Automatic bundle update

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2026-09-01 02:03:49 +00:00
parent f7f002b786
commit b4cd02137d
34 changed files with 2244 additions and 2244 deletions
+66 -66
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@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Адзінка не можа быць пабудаван
lastaccessed = [lightgray]Апошні Доступ: {0}
lastcommanded = [lightgray]Апошні Загад: {0}
block.unknown = [lightgray]???
stat.showinmap = <заладуйце мапу каб паказаць>
stat.showinmap = <заладуйце мапу каб паказаць>
stat.description = Прызначэнне
stat.input = Уваход
stat.output = Выхад
@@ -1230,8 +1230,8 @@ stat.reactive = Рэагуе
stat.immunities = Імунітэт
stat.healing = Аднаўленне
stat.efficiency = [stat]{0}% Эфектыўнасці
ability.forcefield = Сілавое Поле
ability.forcefield = Сілавое Поле
ability.forcefield.description = Разгортвае сілавое поле, якое паглынае ўсе кулі ворага
ability.repairfield = Поле Рамонту
ability.repairfield.description = Рэмантуе бліжэйшых адзінак
@@ -1260,8 +1260,8 @@ ability.spawndeath = Смяротная помста
ability.spawndeath.description = Выпускае баявых адзінак пасля смерці
ability.liquidexplode = Вадкасная помста
ability.liquidexplode.description = Разлівае вадкасць пасля смерці
ability.stat.firingrate = [stat]{0}/сек[lightgray] хуткасць стрэлу
ability.stat.firingrate = [stat]{0}/сек[lightgray] хуткасць стрэлу
ability.stat.regen = [stat]{0}[lightgray] здароўя ў сек.
ability.stat.pulseregen = [stat]{0}[lightgray] здароўя за раз
ability.stat.shield = [stat]{0}[lightgray] шчыт
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] паніжэнне шкод
ability.stat.minspeed = [stat]{0} плітак/сек[lightgray] мін. хуткасць
ability.stat.duration = [stat]{0} сек[lightgray] Працягласць
ability.stat.buildtime = [stat]{0} сек[lightgray] Час будаўніцтва
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
bar.drilltierreq = Патрабуецца свідар лепей
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat] {0} [lightgray]Шкоды
bullet.splashdamage = [stat] {0} [lightgray]Шкоды ў радыусе ~ [stat] {1} [lightgray] блокаў
bullet.incendiary = [stat] запальны
bullet.homing = [stat] саманаводныя
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x хуткасць стрэльбы
bullet.range = [stat]{0}[lightgray] блокаў радыусу
bullet.notargetsmissiles = [stat] ігнаруе будынкі
bullet.notargetsbuildings = [stat] ігнаруе снарады
unit.blocks = блокі
unit.blocks = блокі
unit.blockssquared = блокі²
unit.powersecond = адзінак энергіі/секунду
unit.tilessecond = плітак/секунду
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Схаваць Лагічныя экраны
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Адаптуйце інтэрфейс для адлюстравання выемкі
setting.macnotch.description = Каб змены ўжыліся патрабуецца перазапуск
steam.friendsonly = Толькі сябры
steam.friendsonly = Толькі сябры
steam.friendsonly.tooltip = Толькі сябры з Steam моргуць зайсці у вашу гульню.\nУбярыце птушачку адсюль і гульня стане публічнай - Кожны зможа зайсці.
setting.maxmagnificationmultiplierpercent.name = Мін. дыстанцыя камеры
setting.minmagnificationmultiplierpercent.name = Макс. дыстанцыя камеры
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Рэжым Загадаў
keybind.command_queue.name = Чарга загадаў адзінак
keybind.create_control_group.name = Старыць кантрольную групу
keybind.cancel_orders.name = Адмяніць загады
keybind.unit_stance_shoot.name = Пабудова адзінкі: Страляць
keybind.unit_stance_shoot.name = Пабудова адзінкі: Страляць
keybind.unit_stance_hold_fire.name = Пабудова адзінкі: Прыпыніць стрэл
keybind.unit_stance_pursue_target.name = Пабудова адзінкі: Праследаваць мэту
keybind.unit_stance_patrol.name = Пабудова адзінкі: Патруляваць
keybind.unit_stance_ram.name = Пабудова адзінкі: Таран
keybind.unit_stance_boost.name = Пабудова адзінкі: узлёт
keybind.unit_stance_hold_position.name = Пабудова адзінкі: Трымаць пазіцыю
keybind.unit_command_move.name = Загад адзінкам: Рухацца
keybind.unit_command_move.name = Загад адзінкам: Рухацца
keybind.unit_command_repair.name = Загад адзінкам: Рэмантаваць
keybind.unit_command_rebuild.name = Загад адзінкам: Аднаўляць
keybind.unit_command_assist.name = Загад адзінкам: Дапамагаць
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Загад адзінкам: Загру
keybind.unit_command_unload_payload.name = Загад адзінкам: Разгрузіць груз
keybind.unit_command_enter_payload.name = Загад адзінкам: Увайсці ў груз
keybind.unit_command_loop_payload.name = Загад адзінкам: Паўтараць перадачу адзінак
keybind.rebuild_select.name = Перабудаваць Рэгіён
keybind.rebuild_select.name = Перабудаваць Рэгіён
keybind.schematic_select.name = Абраць Вобласць
keybind.schematic_menu.name = Меню Схем
keybind.schematic_flip_x.name = Адлюстраваць Схему Па Восі X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Змагайцеся супраць іншых гульц
mode.attack.name = Атака
mode.attack.description = Знішчыце варожую базу. \n[gray]Для гульні патрабуецца чырвонае ядро ​​на карце.
mode.custom = Карыстальніцкія правілы
rules.invaliddata = Памылка дадзеных буфера абмену.
rules.invaliddata = Памылка дадзеных буфера абмену.
rules.hidebannedblocks = Схаваць Забароненыя Блокі
rules.infiniteresources = Бясконцыя рэсурсы (Гулец)
rules.fillitems = Запоўніць ядро рэсурсамі
@@ -1753,20 +1753,20 @@ rules.weather = Надвор'е
rules.weather.frequency = Частата:
rules.weather.always = Заўсёды
rules.weather.duration = Працягласць:
rules.randomwaveai.info = Адзінкі з хваляў атакуюць выпадковыя будынкі, замест прамой атакі на ядро ці генератары
rules.randomwaveai.info = Адзінкі з хваляў атакуюць выпадковыя будынкі, замест прамой атакі на ядро ці генератары
rules.placerangecheck.info = Не дазваляць гульцам будаваць каля будынкаў ворага. Калі паспрабаваць пабудаваць турэль, яе радыус павялічыцца, таму яна не дастане да варожых будынкаў.
rules.onlydepositcore.info = Не дазваляць адзінкам размяшчаць прадметы ў любых будынках, акрамя ядзер.
database-category.item = Прадметы
database-category.item = Прадметы
database-category.liquid = Вадкасці
database-category.unit = Адзінкі
database-category.block = Блокі
database-category.status = Эфекты
database-category.sector = Сектары
database-category.team = Каманды
database-tag.turret = Турэлі
database-tag.turret = Турэлі
database-tag.production = Здабыча
database-tag.distribution = Размеркаванне
database-tag.liquid = Вадкасці
@@ -1779,10 +1779,10 @@ database-tag.logic = Логіка
database-tag.unit-air = Паветраныя
database-tag.unit-naval = Марскія
database-tag.unit-ground = Наземныя
wallore = (Сцяна)
item.copper.name = Медзь
item.lead.name = Свінец
item.coal.name = Вугаль
item.graphite.name = Графіт
@@ -1804,8 +1804,8 @@ item.tungsten.name = Вальфрам
item.oxide.name = Аксід
item.carbide.name = Карбід
item.dormant-cyst.name = Неактыўная цыста
liquid.water.name = Вада
liquid.water.name = Вада
liquid.slag.name = Шлак
liquid.oil.name = Нафта
liquid.cryofluid.name = Крыягенная вадкасць
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Азон
liquid.hydrogen.name = Вадарод
liquid.nitrogen.name = Азот
liquid.cyanogen.name = Цыан
unit.dagger.name = Кінжал
unit.dagger.name = Кінжал
unit.mace.name = Булава
unit.fortress.name = Крэпасць
unit.nova.name = Нова
@@ -1855,8 +1855,8 @@ unit.scepter.name = Скіпетр
unit.reign.name = Пан
unit.vela.name = Прамень
unit.corvus.name = Гругач
unit.stell.name = База
unit.stell.name = База
unit.locus.name = Ачаг
unit.precept.name = Прадпісанне
unit.vanquish.name = Пераможнік
@@ -1878,8 +1878,8 @@ unit.manifold.name = Грузавы Дрон
unit.assembly-drone.name = Зборачны Дрон
unit.latum.name = Латум
unit.renale.name = Рэнал
block.parallax.name = Парралакс
block.parallax.name = Парралакс
block.cliff.name = Скала
block.sand-boulder.name = Пясчаны валун
block.basalt-boulder.name = Базальтны Валун
@@ -2102,8 +2102,8 @@ block.container.name = Кантэйнер
block.launch-pad.name = Пускавая пляцоўка
block.advanced-launch-pad.name = Пускавая пляцоўка
block.landing-pad.name = Пасадачная пляцоўка
block.segment.name = Сегмент
block.segment.name = Сегмент
block.ground-factory.name = Фабрыка наземных адзінак
block.air-factory.name = Фабрыка паветраных адзінак
block.naval-factory.name = Фабрыка марскіх адзінак
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Выгрузчык
block.payload-unloader.description = Выгружае вадкасці і прадметы з блокаў.
block.heat-source.name = Крыніца Цяпла
block.heat-source.description = Блок 1x1 які дае віртуальнае бясконцае цяпло.
block.empty.name = Пусты
#Erekir
block.empty.name = Пусты
block.rhyolite-crater.name = Рыялітавы Кратар
block.rough-rhyolite.name = Грубы Рыяліт
block.regolith.name = Рэгаліт
@@ -2294,8 +2294,8 @@ block.smite.name = Кара
block.malign.name = Злоба
block.flux-reactor.name = Патокавы Рэактар
block.neoplasia-reactor.name = Нэаплазмавы Рэактар
block.switch.name = Пераключальнік
block.switch.name = Пераключальнік
block.micro-processor.name = Мікрапрацэсар
block.logic-processor.name = Працэсар Логікі
block.hyper-processor.name = Гіперпрацэсар
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Вялікі Экран
block.tile-logic-display.name = Бязмежны экран
block.memory-cell.name = Ячэйка Памяці
block.memory-bank.name = Блок Памяці
team.malis.name = Малісы
team.malis.name = Малісы
team.crux.name = Крыжакі
team.sharded.name = Друзакі
team.derelict.name = Пакінутыя
team.green.name = Зелёныя
team.blue.name = Сіняя
hint.skip = Прапусціць
hint.skip = Прапусціць
hint.desktopMove = Выкарыстоўвайце [accent][[WASD][] каб рухацца.
hint.zoom = [accent]Пракручвайце[] каб прыблізіць і аддаліць камеру.
hint.desktopShoot = [accent][[Левы-пстрык][] каб страляць.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = На гэтым сектары [scarlet]вялікі у
hint.coreIncinerate = Пасля таго як ёмістасць ядра запоўніцца нейкім прадметам, Любыя новыя прадметы гэтага тыпу будуць [accent]Спаленыя[].
hint.factoryControl = Каб усталяваць фабрыке адзінак [accent]шлях[], націсніце на блок фабрыку ў рэжым загадаў, пасля нажміце на месца правай кнопкайэ мышкі.\nСтвораныя адзінкі будуць аўтаматычна рухацца сюды.
hint.factoryControl.mobile = Каб усталяваць фабрыке адзінак [accent]шлях[], націсніце на блок фабрыкі ў рэжыме загадаў, пасля націсніце на месца.\nСтвораныя адзінкі будуць аўтаматычна рухацца сюды.
gz.mine = Рухайцеся да :ore-copper: [accent]меднай руды[] на зямлі і націсніце на яе каб пачаць дабываць.
gz.mine = Рухайцеся да :ore-copper: [accent]меднай руды[] на зямлі і націсніце на яе каб пачаць дабываць.
gz.mine.mobile = Рухайцеся да :ore-copper: [accent]меднай руды[] на зямлі і дакраніцеся да яе каб пачаць дабываць.
gz.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце :mechanical-drill: [accent]Механічны Бур[], пасля выберыце яго ў ніжнім правым меню.\nНажміце на руду каб размясціць.
gz.research.mobile = Адкройце :tree: дрэва тэхналогій.\nДаследуйце :mechanical-drill: [accent]Механічны Бур[], пасля выберыце яго ў ніжнім правым меню.\nНацісніце на залежы медзі каб размясцічь бур.\n\nНацісніце на конпку \ue800 [accent]падцвердзіць[] у нізе справа каб падцвердзіць.
