|
||||||
stat.targetsground = Наземныя мэты
|
stat.targetsground = Наземныя мэты
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Хуткасць перамяшчэння
|
stat.itemsmoved = Хуткасць перамяшчэння
|
||||||
stat.launchtime = Інтэрвал запускаў
|
stat.launchtime = Інтэрвал запускаў
|
||||||
stat.shootrange = Радыус дзеяння
|
stat.shootrange = Радыус дзеяння
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Сигурни ли сте, че искате да публи
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектор:
|
editor.sector = Сектор:
|
||||||
editor.seed = Семе:
|
editor.seed = Семе:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Врагът е установил база
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Противоположности
|
|||||||
stat.powercapacity = Електрически капацитет
|
stat.powercapacity = Електрически капацитет
|
||||||
stat.powershot = Електроенергия/Изстрел
|
stat.powershot = Електроенергия/Изстрел
|
||||||
stat.damage = Щети
|
stat.damage = Щети
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Напада по въздух
|
stat.targetsair = Напада по въздух
|
||||||
stat.targetsground = Напада по земя
|
stat.targetsground = Напада по земя
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Скорост на движение
|
stat.itemsmoved = Скорост на движение
|
||||||
stat.launchtime = Време между изстрелванията
|
stat.launchtime = Време между изстрелванията
|
||||||
stat.shootrange = Обхват
|
stat.shootrange = Обхват
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] здраве/сек.
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] щит
|
ability.stat.shield = [stat]{0}[lightgray] щит
|
||||||
ability.stat.repairspeed = [stat]{0}/в сек.[lightgray] скорост на поправка
|
ability.stat.repairspeed = [stat]{0}/в сек.[lightgray] скорост на поправка
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] здраве/количество течност
|
ability.stat.slurpheal = [stat]{0}[lightgray] здраве/количество течност
|
||||||
ability.stat.cooldown = [stat]{0} в сек.[lightgray] презареждане
|
ability.stat.cooldown = [stat]{0} в сек.[lightgray] презареждане
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] макс. мишени
|
ability.stat.maxtargets = [stat]{0}[lightgray] макс. мишени
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Esteu segur que ho voleu publicar?\n\n[lightgray]Assegureu-vos
|
|||||||
publish.error = S’ha produït un error mentre es publicava l’element: {0}
|
publish.error = S’ha produït un error mentre es publicava l’element: {0}
|
||||||
steam.error = No s’ha pogut inicialitzar els serveis de l’Steam.\nError: {0}
|
steam.error = No s’ha pogut inicialitzar els serveis de l’Steam.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Llavor:
|
editor.seed = Llavor:
|
||||||
editor.cliffs = Converteix els murs en espadats
|
|
||||||
editor.brush = Pinzell
|
editor.brush = Pinzell
|
||||||
editor.openin = Obre a l’editor
|
editor.openin = Obre a l’editor
|
||||||
editor.oregen = Generació de minerals
|
editor.oregen = Generació de minerals
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = L’enemic ha establert una base en una illa
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Oposats
|
|||||||
stat.powercapacity = Capacitat energètica
|
stat.powercapacity = Capacitat energètica
|
||||||
stat.powershot = Energia/Tret
|
stat.powershot = Energia/Tret
|
||||||
stat.damage = Dany
|
stat.damage = Dany
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Dispara objectius aeris
|
stat.targetsair = Dispara objectius aeris
|
||||||
stat.targetsground = Dispara objectius terrestres
|
stat.targetsground = Dispara objectius terrestres
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Velocitat de moviment
|
stat.itemsmoved = Velocitat de moviment
|
||||||
stat.launchtime = Temps entre llançaments
|
stat.launchtime = Temps entre llançaments
|
||||||
stat.shootrange = Abast
|
stat.shootrange = Abast
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
ability.stat.shield = [stat]{0}[lightgray] d’escut
|
ability.stat.shield = [stat]{0}[lightgray] d’escut
|
||||||
ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
|
ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
|
ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
|
||||||
ability.stat.cooldown = [stat]{0} seg[lightgray] de temps de refredament
|
ability.stat.cooldown = [stat]{0} seg[lightgray] de temps de refredament
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] objectius com a màxim
|
ability.stat.maxtargets = [stat]{0}[lightgray] objectius com a màxim
|
||||||
|
|||||||
@@ -46,7 +46,7 @@ mods.browser.selected = Vybraný mod
|
|||||||
mods.browser.add = Stáhnout
|
mods.browser.add = Stáhnout
|
||||||
mods.browser.reinstall = Reinstalovat
|
mods.browser.reinstall = Reinstalovat
|
||||||
mods.browser.view-releases = Zobrazit Vydání
|
mods.browser.view-releases = Zobrazit Vydání
|
||||||
mods.browser.noreleases = [scarlet]Žádné Vydání Nenalezeny\n[accent]Nenalezene žádné vydání pro tento mod. Check if the mod's repository has any releases published. Zjistěte, jestli repozitář modu má již veřejně vydán.
|
mods.browser.noreleases = [scarlet]Žádná Vydání Nenalezena\n[accent]Nenalezena žádná vydání pro tento mod. Zjistěte, jestli repozitář modu byl již veřejně vydán.
|
||||||
mods.browser.latest = <Poslední>
|
mods.browser.latest = <Poslední>
|
||||||
mods.browser.releases = Vydání
|
mods.browser.releases = Vydání
|
||||||
mods.github.open = Úložiště
|
mods.github.open = Úložiště
|
||||||
@@ -130,7 +130,7 @@ committingchanges = Provádím změny
|
|||||||
done = Hotovo
|
done = Hotovo
|
||||||
feature.unsupported = Tvoje zařízení nepodporuje tuto vlastnost hry.
|
feature.unsupported = Tvoje zařízení nepodporuje tuto vlastnost hry.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Poslední Mindustry instaci se nepodařilo inicializovat. Nejpravděpodobněji to bylo způsobeno špatnou funkcí modifikací.\n\nK předcházení nekonečného padání hry, [red]všechny modifikace se vyply.[]
|
mods.initfailed = [red]⚠[] Poslední Mindustry instaci se nepodařilo inicializovat. Nejpravděpodobněji to bylo způsobeno špatnou funkcí modifikací.\n\nAby se zabránilo neustálému padání hry, [red]všechny modifikace se vyply.[]
|
||||||
mods = Mody
|
mods = Mody
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
||||||
@@ -148,12 +148,12 @@ mod.multiplayer.compatible = [gray]Hra více hráčů komapitibilní
|
|||||||
mod.disable = Zakázat
|
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 by mohl 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
|
||||||
mod.unmetdependencies = [red]Nesplněné Dependencies
|
mod.unmetdependencies = [red]Nesplněné závislosti
|
||||||
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
|
||||||
@@ -164,7 +164,7 @@ mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, pro
|
|||||||
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
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 = Tento mod nelze načíst kvůli neplatným nebo chybějícím závislostem: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
||||||
|
|
||||||
@@ -185,15 +185,15 @@ mod.preview.missing = Než vystavíš svou modifikaci ve Workshopu na Steamu, mu
|
|||||||
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]Modifikaccím chybí závislosti
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (nepovinné)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = Import
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = Vyžaduje se import
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = Importovat vše
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = Importovat výsledky
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = Úspěšně staženo:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = Stažení selhalo:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = Tato modifikace vyžaduje závislosti. Chcete je stáhnout?
|
||||||
|
|
||||||
about.button = O hře
|
about.button = O hře
|
||||||
name = Jméno:
|
name = Jméno:
|
||||||
@@ -207,9 +207,9 @@ available = Je zpřístupněn nový výzkum!
|
|||||||
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
||||||
campaign.select = Vybrat Začínající Kampaň
|
campaign.select = Vybrat Začínající Kampaň
|
||||||
campaign.none = [lightgray]Vyberte planetu, na které chcete začít.\nToto lze kdykoli přepnout.
|
campaign.none = [lightgray]Vyberte planetu, na které chcete začít.\nToto lze kdykoli přepnout.
|
||||||
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\nObtížnější. Vyšší 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. Otevřenější konec, více obsahu.\n\nPotenciálně nevyvážené mapy a mechanismy kampaní. Méně leštěné.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Obtížnost
|
||||||
completed = [accent]Dokončeno[]
|
completed = [accent]Dokončeno[]
|
||||||
techtree = Technologie
|
techtree = Technologie
|
||||||
techtree.select = Výběr Výzkumného Stromu
|
techtree.select = Výběr Výzkumného Stromu
|
||||||
@@ -237,9 +237,9 @@ server.kicked.typeMismatch = Tento server není kompatibilní s verzí Tvého kl
|
|||||||
server.kicked.playerLimit = Tento server je plný, vyčkej prosím, až se uvolní místo.
|
server.kicked.playerLimit = Tento server je plný, vyčkej prosím, až se uvolní místo.
|
||||||
server.kicked.recentKick = Před nedávnem jsi byl vykopnut z tohoto serveru.\nPočkej proto chvíli, než se zkusíš znovu připojit.
|
server.kicked.recentKick = Před nedávnem jsi byl vykopnut z tohoto serveru.\nPočkej proto chvíli, než se zkusíš znovu připojit.
|
||||||
server.kicked.nameInUse = Někdo se stejným jménem jako Ty\nje aktuálně přihlášen na serveru.
|
server.kicked.nameInUse = Někdo se stejným jménem jako Ty\nje aktuálně přihlášen na serveru.
|
||||||
server.kicked.nameEmpty = Tvé jméno není platné. Možná je prostě jen není nastaveno?
|
server.kicked.nameEmpty = Tvé jméno není platné. Možná prostě jen není nastaveno?
|
||||||
server.kicked.idInUse = Na tomhle serveru jsi již připojen. Připojování se pod dvěma účty není dovoleno!
|
server.kicked.idInUse = Na tomhle serveru jsi již připojen. Připojování se pod dvěma účty není dovoleno!
|
||||||
server.kicked.customClient = Tento server nepodporuje upravené verze hry. Stáhni si, prosím. oficiální verzi.
|
server.kicked.customClient = Tento server nepodporuje upravené verze hry. Stáhni si, prosím, oficiální verzi.
|
||||||
server.kicked.gameover = Konec hry!
|
server.kicked.gameover = Konec hry!
|
||||||
server.kicked.serverRestarting = Server se restartuje.
|
server.kicked.serverRestarting = Server se restartuje.
|
||||||
server.versions = Verze klienta: [accent]{0}[]\nVerze serveru: [accent]{1}[]
|
server.versions = Verze klienta: [accent]{0}[]\nVerze serveru: [accent]{1}[]
|
||||||
@@ -267,7 +267,7 @@ servers.showhidden = Zobraz skryté servery
|
|||||||
server.shown = Zobrazené
|
server.shown = Zobrazené
|
||||||
server.hidden = Skryté
|
server.hidden = Skryté
|
||||||
|
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
viewplayer = Prohlížíš si hráče: [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}[]
|
||||||
@@ -298,12 +298,12 @@ server.outdated = [scarlet]Zastaralá verze serveru![]
|
|||||||
server.outdated.client = [scarlet]Zastaralá verze klienta![]
|
server.outdated.client = [scarlet]Zastaralá verze klienta![]
|
||||||
server.version = [gray]Verze: {0} {1}[]
|
server.version = [gray]Verze: {0} {1}[]
|
||||||
server.custombuild = [accent]Upravená verze hry[]
|
server.custombuild = [accent]Upravená verze hry[]
|
||||||
confirmban = Jsi si jistý, že chceš zakázat hráče "{0}[white]"?[]
|
confirmban = Jsi si jistý, že chceš zakázat hráči "{0}[white]" přístup na server?[]
|
||||||
confirmkick = Jsi si jistý, že chceš vykopnout hráče "{0}[white]"?[]
|
confirmkick = Jsi si jistý, že chceš vykopnout hráče "{0}[white]"?[]
|
||||||
confirmunban = Jsi si jistý, že chceš zrušit zákaz pro tohoto hráče?
|
confirmunban = Jsi si jistý, že chceš zrušit zákaz pro tohoto hráče?
|
||||||
confirmadmin = Jsi si jistý, že chceš hráče "{0}[white]" povýšit na správce?[]
|
confirmadmin = Jsi si jistý, že chceš hráče "{0}[white]" povýšit na správce?[]
|
||||||
confirmunadmin = Jsi si jistý, že chceš odebrat hráči "{0}[white]" roli správce?[]
|
confirmunadmin = Jsi si jistý, že chceš odebrat hráči "{0}[white]" roli správce?[]
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = Důvod k odhlasovanému vykopnutí
|
||||||
votekick.reason.message = Jste si jisti, že chcete hlasovat? "{0}[white]"?\nPokud ano, uveďte důvod:
|
votekick.reason.message = Jste si jisti, že chcete hlasovat? "{0}[white]"?\nPokud ano, uveďte důvod:
|
||||||
joingame.title = Připojit se ke hře
|
joingame.title = Připojit se ke hře
|
||||||
joingame.ip = Adresa IP:
|
joingame.ip = Adresa IP:
|
||||||
@@ -312,14 +312,14 @@ disconnect.error = Chyba připojení.
|
|||||||
disconnect.closed = Připojení bylo uzavřeno.
|
disconnect.closed = Připojení bylo uzavřeno.
|
||||||
disconnect.timeout = Vypršel čas pro připojení.
|
disconnect.timeout = Vypršel čas pro připojení.
|
||||||
disconnect.data = Chyba načtení dat ze serveru!
|
disconnect.data = Chyba načtení dat ze serveru!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Při získávání UDP snímků vyprššel čas spojení.\nTo může být způsobeno nestabilní sítí nebo připojením.
|
||||||
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
|
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
|
||||||
connecting = [accent]Připojuji se...[]
|
connecting = [accent]Připojuji se...[]
|
||||||
reconnecting = [accent]Znovu se připojuji...
|
reconnecting = [accent]Znovu se připojuji...
|
||||||
connecting.data = [accent]Načítám data ze serveru...[]
|
connecting.data = [accent]Načítám data ze serveru...[]
|
||||||
server.port = Port:
|
server.port = Port:
|
||||||
server.invalidport = Neplatné číslo portu!
|
server.invalidport = Neplatné číslo portu!
|
||||||
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]Nepodařilo se otevřít port 6567.[]\n\nUjistěte se, že na vašem zařízení nebo ve vaší síti neběží žádný jiný Mindustry server!
|
||||||
server.error = [scarlet]Chyba při hostování serveru.[]
|
server.error = [scarlet]Chyba při hostování serveru.[]
|
||||||
save.new = Nové uložení hry
|
save.new = Nové uložení hry
|
||||||
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
|
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
|
||||||
@@ -340,7 +340,7 @@ save.rename.text = Nové jméno:
|
|||||||
selectslot = Vyber pozici pro uložení hry.
|
selectslot = Vyber pozici pro uložení hry.
|
||||||
slot = [accent]Pozice {0}[]
|
slot = [accent]Pozice {0}[]
|
||||||
editmessage = Upravit zprávu
|
editmessage = Upravit zprávu
|
||||||
save.corrupted = Uložení je poškozené nebo neplatné.
|
save.corrupted = Uložená hra je poškozená nebo neplatná.
|
||||||
empty = <Prázný>
|
empty = <Prázný>
|
||||||
on = On
|
on = On
|
||||||
off = Off
|
off = Off
|
||||||
@@ -382,8 +382,8 @@ 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.mineauto = Automatická těžba
|
||||||
stance.mine = Mine Item: {0}
|
stance.mine = Těžit předmět: {0}
|
||||||
openlink = Otevřít odkaz
|
openlink = Otevřít odkaz
|
||||||
copylink = Zkopírovat odkaz
|
copylink = Zkopírovat odkaz
|
||||||
back = Zpět
|
back = Zpět
|
||||||
@@ -400,7 +400,7 @@ data.invalid = Herní data nejsou v pořádku.
|
|||||||
data.import.confirm = Import externích dat smaže [scarlet]všechna[] Tvá současná herní data.\n[accent]Toto nelze vrátit zpět![]\n\nPo importu dat se hra bezprostředně sama ukončí.
|
data.import.confirm = Import externích dat smaže [scarlet]všechna[] Tvá současná herní data.\n[accent]Toto nelze vrátit zpět![]\n\nPo importu dat se hra bezprostředně sama ukončí.
|
||||||
quit.confirm = Jsi si jistý, že chceš ukončit hru?
|
quit.confirm = Jsi si jistý, že chceš ukončit hru?
|
||||||
loading = [accent]Načítám...
|
loading = [accent]Načítám...
|
||||||
downloading = [accent]Stahuju...
|
downloading = [accent]Stahuji...
|
||||||
saving = [accent]Ukládám...
|
saving = [accent]Ukládám...
|
||||||
respawn = [accent][[{0}][] k znovuzrození v jádře
|
respawn = [accent][[{0}][] k znovuzrození v jádře
|
||||||
cancelbuilding = [accent][[{0}][] vyčistí plán šablony
|
cancelbuilding = [accent][[{0}][] vyčistí plán šablony
|
||||||
@@ -409,8 +409,8 @@ pausebuilding = [accent][[{0}][] zastaví stavění
|
|||||||
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
||||||
enablebuilding = [scarlet][[{0}][] povolí stavení
|
enablebuilding = [scarlet][[{0}][] povolí stavení
|
||||||
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
||||||
commandmode.name = [accent]Velící zežim
|
commandmode.name = [accent]Velicí zežim
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [žádné jednotky]
|
||||||
wave = [accent]Vlna číslo {0}[]
|
wave = [accent]Vlna číslo {0}[]
|
||||||
wave.cap = [accent]Vlna {0} z {1}[]
|
wave.cap = [accent]Vlna {0} z {1}[]
|
||||||
wave.waiting = [lightgray]Vlna za {0} vteřin[]
|
wave.waiting = [lightgray]Vlna za {0} vteřin[]
|
||||||
@@ -448,10 +448,12 @@ publish.confirm = Opravdu chceš toto publikovat?\n\n[lightgray]Ujisti se nejprv
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Zdi Na Útesy
|
|
||||||
editor.brush = Štětec
|
editor.brush = Štětec
|
||||||
editor.openin = Otevřít v editoru
|
editor.openin = Otevřít v editoru
|
||||||
editor.oregen = Generování rud
|
editor.oregen = Generování rud
|
||||||
@@ -464,19 +466,19 @@ editor.waves = Vln:
|
|||||||
editor.rules = Pravidla:
|
editor.rules = Pravidla:
|
||||||
editor.generation = Generace:
|
editor.generation = Generace:
|
||||||
editor.objectives = Úkoly:
|
editor.objectives = Úkoly:
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Balíky jazyků
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Upravit název
|
||||||
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 = Upravit ve hře
|
editor.ingame = Upravit ve hře
|
||||||
editor.playtest = Playtest
|
editor.playtest = Test mapy
|
||||||
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
||||||
editor.newmap = Nová mapa
|
editor.newmap = Nová mapa
|
||||||
editor.center = Vycentrovat
|
editor.center = Vycentrovat
|
||||||
editor.search = Hledat mapy...
|
editor.search = Hledat mapy...
|
||||||
editor.filters = Filtrovat Mapy
|
editor.filters = Filtrovat mšapy
|
||||||
editor.filters.mode = Herní režimy:
|
editor.filters.mode = Herní režimy:
|
||||||
editor.filters.type = Typ Mapy:
|
editor.filters.type = Typ Mapy:
|
||||||
editor.filters.search = Hledat V:
|
editor.filters.search = Hledat V:
|
||||||
@@ -486,7 +488,7 @@ editor.shiftx = Shift X
|
|||||||
editor.shifty = Shift Y
|
editor.shifty = Shift Y
|
||||||
workshop = Workshop na Steamu
|
workshop = Workshop na Steamu
|
||||||
waves.title = Vlny
|
waves.title = Vlny
|
||||||
waves.team = Team
|
waves.team = Tým
|
||||||
waves.remove = Odebrat
|
waves.remove = Odebrat
|
||||||
waves.every = každých
|
waves.every = každých
|
||||||
waves.waves = vln(y)
|
waves.waves = vln(y)
|
||||||
@@ -495,10 +497,10 @@ waves.perspawn = za zrození
|
|||||||
waves.shields = štítů/vlnu
|
waves.shields = štítů/vlnu
|
||||||
waves.to = do
|
waves.to = do
|
||||||
waves.spawn = zrození:
|
waves.spawn = zrození:
|
||||||
waves.spawn.all = <all>
|
waves.spawn.all = <vše>
|
||||||
waves.spawn.select = Výběr Zrození
|
waves.spawn.select = Výběr Zrození
|
||||||
waves.spawn.none = [scarlet]žádné zrození nebyly nalezeny na mapě
|
waves.spawn.none = [scarlet]žádná místa ke zrození nebyla na mapě nalezena.
|
||||||
waves.max = max jednotek
|
waves.max = max. jednotek
|
||||||
waves.guardian = Strážce
|
waves.guardian = Strážce
|
||||||
waves.preview = Náhled
|
waves.preview = Náhled
|
||||||
waves.edit = Upravit....
|
waves.edit = Upravit....
|
||||||
@@ -514,7 +516,7 @@ waves.sort.begin = Začít
|
|||||||
waves.sort.health = Životy
|
waves.sort.health = Životy
|
||||||
waves.sort.type = Typ
|
waves.sort.type = Typ
|
||||||
waves.search = Hledat vlny...
|
waves.search = Hledat vlny...
|
||||||
waves.filter = Unit Filter
|
waves.filter = Filtr jednotek
|
||||||
waves.units.hide = Schovat vše
|
waves.units.hide = Schovat vše
|
||||||
waves.units.show = Zobrazit vše
|
waves.units.show = Zobrazit vše
|
||||||
|
|
||||||
@@ -523,12 +525,12 @@ wavemode.counts = počty
|
|||||||
wavemode.totals = součty
|
wavemode.totals = součty
|
||||||
wavemode.health = zdraví
|
wavemode.health = zdraví
|
||||||
|
|
||||||
all = All
|
all = Vše
|
||||||
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 = Opravdu chcete z tohoto procesoru odstranit veškerý kód?
|
||||||
logic.restart = Restart
|
logic.restart = Restart
|
||||||
logic.globals = Vestavěné proměnné
|
logic.globals = Vestavěné proměnné
|
||||||
|
|
||||||
@@ -646,8 +648,8 @@ filter.option.floor2 = Druhotný povrch
|
|||||||
filter.option.threshold2 = Druhotný práh
|
filter.option.threshold2 = Druhotný práh
|
||||||
filter.option.radius = Poloměr
|
filter.option.radius = Poloměr
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
filter.option.code = Code
|
filter.option.code = Kód
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Smyčka
|
||||||
|
|
||||||
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?
|
||||||
@@ -664,7 +666,7 @@ locales.showcorrect = Zobrazit vlastnosti, které jsou přítomné ve všech ná
|
|||||||
locales.showmissing = Zobrazit vlastnosti, které v některých národních prostředích chybí
|
locales.showmissing = Zobrazit vlastnosti, které v některých národních prostředích chybí
|
||||||
locales.showsame = Zobrazit vlastnosti, které mají stejné hodnoty v různých národních prostředích
|
locales.showsame = Zobrazit vlastnosti, které mají stejné hodnoty v různých národních prostředích
|
||||||
locales.viewproperty = Zobrazit ve všech lokalitách
|
locales.viewproperty = Zobrazit ve všech lokalitách
|
||||||
locales.viewing = Prohlížení nemovitosti "{0}"
|
locales.viewing = Prohlížení vlastnosti "{0}"
|
||||||
locales.addicon = Přidat ikonu
|
locales.addicon = Přidat ikonu
|
||||||
|
|
||||||
width = Šířka:
|
width = Šířka:
|
||||||
@@ -705,7 +707,7 @@ 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
|
||||||
objective.coreitem.name = Jádrova Věc
|
objective.coreitem.name = Přesunout do jádra
|
||||||
objective.buildcount.name = Počet Budov
|
objective.buildcount.name = Počet Budov
|
||||||
objective.unitcount.name = Počet Jednotek
|
objective.unitcount.name = Počet Jednotek
|
||||||
objective.destroyunits.name = Znič Jednotky
|
objective.destroyunits.name = Znič Jednotky
|
||||||
@@ -713,19 +715,19 @@ objective.timer.name = Časovač
|
|||||||
objective.destroyblock.name = Zničit Kostku
|
objective.destroyblock.name = Zničit Kostku
|
||||||
objective.destroyblocks.name = Zničit Kostky
|
objective.destroyblocks.name = Zničit Kostky
|
||||||
objective.destroycore.name = Zničit Jádro
|
objective.destroycore.name = Zničit Jádro
|
||||||
objective.commandmode.name = Příkazovy Režim
|
objective.commandmode.name = Příkazový Režim
|
||||||
objective.flag.name = Vlajka
|
objective.flag.name = Vlajka
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Text tvaru
|
||||||
marker.point.name = Point
|
marker.point.name = Bod
|
||||||
marker.shape.name = Tvar
|
marker.shape.name = Tvar
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Čára
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Textura
|
||||||
|
|
||||||
marker.background = Pozadí
|
marker.background = Pozadí
|
||||||
marker.outline = Outline
|
marker.outline = Obrys
|
||||||
|
|
||||||
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}
|
||||||
@@ -749,18 +751,18 @@ loadout = Načtení
|
|||||||
resources = Zdroje
|
resources = Zdroje
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Zakázané bloky
|
bannedblocks = Zakázané bloky
|
||||||
unbannedblocks = Unbanned Blocks
|
unbannedblocks = Povolené bloky
|
||||||
objectives = Úkoly
|
objectives = Úkoly
|
||||||
bannedunits = Zakázané jednotky
|
bannedunits = Zakázané jednotky
|
||||||
unbannedunits = Unbanned Units
|
unbannedunits = Povolené jednotky
|
||||||
bannedunits.whitelist = Zakázané jednotky jako Whitelist
|
bannedunits.whitelist = Zakázané jednotky jako Whitelist
|
||||||
bannedblocks.whitelist = Zakázané bloky jako Whitelist
|
bannedblocks.whitelist = Zakázané bloky jako Whitelist
|
||||||
addall = Přidat vše
|
addall = Přidat vše
|
||||||
launch.from = Vysláno z: [accent]{0}
|
launch.from = Vysláno z: [accent]{0}
|
||||||
launch.capacity = Odpalovací kapacita: [accent]{0}
|
launch.capacity = Odpalovací kapacita: [accent]{0}
|
||||||
launch.destination = Cíl: {0}
|
launch.destination = Cíl: {0}
|
||||||
landing.sources = Source Sectors: [accent]{0}[]
|
landing.sources = Zdrojové sektory: [accent]{0}[]
|
||||||
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
landing.import = Max. celkový import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
||||||
add = Přidat...
|
add = Přidat...
|
||||||
guardian = Strážce
|
guardian = Strážce
|
||||||
@@ -775,7 +777,7 @@ error.mapnotfound = Soubor s mapou nebyl nalezen!
|
|||||||
error.io = Vstupně/výstupní (I/O) chyba sítě.
|
error.io = Vstupně/výstupní (I/O) chyba sítě.
|
||||||
error.any = Neznámá chyba sítě.
|
error.any = Neznámá chyba sítě.
|
||||||
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
||||||
error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
|
error.moddex = Mindustry nemůže načíst tuto modifikaci.\nVaše zařízení blokuje import Java modifikací kvůli nedávným změnám v Androidu.\nV současnosti neexistuje žádné známé řešení tohoto problému.
|
||||||
|
|
||||||
weather.rain.name = Déšť
|
weather.rain.name = Déšť
|
||||||
weather.snowing.name = Sníh
|
weather.snowing.name = Sníh
|
||||||
@@ -783,7 +785,7 @@ 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]Doba hraní sektoru: {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
|
||||||
@@ -799,7 +801,7 @@ sectors.wave = Vlna:
|
|||||||
sectors.stored = Uskladněno:
|
sectors.stored = Uskladněno:
|
||||||
sectors.resume = Pokračovat
|
sectors.resume = Pokračovat
|
||||||
sectors.launch = Vyslat
|
sectors.launch = Vyslat
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
||||||
sectors.select = Vybrat
|
sectors.select = Vybrat
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
||||||
@@ -824,7 +826,7 @@ sector.changeicon = Změnit Ikonu
|
|||||||
sector.noswitch.title = Nelze Vyměnit Sektor
|
sector.noswitch.title = Nelze Vyměnit Sektor
|
||||||
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
sector.view = Prohlédnout Sektor
|
sector.view = Prohlédnout Sektor
|
||||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
sector.foundationrequired = [lightgray] Je vyžadováno Jádro: Základ.
|
||||||
|
|
||||||
threat.low = Nízké
|
threat.low = Nízké
|
||||||
threat.medium = Střední
|
threat.medium = Střední
|
||||||
@@ -832,16 +834,16 @@ threat.high = Velké
|
|||||||
threat.extreme = Extrémní
|
threat.extreme = Extrémní
|
||||||
threat.eradication = Vyhlazující
|
threat.eradication = Vyhlazující
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Odpočinková
|
||||||
difficulty.easy = Easy
|
difficulty.easy = Lehká
|
||||||
difficulty.normal = Normal
|
difficulty.normal = Střední
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Těžká
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Vyhlazující
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
difficulty.enemyHealthMultiplier = Zdraví nepřítele: {0}
|
||||||
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
difficulty.enemySpawnMultiplier = Počet nepřátel: {0}
|
||||||
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
difficulty.waveTimeMultiplier = Časovač vlny: {0}
|
||||||
difficulty.nomodifiers = [lightgray](No modifiers)
|
difficulty.nomodifiers = [lightgray](Žádné modifikátory)
|
||||||
|
|
||||||
planets = Planety
|
planets = Planety
|
||||||
|
|
||||||
@@ -866,22 +868,23 @@ sector.windsweptIslands.name = Větrné ostrovy
|
|||||||
sector.extractionOutpost.name = Extrakční základna
|
sector.extractionOutpost.name = Extrakční základna
|
||||||
sector.facility32m.name = Facility 32 M
|
sector.facility32m.name = Facility 32 M
|
||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Zamořené kaňony
|
||||||
sector.planetaryTerminal.name = Planetární odpalovací terminál
|
sector.planetaryTerminal.name = Planetární odpalovací terminál
|
||||||
sector.coastline.name = Pobřežní čára
|
sector.coastline.name = Pobřežní čára
|
||||||
sector.navalFortress.name = Námořní pevnost
|
sector.navalFortress.name = Námořní pevnost
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polární aerodrom
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atoly
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Testovací zázemí
|
||||||
sector.seaPort.name = Sea Port
|
sector.seaPort.name = Mořský přístav
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Pevnost podhoubí
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Fronta
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geotermální pevnost
|
||||||
|
|
||||||
sector.groundZero.description = Optimální místo, kde znovu začít. Nízký výskyt nepřátel. Několik málo surovin.\nPosbírej co nejvíce olova a mědi.\nBěž dál.
|
sector.groundZero.description = Optimální místo, kde znovu začít. Nízký výskyt nepřátel. Několik málo surovin.\nPosbírej co nejvíce olova a mědi.\nBěž dál.
|
||||||
sector.frozenForest.description = Dokonce až sem, blízko hor, se dokázaly spóry rozrůst. Mráz je však nemůže zadržet navěky.\n\nPusť se do práce za pomocí energie. Stav spalovací generátory. Nauč se, jak používat opravovací věže.
|
sector.frozenForest.description = Dokonce až sem, blízko hor, se dokázaly spóry rozrůst. Mráz je však nemůže zadržet navěky.\n\nPusť se do práce za pomocí energie. Stav spalovací generátory. Nauč se, jak používat opravovací věže.
|
||||||
sector.saltFlats.description = Na okraji pouště leží Solné nížiny. V této lokaci se nachází jen několik málo surovin.\n\nNepřítel zde vybudoval zásobovací komplex. Znič jádro v jeho základně. Nenechej kámen na kameni.
|
sector.saltFlats.description = Na okraji pouště leží Solné nížiny. V této lokaci se nachází jen několik málo surovin.\n\nNepřítel zde vybudoval zásobovací komplex. Znič jádro v jeho základně. Nenechej kámen na kameni.
|
||||||
sector.craters.description = V těchto relikviích starých válek se nahromadilo velké množství vody. Znovu získej tuto oblast. Sbírej písek. Vyrob z něj metasklo. Použij vodu k chlazení svých vrtů a střílen.
|
sector.craters.description = V těchto relikviích starých válek se nahromadilo velké množství vody. Znovu získej tuto oblast. Sbírej písek. Vyrob z něj metasklo. Použij vodu k chlazení svých vrtů a střílen.
|
||||||
sector.ruinousShores.description = Za pustinou se nachází pobřeží. Kdysi zde stál obranný pobřežní systém. Moc z něj už dneska nezbylo. Jen základní konstrukce zůstaly ušetřeny, zbytek se rozpadl na šrot.\nPokračuj ve své expanzi hlouběji. Objev ztracenou technologii.
|
sector.ruinousShores.description = Za pustinou se nachází pobřeží. Kdysi zde stál obranný pobřežní systém. Moc z něj už dneska nezbylo. Jen základní konstrukce zůstaly ušetřeny, zbytek se rozpadl na šrot.\nPokračuj ve své expanzi hlouběji. Objev ztracenou technologii.
|
||||||
@@ -891,8 +894,8 @@ sector.tarFields.description = Rozhraní produkční naftové oblasti mezi horam
|
|||||||
sector.desolateRift.description = Extrémně nebezpečná mapa. Na úkor prostoru se zde nachází přehršel surovin. Vysoká pravděpodobnost zničení. Postav vzdušnou a pozemní obranu co nejdříve to půjde. Nenech se zmást dlouhými prodlevami mezi vlnami nepřátel.
|
sector.desolateRift.description = Extrémně nebezpečná mapa. Na úkor prostoru se zde nachází přehršel surovin. Vysoká pravděpodobnost zničení. Postav vzdušnou a pozemní obranu co nejdříve to půjde. Nenech se zmást dlouhými prodlevami mezi vlnami nepřátel.
|
||||||
sector.nuclearComplex.description = Bývalá továrna na zpracování thoria, dnes v troskách.\n[lightgray]Objev thorium a jeho široké využití.[]\n\nNepřátelské jednotky se zde nacházejí v hojném počtu, a neustále prohledávají oblast.
|
sector.nuclearComplex.description = Bývalá továrna na zpracování thoria, dnes v troskách.\n[lightgray]Objev thorium a jeho široké využití.[]\n\nNepřátelské jednotky se zde nacházejí v hojném počtu, a neustále prohledávají oblast.
|
||||||
sector.fungalPass.description = Přechodová oblast mezi vysokými horami a spórami nasycenou zemí. Nachází se zde malá průzkumná základna Tvého nepřítele.\nZnič ji.\nPoužij mechy Dýka a Slídil. Znič obě nepřátelské jádra.
|
sector.fungalPass.description = Přechodová oblast mezi vysokými horami a spórami nasycenou zemí. Nachází se zde malá průzkumná základna Tvého nepřítele.\nZnič ji.\nPoužij mechy Dýka a Slídil. Znič obě nepřátelské jádra.
|
||||||
sector.biomassFacility.description = Prapůvod všech spór. Toto je zařízení, be kterém byly spóry vynalezeny a zpočátku u vyráběny.\nVynalezni technologii, která se skrýbá uvnitř. Kultivuj spóry k výrobě paliva a plastů.\n\n[lightgray]Po vypnutí tohoto zařízení byly spóry vypuštěny. V okolním ekosystému však tomuto invazivnímu druhu nebylo nic schopné konkurovat.
|
sector.biomassFacility.description = Prapůvod všech spór. Toto je zařízení, ve kterém byly spóry vynalezeny a zpočátku i vyráběny.\nVynalezni technologii, která se skrývá uvnitř. Kultivuj spóry k výrobě paliva a plastů.\n\n[lightgray]Po vypnutí tohoto zařízení byly spóry vypuštěny. V okolním ekosystému však tomuto invazivnímu druhu nebylo nic schopné konkurovat.
|
||||||
sector.windsweptIslands.description = Vzdálen od pevniny je tento řetízek ostrovů. Záznamy ukazují, že zde kdysi byly zařízení na výrobu [accent]Plastany[].\n\nPoraž nepřátelské námořní jednotky. Vybuduj základnu na ostrově. Vynalezni továrny.
|
sector.windsweptIslands.description = Vzdálen od pevniny je tento řetízek ostrovů. Záznamy ukazují, že zde kdysi byly zařízení na výrobu [accent]Plastanů[].\n\nPoraž nepřátelské námořní jednotky. Vybuduj základnu na ostrově. Vynalezni továrny.
|
||||||
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
||||||
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
||||||
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlé
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -933,20 +937,20 @@ 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 = Jezero strusky 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.\nJednotky [accent]Mech[] budou zapotřebí pro překročení terénu v oblasti.
|
||||||
sector.atlas.description = Tento sektor obsahuje rozmanitý terén a pro efektivní útok bude vyžadovat různé jednotky.\nPro překonání některých těžších nepřátelských základen zde mohou být nutné i vylepšené jednotky.\nVyzkoumej [accent]Electrolyzér[] a [accent]Přestavovač tanků[].
