2556 lines
138 KiB
Properties
2556 lines
138 KiB
Properties
credits.text = 由[royal]Anuken[]製作 - [sky]anukendev@gmail.com[]
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credits = 感謝名單
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contributors = 翻譯員和貢獻者
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discord = 加入 Mindustry 的 Discord 聊天室!
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link.discord.description = 官方 Mindustry Discord 聊天室
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link.reddit.description = Mindustry Reddit論壇
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link.github.description = 遊戲原始碼
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link.changelog.description = 遊戲更新日誌
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link.dev-builds.description = 開發中版本
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link.trello.description = 官方 Trello 功能規劃看板
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link.itch.io.description = itch.io 電腦版下載網頁
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link.google-play.description = Google Play 商店頁面
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link.f-droid.description = F-Droid 目錄頁面
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link.wiki.description = 官方 Mindustry 維基
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link.suggestions.description = 建議新功能
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link.bug.description = 找到臭蟲?在這裡回報
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linkopen = 網路連結由伺服器提供。確定要打開連結?\n\n[sky]{0}
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linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
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screenshot = 截圖儲存到{0}
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screenshot.invalid = 地圖太大了,可能沒有足夠的記憶體用於截圖。
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gameover = 遊戲結束
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gameover.disconnect = 斷線
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gameover.pvp = [accent]{0}[]隊獲勝!
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gameover.waiting = [accent]等待下一張地圖中……
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highscore = [accent]新的高分紀錄!
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copied = 已複製。
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indev.notready = 這部份的遊戲尚未完成
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load.sound = 音效載入中
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load.map = 地圖載入中
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load.image = 圖片載入中
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load.content = 內容載入中
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load.system = 系統載入中
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load.mod = 模組載入中
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load.scripts = 指令檔載入中
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be.update = 有新的尖端版本可用:
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be.update.confirm = 下載並重啟遊戲?
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be.updating = 更新中
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be.ignore = 忽略
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be.noupdates = 沒有新的更新。
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be.check = 檢查是否有新的更新
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mods.browser = 模組瀏覽器
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mods.browser.selected = 已選模組
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mods.browser.add = 安裝
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mods.browser.reinstall = 重新安裝
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mods.browser.view-releases = 檢視發行
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mods.browser.noreleases = [scarlet]無發行紀錄\n[accent]無法找到該模組的任何發行。請確認此模組是否有發表。
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mods.browser.latest = <最新>
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mods.browser.releases = 所有發行
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mods.github.open = 查看Github
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mods.github.open-release = 發行網頁
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mods.browser.sortdate = 以最近篩選
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mods.browser.sortstars = 以星數篩選
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schematic = 藍圖
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schematic.add = 儲存藍圖……
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schematics = 藍圖
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schematic.search = Search schematics...
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schematic.replace = 相同名稱的藍圖已經存在。是否取代它?
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schematic.exists = 相同名稱的藍圖已經存在。
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schematic.import = 匯入藍圖……
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schematic.exportfile = 匯出檔案
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schematic.importfile = 匯入檔案
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schematic.browseworkshop = 瀏覽工作坊
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schematic.copy = 複製到剪貼簿
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schematic.copy.import = 從剪貼簿匯入
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schematic.shareworkshop = 分享到工作坊
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schematic.flip = [accent][[{0}][]/[accent][[{1}][]:翻轉藍圖
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schematic.saved = 藍圖已儲存。
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schematic.delete.confirm = 該藍圖將被完全清除。
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schematic.edit = Edit Schematic
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schematic.info = {0}x{1}, {2}方塊
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schematic.disabled = [scarlet]藍圖被進用[]\n你不能在這個[accent]地圖[] 或 [accent]伺服器中使用藍圖.
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schematic.tags = 標籤:
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schematic.edittags = 編輯標籤
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schematic.addtag = 新增標籤
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schematic.texttag = 文字標籤
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schematic.icontag = 圖像標籤
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schematic.renametag = 重新命名
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schematic.tagged = {0} tagged
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schematic.tagdelconfirm = 確認刪除此標籤?
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schematic.tagexists = 該標籤已存在。
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stats = 統計
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stats.wave = 防守波數
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stats.unitsCreated = 生産單位
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stats.enemiesDestroyed = 摧毀敵人
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stats.built = 建造建築
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stats.destroyed = 摧毁建築
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stats.deconstructed = 拆除建築
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stats.playtime = 遊戲時間
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globalitems = [accent]全域物品
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map.delete = 確認要刪除「[accent]{0}[]」地圖嗎?
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level.highscore = 最高分:[accent]{0}
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level.select = 選擇關卡
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level.mode = 遊戲模式:
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coreattack = 〈核心正在受到攻擊!〉
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nearpoint = 【[scarlet]立即離開空降區[]】\n湮滅即將來臨
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database = 核心資料庫
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database.button = 資料庫
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savegame = 儲存遊戲
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loadgame = 載入遊戲
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joingame = 多人連線
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customgame = 自訂遊戲
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newgame = 新遊戲
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none = 〈沒有〉
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none.found = [lightgray]〈查無結果〉
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none.inmap = [lightgray]〈地圖中無結果〉
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minimap = 小地圖
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position = 位置
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close = 關閉
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website = 網頁
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quit = 退出
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save.quit = 儲存並退出
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maps = 地圖
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maps.browse = 瀏覽地圖
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continue = 繼續
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maps.none = [lightgray]找不到地圖!
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invalid = 無效
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pickcolor = 選擇顏色
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preparingconfig = 設定準備中
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preparingcontent = 內容準備中
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uploadingcontent = 內容上傳中
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uploadingpreviewfile = 上傳預覽文件
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committingchanges = 遞交變更
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done = 完成
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feature.unsupported = 您的裝置不支援此功能。
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mods.initfailed = [red]⚠[] Mindustry 無法啟動。這可能是因模組造成。\n\n為了避免不斷閃退,[red]所有的模組已被停用。[]
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mods = 模組
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mods.none = [lightgray]找不到模組!
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mods.guide = 模組指南
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mods.report = 回報錯誤
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mods.openfolder = 開啟模組資料夾
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mods.viewcontent = 查看內容
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mods.reload = 重新載入
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mods.reloadexit = 遊戲將會結束以重新載入模組。
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mod.installed = [[已安裝]
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mod.display = [gray]模組:[orange]{0}
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mod.enabled = [lightgray]已啟用
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mod.disabled = [scarlet]已禁用
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mod.multiplayer.compatible = [gray]與多人模式相容
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mod.disable = 禁用
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mod.content = 內容:
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mod.delete.error = 無法刪除模組,檔案可能在使用中。
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mod.incompatiblegame = [red]Outdated Game
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mod.incompatiblemod = [red]Incompatible
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mod.blacklisted = [red]Unsupported
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mod.unmetdependencies = [red]Unmet Dependencies
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mod.erroredcontent = [scarlet]內容錯誤
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mod.circulardependencies = [red]Circular Dependencies
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mod.incompletedependencies = [red]Incomplete Dependencies
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mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
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mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
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mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
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mod.missingdependencies.details = This mod is missing dependencies: {0}
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mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
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mod.circulardependencies.details = This mod has dependencies that depends on each other.
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mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
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mod.requiresversion = Requires game version: [red]{0}
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mod.errors = 載入內容時發生錯誤
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mod.noerrorplay = [scarlet]你使用了有問題的模組。[] 遊戲前請先停用相關模組或修正問題。
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mod.nowdisabled = [scarlet]「{0}」模組缺少依賴關係:[accent] {1}\n[lightgray]必須先下載這些模組。\n此模組將被自動停用。
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mod.enable = 啟用
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mod.requiresrestart = 遊戲將立即關閉以套用模組變更。
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mod.reloadrequired = [scarlet]需要重新載入
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mod.import = 匯入模組
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mod.import.file = 匯入檔案
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mod.import.github = 匯入GitHub模組
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mod.jarwarn = [scarlet]JAR 模組本質上是不安全的。[]\n請確保您正從可信的來源匯入這個模組!
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mod.item.remove = 此物品是[accent] '{0}'[]模組的一部份。解除安裝模組以移除此物品。
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mod.remove.confirm = 該模組將被刪除。
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mod.author = [lightgray]作者:[] {0}
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mod.missing = 此存檔含有您最近更新或已解除安裝的模組。可能會發生存檔損毀。您確定要載入嗎?\n[lightgray]模組:\n{0}
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mod.preview.missing = 在工作坊發佈這個模組前,您必須新增預覽圖。\n在該模組的資料夾中加入一個名為[accent] preview.png[]的圖片並重試。
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mod.folder.missing = 只有資料夾形式的模組可以在工作坊上發布。\n要將模組轉換為資料夾,只需將其文件解壓縮到資料夾並刪除舊的.zip檔,然後重新啟動遊戲或重新載入模組。
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mod.scripts.disable = 您的裝置不支持包含指令檔的模組。您必須關閉這些模組才能進行遊戲。
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about.button = 關於
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name = 名稱:
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noname = 請先選擇一個[accent]玩家名稱[]。
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search = 搜尋:
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planetmap = 星球地圖
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launchcore = 發射核心
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filename = 檔案名稱︰
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unlocked = 已解鎖新內容!
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available = 可研究新科技!
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unlock.incampaign = <在戰役中解鎖>
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campaign.select = Select Starting Campaign
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campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
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campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
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campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
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completed = [accent]完成
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techtree = 科技樹
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techtree.select = 選擇科技樹
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techtree.serpulo = 蕈孢星
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techtree.erekir = 瑞克爾
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research.load = 載入
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research.discard = 放棄
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research.list = [lightgray]研究︰
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research = 研究
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researched = [lightgray]{0}研究完成。
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research.progress = {0}% 完成
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players = {0}個線上玩家
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players.single = {0}個線上玩家
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players.search = 搜尋
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players.notfound = [gray]沒有找到玩家
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server.closing = [accent]正在關閉伺服器……
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server.kicked.kick = 您已被踢出伺服器!
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server.kicked.whitelist = 您不在這裡的白名單內.
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server.kicked.serverClose = 伺服器已關閉。
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server.kicked.vote = 您已被投票踢出伺服器,再見。
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server.kicked.clientOutdated = 客戶端版本過舊!請更新遊戲!
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server.kicked.serverOutdated = 伺服器版本過舊!請聯絡伺服器管理員更新伺服器!
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server.kicked.banned = 您已經在這個伺服器中被封鎖。
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server.kicked.typeMismatch = 該伺服器與您的版本不相容。
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server.kicked.playerLimit = 該伺服器已滿。請等待玩家離開。
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server.kicked.recentKick = 您最近曾被踢出伺服器。\n請稍後再進行連線。
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server.kicked.nameInUse = 伺服器中已經\n有人有相同的名稱了。
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server.kicked.nameEmpty = 你的名稱必須至少包含一個字母或數字。
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server.kicked.idInUse = 你已經在伺服器中!不允許使用兩個帳號。
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server.kicked.customClient = 這個伺服器不支援自訂的客戶端,請下載官方版本。
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server.kicked.gameover = 遊戲結束!
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server.kicked.serverRestarting = 伺服器正在重新啟動。
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server.versions = 您的遊戲版本:[accent] {0}[]\n伺服器遊戲版本:[accent] {1}[]
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host.info = [accent]建立伺服器[]按鍵會在連接埠[scarlet]6567[]建立一個伺服器。\n所有跟您在同一個[lightgray]網路或區域網路[]環境的玩家應該能在他們的伺服器清單中找到您的伺服器。\n\n如果您希望網際網路上的玩家透過 IP 位置連線到您的伺服器,您必須設定[accent]連接埠轉發[]。\n\n[lightgray]注意:如果區域網路內有玩家無法連線至您的伺服器,請務必確認您已於防火牆設定中開放 Mindustry 存取您的區域網路。請注意公用網路有時不允許搜尋伺服器。
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join.info = 您可以在此輸入欲連線的[accent]伺服器 IP 位置[],或尋找[accent]區域網路[]/[accent]網際網路[]內的伺服器。目前支援區域網路與網際網路連線。\n\n[lightgray]如果您想透過 IP 位置連線到他人的伺服器,您必須向他們詢問 IP 位置。自己的 IP 位置可以從 Google 上搜尋到。
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hostserver = 建立伺服器
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invitefriends = 邀請好友
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hostserver.mobile = 建立\n伺服器
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host = 伺服器
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hosting = [accent]伺服器啟動中……
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hosts.refresh = 刷新
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hosts.discovering = 搜尋區域網路遊戲
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hosts.discovering.any = 搜尋遊戲
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server.refreshing = 伺服器重新整理中
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hosts.none = [lightgray]找不到區域網路伺服器!
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host.invalid = [scarlet]無法連線至伺服器。
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servers.local = 區域伺服器
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servers.local.steam = 開放遊戲間與區域伺服器
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servers.remote = 遠端伺服器
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servers.global = 社群伺服器
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servers.disclaimer = 社群伺服器[accent]不是[]由開發者擁有或管理。\n\n伺服器可能會出現由其他玩家製作的不適當內容。
|
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servers.showhidden = 顯示被隱藏的伺服器
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server.shown = 已顯示
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server.hidden = 已隱藏
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viewplayer = 檢視玩家:[accent]{0}
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trace = 追蹤玩家
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trace.playername = 玩家名稱:[accent]{0}
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trace.ip = IP:[accent]{0}
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trace.id = ID:[accent]{0}
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trace.language = Language: [accent]{0}
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trace.mobile = 行動客戶端:[accent]{0}
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trace.modclient = 自訂客戶端:[accent]{0}
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trace.times.joined = 加入次數:[accent]{0}
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trace.times.kicked = 踢除次數:[accent]{0}
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trace.ips = IPs:
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||
trace.names = Names:
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||
invalidid = 無效的客戶端 ID!請遞交錯誤回報。
|
||
player.ban = Ban
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||
player.kick = Kick
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||
player.trace = Trace
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||
player.admin = Toggle Admin
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||
player.team = Change Team
|
||
server.bans = 封鎖
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||
server.bans.none = 沒有玩家被封鎖!
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||
server.admins = 管理員
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||
server.admins.none = 找不到管理員!
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||
server.add = 新增伺服器
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||
server.delete = 您確定要刪除這個伺服器嗎?
|
||
server.edit = 編輯伺服器
|
||
server.outdated = [crimson]伺服器版本過舊![]
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||
server.outdated.client = [crimson]客戶端版本過舊![]
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||
server.version = [gray]v{0} {1}
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||
server.custombuild = [accent]自訂客戶端
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||
confirmban = 您確定要封鎖「[white]{0}[]」嗎?
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||
confirmkick = 您確定要踢出「[white]{0}[]」嗎?
|
||
confirmunban = 您確定要解除封鎖這個玩家嗎?
|
||
confirmadmin = 您確定要晉升「[white]{0}[]」為管理員嗎?
|
||
confirmunadmin = 您確定要解除「[white]{0}[]」的管理員嗎?
|
||
votekick.reason = Vote-Kick Reason
|
||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
||
joingame.title = 加入遊戲
|
||
joingame.ip = IP 位置:
|
||
disconnect = 已中斷連線。
|
||
disconnect.error = 連線錯誤。
|
||
disconnect.closed = 連線關閉。
|
||
disconnect.timeout = 連線逾時。
|
||
disconnect.data = 無法載入地圖資料!
|
||
cantconnect = 無法加入遊戲 ([accent]{0}[]).
|
||
connecting = [accent]連線中……
|
||
reconnecting = [accent]重新連接中……
|
||
connecting.data = [accent]地圖資料載入中……
|
||
server.port = 連接埠:
|
||
server.addressinuse = 該位置已被使用!
|
||
server.invalidport = 無效的連接埠!
|
||
server.error = [crimson]建立伺服器時發生錯誤。
|
||
save.new = 新存檔
|
||
save.overwrite = 您確定要覆寫存檔嗎?
|
||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
||
overwrite = 覆寫
|
||
save.none = 找不到存檔!
|
||
savefail = 存檔失敗!
|
||
save.delete.confirm = 您確定要刪除這個存檔嗎?
|
||
save.delete = 刪除
|
||
save.export = 匯出存檔
|
||
save.import.invalid = [accent]這是個無效的存檔!
|
||
save.import.fail = [crimson]無法匯入存檔:[accent]{0}
|
||
save.export.fail = [crimson]無法匯出存檔:[accent]{0}
|
||
save.import = 匯入存檔
|
||
save.newslot = 存檔名稱:
|
||
save.rename = 重新命名
|
||
save.rename.text = 新名稱:
|
||
selectslot = 選取一個存檔。
|
||
slot = [accent]存檔{0}
|
||
editmessage = 編輯訊息
|
||
save.corrupted = 此存檔無效或已損毀!