@@ -2373,8 +2373,8 @@ gz.zone1 = Гэта вобласць з'яўлення ворага.
gz.zone2 = Усё што пастроена ў гэтай вобласці будзе знішчана калі пачанецца хваля.
gz.zone3 = Хваля амаль пачалася.\nПрыгатуйцеся.
gz.finish = Пабудуйце больш турэляў, дабудзьце больш рэсурсаў,\nі вытрывайце ад усе хвалі каб [accent]захапіць гэты сектар[].
ff.coal = Выкарыстоўвайце :mechanical-drill: [accent]Механічны бур[] каб здабыць :ore-coal: [accent]Вугаль[].
ff.coal = Выкарыстоўвайце :mechanical-drill: [accent]Механічны бур[] каб здабыць :ore-coal: [accent]Вугаль[].
ff.graphitepress = :tree: Даследуйце і пабудуйце :graphite-press: [accent]Графітны прэс[].
ff.craft = Перамясціце :coal: вугаль у :graphite-press: [accent]Графітны прэс[].\nЁн выдасць :graphite: Графіт на ўсе бліжнія канвееры.\nПерамясціце :graphite: графіт ад :graphite-press: [accent]Графітнага прэсу[] да ядра.
ff.generator = :coal: Вугаль таксама можна выкарыстоўваць як паліва для :combustion-generator: [accent]Генератара ўнутранага згарання[].\nДаследуйце і пабудуйце :combustion-generator: [accent]Генератар ўнутранага згарання[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Выраб энергіі
ff.node = :power-node: [accent]Энергітычныя вузлы[] Перадаюць энергію ў блокі паблізу.\nДаследуйце і пабудуйце :power-node: [accent]Энергетычны вузел[] Каля генератара.
ff.battery = :battery: [accent]Акумулятары[] захоўваюць энергію.\nДаследуўые і пабудуйце :battery: [accent]Акумулятар[] каля энергитычнага вузла.
ff.arc = Турэлі :arc: [accent]Дуга[] патрабуюць энергию для працы. Даследуйце и пабудуйце :arc: [accent]Дугу[] каля энергітычнага вузла.
fungalpass.tutorial1 = Выкарыстоўвайце [accent]адзінак[] каб абараняць будынкі і атакаваць ворага.\nдаследуйце і пабудуйце :ground-factory: [accent]Фабрыку наземных адзінак[].
fungalpass.tutorial2 = Выбярыце адзінку :dagger: [accent]Кінжал[] у фабрыцы.\nВырабіце 3 адзінак.
frontier.tutorial1 = :additive-reconstructor: [accent]Злучальны рэканструктар[]\nАбнаўляе адзінак 1-га ўзроўню да 2-га ўзроўню\nВыкарыстоўвае :silicon: крэмній і :graphite: графіт.\n\n[accent]Даследуйце і абнавіце\n []:dagger:[accent]кінжала да []:mace:[accent]булавы.
frontier.tutorial1 = :additive-reconstructor: [accent]Злучальны рэканструктар[]\nАбнаўляе адзінак 1-га ўзроўню да 2-га ўзроўню\nВыкарыстоўвае :silicon: крэмній і :graphite: графіт.\n\n[accent]Даследуйце і абнавіце\n []:dagger:[accent]кінжала да []:mace:[accent]булавы.
frontier.tutorial2 = Вораг будзе адпраўляць хвалі [accent]Бясконца[] пакуль усе яго ядры не будуць [unlaunched]знішчаны.
frontier.tutorial3 = [accent]Хутчэй атакуйце базу ворага, пакуль хвалі не сталі занадта цяжкімі[].
atolls.destroy1 = Спачатку знішчыце 2 варожых [accent]ядра "Штаб"[].\n[accent]Атрымайце доступ да торыю[].
atolls.destroy1 = Спачатку знішчыце 2 варожых [accent]ядра "Штаб"[].\n[accent]Атрымайце доступ да торыю[].
atolls.mega1 = Увайдзіце ў [accent]Рэжым Загадаў[] і выберыце адзінак :mega:[accent]Мега[].
atolls.mega2 = Выбярыце загад \ue87b [accent]Загрузіць адзінак[] каб Мегі падабралі наземных адзінак.
atolls.mega3 = Перамясціце адзінак Мега [accent]над[] нземнымі адзінкамі каб загрузіць іх.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Гэтыя крокі можна пераглядзець [accen
atolls.carry7 = Прытрымлівайцеся гэтых інструкцый, каб скінуць як мага больш баевых адзінак на базу ворага.
atolls.noairunit = Гэта база занадта добра ахоўваецца, каб знішчыць яе паветранымі адзінкамі.
atolls.2strategies = Гэта дзве стратэгіі каб зруйнаваць гэтую базу.
onset.mine = Нажміце каб дабываць :beryllium: [accent]берылій[] са сцен.\n\nВыкарыстоўвайце [accent][[WASD] каб рухацца.
onset.mine = Нажміце каб дабываць :beryllium: [accent]берылій[] са сцен.\n\nВыкарыстоўвайце [accent][[WASD] каб рухацца.
onset.mine.mobile = Націсніце каб дабываць :beryllium: [accent]берылій[] са сцен.
onset.research = Адчыніце :tree: дрэва тэхналогій.\nДаследуйце, а пасля размясціце :turbine-condenser: [accent]Турбінны Кандэнсатар[], на гейзеры.\nЁн будзе генераваць [accent]энергію[].
onset.bore = Даследуйце і размясціце :plasma-bore: [accent]Плазменны Бур[]. \nЁн будзе аўтаматычна дабываць рэсурсы са сцен.
@@ -2437,14 +2437,14 @@ onset.detect = Вораг зможа выявіць вас праз 2 хвілі
onset.commandmode = Зажміце [accent]shift[] каб увайсці ў [accent]рэжым Загадаў[].\n[accent]Левая Кнопка Мышкі і працягнуць[] каб выбраць адзінкі.\n[accent]Правая Кнопка Мышкі[] каб камандаваць выбранымі адзінкамі каб рухаць або атакаваць.
onset.commandmode.mobile = Націсніце на кнопку [accent]загадаў[] каб увайсці ў [accent]рэжым загадаў[].\nУтрамайце палец, пасля [accent]правесці[] да выбраных адзінак.\n[accent]Націсніце[] каб камандаваць выбранымі адзінкамі каб рухаць або атакаваць.
aegis.tungsten = Вальфрам можна здабыць з дапамогай [accent]Ударнай Буравой Усталёўкі[].\nгэтая ўсталёйка патрабуе [accent]ваду[] і [accent]энергію[].
split.pickup = Некаторыя блокі можна пераносіць вашай адінкай з ядра.\nПадбярыце гэты [accent]Кантэйнер[] і памясціце яго ў [accent]Загрузчык[].\n(Звычайныя клавішы [ і ] для падбору і скіду)
split.pickup = Некаторыя блокі можна пераносіць вашай адінкай з ядра.\nПадбярыце гэты [accent]Кантэйнер[] і памясціце яго ў [accent]Загрузчык[].\n(Звычайныя клавішы [ і ] для падбору і скіду)
split.pickup.mobile = Некаторыя блокі можна пераносіць вашай адінкай з ядра.\nПадбярыце гэты [accent]Кантэйнер[] і памясціце яго ў [accent]Загрузчык[].\n(для падбору або скіду выкарыстоўвайце доўгі націск.)
split.acquire = Вы мусіце атрымаць вальфрам для будоўлі баявых адзінак.
split.build = Адзінкі могуць быць транспартаваны на другі бок сцяны.\nРазмясціце дзве [accent]Грузавых катапульты[], па адной на кожны бок сцяны.\nЗвяжыце іх націснуўшы спачатку на адну, а потым на другую.
split.container = Падобна да кантэйнера, Адзінкі таксама могуць транспартаваны пры дапамозе [accent]Грузавой катапульты[].\nРазмясціце фабрыкатар баявых адзінак сумежна з грузавой катапультай, каб загрузіць адзінак, пасля адпраўце іх над сцяной для атакі на базу ворага.
item.copper.description = Асноўны будаўнічы матэрыял. Шырока выкарыстоўваецца ва ўсіх тыпах блокаў.
item.copper.description = Асноўны будаўнічы матэрыял. Шырока выкарыстоўваецца ва ўсіх тыпах блокаў.
item.copper.details = Медзь. Вельмі распаўсюджаны метал на Серпула. Структурна слабы калі не ўмацаваны.
item.lead.description = Асноўны стартавы матэрыял. Шырока выкарыстоўваецца ў электроніцы і блоках для транспарціроўкі вадкасцяў.
item.lead.details = Плотны. Інэртны. Шырока выкарыстоўваецца у акумулятараx.\nДаданне: верагодна, таксічны для біялагічных форм жыцця. Не так каб іх тут шмат засталося.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Струк спор, сінтэзаваных з а
item.spore-pod.details = Споры. Напэўна гэта сінтэтычная форма жыцця. Выдзяляе газы таксічныя для іншых біялагічных жыцці. Вельмі заразныя. Лёгкаўзгаральны ў пэўных умовах.
item.blast-compound.description = Нестабільнае злучэнне, якое выкарыстоўваецца ў бомбах і выбуховых рэчывах. Сінтэзуецца з струкоў спораў і іншых лятучых рэчываў. Выкарыстоўваць у якасці паліва не рэкамендуецца.
item.pyratite.description = Надзвычай вогненебяспечнае рэчыва, якое выкарыстоўваецца ў запальнай зброі.
item.beryllium.description = Выкарыстоўваецца як матэрыял для будынкаў і тып боепрыпасу, для турэлей на Эрекіры.
#Erekir
item.beryllium.description = Выкарыстоўваецца як матэрыял для будынкаў і тып боепрыпасу, для турэлей на Эрекіры.
item.tungsten.description = Выкарыстоўваецца ў бурах і зброі. Патрабуецца для будоўлі палепшаных будынкаў.
item.oxide.description = Выкарыстоўваецца як праваднік цяпла і энергетычны ізалятар.
item.carbide.description = Выкарытоўваецца ў узмоцненых будынках, цяжкіх баявых адзінках і боепрыпасах.
liquid.water.description = Самая карысная вадкасць. Звычайна выкарыстоўваецца для астуджэння машын і перапрацоўкі адходаў.
liquid.water.description = Самая карысная вадкасць. Звычайна выкарыстоўваецца для астуджэння машын і перапрацоўкі адходаў.
liquid.slag.description = разнастайныя розныя тыпы расплаўленага металу, змешаныя разам. Можа быць падзелены на складнікі яго мінералы або распылён на варожых баявыя адзінкі ў якасці зброі.
liquid.oil.description = Вадкасць, якая выкарыстоўваецца ў вытворчасці сучасных матэрыялаў. Можа быць пераўтвораная ў вугаль для выкарыстання ў якасці паліва або распыленая і падпаленыя як зброя.
liquid.cryofluid.description = Інэртная, неедкая вадкасць, створаная з вады і тытана. Валодае надзвычай высокай цеплаёмістасцю. Шырока выкарыстоўваецца ў якасці астуджальнай вадкасці.
liquid.arkycite.description = Выкарыстоўваецца ў хімічных рэкацыях для вырабу энергіі і сінтэзу матэрыялаў.
#Erekir
liquid.arkycite.description = Выкарыстоўваецца ў хімічных рэкацыях для вырабу энергіі і сінтэзу матэрыялаў.
liquid.ozone.description = Выкарыстоўваецца як рэчыва аксідацыі і паліва. Можа выклікаць невялікія выбухі.
liquid.hydrogen.description = Выкарыстоўваецца для здабычы рэсурсаў, вырабу адзінак і аднаўленні будынкаў. Узгаральны.
liquid.cyanogen.description = Выкарыстоўваецца для вырабу боепрыпасаў, палепшаных адзінак і правядзення шматлікіх рэакцый ў палепшаных блоках. Вельмі узгаральны.
liquid.nitrogen.description = Выкарыстоўваецца для здабычы рэсурсаў, вырабу газа і баявых адзінак. Інертны.
liquid.neoplasm.description = Небяспечны біялагічны пабочны прадукт нэаплазмавага Рэактара. Хутка распаўсюджваецца на любыя блокі, якія захоўваюць воду, пры гэтым наносячы шкоду. Вязкі.
liquid.neoplasm.details = Нэаплазма. Непадкантрольная маса з хутка дзялільнымі клеткамі, нагадваючая асадак. Тэрмаўстойлівая. Вельмі небяспечна для любых будынкаў звязаных з вадой.\n\nЗанадта складаная і нестабільна для звычайнага аналізу. Патэнцыяльнае выкарыстанне невядома. Рэкамендуецца спальваць у басейнах шлаку.
block.derelict = \uf77e [lightgray]Пакінутыя
block.derelict = \uf77e [lightgray]Пакінутыя
block.armored-conveyor.description = Перамяшчае прадметы з той жа хуткасцю, што і тытанавыя канвееры, але валодае большай бранёй. Не прымае на ўваход з бакоў нічога акрамя як іншыя канвееры.
block.illuminator.description = Маленькі, кампактны, які наладжвае крыніцу святла. Патрабуецца энергія для працы.
block.message.description = Захоўвае паведамленне. Выкарыстоўваецца для сувязі паміж саюзнікамі.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Адлюстроўвае графічн
block.tile-logic-display.description = Адлюстроўвае графічныя малюнкі з лагічнага працэсара.\nБясшвоўна злучае суседнія бязмежныя экраны.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Бесперапынна рамантуе пашкоджаных адзінак па блізкасці. Апцыянальна выкарыстоўвае астуджальную вадкасць.
block.core-bastion.description = Ядро вашай базы. Браніравана. Пры яго знішчэнні вы страчваеце сектар.
#Erekir
block.core-bastion.description = Ядро вашай базы. Браніравана. Пры яго знішчэнні вы страчваеце сектар.
block.core-citadel.description = Ядро вашай базы. Добра Браніравана. Захоўвае больш рэсурсаў чым ядро "Бастыён".
block.core-acropolis.description = Ядро вашай базы. Вельмі Добра Браніравана. Захоўвае больш рэсурсаў чым ядро "Цытадэль".
block.breach.description = Страляе снарадамі з берылію або вальфраму па ворагам.
@@ -2746,8 +2746,8 @@ block.radar.description = Паступова разведвае мясцовас
block.shockwave-tower.description = Шкодзіць і знішчае варожы стрэл у радыусу дзеяння. Патрабуе цыан.
block.canvas.description = Паказвае просты малюнак з загадзя вызначанай палітрай. можа быць рэдагавана.
block.large-canvas.description = Паказвае просты малюнак з загадзя вызначанай палітрай. можа быць рэдагавана.
unit.dagger.description = Страляе звычайнымі кулямі па ўсім ворагам паблізу.
unit.dagger.description = Страляе звычайнымі кулямі па ўсім ворагам паблізу.
unit.mace.description = Страляе бруямі агню па ўсім ворагам паблізу.
unit.fortress.description = Страляе Дальнабойнай артылерыяй па ўсім ворагам паблізу.
unit.scepter.description = Страляе шквалам куль па ўсім ворагам паблізу.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Страляе бруямі агню якія рэма
unit.cyerce.description = Страляе саманаводнымі касетнымі ракетамі. Рэмантуе саюзных адзінак.
unit.aegires.description = Электрызуе ўсіх адзінак і будынкі якія ўваходзяць у энергетычнае поле. рэмантуе ўсіх саюзнікаў.
unit.navanax.description = Страляе выбуховым электрамагнітным снарадам, які наносіць вялікую шкоду энергетычным сеткам ворага і рамантуе будынкі. Знішчае ворага 4 аўтаномнымі лазернымі турэлямі.
unit.stell.description = Страляе звычайнымі кулямі па варожых мэтах.
#Erekir
unit.stell.description = Страляе звычайнымі кулямі па варожых мэтах.
unit.locus.description = Страляе лазерным промнем па ворагах.
unit.precept.description = Страляе асколкавым снарадам па ворагах.
unit.vanquish.description = Страляе вялікім асколкавым снарадам па ворагах.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Вялікае судна, страляе чарго
unit.evoke.description = Будуе будынкі для абароны ядра "Бастыён". Рэмантуе будынкі аднаўляючым промнем.
unit.incite.description = Будуе будынкі для абароны ядра "Цытадэль". Рэмантуе будынкі аднаўляючым промнем.
unit.emanate.description = Будуе будынкі для абароны ядра "Цытадэль". Рэмантуе будынкі аднаўляючымі промнямі.
lst.read = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Выводзіць зменную для выбраннага будынку.
unitlocate.outx = Выводзіць X каардынату.
unitlocate.outy = Выводзіць Y каардынату.
unitlocate.group = Знаходзіць группу будынкаў.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Не рухацца, а будаваць/дабываць.\nЗвычайны стан.
lenum.stop = Перастаць рухацца/дабываць/будаваць.
lenum.unbind = Поўнасццю адключыць кантраляванне працэссарамі.\nАднавіць звычайныя паводзіны AI.
lenum.move = Рухацца да канкрэтнай каардынаты.