|
sector.atlas.description = Tento sektor obsahuje rozmanitý terén a pro efektivní útok bude vyžadovat různé jednotky.\nPro překonání některých těžších nepřátelských základen zde mohou být nutné i vylepšené jednotky.\nVyzkoumej [accent]Elektrolyzér[] a [accent]Přestavovač tanků[].
|
||||||
sector.split.description = Minimální přítomnost nepřátel v tomto sektoru je ideální pro testování nových dopravních technologií.
|
sector.split.description = Minimální přítomnost nepřátel v tomto sektoru je ideální pro testování nových dopravních technologií.
|
||||||
sector.basin.description = V tomto sektoru byla zjištěna velká přítomnost nepřátel.\nRychle postavte jednotky a získejte nepřátelská jádra, abyste se prosadili.
|
sector.basin.description = V tomto sektoru byla zjištěna velká přítomnost nepřátel.\nRychle postavte jednotky a získejte nepřátelská jádra, abyste se prosadili.
|
||||||
sector.marsh.description = Tento sektor má hojnost arkycitu, ale má omezené průduchy.\nPostav [accent]Chemické spalovací komory[] k výrobě energie.
|
sector.marsh.description = Tento sektor má hojnost arkycitu, ale má omezené průduchy.\nPostav [accent]Chemické spalovací komory[] k výrobě energie.
|
||||||
sector.peaks.description = Hornatý terén v tomto sektoru činí většinu jednotek nepoužitelnými. Bude zapotřebí létajících jednotek.\nDejte si pozor na nepřátelská protiletecká zařízení. Některá z těchto zařízení je možné vyřadit zaměřením jejich podpůrných budov.
|
sector.peaks.description = Hornatý terén v tomto sektoru činí většinu jednotek nepoužitelnými. Bude zapotřebí létajících jednotek.\nDejte si pozor na nepřátelská protiletecká zařízení. Některá z těchto zařízení je možné vyřadit zaměřením jejich podpůrných budov.
|
||||||
sector.ravine.description = V sektoru nebyla zjištěna žádná nepřátelská jádra, ačkoli se jedná o důležitou dopravní trasu pro nepřítele. Očekávejte rozmanitost nepřátelských sil.\nVyrob [accent]rázová slitina[]. Postav [accent]Aflict[] věže.
|
sector.ravine.description = V sektoru nebyla zjištěna žádná nepřátelská jádra, ačkoli se jedná o důležitou dopravní trasu pro nepřítele. Očekávejte rozmanitost nepřátelských sil.\nVyrob [accent]rázovou slitinu[]. Postav [accent]Aflict[] věže.
|
||||||
sector.caldera-erekir.description = Zdroje zjištěné v tomto sektoru jsou rozptýleny na několika ostrovech. \nVyzkoumejte a nasaďte dopravu pomocí dronů.
|
sector.caldera-erekir.description = Zdroje zjištěné v tomto sektoru jsou rozptýleny na několika ostrovech. \nVyzkoumejte a nasaďte dopravu pomocí dronů.
|
||||||
sector.stronghold.description = Rozsáhlé nepřátelské ležení v tomto sektoru střeží významná ložiska [accent]thoria[].\nPoužijte ho na vývoj jednotek a věží vyšší úrovně.
|
sector.stronghold.description = Rozsáhlé nepřátelské ležení v tomto sektoru střeží významná ložiska [accent]thoria[].\nPoužijte ho na vývoj jednotek a věží vyšší úrovně.
|
||||||
sector.crevice.description = Nepřítel vyšle ostré útočné síly, aby zničily vaši základnu v tomto sektoru.\nVývoj [accent]karbid[] a [accent]Pyrolytický generátor[] může být nezbytný pro přežití.
|
sector.crevice.description = Nepřítel vyšle ostré útočné síly, aby zničily vaši základnu v tomto sektoru.\nVývoj [accent]karbidu[] a [accent]Pyrolytického generátoru[] může být nezbytný pro přežití.
|
||||||
sector.siege.description = V tomto sektoru se nacházejí dva paralelní kaňony, které si vynutí útok dvěma směry.\nVyzkoumej [accent]kyan[] pro získání schopnosti vytvářet ještě silnější tankové jednotky.\nPozor: byly detekovány nepřátelské rakety dlouhého doletu. Rakety mohou být sestřeleny před dopadem.
|
sector.siege.description = V tomto sektoru se nacházejí dva paralelní kaňony, které si vynutí útok dvěma směry.\nVyzkoumej [accent]kyan[] pro získání schopnosti vytvářet ještě silnější tankové jednotky.\nPozor: byly detekovány nepřátelské rakety dlouhého doletu. Rakety mohou být sestřeleny před dopadem.
|
||||||
sector.crossroads.description = Nepřátelské základny v tomto sektoru jsou rozmístěny v různém terénu. Výzkumem různých jednotek se jim přizpůsobíte.\nNěkteré základny jsou navíc chráněny štíty. Zjistěte, jak jsou napájeny.
|
sector.crossroads.description = Nepřátelské základny v tomto sektoru jsou rozmístěny v různém terénu. Výzkumem různých jednotek se jim přizpůsobíte.\nNěkteré základny jsou navíc chráněny štíty. Zjistěte, jak jsou napájeny.
|
||||||
sector.karst.description = Tento sektor je bohatý na zdroje, ale jakmile se zde objeví nové jádro, bude napaden nepřítelem.\nVyužijte zdroje a vyzkoumej [accent]fázová tkanina[].
|
sector.karst.description = Tento sektor je bohatý na zdroje, ale jakmile se zde objeví nové jádro, bude napaden nepřítelem.\nVyužijte zdroje a vyzkoumej [accent]fázovou tkaninu[].
|
||||||
sector.origin.description = Poslední sektor s výrazným výskytem nepřátel.\nŽádné pravděpodobné možnosti výzkumu nezbývají - soustřeďte se výhradně na zničení všech nepřátelských jader.
|
sector.origin.description = Poslední sektor s výrazným výskytem nepřátel.\nŽádné pravděpodobné možnosti výzkumu nezbývají - soustřeďte se výhradně na zničení všech nepřátelských jader.
|
||||||
|
|
||||||
status.burning.name = Hořící
|
status.burning.name = Hořící
|
||||||
@@ -956,7 +960,7 @@ status.muddy.name = Zablácený
|
|||||||
status.melting.name = Tavící
|
status.melting.name = Tavící
|
||||||
status.sapped.name = Vymáchaný
|
status.sapped.name = Vymáchaný
|
||||||
status.electrified.name = Elektrizovaný
|
status.electrified.name = Elektrizovaný
|
||||||
status.spore-slowed.name = Výtrusem Zpomalený
|
status.spore-slowed.name = Výtrusy Zpomalený
|
||||||
status.tarred.name = Dehtovaný
|
status.tarred.name = Dehtovaný
|
||||||
status.overdrive.name = Posílený
|
status.overdrive.name = Posílený
|
||||||
status.overclock.name = Přetaktovaný
|
status.overclock.name = Přetaktovaný
|
||||||
@@ -976,7 +980,7 @@ settings.game = Hra
|
|||||||
settings.sound = Zvuky
|
settings.sound = Zvuky
|
||||||
settings.graphics = Grafika
|
settings.graphics = Grafika
|
||||||
settings.cleardata = Vymazat data hry...
|
settings.cleardata = Vymazat data hry...
|
||||||
settings.clear.confirm = Jsi si jistý, že chceš vymazat Tvá data ve hře?\nTento krok je nevratný!
|
settings.clear.confirm = Jsi si jistý, že chceš vymazat svá data ve hře?\nTento krok je nevratný!
|
||||||
settings.clearall.confirm = [scarlet]Varování![]\nToto vyresetuje všechna Tvá data ve hře, včetně uložení hry, map, odemknutého postupu v kampani a nastavení ovládání.\nJakmile stiskneš "OK", všechna data se vymažou a hra se automaticky ukončí.
|
settings.clearall.confirm = [scarlet]Varování![]\nToto vyresetuje všechna Tvá data ve hře, včetně uložení hry, map, odemknutého postupu v kampani a nastavení ovládání.\nJakmile stiskneš "OK", všechna data se vymažou a hra se automaticky ukončí.
|
||||||
settings.clearsaves.confirm = Opravdu chceš vymazat veškeré Tvé uložené hry?
|
settings.clearsaves.confirm = Opravdu chceš vymazat veškeré Tvé uložené hry?
|
||||||
settings.clearsaves = Vymazat uložené hry
|
settings.clearsaves = Vymazat uložené hry
|
||||||
@@ -995,14 +999,14 @@ error.title = [scarlet]Objevila se chyba[]
|
|||||||
error.crashtitle = Objevila se chyba
|
error.crashtitle = Objevila se chyba
|
||||||
unit.nobuild = [scarlet]Jednotka nemůže stavět
|
unit.nobuild = [scarlet]Jednotka nemůže stavět
|
||||||
lastaccessed = [lightgray]Naposledy použil: {0}
|
lastaccessed = [lightgray]Naposledy použil: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Naposledy veleno: {0}
|
||||||
block.unknown = [lightgray]???[]
|
block.unknown = [lightgray]???[]
|
||||||
|
|
||||||
stat.showinmap = <načti mapu pro zobrazení>
|
stat.showinmap = <načti mapu pro zobrazení>
|
||||||
stat.description = Účel
|
stat.description = Účel
|
||||||
stat.input = Vstup
|
stat.input = Vstup
|
||||||
stat.output = Výstup
|
stat.output = Výstup
|
||||||
stat.maxefficiency = Max Efficiency
|
stat.maxefficiency = Max. účinnost
|
||||||
stat.booster = Posilovač
|
stat.booster = Posilovač
|
||||||
stat.tiles = Vyžadované dlaždice
|
stat.tiles = Vyžadované dlaždice
|
||||||
stat.affinities = Synergie
|
stat.affinities = Synergie
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Protiklady
|
|||||||
stat.powercapacity = Kapacita energie
|
stat.powercapacity = Kapacita energie
|
||||||
stat.powershot = Energie na 1 výstřel
|
stat.powershot = Energie na 1 výstřel
|
||||||
stat.damage = Poškození
|
stat.damage = Poškození
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Zaměřuje vzdušné jednotky
|
stat.targetsair = Zaměřuje vzdušné jednotky
|
||||||
stat.targetsground = Zaměřuje pozemní jednotky
|
stat.targetsground = Zaměřuje pozemní jednotky
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Rychlost pohybu
|
stat.itemsmoved = Rychlost pohybu
|
||||||
stat.launchtime = Čas mezi vysláním
|
stat.launchtime = Čas mezi vysláním
|
||||||
stat.shootrange = Dostřel
|
stat.shootrange = Dostřel
|
||||||
@@ -1079,65 +1085,66 @@ stat.buildspeedmultiplier = Nasobič Rychlostí Stavby
|
|||||||
stat.reactive = Reaguje
|
stat.reactive = Reaguje
|
||||||
stat.immunities = Imunita
|
stat.immunities = Imunita
|
||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
stat.efficiency = [stat]{0}% Efficiency
|
stat.efficiency = [stat]{0}% účinnost
|
||||||
|
|
||||||
ability.forcefield = Silové pole
|
ability.forcefield = Silové pole
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Vytváří silový štít, který pohlcuje kulky.
|
||||||
ability.repairfield = Opravit pole
|
ability.repairfield = Opravit pole
|
||||||
ability.repairfield.description = Repairs nearby units
|
ability.repairfield.description = Opravuje jednotky poblíž.
|
||||||
ability.statusfield = Stav pole
|
ability.statusfield = Stav pole
|
||||||
ability.statusfield.description = Applies a status effect to nearby units
|
ability.statusfield.description = Aplikuje na jednotky poblíž stavové efekty.
|
||||||
ability.unitspawn = továrna
|
ability.unitspawn = továrna
|
||||||
ability.unitspawn.description = Constructs units
|
ability.unitspawn.description = Vyrábí jednotky
|
||||||
ability.shieldregenfield = Silově opravné pole
|
ability.shieldregenfield = Silově opravné pole
|
||||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
ability.shieldregenfield.description = Opravuje štíty blízkých jednotek.
|
||||||
ability.movelightning = Pohybující se blesk
|
ability.movelightning = Pohybující se blesk
|
||||||
ability.movelightning.description = Releases lightning while moving
|
ability.movelightning.description = Při pohybu vystřeluje blesky.
|
||||||
ability.armorplate = Armor Plate
|
ability.armorplate = Pancíř
|
||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Snižuje poškození od střelby.
|
||||||
ability.shieldarc = Štítovy Oblouk
|
ability.shieldarc = Štítový Oblouk
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Vytváří silový štít oblokového tvaru, který pohlcuje kulky.
|
||||||
ability.suppressionfield = Pole potlačení regenerace
|
ability.suppressionfield = Pole potlačení regenerace
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Vyřadí z provozu všechny opravné stavby.
|
||||||
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 = Pohlcení tekutiny
|
||||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
ability.liquidregen.description = Pohlcuje tekutiny, čímž se opravuje.
|
||||||
ability.spawndeath = Death Spawns
|
ability.spawndeath = Zrození při zničení
|
||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Při zničení vypustí jednotky.
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Rozlití při zničení
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Při zničení vypustí tekutinu.
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = Rychlost střelby: [stat]{0}/sec[lightgray]
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] zdraví/sek
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] zdraví/pulz
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = Štít: [stat]{0}[lightgray]
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = Rychlost opravy: [stat]{0}/sek[lightgray]
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.slurpheal = [stat]{0}[lightgray] zdraví/jednotka tekutiny
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.cooldown = Čas chladnutí: [stat]{0} sek[lightgray]
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
ability.stat.maxtargets = Max. počet cílů: [stat]{0}[lightgray]
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
ability.stat.sametypehealmultiplier = Počet oprav stejného typu: [stat]{0}%[lightgray]
|
||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.damagereduction = Snížení poškození: [stat]{0}%[lightgray]
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.minspeed = Min. poškození: [stat]{0} tiles/sek[lightgray]
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.duration = Doba trvání: [stat]{0} sek[lightgray]
|
||||||
|
ability.stat.buildtime = Doba trvání stavby: [stat]{0} sek[lightgray]
|
||||||
|
|
||||||
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
bar.displaytoolarge = Rozměry příliš velké\n(Max: {0}x{0})
|
||||||
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
bar.onlycoredeposit = Ukládat je povoleno pouze do Jádra.
|
||||||
bar.drilltierreq = Je vyžadován lepší vrt
|
bar.drilltierreq = Je vyžadován lepší vrt.
|
||||||
bar.nobatterypower = Insufficieny Battery Power
|
bar.nobatterypower = Nedostatek energie v bateriích.
|
||||||
bar.noresources = Chybějí zdroje
|
bar.noresources = Chybějí zdroje.
|
||||||
bar.corereq = Je vyžadováno základní jádro
|
bar.corereq = Je vyžadováno základní jádro.
|
||||||
bar.corefloor = Je vyžadována pozice základní zóny
|
bar.corefloor = Je vyžadována pozice základní zóny.
|
||||||
bar.cargounitcap = Strop nákladové jednotky dosaženo
|
bar.cargounitcap = Strop nákladové jednotky dosažen.
|
||||||
bar.drillspeed = Rychlost vrtu: {0}/s
|
bar.drillspeed = Rychlost vrtu: {0}/s
|
||||||
bar.pumpspeed = Rychlost pumpy: {0}/s
|
bar.pumpspeed = Rychlost pumpy: {0}/s
|
||||||
bar.efficiency = Účinnost: {0}%
|
bar.efficiency = Účinnost: {0}%
|
||||||
bar.boost = Posílení: +{0}%
|
bar.boost = Posílení: +{0}%
|
||||||
bar.powerbuffer = Battery Power: {0}/{1}
|
bar.powerbuffer = Energie v bateriiích: {0}/{1}
|
||||||
bar.powerbalance = Energie: {0}
|
bar.powerbalance = Energie: {0}
|
||||||
bar.powerstored = Uskladněno: {0}/{1}
|
bar.powerstored = Uskladněno: {0}/{1}
|
||||||
bar.poweramount = Energie celkem: {0}
|
bar.poweramount = Energie celkem: {0}
|
||||||
@@ -1168,12 +1175,12 @@ bullet.incendiary = [stat]zápalný
|
|||||||
bullet.homing = [stat]samonaváděcí
|
bullet.homing = [stat]samonaváděcí
|
||||||
bullet.armorpierce = [stat]proražení brnění
|
bullet.armorpierce = [stat]proražení brnění
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sek[lightgray] interval kulek:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag střel:
|
bullet.frags = [stat]{0}[lightgray]x střepinových střel:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] poškození štítu
|
||||||
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
||||||
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
||||||
bullet.infinitepierce = [stat]průrazné[]
|
bullet.infinitepierce = [stat]průrazné[]
|
||||||
@@ -1182,15 +1189,15 @@ bullet.healamount = [stat]{0}[lightgray] přímá oprava
|
|||||||
bullet.multiplier = [stat]{0}[lightgray]x více střel[]
|
bullet.multiplier = [stat]{0}[lightgray]x více střel[]
|
||||||
bullet.reload = [stat]{0}[lightgray]x rychlost střelby[]
|
bullet.reload = [stat]{0}[lightgray]x rychlost střelby[]
|
||||||
bullet.range = [stat]{0}[lightgray] kostek dosah
|
bullet.range = [stat]{0}[lightgray] kostek dosah
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] ignoruje budovy
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] ignoruje střely
|
||||||
|
|
||||||
unit.blocks = bloky
|
unit.blocks = bloky
|
||||||
unit.blockssquared = bloky²
|
unit.blockssquared = bloky²
|
||||||
unit.powersecond = energie/sekunda
|
unit.powersecond = energie/sekunda
|
||||||
unit.tilessecond = dlaždic/sekundu
|
unit.tilessecond = dlaždic/sekunda
|
||||||
unit.liquidsecond = kapalin/sekundu
|
unit.liquidsecond = kapalin/sekunda
|
||||||
unit.itemssecond = předmětů/sekundu
|
unit.itemssecond = předmětů/sekunda
|
||||||
unit.liquidunits = jednotek kapalin
|
unit.liquidunits = jednotek kapalin
|
||||||
unit.powerunits = jednotek energie
|
unit.powerunits = jednotek energie
|
||||||
unit.heatunits = jednotek tepla
|
unit.heatunits = jednotek tepla
|
||||||
@@ -1204,10 +1211,10 @@ unit.multiplier = x
|
|||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = zdraví štítu
|
unit.shieldhealth = zdraví štítu
|
||||||
unit.items = předměty
|
unit.items = předměty
|
||||||
unit.thousands = tis
|
unit.thousands = tis.
|
||||||
unit.millions = mio
|
unit.millions = mil.
|
||||||
unit.billions = mld
|
unit.billions = mld.
|
||||||
unit.shots = shots
|
unit.shots = střely
|
||||||
unit.pershot = /střela
|
unit.pershot = /střela
|
||||||
category.purpose = Účel
|
category.purpose = Účel
|
||||||
category.general = Všeobecné
|
category.general = Všeobecné
|
||||||
@@ -1217,8 +1224,8 @@ category.items = Předměty
|
|||||||
category.crafting = Vstup/Výstup
|
category.crafting = Vstup/Výstup
|
||||||
category.function = Funkce
|
category.function = Funkce
|
||||||
category.optional = Volitelné vylepšení
|
category.optional = Volitelné vylepšení
|
||||||
setting.alwaysmusic.name = Always Play Music
|
setting.alwaysmusic.name = Vždy přehrávat hudbu
|
||||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
setting.alwaysmusic.description = Pokud je toto nastavení povoleno, bude hudba hrát neustále.Jinak bude hrát pouze v náhodných intervalech.
|
||||||
setting.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přístání Jádra
|
setting.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přístání Jádra
|
||||||
setting.landscape.name = Uzamknout krajinu
|
setting.landscape.name = Uzamknout krajinu
|
||||||
setting.shadows.name = Stíny
|
setting.shadows.name = Stíny
|
||||||
@@ -1257,23 +1264,23 @@ setting.saveinterval.name = Interval automatického ukládání
|
|||||||
setting.seconds = {0} sekund
|
setting.seconds = {0} sekund
|
||||||
setting.milliseconds = {0} milisekund
|
setting.milliseconds = {0} milisekund
|
||||||
setting.fullscreen.name = Celá obrazovka
|
setting.fullscreen.name = Celá obrazovka
|
||||||
setting.borderlesswindow.name = Bezokrajové okno [lightgray](může výt vyžadován restart)
|
setting.borderlesswindow.name = Bezokrajové okno [lightgray](může být vyžadován restart)
|
||||||
setting.borderlesswindow.name.windows = Celá obrazovka bez okrajů
|
setting.borderlesswindow.name.windows = Celá obrazovka bez okrajů
|
||||||
setting.borderlesswindow.description = Pro aplikování změn, je potřeba restart.
|
setting.borderlesswindow.description = Pro aplikování změn je potřeba restart.
|
||||||
setting.fps.name = Ukázat FPS a ping
|
setting.fps.name = Ukázat FPS a ping
|
||||||
setting.console.name = Povolit Konzoli
|
setting.console.name = Povolit Konzoli
|
||||||
setting.smoothcamera.name = Plynulá kamera
|
setting.smoothcamera.name = Plynulá kamera
|
||||||
setting.detach-camera.name = Free Camera
|
setting.detach-camera.name = Free Camera
|
||||||
setting.detach-camera.description = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey.
|
setting.detach-camera.description = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey.
|
||||||
setting.vsync.name = Vertikální synchronizace
|
setting.vsync.name = Vertikální synchronizace
|
||||||
setting.pixelate.name = Rozpixlovat
|
setting.pixelate.name = Rozpixelovat
|
||||||
setting.minimap.name = Ukázat Mini mapu
|
setting.minimap.name = Ukázat Mini mapu
|
||||||
setting.coreitems.name = Ukázat položky jádra
|
setting.coreitems.name = Ukázat položky jádra
|
||||||
setting.position.name = Ukázat pozici hráče
|
setting.position.name = Ukázat pozici hráče
|
||||||
setting.mouseposition.name = Zobrazit Pozici Myši
|
setting.mouseposition.name = Zobrazit Pozici Myši
|
||||||
setting.musicvol.name = Hlasitost hudby
|
setting.musicvol.name = Hlasitost hudby
|
||||||
setting.atmosphere.name = Ukázat atmosféru planety
|
setting.atmosphere.name = Ukázat atmosféru planety
|
||||||
setting.drawlight.name = Draw Darkness/Lighting
|
setting.drawlight.name = Vykreslit Tmu/Světlo
|
||||||
setting.ambientvol.name = Hlasitost prostředí
|
setting.ambientvol.name = Hlasitost prostředí
|
||||||
setting.mutemusic.name = Ztišit hudbu
|
setting.mutemusic.name = Ztišit hudbu
|
||||||
setting.sfxvol.name = Hlasitost efektů
|
setting.sfxvol.name = Hlasitost efektů
|
||||||
@@ -1281,31 +1288,31 @@ setting.mutesound.name = Ztišit zvuk
|
|||||||
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
||||||
setting.communityservers.name = Fetch Community Server List
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automaticky ukládat hru
|
setting.savecreate.name = Automaticky ukládat hru
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Veřejná viditelnost hry
|
||||||
setting.playerlimit.name = Nejvyšší počet hráčů
|
setting.playerlimit.name = Nejvyšší počet hráčů
|
||||||
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
||||||
setting.lasersopacity.name = Průsvitnost energetického laseru
|
setting.lasersopacity.name = Průsvitnost energetického laseru
|
||||||
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
setting.unitlaseropacity.name = Průsvitnost těžebního laseru jednotek
|
||||||
setting.bridgeopacity.name = Průsvitnost přemostění
|
setting.bridgeopacity.name = Průsvitnost přemostění
|
||||||
setting.playerchat.name = Zobrazit bublinu se zprávami hráče
|
setting.playerchat.name = Zobrazit bublinu se zprávami hráče
|
||||||
setting.showweather.name = Zobrazit Grafiku Počasí
|
setting.showweather.name = Zobrazit Grafiku Počasí
|
||||||
setting.hidedisplays.name = Hide Logic Displays
|
setting.hidedisplays.name = Skrýt displeje logiky
|
||||||
setting.macnotch.name = Přizpůsobte rozhraní zobrazení zářezu
|
setting.macnotch.name = Přizpůsobte rozhraní zobrazení zářezu
|
||||||
setting.macnotch.description = Pro aplikování změn, je potřeba restart
|
setting.macnotch.description = Pro aplikování změn je potřeba restart
|
||||||
steam.friendsonly = Přátele Pouze
|
steam.friendsonly = Pouze pro přátele
|
||||||
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
steam.friendsonly.tooltip = Určuje, zda bude hra přístupná jen tvým přátelům na Steamu, nebo všem.Odškrtnutí udělá hru veřejnou - připojit se bude moci každý.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
|
setting.maxmagnificationmultiplierpercent.name = Minimální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
|
setting.minmagnificationmultiplierpercent.name = Maximální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.description = High values may cause performance issues.
|
setting.minmagnificationmultiplierpercent.description = Vysoké hodnoty mohou způsobit problémy s výkonem.
|
||||||
public.beta = Poznámka: nevydané verze her nemůžou být veřejné.
|
public.beta = Poznámka: beta verze hry nemůžou vytvářet veřejné hry.
|
||||||
uiscale.reset = Škálování uživatelskho rozhraní se změnilo.\nZmáčkni "OK", abys potvrdil toto nastavení.\n[scarlet]Návrat k původním hodnotám proběhne za [accent]{0}[] vteřin...[]
|
uiscale.reset = Škálování uživatelskho rozhraní se změnilo.\nZmáčkni "OK", abys potvrdil toto nastavení.\n[scarlet]Návrat k původním hodnotám proběhne za [accent]{0}[] vteřin...[]
|
||||||
uiscale.cancel = Ukončit a odejít
|
uiscale.cancel = Ukončit a odejít
|
||||||
setting.bloom.name = Použít filtr Bloom
|
setting.bloom.name = Použít filtr Bloom
|
||||||
keybind.title = Změnit klávesy
|
keybind.title = Změnit klávesy
|
||||||
keybinds.mobile = [scarlet]Většina kláves nefunguje v mobilní verzi hry. Je podporován jen základní pohyb.[]
|
keybinds.mobile = [scarlet]Většina kláves v mobilní verzi hry nefunguje. Je podporován jen základní pohyb.[]
|
||||||
category.general.name = Všeobecné
|
category.general.name = Všeobecné
|
||||||
category.view.name = Pohled
|
category.view.name = Pohled
|
||||||
category.command.name = Unit Command
|
category.command.name = Velení jednotkám
|
||||||
category.multiplayer.name = Hra více hráčů
|
category.multiplayer.name = Hra více hráčů
|
||||||
category.blocks.name = Výběr bloků
|
category.blocks.name = Výběr bloků
|
||||||
placement.blockselectkeys = \n[lightgray]Klávesa:[] [{0},
|
placement.blockselectkeys = \n[lightgray]Klávesa:[] [{0},
|
||||||
@@ -1333,17 +1340,17 @@ 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 = Příkaz jednotce: Hýbej se
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Příkaz jednotce: Opravuj
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Příkaz jednotce: Znovu stav
|
||||||
keybind.unit_command_assist.name = Unit Command: Assist
|
keybind.unit_command_assist.name = Příkaz jednotce: Asistuj
|
||||||
keybind.unit_command_mine.name = Unit Command: Mine
|
keybind.unit_command_mine.name = Příkaz jednotce: Těž
|
||||||
keybind.unit_command_boost.name = Unit Command: Boost
|
keybind.unit_command_boost.name = Příkaz jednotce: Posiluj
|
||||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Příkaz jednotce: Nakládej jednotky
|
||||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Příkaz jednotce: Nakládej bloky
|
||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Příkaz jednotce: Vykládej náklad
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Příkaz jednotce: Nalož náklad
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Příkaz jednotce: Smyčkový přenos jednotek
|
||||||
|
|
||||||
keybind.rebuild_select.name = Přestavět Region
|
keybind.rebuild_select.name = Přestavět Region
|
||||||
keybind.schematic_select.name = Vybrat oblast
|
keybind.schematic_select.name = Vybrat oblast
|
||||||
@@ -1373,8 +1380,8 @@ 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_all_unit_transport.name = Vybrat všechny transporty jednotek
|
||||||
keybind.select_across_screen.name = Select Across Screen (Hold)
|
keybind.select_across_screen.name = Výběr napříč obrazovkou (Držet)
|
||||||
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
|
||||||
@@ -1382,7 +1389,7 @@ keybind.shoot.name = Střílet
|
|||||||
keybind.zoom.name = Přiblížení
|
keybind.zoom.name = Přiblížení
|
||||||
keybind.menu.name = Hlavní nabídka
|
keybind.menu.name = Hlavní nabídka
|
||||||
keybind.pause.name = Pozastavení hry
|
keybind.pause.name = Pozastavení hry
|
||||||
keybind.skip_wave.name = Skip Wave
|
keybind.skip_wave.name = Přeskočit vlnu
|
||||||
keybind.pause_building.name = Pozastavit nebo spustit stavění
|
keybind.pause_building.name = Pozastavit nebo spustit stavění
|
||||||
keybind.minimap.name = Mini mapa
|
keybind.minimap.name = Mini mapa
|
||||||
keybind.planet_map.name = Planetární mapa
|
keybind.planet_map.name = Planetární mapa
|
||||||
@@ -1415,31 +1422,31 @@ mode.attack.description = Znič nepřátelskou základnu.\n[gray]Vyžaduje pří
|
|||||||
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.fillitems = Fill Core With Items
|
rules.fillitems = Plnit jádro pouze předměty
|
||||||
rules.onlydepositcore = Only Allow Core Depositing
|
rules.onlydepositcore = Povolit ukládání pouze do jádra
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Povolit opravu opuštěných bloků
|
||||||
rules.reactorexplosions = Výbuch reaktoru
|
rules.reactorexplosions = Výbuch reaktoru
|
||||||
rules.coreincinerates = Jádro Spaluje Nadbytečné Suroviny
|
rules.coreincinerates = Jádro Spaluje Nadbytečné Suroviny
|
||||||
rules.disableworldprocessors = Zakázat Světové Procesory
|
rules.disableworldprocessors = Zakázat Světové Procesory
|
||||||
rules.schematic = Šablony povoleny
|
rules.schematic = Šablony povoleny
|
||||||
rules.wavetimer = Časovač vln
|
rules.wavetimer = Časovač vln
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = Posílání vln
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = Povolit úpravy pravidel
|
||||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
rules.allowedit.info = Když je toto nastavení povoleno, hráč může upravovat pravidla během hry skrz tlačítko v levém dolním rohu menu Pauzy.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Povolit úpravy světových procesorů.
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = Když je toto nastavení povoleno, bloky logiky světa lze umisťovat a upravovat i mimo editor.
|
||||||
rules.waves = Vlny
|
rules.waves = Vlny
|
||||||
rules.airUseSpawns = Air units use spawn points
|
rules.airUseSpawns = Air units use spawn points
|
||||||
rules.wavespawnatcores = Waves Spawn At Cores
|
rules.wavespawnatcores = Vlny se objevují u jader
|
||||||
rules.wavespawnatcores.info = When enabled in attack mode, waves spawn near all enemy cores.
|
rules.wavespawnatcores.info = Když je toto nastavení povoleno, budou se v útočném režimu objevovat vlny u všech nepřátelských jader.
|
||||||
rules.attack = Režim útoku
|
rules.attack = Režim útoku
|
||||||
rules.buildai = Umělá AI staví
|
rules.buildai = AI staví
|
||||||
rules.buildaitier = Úroveň AI stavitele
|
rules.buildaitier = Úroveň AI stavitele
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = Útočná RTS AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = Na útočných mapách vytváří skupiny jednotek, které útočí na hráčské základny inteligentnějším způsobem.