|
||
empty = 〈空白〉
|
||
on = 開啟
|
||
off = 關閉
|
||
save.search = 搜尋儲存的遊戲……
|
||
save.autosave = 自動存檔:{0}
|
||
save.map = 地圖:{0}
|
||
save.wave = 波次:{0}
|
||
save.mode = 遊戲模式:{0}
|
||
save.date = 最後存檔時間:{0}
|
||
save.playtime = 遊玩時間:{0}
|
||
warning = 警告。
|
||
confirm = 確認
|
||
delete = 刪除
|
||
view.workshop = 在工作坊中查看
|
||
workshop.listing = 編輯工作坊清單
|
||
ok = 確定
|
||
open = 開啟
|
||
customize = 自訂
|
||
cancel = 取消
|
||
command = 命令
|
||
command.queue = [lightgray][Queuing]
|
||
command.mine = 挖礦
|
||
command.repair = 修復
|
||
command.rebuild = 重建
|
||
command.assist = 協助玩家
|
||
command.move = 移動
|
||
command.boost = Boost
|
||
command.enterPayload = Enter Payload Block
|
||
command.loadUnits = Load Units
|
||
command.loadBlocks = Load Blocks
|
||
command.unloadPayload = Unload Payload
|
||
stance.stop = Cancel Orders
|
||
stance.shoot = Stance: Shoot
|
||
stance.holdfire = Stance: Hold Fire
|
||
stance.pursuetarget = Stance: Pursue Target
|
||
stance.patrol = Stance: Patrol Path
|
||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||
openlink = 開啟連結
|
||
copylink = 複製連結
|
||
back = 返回
|
||
max = 最大量
|
||
objective = 地圖目標
|
||
crash.export = 匯出當機報告。
|
||
crash.none = 無當機報告。
|
||
crash.exported = 已匯出當機報告。
|
||
data.export = 匯出數據
|
||
data.import = 匯入數據
|
||
data.openfolder = 開啟檔案資料夾
|
||
data.exported = 資料已匯出。
|
||
data.invalid = 這不是有效的遊戲資料。
|
||
data.import.confirm = 導入外部資料將會覆寫您目前[scarlet]所有的[]遊戲資料,\n[accent]此動作無法復原![]\n\n匯入資料後,您的遊戲將立刻結束。
|
||
quit.confirm = 您確定要結束嗎?
|
||
loading = [accent]載入中……
|
||
downloading = [accent]下載中……
|
||
saving = [accent]儲存中……
|
||
respawn = [accent][[{0}][]重生
|
||
cancelbuilding = [accent][[{0}][]清除計畫
|
||
selectschematic = [accent][[{0}][]選擇並複製
|
||
pausebuilding = [accent][[{0}][]暫停建造
|
||
resumebuilding = [scarlet][[{0}][]繼續建造
|
||
enablebuilding = [scarlet][[{0}][]啟用建造
|
||
showui = 已隱藏介面。\n按[accent][[{0}][]顯示介面。
|
||
commandmode.name = [accent]Command Mode
|
||
commandmode.nounits = [no units]
|
||
wave = [accent]第{0}波
|
||
wave.cap = [accent]Wave {0}/{1}
|
||
wave.waiting = [lightgray]將於{0}秒後抵達
|
||
wave.waveInProgress = [lightgray]波次進行中
|
||
waiting = [lightgray]等待中……
|
||
waiting.players = 等待玩家中……
|
||
wave.enemies = [lightgray]剩下{0}個敵人
|
||
wave.enemycores = [accent]{0}[lightgray]個敵方核心
|
||
wave.enemycore = [accent]{0}[lightgray]個敵方核心
|
||
wave.enemy = [lightgray]剩下{0}個敵人
|
||
wave.guardianwarn = 頭目將在[accent]{0}[]波後抵達。
|
||
wave.guardianwarn.one = 頭目將在[accent]{0}[]波後抵達。
|
||
loadimage = 載入圖片
|
||
saveimage = 儲存圖片
|
||
unknown = 未知
|
||
custom = 自訂
|
||
builtin = 内建
|
||
map.delete.confirm = 確認要刪除地圖嗎?此動作無法復原!
|
||
map.random = [accent]隨機地圖
|
||
map.nospawn = 這個地圖沒有核心!請在編輯器中添加一個{0}的核心。
|
||
map.nospawn.pvp = 這個地圖沒有敵對核心讓玩家重生!請在編輯器中添加一個[scarlet]不是橘色[]的核心。
|
||
map.nospawn.attack = 這個地圖沒有敵人核心可以攻擊!請在編輯器中添加一個{0}的核心。
|
||
map.invalid = 地圖載入錯誤:地圖可能已經損毀。
|
||
workshop.update = 更新項目
|
||
workshop.error = 擷取工作坊詳細資訊時出錯:{0}
|
||
map.publish.confirm = 您確定要發布此地圖嗎?\n\n[lightgray]首先請先確定您同意 Steam 工作坊的 EULA,否則您的地圖將不會顯示!
|
||
workshop.menu = 選擇您要對此項目執行的動作。
|
||
workshop.info = 項目資訊
|
||
changelog = 變動紀錄(選擇性):
|
||
updatedesc = 更新標題和描述
|
||
eula = Steam EULA
|
||
missing = 此項目已被刪除或移動。\n[lightgray]工作坊列表現在已自動取消連結。
|
||
publishing = [accent]發佈中……
|
||
publish.confirm = 您確定要發布嗎?\n\n[lightgray]首先確定您同意 Workshop EULA,否則您的項目將不會顯示!
|
||
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}
|
||
|
||
editor.planet = 行星:
|
||
editor.sector = 地區:
|
||
editor.seed = 種子:
|
||
editor.cliffs = 牆轉為懸崖
|
||
editor.brush = 筆刷
|
||
editor.openin = 在編輯器中開啟
|
||
editor.oregen = 礦石生成
|
||
editor.oregen.info = 礦石生成:
|
||
editor.mapinfo = 地圖資訊
|
||
editor.author = 作者:
|
||
editor.description = 描述:
|
||
editor.nodescription = 在地圖發佈前必須有至少四個字以上的描述。
|
||
editor.waves = 波次:
|
||
editor.rules = 規則:
|
||
editor.generation = 自動生成:
|
||
editor.objectives = Objectives
|
||
editor.locales = Locale Bundles
|
||
editor.worldprocessors = World Processors
|
||
editor.worldprocessors.editname = Edit Name
|
||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||
editor.worldprocessors.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.ingame = 在遊戲中編輯
|
||
editor.playtest = 測試
|
||
editor.publish.workshop = 在工作坊上發佈
|
||
editor.newmap = 新地圖
|
||
editor.center = 中心
|
||
editor.search = 尋找地圖…
|
||
editor.filters = 篩選地圖
|
||
editor.filters.mode = 遊戲模式:
|
||
editor.filters.type = 地圖種類:
|
||
editor.filters.search = 搜尋的資料夾:
|
||
editor.filters.author = 作者
|
||
editor.filters.description = 描述
|
||
editor.shiftx = Shift X
|
||
editor.shifty = Shift Y
|
||
workshop = 工作坊
|
||
waves.title = 波次
|
||
waves.remove = 移除
|
||
waves.every = 每
|
||
waves.waves = 波次
|
||
waves.health = 血量:{0}%
|
||
waves.perspawn = 每次生成
|
||
waves.shields = 護盾/波次
|
||
waves.to = 至
|
||
waves.spawn = spawn:
|
||
waves.spawn.all = <all>
|
||
waves.spawn.select = Spawn Select
|
||
waves.spawn.none = [scarlet]地圖中找不到降落區
|
||
waves.max = 最大單位數
|
||
waves.guardian = 守衛者
|
||
waves.preview = 預覽
|
||
waves.edit = 編輯……
|
||
waves.random = Random
|
||
waves.copy = 複製到剪貼簿
|
||
waves.load = 從剪貼簿載入
|
||
waves.invalid = 剪貼簿中的波次無效。
|
||
waves.copied = 波次已複製。
|
||
waves.none = 無自訂敵人。\n請注意,若沒有波次佈局將自動替換為預設佈局。
|
||
waves.sort = 分類排序:
|
||
waves.sort.reverse = 反向排序
|
||
waves.sort.begin = 開始
|
||
waves.sort.health = 血量
|
||
waves.sort.type = 兵種
|
||
waves.search = Search waves...
|
||
waves.filter = Unit Filter
|
||
waves.units.hide = 全部隱藏
|
||
waves.units.show = 全部顯示
|
||
|
||
#these are intentionally in lower case
|
||
wavemode.counts = 數量
|
||
wavemode.totals = 總數
|
||
wavemode.health = 生命值
|
||
|
||
editor.default = [lightgray](預設)
|
||
details = 詳細資訊……
|
||
edit = 編輯……
|
||
variables = 變數
|
||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||
logic.globals = Built-in Variables
|
||
editor.name = 名稱:
|
||
editor.spawn = 重生單位
|
||
editor.removeunit = 移除單位
|
||
editor.teams = 隊伍
|
||
editor.errorload = 載入檔案時發生問題。
|
||
editor.errorsave = 儲存檔案時發生問題。
|
||
editor.errorimage = 這是圖片檔,而非地圖。
|
||
editor.errorlegacy = 此地圖太舊,並使用不支援的舊地圖格式。
|
||
editor.errornot = 這不是地圖檔。
|
||
editor.errorheader = 此地圖檔無效或已損毀。
|
||
editor.errorname = 地圖沒有定義名稱。
|
||
editor.errorlocales = Error reading invalid locale bundles.
|
||
editor.update = 更新
|
||
editor.randomize = 隨機化
|
||
editor.moveup = Move Up
|
||
editor.movedown = Move Down
|
||
editor.copy = Copy
|
||
editor.apply = 使用
|
||
editor.generate = 產生
|
||
editor.sectorgenerate = 產生地區
|
||
editor.resize = 調整大小
|
||
editor.loadmap = 載入地圖
|
||
editor.savemap = 儲存地圖
|
||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||
editor.saved = 已儲存!
|
||
editor.save.noname = 您的地圖沒有名稱!在「地圖資訊」畫面設定一個名稱。
|
||
editor.save.overwrite = 您的地圖覆寫了內建的地圖!在「地圖資訊」畫面設定其他名稱。
|
||
editor.import.exists = [scarlet]匯入失敗:[]叫「{0}」的內建地圖已存在!
|
||
editor.import = 匯入……
|
||
editor.importmap = 匯入地圖
|
||
editor.importmap.description = 匯入已存在的地圖
|
||
editor.importfile = 匯入檔案
|
||
editor.importfile.description = 匯入外部的地圖檔案
|
||
editor.importimage = 匯入地形圖片檔
|
||
editor.importimage.description = 匯入外部的地形圖片檔
|
||
editor.export = 匯出……
|
||
editor.exportfile = 匯出檔案
|
||
editor.exportfile.description = 匯出地圖檔
|
||
editor.exportimage = 匯出地形圖片檔
|
||
editor.exportimage.description = 匯出地形圖片檔
|
||
editor.loadimage = 載入圖片
|
||
editor.saveimage = 儲存圖片
|
||
editor.unsaved = 您確定要退出嗎?\n[scarlet](將遺失未儲存的變更)[]
|
||
editor.resizemap = 調整地圖大小
|
||
editor.mapname = 地圖名稱:
|
||
editor.overwrite = [accent]警告!這將會覆蓋現有的地圖。
|
||
editor.overwrite.confirm = [scarlet]警告![]同名地圖存在,確定要覆蓋現有地圖?\n「[accent]{0}[]」
|
||
editor.exists = 具有該名稱的地圖已經存在。
|
||
editor.selectmap = 選取要載入的地圖:
|
||
|
||
toolmode.replace = 取代
|
||
toolmode.replace.description = 僅繪製在實體方塊上。
|
||
toolmode.replaceall = 全部取代
|
||
toolmode.replaceall.description = 取代地圖中的所有方塊。
|
||
toolmode.orthogonal = 垂直
|
||
toolmode.orthogonal.description = 僅繪製在垂直線上。
|
||
toolmode.square = 正方形
|
||
toolmode.square.description = 正方形筆刷。
|
||
toolmode.eraseores = 清除礦物
|
||
toolmode.eraseores.description = 僅清除礦物。
|
||
toolmode.fillteams = 填充團隊
|
||
toolmode.fillteams.description = 填充團隊而非方塊。
|
||
toolmode.fillerase = Fill Erase
|
||
toolmode.fillerase.description = Erase blocks of the same type.
|
||
toolmode.drawteams = 繪製團隊
|
||
toolmode.drawteams.description = 繪製團隊而非方塊。
|
||
#unused
|
||
toolmode.underliquid = Under Liquids
|
||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||
|
||
filters.empty = [lightgray]沒有過濾器!使用下面的按鈕新增一個。
|
||
|
||
filter.distort = 扭曲
|
||
filter.noise = 雜訊
|
||
filter.enemyspawn = 敵人重生選擇
|
||
filter.spawnpath = 生成路徑
|
||
filter.corespawn = 核心選擇
|
||
filter.median = 平均數
|
||
filter.oremedian = 礦石平均數
|
||
filter.blend = 混合
|
||
filter.defaultores = 預設礦石
|
||
filter.ore = 礦石
|
||
filter.rivernoise = 河流雜訊
|
||
filter.mirror = 鏡射
|
||
filter.clear = 清除
|
||
filter.option.ignore = 忽略
|
||
filter.scatter = 分散
|
||
filter.terrain = 地形
|
||
filter.logic = Logic
|
||
|
||
filter.option.scale = 規模
|
||
filter.option.chance = 機會
|
||
filter.option.mag = 大小
|
||
filter.option.threshold = 閾值
|
||
filter.option.circle-scale = 圓形規模
|
||
filter.option.octaves = 倍頻
|
||
filter.option.falloff = 衰減
|
||
filter.option.angle = 角度
|
||
filter.option.tilt = 歪斜
|
||
filter.option.rotate = 旋轉
|
||
filter.option.amount = 數量
|
||
filter.option.block = 方塊
|
||
filter.option.floor = 地板
|
||
filter.option.flooronto = 目標地板
|
||
filter.option.target = 目標
|
||
filter.option.replacement = 取代
|
||
filter.option.wall = 牆
|
||
filter.option.ore = 礦石
|
||
filter.option.floor2 = 次要地板
|
||
filter.option.threshold2 = 次要閾值
|
||
filter.option.radius = 半徑
|
||
filter.option.percentile = 百分比
|
||
filter.option.code = Code
|
||
filter.option.loop = Loop
|
||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||
locales.applytoall = Apply Changes To All Locales
|
||
locales.addtoother = Add To Other Locales
|
||
locales.rollback = Rollback to last applied
|
||
locales.filter = Property filter
|
||
locales.searchname = Search name...
|
||
locales.searchvalue = Search value...
|
||
locales.searchlocale = Search locale...
|
||
locales.byname = By name
|
||
locales.byvalue = By value
|
||
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||
locales.showmissing = Show properties that are missing in some locales
|
||
locales.showsame = Show properties that have same values in different locales
|
||
locales.viewproperty = View in all locales
|
||
locales.viewing = Viewing property "{0}"
|
||
locales.addicon = Add Icon
|
||
|
||
width = 寬度:
|
||
height = 長度:
|
||
menu = 主選單
|
||
play = 開始遊戲
|
||
campaign = 戰役
|
||
load = 載入
|
||
save = 儲存
|
||
fps = FPS:{0}
|
||
ping = 延遲:{0}毫秒
|
||
tps = TPS: {0}
|
||
memory = Mem: {0}mb
|
||
memory2 = Mem:\n {0}mb +\n {1}mb
|
||
language.restart = 請重新啟動遊戲以使選取的語言生效。
|
||
settings = 設定
|
||
tutorial = 教學
|
||
tutorial.retake = 重設教學
|
||
editor = 地圖編輯器
|
||
mapeditor = 地圖編輯器
|
||
|
||
abandon = 放棄
|
||
abandon.text = 此區域及其所有資源將會放棄,並給敵人使用。
|
||
locked = 鎖定
|
||
complete = [lightgray]完成:
|
||
requirement.wave = 在{1}到達第{0}波
|
||
requirement.core = 在{0}摧毀敵人核心
|
||
requirement.research = 研究 {0}
|
||
requirement.produce = 生產 {0}
|
||
requirement.capture = 捕獲 {0}
|
||
requirement.onplanet = Control Sector On {0}
|
||
requirement.onsector = Land On Sector: {0}
|
||
launch.text = 發射
|
||
research.multiplayer = 只有管理者可以使用這個物品
|
||
map.multiplayer = 只有管理者可以查看地圖
|
||
uncover = 探索
|
||
configure = 資源配置
|
||
|
||
objective.research.name = 研究
|
||
objective.produce.name = 生產
|
||
objective.item.name = 獲取物品
|
||
objective.coreitem.name = 核心物品
|
||
objective.buildcount.name = 建造
|
||
objective.unitcount.name = 製造單位
|
||
objective.destroyunits.name = 摧毀單位
|
||
objective.timer.name = 計時器
|
||
objective.destroyblock.name = 摧毀
|
||
objective.destroyblocks.name = 摧毀
|
||
objective.destroycore.name = 摧毀核心
|
||
objective.commandmode.name = 指揮模式
|
||
objective.flag.name = 全局Flag
|
||
|
||
marker.shapetext.name = 稜框+文字標示
|
||
marker.point.name = Point
|
||
marker.shape.name = 稜框標示
|
||
marker.text.name = 文字標示
|
||
marker.line.name = Line
|
||
marker.quad.name = Quad
|
||
marker.texture.name = Texture
|
||
|
||
marker.background = 反黑背景
|
||
marker.outline = 描邊
|
||
|
||
objective.research = [accent]研究:\n[]{0}[lightgray]{1}
|
||
objective.produce = [accent]取得:\n[]{0}[lightgray]{1}
|
||
objective.destroyblock = [accent]摧毀:\n[]{0}[lightgray]{1}
|
||
objective.destroyblocks = [accent]摧毀:[lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||
objective.item = [accent]取得:[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||
objective.coreitem = [accent]Move into Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||
objective.build = [accent]建造:[][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||
objective.buildunit = [accent]產生單位:[][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||
objective.destroyunits = [accent]摧毀:[][lightgray]{0}[]x 單位
|
||
objective.enemiesapproaching = [accent]的人在 [lightgray]{0} 到達[]
|
||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||
objective.destroycore = [accent]摧毀敵人核心
|
||
objective.command = [accent]Command Units
|
||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||
|
||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
||
|
||
loadout = 裝載
|
||
resources = 資源
|
||
resources.max = 最大
|
||
bannedblocks = 禁用方塊
|
||
objectives = 目標
|
||
bannedunits = 禁用單位
|
||
bannedunits.whitelist = Banned Units As Whitelist
|
||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||
addall = 全部加入
|
||
launch.from = 發射來源:[accent]{0}
|
||
launch.capacity = 發射物品容量:[accent]{0}
|
||
launch.destination = 目的地:{0}
|
||
configure.invalid = 數值必須介於 0 到 {0}。
|
||
add = 新增……
|
||
guardian = 頭目
|
||
|
||
connectfail = [scarlet]伺服器連線錯誤:\n\n[accent]{0}
|
||
error.unreachable = 無法連線到伺服器。請確認拼字是否正確?