@@ -3064,16 +3064,16 @@ lenum.build = Пабудаваць структуру.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Правярае калі адзінка знаходзіцца каля каардынат.
lenum.boost = Пачаць/перастаць узлятаць.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Единицата не може да строи
lastaccessed = [lightgray]Последно достъпван: {0}
lastcommanded = [lightgray]Последно командван: {0}
block.unknown = [lightgray]???
stat.showinmap = <заредете картата, за да се покаже>
stat.showinmap = <заредете картата, за да се покаже>
stat.description = Предназначение
stat.input = Вход
stat.output = Изход
@@ -1230,8 +1230,8 @@ stat.reactive = Реагира
stat.immunities = Имунитет
stat.healing = Лечение
stat.efficiency = [stat]{0}% Ефeктивност
ability.forcefield = Енергийно поле
ability.forcefield = Енергийно поле
ability.forcefield.description = Проектира силово поле, което поглъща куршуми
ability.repairfield = Възстановяващо поле
ability.repairfield.description = Поправя околните единици
@@ -1260,8 +1260,8 @@ ability.spawndeath = Малък подарък
ability.spawndeath.description = Пуска единици, когато загине
ability.liquidexplode = Разливане
ability.liquidexplode.description = Разлива течността си, когато загине
ability.stat.firingrate = [stat]{0}/в сек.[lightgray] скорост на огъня
ability.stat.firingrate = [stat]{0}/в сек.[lightgray] скорост на огъня
ability.stat.regen = [stat]{0}[lightgray] здраве/сек.
ability.stat.pulseregen = [stat]{0}[lightgray] живот/импулс
ability.stat.shield = [stat]{0}[lightgray] щит
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] намаляване на
ability.stat.minspeed = [stat]{0} полета/в сек.[lightgray] мин. скорост
ability.stat.duration = [stat]{0} в сек.[lightgray] продължителност
ability.stat.buildtime = [stat]{0} в сек.[lightgray] време за строеж
bar.displaytoolarge = Прекалено големи размери\n(Макс: {0}x{0})
bar.displaytoolarge = Прекалено големи размери\n(Макс: {0}x{0})
bar.onlycoredeposit = Доставянето е разрешено само до ядрото
bar.drilltierreq = Необходимо е по-добро свредло
bar.nobatterypower = Недостатъчно ток в батерията
@@ -1317,12 +1317,12 @@ bar.activationtimer = Ацтивация след {0}
bar.activated = Активирано
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Контролиран от процесор
weapon.pointdefense = [stat]Точкова защтита
bullet.damage = [stat]{0}[lightgray] щети
bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета
bullet.incendiary = [stat]Подпалване
bullet.homing = [stat]Самонасочване
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x скорост на стрелба
bullet.range = [stat]{0}[lightgray] обхват
bullet.notargetsmissiles = [stat] игнорирай ракети
bullet.notargetsbuildings = [stat] игнорирай постройки
unit.blocks = блокове
unit.blocks = блокове
unit.blockssquared = блока²
unit.powersecond = електричество/секунда
unit.tilessecond = полета/секунда
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Скрий логическите дисплеи
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Адаптирайте интерфейса за показване на прорез
setting.macnotch.description = За прилагане на промените е необходимо рестартиране
steam.friendsonly = Само приятели
steam.friendsonly = Само приятели
steam.friendsonly.tooltip = Дали вашите приятели от Steam ще могат да се включат в играта ви.\nИзключването на тази опция ще направи играта ви публична и всеки ще може да се присъедини.
setting.maxmagnificationmultiplierpercent.name = Минимална дистаниция на камерата
setting.minmagnificationmultiplierpercent.name = Максимална дистаниция на камерата
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Команден режим
keybind.command_queue.name = Последователни заповеди
keybind.create_control_group.name = Създаване на обща група
keybind.cancel_orders.name = Отменяне на заповедите
keybind.unit_stance_shoot.name = Поведение: Стрелба
keybind.unit_stance_shoot.name = Поведение: Стрелба
keybind.unit_stance_hold_fire.name = Поведение: Не стреляй
keybind.unit_stance_pursue_target.name = Поведение: Преследвай целта
keybind.unit_stance_patrol.name = Поведение: Патрул
keybind.unit_stance_ram.name = Поведение: Таран
keybind.unit_stance_boost.name = Поведение: Излети
keybind.unit_stance_hold_position.name = Поведение: Пази позиция
keybind.unit_command_move.name = Команда: Движение
keybind.unit_command_move.name = Команда: Движение
keybind.unit_command_repair.name = Команда: Поправка
keybind.unit_command_rebuild.name = Команда: Ремонт
keybind.unit_command_assist.name = Команда: Съдействие
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Команда: Натовари бло
keybind.unit_command_unload_payload.name = Команда: Разтовари
keybind.unit_command_enter_payload.name = Команда: Влез в товарен блок
keybind.unit_command_loop_payload.name = Команда: Циклично пренасяне на единици
keybind.rebuild_select.name = Възстановяване на региона
keybind.rebuild_select.name = Възстановяване на региона
keybind.schematic_select.name = Избери регион
keybind.schematic_menu.name = Меню със схеми
keybind.schematic_flip_x.name = Завърти схема по X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Играйте срещу други играчи в ло
mode.attack.name = Нападение
mode.attack.description = Унищожете вражеската база. \n[gray]Картата трябва да съдържа червено ядро.
mode.custom = Персонализирани правила
rules.invaliddata = Невалидни данни от клипборда.
rules.invaliddata = Невалидни данни от клипборда.
rules.hidebannedblocks = Скрий баннатите блокове
rules.infiniteresources = Безкрайни Ресурси
rules.fillitems = Запълни ядрото с ресурси
@@ -1753,20 +1753,20 @@ rules.weather = Климат
rules.weather.frequency = Честота:
rules.weather.always = Винаги
rules.weather.duration = Продължителност:
rules.randomwaveai.info = Кара единиците, генерирани във вълни, да се насочват към произволни структури, вместо директно да атакуват ядрото или генераторите на енергия.
rules.randomwaveai.info = Кара единиците, генерирани във вълни, да се насочват към произволни структури, вместо директно да атакуват ядрото или генераторите на енергия.
rules.placerangecheck.info = Не позволява на играчите да поставят нещо в близост до вражеските сгради. Когато се опитват да поставят оръдие, обхватът е увеличен, за да не може оръдието да достигне врага.
rules.onlydepositcore.info = Не позволява на единиците да поставят предмети, в която и да е сграда, с изключение на ядро.
database-category.item = Предмети
database-category.item = Предмети
database-category.liquid = Течности
database-category.unit = Единици
database-category.block = Блокове
database-category.status = Статус ефекти
database-category.sector = Сектори
database-category.team = Фракции
database-tag.turret = Турет
database-tag.turret = Турет
database-tag.production = Производство
database-tag.distribution = Разпределяне
database-tag.liquid = Течност
@@ -1779,10 +1779,10 @@ database-tag.logic = Логически
database-tag.unit-air = Въздушен
database-tag.unit-naval = Морски
database-tag.unit-ground = Наземен
wallore = (Стена)
item.copper.name = Мед
item.lead.name = Олово
item.coal.name = Въглища
item.graphite.name = Графит
@@ -1804,8 +1804,8 @@ item.tungsten.name = Волфрам
item.oxide.name = Оксид
item.carbide.name = Карбид
item.dormant-cyst.name = Латентна циста
liquid.water.name = Вода
liquid.water.name = Вода
liquid.slag.name = Шлака
liquid.oil.name = Нефт
liquid.cryofluid.name = Криотечност
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Озон
liquid.hydrogen.name = Водород
liquid.nitrogen.name = Азот
liquid.cyanogen.name = Цианоген
unit.dagger.name = Кинжал
unit.dagger.name = Кинжал
unit.mace.name = Боздуган
unit.fortress.name = Крепост
unit.nova.name = Нова
@@ -1855,8 +1855,8 @@ unit.scepter.name = Скиптър
unit.reign.name = Власт
unit.vela.name = Вела
unit.corvus.name = Гарван
unit.stell.name = Стел
unit.stell.name = Стел
unit.locus.name = Рояк
unit.precept.name = Правило
unit.vanquish.name = Победа
@@ -1878,8 +1878,8 @@ unit.manifold.name = Манифолд
unit.assembly-drone.name = Дрон-строител
unit.latum.name = Латум
unit.renale.name = Ренал
block.parallax.name = Паралакс
block.parallax.name = Паралакс
block.cliff.name = Скала
block.sand-boulder.name = Пясъчен камък
block.basalt-boulder.name = Базалтов камък
@@ -2102,8 +2102,8 @@ block.container.name = Контейнер
block.launch-pad.name = Изстрелваща площадка
block.advanced-launch-pad.name = Изстрелаща площадка
block.landing-pad.name = Приземителна площадка
block.segment.name = Сегмент
block.segment.name = Сегмент
block.ground-factory.name = Наземна фабрика
block.air-factory.name = Въздушна фабрика
block.naval-factory.name = Морска фабрика
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Разтоварител
block.payload-unloader.description = Разтоварва течности и предмети от блокове.
block.heat-source.name = Топлинен източник
block.heat-source.description = Блок с размер 1х1. Отделя почти безкрайна топлина.
block.empty.name = Празно
#Erekir
block.empty.name = Празно
block.rhyolite-crater.name = Риолитен кратер
block.rough-rhyolite.name = Суров риолит
block.regolith.name = Реголит
@@ -2294,8 +2294,8 @@ block.smite.name = Небесен бич
block.malign.name = Зло
block.flux-reactor.name = Флюсов реактор
block.neoplasia-reactor.name = Неоплазмен реактор
block.switch.name = Превключвател
block.switch.name = Превключвател
block.micro-processor.name = Микропроцесор
block.logic-processor.name = Логически процесор
block.hyper-processor.name = Хипер процесор
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Голям логически дисплей
block.tile-logic-display.name = Плочков логически дисплей
block.memory-cell.name = Клетка памет
block.memory-bank.name = Банка памет
team.malis.name = Малис
team.malis.name = Малис
team.crux.name = Крукс
team.sharded.name = Откъснатите
team.derelict.name = Останки
team.green.name = Зелен
team.blue.name = Син
hint.skip = Прескочи
hint.skip = Прескочи
hint.desktopMove = Използвайте [accent][[WASD][], за да се придвижвате.
hint.zoom = [accent]Скролвайте[] за увеличаване или намаляване на мащаба.
hint.desktopShoot = Задръжте [accent][[Ляв клавиш][], за да стреляте.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Този сектор има [scarlet]висока вр
hint.coreIncinerate = След като ядрото се препълни с конкретен тип ресурс, всички допълнителни доставени количества в него ще бъдат [accent]унищожени[].
hint.factoryControl = За да поставите [accent]изходната точка [] на някоя единица, изберете фабриката за единици, докато сте в команден режим, после цъкнете с дясно копче върху някое място.\nЕдиниците, които се произвеждат оттам ще отидат автоматично до посоченото място.
hint.factoryControl.mobile = За да поставите [accent]изходната точка [] на някоя единица, изберете фабриката за единици, докато сте в команден режим, после натиснете върху някое място.\nЕдиниците, които се произвеждат оттам ще отидат автоматично до посоченото място.
gz.mine = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и цъкнете, за да започнете изкопаването.
gz.mine = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и цъкнете, за да започнете изкопаването.
gz.mine.mobile = Придвижете се близо до \uf8c4 [accent]медната руда[] на земята и натиснете върху земята, за да започнете изкопаването.
gz.research = Отворете \ue875 технологичния план.\nПроучете \uf870 [accent]Механичния свредел[], после го изберете от менюто долу вдясно.\nЦъкнете върху поле с мед, за да го поставите.
gz.research.mobile = Отворете \ue875 технологичния план.\nПроучете \uf870 [accent]Механичния свредел[], после го изберете от менюто долу вдясно.\nНатиснете върху поле с мед, за да го поставите.\n\nНатиснете върху \ue800 [accent]тикчето[] долу вдясно, за да потвърдите.
@@ -2373,8 +2373,8 @@ gz.zone1 = Това е вражеската начална зона.
gz.zone2 = Всичко построено в нейния радиус ще бъде унищожено, когато настъпи новата вълна.
gz.zone3 = Сега ще започне една такава вълна.\nПригответе се.
gz.finish = Издигнете още оръдия, изкопайте повече ресурси\nи се защитете от всички прииждащи вълни, за да [accent]завладеете този сектор[].
ff.coal = Използвайте :mechanical-drill: [accent]Механични свредла[] за да копаете :ore-coal: [accent]въглища[].
ff.coal = Използвайте :mechanical-drill: [accent]Механични свредла[] за да копаете :ore-coal: [accent]въглища[].
ff.graphitepress = :tree: Проучете и поставете :graphite-press: [accent]Графитна преса[].
ff.craft = Придвижете :coal: въглища в :graphite-press: [accent]Графитната преса[].\nЩе произвежда и извежда :graphite: графит към всички съседни ленти.\nПридвижете :graphite: графита от :graphite-press: [accent]Графитната преса[] до ядрото.
ff.generator = :coal: Въглищата могат също да бъдат използвани като гориво в :combustion-generator: [accent]Горивни генератори[].\nПроучете и поставете :combustion-generator: [accent]Горивен генератор[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Произведете елек
ff.node = :power-node: [accent]Електрическите възли[] предават електричество към съседни постройки в определена зона около тях.\nПроучете и поставете :power-node: [accent]Електрически възел[] близо до генератора.
ff.battery = :battery: [accent]Батериите[] съхраняват ток.\nПроучете и поставете :battery: [accent]Батерия[] близо да възела.
ff.arc = :arc: [accent]Волтова дъга[] туретите изискват електричество, за да функционират. Проучете и поставете :arc: [accent]Волтова дъга[] турет близо до електрически възел.
fungalpass.tutorial1 = Използвайте [accent]единици[] за да защитавате строежите и атакувате противника.\nПроучете и поставете :ground-factory: [accent]Наземна фабрика[].
fungalpass.tutorial2 = Изберете :dagger: [accent]Кинжал[] единици във фабриката.\nПроизведете 3 единици.
frontier.tutorial1 = :additive-reconstructor: [accent]Добавящият реконструктор[]\nповишава нивото на единиците от 1 до 2\nизползвайки :silicon: силикон и :graphite: графит.\n\n[accent]Проучете и реконструирайте\n []:dagger:[accent] Кинжал към []:mace:[accent] Боздуган.
frontier.tutorial1 = :additive-reconstructor: [accent]Добавящият реконструктор[]\nповишава нивото на единиците от 1 до 2\nизползвайки :silicon: силикон и :graphite: графит.\n\n[accent]Проучете и реконструирайте\n []:dagger:[accent] Кинжал към []:mace:[accent] Боздуган.
frontier.tutorial2 = Вражеските вълни се изпращат [accent]безкрайно[] докато всички вражески ядра не са [unlaunched]унищожени.
frontier.tutorial3 = [accent]Атакувайте вражеската база бързо, за да предотвратите прекаленото нарастване на вълните[].
atolls.destroy1 = Унищожете 2 вражески [accent]ядра фондация[] първо.\n[accent]Получете достъп до торий[].
atolls.destroy1 = Унищожете 2 вражески [accent]ядра фондация[] първо.\n[accent]Получете достъп до торий[].
atolls.mega1 = Влезте в [accent]Режим на Командване[] и изберете :mega:[accent]Мега[] единици.
atolls.mega2 = Изберете \ue87b [accent]Качи Единици[] командата, за да накарате Мега единиците да качат единиците.
atolls.mega3 = Придвижете Мега единиците [accent]над[] наземните единици, за да ги качите.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Тези стъпки могат да бъдат получен
atolls.carry7 = Следвайте тези инструкции за да пренесете още единици до вражеската база.
atolls.noairunit = Тази база е прекалено добре защитена, за да се унищожи с въздушни единици.
atolls.2strategies = Има две стратегии за унищожаване на тази база.
onset.mine = Цъкнете, за да копаете \uf748 [accent]берилий[] от стените.\n\nИзползвайте [accent][[WASD], за да се придвижвате.
onset.mine = Цъкнете, за да копаете \uf748 [accent]берилий[] от стените.\n\nИзползвайте [accent][[WASD], за да се придвижвате.
onset.mine.mobile = Натиснете, за да копаете \uf748 [accent]берилий[] от стените.
onset.research = Отворете \ue875 технологичния план.\nПроучете, после поставете \uf73e [accent]турбинен сгъстител[] върху отвора.\nТова ще генерира [accent]електричество[].
onset.bore = Проучете и поставете \uf741 [accent]плазмено свредло[].\nТо ще копае ресурси от стените автоматично.