|
||||||
rules.rtsminsquadsize = Min velikost skupiny
|
rules.rtsminsquadsize = Min velikost skupiny
|
||||||
rules.rtsmaxsquadsize = Max velikost skupiny
|
rules.rtsmaxsquadsize = Max velikost skupiny
|
||||||
rules.rtsminattackweight = Min váha útoku
|
rules.rtsminattackweight = Min váha útoku
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Er du sikker på, at du vil offentliggøre dette?\n\n[lightgra
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Skade
|
stat.damage = Skade
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Skyder flyvere
|
stat.targetsair = Skyder flyvere
|
||||||
stat.targetsground = Skyder fodgængere
|
stat.targetsground = Skyder fodgængere
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Bevægelseshastighed
|
stat.itemsmoved = Bevægelseshastighed
|
||||||
stat.launchtime = Tid mellem affyringer
|
stat.launchtime = Tid mellem affyringer
|
||||||
stat.shootrange = Rækkevidde
|
stat.shootrange = Rækkevidde
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Willst du das wirklich veröffentlichen?\n\n[lightgray]Vergewi
|
|||||||
publish.error = Fehler beim Veröffentlichen des Objekts: {0}
|
publish.error = Fehler beim Veröffentlichen des Objekts: {0}
|
||||||
steam.error = Fehler beim Laden der Steam-Dienste.\nError: {0}
|
steam.error = Fehler beim Laden der Steam-Dienste.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Wände zu Klippen
|
|
||||||
editor.brush = Pinsel
|
editor.brush = Pinsel
|
||||||
editor.openin = Öffne im Editor
|
editor.openin = Öffne im Editor
|
||||||
editor.oregen = Erze generieren
|
editor.oregen = Erze generieren
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Hafen
|
|||||||
sector.weatheredChannels.name = Verwitterte Kanäle
|
sector.weatheredChannels.name = Verwitterte Kanäle
|
||||||
sector.mycelialBastion.name = Myzel-Festung
|
sector.mycelialBastion.name = Myzel-Festung
|
||||||
sector.frontier.name = Frontlinie
|
sector.frontier.name = Frontlinie
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Nat
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Gegenteile
|
|||||||
stat.powercapacity = Kapazität
|
stat.powercapacity = Kapazität
|
||||||
stat.powershot = Stromverbrauch/Schuss
|
stat.powershot = Stromverbrauch/Schuss
|
||||||
stat.damage = Schaden
|
stat.damage = Schaden
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Visiert Lufteinheiten an
|
stat.targetsair = Visiert Lufteinheiten an
|
||||||
stat.targetsground = Visiert Bodeneinheiten an
|
stat.targetsground = Visiert Bodeneinheiten an
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Bewegungsgeschwindigkeit
|
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||||
stat.launchtime = Zeit zwischen Starts
|
stat.launchtime = Zeit zwischen Starts
|
||||||
stat.shootrange = Reichweite
|
stat.shootrange = Reichweite
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] Lebenspunkte/sek
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] Schild
|
ability.stat.shield = [stat]{0}[lightgray] Schild
|
||||||
ability.stat.repairspeed = [stat]{0}/sek[lightgray] Repariergeschwindigkeit
|
ability.stat.repairspeed = [stat]{0}/sek[lightgray] Repariergeschwindigkeit
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
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
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = ¿Quieres publicar esto?\n\n[lightgray]¡Asegúrate de aceptar
|
|||||||
publish.error = Error publicando el artículo: {0}
|
publish.error = Error publicando el artículo: {0}
|
||||||
steam.error = Error al inicializar los servicios de Steam.\nError: {0}
|
steam.error = Error al inicializar los servicios de Steam.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Semilla de generación:
|
editor.seed = Semilla de generación:
|
||||||
editor.cliffs = Convertir paredes en colinas
|
|
||||||
editor.brush = Pincel
|
editor.brush = Pincel
|
||||||
editor.openin = Abrir en el editor
|
editor.openin = Abrir en el editor
|
||||||
editor.oregen = Generación de minerales
|
editor.oregen = Generación de minerales
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = El enemigo ha establecido una base en una rem
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opuestos
|
|||||||
stat.powercapacity = Capacidad de energía
|
stat.powercapacity = Capacidad de energía
|
||||||
stat.powershot = Energía/Disparo
|
stat.powershot = Energía/Disparo
|
||||||
stat.damage = Daño
|
stat.damage = Daño
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Apunta al aire
|
stat.targetsair = Apunta al aire
|
||||||
stat.targetsground = Apunta a tierra
|
stat.targetsground = Apunta a tierra
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Velocidad de movimiento
|
stat.itemsmoved = Velocidad de movimiento
|
||||||
stat.launchtime = Tiempo entre lanzamientos
|
stat.launchtime = Tiempo entre lanzamientos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Energiamahtuvus
|
stat.powercapacity = Energiamahtuvus
|
||||||
stat.powershot = Energia ühikut/lasu kohta
|
stat.powershot = Energia ühikut/lasu kohta
|
||||||
stat.damage = Hävituspunkte
|
stat.damage = Hävituspunkte
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Sihib õhku
|
stat.targetsair = Sihib õhku
|
||||||
stat.targetsground = Sihib maapinnale
|
stat.targetsground = Sihib maapinnale
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Transportimise kiirus
|
stat.itemsmoved = Transportimise kiirus
|
||||||
stat.launchtime = Aeg lendutõusude vahel
|
stat.launchtime = Aeg lendutõusude vahel
|
||||||
stat.shootrange = Ulatus
|
stat.shootrange = Ulatus
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Ziur hau argitaratu nahi duzula?\n\n[lightgray]Egiaztatu taile
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Energia-edukiera
|
stat.powercapacity = Energia-edukiera
|
||||||
stat.powershot = Energia/tiroko
|
stat.powershot = Energia/tiroko
|
||||||
stat.damage = Kaltea
|
stat.damage = Kaltea
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Airera tirokatzen du
|
stat.targetsair = Airera tirokatzen du
|
||||||
stat.targetsground = Lurrera tirokatzen du
|
stat.targetsground = Lurrera tirokatzen du
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Garraio-abiadura
|
stat.itemsmoved = Garraio-abiadura
|
||||||
stat.launchtime = Egozketen arteko denbora
|
stat.launchtime = Egozketen arteko denbora
|
||||||
stat.shootrange = Irismena
|
stat.shootrange = Irismena
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Oletko varma, että haluat julkaista tämän?\n\n[lightgray]Va
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeetta:
|
editor.planet = Planeetta:
|
||||||
editor.sector = Sektori:
|
editor.sector = Sektori:
|
||||||
editor.seed = Siemen:
|
editor.seed = Siemen:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäise
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Heikentävät tekijät
|
|||||||
stat.powercapacity = Energiakapasiteetti
|
stat.powercapacity = Energiakapasiteetti
|
||||||
stat.powershot = Energiaa/Ammus
|
stat.powershot = Energiaa/Ammus
|
||||||
stat.damage = Vahinko
|
stat.damage = Vahinko
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Hyökkää ilmaan
|
stat.targetsair = Hyökkää ilmaan
|
||||||
stat.targetsground = Hyökkää maahan
|
stat.targetsground = Hyökkää maahan
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Liikkumisnopeus
|
stat.itemsmoved = Liikkumisnopeus
|
||||||
stat.launchtime = Aika laukaisujen välillä
|
stat.launchtime = Aika laukaisujen välillä
|
||||||
stat.shootrange = Kantama
|
stat.shootrange = Kantama
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Sigurado ka bang gusto mong i-publish ang mapang ito?\n\n[ligh
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Walls To Cliffs
|
|
||||||
editor.brush = Brush
|
editor.brush = Brush
|
||||||
editor.openin = I-Open sa Editor
|
editor.openin = I-Open sa Editor
|
||||||
editor.oregen = Ore Generation
|
editor.oregen = Ore Generation
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Kabaligtaran
|
|||||||
stat.powercapacity = Kapasidad ng Kuryente
|
stat.powercapacity = Kapasidad ng Kuryente
|
||||||
stat.powershot = Kuryente/Putok
|
stat.powershot = Kuryente/Putok
|
||||||
stat.damage = Pinsala
|
stat.damage = Pinsala
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Tinatarget ng mga Air
|
stat.targetsair = Tinatarget ng mga Air
|
||||||
stat.targetsground = Tinatarget ng mga Ground
|
stat.targetsground = Tinatarget ng mga Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Bilis ng Pag-galaw
|
stat.itemsmoved = Bilis ng Pag-galaw
|
||||||
stat.launchtime = Oras sa pagitan ng mga launches
|
stat.launchtime = Oras sa pagitan ng mga launches
|
||||||
stat.shootrange = Saklaw
|
stat.shootrange = Saklaw
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max ng mga target
|
ability.stat.maxtargets = [stat]{0}[lightgray] max ng mga target
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Êtes-vous sûr de vouloir publier ceci ?\n\n[lightgray]Assure
|
|||||||
publish.error = Erreur de publication de l'élément : {0}
|
publish.error = Erreur de publication de l'élément : {0}
|
||||||
steam.error = Échec d'initialisation des services Steam.\nErreur : {0}
|
steam.error = Échec d'initialisation des services Steam.\nErreur : {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planète :
|
editor.planet = Planète :
|
||||||
editor.sector = Secteur :
|
editor.sector = Secteur :
|
||||||
editor.seed = Graine :
|
editor.seed = Graine :
|
||||||
editor.cliffs = Transformer les murs en falaises
|
|
||||||
editor.brush = Pinceau
|
editor.brush = Pinceau
|
||||||
editor.openin = Ouvrir dans l'éditeur
|
editor.openin = Ouvrir dans l'éditeur
|
||||||
editor.oregen = Génération de minerai
|
editor.oregen = Génération de minerai
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = L’ennemi a établi une base sur une île is
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposés
|
|||||||
stat.powercapacity = Capacité d'énergie
|
stat.powercapacity = Capacité d'énergie
|
||||||
stat.powershot = Unités d'énergie/Tir
|
stat.powershot = Unités d'énergie/Tir
|
||||||
stat.damage = Dégâts
|
stat.damage = Dégâts
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Cibles Aériennes
|
stat.targetsair = Cibles Aériennes
|
||||||
stat.targetsground = Cibles Terrestres
|
stat.targetsground = Cibles Terrestres
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Vitesse de Déplacement
|
stat.itemsmoved = Vitesse de Déplacement
|
||||||
stat.launchtime = Temps entre chaque lancement
|
stat.launchtime = Temps entre chaque lancement
|
||||||
stat.shootrange = Portée de tir
|
stat.shootrange = Portée de tir
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Biztosan közzéteszed ezt az elemet?\n\n[lightgray]Győződj
|
|||||||
publish.error = Hiba az elem közzétételekor: {0}
|
publish.error = Hiba az elem közzétételekor: {0}
|
||||||
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Bolygó:
|
editor.planet = Bolygó:
|
||||||
editor.sector = Szektor:
|
editor.sector = Szektor:
|
||||||
editor.seed = Kiindulóérték:
|
editor.seed = Kiindulóérték:
|
||||||
editor.cliffs = Falak sziklákká
|
|
||||||
editor.brush = Méret
|
editor.brush = Méret
|
||||||
editor.openin = Megnyitás a szerkesztőben
|
editor.openin = Megnyitás a szerkesztőben
|
||||||
editor.oregen = Ércelőállítás
|
editor.oregen = Ércelőállítás
|
||||||
@@ -877,7 +879,8 @@ sector.seaPort.name = Tengeri kikötő
|
|||||||
sector.weatheredChannels.name = Viharvert csatornák
|
sector.weatheredChannels.name = Viharvert csatornák
|
||||||
sector.mycelialBastion.name = Micéliumbástya
|
sector.mycelialBastion.name = Micéliumbástya
|
||||||
sector.frontier.name = Frontvidék
|
sector.frontier.name = Frontvidék
|
||||||
sector.cruxscape.name = Zord vidék
|
sector.sunkenPier.name = Sunken Pier
|
||||||
|
sector.cruxscape.name = Crux-vidék
|
||||||
sector.geothermalStronghold.name = Geotermikus erődítmény
|
sector.geothermalStronghold.name = Geotermikus erődítmény
|
||||||
|
|
||||||
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést.
|
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést.
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Az ellenség bázist létesített egy távoli
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Ellentettek
|
|||||||
stat.powercapacity = Maximális tárolási kapacitás
|
stat.powercapacity = Maximális tárolási kapacitás
|
||||||
stat.powershot = Áram/lövés
|
stat.powershot = Áram/lövés
|
||||||
stat.damage = Sebzés
|
stat.damage = Sebzés
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Légi célpontok
|
stat.targetsair = Légi célpontok
|
||||||
stat.targetsground = Földi célpontok
|
stat.targetsground = Földi célpontok
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Szállítási sebesség
|
stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
|
stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
|
stat.shootrange = Hatótávolság
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] életerő/mp
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
||||||
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
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.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
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] célpont (legfeljebb)
|
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
||||||
@@ -1698,10 +1705,10 @@ block.metal-tiles-9.name = 9. fémlap
|
|||||||
block.metal-tiles-10.name = 10. fémlap
|
block.metal-tiles-10.name = 10. fémlap
|
||||||
block.metal-tiles-11.name = 11. fémlap
|
block.metal-tiles-11.name = 11. fémlap
|
||||||
block.metal-tiles-12.name = 12. fémlap
|
block.metal-tiles-12.name = 12. fémlap
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = 13. fémlap
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = 1. fémfal
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = 2. fémfal
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = 3. fémfal
|
||||||
block.colored-floor.name = Színezett padló
|
block.colored-floor.name = Színezett padló
|
||||||
block.colored-wall.name = Színezett fal
|
block.colored-wall.name = Színezett fal
|
||||||
block.character-overlay.name = Karakterréteg
|
block.character-overlay.name = Karakterréteg
|
||||||
|
|||||||
@@ -352,8 +352,8 @@ save.mode = Mode Permainan: {0}
|
|||||||
save.date = Simpanan Terakhir: {0}
|
save.date = Simpanan Terakhir: {0}
|
||||||
save.playtime = Waktu Bermain: {0}
|
save.playtime = Waktu Bermain: {0}
|
||||||
dontshowagain = Jangan tampilkan lagi
|
dontshowagain = Jangan tampilkan lagi
|
||||||
warn.32bit.title = Peringatan penghentian 32-bit
|
warn.32bit.title = Peringatan Penghentian Versi 32-bit
|
||||||
warn.32bit = Anda menggunakan Mindustry versi [red]32-bit[].\n\nKarena versi Java yang lebih baru telah menghentikan dukungan Windows 32-bit, dukungan [red]32-bit akan dihentikan di masa mendatang[].\n\nSilakan tingkatkan ke sistem komputer 64-bit, dan pastikan Anda telah mengunduh Mindustry versi 64-bit.\n\nJika Anda menjalankan Mindustry sebagai berkas JAR, pastikan Anda menggunakan Java 64-bit.
|
warn.32bit = Anda menggunakan Mindustry versi [red]32-bit[].\nKarena versi Java yang lebih baru telah menghentikan dukungan Windows 32-bit, dukungan [red]32-bit akan dihentikan pada masa mendatang[].\n\nSilakan tingkatkan ke sistem komputer 64-bit, dan pastikan Anda telah mengunduh Mindustry versi 64-bit.\n\nJika Anda menjalankan Mindustry sebagai berkas JAR, pastikan Anda menggunakan Java 64-bit.
|
||||||
warning = Peringatan.
|
warning = Peringatan.
|
||||||
confirm = Konfirmasi
|
confirm = Konfirmasi
|
||||||
delete = Hapus
|
delete = Hapus
|
||||||
@@ -448,10 +448,12 @@ publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastika
|
|||||||
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}
|
||||||
|
|
||||||
|
editor.showblocks = Tampilkan Blok
|
||||||
|
editor.showterrain = Tampilkan Medan
|
||||||
|
editor.showfloor = Tampilkan Lantai
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Benih:
|
editor.seed = Benih:
|
||||||
editor.cliffs = Dinding Ke Tebing
|
|
||||||
editor.brush = Kuas
|
editor.brush = Kuas
|
||||||
editor.openin = Buka di Penyuntingan
|
editor.openin = Buka di Penyuntingan
|
||||||
editor.oregen = Generasi Sumber Daya
|
editor.oregen = Generasi Sumber Daya
|
||||||
@@ -516,7 +518,7 @@ waves.sort.type = Tipe
|
|||||||
waves.search = Cari gelombang...
|
waves.search = Cari gelombang...
|
||||||
waves.filter = Filter Unit
|
waves.filter = Filter Unit
|
||||||
waves.units.hide = Sembunyikan Semua
|
waves.units.hide = Sembunyikan Semua
|
||||||
waves.units.show = Perlihatkan Semua
|
waves.units.show = Tampilkan Semua
|
||||||
|
|
||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = jumlah
|
wavemode.counts = jumlah
|
||||||
@@ -606,22 +608,22 @@ toolmode.underliquid.description = Gambarlah lantai di bawah ubin cair.
|
|||||||
|
|
||||||
filters.empty = [lightgray]Tidak ada penyaring! Tambahkan dengan tombol di bawah.
|
filters.empty = [lightgray]Tidak ada penyaring! Tambahkan dengan tombol di bawah.
|
||||||
|
|
||||||
filter.distort = Kerusakkan
|
filter.distort = Distorsi
|
||||||
filter.noise = Kebisingan
|
filter.noise = Noise
|
||||||
filter.enemyspawn = Pilih Titik Pendaratan Musuh
|
filter.enemyspawn = Pilih Titik Pendaratan Musuh
|
||||||
filter.spawnpath = Jalur ke Titik Pendaratan Musuh
|
filter.spawnpath = Jalur ke Titik Pendaratan Musuh
|
||||||
filter.corespawn = Pilih Inti
|
filter.corespawn = Pilih Inti
|
||||||
filter.median = Median
|
filter.median = Median
|
||||||
filter.oremedian = Median Bijih
|
filter.oremedian = Median Tambang
|
||||||
filter.blend = Campur
|
filter.blend = Blend
|
||||||
filter.defaultores = Sumber Daya Bawaan
|
filter.defaultores = Sumber Daya Bawaan
|
||||||
filter.ore = Sumber Daya
|
filter.ore = Sumber Daya
|
||||||
filter.rivernoise = Kebisingan Sungai
|
filter.rivernoise = Noise Sungai
|
||||||
filter.mirror = Cermin
|
filter.mirror = Mirror
|
||||||
filter.clear = Kosongkan
|
filter.clear = Kosongkan
|
||||||
filter.option.ignore = Biarkan
|
filter.option.ignore = Biarkan
|
||||||
filter.scatter = Penebaran
|
filter.scatter = Scatter
|
||||||
filter.terrain = Lahan
|
filter.terrain = Medan
|
||||||
filter.logic = Logika
|
filter.logic = Logika
|
||||||
|
|
||||||
filter.option.scale = Ukuran
|
filter.option.scale = Ukuran
|
||||||
@@ -630,7 +632,7 @@ filter.option.mag = Tingkat
|
|||||||
filter.option.threshold = Ambang
|
filter.option.threshold = Ambang
|
||||||
filter.option.circle-scale = Ukuran Lingkaran
|
filter.option.circle-scale = Ukuran Lingkaran
|
||||||
filter.option.octaves = Oktaf
|
filter.option.octaves = Oktaf
|
||||||
filter.option.falloff = Kemerosotan
|
filter.option.falloff = Falloff
|
||||||
filter.option.angle = Sudut
|
filter.option.angle = Sudut
|
||||||
filter.option.tilt = Miring
|
filter.option.tilt = Miring
|
||||||
filter.option.rotate = Putar
|
filter.option.rotate = Putar
|
||||||
@@ -807,7 +809,7 @@ sectors.redirect = Arahkan Ulang Alas Peluncur
|
|||||||
sectors.rename = Ganti Nama Sektor
|
sectors.rename = Ganti Nama Sektor
|
||||||
sectors.enemybase = [scarlet]Markas Musuh
|
sectors.enemybase = [scarlet]Markas Musuh
|
||||||
sectors.vulnerable = [scarlet]Rawan diserang
|
sectors.vulnerable = [scarlet]Rawan diserang
|
||||||
sectors.underattack = [scarlet]Dalam Serangan! [accent]Kerusakan sebesar {0}%
|
sectors.underattack = [scarlet]Dalam Serangan! [accent]Damage sebesar {0}%
|
||||||
sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
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
|
||||||
@@ -818,7 +820,7 @@ sector.curlost = Sektor Gagal Bertahan
|
|||||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||||
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
||||||
sector.capture = Sector [accent]{0}[white] Dikuasai!
|
sector.capture = Sektor [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 Sektor
|
sector.noswitch.title = Tidak Dapat Berpindah Sektor
|
||||||
@@ -866,19 +868,20 @@ sector.windsweptIslands.name = Pulau Bersemilir
|
|||||||
sector.extractionOutpost.name = Pos Ekstraksi
|
sector.extractionOutpost.name = Pos Ekstraksi
|
||||||
sector.facility32m.name = Fasilitas 32 M
|
sector.facility32m.name = Fasilitas 32 M
|
||||||
sector.taintedWoods.name = Hutan Tercemar
|
sector.taintedWoods.name = Hutan Tercemar
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Ngarai Terinfestasi
|
||||||
sector.planetaryTerminal.name = Pusat Peluncuran Planet
|
sector.planetaryTerminal.name = Pusat Peluncuran Planet
|
||||||
sector.coastline.name = Tepi Pantai
|
sector.coastline.name = Tepi Pantai
|
||||||
sector.navalFortress.name = Benteng Laut
|
sector.navalFortress.name = Benteng Laut
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Aerodrom Kutub
|
||||||
sector.atolls.name = Atol
|
sector.atolls.name = Atol
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Kawasan Uji Coba
|
||||||
sector.seaPort.name = Pelabuhan Laut
|
sector.seaPort.name = Pelabuhan Laut
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Selat Terkikis
|
||||||
sector.mycelialBastion.name = Benteng Pertahanan Miselium
|
sector.mycelialBastion.name = Benteng Pertahanan Miselium
|
||||||
sector.frontier.name = Perbatasan
|
sector.frontier.name = Perbatasan
|
||||||
|
sector.sunkenPier.name = Dermaga Karam
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Benteng Energi Panas
|
sector.geothermalStronghold.name = Benteng Geotermal
|
||||||
|
|
||||||
sector.groundZero.description = Lokasi yang optimal untuk bermain satu kali lagi. Sangat sedikit musuh. Sedikit sumber daya.\nKumpulkan timah dan tembaga sebanyak yang Anda bisa.\nMulai dari sini.
|
sector.groundZero.description = Lokasi yang optimal untuk bermain satu kali lagi. Sangat sedikit musuh. Sedikit sumber daya.\nKumpulkan timah dan tembaga sebanyak yang Anda bisa.\nMulai dari sini.
|
||||||
sector.frozenForest.description = Di sini, dekat dengan gunung, spora sudah menyebar. Suhu dingin tidak dapat menahannya.\n\nMulailah hasilkan listrik. Bangun generator pembakar. Pelajari cara menggunakan mender.
|
sector.frozenForest.description = Di sini, dekat dengan gunung, spora sudah menyebar. Suhu dingin tidak dapat menahannya.\n\nMulailah hasilkan listrik. Bangun generator pembakar. Pelajari cara menggunakan mender.
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -946,7 +950,7 @@ sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga si
|
|||||||
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbida[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
|
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbida[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
|
||||||
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk membuat unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
|
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk membuat unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
|
||||||
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
||||||
sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]phase fabric[].
|
sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]fabrik phase[].
|
||||||
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
|
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
|
||||||
|
|
||||||
status.burning.name = Terbakar
|
status.burning.name = Terbakar
|
||||||
@@ -977,7 +981,7 @@ 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, teknologi yang terbuka, 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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Bertentangan
|
|||||||
stat.powercapacity = Kapasitas Tenaga
|
stat.powercapacity = Kapasitas Tenaga
|
||||||
stat.powershot = Tenaga/Tembakan
|
stat.powershot = Tenaga/Tembakan
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frekuensi
|
||||||
stat.targetsair = Target Udara
|
stat.targetsair = Target Udara
|
||||||
stat.targetsground = Target Darat
|
stat.targetsground = Target Darat
|
||||||
|
stat.crushdamage = Damage Benturan
|
||||||
stat.itemsmoved = Kecepatan Barang
|
stat.itemsmoved = Kecepatan Barang
|
||||||
stat.launchtime = Waktu Antara Peluncuran
|
stat.launchtime = Waktu Antara Peluncuran
|
||||||
stat.shootrange = Jarak
|
stat.shootrange = Jarak
|
||||||
@@ -1081,8 +1087,8 @@ stat.immunities = Kekebalan
|
|||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
stat.efficiency = [stat]{0}% Efisiensi
|
stat.efficiency = [stat]{0}% Efisiensi
|
||||||
|
|
||||||
ability.forcefield = Bidang Kekuatan
|
ability.forcefield = Perisai
|
||||||
ability.forcefield.description = Memproyeksikan perisai kekuatan yang menyerap peluru
|
ability.forcefield.description = Memproyeksikan perisai yang menyerap peluru
|
||||||
ability.repairfield = Bidang Perbaikan
|
ability.repairfield = Bidang Perbaikan
|
||||||
ability.repairfield.description = Memperbaiki unit terdekat
|
ability.repairfield.description = Memperbaiki unit terdekat
|
||||||
ability.statusfield = Bidang Status
|
ability.statusfield = Bidang Status
|
||||||
@@ -1090,15 +1096,15 @@ ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
|||||||
ability.unitspawn = Pabrik
|
ability.unitspawn = Pabrik
|
||||||
ability.unitspawn.description = Membangun unit
|
ability.unitspawn.description = Membangun unit
|
||||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
ability.shieldregenfield = Bidang Regenerasi Perisai
|
||||||
ability.shieldregenfield.description = Meregenerasi perisai unit di sekitar
|
ability.shieldregenfield.description = Meregenerasi perisai unit di sekitarnya
|
||||||
ability.movelightning = Pergerakan Petir
|
ability.movelightning = Pergerakan Petir
|
||||||
ability.movelightning.description = Melepaskan petir sambil bergerak
|
ability.movelightning.description = Melepaskan petir saat bergerak
|
||||||
ability.armorplate = Pelindung Baja
|
ability.armorplate = Pelindung Baja
|
||||||
ability.armorplate.description = Mengurangi kerusakan yang diterima saat menembak
|
ability.armorplate.description = Mengurangi damage yang diterima saat menembak
|
||||||
ability.shieldarc = Perisai Busur
|
ability.shieldarc = Perisai Busur
|
||||||
ability.shieldarc.description = Memproyeksikan perisai kekuatan dalam busur yang menyerap peluru
|
ability.shieldarc.description = Memproyeksikan perisai dalam busur yang menyerap atau menangkis peluru, misil, dan unit
|
||||||
ability.suppressionfield = Bidang Penahan Regen
|
ability.suppressionfield = Bidang Penahan Regen
|
||||||
ability.suppressionfield.description = Menghentikan bangunan perbaikan di dekatnya
|
ability.suppressionfield.description = Menghentikan bangunan perbaikan di sekitarnya
|
||||||
ability.energyfield = Bidang Energi
|
ability.energyfield = Bidang Energi
|
||||||
ability.energyfield.description = Menyengat musuh di sekitar
|
ability.energyfield.description = Menyengat musuh di sekitar
|
||||||
ability.energyfield.healdescription = Menyengat musuh di sekitar dan menyembuhkan sekutu
|
ability.energyfield.healdescription = Menyengat musuh di sekitar dan menyembuhkan sekutu
|
||||||
@@ -1111,19 +1117,20 @@ ability.spawndeath.description = Melepaskan unit saat mati
|
|||||||
ability.liquidexplode = Kematian-Tumpahkan
|
ability.liquidexplode = Kematian-Tumpahkan
|
||||||
ability.liquidexplode.description = Menumpahkan cairan saat mati
|
ability.liquidexplode.description = Menumpahkan cairan saat mati
|
||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] laju penembakan
|
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
|
||||||
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
||||||
ability.stat.shield = [stat]{0}[lightgray] perisai
|
ability.stat.shield = [stat]{0}[lightgray] perisai
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] kecepatan perbaikan
|
ability.stat.repairspeed = [stat]{0}/dtk[lightgray] kecepatan perbaikan
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] peluang defleksi
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] nyawa/unit cair
|
ability.stat.slurpheal = [stat]{0}[lightgray] nyawa/unit cair
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] waktu jeda
|
ability.stat.cooldown = [stat]{0} dtk[lightgray] waktu jeda
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] target maksimal
|
ability.stat.maxtargets = [stat]{0}[lightgray] target maksimal
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] jumlah jenis perbaikan yang sama
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] jumlah jenis perbaikan yang sama
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] pengurangan kerusakan
|
ability.stat.damagereduction = [stat]{0}%[lightgray] pengurangan damage
|
||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] kecepatan minimal
|
ability.stat.minspeed = [stat]{0} ubin/dtk[lightgray] kecepatan minimal
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] durasi
|
ability.stat.duration = [stat]{0} dtk[lightgray] durasi
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] waktu membangun
|
ability.stat.buildtime = [stat]{0} dtk[lightgray] waktu membangun
|
||||||
|
|
||||||
bar.displaytoolarge = Dimensi terlalu besar\n(Maks: {0}x{0})
|
bar.displaytoolarge = Dimensi terlalu besar\n(Maks: {0}x{0})
|
||||||
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
||||||
@@ -1133,12 +1140,12 @@ bar.noresources = Sumber Daya Tidak Cukup
|
|||||||
bar.corereq = Memerlukan Inti Markas
|
bar.corereq = Memerlukan Inti Markas
|
||||||
bar.corefloor = Ubin Zona Inti Dibutuhkan
|
bar.corefloor = Ubin Zona Inti Dibutuhkan
|
||||||
bar.cargounitcap = Kapasitas Unit Kargo Telah Mencapai Batas
|
bar.cargounitcap = Kapasitas Unit Kargo Telah Mencapai Batas
|
||||||
bar.drillspeed = Kecepatan Bor: {0}/s
|
bar.drillspeed = Kecepatan Bor: {0}/d
|
||||||
bar.pumpspeed = Kecepatan Pompa: {0}/s
|
bar.pumpspeed = Kecepatan Pompa: {0}/d
|
||||||
bar.efficiency = Efisiensi: {0}%
|
bar.efficiency = Efisiensi: {0}%
|
||||||
bar.boost = Pendorongan: +{0}%
|
bar.boost = Pendorongan: +{0}%
|
||||||
bar.powerbuffer = Tenaga Baterai: {0}/{1}
|
bar.powerbuffer = Tenaga Baterai: {0}/{1}
|
||||||
bar.powerbalance = Tenaga: {0}/s
|
bar.powerbalance = Tenaga: {0}/d
|
||||||
bar.powerstored = Disimpan: {0}/{1}
|
bar.powerstored = Disimpan: {0}/{1}
|
||||||
bar.poweramount = Tenaga: {0}
|
bar.poweramount = Tenaga: {0}
|
||||||
bar.poweroutput = Pengeluaran Tenaga: {0}
|
bar.poweroutput = Pengeluaran Tenaga: {0}
|
||||||
@@ -1167,7 +1174,7 @@ bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray]
|
|||||||
bullet.incendiary = [stat]membakar
|
bullet.incendiary = [stat]membakar
|
||||||
bullet.homing = [stat]mengejar
|
bullet.homing = [stat]mengejar
|
||||||
bullet.armorpierce = [stat]menembus pelindung
|
bullet.armorpierce = [stat]menembus pelindung
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas kerusakan
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
||||||
bullet.suppression = [stat]{0}[lightgray] detik penahanan perbaikan ~ [stat]{1}[lightgray] ubin
|
bullet.suppression = [stat]{0}[lightgray] detik penahanan perbaikan ~ [stat]{1}[lightgray] ubin
|
||||||
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
||||||
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
||||||
@@ -1248,7 +1255,7 @@ setting.swapdiagonal.name = Penaruhan Selalu Diagonal
|
|||||||
setting.screenshake.name = Layar Getar
|
setting.screenshake.name = Layar Getar
|
||||||
setting.bloomintensity.name = Intensitas Bloom
|
setting.bloomintensity.name = Intensitas Bloom
|
||||||
setting.bloomblur.name = Blur Bloom
|
setting.bloomblur.name = Blur Bloom
|
||||||
setting.effects.name = Munculkan Efek
|
setting.effects.name = Tampilkan Efek
|
||||||
setting.destroyedblocks.name = Tunjukkan Blok yang Telah Hancur
|
setting.destroyedblocks.name = Tunjukkan Blok yang Telah Hancur
|
||||||
setting.blockstatus.name = Tunjukan Status Blok
|
setting.blockstatus.name = Tunjukan Status Blok
|
||||||
setting.conveyorpathfinding.name = Navigasi Konveyor/Pipa Otomatis
|
setting.conveyorpathfinding.name = Navigasi Konveyor/Pipa Otomatis
|
||||||
@@ -1260,19 +1267,19 @@ setting.fullscreen.name = Layar Penuh
|
|||||||
setting.borderlesswindow.name = Jendela tak Berbatas
|
setting.borderlesswindow.name = Jendela tak Berbatas
|
||||||
setting.borderlesswindow.name.windows = Layar Penuh tak Berbatas
|
setting.borderlesswindow.name.windows = Layar Penuh tak Berbatas
|
||||||
setting.borderlesswindow.description = Mulai ulang mungkin diperlukan untuk menerapkan perubahan.
|
setting.borderlesswindow.description = Mulai ulang mungkin diperlukan untuk menerapkan perubahan.
|
||||||
setting.fps.name = Tunjukkan FPS & Ping
|
setting.fps.name = Tampilkan FPS & Ping
|
||||||
setting.console.name = Hidupkan Konsol
|
setting.console.name = Hidupkan Konsol
|
||||||
setting.smoothcamera.name = Kamera Halus
|
setting.smoothcamera.name = Kamera Halus
|
||||||
setting.detach-camera.name = Kamera Bebas
|
setting.detach-camera.name = Kamera Bebas
|
||||||
setting.detach-camera.description = Jika diaktifkan, kamera tidak akan mengikuti unit pemain.\nPengaturan ini dapat ditambahkan ke keybind.
|
setting.detach-camera.description = Jika diaktifkan, kamera tidak akan mengikuti unit pemain.\nPengaturan ini dapat ditautkan ke keybind.
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
setting.pixelate.name = Mode Pixel
|
setting.pixelate.name = Mode Pixel
|
||||||
setting.minimap.name = Tunjukkan Peta Kecil
|
setting.minimap.name = Tampilkan Peta Kecil
|
||||||
setting.coreitems.name = Tunjukkan Bahan Inti
|
setting.coreitems.name = Tampilkan Bahan Inti
|
||||||
setting.position.name = Tunjukkan Posisi Pemain
|
setting.position.name = Tampilkan Posisi Pemain
|
||||||
setting.mouseposition.name = Tunjukkan Posisi Tetikus
|
setting.mouseposition.name = Tunjukkan Posisi Tetikus
|
||||||
setting.musicvol.name = Volume Musik
|
setting.musicvol.name = Volume Musik
|
||||||
setting.atmosphere.name = Tunjukkan Atmosfer Planet
|
setting.atmosphere.name = Tampilkan Atmosfer Planet
|
||||||
setting.drawlight.name = Gambar Kegelapan atau Pencahayaan
|
setting.drawlight.name = Gambar Kegelapan atau Pencahayaan
|
||||||
setting.ambientvol.name = Volume Sekeliling
|
setting.ambientvol.name = Volume Sekeliling
|
||||||
setting.mutemusic.name = Bisukan Musik
|
setting.mutemusic.name = Bisukan Musik
|
||||||
@@ -1288,7 +1295,7 @@ setting.lasersopacity.name = Jelas-Beningnya Laser Tenaga
|
|||||||
setting.unitlaseropacity.name = Jelas-Beningnya Laser Unit Menambang
|
setting.unitlaseropacity.name = Jelas-Beningnya Laser Unit Menambang
|
||||||
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
||||||
setting.playerchat.name = Tunjukkan Pesan Pemain
|
setting.playerchat.name = Tunjukkan Pesan Pemain
|
||||||
setting.showweather.name = Perlihatkan Cuaca
|
setting.showweather.name = Tampilkan Cuaca
|
||||||
setting.hidedisplays.name = Sembunyikan Tampilan Logika
|
setting.hidedisplays.name = Sembunyikan Tampilan Logika
|
||||||
setting.macnotch.name = Sesuaikan tampilan dengan batas layar
|
setting.macnotch.name = Sesuaikan tampilan dengan batas layar
|
||||||
setting.macnotch.description = Mulai ulang diperlukan untuk menerapkan perubahan
|
setting.macnotch.description = Mulai ulang diperlukan untuk menerapkan perubahan
|
||||||
@@ -1301,8 +1308,8 @@ public.beta = Ingat bahwa game dalam versi beta tidak dapat membuat lobi publik.
|
|||||||
uiscale.reset = Skala UI telah diubah.\nTekan "OK" untuk mengonfirmasi.\n[scarlet]Kembali dan keluar di[accent] {0}[] pengaturan...
|
uiscale.reset = Skala UI telah diubah.\nTekan "OK" untuk mengonfirmasi.\n[scarlet]Kembali dan keluar di[accent] {0}[] pengaturan...
|
||||||
uiscale.cancel = Batal & Keluar
|
uiscale.cancel = Batal & Keluar
|
||||||
setting.bloom.name = Bloom
|
setting.bloom.name = Bloom
|
||||||
keybind.title = Ganti Tombol
|
keybind.title = Ganti Keybind
|
||||||
keybinds.mobile = [scarlet]Mayoritas tombol tidak didukung oleh perangkat ponsel. Hanya gerakan dasar yang didukung.
|
keybinds.mobile = [scarlet]Mayoritas keybind tidak didukung oleh perangkat ponsel. Hanya gerakan dasar yang didukung.