|
||
error.invalidaddress = 無效的網址。
|
||
error.timedout = 連線逾時!\n確保伺服器設置了連接埠轉發且網址正確!
|
||
error.mismatch = 封包錯誤:\n客戶端/伺服器版本可能不相符。\n確保客戶端和伺服器都有最新版本的 Mindustry!
|
||
error.alreadyconnected = 已連線。
|
||
error.mapnotfound = 找不到地圖!
|
||
error.io = 網路錯誤。
|
||
error.any = 未知網路錯誤。
|
||
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
|
||
|
||
weather.rain.name = 雨
|
||
weather.snowing.name = 雪
|
||
weather.sandstorm.name = 沙塵暴
|
||
weather.sporestorm.name = 孢子風暴
|
||
weather.fog.name = 霧
|
||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||
|
||
sectorlist = 地區
|
||
sectorlist.attacked = {0} 遭受攻擊
|
||
sectors.unexplored = [lightgray]未探索
|
||
sectors.resources = 資源:
|
||
sectors.production = 生產:
|
||
sectors.export = 輸出:
|
||
sectors.import = 輸入:
|
||
sectors.time = 佔領時間:
|
||
sectors.threat = 危險性:
|
||
sectors.wave = 波次:
|
||
sectors.stored = 儲存:
|
||
sectors.resume = 繼續
|
||
sectors.launch = 發射
|
||
sectors.select = 選取
|
||
sectors.nonelaunch = [lightgray]無(太陽)
|
||
sectors.rename = 重新命名區域
|
||
sectors.enemybase = [scarlet]敵方基地
|
||
sectors.vulnerable = [scarlet]易受攻擊
|
||
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||
sectors.survives = [accent]存活 {0} 波次
|
||
sectors.go = 進入
|
||
sector.abandon = 放棄
|
||
sector.abandon.confirm = 此地區的核心將會自我銷毀\n是否繼續?
|
||
sector.curcapture = 已佔領地區
|
||
sector.curlost = 已失去該地區
|
||
sector.missingresources = [scarlet]核心資源不足
|
||
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||
sector.lost = 地區 [accent]{0}[white] 戰敗!
|
||
sector.capture = Sector [accent]{0}[white]Captured!
|
||
sector.capture.current = Sector Captured!
|
||
sector.changeicon = 更改圖標
|
||
sector.noswitch.title = 無法切換地區
|
||
sector.noswitch = 當前地區遭受攻擊時,無法切換地區\n\n地區: [accent]{0}[] 於 [accent]{1}[]
|
||
sector.view = 檢視地區
|
||
|
||
threat.low = 低
|
||
threat.medium = 中
|
||
threat.high = 高
|
||
threat.extreme = 極高
|
||
threat.eradication = 毀滅性
|
||
|
||
planets = 行星
|
||
|
||
planet.serpulo.name = 蕈孢星
|
||
planet.erekir.name = Erekir
|
||
planet.sun.name = 太陽
|
||
|
||
sector.impact0078.name = 衝擊0078
|
||
sector.groundZero.name = 原點
|
||
sector.craters.name = 隕石坑
|
||
sector.frozenForest.name = 冰封森林
|
||
sector.ruinousShores.name = 廢墟海岸
|
||
sector.stainedMountains.name = 多色山脈
|
||
sector.desolateRift.name = 荒谷
|
||
sector.nuclearComplex.name = 核能電網
|
||
sector.overgrowth.name = 雜草叢生
|
||
sector.tarFields.name = 油田
|
||
sector.saltFlats.name = 鹽灘
|
||
sector.fungalPass.name = 真菌走廊
|
||
sector.biomassFacility.name = 生物質合成工廠
|
||
sector.windsweptIslands.name = 風之島
|
||
sector.extractionOutpost.name = 萃取哨站
|
||
sector.planetaryTerminal.name = 星際發射站
|
||
sector.coastline.name = 海岸
|
||
sector.navalFortress.name = 海上要塞
|
||
|
||
sector.groundZero.description = 再次開始的最佳位置。敵人威脅程度低。資源少。\n盡可能地採集鉛與銅。\n繼續前進。
|
||
sector.frozenForest.description = 即使是在如此靠近山脈的地方,孢子也已經擴散了。低溫無法永遠遏止它們。\n\n開始探索電力。建造火力發電機。學習如何修理方塊。
|
||
sector.saltFlats.description = 鹽灘在沙漠的外圍。此處資源不多。\n\n敵人已在此建立了一座資源倉庫。剷除他們的核心。不要留下任何東西。
|
||
sector.craters.description = 在曾發生過古代戰爭的火山口積了很多水。開墾這個區域。採集沙子。煉製玻璃。抽水冷卻砲台與鑽頭。
|
||
sector.ruinousShores.description = 越過廢棄物就是海岸線。此處曾設有海岸防禦陣線。但剩下的不多。只有最基本的防禦結構沒有損毀,其他的一切都已然變為廢墟。\n繼續向外擴展。重新發現技術。
|
||
sector.stainedMountains.description = 還未受孢子污染的山脈向內陸延伸。\n在此區域開採鈦金屬。學習如何使用它。\n\n這裡的敵人更為強大。不要讓他們有以最強大武力攻擊的機會。
|
||
sector.overgrowth.description = 此區域雜草叢生,離孢子的源頭很近。\n敵人在此建立了前哨站。建造重槌機甲,把這夷為平地。
|
||
sector.tarFields.description = 產油區的外圍,在山脈與沙漠之間。少數有油料儲備的地區。\n雖然看似被廢棄,但此區域附近仍有一些危險的敵軍。不要小看他們。\n\n[lightgray]如果可以的話,請研究石油加工科技。
|
||
sector.desolateRift.description = 非常危險的區域。資源豐富,但空間狹小。有高破壞風險。盡早設置防禦。不要因很長的攻擊間距時間被騙了!
|
||
sector.nuclearComplex.description = 曾是釷的生產與加工設施,但現在已成廢墟。\n[lightgray]研究釷及其許多用途。\n\n這裡敵人非常多,正不斷搜尋可攻擊的對象。
|
||
sector.fungalPass.description = 高山與滿是孢子的低谷間的過渡區域。這裡有敵人的小型偵察基地。\n摧毀它。\n使用匕首機甲與爬行機甲。拿下兩個核心。
|
||
sector.biomassFacility.description = 「孢子」的發源地。這項設施是過去研究和生產該生物質的地方。\n研究遺留於此的技術。培養孢子以加工成燃料和聚合物。\n\n[lightgray]在設施損毀後,孢子散播了出去。面對如此強勢的外來種,當地生態系中沒有任何物種能與之匹敵……
|
||
sector.windsweptIslands.description = 坐落於海岸線外的一串群島。紀錄顯示此地過去有生產[accent]塑鋼[]的建築物。抵禦敵方的海軍進攻。在島嶼上建造基地。研究這些工廠。
|
||
sector.extractionOutpost.description = 由敵方建造的遠端哨站,用來發射資源到其他地區。\n\n跨地區運輸是征服星球不可或缺的技術。摧毀該基地。研究他們的發射台。
|
||
sector.impact0078.description = 沉睡在此的是第一個進入本星系的星際運輸船。\n\n回收任何能利用的東西。研究任何殘存的科技。
|
||
sector.planetaryTerminal.description = 最終目標。\n\n這麼濱海基地具有能夠發射核心到其他行星的建築。 其防禦非常嚴密。\n\n生產海上單位。盡速摧毀敵人。研究該發射建築。
|
||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||
|
||
sector.onset.name = 著陸點
|
||
sector.aegis.name = 神盾
|
||
sector.lake.name = 橙色湖泊
|
||
sector.intersect.name = 交會點
|
||
sector.atlas.name = 亞特拉斯
|
||
sector.split.name = 分岔點
|
||
sector.basin.name = 搖籃
|
||
sector.marsh.name = Marsh
|
||
sector.peaks.name = Peaks
|
||
sector.ravine.name = Ravine
|
||
sector.caldera-erekir.name = Caldera
|
||
sector.stronghold.name = Stronghold
|
||
sector.crevice.name = Crevice
|
||
sector.siege.name = Siege
|
||
sector.crossroads.name = Crossroads
|
||
sector.karst.name = Karst
|
||
sector.origin.name = Origin
|
||
|
||
sector.onset.description = 新手教學地區。尚無作戰目標,請等候後續指示。
|
||
sector.aegis.description = 敵人受護盾保護。一個在實驗階段的護盾破壞器坐落在此區域,找到並提供鎢原料啟用它。摧毀敵方基地。
|
||
sector.lake.description = 本地區的熔渣湖嚴重限縮普通單位的機動性。懸浮艇是唯一選擇。\n研究 [accent]飛船兵工廠[] 並盡早生產 [accent]掙脫[] 單位。
|
||
sector.intersect.description = 掃描顯示本區域會在降落後遭受多面攻擊。快速築起防禦,加速擴張。必須建造\n [accent]機甲[] 單位通過陡峭的地形。
|
||
sector.atlas.description = 本地區有多樣地形,建造不同單位以有效進攻。這裡偵測到大型敵方基地,可能需要用升級過的單位突破。\n研究 [accent]電解槽[] 和 [accent]戰車重塑者[]。
|
||
sector.split.description = 較少敵軍活動適合本地區測試最新的運輸科技。
|
||
sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
|
||
sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
|
||
sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
|
||
sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
|
||
sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
|
||
sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
|
||
sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
|
||
sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
|
||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||
|
||
status.burning.name = 燃燒
|
||
status.freezing.name = 凍結
|
||
status.wet.name = 浸濕
|
||
status.muddy.name = 泥濘
|
||
status.melting.name = 融化
|
||
status.sapped.name = 遭吸血
|
||
status.electrified.name = 觸電
|
||
status.spore-slowed.name = 孢子緩速
|
||
status.tarred.name = 焦油
|
||
status.overdrive.name = 超載
|
||
status.overclock.name = 快轉
|
||
status.shocked.name = 電擊
|
||
status.blasted.name = 爆炸
|
||
status.unmoving.name = 靜止
|
||
status.boss.name = 守衛者
|
||
|
||
settings.language = 語言
|
||
settings.data = 遊戲資料
|
||
settings.reset = 重設為預設設定
|
||
settings.rebind = 重新綁定
|
||
settings.resetKey = 重設按鍵
|
||
settings.controls = 控制
|
||
settings.game = 遊戲
|
||
settings.sound = 音效
|
||
settings.graphics = 圖形
|
||
settings.cleardata = 清除遊戲資料……
|
||
settings.clear.confirm = 您確定要清除資料嗎?\n此動作無法復原!
|
||
settings.clearall.confirm = [scarlet]警告![]\n這會清除所有資料,包括存檔、地圖、解鎖項目和快捷鍵綁定。\n按「確定」後,遊戲將刪除所有資料並自動結束。
|
||
settings.clearsaves.confirm = 您確定您想要清除所有存檔嗎?
|
||
settings.clearsaves = 清除存檔
|
||
settings.clearresearch = 清除研究
|
||
settings.clearresearch.confirm = 你確定要清除所有研究?
|
||
settings.clearcampaignsaves = 清除戰役紀錄
|
||
settings.clearcampaignsaves.confirm = 你確定要清除所有戰役紀錄?
|
||
paused = [accent](已暫停)
|
||
clear = 清除
|
||
banned = [scarlet]已被封鎖
|
||
unsupported.environment = [scarlet]不支援的環境
|
||
yes = 是
|
||
no = 否
|
||
info.title = 資訊
|
||
error.title = [crimson]發生錯誤
|
||
error.crashtitle = 發生錯誤
|
||
unit.nobuild = [scarlet]單位不能建造
|
||
lastaccessed = [lightgray]前一使用單位:{0}
|
||
lastcommanded = [lightgray]前一指揮單位:{0}
|
||
block.unknown = [lightgray]???