@@ -2437,14 +2437,14 @@ onset.detect = Врагът ще ви засече след 2 минути.\nР
onset.commandmode = Задръжте [accent]shift[], за да влезете в [accent]командния режим[].\n[accent]Цъкнете с ляво копче и влачете[], за да избирате единици.\n[accent]Дясно копче[] дава заповеди за придвижване или атака.
onset.commandmode.mobile = Натиснете [accent]командния бутон[], за да влезете в [accent]командния режим[].\nЗадръжте пръста си, после го [accent]придвижете[], за да изберете единици.\n[accent]Докоснете[], за да дадете заповед за придвижване или атака.
aegis.tungsten = Можете да копаете волфрам чрез [accent]сблъсъчен свредел[].\nТази сграда се нуждае от [accent]вода[] и [accent]електричество[].
split.pickup = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(Основните клавиши за вдигане и поставяне са [ и ])
split.pickup = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(Основните клавиши за вдигане и поставяне са [ и ])
split.pickup.mobile = Някои блокове могат да бъдат вдигани от кораба.\nВдигнете този [accent]контейнер[] и го поставете върху [accent]товарителя[].\n(За да вдигнете или оставите нещо, задръжте задълго върху него.)
split.acquire = Нуждаете се от волфрам, за да строите единици.
split.build = Единиците трябва да бъдат пренасяни до другата страна на стената.\nПоставете две [accent]товарни катапулти[], от двете страни на стената.\nСвържете ги, като натиснете върху единия, после върху другия.
split.container = Подобно на контейнерите, можете да пренасяте единици с [accent]товарни катапулти[].\nПоставете фабрикатор за единици до товарни катапулти, за да ги натоварите, после ги пратете зад стената, за да нападнат вражеската база.
item.copper.description = Използва се във всякакви типове конструкции и боеприпаси.
item.copper.description = Използва се във всякакви типове конструкции и боеприпаси.
item.copper.details = Мед. Необичайно изобилен метал на Серпуло. Структурно слаб, освен ако бъде подсилен.
item.lead.description = Използва се за транспорт на течности и електрически структури.
item.lead.details = Плътен. Инертен. Широко използван при изграждане на батерии.\nБележка: Вероятно е токсичен за биологичните форми на живот. Не че има много останали наоколо.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Използва се за производство
item.spore-pod.details = Спори. Вероятно синтетична форма на живот. Изпускат газове, които са токсични за биологични организми. Изключително инвазивни. Лесно запалими при определени условия.
item.blast-compound.description = Използва се за бомби и експлозивни боеприпаси.
item.pyratite.description = Използва се за подпалващи оръжия и горивни генератори.
item.beryllium.description = Използва се в много видове строежи и муниции на Ерекир.
#Erekir
item.beryllium.description = Използва се в много видове строежи и муниции на Ерекир.
item.tungsten.description = Използва се от свредели, броня и муниции. Нужен е за строежа на по-сложни структури.
item.oxide.description = Използва се като топлопроводник и изолатор за електричество.
item.carbide.description = Използва се в сложни структури, тежки единици и муниции.
liquid.water.description = Използва се за охлаждане на машини и преработка на отпадъци.
liquid.water.description = Използва се за охлаждане на машини и преработка на отпадъци.
liquid.slag.description = Може да се рафинира в разделители до съставните си метали или да се използва за обливане на враговете.
liquid.oil.description = Използва се в напредналото производство на материали или като запалимо оръжие.
liquid.cryofluid.description = Използва се като охладител в реактори, оръдия и фабрики.
liquid.arkycite.description = Използва се в химическите реакции за производство на електричество и синтез на материали.
#Erekir
liquid.arkycite.description = Използва се в химическите реакции за производство на електричество и синтез на материали.
liquid.ozone.description = Използва се като окисляващ агент в производството на материали, както и за гориво. Относително експлозивен.
liquid.hydrogen.description = Използва се в извличането на ресурси, производството на единици и в ремонти. Запалимо вещество.
liquid.cyanogen.description = Използва се за муниции, строеж и напреднали единици, както и при различни реакции на по-сложните блокове. Силно запалим.
liquid.nitrogen.description = Използва се в извличането на ресурси, създаването на газ и производство на единици. Инертен газ.
liquid.neoplasm.description = Опасен биологичен страничен продукт от неоплазмения реактор. Бързо се разпростира до всеки съседен водосъдържащ блок и го поврежда. Леплив материал.
liquid.neoplasm.details = Нео-плазма. Неконтролируема маса от бързо делящи се синтетични клетки с консистенция подобна на тиня. Устойчива на жега. Изключително опасна за всяка сграда, която използва вода.\n\nТвърде сложна и нестабилна за стандартен анализ. Потенциалните приложения са неизвестни. Препоръчва се изгарянето в басейни от шлака.
block.derelict = \uf77e [lightgray]Останки
block.derelict = \uf77e [lightgray]Останки
block.armored-conveyor.description = Придвижва предмети напред. Не приема вход от страни.
block.illuminator.description = Излъчва светлина.
block.message.description = Съхранява съобщение за комуникация между съюзници.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Позволява изобразява
block.tile-logic-display.description = Показва произволна графика от логически процесор.\nБезпроблемно се свързва със съседни плочкови дисплеи.
block.interplanetary-accelerator.description = Масивна електромагнитна релсова кула. Ускорява ядрото до необходимата за междупланетно изстрелване скорост.
block.repair-turret.description = Непрекъснато ремонтира най-близката повредена единица в обхват. Може да приема охладител.
block.core-bastion.description = Ядро на базата. Добре бронирано. Ако бъде унищожено, секторът е загубен.
#Erekir
block.core-bastion.description = Ядро на базата. Добре бронирано. Ако бъде унищожено, секторът е загубен.
block.core-citadel.description = Ядро на базата. Много добре бронирано. Съхранява повече ресурси от ядро Убежище.
block.core-acropolis.description = Ядро на базата. Изключително бронирано. Съхранява повече ресурси от ядро Цитадела.
block.breach.description = Изстрелва пробождащи куршуми от берилий или волфрам.
@@ -2746,8 +2746,8 @@ block.radar.description = Постепенно разкрива терена и
block.shockwave-tower.description = Поврежда и унищожава вражески снаряди в обхвата си. Нуждае се от цианоген.
block.canvas.description = Показва просто изображение с предзададена палитра. Може да се редактира.
block.large-canvas.description = Показва проста картина с предзададена палитра. Може да се редактира.
unit.dagger.description = Изстрелва стандартни боеприпаси по всички близки врагове.
unit.dagger.description = Изстрелва стандартни боеприпаси по всички близки врагове.
unit.mace.description = Изстрелва поток от пламък по всички близки врагове.
unit.fortress.description = Далекообхватна атака срещу наземни единици.
unit.scepter.description = Изстрелва залп от заредени куршуми по всички близки врагове.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Изстрелва потоци от огън, кои
unit.cyerce.description = Изстрелва самонасочващи се клъстерни ракети по враговете. Поправя съюзнически единици.
unit.aegires.description = Зашеметява всички вражески единици и сгради в енергийното си поле. Поправя всички съюзнически единици.
unit.navanax.description = Изстрелва експлозивни ЕМП снаряди, които нанасят значителна вреда на вражеските силови мрежи и поправя съюзнически сгради. Разтопява близки врагове с 4 автономни лазерни оръдия.
unit.stell.description = Стреля със стандартни куршуми по вражески цели.
#Erekir
unit.stell.description = Стреля със стандартни куршуми по вражески цели.
unit.locus.description = Стреля последователни лазери по вражески цели.
unit.precept.description = Стреля с пронизващи клъстърни куршуми по вражески цели.
unit.vanquish.description = Стреля с едри пронизващи и разцепващи се куршуми по вражески цели.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Изстрелва далекообхватни, са
unit.evoke.description = Строи сгради, за да защитава ядро Убежище. Поправя сгради с лъч.
unit.incite.description = Строи сгради, за да защитава ядро Цитадела. Поправя сгради с лъч.
unit.emanate.description = Строи сгради, за да защитава ядро Акропол. Поправя сгради с лъч.
lst.read = Прочети число от свързано хранилище за памет.
lst.read = Прочети число от свързано хранилище за памет.
lst.write = Запиши число в свързано хранилище за памет.
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
lst.printchar = Добави UTF-16 или икона към извеждащия буфер.\nНе показва нищо докато [accent]Print Flush[] не бъде използван.
@@ -2857,16 +2857,16 @@ lst.makemarker = Създайте нов логически маркер в св
lst.setmarker = Задай стойност на свойството за маркер.\nИзползваното ID трябва да бъде трябва да бъде същото като в Make Marker инструкцията.
lst.localeprint = Добавете стойност на свойството за локализация на картата към текстовия буфер.\nЗа да зададете пакет с локализация в редактора на карти, проверете [accent]Информация за картата >Пакети с локализации[].\nАко клиентът е мобилно устрийство,опитва да изведе край на свойството ".mobile" първо.
lst.query = Прави заявка към единица/строеж в зададена зона.\nРезултатите са изведени в [accent]@queries[].\nРезултатите могат да бъдат прочетени от [accent]@queries[] използвайки [accent]Read[] инструкцията и индекса.\nДължината на [accent]@queries[] може да бъде засечена [accent]@size[] като параметър.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Математическата константа pi (3.141...)
lglobal.@e = Математическата константа e (2.718...)
lglobal.@degToRad = Умножи по това число за да превърнеш градуси в радиани
lglobal.@radToDeg = Умножи по това число за да превърнеш радиани в градуси
lglobal.@time = Игрово време за текущото съхранение, в милисекунди
lglobal.@time = Игрово време за текущото съхранение, в милисекунди
lglobal.@tick = Игрово време за текущото съхранение, в тикове (1 секунда = 60 тика)
lglobal.@second = Игрово време за текущото съхранение, в секунди
lglobal.@minute = Игрово време за текущото съхранение, в минути
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Номер на текущата вълна, ако въл
lglobal.@waveTime = Отброяването на вълните, в секунди
lglobal.@mapw = Ширина на картата в плочки
lglobal.@maph = Височина на картата в плочки
lglobal.sectionMap = Карта
lglobal.sectionMap = Карта
lglobal.sectionGeneral = Основно
lglobal.sectionNetwork = Мрежа/Клиент [Само за процесори на света]
lglobal.sectionProcessor = Процесор
lglobal.sectionLookup = Търси
lglobal.@this = Логическият блок изпълняващ кода
lglobal.@this = Логическият блок изпълняващ кода
lglobal.@thisx = X координата на блокът изпълняващ кода
lglobal.@thisy = Y координата на блокът изпълняващ кода
lglobal.@links = Общият брой блокове закачени към този процесор
lglobal.@ipt = Скоростта на изпълнение на процесора в тикове (60 тика = 1 секунда)
lglobal.@unitCount = Общият брой единици в играта; използвано с lookup инструкция
lglobal.@unitCount = Общият брой единици в играта; използвано с lookup инструкция
lglobal.@blockCount = Общият брой блокове в играта; използвано с lookup инструкция
lglobal.@itemCount = Общият брой предмети в играта; използвано с lookup инструкция
lglobal.@liquidCount = Общият брой видове течности в играта; използвано с lookup инструкция
lglobal.@server = True ако кодът върви на сървър или самостоятелна игра, иначе False
lglobal.@client = Ако кодът върви на клиент свързан към сървър е True
lglobal.@clientLocale = Локализацията на клиента, на който върви кода. На пример: bg_BG
lglobal.@clientLocale = Локализацията на клиента, на който върви кода. На пример: bg_BG
lglobal.@clientUnit = Единицата на клиента, на който върви кода
lglobal.@clientName = Името на играча на клиента, на който върви кода
lglobal.@clientTeam = ID-то на отбора на клиента, на който върви кода
lglobal.@clientMobile = True е когато клиента, на който върви кода е с мобилната версия, иначе е False
lglobal.@clientMusicPlaying = True ако някаква музика се възпроизвежда
lglobal.@clientCurrentMusic = Името на текущата музика, или null
lenum.type = Тип сграда/единица\nНапример, за рутер, това ще върне [accent]@router[].\nНе е текст.
lenum.type = Тип сграда/единица\nНапример, за рутер, това ще върне [accent]@router[].\nНе е текст.
lenum.shoot = Стреля към позиция.
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
lenum.config = Конфигурация на постройката, т.н. сортируващ предмет.
lenum.enabled = Дали блокът е позволен или забранен.
laccess.currentammotype = Текущите муниции/течност на оръдието.
laccess.currentammotype = Текущите муниции/течност на оръдието.
laccess.memorycapacity = Броят клетки в блок памет.
laccess.color = Цвят на осветителя.
laccess.controller = Показва кой контролира единицата.\nАко се управлява от процесор, показва него.\nАко е във формация, показва водача й.\nИначе ще покаже самата единица.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Височината на дисплея в пиксел
laccess.buffersize = Броят неизпълнени команди в графичния буфер на дисплея.
laccess.operations = Количеството операции направено върху блок.\nЗа дисплеите, връща броят на drawflush операциите.
laccess.maxunits = Максималният брой единици, който отбор може да има.\nМоже да бъде видяно само от ядрата.
lcategory.unknown = Неизвестно
lcategory.unknown = Неизвестно
lcategory.unknown.description = Некатегоризирани указания.
lcategory.io = Вход и изход
lcategory.io.description = Модифицира съдържанията на помнещи блокове и процесорни буфери.