|
||||||
category.general.name = Umum
|
category.general.name = Umum
|
||||||
category.view.name = Melihat
|
category.view.name = Melihat
|
||||||
category.command.name = Perintah Unit
|
category.command.name = Perintah Unit
|
||||||
@@ -1454,7 +1461,7 @@ rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Pembuatan Unit
|
|||||||
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
|
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
|
||||||
rules.unithealthmultiplier = Penggandaan Nyawa Unit
|
rules.unithealthmultiplier = Penggandaan Nyawa Unit
|
||||||
rules.unitdamagemultiplier = Penggandaan Damage Unit
|
rules.unitdamagemultiplier = Penggandaan Damage Unit
|
||||||
rules.unitcrashdamagemultiplier = Penggandaan Kerusakan Jatuhnya Unit
|
rules.unitcrashdamagemultiplier = Penggandaan Damage Jatuhnya Unit
|
||||||
rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
|
rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
|
||||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
@@ -1521,7 +1528,7 @@ item.titanium.name = Titanium
|
|||||||
item.thorium.name = Torium
|
item.thorium.name = Torium
|
||||||
item.silicon.name = Silikon
|
item.silicon.name = Silikon
|
||||||
item.plastanium.name = Plastanium
|
item.plastanium.name = Plastanium
|
||||||
item.phase-fabric.name = Phase Fabric
|
item.phase-fabric.name = Fabrik Phase
|
||||||
item.surge-alloy.name = Paduan Logam
|
item.surge-alloy.name = Paduan Logam
|
||||||
item.spore-pod.name = Polong Spora
|
item.spore-pod.name = Polong Spora
|
||||||
item.sand.name = Pasir
|
item.sand.name = Pasir
|
||||||
@@ -1680,41 +1687,41 @@ block.mud.name = Lumpur
|
|||||||
block.white-tree-dead.name = Pohon Putih Mati
|
block.white-tree-dead.name = Pohon Putih Mati
|
||||||
block.white-tree.name = Pohon Putih
|
block.white-tree.name = Pohon Putih
|
||||||
block.spore-cluster.name = Kumpulan Spora
|
block.spore-cluster.name = Kumpulan Spora
|
||||||
block.metal-floor.name = Lantai Besi 1
|
block.metal-floor.name = Lantai Logam 1
|
||||||
block.metal-floor-2.name = Lantai Besi 2
|
block.metal-floor-2.name = Lantai Logam 2
|
||||||
block.metal-floor-3.name = Lantai Besi 3
|
block.metal-floor-3.name = Lantai Logam 3
|
||||||
block.metal-floor-4.name = Lantai Besi 4
|
block.metal-floor-4.name = Lantai Logam 4
|
||||||
block.metal-floor-5.name = Lantai Besi 5
|
block.metal-floor-5.name = Lantai Logam 5
|
||||||
block.metal-floor-damaged.name = Lantai Besi Rusak
|
block.metal-floor-damaged.name = Lantai Logam Rusak
|
||||||
block.metal-tiles-1.name = Ubin Besi 1
|
block.metal-tiles-1.name = Ubin Logam 1
|
||||||
block.metal-tiles-2.name = Ubin Besi 2
|
block.metal-tiles-2.name = Ubin Logam 2
|
||||||
block.metal-tiles-3.name = Ubin Besi 3
|
block.metal-tiles-3.name = Ubin Logam 3
|
||||||
block.metal-tiles-4.name = Ubin Besi 4
|
block.metal-tiles-4.name = Ubin Logam 4
|
||||||
block.metal-tiles-5.name = Ubin Besi 5
|
block.metal-tiles-5.name = Ubin Logam 5
|
||||||
block.metal-tiles-6.name = Ubin Besi 6
|
block.metal-tiles-6.name = Ubin Logam 6
|
||||||
block.metal-tiles-7.name = Ubin Besi 7
|
block.metal-tiles-7.name = Ubin Logam 7
|
||||||
block.metal-tiles-8.name = Ubin Besi 8
|
block.metal-tiles-8.name = Ubin Logam 8
|
||||||
block.metal-tiles-9.name = Ubin Besi 9
|
block.metal-tiles-9.name = Ubin Logam 9
|
||||||
block.metal-tiles-10.name = Ubin Besi 10
|
block.metal-tiles-10.name = Ubin Logam 10
|
||||||
block.metal-tiles-11.name = Ubin Besi 11
|
block.metal-tiles-11.name = Ubin Logam 11
|
||||||
block.metal-tiles-12.name = Ubin Besi 12
|
block.metal-tiles-12.name = Ubin Logam 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = Ubin Logam 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = Dinding Logam 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = Dinding Logam 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = Dinding Logam 3
|
||||||
block.colored-floor.name = Lantai Berwarna
|
block.colored-floor.name = Lantai Berwarna
|
||||||
block.colored-wall.name = Dinding Berwarna
|
block.colored-wall.name = Dinding Berwarna
|
||||||
block.character-overlay.name = Lapisan Karakter
|
block.character-overlay.name = Lapisan Karakter
|
||||||
block.character-overlay-white.name = Lapisan Karakter (Putih)
|
block.character-overlay-white.name = Lapisan Karakter (Putih)
|
||||||
block.rune-overlay.name = Lapisan Rune
|
block.rune-overlay.name = Lapisan Aksara
|
||||||
block.rune-overlay-crux.name = Lapisan Rune (Crux)
|
block.rune-overlay-crux.name = Lapisan Aksara (Crux)
|
||||||
block.dark-panel-1.name = Panel Gelap 1
|
block.dark-panel-1.name = Panel Gelap 1
|
||||||
block.dark-panel-2.name = Panel Gelap 2
|
block.dark-panel-2.name = Panel Gelap 2
|
||||||
block.dark-panel-3.name = Panel Gelap 3
|
block.dark-panel-3.name = Panel Gelap 3
|
||||||
block.dark-panel-4.name = Panel Gelap 4
|
block.dark-panel-4.name = Panel Gelap 4
|
||||||
block.dark-panel-5.name = Panel Gelap 5
|
block.dark-panel-5.name = Panel Gelap 5
|
||||||
block.dark-panel-6.name = Panel Gelap 6
|
block.dark-panel-6.name = Panel Gelap 6
|
||||||
block.dark-metal.name = Besi Gelap
|
block.dark-metal.name = Logam Gelap
|
||||||
block.basalt.name = Basal
|
block.basalt.name = Basal
|
||||||
block.hotrock.name = Batu Panas
|
block.hotrock.name = Batu Panas
|
||||||
block.magmarock.name = Batu Magma
|
block.magmarock.name = Batu Magma
|
||||||
@@ -1738,7 +1745,7 @@ block.lancer.name = Lancer
|
|||||||
block.conveyor.name = Konveyor
|
block.conveyor.name = Konveyor
|
||||||
block.titanium-conveyor.name = Konveyor Berbahan Titanium
|
block.titanium-conveyor.name = Konveyor Berbahan Titanium
|
||||||
block.plastanium-conveyor.name = Konveyor Berbahan Plastanium
|
block.plastanium-conveyor.name = Konveyor Berbahan Plastanium
|
||||||
block.armored-conveyor.name = Konveyor Berlapis Baja
|
block.armored-conveyor.name = Konveyor Berlapis Torium
|
||||||
block.junction.name = Simpangan
|
block.junction.name = Simpangan
|
||||||
block.router.name = Pengarah
|
block.router.name = Pengarah
|
||||||
block.distributor.name = Distributor
|
block.distributor.name = Distributor
|
||||||
@@ -1817,8 +1824,8 @@ block.thermal-generator.name = Generator Panas
|
|||||||
block.surge-smelter.name = Pelebur Paduan Logam
|
block.surge-smelter.name = Pelebur Paduan Logam
|
||||||
block.mender.name = Mender
|
block.mender.name = Mender
|
||||||
block.mend-projector.name = Proyektor Mender
|
block.mend-projector.name = Proyektor Mender
|
||||||
block.surge-wall.name = Dinding Logam
|
block.surge-wall.name = Dinding Paduan Logam
|
||||||
block.surge-wall-large.name = Dinding Logam Besar
|
block.surge-wall-large.name = Dinding Paduan Logam Besar
|
||||||
block.cyclone.name = Cyclone
|
block.cyclone.name = Cyclone
|
||||||
block.fuse.name = Fuse
|
block.fuse.name = Fuse
|
||||||
block.shock-mine.name = Ranjau Kejut
|
block.shock-mine.name = Ranjau Kejut
|
||||||
@@ -1948,8 +1955,8 @@ block.tungsten-wall-large.name = Dinding Tungsten Besar
|
|||||||
block.blast-door.name = Pintu Blast
|
block.blast-door.name = Pintu Blast
|
||||||
block.carbide-wall.name = Dinding Karbida
|
block.carbide-wall.name = Dinding Karbida
|
||||||
block.carbide-wall-large.name = Dinding Karbida Besar
|
block.carbide-wall-large.name = Dinding Karbida Besar
|
||||||
block.reinforced-surge-wall.name = Dinding Logam yang Diperkuat
|
block.reinforced-surge-wall.name = Dinding Paduan Logam yang Diperkuat
|
||||||
block.reinforced-surge-wall-large.name = Dinding Logam Besar yang Diperkuat
|
block.reinforced-surge-wall-large.name = Dinding Paduan Logam Besar yang Diperkuat
|
||||||
block.shielded-wall.name = Dinding Berperisai
|
block.shielded-wall.name = Dinding Berperisai
|
||||||
block.radar.name = Radar
|
block.radar.name = Radar
|
||||||
block.build-tower.name = Menara Pembangun
|
block.build-tower.name = Menara Pembangun
|
||||||
@@ -1957,7 +1964,7 @@ block.regen-projector.name = Proyektor Penyembuhan
|
|||||||
block.shockwave-tower.name = Menara Gelombang Kejut
|
block.shockwave-tower.name = Menara Gelombang Kejut
|
||||||
block.shield-projector.name = Proyektor Perisai
|
block.shield-projector.name = Proyektor Perisai
|
||||||
block.large-shield-projector.name = Proyektor Perisai Besar
|
block.large-shield-projector.name = Proyektor Perisai Besar
|
||||||
block.armored-duct.name = Pipa Lapis Baja
|
block.armored-duct.name = Pipa Lapis Torium
|
||||||
block.overflow-duct.name = Pipa Luapan
|
block.overflow-duct.name = Pipa Luapan
|
||||||
block.underflow-duct.name = Pipa Luapan Terbalik
|
block.underflow-duct.name = Pipa Luapan Terbalik
|
||||||
block.duct-unloader.name = Pipa Pembongkar Muatan
|
block.duct-unloader.name = Pipa Pembongkar Muatan
|
||||||
@@ -2091,14 +2098,14 @@ gz.lead = :lead: [accent]Timah[] adalah sumber daya lain yang umum digunakan.\nS
|
|||||||
gz.moveup = :up: Bergerak ke atas untuk objektif lebih lanjut.
|
gz.moveup = :up: Bergerak ke atas untuk objektif lebih lanjut.
|
||||||
gz.turrets = Riset dan tempatkan 2 menara :duo: [accent]Duo[] untuk mempertahankan inti.\nMenara Duo memerlukan amunisi :copper: [accent]tembaga[] dari konveyor.
|
gz.turrets = Riset dan tempatkan 2 menara :duo: [accent]Duo[] untuk mempertahankan inti.\nMenara Duo memerlukan 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 :copper-wall: [accent]dinding tembaga[] di sekitar menara.
|
gz.walls = [accent]Dinding[] dapat menahan damage yang mencapai bangunan lain.\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 :scatter: [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi memerlukan :lead: [accent]timah[] sebagai amunisi.
|
gz.aa = Unit terbang tidak dapat dengan mudah dijatuhkan dengan menara standar.\nMenara :scatter: [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi memerlukan :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. Bersiaplah.
|
||||||
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menaklukkan 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 :beryllium: [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.
|
||||||
@@ -2114,10 +2121,10 @@ onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset :cliff-cru
|
|||||||
onset.arcfurnace = Tungku Listrik Silikon memerlukan :sand: [accent]pasir[] dan :graphite: [accent]grafit[] untuk membuat :silicon: [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
onset.arcfurnace = Tungku Listrik Silikon memerlukan :sand: [accent]pasir[] dan :graphite: [accent]grafit[] untuk membuat :silicon: [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
||||||
onset.crusher = Gunakan :cliff-crusher: [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. Riset dan tempatkan :tank-fabricator: [accent]pabrikator 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 "?" untuk melihat persyaratan pabrik yang dipilih.
|
onset.makeunit = Produksi sebuah unit.\nTekan 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.\nTempatkan menara :breach: [accent]Breach[].\nMenara memerlukan amunisi :beryllium: [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 memerlukan 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 :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
onset.walls = [accent]Dinding[] dapat mencegah damage yang datang pada bangunan lain.\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.
|
||||||
@@ -2186,8 +2193,8 @@ block.multi-press.description = Memadatkan bongkahan batu bara menjadi lempengan
|
|||||||
block.silicon-smelter.description = Memproduksi silikon dari pasir dan batu bara.
|
block.silicon-smelter.description = Memproduksi silikon dari pasir dan batu bara.
|
||||||
block.kiln.description = Membakar pasir dan timah menjadi metaglass.
|
block.kiln.description = Membakar pasir dan timah menjadi metaglass.
|
||||||
block.plastanium-compressor.description = Memproduksi plastanium dari minyak dan titanium.
|
block.plastanium-compressor.description = Memproduksi plastanium dari minyak dan titanium.
|
||||||
block.phase-weaver.description = Mensintesis phase fabric dari torium dan pasir.
|
block.phase-weaver.description = Mensintesis fabrik phase dari torium dan pasir.
|
||||||
block.surge-smelter.description = Memproduksi campuran logam dari titanium, timah, silikon dan tembaga.
|
block.surge-smelter.description = Memproduksi paduan logam dari titanium, timah, silikon dan tembaga.
|
||||||
block.cryofluid-mixer.description = Mencampur air dan titanium untuk memproduksi cairan dingin.
|
block.cryofluid-mixer.description = Mencampur air dan titanium untuk memproduksi cairan dingin.
|
||||||
block.blast-mixer.description = Memproduksi senyawa peledak dari pyratit dan polong spora.
|
block.blast-mixer.description = Memproduksi senyawa peledak dari pyratit dan polong spora.
|
||||||
block.pyratite-mixer.description = Mencampur batu bara, timah dan pasir menjadi pyratit.
|
block.pyratite-mixer.description = Mencampur batu bara, timah dan pasir menjadi pyratit.
|
||||||
@@ -2223,10 +2230,10 @@ 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.\nDapat menggunakan silikon untuk meningkatkan jangkauan dan efisiensi.
|
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan silikon untuk menambah jangkauan dan efisiensi.
|
||||||
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan phase fabric untuk meningkatkan jangkauan dan efisiensi.
|
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan fabrik phase untuk menambah jangkauan dan efisiensi.
|
||||||
block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nDapat menggunakan phase fabric untuk meningkatkan jangkauan dan efisiensi. Efek Pemercepat tidak dapat ditumpuk.
|
block.overdrive-projector.description = Meningkatkan kecepatan bangunan sekitar.\nDapat menggunakan fabrik phase untuk menambah 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. Dapat menggunakan cairan pendingin untuk mencegah panas berlebih. Phase fabric meningkatkan ukuran pelindung.
|
block.force-projector.description = Menciptakan pelindung heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Terlalu banyak damage yang diserap akan membuat proyektor kepanasan. Dapat menggunakan cairan pendingin untuk mencegah panas berlebih. Fabrik phase dapat 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.
|
||||||
@@ -2311,9 +2318,9 @@ block.parallax.description = Menembakkan laser yang menarik target udara, juga m
|
|||||||
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
|
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
|
||||||
block.silicon-crucible.description = Memurnikan silikon dari pasir dan batu bara, menggunakan pyratit sebagai sumber panas tambahan. Lebih efesien jika diletakkan di area yang panas.
|
block.silicon-crucible.description = Memurnikan silikon dari pasir dan batu bara, menggunakan pyratit sebagai sumber panas tambahan. Lebih efesien jika diletakkan di area yang panas.
|
||||||
block.disassembler.description = Memisahkan lava menjadi mineral langka dalam efesiensi rendah. Bisa memproduksi torium.
|
block.disassembler.description = Memisahkan lava menjadi mineral langka dalam efesiensi rendah. Bisa memproduksi torium.
|
||||||
block.overdrive-dome.description = Menambahkan kecepatan pada bangunan di sekitarnya. Memerlukan phase fabric dan silikon untuk bekerja. Efek Pemercepat tidak dapat ditumpuk.
|
block.overdrive-dome.description = Meningkatkan kecepatan pada bangunan di sekitarnya. Memerlukan fabrik phase dan silikon untuk bekerja. Efek Pemercepat tidak dapat ditumpuk.
|
||||||
block.payload-conveyor.description = Memindahkan muatan yang besar, seperti unit dari pabrik. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi
|
block.payload-conveyor.description = Memindahkan muatan yang besar, seperti unit dari pabrik. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi.
|
||||||
block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluaran. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi
|
block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluaran. Magnetik. Dapat digunakan di lingkungan tanpa gravitasi.
|
||||||
block.ground-factory.description = Memproduksi unit darat. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
block.ground-factory.description = Memproduksi unit darat. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||||
block.air-factory.description = Memproduksi unit udara. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
block.air-factory.description = Memproduksi unit udara. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||||
block.naval-factory.description = Memproduksi unit laut. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
block.naval-factory.description = Memproduksi unit laut. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||||
@@ -2329,9 +2336,9 @@ 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. Tampilan lebih besar.
|
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Tampilan lebih besar.
|
||||||
block.tile-logic-display.description = Menampilkan grafis sembarang dari prosesor.\nTerhubung secara mulus ke blok tampilan logika ubin yang saling berdekatan.
|
block.tile-logic-display.description = Menampilkan grafis sembarang dari prosesor.\nTerhubung secara mulus ke blok tampilan logika ubin yang saling berdempetan.
|
||||||
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.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
||||||
@@ -2351,14 +2358,14 @@ block.silicon-arc-furnace.description = Memurnikan silikon dari pasir dan grafit
|
|||||||
block.oxidation-chamber.description = Mengubah berilium dan ozon menjadi oksida. Memancarkan panas sebagai produk sampingan.
|
block.oxidation-chamber.description = Mengubah berilium dan ozon menjadi oksida. Memancarkan panas sebagai produk sampingan.
|
||||||
block.electric-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan daya yang besar.
|
block.electric-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan daya yang besar.
|
||||||
block.slag-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan lava.
|
block.slag-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan lava.
|
||||||
block.phase-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan phase fabric.
|
block.phase-heater.description = Pemanas yang menghadap ke arah blok. Memerlukan fabrik phase.
|
||||||
block.heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
block.heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
||||||
block.small-heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
block.small-heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
||||||
block.heat-router.description = Menyebarkan akumulasi panas ke tiga arah.
|
block.heat-router.description = Menyebarkan akumulasi panas ke tiga arah.
|
||||||
block.electrolyzer.description = Mengubah air menjadi gas hidrogen dan ozon. Mengeluarkan gas yang dihasilkan dalam dua arah yang berlawanan, ditandai dengan warna yang sesuai.
|
block.electrolyzer.description = Mengubah air menjadi gas hidrogen dan ozon. Mengeluarkan gas yang dihasilkan dalam dua arah yang berlawanan, ditandai dengan warna yang sesuai.
|
||||||
block.atmospheric-concentrator.description = Mengkonsentrasikan nitrogen dari atmosfer. Memerlukan panas.
|
block.atmospheric-concentrator.description = Mengkonsentrasikan nitrogen dari atmosfer. Memerlukan panas.
|
||||||
block.surge-crucible.description = Memproduksi paduan logam dari silikon dan unsur logam dalam lava. Memerlukan panas.
|
block.surge-crucible.description = Memproduksi paduan logam dari silikon dan unsur logam dalam lava. Memerlukan panas.
|
||||||
block.phase-synthesizer.description = Mensintesis phase fabric dari torium, pasir, dan ozon. Memerlukan panas.
|
block.phase-synthesizer.description = Mensintesis fabrik phase dari torium, pasir, dan ozon. Memerlukan panas.
|
||||||
block.carbide-crucible.description = Memadukan grafit dan tungsten menjadi karbida. Memerlukan panas.
|
block.carbide-crucible.description = Memadukan grafit dan tungsten menjadi karbida. Memerlukan panas.
|
||||||
block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkisit dan grafit. Memerlukan panas.
|
block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkisit dan grafit. Memerlukan panas.
|
||||||
block.slag-incinerator.description = Membakar benda atau cairan yang tidak mudah menguap. Memerlukan lava.
|
block.slag-incinerator.description = Membakar benda atau cairan yang tidak mudah menguap. Memerlukan lava.
|
||||||
@@ -2366,7 +2373,7 @@ block.vent-condenser.description = Mengondensasi gas ventilasi menjadi air. Meme
|
|||||||
block.plasma-bore.description = Saat ditempatkan menghadap dinding bijih, mengeluarkan bahan tanpa batas. Memerlukan daya dalam jumlah kecil.
|
block.plasma-bore.description = Saat ditempatkan menghadap dinding bijih, mengeluarkan bahan tanpa batas. Memerlukan daya dalam jumlah kecil.
|
||||||
block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan torium. Memerlukan hidrogen dan tenaga.
|
block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan torium. Memerlukan hidrogen dan tenaga.
|
||||||
block.cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga. Efisiensi bervariasi berdasarkan jenis dinding.
|
block.cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga. Efisiensi bervariasi berdasarkan jenis dinding.
|
||||||
block.large-cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga dan ozon. Efisiensi bervariasi berdasarkan jenis dinding. Gunakan Tungsten untuk meningkatkan efisiensi (Opsional).
|
block.large-cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Memerlukan tenaga dan hidrogen. Efisiensi bervariasi berdasarkan jenis dinding. Dapat menggunakan grafit untuk meningkatkan efisiensi.
|
||||||
block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan dalam ledakan tanpa batas. Memerlukan listrik dan air.
|
block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan dalam ledakan tanpa batas. Memerlukan listrik dan air.
|
||||||
block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang torium. Memerlukan hidrogen.
|
block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang torium. Memerlukan hidrogen.
|
||||||
block.reinforced-conduit.description = Memindahkan cairan ke depan. Tidak menerima masukkan ke samping.
|
block.reinforced-conduit.description = Memindahkan cairan ke depan. Tidak menerima masukkan ke samping.
|
||||||
@@ -2404,9 +2411,9 @@ block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pad
|
|||||||
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 tenaga dalam jumlah besar ketika dipanaskan. Memerlukan sianogen sebagai penstabil. Tenaga 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. Memerlukan 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 fabrik phase 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. Memerlukan hidrogen. Gunakan phase fabric untuk meningkatkan efisiensi (Opsional).
|
block.regen-projector.description = Perlahan memperbaiki bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
||||||
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.tank-fabricator.description = Membangun unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
block.tank-fabricator.description = Membangun unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||||
@@ -2419,7 +2426,7 @@ block.tank-refabricator.description = Meningkatkan unit tank yang dimasukkan ke
|
|||||||
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 meka 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. Memerlukan tenaga. Dapat digunakan sebagai penerima muatan.
|
block.basic-assembler-module.description = Menaikkan tingkat perakit ketika ditempatkan di sebelah batas konstruksi. Memerlukan 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.
|
||||||
block.reinforced-payload-conveyor.description = Memindahkan muatan ke depan.
|
block.reinforced-payload-conveyor.description = Memindahkan muatan ke depan.
|
||||||
block.reinforced-payload-router.description = Mendistribusikan muatan ke blok yang berdekatan. Berfungsi sebagai penyortir ketika filter disetel.
|
block.reinforced-payload-router.description = Mendistribusikan muatan ke blok yang berdekatan. Berfungsi sebagai penyortir ketika filter disetel.
|
||||||
@@ -2472,14 +2479,14 @@ unit.navanax.description = Menembak proyektil elektromagnetik yang meledak, memb
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Menembak peluru standar ke arah musuh.
|
unit.stell.description = Menembak peluru standar ke arah musuh.
|
||||||
unit.locus.description = Menembak peluru bergantian ke arah musuh.
|
unit.locus.description = Menembak peluru bergantian ke arah musuh.
|
||||||
unit.precept.description = Menembak gugusan peluru penusuk ke arah musuh.
|
unit.precept.description = Menembak gugusan peluru penusuk ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
||||||
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh.
|
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
||||||
unit.conquer.description = Menembak pancaran peluru penusuk besar ke arah musuh.
|
unit.conquer.description = Menembak pancaran peluru penusuk besar ke arah musuh. Sedikit terpengaruh oleh medan yang berbahaya.
|
||||||
unit.merui.description = Menembak artileri jarak jauh ke arah musuh di darat. Dapat melewati berbagai dataran.
|
unit.merui.description = Menembak artileri jarak jauh ke arah musuh di darat. Dapat melewati hampir semua dataran.
|
||||||
unit.cleroi.description = Menembak peluru ganda ke arah musuh. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan. Dapat melewati berbagai medan.
|
unit.cleroi.description = Menembak peluru ganda ke arah musuh. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan. Dapat melewati hampir semua medan.
|
||||||
unit.anthicus.description = Menembak misil pelacak jarak jauh ke arah musuh. Dapat melewati berbagai medan.
|
unit.anthicus.description = Menembak misil pelacak jarak jauh ke arah musuh. Dapat melewati hampir semua medan.
|
||||||
unit.tecta.description = Menembak misil plasma pelacak ke arah musuh. Melindungi diri sendiri dengan perisai searah. Dapat melewati berbagai medan.
|
unit.tecta.description = Menembak misil plasma pelacak ke arah musuh. Melindungi diri sendiri dengan perisai searah. Dapat melewati hampir semua medan.
|
||||||
unit.collaris.description = Menembak pecahan artileri jarak jauh ke arah musuh. Dapat melewati berbagai medan.
|
unit.collaris.description = Menembak pecahan artileri jarak jauh ke arah musuh. Dapat melewati hampir semua medan.
|
||||||
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
||||||
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
||||||
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Sei sicuro di volerlo pubblicare?\n\n[lightgray]Assicurati di
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Pianeta:
|
editor.planet = Pianeta:
|
||||||
editor.sector = Settore:
|
editor.sector = Settore:
|
||||||
editor.seed = Seme:
|
editor.seed = Seme:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Il nemico ha stabilito una base su un'isola r
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposti
|
|||||||
stat.powercapacity = Capacità Energetica
|
stat.powercapacity = Capacità Energetica
|
||||||
stat.powershot = Energia/Colpo
|
stat.powershot = Energia/Colpo
|
||||||
stat.damage = Danno
|
stat.damage = Danno
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Attacca Nemici Aerei
|
stat.targetsair = Attacca Nemici Aerei
|
||||||
stat.targetsground = Attacca Nemici Terreni
|
stat.targetsground = Attacca Nemici Terreni
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Velocità
|
stat.itemsmoved = Velocità
|
||||||
stat.launchtime = Tempo tra Lanci
|
stat.launchtime = Tempo tra Lanci
|
||||||
stat.shootrange = Raggio
|
stat.shootrange = Raggio
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = 公開してもよろしいですか?\n\n[lightgray]最初
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
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.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
|
||||||
editor.oregen = 鉱石の生成
|
editor.oregen = 鉱石の生成
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = 港
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = 辺境辺境
|
sector.frontier.name = 辺境辺境
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = 地熱要塞
|
sector.geothermalStronghold.name = 地熱要塞
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = 敵は、自然の要塞になる離島に基
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = 排他性
|
|||||||
stat.powercapacity = 電力容量
|
stat.powercapacity = 電力容量
|
||||||
stat.powershot = 電力/ショット
|
stat.powershot = 電力/ショット
|
||||||
stat.damage = ダメージ
|
stat.damage = ダメージ
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = 対空攻撃
|
stat.targetsair = 対空攻撃
|
||||||
stat.targetsground = 対地攻撃
|
stat.targetsground = 対地攻撃
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = 輸送速度
|
stat.itemsmoved = 輸送速度
|
||||||
stat.launchtime = 発射の待機時間
|
stat.launchtime = 発射の待機時間
|
||||||
stat.shootrange = 範囲
|
stat.shootrange = 範囲
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] 回復/秒
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] 回復/パルス
|
ability.stat.pulseregen = [stat]{0}[lightgray] 回復/パルス
|
||||||
ability.stat.shield = [stat]{0}[lightgray] シールド
|
ability.stat.shield = [stat]{0}[lightgray] シールド
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] 修復速度
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] 修復速度
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 体力/液体保管量
|
ability.stat.slurpheal = [stat]{0}[lightgray] 体力/液体保管量
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] クールダウン
|
ability.stat.cooldown = [stat]{0} sec[lightgray] クールダウン
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 最大標的補足数
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大標的補足数
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = 이것을 게시하시겠습니까?[lightgray]창작마당 EUL
|
|||||||
publish.error = 아이템 게시 오류: {0}
|
publish.error = 아이템 게시 오류: {0}
|
||||||
steam.error = 스팀 서비스를 초기화하지 못했습니다.\n오류: {0}
|
steam.error = 스팀 서비스를 초기화하지 못했습니다.\n오류: {0}
|
||||||
|
|
||||||
|
editor.showblocks = 블록 표시
|
||||||
|
editor.showterrain = 지형 표시
|
||||||
|
editor.showfloor = 바닥 표시
|
||||||
editor.planet = 행성:
|
editor.planet = 행성:
|
||||||
editor.sector = 구역:
|
editor.sector = 구역:
|
||||||
editor.seed = 시드:
|
editor.seed = 시드:
|
||||||
editor.cliffs = 언덕 전환
|
|
||||||
editor.brush = 브러쉬
|
editor.brush = 브러쉬
|
||||||
editor.openin = 편집기 열기
|
editor.openin = 편집기 열기
|
||||||
editor.oregen = 광물 무작위 생성
|
editor.oregen = 광물 무작위 생성
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = 바다 항구
|
|||||||
sector.weatheredChannels.name = 풍화된 수로
|
sector.weatheredChannels.name = 풍화된 수로
|
||||||
sector.mycelialBastion.name = 균사 성채
|
sector.mycelialBastion.name = 균사 성채
|
||||||
sector.frontier.name = 국경 지방
|
sector.frontier.name = 국경 지방
|
||||||
|
sector.sunkenPier.name = 가라앉은 부두
|
||||||
sector.cruxscape.name = 크럭스케이프
|
sector.cruxscape.name = 크럭스케이프
|
||||||
sector.geothermalStronghold.name = 지열 요새
|
sector.geothermalStronghold.name = 지열 요새
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = 적은 자연적으로 요새화된 외딴
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = 상성
|
|||||||
stat.powercapacity = 전력 용량
|
stat.powercapacity = 전력 용량
|
||||||
stat.powershot = 전력/발
|
stat.powershot = 전력/발
|
||||||
stat.damage = 피해량
|
stat.damage = 피해량
|
||||||
|
stat.frequency = 빈도
|
||||||
stat.targetsair = 공중 조준
|
stat.targetsair = 공중 조준
|
||||||
stat.targetsground = 지상 조준
|
stat.targetsground = 지상 조준
|
||||||
|
stat.crushdamage = 파쇄 피해
|
||||||
stat.itemsmoved = 이동 속도
|
stat.itemsmoved = 이동 속도
|
||||||
stat.launchtime = 출격 간격
|
stat.launchtime = 출격 간격
|
||||||
stat.shootrange = 사거리
|
stat.shootrange = 사거리
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] 체력/초
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] 체력/파동
|
ability.stat.pulseregen = [stat]{0}[lightgray] 체력/파동
|
||||||
ability.stat.shield = [stat]{0}[lightgray] 실드
|
ability.stat.shield = [stat]{0}[lightgray] 실드
|
||||||
ability.stat.repairspeed = [stat]{0}/초[lightgray] 수리 속도
|
ability.stat.repairspeed = [stat]{0}/초[lightgray] 수리 속도
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] 반사 확률
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 체력/액체 단위
|
ability.stat.slurpheal = [stat]{0}[lightgray] 체력/액체 단위
|
||||||
ability.stat.cooldown = [stat]{0} 초[lightgray] 쿨타임
|
ability.stat.cooldown = [stat]{0} 초[lightgray] 쿨타임
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 최대 목표
|
ability.stat.maxtargets = [stat]{0}[lightgray] 최대 목표
|
||||||
@@ -1414,14 +1421,14 @@ mode.attack.name = 공격
|
|||||||
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
|
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
|
||||||
mode.custom = 사용자 정의 규칙
|
mode.custom = 사용자 정의 규칙
|
||||||
|
|
||||||
rules.invaliddata = 잘못된 클립보드 데이터 입니다.
|
rules.invaliddata = 잘못된 클립보드 데이터입니다.
|
||||||
rules.hidebannedblocks = 금지된 블록 숨기기
|
rules.hidebannedblocks = 금지된 블록 숨기기
|
||||||
rules.infiniteresources = 무한 자원
|
rules.infiniteresources = 무한 자원
|
||||||
rules.fillitems = 코어를 자원으로 채움
|
rules.fillitems = 코어를 자원으로 채움
|
||||||
rules.onlydepositcore = 오직 코어에만 투입 가능
|
rules.onlydepositcore = 오직 코어에만 투입 가능
|
||||||
rules.derelictrepair = 잔해 블록 수리 허용
|
rules.derelictrepair = 잔해 블록 수리 허용
|
||||||
rules.reactorexplosions = 원자로 폭발 허용
|
rules.reactorexplosions = 원자로 폭발 허용
|
||||||
rules.coreincinerates = 코어 방화 비허용
|
rules.coreincinerates = 코어에 특정 자원량 초과 시 자동 소각 허용
|
||||||
rules.disableworldprocessors = 월드 프로세서 비활성화
|
rules.disableworldprocessors = 월드 프로세서 비활성화
|
||||||
rules.schematic = 설계도 허용
|
rules.schematic = 설계도 허용
|
||||||
rules.wavetimer = 시간 제한이 있는 단계
|
rules.wavetimer = 시간 제한이 있는 단계
|
||||||
@@ -1698,10 +1705,10 @@ block.metal-tiles-9.name = 금속 타일 9
|
|||||||
block.metal-tiles-10.name = 금속 타일 10
|
block.metal-tiles-10.name = 금속 타일 10
|
||||||
block.metal-tiles-11.name = 금속 타일 11
|
block.metal-tiles-11.name = 금속 타일 11
|
||||||
block.metal-tiles-12.name = 금속 타일 12
|
block.metal-tiles-12.name = 금속 타일 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = 금속 타일 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = 금속 벽 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = 금속 벽 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = 금속 벽 3
|
||||||
block.colored-floor.name = 색상 바닥
|
block.colored-floor.name = 색상 바닥
|
||||||
block.colored-wall.name = 색상 벽
|
block.colored-wall.name = 색상 벽
|
||||||
block.character-overlay.name = 문자 타일
|
block.character-overlay.name = 문자 타일
|
||||||
@@ -2635,7 +2642,7 @@ lenum.always = 항상 참
|
|||||||
lenum.idiv = 정수 나누기
|
lenum.idiv = 정수 나누기
|
||||||
lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다.
|
lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다.
|
||||||
lenum.mod = 나머지
|
lenum.mod = 나머지
|
||||||
lenum.emod = 모듈로가 참이면 결과 부호는 나누는 수에서 나옵니다.
|
lenum.emod = 참 모듈로, 결과 부호는 나누는 수에서 나옵니다.
|
||||||
lenum.equal = 동치 비교. 형변환 가능\nNull이 아닌 객체가 숫자와 비교하려면 1이 되고, 아니면 0이 됩니다.
|
lenum.equal = 동치 비교. 형변환 가능\nNull이 아닌 객체가 숫자와 비교하려면 1이 되고, 아니면 0이 됩니다.
|
||||||
lenum.notequal = 동치 부정. 형변환 가능
|
lenum.notequal = 동치 부정. 형변환 가능
|
||||||
lenum.strictequal = 엄격한 동치 비교. 형변환 불가능\n[accent]null[]을 확인할 때 쓸 수 있습니다.
|
lenum.strictequal = 엄격한 동치 비교. 형변환 불가능\n[accent]null[]을 확인할 때 쓸 수 있습니다.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Ar tikrai norite publikuoti tai?\n\n[lightgray]Pirma įsitikin
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Energijos Talpumas
|
stat.powercapacity = Energijos Talpumas
|
||||||
stat.powershot = Energija per šūvį
|
stat.powershot = Energija per šūvį
|
||||||
stat.damage = Žala
|
stat.damage = Žala
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Šaudo į oro taikinius
|
stat.targetsair = Šaudo į oro taikinius
|
||||||
stat.targetsground = Šaudo į žemės taikinius
|
stat.targetsground = Šaudo į žemės taikinius
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Judėjimo Greitis
|
stat.itemsmoved = Judėjimo Greitis
|
||||||
stat.launchtime = Laikas Tarp Paleidimų
|
stat.launchtime = Laikas Tarp Paleidimų
|
||||||
stat.shootrange = Atstumas
|
stat.shootrange = Atstumas
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Weet je zeker dat je dit wilt publiceren?\n\n[lightgray]Zorg e
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeet:
|
editor.planet = Planeet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Zaad:
|
editor.seed = Zaad:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = De vijand heeft een basis gevestigd op een af
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Tegenstellingen
|
|||||||
stat.powercapacity = Stroomcapaciteit
|
stat.powercapacity = Stroomcapaciteit
|
||||||
stat.powershot = Stroom/Schot
|
stat.powershot = Stroom/Schot
|
||||||
stat.damage = Schade
|
stat.damage = Schade
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Luchtdoelwitten
|
stat.targetsair = Luchtdoelwitten
|
||||||
stat.targetsground = Gronddoelwitten
|
stat.targetsground = Gronddoelwitten
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Beweegingssnelheid
|
stat.itemsmoved = Beweegingssnelheid
|
||||||
stat.launchtime = Tijd tussen lanceringen
|
stat.launchtime = Tijd tussen lanceringen
|
||||||
stat.shootrange = Bereik
|
stat.shootrange = Bereik
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Czy jesteś pewien, że chcesz to opublikować?\n\n[lightgray]
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Ziarno:
|
editor.seed = Ziarno:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Wróg założył bazę na odległej, naturaln
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Przeciwieństwa
|
|||||||
stat.powercapacity = Pojemność mocy
|
stat.powercapacity = Pojemność mocy
|
||||||
stat.powershot = moc/strzał
|
stat.powershot = moc/strzał
|
||||||
stat.damage = Obrażenia
|
stat.damage = Obrażenia
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Namierza wrogów powietrznych
|
stat.targetsair = Namierza wrogów powietrznych
|
||||||
stat.targetsground = Namierza wrogów lądowych
|
stat.targetsground = Namierza wrogów lądowych
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Prędkość poruszania się
|
stat.itemsmoved = Prędkość poruszania się
|
||||||
stat.launchtime = Czas pomiędzy wystrzeleniami
|
stat.launchtime = Czas pomiędzy wystrzeleniami
|
||||||
stat.shootrange = Zasięg
|
stat.shootrange = Zasięg
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] zdrowie/sek
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] zdrowie/puls
|
ability.stat.pulseregen = [stat]{0}[lightgray] zdrowie/puls
|
||||||
ability.stat.shield = [stat]{0}[lightgray] osłony
|
ability.stat.shield = [stat]{0}[lightgray] osłony
|
||||||
ability.stat.repairspeed = [stat]{0}/sek[lightgray] szybkość naprawy
|
ability.stat.repairspeed = [stat]{0}/sek[lightgray] szybkość naprawy
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] zdrowie/jednostka cieczy
|
ability.stat.slurpheal = [stat]{0}[lightgray] zdrowie/jednostka cieczy
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Você tem certeza de que quer publicar isso?\n\n[lightgray]Pri
|
|||||||
publish.error = Erro ao publicar o item: {0}
|
publish.error = Erro ao publicar o item: {0}
|
||||||
steam.error = Falha em iniciar os serviços da Steam.\nErro: {0}
|
steam.error = Falha em iniciar os serviços da Steam.\nErro: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Setor:
|
editor.sector = Setor:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opostos
|
|||||||
stat.powercapacity = Capacidade de Energia
|
stat.powercapacity = Capacidade de Energia
|
||||||
stat.powershot = Energia/tiro
|
stat.powershot = Energia/tiro
|
||||||
stat.damage = Dano
|
stat.damage = Dano
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Mira no ar
|
stat.targetsair = Mira no ar
|
||||||
stat.targetsground = Mira no chão
|
stat.targetsground = Mira no chão
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Disparos
|
stat.launchtime = Tempo entre Disparos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Tens a certeza que queres publicar isto?\n\n[lightgray]Certifi
|
|||||||
publish.error = Erro ao publicao os items: {0}
|
publish.error = Erro ao publicao os items: {0}
|
||||||
steam.error = Falha ao iniciar os serviços da Steam.\nError: {0}
|
steam.error = Falha ao iniciar os serviços da Steam.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Setor:
|
editor.sector = Setor:
|
||||||
editor.seed = Semente:
|
editor.seed = Semente:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = O inimigo estabeleceu uma base numa ilha remo
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opostos
|
|||||||
stat.powercapacity = Capacidade de Energia
|
stat.powercapacity = Capacidade de Energia
|
||||||
stat.powershot = Energia/tiro
|
stat.powershot = Energia/tiro
|
||||||
stat.damage = Dano
|
stat.damage = Dano
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Mirar no Ar
|
stat.targetsair = Mirar no Ar
|
||||||
stat.targetsground = Mirar no Chão
|
stat.targetsground = Mirar no Chão
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Tiros
|
stat.launchtime = Tempo entre Tiros
|
||||||
stat.shootrange = Alcance de Tiro
|
stat.shootrange = Alcance de Tiro
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] vida/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
|
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
|
||||||
ability.stat.shield = [stat]{0}[lightgray] escudo
|
ability.stat.shield = [stat]{0}[lightgray] escudo
|
||||||
ability.stat.repairspeed = [stat]{0}/seg.[lightgray] velocidade de reparação
|
ability.stat.repairspeed = [stat]{0}/seg.[lightgray] velocidade de reparação
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] unidade de vida/líquido
|
ability.stat.slurpheal = [stat]{0}[lightgray] unidade de vida/líquido
|
||||||
ability.stat.cooldown = [stat]{0} seg.[lightgray] espera
|
ability.stat.cooldown = [stat]{0} seg.[lightgray] espera
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] alvos máximos
|
ability.stat.maxtargets = [stat]{0}[lightgray] alvos máximos
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Sigur vrei să publici asta?\n\n[lightgray]Asigură-te că ai
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
editor.cliffs = Pereți >> Dealuri
|
|
||||||
editor.brush = Pensulă
|
editor.brush = Pensulă
|
||||||
editor.openin = Deschide în Editor
|
editor.openin = Deschide în Editor
|
||||||
editor.oregen = Generarea Minereurilor
|
editor.oregen = Generarea Minereurilor
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opuși
|
|||||||
stat.powercapacity = Capacitate electrică
|
stat.powercapacity = Capacitate electrică
|
||||||
stat.powershot = Electricitate/Glonț
|
stat.powershot = Electricitate/Glonț
|
||||||
stat.damage = Forță
|
stat.damage = Forță
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Lovește Aeronave
|
stat.targetsair = Lovește Aeronave
|
||||||
stat.targetsground = Lovește Artilerie
|
stat.targetsground = Lovește Artilerie
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
||||||
stat.launchtime = Timp între Lansări
|
stat.launchtime = Timp între Lansări
|
||||||
stat.shootrange = Rază
|
stat.shootrange = Rază
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -132,7 +132,7 @@ feature.unsupported = Ваше устройство не поддерживае
|
|||||||
|
|
||||||
mods.initfailed = [red]⚠[] Не удалось инициализировать предыдущий запуск Mindustry. Это могло быть вызвано неисправными модификациями.\n\nЧтобы предотвратить зацикленные вылеты игры, [red]все модификации были отключены.[]
|
mods.initfailed = [red]⚠[] Не удалось инициализировать предыдущий запуск Mindustry. Это могло быть вызвано неисправными модификациями.\n\nЧтобы предотвратить зацикленные вылеты игры, [red]все модификации были отключены.[]
|
||||||
mods = Модификации
|
mods = Модификации
|
||||||
mods.name = Mod:
|
mods.name = Название:
|
||||||
mods.none = [lightgray]Модификации не найдены!