|
||
|
||
stat.showinmap = <加載地圖以顯示>
|
||
stat.description = 用途
|
||
stat.input = 輸入
|
||
stat.output = 輸出
|
||
stat.maxefficiency = 最高效率
|
||
stat.booster = 強化
|
||
stat.tiles = 需求方塊
|
||
stat.affinities = 加成傷害
|
||
stat.opposites = 衝突狀態
|
||
stat.powercapacity = 蓄電量
|
||
stat.powershot = 能量/射擊
|
||
stat.damage = 傷害
|
||
stat.targetsair = 攻擊空中目標
|
||
stat.targetsground = 攻擊地面目標
|
||
stat.itemsmoved = 移動速度
|
||
stat.launchtime = 發射間隔
|
||
stat.shootrange = 範圍
|
||
stat.size = 大小
|
||
stat.displaysize = 顯示大小
|
||
stat.liquidcapacity = 液體容量
|
||
stat.powerrange = 輸出範圍
|
||
stat.linkrange = 連結範圍
|
||
stat.instructions = 指令
|
||
stat.powerconnections = 最大連結數
|
||
stat.poweruse = 能量使用
|
||
stat.powerdamage = 能量/傷害
|
||
stat.itemcapacity = 物品容量
|
||
stat.memorycapacity = 記憶體容量
|
||
stat.basepowergeneration = 基礎能量生產
|
||
stat.productiontime = 生產時間
|
||
stat.repairtime = 方塊完全修復時間
|
||
stat.repairspeed = 修復速度
|
||
stat.weapons = 武器
|
||
stat.bullet = 子彈
|
||
stat.moduletier = 模組等級
|
||
stat.unittype = Unit Type
|
||
stat.speedincrease = 速度提升
|
||
stat.range = 範圍
|
||
stat.drilltier = 可鑽取礦物
|
||
stat.drillspeed = 基本鑽取速度
|
||
stat.boosteffect = 加速效果
|
||
stat.maxunits = 最大活躍單位
|
||
stat.health = 耐久度
|
||
stat.armor = 裝甲
|
||
stat.buildtime = 建設時間
|
||
stat.maxconsecutive = 最大連續
|
||
stat.buildcost = 建造成本
|
||
stat.inaccuracy = 誤差
|
||
stat.shots = 射擊數
|
||
stat.reload = 射擊速率
|
||
stat.ammo = 彈藥
|
||
stat.shieldhealth = 護盾生命值
|
||
stat.cooldowntime = 冷確時間
|
||
stat.explosiveness = 爆炸性
|
||
stat.basedeflectchance = 基礎偏移量
|
||
stat.lightningchance = 燃燒機率
|
||
stat.lightningdamage = 燃燒傷害
|
||
stat.flammability = 易燃性
|
||
stat.radioactivity = 輻射性
|
||
stat.charge = 蓄電力
|
||
stat.heatcapacity = 熱容量
|
||
stat.viscosity = 黏度
|
||
stat.temperature = 溫度
|
||
stat.speed = 速度
|
||
stat.buildspeed = 建築速度
|
||
stat.minespeed = 挖掘速度
|
||
stat.minetier = 挖掘等級
|
||
stat.payloadcapacity = 負荷量
|
||
stat.abilities = 能力
|
||
stat.canboost = 推進器
|
||
stat.flying = 飛行單位
|
||
stat.ammouse = 彈藥使用
|
||
stat.ammocapacity = Ammo Capacity
|
||
stat.damagemultiplier = 傷害加成
|
||
stat.healthmultiplier = 血量加成
|
||
stat.speedmultiplier = 速度加成
|
||
stat.reloadmultiplier = 射速加成
|
||
stat.buildspeedmultiplier = 建造速度加成
|
||
stat.reactive = 狀態傷害加成
|
||
stat.immunities = Immunities
|
||
stat.healing = 治癒
|
||
|
||
ability.forcefield = 防護罩
|
||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||
ability.repairfield = 維修力場
|
||
ability.repairfield.description = Repairs nearby units
|
||
ability.statusfield = 狀態力場
|
||
ability.statusfield.description = Applies a status effect to nearby units
|
||
ability.unitspawn = 工廠
|
||
ability.unitspawn.description = Constructs units
|
||
ability.shieldregenfield = 護盾充能力場
|
||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||
ability.movelightning = 移動閃電
|
||
ability.movelightning.description = Releases lightning while moving
|
||
ability.armorplate = Armor Plate
|
||
ability.armorplate.description = Reduces damage taken while shooting
|
||
ability.shieldarc = Shield Arc
|
||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||
ability.suppressionfield = Regen Suppression Field
|
||
ability.suppressionfield.description = Stops nearby repair buildings
|
||
ability.energyfield = 能量場:
|
||
ability.energyfield.description = Zaps nearby enemies
|
||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||
ability.regen = Regeneration
|
||
ability.regen.description = Regenerates own health over time
|
||
ability.liquidregen = Liquid Absorption
|
||
ability.liquidregen.description = Absorbs liquid to heal itself
|
||
ability.spawndeath = Death Spawns
|
||
ability.spawndeath.description = Releases units on death
|
||
ability.liquidexplode = Death Spillage
|
||
ability.liquidexplode.description = Spills liquid on death
|
||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||
ability.stat.shield = [stat]{0}[lightgray] shield
|
||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||
|
||
bar.onlycoredeposit = 僅允許向核心放置物品
|
||
bar.drilltierreq = 需要更好的鑽頭
|
||
bar.noresources = 缺少資源
|
||
bar.corereq = 需由核心升級
|
||
bar.corefloor = 需要核心地塊
|
||
bar.cargounitcap = 逹到單位容量上限
|
||
bar.drillspeed = 鑽頭速度:{0}/秒
|
||
bar.pumpspeed = 液體泵送速度:{0}/秒
|
||
bar.efficiency = 效率:{0}%
|
||
bar.boost = 速度加成:+{0}%
|
||
bar.powerbalance = 能量變化:{0}
|
||
bar.powerstored = 能量存量:{0}/{1}
|
||
bar.poweramount = 能量:{0}
|
||
bar.poweroutput = 能量輸出:{0}
|
||
bar.powerlines = 連線:{0}/{1}
|
||
bar.items = 物品:{0}
|
||
bar.capacity = 容量:{0}
|
||
bar.unitcap = {0} {1}/{2}
|
||
bar.liquid = 液體
|
||
bar.heat = 熱
|
||
bar.instability = 不穩定度
|
||
bar.heatamount = 熱: {0}
|
||
bar.heatpercent = 熱: {0} ({1}%)
|
||
bar.power = 能量
|
||
bar.progress = 建造進度
|
||
bar.loadprogress = 進度
|
||
bar.launchcooldown = 發射間隔
|
||
bar.input = 輸入
|
||
bar.output = 輸出
|
||
bar.strength = [stat]{0}[lightgray]x 強度
|
||
|
||
units.processorcontrol = [lightgray]由微處理器控制
|
||
|
||
bullet.damage = [stat]{0}[lightgray]傷害
|
||
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
||
bullet.incendiary = [stat]燃燒
|
||
bullet.homing = [stat]追蹤
|
||
bullet.armorpierce = [stat]穿甲
|
||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||
bullet.frags = [stat]{0}[lightgray]x 集束子彈:
|
||
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
|
||
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
||
bullet.knockback = [stat]{0}[lightgray]擊退
|
||
bullet.pierce = [stat]{0}[lightgray]×穿刺
|
||
bullet.infinitepierce = [stat]穿刺
|
||
bullet.healpercent = [stat]{0}[lightgray]% 回復
|
||
bullet.healamount = [stat]{0}[lightgray] 直接回復
|
||
bullet.multiplier = [stat]{0}[lightgray]×彈藥倍數
|
||
bullet.reload = [stat]{0}[lightgray]×射擊速率
|
||
bullet.range = [stat]{0}[lightgray] 方塊射程
|
||
|
||
unit.blocks = 方塊
|
||
unit.blockssquared = 方塊²
|
||
unit.powersecond = 能量單位/秒
|
||
unit.tilessecond = 方格/秒
|
||
unit.liquidsecond = 液體單位/秒
|
||
unit.itemssecond = 物品/秒
|
||
unit.liquidunits = 液體單位
|
||
unit.powerunits = 能量單位
|
||
unit.heatunits = 熱量單位
|
||
unit.degrees = 度
|
||
unit.seconds = 秒
|
||
unit.minutes = 分
|
||
unit.persecond = /秒
|
||
unit.perminute = /分
|
||
unit.timesspeed = ×速度
|
||
unit.percent = %
|
||
unit.shieldhealth = 護盾生命值
|
||
unit.items = 物品
|
||
unit.thousands = K
|
||
unit.millions = M
|
||
unit.billions = B
|
||
unit.shots = shots
|
||
unit.pershot = /發
|
||
category.purpose = 用途
|
||
category.general = 一般
|
||
category.power = 能量
|
||
category.liquids = 液體
|
||
category.items = 物品
|
||
category.crafting = 需求
|
||
category.function = 功能
|
||
category.optional = 額外的強化效果
|
||
setting.skipcoreanimation.name = 跳過核心發射/降落動畫
|
||
setting.landscape.name = 鎖定水平畫面
|
||
setting.shadows.name = 陰影
|
||
setting.blockreplace.name = 方塊建造建議
|
||
setting.linear.name = 線性過濾
|
||
setting.hints.name = 提示
|
||
setting.logichints.name = 邏輯提示
|
||
setting.backgroundpause.name = 背景執行時暫停遊戲
|
||
setting.buildautopause.name = 自動暫停建築
|
||
setting.doubletapmine.name = 連續點擊以挖礦
|
||
setting.commandmodehold.name = 長按進入指揮模式
|
||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
||
setting.modcrashdisable.name = 閃退後停用模組
|
||
setting.animatedwater.name = 顯示液面動畫
|
||
setting.animatedshields.name = 顯示護盾動畫
|
||
setting.playerindicators.name = 盟友標示
|
||
setting.indicators.name = 敵方標示
|
||
setting.autotarget.name = 自動射擊
|
||
setting.keyboard.name = 滑鼠及鍵盤控制
|
||
setting.touchscreen.name = 觸控螢幕控制
|
||
setting.fpscap.name = 最大FPS
|
||
setting.fpscap.none = 無
|
||
setting.fpscap.text = {0}FPS
|
||
setting.uiscale.name = 操作介面大小
|
||
setting.uiscale.description = 需要重新啟動遊戲以更改大小
|
||
setting.swapdiagonal.name = 預設對角線放置
|
||
setting.difficulty.training = 訓練
|
||
setting.difficulty.easy = 簡單
|
||
setting.difficulty.normal = 普通
|
||
setting.difficulty.hard = 困難
|
||
setting.difficulty.insane = 瘋狂
|
||
setting.difficulty.name = 難度:
|
||
setting.screenshake.name = 畫面抖動
|
||
setting.bloomintensity.name = 火花強度
|
||
setting.bloomblur.name = 火花模糊
|
||
setting.effects.name = 顯示特效
|
||
setting.destroyedblocks.name = 顯示被破壞的方塊
|
||
setting.blockstatus.name = 顯示方塊狀態
|
||
setting.conveyorpathfinding.name = 自動輸送帶放置規劃
|
||
setting.sensitivity.name = 控制器靈敏度
|
||
setting.saveinterval.name = 自動存檔間隔
|
||
setting.seconds = {0}秒
|
||
setting.milliseconds = {0}毫秒
|
||
setting.fullscreen.name = 全螢幕
|
||
setting.borderlesswindow.name = 無邊框視窗
|
||
setting.borderlesswindow.name.windows = 無邊框全螢幕
|
||
setting.borderlesswindow.description = 可能需重新啟動遊戲以變更
|
||
setting.fps.name = 顯示FPS與延遲
|
||
setting.console.name = 啟用搖桿
|
||
setting.smoothcamera.name = 平滑攝影機
|
||
setting.vsync.name = 垂直同步
|
||
setting.pixelate.name = 像素化
|
||
setting.minimap.name = 顯示小地圖
|
||
setting.coreitems.name = 顯示核心物品
|
||
setting.position.name = 顯示玩家位置
|
||
setting.mouseposition.name = 顯示滑鼠座標
|
||
setting.musicvol.name = 音樂音量
|
||
setting.atmosphere.name = 顯示星球大氣層
|
||
setting.drawlight.name = Draw Darkness/Lighting
|
||
setting.ambientvol.name = 環境音量
|
||
setting.mutemusic.name = 靜音
|
||
setting.sfxvol.name = 音效音量
|
||
setting.mutesound.name = 靜音
|
||
setting.crashreport.name = 傳送匿名當機回報
|
||
setting.savecreate.name = 自動建立存檔
|
||
setting.steampublichost.name = Public Game Visibility
|
||
setting.playerlimit.name = 玩家數限制
|
||
setting.chatopacity.name = 聊天框不透明度
|
||
setting.lasersopacity.name = 雷射不透明度
|
||
setting.bridgeopacity.name = 橋透明度
|
||
setting.playerchat.name = 在遊戲中顯示聊天視窗
|
||
setting.showweather.name = 顯示天氣動畫
|
||
setting.hidedisplays.name = 隱藏邏輯顯示
|
||
setting.macnotch.name = 使界面適應顯示槽口
|
||
setting.macnotch.description = 需要重新啟動遊戲以更改大小
|
||
steam.friendsonly = Friends Only
|
||
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.
|
||
public.beta = 請注意,該遊戲的Beta版本無法公開遊戲大廳。
|
||
uiscale.reset = 使用者介面縮放已變更\n按下「確定」確認這個比例\n[scarlet][accent] {0}[] 秒後退出並還原設定
|
||
uiscale.cancel = 取消並退出
|
||
setting.bloom.name = 粒子特效
|
||
keybind.title = 重新綁定按鍵
|
||
keybinds.mobile = [scarlet]此處的大多數快捷鍵在行動裝置上均無法運作。僅支援基本移動。
|
||
category.general.name = 一般
|
||
category.view.name = 查看
|
||
category.command.name = Unit Command
|
||
category.multiplayer.name = 多人
|
||
category.blocks.name = 選取方塊
|
||
placement.blockselectkeys = \n[lightgray]按鍵:[{0},
|
||
keybind.respawn.name = 重生
|
||
keybind.control.name = 控制單位
|
||
keybind.clear_building.name = 清除建築指令
|
||
keybind.press = 按一下按鍵……
|
||
keybind.press.axis = 按一下軸向或按鍵……
|
||
keybind.screenshot.name = 地圖截圖
|
||
keybind.toggle_power_lines.name = 顯示能量雷射
|
||
keybind.toggle_block_status.name = 開啟方塊狀態顯示
|
||
keybind.move_x.name = 水平移動
|
||
keybind.move_y.name = 垂直移動
|
||
keybind.mouse_move.name = 跟隨滑鼠
|
||
keybind.pan.name = 平移鏡頭
|
||
keybind.boost.name = 加速
|
||
keybind.command_mode.name = 指揮模式
|
||
keybind.command_queue.name = Unit Command Queue
|
||
keybind.create_control_group.name = Create Control Group
|
||
keybind.cancel_orders.name = Cancel Orders
|
||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||
keybind.unit_command_move.name = Unit Command: Move
|
||
keybind.unit_command_repair.name = Unit Command: Repair
|
||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||
keybind.unit_command_assist.name = Unit Command: Assist
|
||
keybind.unit_command_mine.name = Unit Command: Mine
|
||
keybind.unit_command_boost.name = Unit Command: Boost
|
||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||
keybind.rebuild_select.name = Rebuild Region
|
||
keybind.schematic_select.name = 選擇區域
|
||
keybind.schematic_menu.name = 藍圖目錄
|
||
keybind.schematic_flip_x.name = X軸翻轉
|
||
keybind.schematic_flip_y.name = Y軸翻轉
|
||
keybind.category_prev.name = 前一個類別
|
||
keybind.category_next.name = 下一個類別
|
||
keybind.block_select_left.name = 選取方塊左
|
||
keybind.block_select_right.name = 選取方塊右
|
||
keybind.block_select_up.name = 選取方塊上
|
||
keybind.block_select_down.name = 選取方塊下
|
||
keybind.block_select_01.name = 類別/方塊選取 1
|
||
keybind.block_select_02.name = 類別/方塊選取 2
|
||
keybind.block_select_03.name = 類別/方塊選取 3
|
||
keybind.block_select_04.name = 類別/方塊選取 4
|
||
keybind.block_select_05.name = 類別/方塊選取 5
|
||
keybind.block_select_06.name = 類別/方塊選取 6
|
||
keybind.block_select_07.name = 類別/方塊選取 7
|
||
keybind.block_select_08.name = 類別/方塊選取 8
|
||
keybind.block_select_09.name = 類別/方塊選取 9
|
||
keybind.block_select_10.name = 類別/方塊選取 10
|
||
keybind.fullscreen.name = 全螢幕切換
|
||
keybind.select.name = 選取
|
||
keybind.diagonal_placement.name = 對角線放置
|
||
keybind.pick.name = 選擇方塊
|
||
keybind.break_block.name = 移除方塊
|
||
keybind.select_all_units.name = Select All Units
|
||
keybind.select_all_unit_factories.name = Select All Unit Factories
|
||
keybind.deselect.name = 取消選取
|
||
keybind.pickupCargo.name = 撿起貨物
|
||
keybind.dropCargo.name = 丟棄貨物
|
||
keybind.shoot.name = 射擊
|
||
keybind.zoom.name = 縮放
|
||
keybind.menu.name = 主選單
|
||
keybind.pause.name = 暫停遊戲
|
||
keybind.pause_building.name = 暫停/繼續建造
|
||
keybind.minimap.name = 小地圖
|
||
keybind.planet_map.name = 行星地圖
|
||
keybind.research.name = 研究
|
||
keybind.block_info.name = 方塊資訊
|
||
keybind.chat.name = 聊天
|
||
keybind.player_list.name = 玩家列表
|
||
keybind.console.name = 終端機
|
||
keybind.rotate.name = 旋轉
|
||
keybind.rotateplaced.name = 旋轉現有(按住)
|
||
keybind.toggle_menus.name = 切換畫面
|
||
keybind.chat_history_prev.name = 之前的聊天記錄
|
||
keybind.chat_history_next.name = 之後的聊天記錄
|
||
keybind.chat_scroll.name = 聊天記錄捲動
|
||
keybind.chat_mode.name = 變更聊天模式
|
||
keybind.drop_unit.name = 放下單位
|
||
keybind.zoom_minimap.name = 縮放小地圖
|
||
mode.help.title = 模式說明
|
||
mode.survival.name = 生存
|
||
mode.survival.description = 一般模式。有限的資源與自動來襲的波次。\n[gray]地圖中需要敵人生成點。
|
||
mode.sandbox.name = 沙盒
|
||
mode.sandbox.description = 無限的資源與不倒數計時的波次。
|
||
mode.editor.name = 編輯
|
||
mode.pvp.name = 對戰
|
||
mode.pvp.description = 和其他玩家競爭、戰鬥。\n[gray]地圖中需要至少兩個不同顏色的核心。
|
||
mode.attack.name = 進攻
|
||
mode.attack.description = 目標是摧毀敵人的基地。\n[gray]地圖中需要有一個紅色核心。
|
||
mode.custom = 自訂規則
|
||
rules.invaliddata = Invalid clipboard data.