@@ -2939,8 +2939,8 @@ lcategory.unit = Управление на единица
lcategory.unit.description = Управляване на единици.
lcategory.world = Свят
lcategory.world.description = Управлява поведението на света.
graphicstype.clear = Запълва с цвят.
graphicstype.clear = Запълва с цвят.
graphicstype.color = Задава цвят за следващи операции.
graphicstype.col = Еквивалент на цвят, но пакетиран.\nПакетираните кодове са написани като HEX формат с [accent]%[] префикс.\nПример: [accent]%ff0000[] ще е червено.
graphicstype.stroke = Задава дебелина на линията.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Очертава правилен многоъгълни
graphicstype.triangle = Запълва триъгълник.
graphicstype.image = Рисува изображение.\nНапример: [accent]@router[] или [accent]@dagger[].
graphicstype.print = Чертае текст от принтеровия буфер.\nИзчиства буфера.
lenum.always = Винаги вярно
lenum.always = Винаги вярно
lenum.idiv = Деление с цели числа.
lenum.div = Деление.\nВръща [accent]null[] при делене на 0.
lenum.mod = Модул.
@@ -2969,30 +2969,30 @@ lenum.land = Логическо И.
lenum.and = Побитово И.
lenum.not = Побитово НЕ.
lenum.xor = Побитово ИЗКЛЮЧВАЩО ИЛИ.
lenum.min = Минимална стойност от 2 числа.
lenum.min = Минимална стойност от 2 числа.
lenum.max = Максимална стойност от 2 числа.
lenum.angle = Ъгъл на вектор в градуси.
lenum.anglediff = Абсолютното разстояние между два ъгъла в градуси.
lenum.len = Дължина на вектор.
lenum.sin = Синус, в градуси.
lenum.sin = Синус, в градуси.
lenum.cos = Косинус, в градуси.
lenum.tan = Тангенс, в градуси.
lenum.asin = Дъгов синус, в градуси.
lenum.asin = Дъгов синус, в градуси.
lenum.acos = Дъгов косинус, в градуси.
lenum.atan = Дъгов тангенс, в градуси.
lenum.rand = Случайно число в регион [0, стойност).
#not a typo, look up 'range notation'
lenum.rand = Случайно число в регион [0, стойност).
lenum.log = Естествен логаритъм (ln).
lenum.log10 = Логаритъм с основа 10.
lenum.noise = 2D simplex шум.
lenum.abs = Абсолютна стойност.
lenum.sqrt = Квадратен корен.
lenum.any = Всякаква единица.
lenum.any = Всякаква единица.
lenum.ally = Съюзническа единица.
lenum.attacker = Въоръжена единица.
lenum.enemy = Вражеска единица.
@@ -3000,13 +3000,13 @@ lenum.boss = Пазител.
lenum.flying = Въздушна единица.
lenum.ground = Наземна единица.
lenum.player = Единица контролирана от играч.
lenum.ore = Рудно находище.
lenum.ore = Рудно находище.
lenum.damaged = Повредена съюзническа структура.
lenum.spawn = Вражеска начална точка.\nМоже да е вражеско ядро или позиция.
lenum.building = Постройка в определена група.
lenum.core = Всякакво ядро
lenum.core = Всякакво ядро
lenum.storage = Хранилище, например склад.
lenum.generator = Електрогенератор.
lenum.factory = Сграда която обработва ресурси, фабрика.
@@ -3015,36 +3015,36 @@ lenum.battery = Батерия.
lenum.resupply = Точка за снабдяване.\nИма смисъл само ако [accent]"Единиците се нуждаят от боеприпаси"[] е активирано.
lenum.reactor = Ударен или ториев реактор.
lenum.turret = Всякаква кула.
sensor.in = Сградата/единицата, от която да вземе информация.
radar.from = Постройка от която да вземе информация.\nОбхватът е ограничен от обхвата за строене.
radar.target = Филтър за единици, които ще засича.
radar.and = Допълнителни филтри.
radar.order = Ред на сортиране. 0 за обръщане.
radar.sort = Показател за сортиране.
radar.output = Променлива, в която да изведе намерената единица.
unitradar.target = Филтър за единици, които ще засича.
unitradar.target = Филтър за единици, които ще засича.
unitradar.and = Допълнителни филтри.
unitradar.order = Ред на сортиране. 0 за обръщане.
unitradar.sort = Показател за сортиране.
unitradar.output = Променлива в която да изведе намерената единица.
control.of = Сграда, която да контролира.
control.of = Сграда, която да контролира.
control.unit = Единица/Сграда, в която да се цели.
control.shoot = Дали да стреля.
unitlocate.enemy = Дали да локализира вражески сгради.
unitlocate.enemy = Дали да локализира вражески сгради.
unitlocate.found = Дали обектът е намерен.
unitlocate.building = Променлива в която да запише намерената сграда.
unitlocate.outx = Резултатна X координата.
unitlocate.outy = Резултатна Y координата.
unitlocate.group = Група постройки за които да търси.
playsound.limit = Ако е вярно, предотвратява този звук,\nв случай, че вече е прозвучал в същия кадър.
lenum.idle = Не се движи, но продължи да строиш/добиваш ресурси.\nСтандартно поведение.
lenum.stop = Спри да се движиш/добиваш ресурси/строиш.
lenum.unbind = Напълно изключва логически контрол.\nПродължава стандартно поведение.
lenum.move = Премести се на конкретна позиция.
@@ -3064,16 +3064,16 @@ lenum.build = Построй структура.
lenum.getblock = Провери типа на постройката на дадени координати.\nПозицията трябва да е в обхвата на единицата.\nСолидни не-сгради ще имат типа [accent]@solid[].
lenum.within = Проверете дали дадена позиция е в обхват на единицата.
lenum.boost = Започни/Спри ускорението
lenum.flushtext = Изпращане на съдържанието на буфера за печат в маркера, ако е приложимо.\nАко fetch е зададено на true, се опитва да извлече свойства от пакета за локализация на картата или пакета за играта.
lenum.flushtext = Изпращане на съдържанието на буфера за печат в маркера, ако е приложимо.\nАко fetch е зададено на true, се опитва да извлече свойства от пакета за локализация на картата или пакета за играта.
lenum.texture = Името на текстурата да е директно от текстурния атлас на играта (използвайки стил на именуване с малки и големи букви).\nАко printFlush е зададено на true, съдържанието на текстовия буфер се използва като текстов аргумент.
lenum.texturesize = Размер на текстурата в плочки. Ако е нула маркерът ще е широк колкото нормална текстура.
lenum.autoscale = Дали размера на маркера зависи от приближаването на камерата.
lenum.posi = Индексната позиция, използвана за линейни и квадратни маркери с индекс нула е на първа позиция.
lenum.uvi = Позицията на текстурата с диапазон от нула до едно, използвана за квадратни маркери.
lenum.colori = Индексната позиция, използвана за линейни и квадратни маркери, като индекс нула е първият цвят.
lenum.wavetimer = Дали вълните ще се пускат автоматично при изтичане на таймера. Ако не, ще се пускат само при натискане на бутона за пускане.
lenum.wavetimer = Дали вълните ще се пускат автоматично при изтичане на таймера. Ако не, ще се пускат само при натискане на бутона за пускане.
lenum.wave = Дали номерът на текущата вълна. Може да бъде всякакъв в режим без вълни.
lenum.currentwavetime = Отброяване на вълните в тикове.
lenum.waves = Дали вълни ще могат да бъдат пускани като цяло.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]La unitat no pot construir.
lastaccessed = [lightgray]Últim accés: {0}
lastcommanded = [lightgray]Última ordre: {0}
block.unknown = [lightgray]???
stat.showinmap = <carrega un mapa i mostra’l>
stat.showinmap = <carrega un mapa i mostra’l>
stat.description = Propòsit
stat.input = Entrada
stat.output = Sortida
@@ -1230,8 +1230,8 @@ stat.reactive = Reacciona amb
stat.immunities = Immunitats
stat.healing = Reparador
stat.efficiency = [stat]{0} % d’eficiència
ability.forcefield = Camp de força
ability.forcefield = Camp de força
ability.forcefield.description = Projecta un camp de força que absorbeix les bales.
ability.repairfield = Repara el camp de força
ability.repairfield.description = Repara les unitats properes.
@@ -1260,8 +1260,8 @@ ability.spawndeath = Aparicions mortals
ability.spawndeath.description = Allibera unitats quan mor.
ability.liquidexplode = Vessament mortal
ability.liquidexplode.description = Vessa líquid quan mor.
ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
ability.stat.regen = [stat]{0}[lightgray] de salut/seg
ability.stat.pulseregen = [stat]{0}[lightgray] de salut/impuls
ability.stat.shield = [stat]{0}[lightgray] d’escut
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0} %[lightgray] de reducció del dany
ability.stat.minspeed = [stat]{0} caselles/seg[lightgray] de velocitat mín.
ability.stat.duration = [stat]{0} seg[lightgray] de duració
ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
bar.displaytoolarge = Dimensions massa grosses\n(Màx: {0}×{0})
bar.displaytoolarge = Dimensions massa grosses\n(Màx: {0}×{0})
bar.onlycoredeposit = Només es permet depositar al nucli.
bar.drilltierreq = Cal una perforadora millor.
bar.nobatterypower = Energia a la bateria insuficient
@@ -1317,12 +1317,12 @@ bar.activationtimer = S’activa d’aquí a {0}
bar.activated = Activat
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Controlat pel processador
weapon.pointdefense = [stat]Punt de defensa
bullet.damage = [stat]{0}[lightgray] de dany
bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[lightgray] caselles
bullet.incendiary = [stat]incendiari
bullet.homing = [stat]munició guiada
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]× de cadència de tir
bullet.range = [stat]abast de {0}[lightgray] caselles
bullet.notargetsmissiles = [stat] ignora estructures
bullet.notargetsbuildings = [stat] ignora míssils
unit.blocks = blocs
unit.blocks = blocs
unit.blockssquared = blocs²
unit.powersecond = unitats d’energia/s
unit.tilessecond = caselles/s
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Amaga els monitors lògics
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adapta la interfície per a mostrar el notch
setting.macnotch.description = Cal reiniciar perquè s’apliquin els canvis
steam.friendsonly = Només amics
steam.friendsonly = Només amics
steam.friendsonly.tooltip = Indica si només els amics de Steam podran unir-se a la vostra partida.\nSi no es selecciona aquesta opció, la vostra partida serà pública i s’hi podrà unir qualsevol jugador.
setting.maxmagnificationmultiplierpercent.name = Distància mín. de la càmera
setting.minmagnificationmultiplierpercent.name = Distància màx. de la càmera
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Mode de comandament
keybind.command_queue.name = Cua d’ordres d’unitat
keybind.create_control_group.name = Crea un grup de control
keybind.cancel_orders.name = Cancel·la les ordres
keybind.unit_stance_shoot.name = Comportament: Dispara
keybind.unit_stance_shoot.name = Comportament: Dispara
keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
keybind.unit_stance_patrol.name = Comportament: Patrulla
keybind.unit_stance_ram.name = Comportament: Senzill
keybind.unit_stance_boost.name = Comportament: Sobrevola
keybind.unit_stance_hold_position.name = Comportament: Manté la posició
keybind.unit_command_move.name = Ordre d’unitat: Mou
keybind.unit_command_move.name = Ordre d’unitat: Mou
keybind.unit_command_repair.name = Ordre d’unitat: Repara
keybind.unit_command_rebuild.name = Ordre d’unitat: Reconstrueix
keybind.unit_command_assist.name = Ordre d’unitat: Assisteix
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Ordre d’unitat: Carrega blocs
keybind.unit_command_unload_payload.name = Ordre d’unitat: Descarrega blocs
keybind.unit_command_enter_payload.name = Ordre d’unitat: Entra blocs
keybind.unit_command_loop_payload.name = Ordre d’unitat: Transfereix unitats en bucle
keybind.rebuild_select.name = Reconstrueix la regió
keybind.rebuild_select.name = Reconstrueix la regió
keybind.schematic_select.name = Selecciona una regió
keybind.schematic_menu.name = Menú de plànols
keybind.schematic_flip_x.name = Volta el plànol horitzontalment
@@ -1641,8 +1641,8 @@ mode.pvp.description = Lluiteu contra altres jugadors localment.\n[gray]Cal que
mode.attack.name = Atac
mode.attack.description = Destruïu la base enemiga. \n[gray]Cal que al mapa hi hagi un nucli vermell.
mode.custom = Regles personalitzades
rules.invaliddata = Dades del porta-retalls no vàlides.
rules.invaliddata = Dades del porta-retalls no vàlides.
rules.hidebannedblocks = Amaga els blocs no permesos
rules.infiniteresources = Recursos infinits
rules.fillitems = Omple el nucli amb elements
@@ -1753,20 +1753,20 @@ rules.weather = Estat meteorològic
rules.weather.frequency = Freqüència:
rules.weather.always = Sempre
rules.weather.duration = Durada:
rules.randomwaveai.info = Fa que les unitats que apareixen en onades tinguin com a objectiu estructures aleatòries en lloc d’atacar directament el nucli o les centrals elèctriques.
rules.randomwaveai.info = Fa que les unitats que apareixen en onades tinguin com a objectiu estructures aleatòries en lloc d’atacar directament el nucli o les centrals elèctriques.
rules.placerangecheck.info = No es permet que els jugadors puguin posar res a prop dels edificis enemics. Quan s’intenta posar una torreta, l’abast augmenta i la torreta no podrà arribar a l’enemic.
rules.onlydepositcore.info = No es permet que les unitats deixin elements a dins dels edificis excepte els nuclis.
database-category.item = Elements
database-category.item = Elements
database-category.liquid = Fluids
database-category.unit = Unitats
database-category.block = Blocs
database-category.status = Efectes d’estat
database-category.sector = Sectors
database-category.team = Faccions
database-tag.turret = Torreta
database-tag.turret = Torreta
database-tag.production = Producció
database-tag.distribution = Distribució
database-tag.liquid = Líquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Aire
database-tag.unit-naval = Naval
database-tag.unit-ground = Terrestre
wallore = (Mur)
item.copper.name = Coure
item.lead.name = Plom
item.coal.name = Carbó
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungstè
item.oxide.name = Òxid
item.carbide.name = Carbur
item.dormant-cyst.name = Quist latent
liquid.water.name = Aigua
liquid.water.name = Aigua
liquid.slag.name = Escòria
liquid.oil.name = Petroli
liquid.cryofluid.name = Líquid criogènic
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozó
liquid.hydrogen.name = Hidrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cianogen
unit.dagger.name = Daga
unit.dagger.name = Daga
unit.mace.name = Maça
unit.fortress.name = Fortalesa
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Norma
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Dron de muntatge
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Pàral·lax
block.parallax.name = Pàral·lax
block.cliff.name = Espadat
block.sand-boulder.name = Roca sorrenca
block.basalt-boulder.name = Roca basàltica
@@ -2102,8 +2102,8 @@ block.container.name = Contenidor
block.launch-pad.name = Plataforma de llançament
block.advanced-launch-pad.name = Plataforma de llançament
block.landing-pad.name = Plataforma d’aterratge
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Fàbrica d’unitats terrestres
block.air-factory.name = Fàbrica d’unitats aèries
block.naval-factory.name = Fàbrica d’unitats navals
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Descarregador de blocs
block.payload-unloader.description = Descarrega líquids i elements dels blocs.