|
mods.none = [lightgray]Модификации не найдены!
|
||||||
mods.guide = Руководство по модификациям
|
mods.guide = Руководство по модификациям
|
||||||
mods.report = Доложить об ошибке
|
mods.report = Доложить об ошибке
|
||||||
@@ -319,7 +319,7 @@ reconnecting = [accent]Переподключение...
|
|||||||
connecting.data = [accent]Загрузка данных мира...
|
connecting.data = [accent]Загрузка данных мира...
|
||||||
server.port = Порт:
|
server.port = Порт:
|
||||||
server.invalidport = Неверный номер порта!
|
server.invalidport = Неверный номер порта!
|
||||||
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]Не удалось открыть сервер на порте 6567.[]\n\nУбедитесь, что у вас не запущены другие сервера Mindustry!
|
||||||
server.error = [scarlet]Ошибка создания сервера.
|
server.error = [scarlet]Ошибка создания сервера.
|
||||||
save.new = Новое сохранение
|
save.new = Новое сохранение
|
||||||
save.overwrite = Вы уверены, что хотите перезаписать\nэтот слот для сохранения?
|
save.overwrite = Вы уверены, что хотите перезаписать\nэтот слот для сохранения?
|
||||||
@@ -351,9 +351,9 @@ save.wave = Волна {0}
|
|||||||
save.mode = Режим игры: {0}
|
save.mode = Режим игры: {0}
|
||||||
save.date = Последнее сохранение: {0}
|
save.date = Последнее сохранение: {0}
|
||||||
save.playtime = Время в игре: {0}
|
save.playtime = Время в игре: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = Не показывать снова
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = Предупреждение об устаревании 32-битных систем
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = Вы используете [red]32-битную[] версию Mindustry.\nТак как новые версии Java прекратили поддержку 32-битных систем Windows, [red]поддержка 32-битных систем скоро прекратится и в игре[].\n\nПросьба обновить устройство до 64-битной системы и убедиться, что у вас загружена 64-битная версия Mindustry.\n\nЕсли вы используете Mindustry через файл JAR, убедитесь, что вы используете 64-битную Java.
|
||||||
warning = Предупреждение.
|
warning = Предупреждение.
|
||||||
confirm = Подтверждение
|
confirm = Подтверждение
|
||||||
delete = Удалить
|
delete = Удалить
|
||||||
@@ -364,7 +364,7 @@ open = Открыть
|
|||||||
customize = Настроить правила
|
customize = Настроить правила
|
||||||
cancel = Отмена
|
cancel = Отмена
|
||||||
command = Командовать
|
command = Командовать
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][Очередь]
|
||||||
command.mine = Добывать
|
command.mine = Добывать
|
||||||
command.repair = Ремонтировать
|
command.repair = Ремонтировать
|
||||||
command.rebuild = Восстанавливать
|
command.rebuild = Восстанавливать
|
||||||
@@ -382,8 +382,8 @@ 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.mineauto = Автоматическая добыча
|
||||||
stance.mine = Mine Item: {0}
|
stance.mine = Добывать: {0}
|
||||||
openlink = Открыть ссылку
|
openlink = Открыть ссылку
|
||||||
copylink = Скопировать ссылку
|
copylink = Скопировать ссылку
|
||||||
back = Назад
|
back = Назад
|
||||||
@@ -448,10 +448,12 @@ publish.confirm = Вы уверены, что хотите опубликова
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
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.brush = Кисть
|
editor.brush = Кисть
|
||||||
editor.openin = Открыть в редакторе
|
editor.openin = Открыть в редакторе
|
||||||
editor.oregen = Генерация руд
|
editor.oregen = Генерация руд
|
||||||
@@ -486,7 +488,7 @@ editor.shiftx = Сдвиг по X
|
|||||||
editor.shifty = Сдвиг по Y
|
editor.shifty = Сдвиг по Y
|
||||||
workshop = Мастерская
|
workshop = Мастерская
|
||||||
waves.title = Волны
|
waves.title = Волны
|
||||||
waves.team = Team
|
waves.team = Команда
|
||||||
waves.remove = Удалить
|
waves.remove = Удалить
|
||||||
waves.every = каждый
|
waves.every = каждый
|
||||||
waves.waves = волна(ы)
|
waves.waves = волна(ы)
|
||||||
@@ -596,8 +598,8 @@ toolmode.fillteams = Изменить команду блоков
|
|||||||
toolmode.fillteams.description = Изменяет принадлежность\nблоков к команде.
|
toolmode.fillteams.description = Изменяет принадлежность\nблоков к команде.
|
||||||
toolmode.fillerase = Стереть заливкой
|
toolmode.fillerase = Стереть заливкой
|
||||||
toolmode.fillerase.description = Стирает все блоки\nодного типа.
|
toolmode.fillerase.description = Стирает все блоки\nодного типа.
|
||||||
toolmode.fillcliffs = Заполнить утёсы
|
toolmode.fillcliffs = Заполнить скалами
|
||||||
toolmode.fillcliffs.description = Turns walls into cliffs.
|
toolmode.fillcliffs.description = Заменяет выбранные стены скалами.
|
||||||
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
|
#unused
|
||||||
@@ -741,9 +743,9 @@ objective.enemyescelating = [accent]Вражеское производство
|
|||||||
objective.enemyairunits = [accent]Производство вражеских воздушных единиц начнется через [lightgray]{0}[]
|
objective.enemyairunits = [accent]Производство вражеских воздушных единиц начнется через [lightgray]{0}[]
|
||||||
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 ракетный удар: [lightgray]{0}
|
||||||
|
|
||||||
announce.nuclearstrike = [red]⚠ ПРИБЛИЖАЕТСЯ ЯДЕРНЫЙ УДАР ⚠\n[lightgray]создайте резервные ядра немедленно
|
announce.nuclearstrike = [red]⚠ ПРИБЛИЖАЕТСЯ РАКЕТНЫЙ УДАР ⚠\n[lightgray]создайте резервные ядра немедленно
|
||||||
|
|
||||||
loadout = Груз
|
loadout = Груз
|
||||||
resources = Ресурсы
|
resources = Ресурсы
|
||||||
@@ -759,8 +761,8 @@ addall = Добавить всё
|
|||||||
launch.from = Запуск из: [accent]{0}
|
launch.from = Запуск из: [accent]{0}
|
||||||
launch.capacity = Вместимость запускаемого предмета: [accent]{0}
|
launch.capacity = Вместимость запускаемого предмета: [accent]{0}
|
||||||
launch.destination = Место назначения: {0}
|
launch.destination = Место назначения: {0}
|
||||||
landing.sources = Source Sectors: [accent]{0}[]
|
landing.sources = Сектора-источники: [accent]{0}[]
|
||||||
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
landing.import = Макс. общий импорт: {0}[accent]{1}[lightgray]/мин
|
||||||
configure.invalid = Количество должно быть числом между 0 и {0}.
|
configure.invalid = Количество должно быть числом между 0 и {0}.
|
||||||
add = Добавить...
|
add = Добавить...
|
||||||
guardian = Страж
|
guardian = Страж
|
||||||
@@ -799,7 +801,7 @@ sectors.wave = Волна:
|
|||||||
sectors.stored = Накоплено:
|
sectors.stored = Накоплено:
|
||||||
sectors.resume = Продолжить
|
sectors.resume = Продолжить
|
||||||
sectors.launch = Высадка
|
sectors.launch = Высадка
|
||||||
sectors.viewsubmission = \ue80d Просмотреть отправленные результаты
|
sectors.viewsubmission = \ue80d Предложенные игроками карты
|
||||||
sectors.select = Выбор
|
sectors.select = Выбор
|
||||||
sectors.launchselect = Выбор места высадки
|
sectors.launchselect = Выбор места высадки
|
||||||
sectors.nonelaunch = [lightgray]нет (солнце)
|
sectors.nonelaunch = [lightgray]нет (солнце)
|
||||||
@@ -824,7 +826,7 @@ sector.changeicon = Изменить иконку
|
|||||||
sector.noswitch.title = Перемещение между секторами
|
sector.noswitch.title = Перемещение между секторами
|
||||||
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||||
sector.view = Просмотр сектора
|
sector.view = Просмотр сектора
|
||||||
sector.foundationrequired = [lightgray] Требуется Ядро: Штаб
|
sector.foundationrequired = [lightgray] Требуется Ядро: «Штаб»
|
||||||
|
|
||||||
threat.low = Низкая
|
threat.low = Низкая
|
||||||
threat.medium = Средняя
|
threat.medium = Средняя
|
||||||
@@ -832,16 +834,16 @@ threat.high = Высокая
|
|||||||
threat.extreme = Экстремальная
|
threat.extreme = Экстремальная
|
||||||
threat.eradication = Истребляющая
|
threat.eradication = Истребляющая
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Казуальная
|
||||||
difficulty.easy = Лёгкая
|
difficulty.easy = Лёгкая
|
||||||
difficulty.normal = Нормальная
|
difficulty.normal = Нормальная
|
||||||
difficulty.hard = Сложная
|
difficulty.hard = Тяжёлая
|
||||||
difficulty.eradication = Истребляющая
|
difficulty.eradication = Истребляющая
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Здоровье врагов: {0}
|
difficulty.enemyHealthMultiplier = Здоровье врагов: {0}
|
||||||
difficulty.enemySpawnMultiplier = Количество врагов: {0}
|
difficulty.enemySpawnMultiplier = Количество врагов: {0}
|
||||||
difficulty.waveTimeMultiplier = Время между волнами: {0}
|
difficulty.waveTimeMultiplier = Время между волнами: {0}
|
||||||
difficulty.nomodifiers = [lightgray](Без модификаторов)
|
difficulty.nomodifiers = [lightgray](Без изменений)
|
||||||
|
|
||||||
planets = Планеты
|
planets = Планеты
|
||||||
|
|
||||||
@@ -864,7 +866,7 @@ sector.fungalPass.name = Грибной перевал
|
|||||||
sector.biomassFacility.name = Центр исследования биомассы
|
sector.biomassFacility.name = Центр исследования биомассы
|
||||||
sector.windsweptIslands.name = Штормовой архипелаг
|
sector.windsweptIslands.name = Штормовой архипелаг
|
||||||
sector.extractionOutpost.name = Добывающая база
|
sector.extractionOutpost.name = Добывающая база
|
||||||
sector.facility32m.name = Объект 32 M
|
sector.facility32m.name = Объект 32M
|
||||||
sector.taintedWoods.name = Осквернённые леса
|
sector.taintedWoods.name = Осквернённые леса
|
||||||
sector.infestedCanyons.name = Заражённые каньоны
|
sector.infestedCanyons.name = Заражённые каньоны
|
||||||
sector.planetaryTerminal.name = Планетарный пусковой терминал
|
sector.planetaryTerminal.name = Планетарный пусковой терминал
|
||||||
@@ -877,7 +879,8 @@ sector.seaPort.name = Морской порт
|
|||||||
sector.weatheredChannels.name = Размытые протоки
|
sector.weatheredChannels.name = Размытые протоки
|
||||||
sector.mycelialBastion.name = Мицелиальный бастион
|
sector.mycelialBastion.name = Мицелиальный бастион
|
||||||
sector.frontier.name = Граница
|
sector.frontier.name = Граница
|
||||||
sector.cruxscape.name = Краксскейп
|
sector.sunkenPier.name = Sunken Pier
|
||||||
|
sector.cruxscape.name = Оплот Агрессоров
|
||||||
sector.geothermalStronghold.name = Геотермальная крепость
|
sector.geothermalStronghold.name = Геотермальная крепость
|
||||||
|
|
||||||
sector.groundZero.description = Оптимальная локация чтобы начать сначала. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
|
sector.groundZero.description = Оптимальная локация чтобы начать сначала. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Враг возвел базу на удал
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -962,7 +966,7 @@ status.overdrive.name = Ускорение
|
|||||||
status.overclock.name = Разгон
|
status.overclock.name = Разгон
|
||||||
status.shocked.name = Заряжен
|
status.shocked.name = Заряжен
|
||||||
status.blasted.name = Взорван
|
status.blasted.name = Взорван
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = Коррозия
|
||||||
status.unmoving.name = Обездвижен
|
status.unmoving.name = Обездвижен
|
||||||
status.boss.name = Страж
|
status.boss.name = Страж
|
||||||
|
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Противоположности
|
|||||||
stat.powercapacity = Вместимость энергии
|
stat.powercapacity = Вместимость энергии
|
||||||
stat.powershot = Энергия/выстрел
|
stat.powershot = Энергия/выстрел
|
||||||
stat.damage = Урон
|
stat.damage = Урон
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Воздушные цели
|
stat.targetsair = Воздушные цели
|
||||||
stat.targetsground = Наземные цели
|
stat.targetsground = Наземные цели
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Скорость перемещения
|
stat.itemsmoved = Скорость перемещения
|
||||||
stat.launchtime = Интервал запусков
|
stat.launchtime = Интервал запусков
|
||||||
stat.shootrange = Радиус действия
|
stat.shootrange = Радиус действия
|
||||||
@@ -1077,7 +1083,7 @@ stat.speedmultiplier = Множитель скорости
|
|||||||
stat.reloadmultiplier = Множитель перезарядки
|
stat.reloadmultiplier = Множитель перезарядки
|
||||||
stat.buildspeedmultiplier = Множитель скорости строительства
|
stat.buildspeedmultiplier = Множитель скорости строительства
|
||||||
stat.reactive = Реактивен
|
stat.reactive = Реактивен
|
||||||
stat.immunities = Невосприимчив
|
stat.immunities = Невосприимчив к
|
||||||
stat.healing = Ремонт
|
stat.healing = Ремонт
|
||||||
stat.efficiency = [stat]{0}% Эффективность
|
stat.efficiency = [stat]{0}% Эффективность
|
||||||
|
|
||||||
@@ -1113,22 +1119,23 @@ ability.liquidexplode.description = Разливает жидкость при
|
|||||||
|
|
||||||
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] здоровья/раз
|
||||||
ability.stat.shield = [stat]{0}[lightgray] щит
|
ability.stat.shield = [stat]{0}[lightgray] щит
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] скорость регенерации
|
ability.stat.repairspeed = [stat]{0}/сек[lightgray] скорость регенерации
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] здоровья/единица жидкости
|
ability.stat.slurpheal = [stat]{0}[lightgray] здоровья/единица жидкости
|
||||||
ability.stat.cooldown = [stat]{0} сек[lightgray] перезарядка
|
ability.stat.cooldown = [stat]{0} сек[lightgray] перезарядка
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] максимум целей
|
ability.stat.maxtargets = [stat]{0}[lightgray] максимум целей
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] тот же тип ремонта
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] ремонт по тем же единицам
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
|
ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
|
||||||
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
|
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
|
||||||
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
|
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
|
||||||
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
|
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
|
||||||
|
|
||||||
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
bar.displaytoolarge = Превышен макс. размер\n(Макс.: {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 = Недостаточно энергии в аккумуляторах
|
||||||
bar.noresources = Недостаточно ресурсов
|
bar.noresources = Недостаточно ресурсов
|
||||||
bar.corereq = Требуется основа ядра
|
bar.corereq = Требуется основа ядра
|
||||||
bar.corefloor = Требуется зона ядра
|
bar.corefloor = Требуется зона ядра
|
||||||
@@ -1137,7 +1144,7 @@ bar.drillspeed = Скорость бурения: {0}/с
|
|||||||
bar.pumpspeed = Скорость выкачивания: {0}/с
|
bar.pumpspeed = Скорость выкачивания: {0}/с
|
||||||
bar.efficiency = Эффективность: {0}%
|
bar.efficiency = Эффективность: {0}%
|
||||||
bar.boost = Ускорение: +{0}%
|
bar.boost = Ускорение: +{0}%
|
||||||
bar.powerbuffer = Battery Power: {0}/{1}
|
bar.powerbuffer = Энергия в аккумуляторах: {0}/{1}
|
||||||
bar.powerbalance = Энергия: {0}/с
|
bar.powerbalance = Энергия: {0}/с
|
||||||
bar.powerstored = Накоплено: {0}/{1}
|
bar.powerstored = Накоплено: {0}/{1}
|
||||||
bar.poweramount = Энергия: {0}
|
bar.poweramount = Энергия: {0}
|
||||||
@@ -1148,7 +1155,7 @@ bar.capacity = Вместимость: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Жидкости
|
bar.liquid = Жидкости
|
||||||
bar.heat = Нагрев
|
bar.heat = Нагрев
|
||||||
bar.cooldown = Cooldown
|
bar.cooldown = Перезарядка
|
||||||
bar.instability = Нестабильность
|
bar.instability = Нестабильность
|
||||||
bar.heatamount = Нагрев: {0}
|
bar.heatamount = Нагрев: {0}
|
||||||
bar.heatpercent = Нагрев: {0} ({1}%)
|
bar.heatpercent = Нагрев: {0} ({1}%)
|
||||||
@@ -1167,13 +1174,13 @@ bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat]
|
|||||||
bullet.incendiary = [stat]зажигательный
|
bullet.incendiary = [stat]зажигательный
|
||||||
bullet.homing = [stat]самонаводящийся
|
bullet.homing = [stat]самонаводящийся
|
||||||
bullet.armorpierce = [stat]бронебойный
|
bullet.armorpierce = [stat]бронебойный
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
|
||||||
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
||||||
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
||||||
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
||||||
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам
|
||||||
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробития
|
bullet.pierce = [stat]{0}[lightgray]x пробития
|
||||||
bullet.infinitepierce = [stat]бесконечное пробитие
|
bullet.infinitepierce = [stat]бесконечное пробитие
|
||||||
@@ -1182,8 +1189,8 @@ bullet.healamount = [stat]{0}[lightgray] прямой ремонт
|
|||||||
bullet.multiplier = [stat]{0}[lightgray]x множитель боеприпасов
|
bullet.multiplier = [stat]{0}[lightgray]x множитель боеприпасов
|
||||||
bullet.reload = [stat]{0}%[lightgray] скорость стрельбы
|
bullet.reload = [stat]{0}%[lightgray] скорость стрельбы
|
||||||
bullet.range = [stat]{0}[lightgray] диапазон
|
bullet.range = [stat]{0}[lightgray] диапазон
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] игнорирует снаряды
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] игнорирует постройки
|
||||||
|
|
||||||
unit.blocks = блоков
|
unit.blocks = блоков
|
||||||
unit.blockssquared = блоков²
|
unit.blockssquared = блоков²
|
||||||
@@ -1206,7 +1213,7 @@ unit.shieldhealth = прочность щита
|
|||||||
unit.items = предметов
|
unit.items = предметов
|
||||||
unit.thousands = к
|
unit.thousands = к
|
||||||
unit.millions = М
|
unit.millions = М
|
||||||
unit.billions = кM
|
unit.billions = В
|
||||||
unit.shots = выстрелы
|
unit.shots = выстрелы
|
||||||
unit.pershot = /выстрел
|
unit.pershot = /выстрел
|
||||||
category.purpose = Назначение
|
category.purpose = Назначение
|
||||||
@@ -1263,8 +1270,8 @@ setting.borderlesswindow.description = Для вступления измене
|
|||||||
setting.fps.name = Показывать FPS и пинг
|
setting.fps.name = Показывать FPS и пинг
|
||||||
setting.console.name = Включить консоль
|
setting.console.name = Включить консоль
|
||||||
setting.smoothcamera.name = Плавная камера
|
setting.smoothcamera.name = Плавная камера
|
||||||
setting.detach-camera.name = Free Camera
|
setting.detach-camera.name = Свободная камера
|
||||||
setting.detach-camera.description = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey.
|
setting.detach-camera.description = При включении, вместо единицы можно будет двигать камеру.\nМожно быстро переключать через горячую клавишу.
|
||||||
setting.vsync.name = Вертикальная синхронизация
|
setting.vsync.name = Вертикальная синхронизация
|
||||||
setting.pixelate.name = Пикселизация
|
setting.pixelate.name = Пикселизация
|
||||||
setting.minimap.name = Отображать мини-карту
|
setting.minimap.name = Отображать мини-карту
|
||||||
@@ -1279,13 +1286,13 @@ setting.mutemusic.name = Заглушить музыку
|
|||||||
setting.sfxvol.name = Громкость эффектов
|
setting.sfxvol.name = Громкость эффектов
|
||||||
setting.mutesound.name = Заглушить звук
|
setting.mutesound.name = Заглушить звук
|
||||||
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
||||||
setting.communityservers.name = Fetch Community Server List
|
setting.communityservers.name = Собрать список серверов сообщества
|
||||||
setting.savecreate.name = Автоматическое создание сохранений
|
setting.savecreate.name = Автоматическое создание сохранений
|
||||||
setting.steampublichost.name = Видимость публичной игры
|
setting.steampublichost.name = Видимость публичной игры
|
||||||
setting.playerlimit.name = Ограничение игроков
|
setting.playerlimit.name = Ограничение игроков
|
||||||
setting.chatopacity.name = Непрозрачность чата
|
setting.chatopacity.name = Непрозрачность чата
|
||||||
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
||||||
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
setting.unitlaseropacity.name = Непрозрачность добывающих лучей
|
||||||
setting.bridgeopacity.name = Непрозрачность мостов
|
setting.bridgeopacity.name = Непрозрачность мостов
|
||||||
setting.playerchat.name = Отображать облака чата над игроками
|
setting.playerchat.name = Отображать облака чата над игроками
|
||||||
setting.showweather.name = Отображать погоду
|
setting.showweather.name = Отображать погоду
|
||||||
@@ -1294,9 +1301,9 @@ setting.macnotch.name = Адаптировать интерфейс к выре
|
|||||||
setting.macnotch.description = Для вступления изменений в силу требуется перезагрузка игры
|
setting.macnotch.description = Для вступления изменений в силу требуется перезагрузка игры
|
||||||
steam.friendsonly = Только друзья
|
steam.friendsonly = Только друзья
|
||||||
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
|
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
|
setting.maxmagnificationmultiplierpercent.name = Минимальная дистанция камеры
|
||||||
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
|
setting.minmagnificationmultiplierpercent.name = Максимальная дистанция камеры
|
||||||
setting.minmagnificationmultiplierpercent.description = High values may cause performance issues.
|
setting.minmagnificationmultiplierpercent.description = Высокие значения могут повлиять на производительность.
|
||||||
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
||||||
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд...
|
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд...
|
||||||
uiscale.cancel = Отменить & Выйти
|
uiscale.cancel = Отменить & Выйти
|
||||||
@@ -1373,8 +1380,8 @@ 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_all_unit_transport.name = Выбрать все транспортные единицы
|
||||||
keybind.select_across_screen.name = Select Across Screen (Hold)
|
keybind.select_across_screen.name = Выбирать единицы только на экране (удерживать)
|
||||||
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
|
||||||
@@ -1382,7 +1389,7 @@ keybind.shoot.name = Выстрел
|
|||||||
keybind.zoom.name = Масштабирование
|
keybind.zoom.name = Масштабирование
|
||||||
keybind.menu.name = Меню
|
keybind.menu.name = Меню
|
||||||
keybind.pause.name = Пауза
|
keybind.pause.name = Пауза
|
||||||
keybind.skip_wave.name = Skip Wave
|
keybind.skip_wave.name = Пропустить волну
|
||||||
keybind.pause_building.name = Приостановить/возобновить строительство
|
keybind.pause_building.name = Приостановить/возобновить строительство
|
||||||
keybind.minimap.name = Мини-карта
|
keybind.minimap.name = Мини-карта
|
||||||
keybind.planet_map.name = Карта планеты
|
keybind.planet_map.name = Карта планеты
|
||||||
@@ -1400,8 +1407,8 @@ keybind.chat_scroll.name = Прокрутка чата
|
|||||||
keybind.chat_mode.name = Изменить режим чата
|
keybind.chat_mode.name = Изменить режим чата
|
||||||
keybind.drop_unit.name = Сбросить боев. ед.
|
keybind.drop_unit.name = Сбросить боев. ед.
|
||||||
keybind.zoom_minimap.name = Масштабировать мини-карту
|
keybind.zoom_minimap.name = Масштабировать мини-карту
|
||||||
keybind.detach_camera.name = Toggle Free Camera
|
keybind.detach_camera.name = Переключение свободной камеры
|
||||||
keybind.debug_hitboxes.name = Toggle Debug Hitboxes
|
keybind.debug_hitboxes.name = Переключение отладочных хитбоксов
|
||||||
mode.help.title = Описание режимов
|
mode.help.title = Описание режимов
|
||||||
mode.survival.name = Выживание
|
mode.survival.name = Выживание
|
||||||
mode.survival.description = Обычный режим. Необходимо добывать ресурсы, а волны наступают автоматически.\n[gray]Требуются точки появления врагов на карте для игры.
|
mode.survival.description = Обычный режим. Необходимо добывать ресурсы, а волны наступают автоматически.\n[gray]Требуются точки появления врагов на карте для игры.
|
||||||
@@ -1414,10 +1421,10 @@ 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 = Неверные данные буфера обмена.
|
||||||
rules.hidebannedblocks = Скрыть запрещенные блоки
|
rules.hidebannedblocks = Скрыть запрещенные блоки
|
||||||
rules.infiniteresources = Бесконечные ресурсы
|
rules.infiniteresources = Бесконечные ресурсы
|
||||||
rules.fillitems = Fill Core With Items
|
rules.fillitems = Заполнить ядро предметами
|
||||||
rules.onlydepositcore = Разрешен перенос только в ядро
|
rules.onlydepositcore = Разрешен перенос только в ядро
|
||||||
rules.derelictrepair = Разрешить починку покинутых построек
|
rules.derelictrepair = Разрешить починку покинутых построек
|
||||||
rules.reactorexplosions = Взрывы реакторов
|
rules.reactorexplosions = Взрывы реакторов
|
||||||
@@ -1426,20 +1433,20 @@ rules.disableworldprocessors = Отключить мировые процесс
|
|||||||
rules.schematic = Разрешить схемы
|
rules.schematic = Разрешить схемы
|
||||||
rules.wavetimer = Интервал волн
|
rules.wavetimer = Интервал волн
|
||||||
rules.wavesending = Отправка волн
|
rules.wavesending = Отправка волн
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = Разрешить изменение правил
|
||||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
rules.allowedit.info = При включении, игрок сможет менять правила в игре с помощью кнопки в левом нижнем углу меню паузы.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Разрешить изменение мировых процессоров
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = При включении, игрок сможет ставить и редактировать мировые процессоры вне редактора.
|
||||||
rules.waves = Волны
|
rules.waves = Волны
|
||||||
rules.airUseSpawns = Air units use spawn points
|
rules.airUseSpawns = Летающие единицы используют точки появления
|
||||||
rules.wavespawnatcores = Waves Spawn At Cores
|
rules.wavespawnatcores = Волны появляются у ядер
|
||||||
rules.wavespawnatcores.info = When enabled in attack mode, waves spawn near all enemy cores.
|
rules.wavespawnatcores.info = При включении, волны будут появляться у всех вражеских ядер в режиме атаки.
|
||||||
rules.attack = Режим атаки
|
rules.attack = Режим атаки
|
||||||
rules.buildai = ИИ строит базы
|
rules.buildai = ИИ строит базы
|
||||||
rules.buildaitier = Уровень баз ИИ
|
rules.buildaitier = Уровень баз ИИ
|
||||||
rules.rtsai = ИИ в реальном времени
|
rules.rtsai = ИИ в реальном времени
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = ИИ в реальном времени
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = В секторах атаки, враги будут собираться в отряды и действовать умнее.
|
||||||
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
|
||||||
@@ -1447,7 +1454,7 @@ rules.cleanupdeadteams = Очистка строений побежденных
|
|||||||
rules.corecapture = Захват ядра после уничтожения
|
rules.corecapture = Захват ядра после уничтожения
|
||||||
rules.polygoncoreprotection = Полигональная защита ядер
|
rules.polygoncoreprotection = Полигональная защита ядер
|
||||||
rules.placerangecheck = Запретить размещение построек возле врага
|
rules.placerangecheck = Запретить размещение построек возле врага
|
||||||
rules.enemyCheat = Бесконечные ресурсы ИИ
|
rules.enemyCheat = Бесконечные ресурсы у ИИ
|
||||||
rules.blockhealthmultiplier = Множитель прочности блоков
|
rules.blockhealthmultiplier = Множитель прочности блоков
|
||||||
rules.blockdamagemultiplier = Множитель урона блоков
|
rules.blockdamagemultiplier = Множитель урона блоков
|
||||||
rules.unitbuildspeedmultiplier = Множитель скорости производства боев. ед.
|
rules.unitbuildspeedmultiplier = Множитель скорости производства боев. ед.
|
||||||
@@ -1455,14 +1462,14 @@ rules.unitcostmultiplier = Множитель стоимости боев. ед.
|
|||||||
rules.unithealthmultiplier = Множитель прочности боев. ед.
|
rules.unithealthmultiplier = Множитель прочности боев. ед.
|
||||||
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
||||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Множитель скорости копания боев. ед.
|
||||||
rules.solarmultiplier = Множитель солнечной энергии
|
rules.solarmultiplier = Множитель солнечной энергии
|
||||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Перевозимые грузы взрываются с перевозящей единицей
|
||||||
rules.unitcap = Начальный лимит единиц
|
rules.unitcap = Начальный лимит единиц
|
||||||
rules.limitarea = Ограничить область карты
|
rules.limitarea = Ограничить область карты
|
||||||
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
rules.extracorebuildradius = Дополнительный радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
rules.wavespacing = Интервал волн:[lightgray] (сек)
|
rules.wavespacing = Интервал волн:[lightgray] (сек)
|
||||||
rules.initialwavespacing = Время до первой волны:[lightgray] (сек)
|
rules.initialwavespacing = Время до первой волны:[lightgray] (сек)
|
||||||
rules.buildcostmultiplier = Множитель затрат на строительство
|
rules.buildcostmultiplier = Множитель затрат на строительство
|
||||||
@@ -1485,9 +1492,9 @@ rules.title.planet = Планета
|
|||||||
rules.lighting = Освещение
|
rules.lighting = Освещение
|
||||||
rules.fog = Туман войны
|
rules.fog = Туман войны
|
||||||
rules.invasions = Вторжения врагов на сектора
|
rules.invasions = Вторжения врагов на сектора
|
||||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
rules.legacylaunchpads = Старые пусковые площадки
|
||||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
rules.legacylaunchpads.info = Позволяет использовать старые пусковые площадки из версии 7.0.
|
||||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
landingpad.legacy.disabled = [scarlet]\ue815 Выключено[lightgray] ("Старые пусковые площадки" включены)
|
||||||
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
|
||||||
@@ -1499,9 +1506,9 @@ 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 = Боевые единицы, появившиеся из волн, будут атаковать случайные постройки вместо ядра или генераторов.
|
||||||
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 = Не даёт игрокам ставить свои постройки у вражеских построек. При постройке турели (или у вражеской турели), радиус повышается, чтобы турель не достала до построек.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Не даёт игрокам помещать предметы в любые постройки, кроме ядра.