|
||
rules.hidebannedblocks = Hide Banned Blocks
|
||
|
||
rules.infiniteresources = 無限資源
|
||
rules.onlydepositcore = 僅允許向核心放置物品
|
||
rules.derelictrepair = Allow Derelict Block Repair
|
||
rules.reactorexplosions = 反應爐爆炸
|
||
rules.coreincinerates = 核心銷毀物品
|
||
rules.disableworldprocessors = 停用世界處理器
|
||
rules.schematic = 允許使用藍圖
|
||
rules.wavetimer = 波次時間
|
||
rules.wavesending = Wave Sending
|
||
rules.waves = 波次
|
||
rules.attack = 攻擊模式
|
||
rules.buildai = Base Builder AI
|
||
rules.buildaitier = Builder AI Tier
|
||
rules.rtsai = RTS AI
|
||
rules.rtsminsquadsize = 最小隊伍規模
|
||
rules.rtsmaxsquadsize = 最大隊伍規模
|
||
rules.rtsminattackweight = 最小攻擊力
|
||
rules.cleanupdeadteams = 移除戰敗玩家的建築(對戰)
|
||
rules.corecapture = 佔領摧毀的核心
|
||
rules.polygoncoreprotection = 核心禁築區呈多邊形
|
||
rules.placerangecheck = 檢查放置範圍
|
||
rules.enemyCheat = 電腦無限資源
|
||
rules.blockhealthmultiplier = 建築物耐久度加成
|
||
rules.blockdamagemultiplier = 建築物傷害加成
|
||
rules.unitbuildspeedmultiplier = 單位建設速度加成
|
||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||
rules.unithealthmultiplier = 單位血量加成
|
||
rules.unitdamagemultiplier = 單位傷害加成
|
||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||
rules.solarmultiplier = 太陽能電加成
|
||
rules.unitcapvariable = 核心限制單位上限
|
||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||
rules.unitcap = 基礎單位上限
|
||
rules.limitarea = 限制地圖區域
|
||
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
|
||
rules.wavespacing = 波次間距︰[lightgray](秒)
|
||
rules.initialwavespacing = 初始等待時間:[lightgray](秒)
|
||
rules.buildcostmultiplier = 建設成本倍數
|
||
rules.buildspeedmultiplier = 建設速度倍數
|
||
rules.deconstructrefundmultiplier = 拆除資源返還比例
|
||
rules.waitForWaveToEnd = 等待所有敵人毀滅才開始下一波次
|
||
rules.wavelimit = Map Ends After Wave
|
||
rules.dropzoneradius = 空降區半徑:[lightgray](格)
|
||
rules.unitammo = 單位需要彈藥
|
||
rules.enemyteam = 敵方隊伍
|
||
rules.playerteam = 玩家隊伍
|
||
rules.title.waves = 波次
|
||
rules.title.resourcesbuilding = 資源與建築
|
||
rules.title.enemy = 敵人
|
||
rules.title.unit = 單位
|
||
rules.title.experimental = 實驗中
|
||
rules.title.environment = 環境
|
||
rules.title.teams = 分隊
|
||
rules.title.planet = 星球
|
||
rules.lighting = 光照
|
||
rules.fog = 戰爭迷霧
|
||
rules.fire = 火
|
||
rules.anyenv = <Any>
|
||
rules.explosions = 方塊/單位爆炸傷害
|
||
rules.ambientlight = 環境光照
|
||
rules.weather = 天氣
|
||
rules.weather.frequency = 頻率:
|
||
rules.weather.always = 永遠
|
||
rules.weather.duration = 持續時間:
|
||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||
|
||
content.item.name = 物品
|
||
content.liquid.name = 液體
|
||
content.unit.name = 單位
|
||
content.block.name = 方塊
|
||
content.status.name = 狀態效果
|
||
content.sector.name = 地區
|
||
content.team.name = 隊伍
|
||
|
||
wallore = (牆)
|
||
|
||
item.copper.name = 銅
|
||
item.lead.name = 鉛
|
||
item.coal.name = 煤炭
|
||
item.graphite.name = 石墨
|
||
item.titanium.name = 鈦
|
||
item.thorium.name = 釷
|
||
item.silicon.name = 矽
|
||
item.plastanium.name = 塑鋼
|
||
item.phase-fabric.name = 相織布
|
||
item.surge-alloy.name = 波動合金
|
||
item.spore-pod.name = 孢子莢
|
||
item.sand.name = 沙
|
||
item.blast-compound.name = 爆炸化合物
|
||
item.pyratite.name = 火焰彈
|
||
item.metaglass.name = 鋼化玻璃
|
||
item.scrap.name = 廢料
|
||
item.fissile-matter.name = 裂變物質
|
||
item.beryllium.name = 鈹
|
||
item.tungsten.name = 鎢
|
||
item.oxide.name = 氧化鈹
|
||
item.carbide.name = 碳化鎢
|
||
item.dormant-cyst.name = 休眠囊胞
|
||
|
||
liquid.water.name = 水
|
||
liquid.slag.name = 熔渣
|
||
liquid.oil.name = 原油
|
||
liquid.cryofluid.name = 冷凍液
|
||
liquid.neoplasm.name = 囊胞液
|
||
liquid.arkycite.name = 芳油
|
||
liquid.gallium.name = 鎵液
|
||
liquid.ozone.name = 臭氧
|
||
liquid.hydrogen.name = 氫氣
|
||
liquid.nitrogen.name = 氮氣
|
||
liquid.cyanogen.name = 氰氣
|
||
|
||
unit.dagger.name = 匕首機甲
|
||
unit.mace.name = 重槌機甲
|
||
unit.fortress.name = 要塞
|
||
unit.nova.name = 超新星
|
||
unit.pulsar.name = 脈衝星
|
||
unit.quasar.name = 類星體
|
||
unit.crawler.name = 爬行機甲
|
||
unit.atrax.name = 火毒機甲
|
||
unit.spiroct.name = 血魔機甲
|
||
unit.arkyid.name = 魔毒蛛
|
||
unit.toxopid.name = 鬼毒蛛
|
||
unit.flare.name = 曳光戰機
|
||
unit.horizon.name = 天際轟炸機
|
||
unit.zenith.name = 穹頂飛彈艇
|
||
unit.antumbra.name = 環蝕戰艦
|
||
unit.eclipse.name = 全蝕戰艦
|
||
unit.mono.name = 採礦無人機
|
||
unit.poly.name = 建築衛機
|
||
unit.mega.name = 修補運輸機
|
||
unit.quad.name = 重型運輸艦
|
||
unit.oct.name = 護盾航母
|
||
unit.risso.name = 海豚號
|
||
unit.minke.name = 鬚鯨號
|
||
unit.bryde.name = 鯷鯨號
|
||
unit.sei.name = 塞鯨號
|
||
unit.omura.name = 角島鯨號
|
||
unit.retusa.name = 凹塔螺
|
||
unit.oxynoe.name = 囊舌
|
||
unit.cyerce.name = 海兔
|
||
unit.aegires.name = 海蛞蝓
|
||
unit.navanax.name = 海牛
|
||
unit.alpha.name = 阿爾法
|
||
unit.beta.name = 貝塔
|
||
unit.gamma.name = 伽瑪
|
||
unit.scepter.name = 權杖
|
||
unit.reign.name = 帝王
|
||
unit.vela.name = 船帆座
|
||
unit.corvus.name = 烏鴉座
|
||
|
||
unit.stell.name = 鐵蹄
|
||
unit.locus.name = 權威
|
||
unit.precept.name = 戒嚴
|
||
unit.vanquish.name = 擊潰
|
||
unit.conquer.name = 征服
|
||
unit.merui.name = 捍衛
|
||
unit.cleroi.name = 恩賜
|
||
unit.anthicus.name = 災禍
|
||
unit.tecta.name = 天理
|
||
unit.collaris.name = 帝君
|
||
unit.elude.name = 掙脫
|
||
unit.avert.name = 遮蔽
|
||
unit.obviate.name = 影逝
|
||
unit.quell.name = 終局
|
||
unit.disrupt.name = 瓦解
|
||
unit.evoke.name = 甦醒
|
||
unit.incite.name = 激發
|
||
unit.emanate.name = 擴張
|
||
unit.manifold.name = 貨運無人機
|
||
unit.assembly-drone.name = 裝配無人機
|
||
unit.latum.name = Latum
|
||
unit.renale.name = Renale
|
||
|
||
block.parallax.name = 視差
|
||
block.cliff.name = 峭壁
|
||
block.sand-boulder.name = 沙礫巨岩
|
||
block.basalt-boulder.name = 玄武岩巨石
|
||
block.grass.name = 草
|
||
block.molten-slag.name = 熔渣
|
||
block.pooled-cryofluid.name = 冷凍液
|
||
block.space.name = 太空
|
||
block.salt.name = 鹽
|
||
block.salt-wall.name = 鹽牆
|
||
block.pebbles.name = 卵石
|
||
block.tendrils.name = 卷鬚
|
||
block.sand-wall.name = 沙牆
|
||
block.spore-pine.name = 孢子松
|
||
block.spore-wall.name = 孢子牆
|
||
block.boulder.name = 巨石
|
||
block.snow-boulder.name = 雪巨石
|
||
block.snow-pine.name = 雪松
|
||
block.shale.name = 頁岩
|
||
block.shale-boulder.name = 頁岩巨石
|
||
block.moss.name = 苔蘚
|
||
block.shrubs.name = 灌木
|
||
block.spore-moss.name = 孢子苔蘚
|
||
block.shale-wall.name = 頁岩牆
|
||
block.scrap-wall.name = 廢牆
|
||
block.scrap-wall-large.name = 大型廢牆
|
||
block.scrap-wall-huge.name = 巨型廢牆
|
||
block.scrap-wall-gigantic.name = 超巨型廢牆
|
||
block.thruster.name = 推進器
|
||
block.kiln.name = 窯
|
||
block.graphite-press.name = 石墨壓縮機
|
||
block.multi-press.name = 多重壓縮機
|
||
block.constructing = {0}\n[lightgray](建設中)
|
||
block.spawn.name = 敵人生成
|
||
block.core-shard.name = 核心:碎片
|
||
block.core-foundation.name = 核心:基地
|
||
block.core-nucleus.name = 核心:核子
|
||
block.deep-water.name = 深水
|
||
block.shallow-water.name = 水
|
||
block.tainted-water.name = 污水
|
||
block.deep-tainted-water.name = 深汙水
|
||
block.darksand-tainted-water.name = 黑沙污水
|
||
block.tar.name = 焦油
|
||
block.stone.name = 石頭
|
||
block.sand-floor.name = 沙
|
||
block.darksand.name = 黑沙
|
||
block.ice.name = 冰
|
||
block.snow.name = 雪
|
||
block.crater-stone.name = 彈坑
|
||
block.sand-water.name = 沙水
|
||
block.darksand-water.name = 黑沙水
|
||
block.char.name = 燒焦
|
||
block.dacite.name = 英安岩
|
||
block.rhyolite.name = 流紋岩
|
||
block.dacite-wall.name = 英安岩牆
|
||
block.dacite-boulder.name = 英安岩石塊
|
||
block.ice-snow.name = 冰雪
|
||
block.stone-wall.name = 石牆
|
||
block.ice-wall.name = 冰牆
|
||
block.snow-wall.name = 雪牆
|
||
block.dune-wall.name = 沙丘牆
|
||
block.pine.name = 松樹
|
||
block.dirt.name = 土
|
||
block.dirt-wall.name = 土牆
|
||
block.mud.name = 泥
|
||
block.white-tree-dead.name = 枯萎白樹
|
||
block.white-tree.name = 白樹
|
||
block.spore-cluster.name = 孢子簇
|
||
block.metal-floor.name = 金屬地板
|
||
block.metal-floor-2.name = 金屬地板 2
|
||
block.metal-floor-3.name = 金屬地板 3
|
||
block.metal-floor-4.name = 金屬地板 4
|
||
block.metal-floor-5.name = 金屬地板 5
|
||
block.metal-floor-damaged.name = 損壞的金屬地板
|
||
block.dark-panel-1.name = 黑面板 1
|
||
block.dark-panel-2.name = 黑面板 2
|
||
block.dark-panel-3.name = 黑面板 3
|
||
block.dark-panel-4.name = 黑面板 4
|
||
block.dark-panel-5.name = 黑面板 5
|
||
block.dark-panel-6.name = 黑面板 6
|
||
block.dark-metal.name = 黑金屬
|
||
block.basalt.name = 玄武岩
|
||
block.hotrock.name = 熱岩
|
||
block.magmarock.name = 岩漿岩
|
||
block.copper-wall.name = 銅牆
|
||
block.copper-wall-large.name = 大型銅牆
|
||
block.titanium-wall.name = 鈦牆
|
||
block.titanium-wall-large.name = 大型鈦牆
|
||
block.plastanium-wall.name = 塑鋼牆
|
||
block.plastanium-wall-large.name = 大型塑鋼牆
|
||
block.phase-wall.name = 相織布牆
|
||
block.phase-wall-large.name = 大型相織布牆
|
||
block.thorium-wall.name = 釷牆
|
||
block.thorium-wall-large.name = 大型釷牆
|
||
block.door.name = 門
|
||
block.door-large.name = 大門
|
||
block.duo.name = 雙砲
|
||
block.scorch.name = 焦土砲
|
||
block.scatter.name = 分散砲
|
||
block.hail.name = 冰雹砲
|
||
block.lancer.name = 光矛砲
|
||
block.conveyor.name = 輸送帶
|
||
block.titanium-conveyor.name = 鈦輸送帶
|
||
block.plastanium-conveyor.name = 塑鋼輸送帶
|
||
block.armored-conveyor.name = 裝甲輸送帶
|
||
block.junction.name = 樞紐
|
||
block.router.name = 分配器
|
||
block.distributor.name = 大型分配器
|
||
block.sorter.name = 分類器
|
||
block.inverted-sorter.name = 反向分類器
|
||
block.message.name = 訊息板
|
||
block.reinforced-message.name = Reinforced Message
|
||
block.world-message.name = World Message
|
||
block.world-switch.name = World Switch
|
||
block.illuminator.name = 照明燈
|
||
block.overflow-gate.name = 溢流器
|
||
block.underflow-gate.name = 反向溢流器
|
||
block.silicon-smelter.name = 煉矽廠
|
||
block.phase-weaver.name = 相織布編織器
|
||
block.pulverizer.name = 粉碎機
|
||
block.cryofluid-mixer.name = 冷凍液混合器
|
||
block.melter.name = 熔爐
|
||
block.incinerator.name = 焚化爐
|
||
block.spore-press.name = 孢子壓縮機
|
||
block.separator.name = 分離機
|
||
block.coal-centrifuge.name = 煤炭離心機
|
||
block.power-node.name = 能量節點
|
||
block.power-node-large.name = 大型能量節點
|
||
block.surge-tower.name = 波動塔
|
||
block.diode.name = 二極體
|
||
block.battery.name = 電池
|
||
block.battery-large.name = 大型電池
|
||
block.combustion-generator.name = 燃燒發電機
|
||
block.steam-generator.name = 渦輪發電機
|
||
block.differential-generator.name = 差動發電機
|
||
block.impact-reactor.name = 衝擊反應爐
|
||
block.mechanical-drill.name = 機械鑽頭
|
||
block.pneumatic-drill.name = 氣動鑽頭
|
||
block.laser-drill.name = 雷射鑽頭
|
||
block.water-extractor.name = 水提取器
|
||
block.cultivator.name = 培養槽
|
||
block.conduit.name = 管線
|
||
block.mechanical-pump.name = 機械泵
|
||
block.item-source.name = 物品源
|
||
block.item-void.name = 物品虛空
|
||
block.liquid-source.name = 液體源
|
||
block.liquid-void.name = 液體虛空
|
||
block.power-void.name = 能量虛空
|
||
block.power-source.name = 能量源
|
||
block.unloader.name = 裝卸器
|
||
block.vault.name = 儲存庫
|
||
block.wave.name = 波浪
|
||
block.tsunami.name = 海嘯
|
||
block.swarmer.name = 蜂群
|
||
block.salvo.name = 齊射
|
||
block.ripple.name = 波紋
|
||
block.phase-conveyor.name = 相織傳送帶
|
||
block.bridge-conveyor.name = 輸送帶橋
|
||
block.plastanium-compressor.name = 塑鋼壓縮機
|
||
block.pyratite-mixer.name = 火焰彈混合器
|
||
block.blast-mixer.name = 爆炸混合器
|
||
block.solar-panel.name = 太陽能板
|
||
block.solar-panel-large.name = 大型太陽能板
|
||
block.oil-extractor.name = 原油鑽井
|
||
block.repair-point.name = 維修點
|
||
block.repair-turret.name = 維修機台
|
||
block.pulse-conduit.name = 脈衝管線
|
||
block.plated-conduit.name = 裝甲管線
|
||
block.phase-conduit.name = 相織管線
|
||
block.liquid-router.name = 液體分配器
|
||
block.liquid-tank.name = 液體儲存槽
|
||
block.liquid-container.name = 液體容器
|
||
block.liquid-junction.name = 液體樞紐
|
||
block.bridge-conduit.name = 管線橋
|
||
block.rotary-pump.name = 迴轉幫浦
|
||
block.thorium-reactor.name = 釷反應爐
|
||
block.mass-driver.name = 質量驅動器
|
||
block.blast-drill.name = 氣爆鑽頭
|
||
block.impulse-pump.name = 衝擊泵
|
||
block.thermal-generator.name = 地熱發電機
|
||
block.surge-smelter.name = 合金熔爐
|
||
block.mender.name = 修理方塊
|
||
block.mend-projector.name = 修理投影器
|
||
block.surge-wall.name = 波動牆
|
||
block.surge-wall-large.name = 大型波動牆
|
||
block.cyclone.name = 颶風
|
||
block.fuse.name = 融合砲
|
||
block.shock-mine.name = 衝擊地雷
|
||
block.overdrive-projector.name = 超速投放儀
|
||
block.force-projector.name = 護盾投放儀
|
||
block.arc.name = 電弧
|
||
block.rtg-generator.name = 放射性同位素熱發電機
|
||
block.spectre.name = 鬼影
|
||
block.meltdown.name = 熔毀砲
|
||
block.foreshadow.name = 狙擊砲
|
||
block.container.name = 容器
|
||
block.launch-pad.name = 小型發射台
|
||
block.segment.name = 片段
|
||
block.ground-factory.name = 地面工廠
|
||
block.air-factory.name = 航空工廠
|
||
block.naval-factory.name = 海軍工廠
|
||
block.additive-reconstructor.name = 二級重塑者
|
||
block.multiplicative-reconstructor.name = 三級重塑者
|
||
block.exponential-reconstructor.name = 四級重塑者
|
||
block.tetrative-reconstructor.name = 五級重塑者
|
||
block.payload-conveyor.name = 重物輸送帶
|
||
block.payload-router.name = 重物分配器
|
||
block.duct.name = 類真空管
|
||
block.duct-router.name = 真空管分配器
|
||
block.duct-bridge.name = 真空管橋
|
||
block.large-payload-mass-driver.name = Large Payload Mass Driver
|
||
block.payload-void.name = 原料虛空
|
||
block.payload-source.name = 原料源
|
||
block.disassembler.name = 還原機
|
||
block.silicon-crucible.name = 矽爐
|
||
block.overdrive-dome.name = 超高速拱頂
|
||
block.interplanetary-accelerator.name = 星際加速站
|
||
block.constructor.name = 建造器