block.heat-source.name = Punt d’aparició de calor
block.heat-source.description = Un bloc de mida 1×1 que dóna calor de manera constant sense consumir recursos.
block.empty.name = Buit
#Erekir
block.empty.name = Buit
block.rhyolite-crater.name = Cràter de riolita
block.rough-rhyolite.name = Riolita irregular
block.regolith.name = Regolita
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Maligne
block.flux-reactor.name = Reactor de flux
block.neoplasia-reactor.name = Reactor de neoplàsia
block.switch.name = Interruptor
block.switch.name = Interruptor
block.micro-processor.name = Microprocessador
block.logic-processor.name = Processador lògic
block.hyper-processor.name = Hiperprocessador
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Monitor lògic gran
block.tile-logic-display.name = Monitor lògic en mosaic
block.memory-cell.name = Cel·la de memòria
block.memory-bank.name = Banc de memòria
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Estellat
team.derelict.name = En ruïnes
team.green.name = Verd
team.blue.name = Blau
hint.skip = Salta
hint.skip = Salta
hint.desktopMove = Per a moure-vos, premeu [accent][[WASD][].
hint.zoom = [accent]Pinceu o gireu la roda del ratolí[] per a apropar o allunyar la vista.
hint.desktopShoot = Toqueu o feu clic amb el [accent]botó esquerre[] per a disparar.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Aquest sector té un [accent]nivell d’amenaça enemiga
hint.coreIncinerate = Després que s’hagi arribat al màxim d’emmagatzematge d’un determinat tipus d’element al nucli, tots els altres elements d’aquest tipus que entrin al nucli s’[accent]incineraran[].
hint.factoryControl = Per a establir la [accent]destinació de sortida[] de les unitats d’una fàbrica, feu clic en un bloc de fàbrica mentre esteu en mode de comandament i després feu clic amb el botó de la dreta a la posició desitjada.\nLes unitats produïdes s’hi dirigiran automàticament.
hint.factoryControl.mobile = Per a establir la [accent]destinació de sortida[] de les unitats d’una fàbrica, toqueu un bloc de fàbrica mentre esteu en mode de comandament i després toqueu la posició desitjada.\nLes unitats produïdes s’hi dirigiran automàticament.
gz.mine = Apropeu-vos al [accent]mineral de coure[] :ore-copper: del terra i feu-hi clic per a començar a extreure’n coure.
gz.mine = Apropeu-vos al [accent]mineral de coure[] :ore-copper: del terra i feu-hi clic per a començar a extreure’n coure.
gz.mine.mobile = Apropeu-vos al [accent]mineral de coure[] :ore-copper: del terra i toqueu-lo per a començar a extreure’n coure.
gz.research = Obriu l’arbre tecnològic :tree:.\nInvestigueu la :mechanical-drill: [accent]perforadora mecànica[] i després trieu-la des del menú de sota a la dreta.\nFeu clic en un dipòsit de coure per a construir-la.
gz.research.mobile = Obriu l’arbre tecnològic :tree:.\nInvestigueu la :mechanical-drill: [accent]perforadora mecànica[] i després trieu-la des del menú de sota a la dreta.\nToqueu un dipòsit de coure per a construir-la.\n\nPer a acabar, premeu la icona de \ue800 [accent]confirmació[] a sota a l’esquerra.
@@ -2373,8 +2373,8 @@ gz.zone1 = Aquesta és la zona d’aterratge enemiga.
gz.zone2 = Tot el que es construeixi a dins es destruirà quan comenci la propera onada enemiga.
gz.zone3 = Ara comença una onada.\nPrepareu-vos.
gz.finish = Construïu més torretes, extraieu més recursos \ni defense-vos contra totes les onades per a [accent]capturar el sector[].
ff.coal = Feu servir [accent]perforadores mecàniques[] :mechanical-drill: per a extraure :ore-coal: [accent]carbó[].
ff.coal = Feu servir [accent]perforadores mecàniques[] :mechanical-drill: per a extraure :ore-coal: [accent]carbó[].
ff.graphitepress = :tree: Investigueu i instal·leu una [accent]premsa de grafit[] :graphite-press: .
ff.craft = Transporteu carbó :coal: fins a la [accent]premsa de grafit[] :graphite-press: .\nProduirà grafit :graphite:, que sortirà per totes les cintes transportadores adjacents.\nTransporteu el grafit :graphite: de la [accent]premsa de grafit[] :graphite-press: al nucli.
ff.generator = El carbó :coal: també es pot fer servir com a combustible als [accent]generadors a combustió[] :combustion-generator: .\nInvestigueu i instal·leu un [accent]generador a combustió[] :combustion-generator: .
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produeix energia.
ff.node = Els [accent]nodes d’energia[] :power-node: transmeten energia als blocs que tinguin a l’abast.\nInvestigueu i instal·leu un [accent]node d’energia[] :power-node: a prop del generador.
ff.battery = Les [accent]bateries[] :battery: emmagatzemen energia.\nInvestigueu i instal·leu una [accent][bateria] a prop del node.
ff.arc = Les [accent]torretes[] :arc: necessiten energia per a funcionar. Investigueu i instal·leu una [accent]torreta[] :arc: a prop d’un node d’energia.
fungalpass.tutorial1 = Feu servir [accent]unitats[] per a defensar les estructures i atacar l’enemic.\nInvestigueu i instal·leu una :ground-factory: [accent]fàbrica d’unitats terrestres[].
fungalpass.tutorial2 = Seleccioneu unitats [accent]daga[] :dagger: a la fàbrica.\nProduïu-ne 3.
frontier.tutorial1 = El [accent]reconstructor additiu[] :additive-reconstructor: \nmillora el nivell 1 de les unitats al nivell 2\namb silici :silicon: i grafit :graphite: .\n\n[accent]Investigueu i reconstruïu\nuna [accent]daga[] :dagger: a [accent]maça[] :mace: .
frontier.tutorial1 = El [accent]reconstructor additiu[] :additive-reconstructor: \nmillora el nivell 1 de les unitats al nivell 2\namb silici :silicon: i grafit :graphite: .\n\n[accent]Investigueu i reconstruïu\nuna [accent]daga[] :dagger: a [accent]maça[] :mace: .
frontier.tutorial2 = Les onades d’enemics s’envien [accent]indefinidament[] fins que tots els nuclis enemic s’han [unlaunched]destruït.
frontier.tutorial3 = [accent]Ataqueu la base enemiga de pressa per a evitar que les onades creixin massa[].
atolls.destroy1 = Abans, destruïu els 2 [accent]nuclis fonament[] .\n[accent]Heu d’obtenir accés al tori[].
atolls.destroy1 = Abans, destruïu els 2 [accent]nuclis fonament[] .\n[accent]Heu d’obtenir accés al tori[].
atolls.mega1 = Entreu al [accent]mode d’ordres[] i trieu les [accent]megaunitats[] :mega: .
atolls.mega2 = Seleccioneu l’ordre \ue87b [accent]Carrega unitats[] per tal que les megaunitats recullin les unitats terrestres.
atolls.mega3 = Moveu les megaunitats [accent]al damunt[] de les unitats terrestres per a carregar-les.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Aquests passos es poden repassar [accent]aquí[].
atolls.carry7 = Seguiu aquestes instruccions per a llançar més unitats paracaigudistes a prop de la base enemiga.
atolls.noairunit = Aquesta base està massa fortificada per a destruir-la amb unitats aèries.
atolls.2strategies = Hi ha dues estratègies per a destruir aquesta base.
onset.mine = Feu clic als murs per a extraure [accent]beril·li[] :beryllium:.\n\nFeu servir [accent][[WASD] per a moure-vos.
onset.mine = Feu clic als murs per a extraure [accent]beril·li[] :beryllium:.\n\nFeu servir [accent][[WASD] per a moure-vos.
onset.mine.mobile = Toqueu per a extraure [accent]beril·li[] :beryllium: dels murs.
onset.research = Obriu l’arbre tecnològic :tree:.\nInvestigueu i després construïu una :turbine-condenser: [accent]turbina condensadora[] a la fumarola.\nAixí aconseguireu generar [accent]energia[].
onset.bore = Investigueu i construïu una :plasma-bore: [accent]perforadora de plasma[].\nAixí extraureu recursos automàticament dels murs.
@@ -2437,14 +2437,14 @@ onset.detect = L’enemic us detectarà d’aquí 2 minuts.\nEstabliu les defens
onset.commandmode = Mantingueu premuda [accent]Maj.[] per a entrar al [accent]mode de comandament[].\n[accent]Feu clic amb el botó esquerre i arrossegueu[] per a seleccionar unitats.\n[accent]Feu clic amb el botó dret[] per a ordenar a les unitats seleccionades que ataquin o que es moguin.
onset.commandmode.mobile = Premeu el [accent]botó de comandament[] per a entrar al [accent]mode de comandament[].\nPremeu i [accent]arrossegueu[] per a seleccionar unitats.\n[accent]Toqueu[] per a ordenar a les unitats seleccionades que ataquin o que es moguin.
aegis.tungsten = El tungstè es pot extraure amb una [accent]perforadora d’impacte[].\nAquesta estructura necessita [accent]aigua[] i [accent]energia[].
split.pickup = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Les tecles per defecte són [ i ] per a recollir i deixar).
split.pickup = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Les tecles per defecte són [ i ] per a recollir i deixar).
split.pickup.mobile = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Per a deixar o recollir alguna cosa, premeu-la uns segons).
split.acquire = Heu d’aconseguir una mica de tungstè per a construir unitats.
split.build = Les unitats s’han de transportar a l’altra banda del mur.\nConstruïu dos [accent]transportadors de blocs a distància[], un a cada banda del mur.\nPer establir-hi un enllaç, seleccioneu-ne un i després seleccionant l’altre.
split.container = Igual que els contenidors, les unitats també es poden transportar amb els [accent]transportadors de blocs a distància[].\nConstruïu una fabricadora d’unitats al costat d’un transportadors de blocs a distància per a carregar-les i enviar-les més enllà del mur per a atacar la base enemiga.
item.copper.description = S’empra en molts tipus de construccions i munició.
item.copper.description = S’empra en molts tipus de construccions i munició.
item.copper.details = Coure. Un metall molt abundant al planeta Serpulo. Estructuralment és dèbil si no es reforça.
item.lead.description = S’empra per al transport de líquids i en estructures elèctriques.
item.lead.details = Dens. Inert. S’empra de manera habitual per a fer bateries.\nNota: Probablement, és tòxic per a altres formes de vida. Tampoc és que n’hi hagin moltes per aquí per a comprovar-ho.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Es pot convertir en petroli, explosius i combustibl
item.spore-pod.details = Espores. Probablement, es tracta d’una forma de vida sintètica. Emet gasos tòxics per a altres formes de vida i és molt invasiva. Sota certes condicions, són molt inflamables.
item.blast-compound.description = S’empra en bombes i munició explosiva.
item.pyratite.description = S’empra en armes incendiàries i generadors a combustió.
item.beryllium.description = S’empra en molts tipus de construccions i munició d’Erekir.
#Erekir
item.beryllium.description = S’empra en molts tipus de construccions i munició d’Erekir.
item.tungsten.description = S’empra en perforadores, armadures i munició. Se’n necessita per construir estructures més avançades.
item.oxide.description = S’empra com a conductor de l’energia tèrmica i també es fa servir com a aïllant elèctric.
item.carbide.description = Es fa servir en estructures avançades, unitats pesants i munició.
liquid.water.description = S’empra per a refredar màquines i processar residus.
liquid.water.description = S’empra per a refredar màquines i processar residus.
liquid.slag.description = Es refina en separadors per a obtenir-ne diferents metalls. També es fa servir com a munició líquida en torretes.
liquid.oil.description = S’empra per a produir materials avançats i com a munició incendiària.
liquid.cryofluid.description = S’empra com a refrigerant en reactors, torretes i fàbriques.
liquid.arkycite.description = Es fa servir en reaccions químiques per generar electricitat i sintetitzar materials.
#Erekir
liquid.arkycite.description = Es fa servir en reaccions químiques per generar electricitat i sintetitzar materials.
liquid.ozone.description = Es fa servir com a agent oxidant en producció de materials i combustibles. Moderadament explosiu.
liquid.hydrogen.description = Es fa servir en extracció de recursos, producció d’unitats i reparació d’estructures. Inflamable.
liquid.cyanogen.description = Es fa servir per a munició, construcció d’unitats avançades i diverses reaccions en blocs avançats. Molt inflamable.
liquid.nitrogen.description = Es fa servir per a extraure recursos, obtenció de gas i producció d’unitats. Inert.
liquid.neoplasm.description = Un subproducte biològic perillós del reactor de neoplàsia. S’estén de pressa a altres blocs adjacents que continguin aigua que toca, fent-los malbé. Viscós.
liquid.neoplasm.details = Neoplasma. Una massa incontrolable de cèl·lules sintètiques que es divideixen molt de pressa amb una consistència fangosa. Resisteix temperatures altes. Extremadament perillosa per a estructures amb aigua.\n\nMassa complexa i inestable per a fer-ne una anàlisi estàndard. Aplicacions potencials desconegudes. Es recomana incinerar-la en piscines de residus.
block.derelict = \uf77e [lightgray]En ruïnes
block.derelict = \uf77e [lightgray]En ruïnes
block.armored-conveyor.description = Mou objectes. Pels laterals només accepta entrades des d’altres cintes transportadores.
block.illuminator.description = Emet llum.
block.message.description = Emmagatzema un missatge. Els aliats el poden fer servir per a comunicar-se.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Mostra un gràfic des d’un processador
block.tile-logic-display.description = Mostra gràfics arbitraris en un processador lògic.\nEs connecta sense problema amb altres blocs de pantalla en mosaic propers.
block.interplanetary-accelerator.description = Una torreta amb un canó electromagnètic enorme. Accelera els nuclis fins aconseguir la velocitat d’escapament per a fer llançaments interplanetaris.
block.repair-turret.description = Repara contínuament la unitat danyada que tingui més a prop al seu voltant. També se li pot subministrar refrigerant perquè funcioni més ràpid.
block.core-bastion.description = Nucli de la base. Blindat. Quan es destrueix, es perd el sector.
#Erekir
block.core-bastion.description = Nucli de la base. Blindat. Quan es destrueix, es perd el sector.
block.core-citadel.description = Nucli de la base. Molt ben blindat. Emmagatzema més recursos que un nucli Bastió.
block.core-acropolis.description = Nucli de la base. Excepcionalment ben blindat. Emmagatzema més recursos que un nucli Ciutadella.
block.breach.description = Dispara munició perforant de beril·li o tungstè als objectius enemics.