|
||||||
|
|
||||||
content.item.name = Предметы
|
content.item.name = Предметы
|
||||||
content.liquid.name = Жидкости
|
content.liquid.name = Жидкости
|
||||||
@@ -1686,28 +1693,28 @@ block.metal-floor-3.name = Металлический пол 3
|
|||||||
block.metal-floor-4.name = Металлический пол 4
|
block.metal-floor-4.name = Металлический пол 4
|
||||||
block.metal-floor-5.name = Металлический пол 5
|
block.metal-floor-5.name = Металлический пол 5
|
||||||
block.metal-floor-damaged.name = Повреждённый металлический пол
|
block.metal-floor-damaged.name = Повреждённый металлический пол
|
||||||
block.metal-tiles-1.name = Metal Tiles 1
|
block.metal-tiles-1.name = Металлические плитки 1
|
||||||
block.metal-tiles-2.name = Metal Tiles 2
|
block.metal-tiles-2.name = Металлические плитки 2
|
||||||
block.metal-tiles-3.name = Metal Tiles 3
|
block.metal-tiles-3.name = Металлические плитки 3
|
||||||
block.metal-tiles-4.name = Metal Tiles 4
|
block.metal-tiles-4.name = Металлические плитки 4
|
||||||
block.metal-tiles-5.name = Metal Tiles 5
|
block.metal-tiles-5.name = Металлические плитки 5
|
||||||
block.metal-tiles-6.name = Metal Tiles 6
|
block.metal-tiles-6.name = Металлические плитки 6
|
||||||
block.metal-tiles-7.name = Metal Tiles 7
|
block.metal-tiles-7.name = Металлические плитки 7
|
||||||
block.metal-tiles-8.name = Metal Tiles 8
|
block.metal-tiles-8.name = Металлические плитки 8
|
||||||
block.metal-tiles-9.name = Metal Tiles 9
|
block.metal-tiles-9.name = Металлические плитки 9
|
||||||
block.metal-tiles-10.name = Metal Tiles 10
|
block.metal-tiles-10.name = Металлические плитки 10
|
||||||
block.metal-tiles-11.name = Metal Tiles 11
|
block.metal-tiles-11.name = Металлические плитки 11
|
||||||
block.metal-tiles-12.name = Metal Tiles 12
|
block.metal-tiles-12.name = Металлические плитки 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = Metal Tiles 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = Metal Wall 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = Metal Wall 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = Metal Wall 3
|
||||||
block.colored-floor.name = Colored Floor
|
block.colored-floor.name = Цветной пол
|
||||||
block.colored-wall.name = Colored Wall
|
block.colored-wall.name = Цветная стена
|
||||||
block.character-overlay.name = Character Overlay
|
block.character-overlay.name = Знак
|
||||||
block.character-overlay-white.name = Character Overlay (White)
|
block.character-overlay-white.name = Знак (белый)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = Руна
|
||||||
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
block.rune-overlay-crux.name = Руна (Агрессоры)
|
||||||
block.dark-panel-1.name = Тёмная панель 1
|
block.dark-panel-1.name = Тёмная панель 1
|
||||||
block.dark-panel-2.name = Тёмная панель 2
|
block.dark-panel-2.name = Тёмная панель 2
|
||||||
block.dark-panel-3.name = Тёмная панель 3
|
block.dark-panel-3.name = Тёмная панель 3
|
||||||
@@ -1747,7 +1754,7 @@ block.inverted-sorter.name = Инвертированный сортировщи
|
|||||||
block.message.name = Сообщение
|
block.message.name = Сообщение
|
||||||
block.reinforced-message.name = Усиленное сообщение
|
block.reinforced-message.name = Усиленное сообщение
|
||||||
block.world-message.name = Мировое сообщение
|
block.world-message.name = Мировое сообщение
|
||||||
block.world-switch.name = World Switch
|
block.world-switch.name = Мировой переключатель
|
||||||
block.illuminator.name = Осветитель
|
block.illuminator.name = Осветитель
|
||||||
block.overflow-gate.name = Избыточный затвор
|
block.overflow-gate.name = Избыточный затвор
|
||||||
block.underflow-gate.name = Избыточный шлюз
|
block.underflow-gate.name = Избыточный шлюз
|
||||||
@@ -1891,8 +1898,8 @@ block.arkyic-vent.name = Аркическое жерло
|
|||||||
block.yellow-stone-vent.name = Жёлтокаменное жерло
|
block.yellow-stone-vent.name = Жёлтокаменное жерло
|
||||||
block.red-stone-vent.name = Краснокаменное жерло
|
block.red-stone-vent.name = Краснокаменное жерло
|
||||||
block.crystalline-vent.name = Кристаллическое жерло
|
block.crystalline-vent.name = Кристаллическое жерло
|
||||||
block.stone-vent.name = Stone Vent
|
block.stone-vent.name = Каменное жерло
|
||||||
block.basalt-vent.name = Basalt Vent
|
block.basalt-vent.name = Базальтовое жерло
|
||||||
block.redmat.name = Красная земля
|
block.redmat.name = Красная земля
|
||||||
block.bluemat.name = Синяя земля
|
block.bluemat.name = Синяя земля
|
||||||
block.core-zone.name = Зона ядра
|
block.core-zone.name = Зона ядра
|
||||||
@@ -1932,7 +1939,7 @@ block.electric-heater.name = Электрический нагреватель
|
|||||||
block.slag-heater.name = Шлаковый нагреватель
|
block.slag-heater.name = Шлаковый нагреватель
|
||||||
block.phase-heater.name = Фазовый нагреватель
|
block.phase-heater.name = Фазовый нагреватель
|
||||||
block.heat-redirector.name = Тепловой перенаправитель
|
block.heat-redirector.name = Тепловой перенаправитель
|
||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Малый тепловой перенаправитель
|
||||||
block.heat-router.name = Тепловой маршрутизатор
|
block.heat-router.name = Тепловой маршрутизатор
|
||||||
block.slag-incinerator.name = Мусоросжигательная печь
|
block.slag-incinerator.name = Мусоросжигательная печь
|
||||||
block.carbide-crucible.name = Карбидовый тигель
|
block.carbide-crucible.name = Карбидовый тигель
|
||||||
@@ -1980,7 +1987,7 @@ block.chemical-combustion-chamber.name = Химическая камера сг
|
|||||||
block.pyrolysis-generator.name = Пиролизный генератор
|
block.pyrolysis-generator.name = Пиролизный генератор
|
||||||
block.vent-condenser.name = Жерловой конденсатор
|
block.vent-condenser.name = Жерловой конденсатор
|
||||||
block.cliff-crusher.name = Дробитель скал
|
block.cliff-crusher.name = Дробитель скал
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Большой дробитель скал
|
||||||
block.plasma-bore.name = Плазменный бур
|
block.plasma-bore.name = Плазменный бур
|
||||||
block.large-plasma-bore.name = Большой плазменный бур
|
block.large-plasma-bore.name = Большой плазменный бур
|
||||||
block.impact-drill.name = Ударная дрель
|
block.impact-drill.name = Ударная дрель
|
||||||
@@ -2122,7 +2129,7 @@ onset.enemies = Враг на подходе, приготовьтесь защ
|
|||||||
onset.defenses = [accent]Приготовьте оборону:[lightgray] {0}
|
onset.defenses = [accent]Приготовьте оборону:[lightgray] {0}
|
||||||
onset.attack = Враг уязвим. Начните контратаку.
|
onset.attack = Враг уязвим. Начните контратаку.
|
||||||
onset.cores = Новые ядра могут быть поставлены на [accent]зоны ядра[].\nНовые ядра функционируют как передовые базы и имеют общий инвентарь между другими ядрами.\nПоставьте :core-bastion: ядро.
|
onset.cores = Новые ядра могут быть поставлены на [accent]зоны ядра[].\nНовые ядра функционируют как передовые базы и имеют общий инвентарь между другими ядрами.\nПоставьте :core-bastion: ядро.
|
||||||
onset.detect = Враг обнаружит вас через 2 минуты.\nПриготовьте оборону, добычу и производство.
|
onset.detect = Враг обнаружит вас через несколько минут.\nПриготовьте оборону, добычу и производство.
|
||||||
onset.commandmode = Удерживайте [accent]shift[], чтобы войти в [accent]режим командования[].\n[accent]Щелкните левой кнопкой мыши и выделите область[] для выбора боевых единиц.\n[accent]Щелкните правой кнопкой мыши[], чтобы приказать выбранным единицам двигаться или атаковать.
|
onset.commandmode = Удерживайте [accent]shift[], чтобы войти в [accent]режим командования[].\n[accent]Щелкните левой кнопкой мыши и выделите область[] для выбора боевых единиц.\n[accent]Щелкните правой кнопкой мыши[], чтобы приказать выбранным единицам двигаться или атаковать.
|
||||||
onset.commandmode.mobile = Нажмите [accent]Командовать[], чтобы войти в [accent]режим командования[].\nЗажмите палец, затем [accent]выделите область[] для выбора боевых единиц.\n[accent]Нажмите[], чтобы приказать выбранным единицам двигаться или атаковать.
|
onset.commandmode.mobile = Нажмите [accent]Командовать[], чтобы войти в [accent]режим командования[].\nЗажмите палец, затем [accent]выделите область[] для выбора боевых единиц.\n[accent]Нажмите[], чтобы приказать выбранным единицам двигаться или атаковать.
|
||||||
aegis.tungsten = Вольфрам может быть добыт [accent]ударной дрелью[].\nЭта постройка требует [accent]воду[] и [accent]энергию[].
|
aegis.tungsten = Вольфрам может быть добыт [accent]ударной дрелью[].\nЭта постройка требует [accent]воду[] и [accent]энергию[].
|
||||||
@@ -2197,14 +2204,14 @@ block.spore-press.description = Сжимает стручки спор для с
|
|||||||
block.pulverizer.description = Измельчает металлолом в мелкий песок.
|
block.pulverizer.description = Измельчает металлолом в мелкий песок.
|
||||||
block.coal-centrifuge.description = Превращает нефть в куски угля.
|
block.coal-centrifuge.description = Превращает нефть в куски угля.
|
||||||
block.incinerator.description = Испаряет любой предмет или жидкость, которую он получает.
|
block.incinerator.description = Испаряет любой предмет или жидкость, которую он получает.
|
||||||
block.power-void.description = Аннулирует всю энергию, введенную в него. Только песочница.
|
block.power-void.description = Аннулирует всю энергию, введенную в него. Только в песочнице.
|
||||||
block.power-source.description = Постоянно выдаёт энергию. Только песочница.
|
block.power-source.description = Постоянно выдаёт энергию. Только в песочнице.
|
||||||
block.item-source.description = Постоянно выдаёт предметы. Только песочница.
|
block.item-source.description = Постоянно выдаёт предметы. Только в песочнице.
|
||||||
block.item-void.description = Уничтожает любые предметы. Только песочница.
|
block.item-void.description = Уничтожает любые предметы. Только в песочнице.
|
||||||
block.liquid-source.description = Постоянно выдаёт жидкость. Только песочница.
|
block.liquid-source.description = Постоянно выдаёт жидкость. Только в песочнице.
|
||||||
block.liquid-void.description = Уничтожает любые жидкости. Только песочница.
|
block.liquid-void.description = Уничтожает любые жидкости. Только в песочнице.
|
||||||
block.payload-source.description = Постоянно выдает грузы. Только песочница.
|
block.payload-source.description = Постоянно выдает грузы. Только в песочнице.
|
||||||
block.payload-void.description = Уничтожает любые грузы. Только песочница.
|
block.payload-void.description = Уничтожает любые грузы. Только в песочнице.
|
||||||
block.copper-wall.description = Защищает постройки от вражеских снарядов.
|
block.copper-wall.description = Защищает постройки от вражеских снарядов.
|
||||||
block.copper-wall-large.description = Защищает постройки от вражеских снарядов.
|
block.copper-wall-large.description = Защищает постройки от вражеских снарядов.
|
||||||
block.titanium-wall.description = Защищает постройки от вражеских снарядов.
|
block.titanium-wall.description = Защищает постройки от вражеских снарядов.
|
||||||
@@ -2217,10 +2224,10 @@ block.phase-wall.description = Защищает постройки от враж
|
|||||||
block.phase-wall-large.description = Защищает постройки от вражеских снарядов, отражая большинство пуль при ударе.
|
block.phase-wall-large.description = Защищает постройки от вражеских снарядов, отражая большинство пуль при ударе.
|
||||||
block.surge-wall.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
block.surge-wall.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
||||||
block.surge-wall-large.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
block.surge-wall-large.description = Защищает постройки от вражеских снарядов, периодически выпускает электрический разряд при ударе.
|
||||||
block.scrap-wall.description = Protects structures from enemy projectiles.
|
block.scrap-wall.description = Защищает постройки от вражеских снарядов.
|
||||||
block.scrap-wall-large.description = Protects structures from enemy projectiles.
|
block.scrap-wall-large.description = Защищает постройки от вражеских снарядов.
|
||||||
block.scrap-wall-huge.description = Protects structures from enemy projectiles.
|
block.scrap-wall-huge.description = Защищает постройки от вражеских снарядов.
|
||||||
block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
|
block.scrap-wall-gigantic.description = Защищает постройки от вражеских снарядов.
|
||||||
block.door.description = Стена, которую можно открыть или закрыть нажатием.
|
block.door.description = Стена, которую можно открыть или закрыть нажатием.
|
||||||
block.door-large.description = Стена, которую можно открыть или закрыть нажатием.
|
block.door-large.description = Стена, которую можно открыть или закрыть нажатием.
|
||||||
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
|
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
|
||||||
@@ -2287,9 +2294,9 @@ block.vault.description = Хранит большое количество пр
|
|||||||
block.container.description = Хранит небольшое количество предметов каждого типа. Предметы можно извлечь при помощи разгрузчика.
|
block.container.description = Хранит небольшое количество предметов каждого типа. Предметы можно извлечь при помощи разгрузчика.
|
||||||
block.unloader.description = Выгружает выбранный предмет из соседних блоков.
|
block.unloader.description = Выгружает выбранный предмет из соседних блоков.
|
||||||
block.launch-pad.description = Запускает партии предметов в выбранные секторы.
|
block.launch-pad.description = Запускает партии предметов в выбранные секторы.
|
||||||
block.advanced-launch-pad.description = Запускает партии предметов в выбранные сектора. Принимает только один тип предмета за запуск.
|
block.advanced-launch-pad.description = Запускает партии предметов в выбранные секторы. Принимает только один тип предметов за раз.
|
||||||
block.advanced-launch-pad.details = Суборбитальная система для транспортировки ресурсов из пункта в пункт.
|
block.advanced-launch-pad.details = Суборбитальная система для направленной транспортировки ресурсов.
|
||||||
block.landing-pad.description = Принимает предметы с пусковых площадок в других секторах. Требует большое количество воды для защиты от ударов при посадке.
|
block.landing-pad.description = Принимает предметы, отправленные пусковыми площадками из других секторов. Требует большое количество воды для защиты от ударов при приземлении.
|
||||||
block.duo.description = Стреляет по врагам чередующимися пулями.
|
block.duo.description = Стреляет по врагам чередующимися пулями.
|
||||||
block.scatter.description = Стреляет кусками свинца, металлолома или метастекла по вражеским воздушным единицам.
|
block.scatter.description = Стреляет кусками свинца, металлолома или метастекла по вражеским воздушным единицам.
|
||||||
block.scorch.description = Сжигает любых наземных врагов рядом с ним. Высокоэффективен на близком расстоянии.
|
block.scorch.description = Сжигает любых наземных врагов рядом с ним. Высокоэффективен на близком расстоянии.
|
||||||
@@ -2329,15 +2336,15 @@ 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 = Отображает произвольную графику из логического процессора.\nБесшовно соединяеться с другими блоками дисплея.
|
block.tile-logic-display.description = Отображает произвольную графику из логического процессора.\nБесшовно соединяется с соседними дисплеями.
|
||||||
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Ускоряет ядро, позволяя преодолеть гравитацию для межпланетного развёртывания.
|
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Собирает и ускоряет ядро, позволяя преодолеть гравитацию для полёта в дальние сектора.
|
||||||
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
|
#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.
|
||||||
block.breach.description = Стреляет бронебойными бериллиевыми или вольфрамовыми боеприпасами по вражеским целям.
|
block.breach.description = Стреляет бронебойными боеприпасами по вражеским целям.
|
||||||
block.diffuse.description = Стреляет очередью пуль в широком конусе. Отбрасывает вражеские цели назад.
|
block.diffuse.description = Стреляет очередью пуль в широком конусе. Отбрасывает вражеские цели назад.
|
||||||
block.sublimate.description = Стреляет непрерывной струей пламени по вражеским целям. Пробивает броню.
|
block.sublimate.description = Стреляет непрерывной струей пламени по вражеским целям. Пробивает броню.
|
||||||
block.titan.description = Стреляет мощными фугасными снарядами по наземным целям. Требует водород для работы.
|
block.titan.description = Стреляет мощными фугасными снарядами по наземным целям. Требует водород для работы.
|
||||||
@@ -2353,7 +2360,7 @@ block.electric-heater.description = Нагревает блоки напроти
|
|||||||
block.slag-heater.description = Нагревает блоки напротив себя. Требует шлак для работы.
|
block.slag-heater.description = Нагревает блоки напротив себя. Требует шлак для работы.
|
||||||
block.phase-heater.description = Нагревает блоки напротив себя. Требует фазовую ткань для работы.
|
block.phase-heater.description = Нагревает блоки напротив себя. Требует фазовую ткань для работы.
|
||||||
block.heat-redirector.description = Перенаправляет накопленное тепло на другие блоки.
|
block.heat-redirector.description = Перенаправляет накопленное тепло на другие блоки.
|
||||||
block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.small-heat-redirector.description = Перенаправляет накопленное тепло на другие блоки.
|
||||||
block.heat-router.description = Распределяет накопленное тепло в трех направлениях.
|
block.heat-router.description = Распределяет накопленное тепло в трех направлениях.
|
||||||
block.electrolyzer.description = Преобразует воду в водород и озон.
|
block.electrolyzer.description = Преобразует воду в водород и озон.
|
||||||
block.atmospheric-concentrator.description = Концентрирует азот из атмосферы. Требует тепло для работы.
|
block.atmospheric-concentrator.description = Концентрирует азот из атмосферы. Требует тепло для работы.
|
||||||
@@ -2366,7 +2373,7 @@ block.vent-condenser.description = Конденсирует воду из газ
|
|||||||
block.plasma-bore.description = При размещении напротив стены с рудой, постоянно выводит предметы. Требует небольшое количество энергии для работы.
|
block.plasma-bore.description = При размещении напротив стены с рудой, постоянно выводит предметы. Требует небольшое количество энергии для работы.
|
||||||
block.large-plasma-bore.description = Большой плазменный бур. Способен добывать вольфрам и торий. Требует водород и энергию для работы.
|
block.large-plasma-bore.description = Большой плазменный бур. Способен добывать вольфрам и торий. Требует водород и энергию для работы.
|
||||||
block.cliff-crusher.description = Дробит стены, постоянно выводя песок. Требует энергию для работы. Эффективность зависит от типа стены.
|
block.cliff-crusher.description = Дробит стены, постоянно выводя песок. Требует энергию для работы. Эффективность зависит от типа стены.
|
||||||
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 = Дробит стены, постоянно выводя песок. Требует энергию и озон для работы. Эффективность зависит от типа стены. Может быть ускорен с помощью вольфрама.
|
||||||
block.impact-drill.description = При размещении на соответствующей руде, постоянно выводит предметы очередями. Требует энергию и воду для работы.
|
block.impact-drill.description = При размещении на соответствующей руде, постоянно выводит предметы очередями. Требует энергию и воду для работы.
|
||||||
block.eruption-drill.description = Усовершенствованная ударная дрель. Способна добывать торий. Требует водород для работы.
|
block.eruption-drill.description = Усовершенствованная ударная дрель. Способна добывать торий. Требует водород для работы.
|
||||||
block.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
|
block.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
|
||||||
@@ -2399,7 +2406,7 @@ block.unit-cargo-loader.description = Производит грузовые др
|
|||||||
block.unit-cargo-unload-point.description = Действует как точка разгрузки для грузовых дронов. Принимает предметы, соответствующие выбранному фильтру.
|
block.unit-cargo-unload-point.description = Действует как точка разгрузки для грузовых дронов. Принимает предметы, соответствующие выбранному фильтру.
|
||||||
block.beam-node.description = Передает энергию по прямой. Хранит небольшое количество энергии.
|
block.beam-node.description = Передает энергию по прямой. Хранит небольшое количество энергии.
|
||||||
block.beam-tower.description = Усовершенствованный лучевой узел с большей дальностью. Хранит большое количество энергии.
|
block.beam-tower.description = Усовершенствованный лучевой узел с большей дальностью. Хранит большое количество энергии.
|
||||||
block.beam-link.description = Transmits power over vast distances.\nOnly capable of connecting to adjacent structures or other beam links.
|
block.beam-link.description = Передаёт энергию на огромную дистанцию.\nМожет соединяться только к другим лучевым соединителям и к соседним постройкам.
|
||||||
block.turbine-condenser.description = Вырабатывает энергию, когда размещен на жерле. Производит небольшое количество воды.
|
block.turbine-condenser.description = Вырабатывает энергию, когда размещен на жерле. Производит небольшое количество воды.
|
||||||
block.chemical-combustion-chamber.description = Генерирует энергию из аркицита и озона.
|
block.chemical-combustion-chamber.description = Генерирует энергию из аркицита и озона.
|
||||||
block.pyrolysis-generator.description = Генерирует большое количество энергии из аркицита и шлака. Производит воду в качестве побочного продукта.
|
block.pyrolysis-generator.description = Генерирует большое количество энергии из аркицита и шлака. Производит воду в качестве побочного продукта.
|
||||||
@@ -2492,8 +2499,8 @@ unit.emanate.description = Защищает ядро «Акрополь» от
|
|||||||
lst.read = Считывает число из соединённой ячейки памяти.
|
lst.read = Считывает число из соединённой ячейки памяти.
|
||||||
lst.write = Записывает число в соединённую ячейку памяти.
|
lst.write = Записывает число в соединённую ячейку памяти.
|
||||||
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.printchar = Добавляет знак UTF-16 или иконку из игры в текстовый буфер.\nНичего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Заменить заполнитель в текстовом буфере на значение.\nНичего не делает, если паттерн заполнителя неверный.\nПаттерн заполнителя: "{[accent]число 0-9[]}"\nПример:\n[accent]print "тест {0}"\nformat "example"
|
||||||
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
||||||
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
||||||
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
||||||
@@ -2516,8 +2523,8 @@ lst.getblock = Получает данные о плитке в любом ме
|
|||||||
lst.setblock = Устанавливает плитку в любом месте.
|
lst.setblock = Устанавливает плитку в любом месте.
|
||||||
lst.spawnunit = Создает боевую единицу на локации.
|
lst.spawnunit = Создает боевую единицу на локации.
|
||||||
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
||||||
lst.weathersense = Check if a type of weather is active.
|
lst.weathersense = Проверяет состояние погоды.
|
||||||
lst.weatherset = Set the current state of a type of weather.
|
lst.weatherset = Устанавливает погоду.
|
||||||
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
||||||
lst.explosion = Создает взрыв на локации.
|
lst.explosion = Создает взрыв на локации.
|
||||||
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
||||||
@@ -2530,55 +2537,55 @@ lst.cutscene = Управляет камерой игрока.
|
|||||||
lst.setflag = Устанавливает глобальный флаг, который может быть прочитан всеми процессорами.
|
lst.setflag = Устанавливает глобальный флаг, который может быть прочитан всеми процессорами.
|
||||||
lst.getflag = Проверяет, установлен ли глобальный флаг.
|
lst.getflag = Проверяет, установлен ли глобальный флаг.
|
||||||
lst.setprop = Устанавливает свойство единицы или постройки.
|
lst.setprop = Устанавливает свойство единицы или постройки.
|
||||||
lst.effect = Create a particle effect.
|
lst.effect = Создаёт эффект частицы.
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Синхронизировать переменную в сети.\nМаксимум 10 синхронизаций в секунду.
|
||||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
lst.playsound = Проигрывает звук.\nГромкость может быть глобальной, или зависеть от расстояния.
|
||||||
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 = Создать новый логический маркер.\nНужно указать ID маркера.\nМаксимум 20000 маркеров.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Установить значение маркера.\nID маркера должен соответствовать указанному в строке создания маркера.
|
||||||
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 = Добавляет данные локалей в текстовый буфер.\nЧтобы добавить локали, зайдите в [accent]Информация о карте > Наборы локалей[].\nЕсли клиент на мобильном устройсте, сначала попытается найти строку с окончанием ".mobile".
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
lglobal.@pi = Математическая константа pi (3.141...)
|
||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = Математическая константа e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Умножить на данное число для перевода градусов в радианы
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Умножить на данное число для перевода радианов в градусы
|
||||||
|
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Время игры на текущем сохранении в миллисекундах
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Время игры на текущем сохранении в тиках (1 секунда = 60 тиков)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Время игры на текущем сохранении в секундах
|
||||||
lglobal.@minute = Playtime of current save, in minutes
|
lglobal.@minute = Время игры на текущем сохранении в минутах
|
||||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
lglobal.@waveNumber = Текущий номер волны
|
||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Время до волны в секундах
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Ширина карты в блоках
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Высота карты в блоках
|
||||||
|
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Карта
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = Основное
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Сеть/клиент [Только для мировых процессоров]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Процессор
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Поиск
|
||||||
|
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = Процессор, выполняющий код
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = Координата X процессора, выполняющего код
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Координата Y процессора, выполняющего код
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Общее количество блоков, связанных с процессором
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Скорость выполнения процессов в секунду процессора в тиках (1 секунда = 60 тиков)
|
||||||
|
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Общее количество видов боевых единиц в игре; используется операцией поиска
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Общее количество видов блоков в игре; используется операцией поиска
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Общее количество видов предметов в игре; используется операцией поиска
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Общее количество видов жидкости в игре; используется операцией поиска
|
||||||
|
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True, если код работает на сервере, иначе False
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True, если код работает на клиенте, подключённом к серверу
|
||||||
|
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Выбранный язык игры клиента, выполняющего код. Пример: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Боевая единица клиента, выполняющего код
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Имя игрока клиента, выполняющего код
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = ID команды клиента, выполняющего код.
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True, если код работает на мобильном клиенте, иначе False
|
||||||
|
|
||||||
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.
|
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.
|
||||||
|
|
||||||
@@ -2589,19 +2596,19 @@ lenum.config = Конфигурация постройки, например, п
|
|||||||
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 = Количество слотов в блоке памяти
|
||||||
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.
|
||||||
laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0.
|
laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0.
|
||||||
laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
|
laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
|
||||||
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 = Размер боев. ед./постройки или длина текстового значения.
|
||||||
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.displaywidth = Ширина дисплея, в пикселях.
|
||||||
laccess.displayheight = Height of a display block in pixels.
|
laccess.displayheight = Высота дисплея, в пикселях.
|
||||||
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
|
laccess.buffersize = Количество необработанных команд в графическом буфере дисплея.
|
||||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
laccess.operations = Количество операций, выполненных в блоке.\nДля дисплеев, возвращает количество выполненных операций drawflush.
|
||||||
|
|
||||||
lcategory.unknown = Неизвестно
|
lcategory.unknown = Неизвестно
|
||||||
lcategory.unknown.description = Нет категории.
|
lcategory.unknown.description = Нет категории.
|
||||||
@@ -2629,19 +2636,19 @@ graphicstype.poly = Отрисовка закрашенного правильн
|
|||||||
graphicstype.linepoly = Отрисовка контура правильного многоугольника.
|
graphicstype.linepoly = Отрисовка контура правильного многоугольника.
|
||||||
graphicstype.triangle = Отрисовка закрашенного треугольника.
|
graphicstype.triangle = Отрисовка закрашенного треугольника.
|
||||||
graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[].
|
graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Отрисовка текста из текстового буфера.\nОчищает текстовый буфер.
|
||||||
|
|
||||||
lenum.always = Всегда истина.
|
lenum.always = Всегда истина.
|
||||||
lenum.idiv = Целочисленное деление.
|
lenum.idiv = Целочисленное деление.
|
||||||
lenum.div = Деление.\nВозвращает [accent]null[] при делении на ноль.
|
lenum.div = Деление.\nВозвращает [accent]null[] при делении на ноль.
|
||||||
lenum.mod = Остаток от деления.
|
lenum.mod = Остаток от деления.
|
||||||
lenum.emod = True modulo, result sign comes from the divisor.
|
lenum.emod = Истинный модуль числа. Знак результата зависит от знака делителя.
|
||||||
lenum.equal = Равно. Приводит типы.\nНе-null объекты, по сравнению с числами, становятся 1, иначе — 0.
|
lenum.equal = Равно. Приводит типы.\nНе-null объекты, по сравнению с числами, становятся 1, иначе — 0.
|
||||||
lenum.notequal = Не равно. Приводит типы.
|
lenum.notequal = Не равно. Приводит типы.
|
||||||
lenum.strictequal = Строгое равенство. Не приводит типы.\nМожет быть использовано для проверки на [accent]null[].
|
lenum.strictequal = Строгое равенство. Не приводит типы.\nМожет быть использовано для проверки на [accent]null[].
|
||||||
lenum.shl = Побитовый сдвиг влево.
|
lenum.shl = Побитовый сдвиг влево.
|
||||||
lenum.shr = Побитовый сдвиг вправо.
|
lenum.shr = Побитовый сдвиг вправо.
|
||||||
lenum.ushr = Unsigned bit-shift right.
|
lenum.ushr = Побитовый сдвиг вправо с заполнением нулями.
|
||||||
lenum.or = Побитовое ИЛИ.
|
lenum.or = Побитовое ИЛИ.
|
||||||
lenum.land = Булевое И.
|
lenum.land = Булевое И.
|
||||||
lenum.and = Побитовое И.
|
lenum.and = Побитовое И.
|
||||||
@@ -2751,29 +2758,29 @@ lenum.posi = Индексированная позиция, используем
|
|||||||
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 = Определяет, будут ли волны появляться по таймеру. Если нет, то они будут появляться по нажатию на кнопку.
|
||||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
lenum.wave = Устанавливает номер волны. Может быть любым числом в режиме без волн.
|
||||||
lenum.currentwavetime = Wave countdown in ticks.
|
lenum.currentwavetime = Устанавливает время до волны в тиках. (1 секунда = 60 тиков)
|
||||||
lenum.waves = Whether waves are spawnable at all.
|
lenum.waves = Определяет, будут ли волны появляться.
|
||||||
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
lenum.wavesending = Определяет, можно ли вызывать волны нажатием на кнопку.
|
||||||
lenum.attackmode = Determines if gamemode is attack mode.
|
lenum.attackmode = Устанавливает режим атаки в мире
|
||||||
lenum.wavespacing = Time between waves in ticks.
|
lenum.wavespacing = Устанавливает время между волнами.
|
||||||
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
lenum.enemycorebuildradius = Устанавливает радиус защиты вражеских ядер.
|
||||||
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
lenum.dropzoneradius = Устанавливает радиус зон высадки.
|
||||||
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
lenum.unitcap = Устанавливает лимит боевых единиц. Лимит всё ещё может быть повышен ядрами.
|
||||||
lenum.lighting = Whether ambient lighting is enabled.
|
lenum.lighting = Определяет, включено ли освещение.
|
||||||
lenum.buildspeed = Multiplier for building speed.
|
lenum.buildspeed = Устанавливает множитель скорости строительства.
|
||||||
lenum.unithealth = How much health units start with.
|
lenum.unithealth = Устанавливает множитель начального здоровья боевых единиц.
|
||||||
lenum.unitbuildspeed = How fast unit factories build units.
|
lenum.unitbuildspeed = Устанавливает множитель скорости производства боевых единиц.
|
||||||
lenum.unitcost = Multiplier of resources that units take to build.
|
lenum.unitcost = Устанавливает множитель цены боевых единиц.
|
||||||
lenum.unitdamage = How much damage units deal.
|
lenum.unitdamage = Устанавливает множитель урона боевых единиц.
|
||||||
lenum.blockhealth = How much health blocks start with.
|
lenum.blockhealth = Устанавливает множитель начального здоровья блоков.
|
||||||
lenum.blockdamage = How much damage blocks (turrets) deal.
|
lenum.blockdamage = Устанавливает множитель урона блоков (турелей).
|
||||||
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
lenum.rtsminweight = Устанавливает минимальное "преимущество", требуемое, чтобы отряд врага напал на игрока. Чем выше значение, тем более осторожны будут враги.
|
||||||
lenum.rtsminsquad = Minimum size of attack squads.
|
lenum.rtsminsquad = Устанавливает минимальный размер отрядов врага.
|
||||||
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
lenum.maparea = Устанавливает доступную зону карты. Всё, что находится за ней, будет недоступно.
|
||||||
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
lenum.ambientlight = Устанавливает цвет освещения, если оно активно.
|
||||||
lenum.solarmultiplier = Multiplies power output of solar panels.
|
lenum.solarmultiplier = Устанавливает множитель получаемой энергии из солнечных панелей.
|
||||||
lenum.dragmultiplier = Environment drag multiplier.
|
lenum.dragmultiplier = Устанавливает множитель скорости торможения боевых единиц.
|
||||||
lenum.ban = Blocks or units that cannot be placed or built.
|
lenum.ban = Устанавливает запрещённые блоки и боевые единицы.
|
||||||
lenum.unban = Unban a unit or block.
|
lenum.unban = Снимает запрет на ранее запрещённые блоки и боевые единицы.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seme:
|
editor.seed = Seme:
|
||||||
editor.cliffs = Zidovi u Litice
|
|
||||||
editor.brush = Četka
|
editor.brush = Četka
|
||||||
editor.openin = Otvori u Editoru
|
editor.openin = Otvori u Editoru
|
||||||
editor.oregen = Generacija Rude
|
editor.oregen = Generacija Rude
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Neprijatelj je sagradio bazu na dalekom, prir
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Suprotnosti
|
|||||||
stat.powercapacity = Skladište energije
|
stat.powercapacity = Skladište energije
|
||||||
stat.powershot = Energija po pucnju
|
stat.powershot = Energija po pucnju
|
||||||
stat.damage = Šteta
|
stat.damage = Šteta
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Nišani vazduh
|
stat.targetsair = Nišani vazduh
|
||||||
stat.targetsground = Nišani zemlju
|
stat.targetsground = Nišani zemlju
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Brzina kretanja
|
stat.itemsmoved = Brzina kretanja
|
||||||
stat.launchtime = Vreme između lansiranja
|
stat.launchtime = Vreme između lansiranja
|
||||||
stat.shootrange = Domet
|
stat.shootrange = Domet
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Power Capacity
|
stat.powercapacity = Power Capacity
|
||||||
stat.powershot = Power/Shot
|
stat.powershot = Power/Shot
|
||||||
stat.damage = Skada
|
stat.damage = Skada
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = คุณแน่ใจหรือว่าจะเผย
|
|||||||
publish.error = เกิดข้อผิดพลาดการเผยแพร่ไอเท็มดังต่อไปนี้: {0}
|
publish.error = เกิดข้อผิดพลาดการเผยแพร่ไอเท็มดังต่อไปนี้: {0}
|
||||||
steam.error = ไม่สามารถเริ่มการบริการ Steam ได้\nข้อผิดพลาด: {0}
|
steam.error = ไม่สามารถเริ่มการบริการ Steam ได้\nข้อผิดพลาด: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = ดาว:
|
editor.planet = ดาว:
|
||||||
editor.sector = เซ็กเตอร์:
|
editor.sector = เซ็กเตอร์:
|
||||||
editor.seed = ซีด:
|
editor.seed = ซีด:
|
||||||
editor.cliffs = เปลี่ยนกำแพงเป็นหน้าผา
|
|
||||||
editor.brush = แปรง
|
editor.brush = แปรง
|
||||||
editor.openin = เปิดในตัวแก้ไข
|
editor.openin = เปิดในตัวแก้ไข
|
||||||
editor.oregen = การเกิดของแร่
|
editor.oregen = การเกิดของแร่
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = ศัตรูได้ตั้งฐาน
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = ตรงข้าม
|
|||||||
stat.powercapacity = ความจุพลังงาน
|
stat.powercapacity = ความจุพลังงาน
|
||||||
stat.powershot = หน่วยพลังงาน/นัด
|
stat.powershot = หน่วยพลังงาน/นัด
|
||||||
stat.damage = ดาเมจ
|
stat.damage = ดาเมจ
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = ยิงอากาศ
|
stat.targetsair = ยิงอากาศ
|
||||||
stat.targetsground = ยิงพื้นดิน
|
stat.targetsground = ยิงพื้นดิน
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
||||||
stat.launchtime = เวลาระหว่างการส่ง
|
stat.launchtime = เวลาระหว่างการส่ง
|
||||||
stat.shootrange = ระยะยิง
|
stat.shootrange = ระยะยิง
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] พลังชีวิต/วิ
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] เกราะ
|
ability.stat.shield = [stat]{0}[lightgray] เกราะ
|
||||||
ability.stat.repairspeed = [stat]{0}/วิ[lightgray] ความเร็วการซ่อมแซม
|
ability.stat.repairspeed = [stat]{0}/วิ[lightgray] ความเร็วการซ่อมแซม
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] พลังชีวิต/หน่วยของเหลว
|
ability.stat.slurpheal = [stat]{0}[lightgray] พลังชีวิต/หน่วยของเหลว
|
||||||
ability.stat.cooldown = [stat]{0} วิ[lightgray] คูลดาวน์
|
ability.stat.cooldown = [stat]{0} วิ[lightgray] คูลดาวน์
|
||||||
ability.stat.maxtargets = [lightgray]เป้าหมายสูงสุด: [white]{0}
|
ability.stat.maxtargets = [lightgray]เป้าหมายสูงสุด: [white]{0}
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
|
|||||||
publish.error = Error publishing item: {0}
|
publish.error = Error publishing item: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planet:
|
editor.planet = Planet:
|
||||||
editor.sector = Sector:
|
editor.sector = Sector:
|
||||||
editor.seed = Seed:
|
editor.seed = Seed:
|
||||||
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
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = The enemy has established a base on a remote,
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Opposites
|
|||||||
stat.powercapacity = Guc kapasitesi
|
stat.powercapacity = Guc kapasitesi
|
||||||
stat.powershot = Guc/Saldiri hizi
|
stat.powershot = Guc/Saldiri hizi
|
||||||
stat.damage = Damage
|
stat.damage = Damage
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Havayi hedef alir mi?
|
stat.targetsair = Havayi hedef alir mi?