|
||
block.constructor.description = 建造達 2x2 的方塊。
|
||
block.large-constructor.name = 大型建造器
|
||
block.large-constructor.description = 建造達 4x4 的方塊。
|
||
block.deconstructor.name = 拆解器
|
||
block.deconstructor.description = 拆解方塊和單位,返還所有建造花費。
|
||
block.payload-loader.name = 重物裝載機
|
||
block.payload-loader.description = 將物品或是液體裝入方塊。
|
||
block.payload-unloader.name = 重物取物機
|
||
block.payload-unloader.description = 將物品或是液體從方塊取出。
|
||
block.heat-source.name = 熱量源
|
||
block.heat-source.description = 輸出大量熱的方塊。僅限沙盒。
|
||
|
||
#Erekir
|
||
block.empty.name = 虛無
|
||
block.rhyolite-crater.name = 流紋岩隕坑
|
||
block.rough-rhyolite.name = 粗糙流紋岩
|
||
block.regolith.name = 風化層
|
||
block.yellow-stone.name = 黃岩
|
||
block.carbon-stone.name = 碳岩
|
||
block.ferric-stone.name = 鐵岩
|
||
block.ferric-craters.name = 鐵岩隕坑
|
||
block.beryllic-stone.name = 綠柱岩
|
||
block.crystalline-stone.name = 晶岩
|
||
block.crystal-floor.name = 晶體地面
|
||
block.yellow-stone-plates.name = 黃岩地面
|
||
block.red-stone.name = 紅岩
|
||
block.dense-red-stone.name = 質密紅岩
|
||
block.red-ice.name = 紅冰
|
||
block.arkycite-floor.name = 芳油池
|
||
block.arkyic-stone.name = 琥珀石
|
||
block.rhyolite-vent.name = 流紋岩燌口
|
||
block.carbon-vent.name = 碳噴口
|
||
block.arkyic-vent.name = 琥珀石噴口
|
||
block.yellow-stone-vent.name = 黃岩噴口
|
||
block.red-stone-vent.name = 紅岩噴口
|
||
block.crystalline-vent.name = Crystalline Vent
|
||
block.redmat.name = 紅地板
|
||
block.bluemat.name = 藍地板
|
||
block.core-zone.name = 核心地塊
|
||
block.regolith-wall.name = 風化牆
|
||
block.yellow-stone-wall.name = 黃岩牆
|
||
block.rhyolite-wall.name = 流紋岩牆
|
||
block.carbon-wall.name = 碳牆
|
||
block.ferric-stone-wall.name = 鐵岩牆
|
||
block.beryllic-stone-wall.name = 綠柱岩牆
|
||
block.arkyic-wall.name = 琥珀岩牆
|
||
block.crystalline-stone-wall.name = 晶岩牆
|
||
block.red-ice-wall.name = 紅冰牆
|
||
block.red-stone-wall.name = 紅岩牆
|
||
block.red-diamond-wall.name = 紅鑽牆
|
||
block.redweed.name = 赤藻
|
||
block.pur-bush.name = 紫灌木
|
||
block.yellowcoral.name = 黃珊瑚
|
||
block.carbon-boulder.name = 碳岩巨石
|
||
block.ferric-boulder.name = 鐵岩巨石
|
||
block.beryllic-boulder.name = 綠柱岩巨石
|
||
block.yellow-stone-boulder.name = 黃岩巨石
|
||
block.arkyic-boulder.name = 琥珀岩巨石
|
||
block.crystal-cluster.name = 晶簇
|
||
block.vibrant-crystal-cluster.name = 鮮豔晶簇
|
||
block.crystal-blocks.name = 塊狀晶體
|
||
block.crystal-orbs.name = 球狀晶體
|
||
block.crystalline-boulder.name = 晶岩巨石
|
||
block.red-ice-boulder.name = 紅冰巨石
|
||
block.rhyolite-boulder.name = 流紋岩巨石
|
||
block.red-stone-boulder.name = 紅岩巨石
|
||
block.graphitic-wall.name = 石墨礦牆
|
||
block.silicon-arc-furnace.name = 電弧冶矽爐
|
||
block.electrolyzer.name = 電解槽
|
||
block.atmospheric-concentrator.name = 氮氣富集器
|
||
block.oxidation-chamber.name = 氧化室
|
||
block.electric-heater.name = 電加熱器
|
||
block.slag-heater.name = 熔渣加熱器
|
||
block.phase-heater.name = 相織布加熱器
|
||
block.heat-redirector.name = 熱重定向器
|
||
block.heat-router.name = Heat Router
|
||
block.slag-incinerator.name = 熔渣焚化爐
|
||
block.carbide-crucible.name = 碳化鎢坩堝
|
||
block.slag-centrifuge.name = 熔渣離心機
|
||
block.surge-crucible.name = 合金坩堝
|
||
block.cyanogen-synthesizer.name = 氰氣合成器
|
||
block.phase-synthesizer.name = 相織布合成器
|
||
block.heat-reactor.name = 熱反應堆
|
||
block.beryllium-wall.name = 鈹牆
|
||
block.beryllium-wall-large.name = 大型鈹牆
|
||
block.tungsten-wall.name = 鎢牆
|
||
block.tungsten-wall-large.name = 大型鎢牆
|
||
block.blast-door.name = 防爆自動門
|
||
block.carbide-wall.name = 碳化鎢牆
|
||
block.carbide-wall-large.name = 大型碳化鎢牆
|
||
block.reinforced-surge-wall.name = 強化合金牆
|
||
block.reinforced-surge-wall-large.name = 大型強化合金牆
|
||
block.shielded-wall.name = 護盾牆
|
||
block.radar.name = 雷逹
|
||
block.build-tower.name = 建造塔
|
||
block.regen-projector.name = 再生投影儀
|
||
block.shockwave-tower.name = 震波塔
|
||
block.shield-projector.name = 護盾投影儀
|
||
block.large-shield-projector.name = 大型護盾投影儀
|
||
block.armored-duct.name = 裝甲真空管
|
||
block.overflow-duct.name = 真空管溢流器
|
||
block.underflow-duct.name = 反向真空管溢流器
|
||
block.duct-unloader.name = 真空管裝卸器
|
||
block.surge-conveyor.name = 波動輸送帶
|
||
block.surge-router.name = 波動分配器
|
||
block.unit-cargo-loader.name = 貨物裝載器
|
||
block.unit-cargo-unload-point.name = 貨物卸載點
|
||
block.reinforced-pump.name = 強化幫補
|
||
block.reinforced-conduit.name = 強化管線
|
||
block.reinforced-liquid-junction.name = 強化液體樞紐
|
||
block.reinforced-bridge-conduit.name = 強化管線橋
|
||
block.reinforced-liquid-router.name = 強化液體分配器
|
||
block.reinforced-liquid-container.name = 強化液體容器
|
||
block.reinforced-liquid-tank.name = 強化液體槽
|
||
block.beam-node.name = 光束節點
|
||
block.beam-tower.name = 光束塔
|
||
block.beam-link.name = 光束鏈接
|
||
block.turbine-condenser.name = 渦輪冷凝器
|
||
block.chemical-combustion-chamber.name = 化學燃燒發電機
|
||
block.pyrolysis-generator.name = 熱解發電機
|
||
block.vent-condenser.name = 氣體冷凝器
|
||
block.cliff-crusher.name = 牆體挖鑿機
|
||
block.plasma-bore.name = 電漿鑽頭
|
||
block.large-plasma-bore.name = 大型電漿鑽頭
|
||
block.impact-drill.name = 衝擊鑽頭
|
||
block.eruption-drill.name = 噴發鑽頭
|
||
block.core-bastion.name = 核心:碉堡
|
||
block.core-citadel.name = 核心:壁壘
|
||
block.core-acropolis.name = 核心:衛城
|
||
block.reinforced-container.name = 強化容器
|
||
block.reinforced-vault.name = 強化存儲庫
|
||
block.breach.name = 突破者
|
||
block.sublimate.name = 昇華
|
||
block.titan.name = 巨人
|
||
block.disperse.name = 驅離者
|
||
block.afflict.name = 折磨
|
||
block.lustre.name = 餘光
|
||
block.scathe.name = 毀損
|
||
block.tank-refabricator.name = 戰車重塑者
|
||
block.mech-refabricator.name = 機甲重塑者
|
||
block.ship-refabricator.name = 飛船重塑者
|
||
block.tank-assembler.name = 重戰車組裝廠
|
||
block.ship-assembler.name = 飛行艦組裝廠
|
||
block.mech-assembler.name = 重機甲組裝廠
|
||
block.reinforced-payload-conveyor.name = 強化重物輸送帶
|
||
block.reinforced-payload-router.name = 強化重物分配器
|
||
block.payload-mass-driver.name = 重物質量驅動器
|
||
block.small-deconstructor.name = 小型解構器
|
||
block.canvas.name = 畫布
|
||
block.world-processor.name = 世界處理器
|
||
block.world-cell.name = 世界單元
|
||
block.tank-fabricator.name = 戰車兵工廠
|
||
block.mech-fabricator.name = 機甲兵工廠
|
||
block.ship-fabricator.name = 飛船兵工廠
|
||
block.prime-refabricator.name = 高級單位重塑者
|
||
block.unit-repair-tower.name = 維修塔
|
||
block.diffuse.name = 擴散
|
||
block.basic-assembler-module.name = 支援組裝廠
|
||
block.smite.name = Smite
|
||
block.malign.name = Malign
|
||
block.flux-reactor.name = Flux Reactor
|
||
block.neoplasia-reactor.name = Neoplasia Reactor
|
||
|
||
block.switch.name = 按鈕
|
||
block.micro-processor.name = 微處理器
|
||
block.logic-processor.name = 邏輯處理器
|
||
block.hyper-processor.name = 超級處理器
|
||
block.logic-display.name = 顯示器
|
||
block.large-logic-display.name = 大型顯示器
|
||
block.memory-cell.name = 記憶單元
|
||
block.memory-bank.name = 記憶體
|
||
|
||
team.malis.name = 紫
|
||
team.crux.name = 紅
|
||
team.sharded.name = 黃
|
||
team.derelict.name = 灰
|
||
team.green.name = 綠
|
||
team.blue.name = 藍
|
||
|
||
hint.skip = 跳過
|
||
hint.desktopMove = 使用[accent][[WASD][]來移動。
|
||
hint.zoom = 滾動 [accent]滾輪[] 來放大縮小畫面。
|
||
hint.desktopShoot = [accent][[點擊左鍵][]射擊。
|
||
hint.depositItems = 從船身拖曳到核心以存放採完的礦物。
|
||
hint.respawn = 按[accent][[V][]以重生。
|
||
hint.respawn.mobile = 你目前在控制單位/建築。[accent]點擊左上角的頭像[]重生。
|
||
hint.desktopPause = 按[accent][[空白鍵][]暫停、繼續遊戲。
|
||
hint.breaking = [accent]按住右鍵[]並拖曳以破壞方塊。
|
||
hint.breaking.mobile = 點亮右下角的 \ue817 [accent]鐵鎚[]圖案並點擊畫面可直接拆除方塊。\n\n按住畫面超過一秒後拖曳以連續摧毀多個方塊。
|
||
hint.blockInfo = 點擊各種方塊的[accent][[?][]按鈕以檢視該方塊的資訊
|
||
hint.derelict = [accent]殘骸[] 地圖上有先前基地留下的殘骸。\n\n可以[accent]銷毀[]這些建築獲得資源。
|
||
hint.research = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
||
hint.research.mobile = 使用 \ue875 [accent]研究[] 按鈕來研究新科技。
|
||
hint.unitControl = 按住[accent][[L-ctrl][]並[accent]點擊[]以控制我方的機甲和砲台。
|
||
hint.unitControl.mobile = [accent][[點擊兩下][]以控制我方的機甲和砲台。
|
||
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
||
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
||
hint.launch = 一旦蒐集到足夠的資源,你可以透過右下角的 \ue827 [accent]地圖[]來選取你要[accent]發射[]的區域。
|
||
hint.launch.mobile = 一旦蒐集到足夠的資源,你可以透過選單中的 \ue827 [accent]地圖[]來選取你要[accent]發射[]的區域。
|
||
hint.schematicSelect = 按住[accent][[F][]並拖曳可以選取方塊並貼上。\n\n按下[accent][[滑鼠中鍵][]可以複製單一方塊。
|
||
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||
hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||
hint.conveyorPathfind = 在建造輸送帶時按下[accent][[L-Ctrl][]可以自動產生路徑。
|
||
hint.conveyorPathfind.mobile = 啟用 \ue844 [accent]對角線模式[]可以在建造輸送帶時自動產生路徑。
|
||
hint.boost = 按住[accent][[L-Shift][]可以帶著你的機甲一起飛越障礙物\n\n只有少數陸行機甲有推進器。
|
||
hint.payloadPickup = 按下 [accent][[[] 拾起小方塊或機甲。
|
||
hint.payloadPickup.mobile = [accent]長按[]一個方塊或單位可將其拾起。
|
||
hint.payloadDrop = 按下 [accent]][] 可以放下持有的方塊或單位。
|
||
hint.payloadDrop.mobile = [accent]長按[]任何空白處可以放下持有的方塊或單位。
|
||
hint.waveFire = 以[accent]水[]裝填的[accent]波浪[]會自動撲滅附近火勢。
|
||
hint.generator = \uf879 [accent]燃燒發電機[]消耗煤炭產生能源給相鄰的方塊。\n\n使用 \uf87f [accent]能量節點[]增加電力涵蓋範圍。
|
||
hint.guardian = [accent]頭目[]擁有厚實的裝甲。較弱的彈藥如[accent]銅[]和[accent]鉛[]並[scarlet]沒有效果[].\n\n使用更高等的砲臺或以\uf835 [accent]石墨[]配合\uf861雙砲、\uf859齊射砲摧毀頭目。
|
||
hint.coreUpgrade = 核心可以透過在上面[accent]覆蓋一個更高等級的核心[]來升級。\n\n放置 \uf868 [accent]核心:基地[] 到 \uf869 [accent]核心:碎片[] 上. 確保沒有其他障礙物。
|
||
hint.presetLaunch = 灰色的[accent]降落地區[],例如[accent]冰凍森林[],可由任何地區發射。這類地區無須由相鄰地區進攻。\n\n[accent]數字編號地區[]則是一般的區域,可自由佔領,不影響戰役的完成。
|
||
hint.presetDifficulty = 此地區為[scarlet]高危險等級[]區域。\n[accent]不建議[]在準備好科技和資源以前發射至此區域。
|
||
hint.coreIncinerate = 當任一物品的核心庫存滿了後,後續進入的同種資源會被[accent]銷毀[]。
|
||
hint.factoryControl = 若要設置兵工廠的[accent]集結點[],在指揮模式中點選工廠,再右鍵點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
|
||
hint.factoryControl.mobile = 若要設置兵工廠的[accent]集結點[],在指揮模式中選取工廠,再點擊指定位置。\n此工廠產生的單位將自動移動到集結點。
|
||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
||
gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
|
||
gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
|
||
gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
|
||
gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
|
||
gz.moveup = \ue804 Move up for further objectives.
|
||
gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
|
||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
||
gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
|
||
gz.defend = Enemy incoming, prepare to defend.
|
||
gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
|
||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
||
gz.supplyturret = [accent]Supply Turret
|
||
gz.zone1 = This is the enemy drop zone.
|
||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||
gz.zone3 = A wave will begin now.\nGet ready.
|
||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||
onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
|
||
onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
|
||
onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
|
||
onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
|
||
onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
|
||
onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
|
||
onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
|
||
onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
|
||
onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
|
||
onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
|
||
onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
|
||
onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
|
||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||
onset.enemies = Enemy incoming, prepare to defend.
|
||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||
|
||
#Don't translate these yet!
|
||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||
split.acquire = You must acquire some tungsten to build units.
|
||
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
||
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
||
|
||
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
|
||
item.copper.details = 銅,蕈孢星上異常常見的金屬。加工前結構脆弱。
|
||
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和液體運輸方塊。
|
||
item.lead.details = 密度高、穩定。廣泛用於電池中。\n附記:可能對生物有毒性。雖然這裡也沒剩多少。
|
||
item.metaglass.description = 一種超高強度的玻璃。廣泛用於液體分配和儲存。
|
||
item.graphite.description = 礦化的碳,用於彈藥和電氣元件。
|
||
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和作為助熔劑。
|
||
item.coal.description = 遠在「播種」事件前就形成的植物化石。一種常見並容易獲得的燃料。
|
||
item.coal.details = 看似植物化石,形成時間遠早於「播種」事件。
|
||
item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛行載具。
|
||
item.thorium.description = 一種高密度的放射性金屬,用作結構支撐和核燃料。
|
||
item.scrap.description = 舊結構和單位的殘骸。含有微量的各種金屬。
|
||
item.scrap.details = 古老建築、兵器留下的殘骸。
|
||
item.silicon.description = 一種非常有用的半導體,被用於太陽能電池板、很多複雜的電子設備和追蹤導彈彈藥。
|
||
item.plastanium.description = 一種輕量、可延展的材料,用於高級的飛行載具和破片彈藥。
|
||
item.phase-fabric.description = 一種近乎無重量的物質,用於先進的電子設備和自修復技術。
|
||
item.surge-alloy.description = 一種具有獨特電子特性的高級合金。
|
||
item.spore-pod.description = 孢子莢,從大氣中汲取孢子而合成。用於轉化為原油、爆炸物和燃料。
|
||
item.spore-pod.details = 充滿孢子。很可能是人造生物。會釋放對其他生物有毒的氣體。極具侵略性。特定情況下極為易燃。
|
||
item.blast-compound.description = 用於炸彈和高爆彈的混合物。
|
||
item.pyratite.description = 用於至燃武器和燃燒型發電機的物質。
|
||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||
item.oxide.description = Used as a heat conductor and insulator for power.