@@ -2746,8 +2746,8 @@ block.radar.description = Escaneja el terreny gradualment i localitza unitats en
block.shockwave-tower.description = Danya i destrueix projectils enemics dintre del seu abast. Requereix cianogen.
block.canvas.description = Mostra una imatge senzilla amb una paleta predefinida. Es pot editar.
block.large-canvas.description = Mostra una imatge simple amb una paleta predefinida. Editable.
unit.dagger.description = Dispara munició estàndard a tots els enemics propers.
unit.dagger.description = Dispara munició estàndard a tots els enemics propers.
unit.mace.description = Dispara flames a tots els enemics propers.
unit.fortress.description = Dispara artilleria de llarg abast als objectius terrestres.
unit.scepter.description = Dispara una pluja de munició carregada a tots els enemics propers.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Dispara rajos de flames als enemics propers que repare
unit.cyerce.description = Dispara grups de míssils rastrejadors. Repara unitats aliades.
unit.aegires.description = Electrocuta totes les unitats enemigues que entren al seu camp d’energia. Repara tots els aliats.
unit.navanax.description = Dispara projectils explosius PEM que danyen significativament les xarxes d’energia enemigues i que reparen les estructures aliades. Fon els enemics propers amb 4 torretes làser autònomes.
unit.stell.description = Dispara munició estàndard als objectius enemics.
#Erekir
unit.stell.description = Dispara munició estàndard als objectius enemics.
unit.locus.description = Dispara munició alternant als objectius enemics.
unit.precept.description = Dispara una ràfega de munició perforadora als objectius enemics.
unit.vanquish.description = Dispara munició de gran calibre perforadora i de dispersió als objectius enemics.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Dispara míssils de llarg abast dirigits i supressors
unit.evoke.description = Construeix estructures per a defensar el nucli Bastió. Repara les estructures amb un raig.
unit.incite.description = Construeix estructures per a defensar el nucli Ciutadella. Repara les estructures amb un raig.
unit.emanate.description = Construeix estructures per a defensar el nucli Acròpolis. Repara les estructures amb un raig.
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
lst.write = Escriu un nombre en una cel·la de memòria connectada.
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
lst.printchar = Afegeix un caràcter UTF-16 o icona de contingut a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
@@ -2857,16 +2857,16 @@ lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a id
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
lst.localeprint = Afegeix el valor d’una propietat de la traducció d’un mapa a la cua d’impressió.\nPer a establir paquets de traducció de mapes a l’editor de mapes, comproveu [accent]Informació del mapa > Paquets de traducció[].\nSi el client és un dispositiu mòbil, primer intenta imprimir una propietat que acabi en «.mobile».
lst.query = Cerca unitats/estrucutres en una àrea específica.\nEls resultats es desen a [accent]@queries[].\nEls resultats es poden llegir amb [accent]@queries[] i la instrucció i índex [accent]Read[].\nLa llargada de [accent]@queries[] es pot trobar amb [accent]@size[] com a paràmetre.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = La constant matemàtica pi (3.141…)
lglobal.@e = La constant matemàtica e (2.718…)
lglobal.@degToRad = Multiplica per aquest nombre per a convertir graus sexagesimals en radians.
lglobal.@radToDeg = Multiplica per aquest nombre per a convertir radians en graus sexagesimals.
lglobal.@time = Temps de joc de la partida actual, en mil·lisegons
lglobal.@time = Temps de joc de la partida actual, en mil·lisegons
lglobal.@tick = Temps de joc de la partida actual, en tics (1 segon = 60 tics)
lglobal.@second = Temps de joc de la partida actual, en segons
lglobal.@minute = Temps de joc de la partida actual, en minuts
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Nombre de l’onada actual, si les onades estan activades
lglobal.@waveTime = Comptador enrere de les onades, en segons
lglobal.@mapw = Amplada del mapa en caselles
lglobal.@maph = Alçària del mapa en caselles
lglobal.sectionMap = Mapa
lglobal.sectionMap = Mapa
lglobal.sectionGeneral = General
lglobal.sectionNetwork = Xarxa/Client [Només processador integrat]
lglobal.sectionProcessor = Processador
lglobal.sectionLookup = Cerca
lglobal.@this = El bloc lògic que executa el codi
lglobal.@this = El bloc lògic que executa el codi
lglobal.@thisx = Coordenada X del bloc que executa el codi
lglobal.@thisy = Coordenada Y del bloc que executa el codi
lglobal.@links = Quantitat total de blocs enllaçats amb aquest processador
lglobal.@ipt = Velocitat d’execució del processador en instruccions per tic (60 tics = 1 segon)
lglobal.@unitCount = Nombre total de tipus de continguts d’unitat a la partida; es fa servir amb la instrucció lookup.
lglobal.@unitCount = Nombre total de tipus de continguts d’unitat a la partida; es fa servir amb la instrucció lookup.
lglobal.@blockCount = Nombre total de tipus de continguts de bloc a la partida; es fa servir amb la instrucció lookup.
lglobal.@itemCount = Nombre total de tipus de continguts d’element a la partida; es fa servir amb la instrucció lookup.
lglobal.@liquidCount = Nombre total de tipus de continguts de líquid a la partida; es fa servir amb la instrucció lookup.
lglobal.@server = Cert si el codi s’executa en un servidor o en mode d’un sol jugador; fals altrament.
lglobal.@client = Cert si el codi s’executa en un client connectat a un servidor.
lglobal.@clientLocale = Traducció del client que executa el codi. Per exemple: en_US
lglobal.@clientLocale = Traducció del client que executa el codi. Per exemple: en_US
lglobal.@clientUnit = Unitat del client que executa el codi
lglobal.@clientName = Nom del jugador del client que executa el codi
lglobal.@clientTeam = Identificador de l’equip que executa el codi
lglobal.@clientMobile = Cert si el client que executa el codi és un dispositiu mòbil; fals altrament.
lglobal.@clientMusicPlaying = Cert si es reprodueix alguna peça musical.
lglobal.@clientCurrentMusic = Nom de la pista que es reprodueix actualment; o null altrament.
lenum.type = Tipus del bloc/unitat.\nPer exemple, per a qualsevol encaminador, retornarà [accent]@router[].\nNo retorna una cadena de text.
lenum.type = Tipus del bloc/unitat.\nPer exemple, per a qualsevol encaminador, retornarà [accent]@router[].\nNo retorna una cadena de text.
lenum.shoot = Dispara a una posició.
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
lenum.config = Configuració de l’estructura, com ara el classificador.
lenum.enabled = Retorna si el bloc està activat.
laccess.currentammotype = Líquid o element de munició actual de la torreta.
laccess.currentammotype = Líquid o element de munició actual de la torreta.
laccess.memorycapacity = Nombre de cel·les en un bloc de memòria.
laccess.color = Color de l’il·luminador.
laccess.controller = Controlador de la unitat. Si es controla per processador, retorna el processador.\nAltrament, retorna la mateixa unitat.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Alçària d’un bloc monitor en píxels.
laccess.buffersize = Nombre d’ordres no processades a la cua de gràfics d’un monitor.
laccess.operations = Nombre d’operacions realitzades al bloc.\nPer als monitors, retorna el nombre d’operacions «[accent]Draw Flush[]».
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Desconegut
lcategory.unknown = Desconegut
lcategory.unknown.description = Instruccions sense categoria.
lcategory.io = Entrada i sortida
lcategory.io.description = Modifica els continguts dels blocs de memòria i de la memòria dels processadors.
@@ -2939,8 +2939,8 @@ lcategory.unit = Control d’unitats
lcategory.unit.description = Dóna ordres a les unitats.
lcategory.world = Món
lcategory.world.description = Controla com es comporta el món.
graphicstype.clear = Omple el monitor lògic amb un color.
graphicstype.clear = Omple el monitor lògic amb un color.
graphicstype.color = Estableix el color per a les properes operacions de dibuix.
graphicstype.col = Equivalent a «color», però empaquetat en un sol valor.\nEls colors empaquetats s’escriuen amb el seu codi hexadecimal amb el prefix [accent]%[].\nExemple: [accent]%ff0000[] representa el color vermell.
graphicstype.stroke = Estableix l’amplada de la línia.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Dibuixa els costats d’un polígon regular.
graphicstype.triangle = Omple un triangle.
graphicstype.image = Dibuixa una imatge d’algun element del joc.\nPer exemple: [accent]@router[] o [accent]@dagger[].
graphicstype.print = Dibuixa el text de la cua d’impressió.\nEsborra la cua d’impressió.
lenum.always = Sempre cert.
lenum.always = Sempre cert.
lenum.idiv = Divisió entera.
lenum.div = Divisió.\nRetorna [accent]null[] si es divideix per zero.
lenum.mod = Mòdul (residu de la divisió entera).
@@ -2969,30 +2969,30 @@ lenum.land = Operació lògica AND bit a bit.
lenum.and = Operació lògica AND bit a bit.
lenum.not = Operació lògica NOT bit a bit.
lenum.xor = Operació lògica XOR bit a bit.
lenum.min = Mínim de dos nombres.
lenum.min = Mínim de dos nombres.
lenum.max = Màxim de dos nombres.
lenum.angle = Angle del vector en graus.
lenum.anglediff = Distància absoluta entre dos angles en graus.
lenum.len = Llargada (mòdul) del vector.
lenum.sin = Sinus de l’angle (en graus).
lenum.sin = Sinus de l’angle (en graus).
lenum.cos = Cosinus de l’angle (en graus).
lenum.tan = Tangent de l’angle (en graus).
lenum.asin = Arcsinus, en graus.
lenum.asin = Arcsinus, en graus.
lenum.acos = Arccosinus, en graus.
lenum.atan = Arctangent, en graus.
lenum.rand = Nombre decimal aleatori de l’interval [0, valor).
#not a typo, look up 'range notation'
lenum.rand = Nombre decimal aleatori de l’interval [0, valor).
lenum.log = Logaritme neperià (ln).
lenum.log10 = Logaritme en base 10.
lenum.noise = Soroll símplex 2D.
lenum.abs = Valor absolut.
lenum.sqrt = Arrel quadrada.
lenum.any = Qualsevol unitat.
lenum.any = Qualsevol unitat.
lenum.ally = Unitat aliada.
lenum.attacker = Unitat amb arma.
lenum.enemy = Unitat enemiga.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardià (enemic final).
lenum.flying = Unitat aèria.
lenum.ground = Unitat terrestre.
lenum.player = Unitat controlada per un jugador.
lenum.ore = Dipòsit de minerals.
lenum.ore = Dipòsit de minerals.
lenum.damaged = Bloc aliat danyat.
lenum.spawn = Punt d’aparició d’enemics.\nPot ser un nucli o una posició.
lenum.building = Bloc d’una categoria específica.
lenum.core = Qualsevol nucli.
lenum.core = Qualsevol nucli.
lenum.storage = Edifici d’emmagatzematge, com ara el [accent]contenidor gros[].
lenum.generator = Edificis que generin energia elèctrica.
lenum.factory = Edificis que transformen recursos.
@@ -3015,36 +3015,36 @@ lenum.battery = Bateries.
lenum.resupply = Punts d’abastiment.\nNomés té rellevància quan s’activa la regla [accent]«Les unitats necessiten munició»[].
lenum.reactor = Reactors d’impacte/tori.
lenum.turret = Torretes.
sensor.in = L’edifici/unitat a detectar.
radar.from = Bloc a detectar.\nL’abast del sensor està limitat per l’abast de construcció.
radar.target = Filtre de les unitats a detectar.
radar.and = Filtres addicionals.
radar.order = Criteri d’ordenació. 0 per a invertir-la.
radar.sort = Mètrica per ordenar els resultats.
radar.output = Variable en la qual escriure la unitat de sortida.
unitradar.target = Filtre de les unitats a detectar.
unitradar.target = Filtre de les unitats a detectar.
unitradar.and = Filtres addicionals.
unitradar.order = Criteri d’ordenació. 0 per a invertir-la.
unitradar.sort = Mètrica per ordenar els resultats.
unitradar.output = Variable en la qual escriure la unitat de sortida.
control.of = Bloc a controlar.
control.of = Bloc a controlar.
control.unit = Unitat o bloc al qual apuntar.
control.shoot = Controla quan s’ha de disparar.
unitlocate.enemy = Indica si s’han de localitzar blocs enemics.
unitlocate.enemy = Indica si s’han de localitzar blocs enemics.
unitlocate.found = Indica si s’ha trobat un objectiu.
unitlocate.building = Variable de sortida per al bloc localitzat.
unitlocate.outx = Coordenada X de la sortida.
unitlocate.outy = Coordenada Y de la sortida.
unitlocate.group = Categoria de blocs a buscar.
playsound.limit = Si és cert, evita que el so es reprodueixi\nsi ja ha sonat durant aquest mateix fotograma.
lenum.idle = La unitat no es mourà, però continuarà construint i extraient minerals.\nÉs l’estat per defecte.
lenum.stop = Para de moure, construir o extreure minerals.
lenum.unbind = Desactiva del tot el control lògic.\nContinua amb la IA estàndard.
lenum.move = Mou a una posició exacta.
@@ -3064,16 +3064,16 @@ lenum.build = Construeix una estructura.
lenum.getblock = Obté el bloc, el seu tipus i el terra a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat; altrament es retornarà un valor buit.
lenum.within = Comprova si la unitat està a prop d’una posició.
lenum.boost = Inicia/Detén el vol.
lenum.flushtext = Passa el contingut de la cua d’impressió al marcador, si es pot.\nSi s’estableix «fetch» a vertader, s’intentarà carregar les propietats de la traducció del mapa o del joc.
lenum.flushtext = Passa el contingut de la cua d’impressió al marcador, si es pot.\nSi s’estableix «fetch» a vertader, s’intentarà carregar les propietats de la traducció del mapa o del joc.
lenum.texture = Nom de la textura directa de l’atles de textures del joc (amb l’estil de noms kebab-case).\nSi «printFlush» s’estableix a vertader, consumeix el contingut de la cua d’impressió com a argument de text.
lenum.texturesize = Mida de la textura a les caselles. Un valor de zero indica que s’ha d’escalar l’amplada del marcador a la mida original de la textura.
lenum.autoscale = Indica si cal escalar el marcador segons el nivell de zoom del jugador.
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
lenum.wavetimer = Indica si les onades comencen automàticament segons el cronòmetre. Altrament, les onades comencen quan es prem el botó de reproducció.
lenum.wavetimer = Indica si les onades comencen automàticament segons el cronòmetre. Altrament, les onades comencen quan es prem el botó de reproducció.
lenum.wave = Nombre d’onades actual. Pot prendre qualsevol valor en modes que no funcionin per onades.
lenum.currentwavetime = Compte enrere de l’onada en tics.
lenum.waves = Indica si el mapa funciona per onades o no.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Jednotka nemůže stavět
lastaccessed = [lightgray]Naposledy použil: {0}
lastcommanded = [lightgray]Naposledy veleno: {0}
block.unknown = [lightgray]???[]
stat.showinmap = <načti mapu pro zobrazení>
stat.showinmap = <načti mapu pro zobrazení>
stat.description = Účel
stat.input = Vstup
stat.output = Výstup
@@ -1230,8 +1230,8 @@ stat.reactive = Reaguje
stat.immunities = Imunita
stat.healing = Léčí se
stat.efficiency = [stat]{0}% účinnost
ability.forcefield = Silové pole
ability.forcefield = Silové pole
ability.forcefield.description = Vytváří silový štít, který pohlcuje kulky.
ability.repairfield = Opravit pole
ability.repairfield.description = Opravuje jednotky poblíž.