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Bunu yayınlamak istediğinize emin misiniz?\n[lightgray]önce
|
|||||||
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Gezegen:
|
editor.planet = Gezegen:
|
||||||
editor.sector = Sektör:
|
editor.sector = Sektör:
|
||||||
editor.seed = Tohum:
|
editor.seed = Tohum:
|
||||||
editor.cliffs = Duvardan Kayalığa
|
|
||||||
editor.brush = Fırça
|
editor.brush = Fırça
|
||||||
editor.openin = Düzenleyici'de Aç
|
editor.openin = Düzenleyici'de Aç
|
||||||
editor.oregen = Maden Oluşumu
|
editor.oregen = Maden Oluşumu
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Deniz Limanı
|
|||||||
sector.weatheredChannels.name = Erezyonlu Kanallar
|
sector.weatheredChannels.name = Erezyonlu Kanallar
|
||||||
sector.mycelialBastion.name = Mantar Kale
|
sector.mycelialBastion.name = Mantar Kale
|
||||||
sector.frontier.name = Öncü Üs
|
sector.frontier.name = Öncü Üs
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Crux Düzlüğü
|
sector.cruxscape.name = Crux Düzlüğü
|
||||||
sector.geothermalStronghold.name = Jeotermal Sığınağı
|
sector.geothermalStronghold.name = Jeotermal Sığınağı
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Zıtlıklar
|
|||||||
stat.powercapacity = Enerji Kapasitesi
|
stat.powercapacity = Enerji Kapasitesi
|
||||||
stat.powershot = Enerji/Atış
|
stat.powershot = Enerji/Atış
|
||||||
stat.damage = Hasar
|
stat.damage = Hasar
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Havayı Hedefler Mi
|
stat.targetsair = Havayı Hedefler Mi
|
||||||
stat.targetsground = Yeri Hedefler Mi
|
stat.targetsground = Yeri Hedefler Mi
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Hareket Hızı
|
stat.itemsmoved = Hareket Hızı
|
||||||
stat.launchtime = Fırlatmalar Arasındaki Süre
|
stat.launchtime = Fırlatmalar Arasındaki Süre
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] can/sn
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] kalkan
|
ability.stat.shield = [stat]{0}[lightgray] kalkan
|
||||||
ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
|
ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
|
ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
|
||||||
ability.stat.cooldown = [stat]{0} sn[lightgray] bekleme süresi
|
ability.stat.cooldown = [stat]{0} sn[lightgray] bekleme süresi
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] maks hedef
|
ability.stat.maxtargets = [stat]{0}[lightgray] maks hedef
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = Ви дійсно хочете опублікувати це?\
|
|||||||
publish.error = Виникла помилка під час публікації предмета: {0}
|
publish.error = Виникла помилка під час публікації предмета: {0}
|
||||||
steam.error = Не вдалося ініціалізувати сервіси Steam.\nПомилка: {0}
|
steam.error = Не вдалося ініціалізувати сервіси Steam.\nПомилка: {0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Планета:
|
editor.planet = Планета:
|
||||||
editor.sector = Сектор:
|
editor.sector = Сектор:
|
||||||
editor.seed = Зерно:
|
editor.seed = Зерно:
|
||||||
editor.cliffs = Стіни в скелі
|
|
||||||
editor.brush = Пензель
|
editor.brush = Пензель
|
||||||
editor.openin = Відкрити в редакторі
|
editor.openin = Відкрити в редакторі
|
||||||
editor.oregen = Генерація руд
|
editor.oregen = Генерація руд
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Ворог створив базу на ві
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Зменшення ефективності
|
|||||||
stat.powercapacity = Місткість енергії
|
stat.powercapacity = Місткість енергії
|
||||||
stat.powershot = Енергія за постріл
|
stat.powershot = Енергія за постріл
|
||||||
stat.damage = Шкода
|
stat.damage = Шкода
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Повітряні противники
|
stat.targetsair = Повітряні противники
|
||||||
stat.targetsground = Наземні противники
|
stat.targetsground = Наземні противники
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Швидкість переміщення
|
stat.itemsmoved = Швидкість переміщення
|
||||||
stat.launchtime = Час між запусками
|
stat.launchtime = Час між запусками
|
||||||
stat.shootrange = Радіус дії
|
stat.shootrange = Радіус дії
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = Відновлення здоров'я: [stat]{0} за се
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [lightgray]Щит: [stat]{0}
|
ability.stat.shield = [lightgray]Щит: [stat]{0}
|
||||||
ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
|
ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
|
ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
|
||||||
ability.stat.cooldown = [lightgray]Перезаряджання: [stat]{0} за сек.
|
ability.stat.cooldown = [lightgray]Перезаряджання: [stat]{0} за сек.
|
||||||
ability.stat.maxtargets = [lightgray]Максимум цілей: [white]{0}
|
ability.stat.maxtargets = [lightgray]Максимум цілей: [white]{0}
|
||||||
|
|||||||
@@ -351,9 +351,9 @@ save.wave = Đợt {0}
|
|||||||
save.mode = Chế độ chơi: {0}
|
save.mode = Chế độ chơi: {0}
|
||||||
save.date = Lưu lần cuối: {0}
|
save.date = Lưu lần cuối: {0}
|
||||||
save.playtime = Thời gian chơi: {0}
|
save.playtime = Thời gian chơi: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = Không hiện lại
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = Cảnh Báo Lỗi Thời Cho 32-bit
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = Bạn đang dùng một phiên bản [red]32-bit[] của Mindustry.\nTheo phiên bản mới của Java đã từ bỏ hỗ trợ Windows 32-bit, [red]hỗ trợ 32-bit sẽ bị ngừng trong tương lai[].\n\nVui lòng nâng cấp lên máy 64-bit, và chắc rằng bạn đã tải phiên bản 64-bit của Mindustry.\n\nNếu bạn đang chơi Mindustry dạng tập tin JAR, chắc rằng bạn dùng bản Java 64-bit.
|
||||||
warning = Cảnh báo.
|
warning = Cảnh báo.
|
||||||
confirm = Xác nhận
|
confirm = Xác nhận
|
||||||
delete = Xóa
|
delete = Xóa
|
||||||
@@ -448,10 +448,12 @@ publish.confirm = Bạn có chắc chắn muốn xuất bản không?\n\n[lightg
|
|||||||
publish.error = Lỗi khi xuất bản mục: {0}
|
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.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Hành tinh:
|
editor.planet = Hành tinh:
|
||||||
editor.sector = Phân khu:
|
editor.sector = Phân khu:
|
||||||
editor.seed = Mầm:
|
editor.seed = Mầm:
|
||||||
editor.cliffs = Chuyển tường thành vách đá
|
|
||||||
editor.brush = Cỡ cọ
|
editor.brush = Cỡ cọ
|
||||||
editor.openin = Mở trong trình chỉnh sửa
|
editor.openin = Mở trong trình chỉnh sửa
|
||||||
editor.oregen = Tạo quặng
|
editor.oregen = Tạo quặng
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = Kẻ địch đã thiết lập một căn c
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = Đối nghịch
|
|||||||
stat.powercapacity = Dung lượng điện
|
stat.powercapacity = Dung lượng điện
|
||||||
stat.powershot = Năng lượng/Phát bắn
|
stat.powershot = Năng lượng/Phát bắn
|
||||||
stat.damage = Sát thương
|
stat.damage = Sát thương
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = Mục tiêu trên không
|
stat.targetsair = Mục tiêu trên không
|
||||||
stat.targetsground = Mục tiêu mặt đất
|
stat.targetsground = Mục tiêu mặt đất
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = Tốc độ dịch chuyển
|
stat.itemsmoved = Tốc độ dịch chuyển
|
||||||
stat.launchtime = Thời gian giữa các lần phóng
|
stat.launchtime = Thời gian giữa các lần phóng
|
||||||
stat.shootrange = Phạm vi
|
stat.shootrange = Phạm vi
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}[lightgray] độ bền/giây
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
||||||
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
||||||
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
|
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
|
||||||
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi phục
|
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi phục
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] mục tiêu tối đa
|
ability.stat.maxtargets = [stat]{0}[lightgray] mục tiêu tối đa
|
||||||
@@ -1698,16 +1705,16 @@ block.metal-tiles-9.name = Nền kim loại 9
|
|||||||
block.metal-tiles-10.name = Nền kim loại 10
|
block.metal-tiles-10.name = Nền kim loại 10
|
||||||
block.metal-tiles-11.name = Nền kim loại 11
|
block.metal-tiles-11.name = Nền kim loại 11
|
||||||
block.metal-tiles-12.name = Nền kim loại 12
|
block.metal-tiles-12.name = Nền kim loại 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = Nền kim loại 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = Tường kim loại 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = Tường kim loại 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = Tường kim loại 3
|
||||||
block.colored-floor.name = Nền màu
|
block.colored-floor.name = Nền màu
|
||||||
block.colored-wall.name = Tường màu
|
block.colored-wall.name = Tường màu
|
||||||
block.character-overlay.name = Lớp phủ ký tự
|
block.character-overlay.name = Lớp phủ ký tự
|
||||||
block.character-overlay-white.name = Lớp phủ ký tự (Trắng)
|
block.character-overlay-white.name = Lớp phủ ký tự (Trắng)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = Lớp phủ ấn tích
|
||||||
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
block.rune-overlay-crux.name = Lớp phủ ấn tích (Crux)
|
||||||
block.dark-panel-1.name = Nền tối 1
|
block.dark-panel-1.name = Nền tối 1
|
||||||
block.dark-panel-2.name = Nền tối 2
|
block.dark-panel-2.name = Nền tối 2
|
||||||
block.dark-panel-3.name = Nền tối 3
|
block.dark-panel-3.name = Nền tối 3
|
||||||
@@ -1860,9 +1867,9 @@ block.large-constructor.name = Máy chế tạo lớn
|
|||||||
block.large-constructor.description = Chế tạo các khối có kích thước lên đến 4x4 ô.
|
block.large-constructor.description = Chế tạo các khối có kích thước lên đến 4x4 ô.
|
||||||
block.deconstructor.name = Máy tháo dỡ lớn
|
block.deconstructor.name = Máy tháo dỡ lớn
|
||||||
block.deconstructor.description = Tháo dỡ khối và đơn vị, trả lại 100% nguyên liệu.
|
block.deconstructor.description = Tháo dỡ khối và đơn vị, trả lại 100% nguyên liệu.
|
||||||
block.payload-loader.name = Máy nạp vật phẩm
|
block.payload-loader.name = Máy nạp khối hàng
|
||||||
block.payload-loader.description = Nạp chất lỏng và vật phẩm vào khối.
|
block.payload-loader.description = Nạp chất lỏng và vật phẩm vào khối.
|
||||||
block.payload-unloader.name = Máy dỡ vật phẩm
|
block.payload-unloader.name = Máy dỡ khối hàng
|
||||||
block.payload-unloader.description = Lấy chất lỏng và vật phẩm từ khối.
|
block.payload-unloader.description = Lấy chất lỏng và vật phẩm từ khối.
|
||||||
block.heat-source.name = Nguồn nhiệt
|
block.heat-source.name = Nguồn nhiệt
|
||||||
block.heat-source.description = Xuất ra lượng nhiệt lớn. Chỉ chế độ Tự do.
|
block.heat-source.description = Xuất ra lượng nhiệt lớn. Chỉ chế độ Tự do.
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = 确定发布?\n\n[lightgray]请确认你同意创意工坊
|
|||||||
publish.error = 发布项目时出错:{0}
|
publish.error = 发布项目时出错:{0}
|
||||||
steam.error = 初始化 Steam 服务失败。\n错误:{0}
|
steam.error = 初始化 Steam 服务失败。\n错误:{0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = 星球:
|
editor.planet = 星球:
|
||||||
editor.sector = 区块:
|
editor.sector = 区块:
|
||||||
editor.seed = 种子:
|
editor.seed = 种子:
|
||||||
editor.cliffs = 所有墙壁\n替换为悬崖
|
|
||||||
editor.brush = 笔刷大小
|
editor.brush = 笔刷大小
|
||||||
editor.openin = 在地图编辑器打开
|
editor.openin = 在地图编辑器打开
|
||||||
editor.oregen = 矿脉生成
|
editor.oregen = 矿脉生成
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = 边海港口
|
|||||||
sector.weatheredChannels.name = 风化海峡
|
sector.weatheredChannels.name = 风化海峡
|
||||||
sector.mycelialBastion.name = 菌丝堡垒
|
sector.mycelialBastion.name = 菌丝堡垒
|
||||||
sector.frontier.name = 边陲哨站
|
sector.frontier.name = 边陲哨站
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = 赤色总部
|
sector.cruxscape.name = 赤色总部
|
||||||
sector.geothermalStronghold.name = 熔石要塞
|
sector.geothermalStronghold.name = 熔石要塞
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = 敌人在一个偏远且自然防御的岛屿
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = 互斥
|
|||||||
stat.powercapacity = 电力容量
|
stat.powercapacity = 电力容量
|
||||||
stat.powershot = 电力/发
|
stat.powershot = 电力/发
|
||||||
stat.damage = 伤害
|
stat.damage = 伤害
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = 攻击空中单位
|
stat.targetsair = 攻击空中单位
|
||||||
stat.targetsground = 攻击地面单位
|
stat.targetsground = 攻击地面单位
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = 移动速度
|
stat.itemsmoved = 移动速度
|
||||||
stat.launchtime = 发射间隔
|
stat.launchtime = 发射间隔
|
||||||
stat.shootrange = 范围
|
stat.shootrange = 范围
|
||||||
@@ -1116,6 +1122,7 @@ ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] 回盾/每次
|
ability.stat.pulseregen = [stat]{0}[lightgray] 回盾/每次
|
||||||
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
||||||
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
||||||
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||||
|
|||||||
@@ -448,10 +448,12 @@ publish.confirm = 您確定要發布嗎?\n\n[lightgray]首先確定您同意 W
|
|||||||
publish.error = 發佈項目時發生問題:{0}
|
publish.error = 發佈項目時發生問題:{0}
|
||||||
steam.error = Steam 服務初始化失敗。\n錯誤:{0}
|
steam.error = Steam 服務初始化失敗。\n錯誤:{0}
|
||||||
|
|
||||||
|
editor.showblocks = Show Blocks
|
||||||
|
editor.showterrain = Show Terrain
|
||||||
|
editor.showfloor = Show Floor
|
||||||
editor.planet = 行星:
|
editor.planet = 行星:
|
||||||
editor.sector = 地區:
|
editor.sector = 地區:
|
||||||
editor.seed = 種子:
|
editor.seed = 種子:
|
||||||
editor.cliffs = 牆轉為懸崖
|
|
||||||
editor.brush = 筆刷
|
editor.brush = 筆刷
|
||||||
editor.openin = 在編輯器中開啟
|
editor.openin = 在編輯器中開啟
|
||||||
editor.oregen = 礦石生成
|
editor.oregen = 礦石生成
|
||||||
@@ -877,6 +879,7 @@ sector.seaPort.name = Sea Port
|
|||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Weathered Channels
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
sector.sunkenPier.name = Sunken Pier
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
@@ -902,6 +905,7 @@ sector.navalFortress.description = 敵人已在這個有天然防禦屏障的偏
|
|||||||
#do not translate
|
#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.sunkenPier.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
|
||||||
@@ -1010,8 +1014,10 @@ stat.opposites = 衝突狀態
|
|||||||
stat.powercapacity = 蓄電量
|
stat.powercapacity = 蓄電量
|
||||||
stat.powershot = 能量/射擊
|
stat.powershot = 能量/射擊
|
||||||
stat.damage = 傷害
|
stat.damage = 傷害
|
||||||
|
stat.frequency = Frequency
|
||||||
stat.targetsair = 攻擊空中目標
|
stat.targetsair = 攻擊空中目標
|
||||||
stat.targetsground = 攻擊地面目標
|
stat.targetsground = 攻擊地面目標
|
||||||
|
stat.crushdamage = Crush Damage
|
||||||
stat.itemsmoved = 移動速度
|
stat.itemsmoved = 移動速度
|
||||||
stat.launchtime = 發射間隔
|
stat.launchtime = 發射間隔
|
||||||
stat.shootrange = 範圍
|
stat.shootrange = 範圍
|
||||||
@@ -1116,6 +1122,7 @@ 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
|
||||||
ability.stat.shield = [stat]{0}[lightgray]護盾
|
ability.stat.shield = [stat]{0}[lightgray]護盾
|
||||||
ability.stat.repairspeed = [stat]{0}/秒[lightgray]修復速度
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray]修復速度
|
||||||
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray]生命/液體單位
|
ability.stat.slurpheal = [stat]{0}[lightgray]生命/液體單位
|
||||||
ability.stat.cooldown = [stat]{0}秒[lightgray]冷卻時間
|
ability.stat.cooldown = [stat]{0}秒[lightgray]冷卻時間
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray]最大目標數
|
ability.stat.maxtargets = [stat]{0}[lightgray]最大目標數
|
||||||
|
|||||||
Binary file not shown.
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BIN
core/assets/maps/hidden-serpulo/0.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/0.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/111.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/111.msav
Normal file
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core/assets/maps/hidden-serpulo/116.msav
Normal file
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core/assets/maps/hidden-serpulo/116.msav
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core/assets/maps/hidden-serpulo/127.msav
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core/assets/maps/hidden-serpulo/127.msav
Normal file
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core/assets/maps/hidden-serpulo/13.msav
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core/assets/maps/hidden-serpulo/13.msav
Normal file
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core/assets/maps/hidden-serpulo/133.msav
Normal file
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core/assets/maps/hidden-serpulo/133.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/16.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/16.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/161.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/161.msav
Normal file
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core/assets/maps/hidden-serpulo/176.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/176.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/180.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/180.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/185.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/185.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/19.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/19.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/191.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/191.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/192.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/192.msav
Normal file
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BIN
core/assets/maps/hidden-serpulo/197.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/197.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/200.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/200.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/207.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/207.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/225.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/225.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/24.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/24.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/248.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/248.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/254.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/254.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/259.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/259.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/263.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/263.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/265.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/265.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/47.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/47.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/55.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/55.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/6.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/6.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/66.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/66.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/67.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/67.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/69.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/69.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/76.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/76.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/92.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/92.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/94.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/94.msav
Normal file
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BIN
core/assets/maps/sunkenPier.msav
Normal file
BIN
core/assets/maps/sunkenPier.msav
Normal file
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Binary file not shown.
@@ -1 +1 @@
|
|||||||
{presets:{windsweptIslands:97,stainedMountains:223,weatheredChannels:166,craters:219,extractionOutpost:213,coastline:164,navalFortress:165,frontier:86,groundZero:170,mycelialBastion:143,facility32m:65,atolls:75,overgrowth:142,testingGrounds:169,frozenForest:64,saltFlats:98,taintedWoods:145,infestedCanyons:85,desolateRift:271,nuclearComplex:228,ruinousShores:41,planetaryTerminal:217,impact0078:266,seaPort:214,geothermalStronghold:264,cruxscape:54,fungalPass:221,tarFields:99,biomassFacility:23},attackSectors:[0,6,13,16,19,20,24,27,30,47,55,66,67,69,76,92,94,103,111,116,127,133,138,150,157,161,162,176,180,185,191,192,197,200,204,207,225,230,237,242,243,244,245,246,247,248,251,254,259,263,265]}
|
{presets:{windsweptIslands:97,stainedMountains:223,weatheredChannels:166,craters:219,extractionOutpost:213,coastline:164,navalFortress:165,frontier:86,sunkenPier:173,groundZero:170,mycelialBastion:143,facility32m:65,atolls:75,overgrowth:142,testingGrounds:169,frozenForest:64,saltFlats:98,taintedWoods:145,infestedCanyons:85,desolateRift:271,nuclearComplex:228,ruinousShores:41,planetaryTerminal:217,impact0078:266,seaPort:214,geothermalStronghold:264,cruxscape:54,fungalPass:221,tarFields:99,biomassFacility:23},attackSectors:[0,6,13,16,19,20,24,27,30,47,55,66,67,69,76,92,94,103,111,116,127,133,138,150,157,161,162,176,180,185,191,192,197,200,204,207,225,230,237,242,243,244,245,246,247,248,251,254,259,263,265]}
|
||||||
@@ -54,12 +54,17 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||||||
//debug GL information
|
//debug GL information
|
||||||
Log.info("[GL] Version: @", graphics.getGLVersion());
|
Log.info("[GL] Version: @", graphics.getGLVersion());
|
||||||
Log.info("[GL] Max texture size: @", maxTextureSize);
|
Log.info("[GL] Max texture size: @", maxTextureSize);
|
||||||
Log.info("[GL] Using @ context.", gl30 != null ? "OpenGL 3" : "OpenGL 2");
|
Log.info("[GL] Using @ API.", gl30 != null ? "OpenGL 3" : "OpenGL 2");
|
||||||
if(gl30 == null) Log.warn("[GL] Your device or video drivers do not support OpenGL 3. This will cause performance issues.");
|
|
||||||
if(NvGpuInfo.hasMemoryInfo()){
|
if(GpuDetect.gpus.size > 0) Log.info("[GL] Detected GPU: @", GpuDetect.gpus.toString(", "));
|
||||||
Log.info("[GL] Total available VRAM: @mb", NvGpuInfo.getMaxMemoryKB()/1024);
|
if(GpuDetect.hasIntel && !graphics.isGL30Available()) Log.warn("[GL] Intel GPU detected. Due to memory corruption issues, OpenGL 3 support has been disabled for Intel GPUs. See issue #11041.");
|
||||||
}
|
|
||||||
|
if(gl30 == null && !GpuDetect.hasIntel) Log.warn("[GL] Your device or video drivers do not support OpenGL 3. This will cause performance issues.");
|
||||||
|
|
||||||
|
if(NvGpuInfo.hasMemoryInfo()) Log.info("[GL] Total available VRAM: @mb", NvGpuInfo.getMaxMemoryKB()/1024);
|
||||||
|
|
||||||
if(maxTextureSize < 4096) Log.warn("[GL] Your maximum texture size is below the recommended minimum of 4096. This will cause severe performance issues.");
|
if(maxTextureSize < 4096) Log.warn("[GL] Your maximum texture size is below the recommended minimum of 4096. This will cause severe performance issues.");
|
||||||
|
|
||||||
Log.info("[JAVA] Version: @", OS.javaVersion);
|
Log.info("[JAVA] Version: @", OS.javaVersion);
|
||||||
if(Core.app.isAndroid()){
|
if(Core.app.isAndroid()){
|
||||||
Log.info("[ANDROID] API level: @", Core.app.getVersion());
|
Log.info("[ANDROID] API level: @", Core.app.getVersion());
|
||||||
|
|||||||
@@ -58,7 +58,7 @@ public class Vars implements Loadable{
|
|||||||
/** If true, mod code and scripts do not run. For internal testing only. This WILL break mods if enabled. */
|
/** If true, mod code and scripts do not run. For internal testing only. This WILL break mods if enabled. */
|
||||||
public static boolean skipModCode = false;
|
public static boolean skipModCode = false;
|
||||||
/** Default accessible content types used for player-selectable icons. */
|
/** Default accessible content types used for player-selectable icons. */
|
||||||
public static final ContentType[] defaultContentIcons = {ContentType.item, ContentType.liquid, ContentType.block, ContentType.unit};
|
public static final ContentType[] defaultContentIcons = {ContentType.item, ContentType.liquid, ContentType.block, ContentType.unit, ContentType.status};
|
||||||
/** Default rule environment. */
|
/** Default rule environment. */
|
||||||
public static final int defaultEnv = Env.terrestrial | Env.spores | Env.groundOil | Env.groundWater | Env.oxygen;
|
public static final int defaultEnv = Env.terrestrial | Env.spores | Env.groundOil | Env.groundWater | Env.oxygen;
|
||||||
/** Wall darkness radius. */
|
/** Wall darkness radius. */
|
||||||
|
|||||||
@@ -223,6 +223,11 @@ public class BuilderAI extends AIController{
|
|||||||
return state.rules.waves && unit.team == state.rules.waveTeam && !unit.team.rules().rtsAi;
|
return state.rules.waves && unit.team == state.rules.waveTeam && !unit.team.rules().rtsAi;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean shouldFire(){
|
||||||
|
return !(unit.controller() instanceof CommandAI ai) || ai.shouldFire();
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public boolean shouldShoot(){
|
public boolean shouldShoot(){
|
||||||
return !unit.isBuilding() && unit.type.canAttack;
|
return !unit.isBuilding() && unit.type.canAttack;
|
||||||
|
|||||||
@@ -129,6 +129,7 @@ public class PhysicsProcess implements AsyncProcess{
|
|||||||
private final Seq<PhysicsBody> seq = new Seq<>(PhysicsBody.class);
|
private final Seq<PhysicsBody> seq = new Seq<>(PhysicsBody.class);
|
||||||
private final Rect rect = new Rect();
|
private final Rect rect = new Rect();
|
||||||
private final Vec2 vec = new Vec2();
|
private final Vec2 vec = new Vec2();
|
||||||
|
private final Rand rand = new Rand();
|
||||||
|
|
||||||
public PhysicsWorld(Rect bounds){
|
public PhysicsWorld(Rect bounds){
|
||||||
for(int i = 0; i < layers; i++){
|
for(int i = 0; i < layers; i++){
|
||||||
@@ -180,7 +181,14 @@ public class PhysicsProcess implements AsyncProcess{
|
|||||||
float dst = Mathf.dst(body.x, body.y, other.x, other.y);
|
float dst = Mathf.dst(body.x, body.y, other.x, other.y);
|
||||||
|
|
||||||
if(dst < rs){
|
if(dst < rs){
|
||||||
vec.set(body.x - other.x, body.y - other.y).setLength(rs - dst);
|
vec.set(body.x - other.x, body.y - other.y);
|
||||||
|
|
||||||
|
if(vec.isZero()){ //exact stacked bodies will move in random directions away from each other
|
||||||
|
vec.trns(rand.random(360f), rs - dst);
|
||||||
|
}else{
|
||||||
|
vec.setLength(rs - dst);
|
||||||
|
}
|
||||||
|
|
||||||
float ms = body.mass + other.mass;
|
float ms = body.mass + other.mass;
|
||||||
float m1 = other.mass / ms, m2 = body.mass / ms;
|
float m1 = other.mass / ms, m2 = body.mass / ms;
|
||||||
|
|
||||||
|
|||||||
@@ -346,6 +346,7 @@ public class Blocks{
|
|||||||
|
|
||||||
charr = new Floor("char"){{
|
charr = new Floor("char"){{
|
||||||
blendGroup = stone;
|
blendGroup = stone;
|
||||||
|
attributes.set(Attribute.water, -0.25f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
basalt = new Floor("basalt"){{
|
basalt = new Floor("basalt"){{
|
||||||
@@ -2649,6 +2650,7 @@ public class Blocks{
|
|||||||
size = 3;
|
size = 3;
|
||||||
maxNodes = 1;
|
maxNodes = 1;
|
||||||
laserRange = 500f;
|
laserRange = 500f;
|
||||||
|
powerLayer = Layer.legUnit + 2f;
|
||||||
autolink = false;
|
autolink = false;
|
||||||
sameBlockConnection = true;
|
sameBlockConnection = true;
|
||||||
laserColor2 = Color.valueOf("ffd9c2");
|
laserColor2 = Color.valueOf("ffd9c2");
|
||||||
@@ -4802,6 +4804,7 @@ public class Blocks{
|
|||||||
ammoMultiplier = 1f;
|
ammoMultiplier = 1f;
|
||||||
|
|
||||||
lifetime = 34f;
|
lifetime = 34f;
|
||||||
|
extraRangeMargin = 32f;
|
||||||
rotationOffset = 90f;
|
rotationOffset = 90f;
|
||||||
trailRotation = true;
|
trailRotation = true;
|
||||||
trailEffect = Fx.disperseTrail;
|
trailEffect = Fx.disperseTrail;
|
||||||
@@ -5158,7 +5161,7 @@ public class Blocks{
|
|||||||
|
|
||||||
fogRadius = 6f;
|
fogRadius = 6f;
|
||||||
|
|
||||||
health = 210;
|
health = 240;
|
||||||
|
|
||||||
weapons.add(new Weapon(){{
|
weapons.add(new Weapon(){{
|
||||||
shootCone = 360f;
|
shootCone = 360f;
|
||||||
@@ -5351,7 +5354,7 @@ public class Blocks{
|
|||||||
|
|
||||||
fogRadius = 6f;
|
fogRadius = 6f;
|
||||||
|
|
||||||
health = 400;
|
health = 300;
|
||||||
|
|
||||||
weapons.add(new Weapon(){{
|
weapons.add(new Weapon(){{
|
||||||
shootCone = 360f;
|
shootCone = 360f;
|
||||||
@@ -5406,7 +5409,7 @@ public class Blocks{
|
|||||||
|
|
||||||
fogRadius = 6f;
|
fogRadius = 6f;
|
||||||
|
|
||||||
health = 100;
|
health = 50;
|
||||||
|
|
||||||
weapons.add(new Weapon(){{
|
weapons.add(new Weapon(){{
|
||||||
shootCone = 360f;
|
shootCone = 360f;
|
||||||
@@ -5868,7 +5871,7 @@ public class Blocks{
|
|||||||
optimalLifeFract = 1f;
|
optimalLifeFract = 1f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
fragBullets = intervalBullets = 1;
|
intervalBullets = 1;
|
||||||
fragSpread = fragRandomSpread = intervalRandomSpread = 0f;
|
fragSpread = fragRandomSpread = intervalRandomSpread = 0f;
|
||||||
bulletInterval = 20f;
|
bulletInterval = 20f;
|
||||||
|
|
||||||
|
|||||||
@@ -66,11 +66,7 @@ public class Planets{
|
|||||||
defaultCore = Blocks.coreBastion;
|
defaultCore = Blocks.coreBastion;
|
||||||
iconColor = Color.valueOf("ff9266");
|
iconColor = Color.valueOf("ff9266");
|
||||||
enemyBuildSpeedMultiplier = 0.4f;
|
enemyBuildSpeedMultiplier = 0.4f;
|
||||||
|
|
||||||
//TODO disallowed for now
|
|
||||||
allowLaunchToNumbered = false;
|
allowLaunchToNumbered = false;
|
||||||
|
|
||||||
//TODO SHOULD there be lighting?