|
||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||
|
||
liquid.water.description = 最常見的液體。常用於冷卻機器和廢物處理。
|
||
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器向敵方單位噴灑。
|
||
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
||
liquid.cryofluid.description = 一種安定,無腐蝕性的液體。具有很高的比熱,廣泛的用作工廠、砲台、或反應爐的冷卻劑。
|
||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||
liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
|
||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||
|
||
block.derelict = [lightgray]殘骸
|
||
block.armored-conveyor.description = 以與鈦輸送帶相同的速度移動物品,但擁有更高的防禦。不接受任何從側面輸入的資源。
|
||
block.illuminator.description = 小而美的光源。
|
||
block.message.description = 儲存一條訊息。用於盟友之間的溝通。
|
||
block.reinforced-message.description = Stores a message for communication between allies.
|
||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||
block.graphite-press.description = 將煤炭壓縮成石墨。
|
||
block.multi-press.description = 石墨壓縮機的升級版。利用水和電力快速高效地處理煤炭。
|
||
block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。
|
||
block.kiln.description = 將沙子和鉛熔煉成鋼化玻璃。需要少量能量。
|
||
block.plastanium-compressor.description = 將原油和鈦壓縮製造塑鋼。
|
||
block.phase-weaver.description = 使用放射性的釷和大量的沙子生產相織布。
|
||
block.surge-smelter.description = 熔化鈦、鉛、矽以及銅成爲波動合金。
|
||
block.cryofluid-mixer.description = 混合水和研磨的鈦粉製造冷卻效率更高的冷凍液。對釷反應堆是必要的。
|
||
block.blast-mixer.description = 混合胞子碎塊將火焰彈變成比較不易燃但更具爆炸性的爆炸混合物。
|
||
block.pyratite-mixer.description = 混合煤、鉛和沙子混合成為易燃的火焰彈。
|
||
block.melter.description = 將廢料加熱到很高的溫度產生熔渣,用於進一步製程或波浪炮。
|
||
block.separator.description = 將熔渣分離成各種礦物質。將其冷卻後輸出。
|
||
block.spore-press.description = 將孢子莢壓縮成原油。
|
||
block.pulverizer.description = 將廢料粉碎成沙子。當缺少天然沙時相當有用。
|
||
block.coal-centrifuge.description = 將原油固化成煤炭。
|
||
block.incinerator.description = 銷毀所有接收的物品或液體。
|
||
block.power-void.description = 銷毀所有輸入的能量。僅限沙盒。
|
||
block.power-source.description = 無限輸出能量。僅限沙盒。
|
||
block.item-source.description = 無限輸出物品。僅限沙盒。
|
||
block.item-void.description = 銷毀所有進入的物品。僅限沙盒。
|
||
block.liquid-source.description = 無限輸出液體。僅限沙盒。
|
||
block.liquid-void.description = 銷毀所有輸入的液體。僅限沙盒。
|
||
block.payload-source.description = 無限輸出原料。僅限沙盒。
|
||
block.payload-void.description = 銷毀所有進入的原料。僅限沙盒。
|
||
block.copper-wall.description = 一種便宜的防禦方塊。\n用於前幾波防衛核心和砲塔。
|
||
block.copper-wall-large.description = 一種便宜的防禦方塊。\n用於前幾波防禦核心和砲塔\n佔據多個方塊。
|
||
block.titanium-wall.description = 一個中等強度的防禦方塊。\n提供對敵人的適度保護。
|
||
block.titanium-wall-large.description = 一個中等強度的防禦方塊。\n提供對敵人的適度保護。\n佔據多個方塊。
|
||
block.plastanium-wall.description = 一種特殊類型的牆,它能吸收電弧並阻止自動電源節點連接。
|
||
block.plastanium-wall-large.description = 一種特殊類型的牆,它能吸收電弧並阻止自動電源節點連接。\n佔據多個方塊。
|
||
block.thorium-wall.description = 一種堅強的防禦方塊。\n良好地防衛敵人。
|
||
block.thorium-wall-large.description = 一種堅強的防衛方塊。\n良好地防衛敵人。\n佔據多個方塊。
|
||
block.phase-wall.description = 沒有釷牆那麼堅固但特殊的相位化合物塗層會使大多的子彈偏離。
|
||
block.phase-wall-large.description = 沒有釷牆那麼堅固但特殊的相位化合物塗層會使大多的子彈偏離。\n佔據多個方塊。
|
||
block.surge-wall.description = 最強的防禦方塊。\n有低機率對攻擊者觸發閃電。
|
||
block.surge-wall-large.description = 最強的防禦方塊。\n有低機率對攻擊者觸發閃電。\n佔據多個方塊。
|
||
block.door.description = 可以通過點擊打開和關閉的一扇小門。\n如果打開,敵人可以穿過它射擊和移動。
|
||
block.door-large.description = 可以通過點擊打開和關閉的一扇大門。\n如果打開,敵人可以穿過它射擊和移動。\n佔據多個方塊。
|
||
block.mender.description = 定期修復附近的建築物。在每一波之間保持防禦力的修復。\n可選擇使用矽來提高範圍和效率。
|
||
block.mend-projector.description = 高級的修理方塊。可選擇使用相織布增加範圍和效率。
|
||
block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。可選擇使用相織布增加範圍和效率。
|
||
block.force-projector.description = 在自身周圍形成一個六角形能量力場護盾,保護內部的建築物和單位免受傷害。承受太多傷害時會過熱。可選擇用冷卻液避免過熱。可以使用相織布增加護盾範圍。
|
||
block.shock-mine.description = 傷害經過的敵人。敵人無法指定地雷攻擊,但仍會被流彈摧毀。
|
||
block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。
|
||
block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。
|
||
block.plastanium-conveyor.description = 批量輸送物品。\n從後方接受物品,並向三個方向輸出。
|
||
block.junction.description = 作為兩個交叉輸送帶的橋樑。適用於兩條不同輸送帶將不同物品運送到不同位置的情況。
|
||
block.bridge-conveyor.description = 高級的物品運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸物品。
|
||
block.phase-conveyor.description = 高級物品傳輸方塊。使用能量將物品傳送到幾個方塊外連接的相織輸送帶。
|
||
block.sorter.description = 對物品進行分類。如果物品與所選種類匹配,則允許其通過。否則,物品將從兩側輸出。
|
||
block.inverted-sorter.description = 處理物品的方式類似於分類器,但將所選擇的物品輸出到側邊。
|
||
block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。用於將物品從一個來源分割為多個目標。\n\n[[scarlet]不建議緊貼在生產型方塊旁使用,可能導致其被產出堵塞。[]
|
||
block.router.details = 必要之惡。不建議放置在生產建築旁,不然可能會因輸出物品造成阻塞。
|
||
block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。
|
||
block.overflow-gate.description = 如果前面被阻擋,則向左邊和右邊輸出物品。
|
||
block.underflow-gate.description = 反向的溢流器。如果側面被阻擋,則向前方輸出物品。
|
||
block.mass-driver.description = 終極物品運輸方塊。收集大量物品,然後將它們射向另一個質量驅動器。需要能源以運作。
|
||
block.mechanical-pump.description = 一種便宜的泵,輸出速度慢,但不使用能量。
|
||
block.rotary-pump.description = 高級的泵。抽更多液體,但需要能量。
|
||
block.impulse-pump.description = 泵送液體。
|
||
block.conduit.description = 基本液體運輸方塊。將液體往前輸送。用於提取器、泵或其他管線。
|
||
block.pulse-conduit.description = 高級的液體運輸方塊。比標準管線更快地輸送並儲存更多液體。
|
||
block.plated-conduit.description = 用和脈衝管線相同的速率運送液體,但有更強的裝甲。除了其他管線以外,不會接受來自側面的其他液體\n比較不會漏液。
|
||
block.liquid-router.description = 接受來自一個方向的液體並將它們平均輸出到最多3個其他方向。可以儲存一定量的液體。用於將液體從一個來源分成多個目標。
|
||
block.liquid-container.description = 儲存可觀的液體。由四邊輸出,與液體分配器雷同。
|
||
block.liquid-tank.description = 儲存大量液體。當液體需求非恆定時,使用它來創建緩衝或作為冷卻重要方塊的保障。
|
||
block.liquid-junction.description = 作為兩個交叉管線的橋樑。適用於兩條不同管線將不同液體運送到不同位置的情況。
|
||
block.bridge-conduit.description = 高級的液體運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸液體。
|
||
block.phase-conduit.description = 高級的液體運輸方塊。使用能量將液體傳送到多個方塊外連接的相織管線。
|
||
block.power-node.description = 將能量傳輸到相連的節點。該節點將從任何相鄰方塊接收能量或向任何相鄰方塊供應能量。
|
||
block.power-node-large.description = 具有更大範圍和更多連接的高級電源節點。
|
||
block.surge-tower.description = 具有兩個可用連接的超遠程能量節點。
|
||
block.diode.description = 電池中的電力在這個方塊中只能有一個固定的流向,並且只有在另一側的能量較少時才會通過。
|
||
block.battery.description = 有能量剩餘時儲存電力並在能量短缺時提供能量。
|
||
block.battery-large.description = 比普通電池儲存更多的能量。
|
||
block.combustion-generator.description = 透過燃燒原油或可燃物品以產生能量。
|
||
block.thermal-generator.description = 放置在熱的位置時會產生能量。
|
||
block.steam-generator.description = 比燃燒發電機更有效率,但需要水才能運作。
|
||
block.differential-generator.description = 利用冷卻液和燃燒火焰彈之間的溫差產生大量的能量。
|
||
block.rtg-generator.description = 一種簡單、可靠的發電機,使用放射性化合物衰變所產生的熱產生少量能量。不需要冷卻,但產生的能量比釷反應堆少。
|
||
block.solar-panel.description = 透過太陽產生少量的能量。
|
||
block.solar-panel-large.description = 透過太陽產生少量的能量。效率較普通太陽能板高。
|
||
block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。產生的能量取決於釷裝載量,滿載時會達到基礎發電功率。
|
||
block.impact-reactor.description = 先進的發電機,在最高效率時能產生大量能量。需要先消耗大量的能源才能啟動。
|
||
block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。只能挖掘基本的原料。
|
||
block.pneumatic-drill.description = 一種改進的鑽頭,可以挖掘鈦。比機械鑽頭挖掘的更快。
|
||
block.laser-drill.description = 通過雷射技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。
|
||
block.blast-drill.description = 終極的鑽頭。需要大量能量。
|
||
block.water-extractor.description = 從地下提取水。附近沒有地面水源時使用。
|
||
block.cultivator.description = 將大氣中微小濃度的胞子培養成工業等級的孢子莢。
|
||
block.cultivator.details = 拾回的科技。用以極高效率生產大量的生物質。可能是當初培養現在覆蓋整個蕈孢星的孢子的培養槽。
|
||
block.oil-extractor.description = 使用大量的能量、水以及沙子鑽取原油。當附近沒有直接的原油來源時使用它。
|
||
block.core-shard.description = 基地的中樞。一旦被摧毀,會失去對該地區的控制權。
|
||
block.core-shard.details = 第一代核心。輕巧、能自我複製。配備單次使用的推進器。不適合用於星際旅行初代的核心。
|
||
block.core-foundation.description = 基地的中樞。裝甲厚實。相較於碎片核心能儲存更多的資源。第二代核心。
|
||
block.core-foundation.details = 第二代核心。
|
||
block.core-nucleus.description = 基地的中樞。裝甲非常厚重。可以儲存極為的大量資源。
|
||
block.core-nucleus.details = 第三,也是最後一代核心。
|
||
block.vault.description = 儲存大量的每一種物品。當物品需求非恆定時,使用它來創建緩衝。使用[lightgray]裝卸器[]以從儲存庫提取物品。
|
||
block.container.description = 儲存少量的每一種物品。當物品需求非恆定時,使用它來創建緩衝。使用[lightgray]裝卸器[]以從容器提取物品。
|
||
block.unloader.description = 將物品從容器、倉庫或核心卸載到傳輸帶上或直接卸貨到相鄰的方塊中。透過點擊卸貨器來更改要卸貨的物品類型。
|
||
block.launch-pad.description = 無需發射核心即可直接發射物品。
|
||
block.launch-pad.details = 用於點對點運輸的亞軌道系統。載荷艙很脆弱,進入大氣層時會損毁。
|
||
block.duo.description = 一種小而便宜的砲塔。
|
||
block.scatter.description = 不可或缺的中型防空砲塔。向敵方單位噴射鉛塊、廢料或是鋼化玻璃彈片。
|
||
block.scorch.description = 燃燒所有靠近它的地面敵人。在近距離非常有效。
|
||
block.hail.description = 一種小型的長距離迫擊砲。
|
||
block.wave.description = 一種可以向敵人噴灑液體束的中型砲塔。提供水時可以自動滅火。
|
||
block.lancer.description = 一種對地的中型雷射砲塔。充能並發射出強大的能源束。
|
||
block.arc.description = 一種近距的小型電擊砲塔。向敵人發射電弧。
|
||
block.swarmer.description = 一種中型導彈砲塔。能攻擊空中和地面的敵人。發射追蹤導彈。
|
||
block.salvo.description = 一種更大、更先進版本的雙炮。快速地向敵人齊射數發子彈。
|
||
block.fuse.description = 一種近距的大型能量砲塔。向敵人發射三道貫穿性的能源束。
|
||
block.ripple.description = 極為強大的迫擊炮塔。一次向敵人發射數發子彈。
|
||
block.cyclone.description = 一種對空和對地的大型砲塔。向附近單位發射爆裂性的碎塊。
|
||
block.spectre.description = 一種雙炮管的巨型砲塔。向空中及地面敵人發射大型的砲彈。
|
||
block.meltdown.description = 一種巨型雷射砲塔。充電並發射持續性的雷射光束。需要冷卻液以運作。
|
||
block.foreshadow.description = 在遠方狙擊單一目標。優先攻擊總血量較高的單位。
|
||
block.repair-point.description = 持續治療附近最近的受損單位。
|
||
block.segment.description = 傷害並摧毀來襲的砲彈。無法將雷射武器的光束作為目標。
|
||
block.parallax.description = 發射牽引光束,牽引空中目標,並在此過程中損壞它們。
|
||
block.tsunami.description = 向敵人發射強大的液體。如果提供水會自動滅火。
|
||
block.silicon-crucible.description = 使用火焰彈作為附加熱源,從沙子和煤炭中提煉矽。在高溫地區效率更高。
|
||
block.disassembler.description = 以低效率將熔渣分離成少量的礦物成分。可生產釷。
|
||
block.overdrive-dome.description = 用相織布和矽增加附近建築物的速度。
|
||
block.payload-conveyor.description = 移動大型物體,像是從工廠出來的機甲。
|
||
block.payload-router.description = 把大型物體分配到三個方向。
|
||
block.ground-factory.description = 生產陸行機甲,造好的機甲可以直接使用或者是送進重塑機升級。
|
||
block.air-factory.description = 生產空中機甲,造好的機甲可以直接使用或者是送進重塑機升級。
|
||
block.naval-factory.description = 生產海上機甲,造好的機甲可以直接使用或者是送進重塑機升級。
|
||
block.additive-reconstructor.description = 把送進來的機甲升到第二級。
|
||
block.multiplicative-reconstructor.description = 把送進來的機甲升到第三級。
|
||
block.exponential-reconstructor.description = 把送進來的機甲升到第四級。
|
||
block.tetrative-reconstructor.description = 把送進來的機甲升到第五級。
|
||
block.switch.description = 一個能開關的按鈕。狀態能由處理器讀取和控制。
|
||
block.micro-processor.description = 反覆執行所有的邏輯指令。能控制機甲和建築。
|
||
block.logic-processor.description = 反覆執行所有的邏輯指令。能控制機甲和建築。速度較微處理器快。
|
||
block.hyper-processor.description = 反覆執行所有的邏輯指令。能控制機甲和建築。速度較邏輯處理器快。
|
||
block.memory-cell.description = 為邏輯處理器儲存資料。
|
||
block.memory-bank.description = 為邏輯處理器儲存資料。具備更大容量。
|
||
block.logic-display.description = 顯示由處理器輸出的任意圖像。
|
||
block.large-logic-display.description = 顯示由處理器輸出的任意圖像。
|
||
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
|
||
block.repair-turret.description = 持續修復最靠近的受損單位。能使用冷卻劑。
|
||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||
block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
|
||
block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
|
||
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
||
block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
|
||
block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
|
||
block.disperse.description = Fires bursts of flak at aerial targets.
|
||
block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
|
||
block.scathe.description = Launches a powerful missile at ground targets over vast distances.
|
||
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
||
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
||
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
|
||
block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
|
||
block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
|
||
block.slag-heater.description = Heats facing blocks. Requires slag.
|
||
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
|
||
block.heat-redirector.description = Redirects accumulated heat to other blocks.
|
||
block.heat-router.description = Spreads accumulated heat in three output directions.