|
|
||||||
updateLighting = false;
|
updateLighting = false;
|
||||||
|
|
||||||
defaultAttributes.set(Attribute.heat, 0.8f);
|
defaultAttributes.set(Attribute.heat, 0.8f);
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
package mindustry.content;
|
package mindustry.content;
|
||||||
|
|
||||||
|
import mindustry.maps.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
|
|
||||||
import static mindustry.content.Planets.*;
|
import static mindustry.content.Planets.*;
|
||||||
@@ -8,7 +9,7 @@ public class SectorPresets{
|
|||||||
public static SectorPreset
|
public static SectorPreset
|
||||||
groundZero,
|
groundZero,
|
||||||
craters, biomassFacility, taintedWoods, frozenForest, ruinousShores, facility32m, windsweptIslands, stainedMountains, tarFields,
|
craters, biomassFacility, taintedWoods, frozenForest, ruinousShores, facility32m, windsweptIslands, stainedMountains, tarFields,
|
||||||
frontier, fungalPass, infestedCanyons, atolls, mycelialBastion, extractionOutpost, saltFlats, testingGrounds, overgrowth, //polarAerodrome,
|
frontier, fungalPass, infestedCanyons, atolls, sunkenPier, mycelialBastion, extractionOutpost, saltFlats, testingGrounds, overgrowth, //polarAerodrome,
|
||||||
impact0078, desolateRift, nuclearComplex, planetaryTerminal,
|
impact0078, desolateRift, nuclearComplex, planetaryTerminal,
|
||||||
coastline, navalFortress, weatheredChannels, seaPort,
|
coastline, navalFortress, weatheredChannels, seaPort,
|
||||||
|
|
||||||
@@ -122,6 +123,11 @@ public class SectorPresets{
|
|||||||
difficulty = 7;
|
difficulty = 7;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
sunkenPier = new SectorPreset("sunkenPier", serpulo, -1){{
|
||||||
|
captureWave = 50;
|
||||||
|
difficulty = 8;
|
||||||
|
}};
|
||||||
|
|
||||||
mycelialBastion = new SectorPreset("mycelialBastion", serpulo, 260){{
|
mycelialBastion = new SectorPreset("mycelialBastion", serpulo, 260){{
|
||||||
difficulty = 8;
|
difficulty = 8;
|
||||||
}};
|
}};
|
||||||
@@ -163,23 +169,7 @@ public class SectorPresets{
|
|||||||
difficulty = 10;
|
difficulty = 10;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
/*
|
SectorSubmissions.registerSectors();
|
||||||
registerHiddenSectors(serpulo,
|
|
||||||
68, //Winter Forest by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1235654407006322700
|
|
||||||
241,//River Bastion by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1232658317126402050
|
|
||||||
173,//Front Line by stormrider: https://discord.com/channels/391020510269669376/1165421701362897000/1188484967064404061
|
|
||||||
25, //HochuPizzu by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1170279703056228515
|
|
||||||
12, //Salt Outpost by skeledragon: https://discord.com/channels/391020510269669376/1165421701362897000/1193441915459338361
|
|
||||||
106,//Desert Wastes by xaphiro_: https://discord.com/channels/391020510269669376/1165421701362897000/1226498922898264157
|
|
||||||
243,//Port 012 by skeledragon: https://discord.com/channels/391020510269669376/1165421701362897000/1174884280242012262
|
|
||||||
240 //Cold Grove by wpx: https://discord.com/channels/391020510269669376/1165421701362897000/1230550892718194742
|
|
||||||
);
|
|
||||||
|
|
||||||
//these are hidden wave presets (TODO) find a better way to do this
|
|
||||||
Vars.content.sector("sector-serpulo-173").captureWave = 17;
|
|
||||||
Vars.content.sector("sector-serpulo-240").captureWave = 40;
|
|
||||||
serpulo.sectors.get(173).generateEnemyBase = false;
|
|
||||||
serpulo.sectors.get(240).generateEnemyBase = false;*/
|
|
||||||
|
|
||||||
//endregion
|
//endregion
|
||||||
//region erekir
|
//region erekir
|
||||||
@@ -262,13 +252,4 @@ public class SectorPresets{
|
|||||||
|
|
||||||
//endregion
|
//endregion
|
||||||
}
|
}
|
||||||
|
|
||||||
static void registerHiddenSectors(Planet planet, int... ids){
|
|
||||||
for(int id : ids){
|
|
||||||
new SectorPreset("sector-" + planet.name + "-" + id, "hidden/" + planet + "-" + id, planet, id){{
|
|
||||||
requireUnlock = false;
|
|
||||||
}};
|
|
||||||
planet.sectors.get(id).generateEnemyBase = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -580,6 +580,14 @@ public class SerpuloTechTree{
|
|||||||
new Research(cyclone),
|
new Research(cyclone),
|
||||||
new Research(ripple)
|
new Research(ripple)
|
||||||
), () -> {
|
), () -> {
|
||||||
|
node(sunkenPier, Seq.with(
|
||||||
|
new SectorComplete(navalFortress),
|
||||||
|
new SectorComplete(coastline),
|
||||||
|
new Research(multiplicativeReconstructor)
|
||||||
|
), () -> {
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
node(weatheredChannels, Seq.with(
|
node(weatheredChannels, Seq.with(
|
||||||
new SectorComplete(impact0078),
|
new SectorComplete(impact0078),
|
||||||
new SectorComplete(navalFortress),
|
new SectorComplete(navalFortress),
|
||||||
|
|||||||
@@ -196,7 +196,7 @@ public class UnitTypes{
|
|||||||
mechStepParticles = true;
|
mechStepParticles = true;
|
||||||
stepShake = 0.15f;
|
stepShake = 0.15f;
|
||||||
singleTarget = true;
|
singleTarget = true;
|
||||||
drownTimeMultiplier = 4f;
|
drownTimeMultiplier = 1.5f;
|
||||||
|
|
||||||
abilities.add(new ShieldRegenFieldAbility(25f, 250f, 60f * 1, 60f));
|
abilities.add(new ShieldRegenFieldAbility(25f, 250f, 60f * 1, 60f));
|
||||||
|
|
||||||
@@ -262,7 +262,7 @@ public class UnitTypes{
|
|||||||
armor = 18f;
|
armor = 18f;
|
||||||
mechStepParticles = true;
|
mechStepParticles = true;
|
||||||
stepShake = 0.75f;
|
stepShake = 0.75f;
|
||||||
drownTimeMultiplier = 6f;
|
drownTimeMultiplier = 1.6f;
|
||||||
mechFrontSway = 1.9f;
|
mechFrontSway = 1.9f;
|
||||||
mechSideSway = 0.6f;
|
mechSideSway = 0.6f;
|
||||||
ammoType = new ItemAmmoType(Items.thorium);
|
ammoType = new ItemAmmoType(Items.thorium);
|
||||||
@@ -459,7 +459,7 @@ public class UnitTypes{
|
|||||||
mechStepParticles = true;
|
mechStepParticles = true;
|
||||||
stepShake = 0.15f;
|
stepShake = 0.15f;
|
||||||
ammoType = new PowerAmmoType(2500);
|
ammoType = new PowerAmmoType(2500);
|
||||||
drownTimeMultiplier = 4f;
|
drownTimeMultiplier = 1.3f;
|
||||||
|
|
||||||
speed = 0.44f;
|
speed = 0.44f;
|
||||||
boostMultiplier = 2.4f;
|
boostMultiplier = 2.4f;
|
||||||
@@ -539,7 +539,7 @@ public class UnitTypes{
|
|||||||
armor = 9f;
|
armor = 9f;
|
||||||
stepShake = 1.5f;
|
stepShake = 1.5f;
|
||||||
rotateSpeed = 1.5f;
|
rotateSpeed = 1.5f;
|
||||||
drownTimeMultiplier = 6f;
|
drownTimeMultiplier = 1.6f;
|
||||||
|
|
||||||
legCount = 4;
|
legCount = 4;
|
||||||
legLength = 14f;
|
legLength = 14f;
|
||||||
@@ -770,7 +770,6 @@ public class UnitTypes{
|
|||||||
|
|
||||||
legSplashDamage = 32;
|
legSplashDamage = 32;
|
||||||
legSplashRange = 30;
|
legSplashRange = 30;
|
||||||
drownTimeMultiplier = 2f;
|
|
||||||
|
|
||||||
hovering = true;
|
hovering = true;
|
||||||
shadowElevation = 0.65f;
|
shadowElevation = 0.65f;
|
||||||
@@ -857,7 +856,6 @@ public class UnitTypes{
|
|||||||
lightRadius = 140f;
|
lightRadius = 140f;
|
||||||
|
|
||||||
rotateSpeed = 1.9f;
|
rotateSpeed = 1.9f;
|
||||||
drownTimeMultiplier = 3f;
|
|
||||||
|
|
||||||
legCount = 8;
|
legCount = 8;
|
||||||
legMoveSpace = 0.8f;
|
legMoveSpace = 0.8f;
|
||||||
@@ -2506,6 +2504,7 @@ public class UnitTypes{
|
|||||||
health = 850;
|
health = 850;
|
||||||
armor = 6f;
|
armor = 6f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
|
floorMultiplier = 0.95f;
|
||||||
treadRects = new Rect[]{new Rect(12 - 32f, 7 - 32f, 14, 51)};
|
treadRects = new Rect[]{new Rect(12 - 32f, 7 - 32f, 14, 51)};
|
||||||
researchCostMultiplier = 0f;
|
researchCostMultiplier = 0f;
|
||||||
|
|
||||||
@@ -2547,6 +2546,7 @@ public class UnitTypes{
|
|||||||
health = 2100;
|
health = 2100;
|
||||||
armor = 8f;
|
armor = 8f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
|
floorMultiplier = 0.8f;
|
||||||
treadRects = new Rect[]{new Rect(17 - 96f/2f, 10 - 96f/2f, 19, 76)};
|
treadRects = new Rect[]{new Rect(17 - 96f/2f, 10 - 96f/2f, 19, 76)};
|
||||||
researchCostMultiplier = 0f;
|
researchCostMultiplier = 0f;
|
||||||
|
|
||||||
@@ -2625,6 +2625,9 @@ public class UnitTypes{
|
|||||||
health = 5000;
|
health = 5000;
|
||||||
armor = 11f;
|
armor = 11f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
|
floorMultiplier = 0.65f;
|
||||||
|
drownTimeMultiplier = 1.2f;
|
||||||
|
immunities.addAll(StatusEffects.burning, StatusEffects.melting);
|
||||||
treadRects = new Rect[]{new Rect(16 - 60f, 48 - 70f, 30, 75), new Rect(44 - 60f, 17 - 70f, 17, 60)};
|
treadRects = new Rect[]{new Rect(16 - 60f, 48 - 70f, 30, 75), new Rect(44 - 60f, 17 - 70f, 17, 60)};
|
||||||
researchCostMultiplier = 0f;
|
researchCostMultiplier = 0f;
|
||||||
|
|
||||||
@@ -2695,6 +2698,9 @@ public class UnitTypes{
|
|||||||
armor = 20f;
|
armor = 20f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
crushDamage = 13f / 5f;
|
crushDamage = 13f / 5f;
|
||||||
|
floorMultiplier = 0.5f;
|
||||||
|
drownTimeMultiplier = 1.25f;
|
||||||
|
immunities.addAll(StatusEffects.burning, StatusEffects.melting);
|
||||||
treadRects = new Rect[]{new Rect(22 - 154f/2f, 16 - 154f/2f, 28, 130)};
|
treadRects = new Rect[]{new Rect(22 - 154f/2f, 16 - 154f/2f, 28, 130)};
|
||||||
|
|
||||||
weapons.add(new Weapon("vanquish-weapon"){{
|
weapons.add(new Weapon("vanquish-weapon"){{
|
||||||
@@ -2791,6 +2797,8 @@ public class UnitTypes{
|
|||||||
armor = 26f;
|
armor = 26f;
|
||||||
crushDamage = 25f / 5f;
|
crushDamage = 25f / 5f;
|
||||||
rotateSpeed = 0.8f;
|
rotateSpeed = 0.8f;
|
||||||
|
floorMultiplier = 0.3f;
|
||||||
|
immunities.addAll(StatusEffects.burning, StatusEffects.melting);
|
||||||
|
|
||||||
float xo = 231f/2f, yo = 231f/2f;
|
float xo = 231f/2f, yo = 231f/2f;
|
||||||
treadRects = new Rect[]{new Rect(27 - xo, 152 - yo, 56, 73), new Rect(24 - xo, 51 - 9 - yo, 29, 17), new Rect(59 - xo, 18 - 9 - yo, 39, 19)};
|
treadRects = new Rect[]{new Rect(27 - xo, 152 - yo, 56, 73), new Rect(24 - xo, 51 - 9 - yo, 29, 17), new Rect(59 - xo, 18 - 9 - yo, 39, 19)};
|
||||||
@@ -3306,7 +3314,7 @@ public class UnitTypes{
|
|||||||
drag = 0.1f;
|
drag = 0.1f;
|
||||||
speed = 0.6f;
|
speed = 0.6f;
|
||||||
hitSize = 30f;
|
hitSize = 30f;
|
||||||
health = 7300;
|
health = 6500;
|
||||||
armor = 5f;
|
armor = 5f;
|
||||||
|
|
||||||
lockLegBase = true;
|
lockLegBase = true;
|
||||||
@@ -3319,14 +3327,15 @@ public class UnitTypes{
|
|||||||
|
|
||||||
abilities.add(new ShieldArcAbility(){{
|
abilities.add(new ShieldArcAbility(){{
|
||||||
region = "tecta-shield";
|
region = "tecta-shield";
|
||||||
radius = 36f;
|
radius = 45f;
|
||||||
angle = 82f;
|
angle = 82f;
|
||||||
regen = 0.6f;
|
regen = 40f / 60f;
|
||||||
cooldown = 60f * 8f;
|
cooldown = 60f * 8f;
|
||||||
max = 2000f;
|
max = 2200f;
|
||||||
y = -20f;
|
y = -20f;
|
||||||
width = 6f;
|
width = 8f;
|
||||||
whenShooting = false;
|
whenShooting = false;
|
||||||
|
chanceDeflect = 1f;
|
||||||
}});
|
}});
|
||||||
|
|
||||||
rotateSpeed = 2.1f;
|
rotateSpeed = 2.1f;
|
||||||
@@ -3344,7 +3353,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
legSplashDamage = 32;
|
legSplashDamage = 32;
|
||||||
legSplashRange = 30;
|
legSplashRange = 30;
|
||||||
drownTimeMultiplier = 2f;
|
drownTimeMultiplier = 0.5f;
|
||||||
|
|
||||||
hovering = true;
|
hovering = true;
|
||||||
shadowElevation = 0.4f;
|
shadowElevation = 0.4f;
|
||||||
@@ -3435,7 +3444,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
legSplashDamage = 32;
|
legSplashDamage = 32;
|
||||||
legSplashRange = 32;
|
legSplashRange = 32;
|
||||||
drownTimeMultiplier = 2f;
|
drownTimeMultiplier = 0.5f;
|
||||||
|
|
||||||
hovering = true;
|
hovering = true;
|
||||||
shadowElevation = 0.4f;
|
shadowElevation = 0.4f;
|
||||||
@@ -3487,7 +3496,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
bullet = new ArtilleryBulletType(5.5f, 260){{
|
bullet = new ArtilleryBulletType(5.5f, 260){{
|
||||||
collidesTiles = collides = true;
|
collidesTiles = collides = true;
|
||||||
lifetime = 70f;
|
lifetime = 60f;
|
||||||
shootEffect = Fx.shootBigColor;
|
shootEffect = Fx.shootBigColor;
|
||||||
smokeEffect = Fx.shootSmokeSquareBig;
|
smokeEffect = Fx.shootSmokeSquareBig;
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
@@ -3495,6 +3504,7 @@ public class UnitTypes{
|
|||||||
hitSound = Sounds.none;
|
hitSound = Sounds.none;
|
||||||
width = 18f;
|
width = 18f;
|
||||||
height = 24f;
|
height = 24f;
|
||||||
|
rangeOverride = 385f;
|
||||||
|
|
||||||
lightColor = trailColor = hitColor = backColor = Pal.techBlue;
|
lightColor = trailColor = hitColor = backColor = Pal.techBlue;
|
||||||
lightRadius = 40f;
|
lightRadius = 40f;
|
||||||
@@ -3508,10 +3518,10 @@ public class UnitTypes{
|
|||||||
despawnSound = Sounds.dullExplosion;
|
despawnSound = Sounds.dullExplosion;
|
||||||
|
|
||||||
hitEffect = despawnEffect = new ExplosionEffect(){{
|
hitEffect = despawnEffect = new ExplosionEffect(){{
|
||||||
lifetime = 34f;
|
lifetime = 50f;
|
||||||
waveStroke = 4f;
|
waveStroke = 5f;
|
||||||
waveColor = sparkColor = trailColor;
|
waveColor = sparkColor = trailColor;
|
||||||
waveRad = 25f;
|
waveRad = 45f;
|
||||||
smokeSize = 0f;
|
smokeSize = 0f;
|
||||||
smokeSizeBase = 0f;
|
smokeSizeBase = 0f;
|
||||||
sparks = 10;
|
sparks = 10;
|
||||||
@@ -3520,8 +3530,8 @@ public class UnitTypes{
|
|||||||
sparkStroke = 3f;
|
sparkStroke = 3f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
splashDamage = 85f;
|
splashDamage = 120f;
|
||||||
splashDamageRadius = 20f;
|
splashDamageRadius = 36f;
|
||||||
|
|
||||||
fragBullets = 15;
|
fragBullets = 15;
|
||||||
fragVelocityMin = 0.5f;
|
fragVelocityMin = 0.5f;
|
||||||
@@ -3529,14 +3539,14 @@ public class UnitTypes{
|
|||||||
fragLifeMin = 0.3f;
|
fragLifeMin = 0.3f;
|
||||||
despawnShake = 5f;
|
despawnShake = 5f;
|
||||||
|
|
||||||
fragBullet = new BasicBulletType(5.5f, 50){{
|
fragBullet = new BasicBulletType(5.5f, 37){{
|
||||||
pierceCap = 2;
|
pierceCap = 2;
|
||||||
pierceBuilding = true;
|
pierceBuilding = true;
|
||||||
|
|
||||||
homingPower = 0.09f;
|
homingPower = 0.09f;
|
||||||
homingRange = 150f;
|
homingRange = 150f;
|
||||||
|
|
||||||
lifetime = 50f;
|
lifetime = 40f;
|
||||||
shootEffect = Fx.shootBigColor;
|
shootEffect = Fx.shootBigColor;
|
||||||
smokeEffect = Fx.shootSmokeSquareBig;
|
smokeEffect = Fx.shootSmokeSquareBig;
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
@@ -3555,7 +3565,7 @@ public class UnitTypes{
|
|||||||
collidesAir = false;
|
collidesAir = false;
|
||||||
|
|
||||||
despawnEffect = Fx.none;
|
despawnEffect = Fx.none;
|
||||||
splashDamage = 46f;
|
splashDamage = 35f;
|
||||||
splashDamageRadius = 30f;
|
splashDamageRadius = 30f;
|
||||||
|
|
||||||
hitEffect = despawnEffect = new MultiEffect(new ExplosionEffect(){{
|
hitEffect = despawnEffect = new MultiEffect(new ExplosionEffect(){{
|
||||||
@@ -4074,7 +4084,7 @@ public class UnitTypes{
|
|||||||
hitSize = 9f;
|
hitSize = 9f;
|
||||||
omniMovement = false;
|
omniMovement = false;
|
||||||
rotateSpeed = 2.5f;
|
rotateSpeed = 2.5f;
|
||||||
drownTimeMultiplier = 2f;
|
drownTimeMultiplier = 1.75f;
|
||||||
segments = 3;
|
segments = 3;
|
||||||
drawBody = false;
|
drawBody = false;
|
||||||
hidden = true;
|
hidden = true;
|
||||||
@@ -4094,7 +4104,6 @@ public class UnitTypes{
|
|||||||
hitSize = 48f;
|
hitSize = 48f;
|
||||||
omniMovement = false;
|
omniMovement = false;
|
||||||
rotateSpeed = 1.7f;
|
rotateSpeed = 1.7f;
|
||||||
drownTimeMultiplier = 4f;
|
|
||||||
segments = 4;
|
segments = 4;
|
||||||
drawBody = false;
|
drawBody = false;
|
||||||
hidden = true;
|
hidden = true;
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ import mindustry.game.*;
|
|||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.game.Objectives.*;
|
import mindustry.game.Objectives.*;
|
||||||
import mindustry.game.Saves.*;
|
import mindustry.game.Saves.*;
|
||||||
|
import mindustry.game.Teams.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.input.*;
|
import mindustry.input.*;
|
||||||
import mindustry.io.*;
|
import mindustry.io.*;
|
||||||
@@ -419,7 +420,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
ui.planet.hide();
|
ui.planet.hide();
|
||||||
SaveSlot slot = sector.save;
|
SaveSlot slot = sector.save;
|
||||||
sector.planet.setLastSector(sector);
|
sector.planet.setLastSector(sector);
|
||||||
if(slot != null && !clearSectors && (!(sector.planet.clearSectorOnLose || sector.info.hasWorldProcessor) || sector.info.hasCore)){
|
if(slot != null && !clearSectors && (!sector.planet.clearSectorOnLose || sector.info.hasCore)){
|
||||||
|
|
||||||
try{
|
try{
|
||||||
boolean hadNoCore = !sector.info.hasCore;
|
boolean hadNoCore = !sector.info.hasCore;
|
||||||
@@ -433,74 +434,73 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
//if there is no base, simulate a new game and place the right loadout at the spawn position
|
//if there is no base, simulate a new game and place the right loadout at the spawn position
|
||||||
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
||||||
|
|
||||||
if(sector.planet.clearSectorOnLose || sector.info.hasWorldProcessor){
|
//don't carry over the spawn position and plans if the sector preset name or map size changed
|
||||||
|
if(sector.planet.clearSectorOnLose || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
||||||
playNewSector(origin, sector, reloader);
|
playNewSector(origin, sector, reloader);
|
||||||
}else{
|
}else{
|
||||||
//no spawn set -> delete the sector save
|
int spawnPos = sector.info.spawnPosition;
|
||||||
if(sector.info.spawnPosition == 0){
|
|
||||||
//delete old save
|
|
||||||
sector.save = null;
|
|
||||||
slot.delete();
|
|
||||||
//play again
|
|
||||||
playSector(origin, sector, reloader);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
//set spawn for sector damage to use
|
//set spawn for sector damage to use
|
||||||
Tile spawn = world.tile(sector.info.spawnPosition);
|
Tile spawn = world.tile(spawnPos);
|
||||||
spawn.setBlock(sector.planet.defaultCore, state.rules.defaultTeam);
|
spawn.setBlock(sector.planet.defaultCore, state.rules.defaultTeam);
|
||||||
|
|
||||||
//add extra damage.
|
//apply damage to simulate the sector being lost
|
||||||
SectorDamage.apply(1f);
|
SectorDamage.apply(1f);
|
||||||
|
|
||||||
//reset wave so things are more fair
|
//save the plans and buildings from the previous save; they will be used to re-populate the sector
|
||||||
state.wave = 1;
|
var previousPlans = state.rules.defaultTeam.data().plans.toArray(BlockPlan.class);
|
||||||
//set up default wave time
|
var previousBuildings = state.rules.defaultTeam.data().buildings.<Building>toArray(Building.class);
|
||||||
state.wavetime = state.rules.initialWaveSpacing <= 0f ? (state.rules.waveSpacing * (sector.preset == null ? 2f : sector.preset.startWaveTimeMultiplier)) : state.rules.initialWaveSpacing;
|
var previousDerelicts = Team.derelict.data().buildings.<Building>toArray(Building.class);
|
||||||
state.wavetime *= sector.planet.campaignRules.difficulty.waveTimeMultiplier;
|
|
||||||
//reset captured state
|
|
||||||
sector.info.wasCaptured = false;
|
|
||||||
|
|
||||||
if(state.rules.sector.planet.allowWaves){
|
logic.reset();
|
||||||
//re-enable waves
|
|
||||||
state.rules.waves = true;
|
|
||||||
//reset win wave??
|
|
||||||
state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null && sector.preset.captureWave > 0 ? sector.preset.captureWave : state.rules.winWave > state.wave ? state.rules.winWave : 30;
|
|
||||||
}
|
|
||||||
|
|
||||||
//if there's still an enemy base left, fix it
|
//now, load a fresh save; the old one was only used to grab previous building data
|
||||||
if(state.rules.attackMode){
|
playNewSector(origin, sector, reloader, new WorldParams(){{
|
||||||
//replace all broken blocks
|
corePositionOverride = spawnPos;
|
||||||
for(var plan : state.rules.waveTeam.data().plans){
|
}}, () -> {
|
||||||
Tile tile = world.tile(plan.x, plan.y);
|
var teamData = state.rules.defaultTeam.data();
|
||||||
if(tile != null){
|
|
||||||
tile.setBlock(plan.block, state.rules.waveTeam, plan.rotation);
|
//all the derelicts from the new save have to be removed.
|
||||||
if(plan.config != null && tile.build != null){
|
for(var generatedDerelict : Team.derelict.data().buildings.<Building>toArray(Building.class)){
|
||||||
tile.build.configureAny(plan.config);
|
generatedDerelict.tile.remove();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//retain old derelicts from the previous save.
|
||||||
|
for(var build : previousDerelicts){
|
||||||
|
Tile tile = world.tile(build.tileX(), build.tileY());
|
||||||
|
if(tile != null && tile.build == null && Build.validPlace(build.block, Team.derelict, build.tileX(), build.tileY(), build.rotation, false, false)){
|
||||||
|
tile.setBlock(build.block, Team.derelict, build.rotation, () -> build);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
state.rules.waveTeam.data().plans.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
//kill all units, since they should be dead anyway
|
//copy over all buildings from the previous save, retaining config and health, and making them derelict. contents are not saved (derelict repair clears them anyway)
|
||||||
Groups.unit.clear();
|
for(var build : previousBuildings){
|
||||||
Groups.fire.clear();
|
Tile tile = world.tile(build.tileX(), build.tileY());
|
||||||
Groups.puddle.clear();
|
if(tile != null && tile.build == null && Build.validPlace(build.block, state.rules.defaultTeam, build.tileX(), build.tileY(), build.rotation, false, false)){
|
||||||
|
build.addPlan(false, true);
|
||||||
|
tile.setBlock(build.block, state.rules.defaultTeam, build.rotation, () -> build);
|
||||||
|
build.changeTeam(Team.derelict);
|
||||||
|
build.dropped(); //TODO: call pickedUp too? this may screw up power networks in a major way as they refer to potentially deleted entities
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//reset to 0, so replaced cores don't count
|
for(var build : previousBuildings){
|
||||||
state.rules.defaultTeam.data().unitCap = 0;
|
if(build.isValid()){
|
||||||
Schematics.placeLaunchLoadout(spawn.x, spawn.y);
|
build.updateProximity();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//set up camera/player locations
|
//carry over all previous plans that don't already have the corresponding block at their position
|
||||||
player.set(spawn.x * tilesize, spawn.y * tilesize);
|
for(var plan : previousPlans){
|
||||||
camera.position.set(player);
|
var build = world.build(plan.x, plan.y);
|
||||||
|
if(!(build != null && build.block == plan.block && build.tileX() == plan.x && build.tileY() == plan.y && build.team != state.rules.waveTeam)){
|
||||||
|
teamData.plans.add(plan);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
Events.fire(new SectorLaunchEvent(sector));
|
//blocks placed after WorldLoadEvent didn't queue an update, so fix that.
|
||||||
Events.fire(Trigger.newGame);
|
renderer.minimap.updateAll();
|
||||||
|
|
||||||
state.set(State.playing);
|
|
||||||
reloader.end();
|
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
state.set(State.playing);
|
state.set(State.playing);
|
||||||
@@ -522,12 +522,20 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void playNewSector(@Nullable Sector origin, Sector sector, WorldReloader reloader){
|
public void playNewSector(@Nullable Sector origin, Sector sector, WorldReloader reloader){
|
||||||
|
playNewSector(origin, sector, reloader, new WorldParams(), null);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void playNewSector(@Nullable Sector origin, Sector sector, WorldReloader reloader, WorldParams params, @Nullable Runnable beforePlay){
|
||||||
reloader.begin();
|
reloader.begin();
|
||||||
world.loadSector(sector);
|
world.loadSector(sector, params);
|
||||||
state.rules.sector = sector;
|
state.rules.sector = sector;
|
||||||
//assign origin when launching
|
|
||||||
sector.info.origin = origin;
|
sector.info.origin = origin;
|
||||||
sector.info.destination = origin;
|
sector.info.destination = origin;
|
||||||
|
|
||||||
|
if(beforePlay != null){
|
||||||
|
beforePlay.run();
|
||||||
|
}
|
||||||
|
|
||||||
logic.play();
|
logic.play();
|
||||||
control.saves.saveSector(sector);
|
control.saves.saveSector(sector);
|
||||||
Events.fire(new SectorLaunchEvent(sector));
|
Events.fire(new SectorLaunchEvent(sector));
|
||||||
|
|||||||
@@ -61,6 +61,7 @@ public class NetClient implements ApplicationListener{
|
|||||||
/** Byte stream for reading in snapshots. */
|
/** Byte stream for reading in snapshots. */
|
||||||
private ReusableByteInStream byteStream = new ReusableByteInStream();
|
private ReusableByteInStream byteStream = new ReusableByteInStream();
|
||||||
private DataInputStream dataStream = new DataInputStream(byteStream);
|
private DataInputStream dataStream = new DataInputStream(byteStream);
|
||||||
|
private Reads dataStreamReads = new Reads(dataStream);
|
||||||
/** Packet handlers for custom types of messages. */
|
/** Packet handlers for custom types of messages. */
|
||||||
private ObjectMap<String, Seq<Cons<String>>> customPacketHandlers = new ObjectMap<>();
|
private ObjectMap<String, Seq<Cons<String>>> customPacketHandlers = new ObjectMap<>();
|
||||||
/** Packet handlers for custom types of messages, in binary. */
|
/** Packet handlers for custom types of messages, in binary. */
|
||||||
@@ -485,9 +486,10 @@ public class NetClient implements ApplicationListener{
|
|||||||
netClient.lastSnapshotTimestamp = Time.millis();
|
netClient.lastSnapshotTimestamp = Time.millis();
|
||||||
netClient.byteStream.setBytes(data);
|
netClient.byteStream.setBytes(data);
|
||||||
DataInputStream input = netClient.dataStream;
|
DataInputStream input = netClient.dataStream;
|
||||||
|
Reads reads = netClient.dataStreamReads;
|
||||||
|
|
||||||
for(int j = 0; j < amount; j++){
|
for(int j = 0; j < amount; j++){
|
||||||
readSyncEntity(input, Reads.get(input));
|
readSyncEntity(input, reads);
|
||||||
}
|
}
|
||||||
}catch(Exception e){
|
}catch(Exception e){
|
||||||
//don't disconnect, just log it
|
//don't disconnect, just log it
|
||||||
@@ -511,6 +513,7 @@ public class NetClient implements ApplicationListener{
|
|||||||
try{
|
try{
|
||||||
netClient.byteStream.setBytes(data);
|
netClient.byteStream.setBytes(data);
|
||||||
DataInputStream input = netClient.dataStream;
|
DataInputStream input = netClient.dataStream;
|
||||||
|
Reads reads = netClient.dataStreamReads;
|
||||||
|
|
||||||
for(int i = 0; i < amount; i++){
|
for(int i = 0; i < amount; i++){
|
||||||
int pos = input.readInt();
|
int pos = input.readInt();
|
||||||
@@ -524,7 +527,7 @@ public class NetClient implements ApplicationListener{
|
|||||||
Log.warn("Block ID mismatch at @: @ != @. Skipping block snapshot.", tile, tile.build.block.id, block);
|
Log.warn("Block ID mismatch at @: @ != @. Skipping block snapshot.", tile, tile.build.block.id, block);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
tile.build.readSync(Reads.get(input), tile.build.version());
|
tile.build.readSync(reads, tile.build.version());
|
||||||
}
|
}
|
||||||
}catch(Exception e){
|
}catch(Exception e){
|
||||||
Log.err(e);
|
Log.err(e);
|
||||||
|
|||||||
@@ -116,6 +116,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
private ReusableByteOutStream syncStream = new ReusableByteOutStream();
|
private ReusableByteOutStream syncStream = new ReusableByteOutStream();
|
||||||
/** Data stream for writing player sync data to. */
|
/** Data stream for writing player sync data to. */
|
||||||
private DataOutputStream dataStream = new DataOutputStream(syncStream);
|
private DataOutputStream dataStream = new DataOutputStream(syncStream);
|
||||||
|
private Writes dataStreamWrites = new Writes(dataStream);
|
||||||
/** Packet handlers for custom types of messages. */
|
/** Packet handlers for custom types of messages. */
|
||||||
private ObjectMap<String, Seq<Cons2<Player, String>>> customPacketHandlers = new ObjectMap<>();
|
private ObjectMap<String, Seq<Cons2<Player, String>>> customPacketHandlers = new ObjectMap<>();
|
||||||
/** Packet handlers for custom types of messages - binary version. */
|
/** Packet handlers for custom types of messages - binary version. */
|
||||||
@@ -938,7 +939,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
|
|
||||||
dataStream.writeInt(build.pos());
|
dataStream.writeInt(build.pos());
|
||||||
dataStream.writeShort(build.block.id);
|
dataStream.writeShort(build.block.id);
|
||||||
build.writeSync(Writes.get(dataStream));
|
build.writeSync(dataStreamWrites);
|
||||||
|
|
||||||
if(syncStream.size() > maxSnapshotSize){
|
if(syncStream.size() > maxSnapshotSize){
|
||||||
dataStream.close();
|
dataStream.close();
|
||||||
@@ -993,7 +994,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
dataStream.writeInt(entity.id()); //write id
|
dataStream.writeInt(entity.id()); //write id
|
||||||
dataStream.writeByte(entity.classId() & 0xFF); //write type ID
|
dataStream.writeByte(entity.classId() & 0xFF); //write type ID
|
||||||
entity.beforeWrite();
|
entity.beforeWrite();
|
||||||
entity.writeSync(Writes.get(dataStream)); //write entity
|
entity.writeSync(dataStreamWrites); //write entity itself
|
||||||
|
|
||||||
sent++;
|
sent++;
|
||||||
|
|
||||||
|
|||||||
@@ -259,19 +259,19 @@ public class World{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void loadSector(Sector sector){
|
public void loadSector(Sector sector){
|
||||||
loadSector(sector, 0, true);
|
loadSector(sector, new WorldParams());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void loadSector(Sector sector, int seedOffset, boolean saveInfo){
|
public void loadSector(Sector sector, WorldParams params){
|
||||||
setSectorRules(sector, saveInfo);
|
setSectorRules(sector, params.saveInfo);
|
||||||
|
|
||||||
int size = sector.getSize();
|
int size = sector.getSize();
|
||||||
loadGenerator(size, size, tiles -> {
|
loadGenerator(size, size, tiles -> {
|
||||||
if(sector.preset != null){
|
if(sector.preset != null){
|
||||||
sector.preset.generator.generate(tiles);
|
sector.preset.generator.generate(tiles, params);
|
||||||
sector.preset.rules.get(state.rules); //apply extra rules
|
sector.preset.rules.get(state.rules); //apply extra rules
|
||||||
}else if(sector.planet.generator != null){
|
}else if(sector.planet.generator != null){
|
||||||
sector.planet.generator.generate(tiles, sector, seedOffset);
|
sector.planet.generator.generate(tiles, sector, params);
|
||||||
}else{
|
}else{
|
||||||
throw new RuntimeException("Sector " + sector.id + " on planet " + sector.planet.name + " has no generator or preset defined. Provide a planet generator or preset map.");
|
throw new RuntimeException("Sector " + sector.id + " on planet " + sector.planet.name + " has no generator or preset defined. Provide a planet generator or preset map.");
|
||||||
}
|
}
|
||||||
@@ -279,7 +279,7 @@ public class World{
|
|||||||
state.rules.sector = sector;
|
state.rules.sector = sector;
|
||||||
});
|
});
|
||||||
|
|
||||||
if(saveInfo && state.rules.waves){
|
if(params.saveInfo && state.rules.waves){
|
||||||
sector.info.waves = state.rules.waves;
|
sector.info.waves = state.rules.waves;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -289,7 +289,7 @@ public class World{
|
|||||||
}
|
}
|
||||||
|
|
||||||
//reset rules
|
//reset rules
|
||||||
setSectorRules(sector, saveInfo);
|
setSectorRules(sector, params.saveInfo);
|
||||||
|
|
||||||
if(state.rules.defaultTeam.core() != null){
|
if(state.rules.defaultTeam.core() != null){
|
||||||
sector.info.spawnPosition = state.rules.defaultTeam.core().pos();
|
sector.info.spawnPosition = state.rules.defaultTeam.core().pos();
|
||||||
|
|||||||
@@ -85,7 +85,7 @@ public class EditorRenderer implements Disposable{
|
|||||||
//don't process terrain updates every frame (helps with lag on low end devices)
|
//don't process terrain updates every frame (helps with lag on low end devices)
|
||||||
boolean doUpdate = Core.graphics.getFrameId() % 2 == 0;
|
boolean doUpdate = Core.graphics.getFrameId() % 2 == 0;
|
||||||
|
|
||||||
if(doUpdate) renderer.blocks.floor.checkChanges();
|
if(doUpdate) renderer.blocks.floor.checkChanges(!editor.showTerrain);
|
||||||
|
|
||||||
boolean prev = renderer.animateWater;
|
boolean prev = renderer.animateWater;
|
||||||
renderer.animateWater = false;
|
renderer.animateWater = false;
|
||||||
@@ -95,14 +95,16 @@ public class EditorRenderer implements Disposable{
|
|||||||
Core.camera.width = 999999f;
|
Core.camera.width = 999999f;
|
||||||
Core.camera.height = 999999f;
|
Core.camera.height = 999999f;
|
||||||
Core.camera.mat.set(Draw.proj()).mul(Tmp.m3.setToTranslation(tx, ty).scale(tw / (width * tilesize), th / (height * tilesize)).translate(4f, 4f));
|
Core.camera.mat.set(Draw.proj()).mul(Tmp.m3.setToTranslation(tx, ty).scale(tw / (width * tilesize), th / (height * tilesize)).translate(4f, 4f));
|
||||||
renderer.blocks.floor.drawFloor();
|
if(editor.showFloor){
|
||||||
|
renderer.blocks.floor.drawFloor();
|
||||||
|
}
|
||||||
|
|
||||||
Tmp.m2.set(Draw.proj());
|
Tmp.m2.set(Draw.proj());
|
||||||
|
|
||||||
//scissors are always enabled because this is drawn clipped in UI, make sure they don't interfere with drawing shadow events
|
//scissors are always enabled because this is drawn clipped in UI, make sure they don't interfere with drawing shadow events
|
||||||
Gl.disable(Gl.scissorTest);
|
Gl.disable(Gl.scissorTest);
|
||||||
|
|
||||||
if(doUpdate) renderer.blocks.processShadows();
|
if(doUpdate) renderer.blocks.processShadows(!editor.showBuildings, !editor.showTerrain);
|
||||||
|
|
||||||
Gl.enable(Gl.scissorTest);
|
Gl.enable(Gl.scissorTest);
|
||||||
|
|
||||||
@@ -115,7 +117,9 @@ public class EditorRenderer implements Disposable{
|
|||||||
Draw.proj(Tmp.m2);
|
Draw.proj(Tmp.m2);
|
||||||
|
|
||||||
renderer.blocks.floor.beginDraw();
|
renderer.blocks.floor.beginDraw();
|
||||||
renderer.blocks.floor.drawLayer(CacheLayer.walls);
|
if(editor.showTerrain){
|
||||||
|
renderer.blocks.floor.drawLayer(CacheLayer.walls);
|
||||||
|
}
|
||||||
renderer.animateWater = prev;
|
renderer.animateWater = prev;
|
||||||
|
|
||||||
if(chunks == null) return;
|
if(chunks == null) return;
|
||||||
@@ -125,16 +129,18 @@ public class EditorRenderer implements Disposable{
|
|||||||
recacheChunks.clear();
|
recacheChunks.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
shader.bind();
|
if(editor.showBuildings){
|
||||||
shader.setUniformMatrix4("u_projTrans", Tmp.m1.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
|
shader.bind();
|
||||||
|
shader.setUniformMatrix4("u_projTrans", Tmp.m1.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
|
||||||
|
|
||||||
for(int x = 0; x < chunks.length; x++){
|
for(int x = 0; x < chunks.length; x++){
|
||||||
for(int y = 0; y < chunks[0].length; y++){
|
for(int y = 0; y < chunks[0].length; y++){
|
||||||
EditorSpriteCache mesh = chunks[x][y];
|
EditorSpriteCache mesh = chunks[x][y];
|
||||||
|
|
||||||
if(mesh == null) continue;
|
if(mesh == null) continue;
|
||||||
|
|
||||||
mesh.render(shader);
|
mesh.render(shader);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -159,7 +165,7 @@ public class EditorRenderer implements Disposable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
void recache(){
|
void recache(){
|
||||||
renderer.blocks.floor.clearTiles();
|
renderer.blocks.floor.reload(!editor.showTerrain);
|
||||||
renderer.blocks.reload();
|
renderer.blocks.reload();
|
||||||
|
|
||||||
for(int x = 0; x < chunks.length; x++){
|
for(int x = 0; x < chunks.length; x++){
|
||||||
@@ -167,6 +173,20 @@ public class EditorRenderer implements Disposable{
|
|||||||
recacheChunk(x, y);
|
recacheChunk(x, y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
//this causes 2 recaches, but it's necessary to fix the wrong shadows after a reload
|
||||||
|
if(!editor.showBuildings || !editor.showTerrain){
|
||||||
|
recacheShadows();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void recacheTerrain(){
|
||||||
|
renderer.blocks.floor.reload(!editor.showTerrain);
|
||||||
|
renderer.blocks.reload();
|
||||||
|
recacheShadows();
|
||||||
|
}
|
||||||
|
|
||||||
|
void recacheShadows(){
|
||||||
|
renderer.blocks.updateShadows(!editor.showBuildings, !editor.showTerrain);
|
||||||
}
|
}
|
||||||
|
|
||||||
void recacheChunk(int cx, int cy){
|
void recacheChunk(int cx, int cy){
|
||||||
@@ -206,7 +226,7 @@ public class EditorRenderer implements Disposable{
|
|||||||
y * tilesize + block.offset - height / 2f,
|
y * tilesize + block.offset - height / 2f,
|
||||||
width/2f, height/2f,
|
width/2f, height/2f,
|
||||||
width, height,
|
width, height,
|
||||||
tile.build == null || !block.rotate ? 0 : tile.build.rotdeg(),
|
tile.build == null || !block.rotate || !block.rotateDrawEditor ? 0 : tile.build.rotdeg(),
|
||||||
Color.whiteFloatBits);
|
Color.whiteFloatBits);
|
||||||
|
|
||||||
if(tile.build != null){
|
if(tile.build != null){
|
||||||
|
|||||||
@@ -81,6 +81,10 @@ public class EditorTile extends Tile{
|
|||||||
}else{
|
}else{
|
||||||
renderer.blocks.updateShadowTile(this);
|
renderer.blocks.updateShadowTile(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(build != null){
|
||||||
|
build.wasVisible = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -112,7 +116,7 @@ public class EditorTile extends Tile{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void fireChanged(){
|
protected void fireChanged(){
|
||||||
if(skip()){
|
if(state.isGame()){
|
||||||
super.fireChanged();
|
super.fireChanged();
|
||||||
}else{
|
}else{
|
||||||
updateStatic();
|
updateStatic();
|
||||||
@@ -121,7 +125,7 @@ public class EditorTile extends Tile{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void firePreChanged(){
|
protected void firePreChanged(){
|
||||||
if(skip()){
|
if(state.isGame()){
|
||||||
super.firePreChanged();
|
super.firePreChanged();
|
||||||
}else{
|
}else{
|
||||||
updateStatic();
|
updateStatic();
|
||||||
|
|||||||
@@ -133,7 +133,12 @@ public enum EditorTool{
|
|||||||
Block dest = tile.floor();
|
Block dest = tile.floor();
|
||||||
if(dest == editor.drawBlock) return;
|
if(dest == editor.drawBlock) return;
|
||||||
tester = t -> t.floor() == dest;
|
tester = t -> t.floor() == dest;
|
||||||
setter = t -> t.setFloor(editor.drawBlock.asFloor());
|
setter = t -> {
|
||||||
|
t.setFloor(editor.drawBlock.asFloor());
|
||||||
|
if(!(t.overlay() instanceof OverlayFloor) && !t.floor().supportsOverlay){
|
||||||
|
t.setOverlay(Blocks.air);
|
||||||
|
}
|
||||||
|
};
|
||||||
}else{
|
}else{
|
||||||
Block dest = tile.block();
|
Block dest = tile.block();
|
||||||
if(dest == editor.drawBlock) return;
|
if(dest == editor.drawBlock) return;
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user