|
||
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
|
||
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
|
||
block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
|
||
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
|
||
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
|
||
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
|
||
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
||
block.vent-condenser.description = Condenses vent gases into water. Consumes power.
|
||
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
|
||
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
|
||
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
|
||
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
|
||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||
block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
|
||
block.beryllium-wall.description = Protects structures from enemy projectiles.
|
||
block.beryllium-wall-large.description = Protects structures from enemy projectiles.
|
||
block.tungsten-wall.description = Protects structures from enemy projectiles.
|
||
block.tungsten-wall-large.description = Protects structures from enemy projectiles.
|
||
block.carbide-wall.description = Protects structures from enemy projectiles.
|
||
block.carbide-wall-large.description = Protects structures from enemy projectiles.
|
||
block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
||
block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
||
block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
|
||
block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
|
||
block.duct.description = Moves items forward. Only capable of storing a single item.
|
||
block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
|
||
block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
|
||
block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
|
||
block.duct-bridge.description = Moves items over structures and terrain.
|
||
block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
|
||
block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
|
||
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
||
block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
|
||
block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
|
||
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
||
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
||
block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
|
||
block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
|
||
block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
|
||
block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
|
||
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
||
block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
|
||
block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
|
||
block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
|
||
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
|
||
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
||
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
||
block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
||
block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
||
block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
||
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
||
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
||
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
||
block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
|
||
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
||
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
||
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
||
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
||
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
||
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
||
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
||
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
||
block.large-payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
||
block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
|
||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||
|
||
unit.dagger.description = 發射普通子彈攻擊附近敵人。
|
||
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
|
||
unit.fortress.description = 發射遠程迫砲攻擊地面目標。
|
||
unit.scepter.description = 發射大量續能子彈打擊所有附近敵人。
|
||
unit.reign.description = 發射大量穿透型子彈打擊所有附近敵人。
|
||
unit.nova.description = 發射雷射槍對敵人造成傷害和回復友方建築。具飛行能力。
|
||
unit.pulsar.description = 發射電弧對敵人造成傷害和回復友方建築。具飛行能力。
|
||
unit.quasar.description = 發射能穿透的雷射光束對敵人造成傷害和回復友方建築。具飛行能力。 具備護盾。
|
||
unit.vela.description = 發射持續數秒的強大雷射光束,能至燃敵方建築和回復友方建築。具飛行能力。
|
||
unit.corvus.description = 發射距離極遠的強大恢復光束,在一瞬間摧毀敵方建築、單位或回復友方建築。能越過大部分地形限制。
|
||
unit.crawler.description = 跑向敵人並自爆,造成大範圍傷害的自殺機甲。
|
||
unit.atrax.description = 對地面目標噴出弱化敵人的熔渣。能越過大部分地形限制。
|
||
unit.spiroct.description = 對敵人發射吸血光束。能越過大部分地形限制。
|
||
unit.arkyid.description = 對敵人發射大量吸血光束。能越過大部分地形限制。
|
||
unit.toxopid.description = 發射大型電爆彈和穿透型雷射。能越過大部分地形限制的大型爬行機甲。
|
||
unit.flare.description = 以普通子彈攻擊敵人的高速戰鬥機。
|
||
unit.horizon.description = 投放多枚炸彈轟炸地面目標。
|
||
unit.zenith.description = 以飛彈攻擊附近敵人的戰機。
|
||
unit.antumbra.description = 對敵人發射大量火砲的飛行戰艦。
|
||
unit.eclipse.description = 具兩門穿透型雷射砲和大量彈幕的超級戰艦。
|
||
unit.mono.description = 自動採集銅和鉛存入核心。
|
||
unit.poly.description = 自動重建被摧毀的建築和協助其他單位建造。
|
||
unit.mega.description = 自動回復受損的建築。能拾起方塊和小型地面機甲。
|
||
unit.quad.description = 以大型炸彈轟炸地面目標,能回復友方建築並傷害敵人。能拾起中型地面機甲。
|
||
unit.oct.description = 具保護和回復附近友軍的護盾。能拾起絕大部分地面機甲。
|
||
unit.risso.description = 對附近所有敵人發射大量飛彈和子彈的迷你砲艇。
|
||
unit.minke.description = 對附近陸上敵人發射大砲和普通子彈的小型迫砲艇。
|
||
unit.bryde.description = 對敵人發射遠程高射砲彈以及飛彈的巡邏艇。
|
||
unit.sei.description = 對敵人發射大量飛彈和穿甲彈。
|
||
unit.omura.description = 對敵人發射遠程穿透型砲彈。建造曳光戰機。
|
||
unit.alpha.description = 抵禦敵軍對核心:碎片的攻擊。建造建築物。
|
||
unit.beta.description = 抵禦敵軍對核心:基地的攻擊。建造建築物。
|
||
unit.gamma.description = 抵禦敵軍對核心:核子的攻擊。建造建築物。
|
||
unit.retusa.description = 對周遭敵人發射追蹤魚雷。修復友方單位。
|
||
unit.oxynoe.description = 射出帶回復建築的火焰。具小型方陣炮。
|
||
unit.cyerce.description = 發射追蹤集束飛彈。修復友方單位。
|
||
unit.aegires.description = 電擊所有在能量場內的敵方單位、建築。修復友方單位。
|
||
unit.navanax.description = 發射電磁脈衝砲彈。能對敵方電力建築造成大量傷害,並修復友方建築。具4座雷射自動砲台攻擊附近敵人。
|
||
unit.stell.description = Fires standard bullets at enemy targets.
|
||
unit.locus.description = Fires alternating bullets at enemy targets.
|
||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
|
||
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
|
||
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.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
||
unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
|
||
unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
|
||
unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
|
||
unit.avert.description = Fires twisting pairs of bullets at enemy targets.
|
||
unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
|
||
unit.quell.description = Fires long-range homing missiles at enemy targets. Suppresses enemy structure repair blocks.
|
||
unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks.
|
||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||
|
||
lst.read = [accent]讀取[]記憶體中的一項數值
|
||
lst.write = [accent]寫入[]一項數值到記憶體中
|
||
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
||
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.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
||
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
||
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
||
lst.getlink = 由連接順序回傳連接的建築,第一個從"0"開始
|
||
lst.control = 控制一個建築
|
||
lst.radar = 偵測建築範圍內的單位
|
||
lst.sensor = 獲取該建築或單位的數據
|
||
lst.set = 設一個變數
|
||
lst.operation = 加減乘除和數字、位元運算
|
||
lst.end = 跳到第一個重頭開始執行
|
||
lst.wait = 等待特定秒數
|
||
lst.stop = Halt execution of this processor.
|
||
lst.lookup = 以 ID 搜尋物品/液體/單位/方塊。\n各種類的總數可由 \n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[] 讀取。
|
||
lst.jump = 條件式跳到其他指令執行
|
||
lst.unitbind = 綁定下一同種單位,存入[accent]@unit[]中.
|
||
lst.unitcontrol = 控制現在綁定的單位
|
||
lst.unitradar = 偵測綁定單位附近的單位
|
||
lst.unitlocate = 尋找整個地圖上特定的位置/建築\n需要綁定的單位
|
||
lst.getblock = 由位置取方塊數據
|
||
lst.setblock = 由位置設置方塊數據
|
||
lst.spawnunit = 在某一位置生成單位
|
||
lst.applystatus = 爲單位添加或移除狀態效果
|
||
lst.weathersense = Check if a type of weather is active.
|
||
lst.weatherset = Set the current state of a type of weather.
|
||
lst.spawnwave = 在某一位置生成一波敵人\n不計入波數
|
||
lst.explosion = 在某一位置製造爆炸
|
||
lst.setrate = 以指令/每時刻設置處理器速度
|
||
lst.fetch = 按索引查找單位、核心、玩家或建築物\n索引從 0 開始,以返回的計數結束
|
||
lst.packcolor = 將 [0, 1] 範圍內的 RGBA 分量合爲單個數字,用於繪圖或設置規則
|
||
lst.setrule = 設置遊戲規則
|
||
lst.flushmessage = 从文本緩存中讀取並於屏幕上顯示一條消息\n會等待上一條消息結束
|
||
lst.cutscene = 控制玩家鏡頭
|
||
lst.setflag = 設置一個全局flag,可被所有處理器讀取
|
||
lst.getflag = 檢查某一全局flag是否存在
|
||
lst.setprop = Sets a property of a unit or building.
|
||
lst.effect = Create a particle effect.
|
||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||
lglobal.false = 0
|
||
lglobal.true = 1
|
||
lglobal.null = null
|
||
lglobal.@pi = The mathematical constant pi (3.141...)
|
||
lglobal.@e = The mathematical constant e (2.718...)
|
||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||
lglobal.@time = Playtime of current save, in milliseconds
|
||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||
lglobal.@second = Playtime of current save, in seconds
|
||
lglobal.@minute = Playtime of current save, in minutes
|
||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||
lglobal.@mapw = Map width in tiles
|
||
lglobal.@maph = Map height in tiles
|
||
lglobal.sectionMap = Map
|
||
lglobal.sectionGeneral = General
|
||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||
lglobal.sectionProcessor = Processor
|
||
lglobal.sectionLookup = Lookup
|
||
lglobal.@this = The logic block executing the code
|
||
lglobal.@thisx = X coordinate of block executing the code
|
||
lglobal.@thisy = Y coordinate of block executing the code
|
||
lglobal.@links = Total number of blocks linked to this processors
|
||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||
lglobal.@client = True if the code is running on a client connected to a server
|
||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||
lglobal.@clientUnit = Unit of client running the code
|
||
lglobal.@clientName = Player name of client running the code
|
||
lglobal.@clientTeam = Team ID of client running the code
|
||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||
|
||
logic.nounitbuild = [red]單位建造邏輯已被禁止。
|
||
|
||
lenum.type = 建築/單位種類。\n例:操控單位建造光矛砲應使用[accent]@lancer[],而非字串
|
||
lenum.shoot = 對該位置開火
|
||
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
||
lenum.config = 建築設置,例如分類器篩选的物品種類
|
||
lenum.enabled = 確認該建築是否啟用
|
||
|
||
laccess.color = 照明燈顏色
|
||
laccess.controller = 單位的控制者。受處理器控制時回傳處理器。\n在隊形中回傳領導的單位。\n否則回傳單位自己。
|
||
laccess.dead = 單位或建築是否已死亡或不存在。
|
||
laccess.controlled = 將回傳:\n處理器控制:[accent]@ctrlProcessor[]\n玩家控制:[accent]@ctrlPlayer[]\n在隊形中:[accent]@ctrlFormation[]\n其他:[accent]0[]。
|
||
laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝填。
|
||
laccess.speed = 單位最快速度(格子/秒)
|
||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||
|
||
lcategory.unknown = 未知
|
||
lcategory.unknown.description = Uncategorized instructions.
|
||
lcategory.io = 輸入和輸出
|
||
lcategory.io.description = Modify contents of memory blocks and processor buffers.
|
||
lcategory.block = Block Control
|
||
lcategory.block.description = Interact with blocks.
|
||
lcategory.operation = Operations
|
||
lcategory.operation.description = Logical operations.
|
||
lcategory.control = Flow Control
|
||
lcategory.control.description = Manage execution order.
|
||
lcategory.unit = Unit Control
|
||
lcategory.unit.description = Give units commands.
|
||
lcategory.world = World
|
||
lcategory.world.description = Control how the world behaves.
|
||
|
||
graphicstype.clear = 重製版面為指定顏色
|
||
graphicstype.color = 為後續所有圖畫指令設定顏色
|
||
graphicstype.col = 整合後的色彩信息\n以十六進制 [accent]%[] 開頭\n例如: 紅色爲 [accent]%ff0000[]
|
||
graphicstype.stroke = 為後續所有圖畫指令設定直線寬度
|
||
graphicstype.line = 畫一直線
|
||
graphicstype.rect = 畫實心長方形
|
||
graphicstype.linerect = 畫空心長方形
|
||
graphicstype.poly = 畫實心正多邊形
|
||
graphicstype.linepoly = 畫空心正多邊形
|
||
graphicstype.triangle = 畫實心三角形
|
||
graphicstype.image = 繪製內建圖畫\n如: [accent]@router[]或[accent]@dagger[].
|
||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||
|
||
lenum.always = 永遠 true (直接跳).
|
||
lenum.idiv = 整數除法,無條件捨去.
|
||
lenum.div = 除法.\n除以零時回傳 [accent]null[]
|
||
lenum.mod = Modulo,求餘數
|
||
lenum.equal = 是否相等,不管資料型態。\n非null 物件和數值相比時回傳1
|
||
lenum.notequal = 是否不相等,不管資料型態.
|
||
lenum.strictequal = 嚴格檢查是否相等,會比照資料型態。\n可用來檢查[accent]null[]
|
||
lenum.shl = 左移n位元
|
||
lenum.shr = 右移n位元
|
||
lenum.or = 位元 OR
|
||
lenum.land = 邏輯 AND
|
||
lenum.and = 位元 AND
|
||
lenum.not = 位元 NOT
|
||
lenum.xor = 位元 XOR
|
||
|
||
lenum.min = 兩數取小
|
||
lenum.max = 兩數取大
|
||
lenum.angle = 向量與x軸夾角
|
||
lenum.anglediff = Absolute distance between two angles in degrees.
|
||
lenum.len = 向量長度
|
||
|
||
lenum.sin = 度數Sin值
|
||
lenum.cos = 度數Cos值
|
||
lenum.tan = 度數Tan值
|
||
|
||
lenum.asin = Arc sin,輸出度數
|
||
lenum.acos = Arc cos,輸出度數
|
||
lenum.atan = Arc tan,輸出度數
|
||
|
||
#not a typo, look up 'range notation'
|
||
lenum.rand = 產生隨機數值: [0, 值)
|
||
lenum.log = 自然對數(ln、log_e)
|
||
lenum.log10 = log_10
|
||
lenum.noise = 二維單形噪聲
|
||
lenum.abs = 取絕對值
|
||
lenum.sqrt = 開根號
|
||
|
||
lenum.any = 任何單位
|
||
lenum.ally = 友方單位
|
||
lenum.attacker = 具武器的單位
|
||
lenum.enemy = 敵方單位
|
||
lenum.boss = 頭目單位
|
||
lenum.flying = 飛行單位
|
||
lenum.ground = 陸上單位
|
||
lenum.player = 玩家單位
|
||
|
||
lenum.ore = 尋找礦物
|
||
lenum.damaged = 尋找受損友方建築
|
||
lenum.spawn = 敵方重生點\n可以是核心或一個位置
|
||
lenum.building = 尋找特定建築
|
||
|
||
lenum.core = 任何核心
|
||
lenum.storage = 儲藏建築
|
||
lenum.generator = 會發電的建築
|
||
lenum.factory = 生產加工資源的建築,如煉矽場
|
||
lenum.repair = 維修點
|
||
lenum.battery = 電池
|
||
lenum.resupply = 補給點\n只有在[accent]"單位需要彈藥"[]被啟用時才有效果
|
||
lenum.reactor = 衝擊/釷反應爐
|
||
lenum.turret = 任何砲塔
|
||
|
||
sensor.in = 想查閱的建築/單位
|
||
|
||
radar.from = 作為雷達的建築\n偵測範圍同該建築的範圍
|
||
radar.target = 搜索條件
|
||
radar.and = 額外條件
|
||
radar.order = 輸出順序,1:距離最近、血量最大
|
||
radar.sort = 篩選方式
|
||
radar.output = 回傳該單位為變數
|
||
|
||
unitradar.target = 搜索條件
|
||
unitradar.and = 額外條件
|
||
unitradar.order = 輸出順序,1:距離最近、血量最大
|
||
unitradar.sort = 篩選方式
|
||
unitradar.output = 存該單位的變數
|
||
|
||
control.of = 要控制的建築
|
||
control.unit = 指定的建築/單位
|
||
control.shoot = 是否開火
|
||
|
||
unitlocate.enemy = 搜索敵方或友方建築
|
||
unitlocate.found = 回傳是否找到建築
|
||
unitlocate.building = 回傳找到的建築為變數
|
||
unitlocate.outx = 回傳 X 座標
|
||
unitlocate.outy = 回傳 Y 座標
|
||
unitlocate.group = 搜索建築種類
|
||
|
||
lenum.idle = 預設AI
|
||
lenum.stop = 停止
|
||
lenum.unbind = 完全停用邏輯控制\n恢復爲原始AI
|
||
lenum.move = 移動到指定位置
|
||
lenum.approach = 移動到距離指定位置一段距離的地方
|
||
lenum.pathfind = 由內建AI前往敵方重生點
|
||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
||
lenum.target = 射擊指定區域
|
||
lenum.targetp = 帶自瞄射擊指定的目標
|
||
lenum.itemdrop = 放下物品
|
||
lenum.itemtake = 從建築拿取物品
|
||
lenum.paydrop = 放下拾取的負載
|
||
lenum.paytake = 拾取船身下方的單位/建築
|
||
lenum.payenter = 進入/降落到載重方塊
|
||
lenum.flag = 單位編號(可異)
|
||
lenum.mine = 挖指定位置的礦物
|
||
lenum.build = 建造一個建築
|
||
lenum.getblock = 獲取指定位置的建築種類和該建築\n必須在單位的範圍內\n實體障礙物,如高山會回傳[accent]@solid[]
|
||
lenum.within = 單位是否在指定範圍內
|
||
lenum.boost = 使用推進器
|
||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|