@@ -1260,8 +1260,8 @@ ability.spawndeath = Zrození při zničení
ability.spawndeath.description = Při zničení vypustí jednotky.
ability.liquidexplode = Rozlití při zničení
ability.liquidexplode.description = Při zničení vypustí tekutinu.
ability.stat.firingrate = Rychlost střelby: [stat]{0}/sec[lightgray]
ability.stat.firingrate = Rychlost střelby: [stat]{0}/sec[lightgray]
ability.stat.regen = [stat]{0}[lightgray] zdraví/sek
ability.stat.pulseregen = [stat]{0}[lightgray] zdraví/pulz
ability.stat.shield = Štít: [stat]{0}[lightgray]
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = Snížení poškození: [stat]{0}%[lightgray]
ability.stat.minspeed = Min. poškození: [stat]{0} tiles/sek[lightgray]
ability.stat.duration = Doba trvání: [stat]{0} sek[lightgray]
ability.stat.buildtime = Doba trvání stavby: [stat]{0} sek[lightgray]
bar.displaytoolarge = Rozměry příliš velké\n(Max: {0}x{0})
bar.displaytoolarge = Rozměry příliš velké\n(Max: {0}x{0})
bar.onlycoredeposit = Ukládat je povoleno pouze do Jádra.
bar.drilltierreq = Je vyžadován lepší vrt.
bar.nobatterypower = Nedostatek energie v bateriích.
@@ -1317,12 +1317,12 @@ bar.activationtimer = Aktivuje se za {0}
bar.activated = Aktivováno
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Procesor je ovládán[]
weapon.pointdefense = [stat]Bodová obrana
bullet.damage = [stat]{0}[lightgray] poškození[]
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
bullet.incendiary = [stat]zápalný
bullet.homing = [stat]samonaváděcí
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x rychlost střelby[]
bullet.range = [stat]{0}[lightgray] kostek dosah
bullet.notargetsmissiles = [stat] ignoruje budovy
bullet.notargetsbuildings = [stat] ignoruje střely
unit.blocks = bloky
unit.blocks = bloky
unit.blockssquared = bloky²
unit.powersecond = energie/sekunda
unit.tilessecond = dlaždic/sekunda
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Skrýt displeje logiky
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Přizpůsobte rozhraní zobrazení zářezu
setting.macnotch.description = Pro aplikování změn je potřeba restart
steam.friendsonly = Pouze pro přátele
steam.friendsonly = Pouze pro přátele
steam.friendsonly.tooltip = Určuje, zda bude hra přístupná jen tvým přátelům na Steamu, nebo všem. Odškrtnutí udělá hru veřejnou - připojit se bude moci každý.
setting.maxmagnificationmultiplierpercent.name = Minimální vzdálenost kamery
setting.minmagnificationmultiplierpercent.name = Maximální vzdálenost kamery
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Příkazový Režim
keybind.command_queue.name = Fronta příkazů jednotky
keybind.create_control_group.name = Vytvořit kontrolní skupinu
keybind.cancel_orders.name = Zrušit příkaz
keybind.unit_stance_shoot.name = Postoj jednotky: Střílejte
keybind.unit_stance_shoot.name = Postoj jednotky: Střílejte
keybind.unit_stance_hold_fire.name = Postoj jednotky: Zastavit palbu
keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
keybind.unit_stance_ram.name = Postoj jednotky: Ram
keybind.unit_stance_boost.name = Postoj jednotky: posílení
keybind.unit_stance_hold_position.name = Postoj jednotky: držet pozici
keybind.unit_command_move.name = Příkaz jednotce: Hýbej se
keybind.unit_command_move.name = Příkaz jednotce: Hýbej se
keybind.unit_command_repair.name = Příkaz jednotce: Opravuj
keybind.unit_command_rebuild.name = Příkaz jednotce: Znovu stav
keybind.unit_command_assist.name = Příkaz jednotce: Asistuj
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Příkaz jednotce: Nakládej bloky
keybind.unit_command_unload_payload.name = Příkaz jednotce: Vykládej náklad
keybind.unit_command_enter_payload.name = Příkaz jednotce: Nalož náklad
keybind.unit_command_loop_payload.name = Příkaz jednotce: Smyčkový přenos jednotek
keybind.rebuild_select.name = Přestavět Region
keybind.rebuild_select.name = Přestavět Region
keybind.schematic_select.name = Vybrat oblast
keybind.schematic_menu.name = Nabídka šablon
keybind.schematic_flip_x.name = Překlopit šablona podle svislé osy
@@ -1641,8 +1641,8 @@ mode.pvp.description = Bojuj proti ostatním hráčům v lokální síti.\n[gray
mode.attack.name = Útok
mode.attack.description = Znič nepřátelskou základnu.\n[gray]Vyžaduje přítomnost červeného jádra na mapě.[]
mode.custom = Vlastní pravidla
rules.invaliddata = Neplatná data ze schránky.
rules.invaliddata = Neplatná data ze schránky.
rules.hidebannedblocks = Schovat zakázané kostky
rules.infiniteresources = Neomezeně surovin
rules.fillitems = Plnit jádro pouze předměty
@@ -1753,20 +1753,20 @@ rules.weather = Počasí
rules.weather.frequency = Četnost:
rules.weather.always = Vždy
rules.weather.duration = Trvání:
rules.randomwaveai.info = Způsobí, že jednotky zrozené ve vlnách budou cílit na náhodné stavby místo přímého útoku na jádro nebo generátory energie.
rules.randomwaveai.info = Způsobí, že jednotky zrozené ve vlnách budou cílit na náhodné stavby místo přímého útoku na jádro nebo generátory energie.
rules.placerangecheck.info = Brání hráčům umisťovat cokoli poblíž nepřátelských budov. Při pokusu o umístění věže se dosah zvětší, aby věž nemohla dostřelit na nepřítele.
rules.onlydepositcore.info = Brání jednotkám ukládat předměty do jiných budov než jader.
database-category.item = Předměty
database-category.item = Předměty
database-category.liquid = Tekutiny
database-category.unit = Jednotky
database-category.block = Bloky
database-category.status = Stavové efekty
database-category.sector = Sektory
database-category.team = Frakce
database-tag.turret = Věž
database-tag.turret = Věž
database-tag.production = Výroba
database-tag.distribution = Doprava
database-tag.liquid = Tekutiny
@@ -1779,10 +1779,10 @@ database-tag.logic = Logika
database-tag.unit-air = Letecké
database-tag.unit-naval = Námořní
database-tag.unit-ground = Pozemní
wallore = (Zeď)
item.copper.name = Měď
item.lead.name = Olovo
item.coal.name = Uhlí
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Wolfram
item.oxide.name = Oxid
item.carbide.name = Karbid
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Voda
liquid.water.name = Voda
liquid.slag.name = Struska
liquid.oil.name = Nafta
liquid.cryofluid.name = Chladící kapalina
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozón
liquid.hydrogen.name = Vodík
liquid.nitrogen.name = Dusík
liquid.cyanogen.name = Kyanogen
unit.dagger.name = Dýka
unit.dagger.name = Dýka
unit.mace.name = Palcát
unit.fortress.name = Pevnost
unit.nova.name = Bratr
@@ -1855,8 +1855,8 @@ unit.scepter.name = Žezlo
unit.reign.name = Vůdce
unit.vela.name = Vela
unit.corvus.name = Havran
unit.stell.name = Hřebík
unit.stell.name = Hřebík
unit.locus.name = Šroub
unit.precept.name = Kruťák
unit.vanquish.name = Vágus
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Montážní Dron
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Paralaxa
block.parallax.name = Paralaxa
block.cliff.name = Útes
block.sand-boulder.name = Pískovec
block.basalt-boulder.name = Čedičový balvan
@@ -2102,8 +2102,8 @@ block.container.name = Kontejner
block.launch-pad.name = Vysílací plošina
block.advanced-launch-pad.name = Vysílací plošina
block.landing-pad.name = Přijímací plošina
block.segment.name = Úsek
block.segment.name = Úsek
block.ground-factory.name = Pozemní továrna
block.air-factory.name = Letecká továrna
block.naval-factory.name = Námořní továrna
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Nákladový Vykládač
block.payload-unloader.description = Vykládá kapaliny a věci z bloků.
block.heat-source.name = Zdroj Tepla
block.heat-source.description = 1x1 blok, který dává virtuálně někonečné teplo.
block.empty.name = Prázdné
#Erekir
block.empty.name = Prázdné
block.rhyolite-crater.name = Ryolitní Kráter
block.rough-rhyolite.name = Hrubý Ryolit
block.regolith.name = Regolit
@@ -2294,8 +2294,8 @@ block.smite.name = Úder
block.malign.name = Pomluva
block.flux-reactor.name = Fluxní Reaktor
block.neoplasia-reactor.name = Neoplasmatický Reaktor
block.switch.name = Přepínač
block.switch.name = Přepínač
block.micro-processor.name = Mikroprocesor
block.logic-processor.name = Logický procesor
block.hyper-processor.name = Hyperprocesor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Velký zobrazovač logiky
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Paměťová buňka
block.memory-bank.name = Paměťová banka
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = červený
team.sharded.name = oranžový
team.derelict.name = opuštěný
team.green.name = zelený
team.blue.name = modrý
hint.skip = Přeskočit
hint.skip = Přeskočit
hint.desktopMove = Použij [accent][[WASD][] k pohybu.
hint.zoom = [accent]Roluj[] prp přiblížení a oddalování obrazvky.
hint.desktopShoot = Klikni na [accent][[levé tlačítko][] myši pro střelbu.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Tento sektor má [scarlet]vysokou úroveň nepřátelsk
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
hint.factoryControl = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klikněte na tovární blok a poté klikněte pravým tlačítkem na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
hint.factoryControl.mobile = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klepněte na tovární blok a poté klepněte na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
gz.mine = Pohybujte se poblíž\uf8c4 [accent]měděnou rudu[] na zemi a kliknutím zahájíte těžbu.
gz.mine = Pohybujte se poblíž\uf8c4 [accent]měděnou rudu[] na zemi a kliknutím zahájíte těžbu.
gz.mine.mobile = Přesuň se k :ore-copper: [accent]měděné rudě[] na zemi a klepnutím začni těžit.
gz.research = Otevři :tree: strom technologií.\nVyzkoumej :mechanical-drill: [accent]mechanický vrták[], potom ho vyber z nabídky :production: vpravo dole.\nKliknutím na ložisko mědi ho umísti.
gz.research.mobile = Otevři :tree: strom technologií.\nVyzkoumej :mechanical-drill: [accent]mechanický vrták[], potom ho vyber z nabídky :production: vpravo dole.\nKlepnutím na ložisko mědi ho umísti.\n\nPotvrď stisknutím :ok: [accent]fajfky[] vpravo dole.
@@ -2373,8 +2373,8 @@ gz.zone1 = Toto je nepřátelská výsadková zóna.
gz.zone2 = Vše postavené v tomto okruhu bude zničeno na začátku příští vlny.
gz.zone3 = Vlna začne právě teď.\nPřiprav se.
gz.finish = Postav více věží, vytěž více zdrojů\na ubráněním všech vln [accent]dobuď sektor[].
ff.coal = Použij :mechanical-drill: [accent]mechanické vrtáky[] k těžbě :ore-coal: [accent]uhlí[].
ff.coal = Použij :mechanical-drill: [accent]mechanické vrtáky[] k těžbě :ore-coal: [accent]uhlí[].
ff.graphitepress = :tree: Vyzkoumej a umísti :graphite-press: [accent]grafitový lis[].
ff.craft = Přesuň :coal: uhlí do :graphite-press: [accent]grafitového lisu[].\nBude vydávat :graphite: grafit na všechny okolní dopravníky.\nPřesuň výstupní :graphite: grafit z :graphite-press: [accent]grafitového lisu[] do jádra.
ff.generator = :coal: Uhlí lze také použít jako palivo ve :combustion-generator: [accent]spalovacích generátorech[].\nVyzkoumej a umísti :combustion-generator: [accent]spalovací generátor[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Vyrob energii
ff.node = :power-node: [accent]Energetické uzly[] přenášejí energii do blízkých bloků v dosahu.\nVyzkoumej a umísti :power-node: [accent]energetický uzel[] blízko generátoru.
ff.battery = :battery: [accent]Baterie[] ukládají energii.\nVyzkoumej a umísti :battery: [accent]baterii[] blízko uzlu.
ff.arc = Věže :arc: [accent]Arc[] ke své funkci vyžadují energii. Vyzkoumej a umísti věž :arc: [accent]Arc[] poblíž energetického uzlu.
fungalpass.tutorial1 = Použij [accent]jednotky[] k obraně budov a útoku na nepřítele.\nVyzkoumej a umísti :ground-factory: [accent]pozemní továrnu[].
fungalpass.tutorial2 = Vyber v továrně jednotky :dagger: [accent]Dagger[].\nVyrob 3 jednotky.
frontier.tutorial1 = :additive-reconstructor: [accent]Přídavný přestavovač[]\nvylepšuje jednotky 1. úrovně na 2. úroveň\npomocí :silicon: křemíku a :graphite: grafitu.\n\n[accent]Vyzkoumej a přestav\n[]:dagger:[accent] Dagger na []:mace:[accent] Mace.
frontier.tutorial1 = :additive-reconstructor: [accent]Přídavný přestavovač[]\nvylepšuje jednotky 1. úrovně na 2. úroveň\npomocí :silicon: křemíku a :graphite: grafitu.\n\n[accent]Vyzkoumej a přestav\n[]:dagger:[accent] Dagger na []:mace:[accent] Mace.
frontier.tutorial2 = Nepřátelské vlny přicházejí [accent]donekonečna[], dokud nejsou všechna nepřátelská jádra [unlaunched]zničena.
frontier.tutorial3 = [accent]Zaútoč na nepřátelskou základnu rychle, aby vlny příliš nezesílily[].
atolls.destroy1 = Nejprve znič 2 nepřátelská [accent]jádra Základ[].\n[accent]Získej přístup k thoriu[].
atolls.destroy1 = Nejprve znič 2 nepřátelská [accent]jádra Základ[].\n[accent]Získej přístup k thoriu[].
atolls.mega1 = Vstup do [accent]příkazového režimu[] a vyber jednotky :mega:[accent]Mega[].
atolls.mega2 = Vyber příkaz [accent]Naložit jednotky[], aby jednotky Mega zvedly pozemní jednotky.
atolls.mega3 = Přesuň jednotky Mega [accent]nad[] pozemní jednotky, aby je naložily.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Tyto kroky si lze znovu prohlédnout [accent]zde[].
atolls.carry7 = Podle těchto pokynů vysaď další jednotky poblíž nepřátelské základny.
atolls.noairunit = Tato základna je příliš dobře opevněná na zničení leteckými jednotkami.
atolls.2strategies = Existují dvě strategie, jak tuto základnu zničit.
onset.mine = Kliknutím těž :beryllium: [accent]beryllium[] ze stěn.\n\nK pohybu použij [accent][[WASD].
onset.mine = Kliknutím těž :beryllium: [accent]beryllium[] ze stěn.\n\nK pohybu použij [accent][[WASD].
onset.mine.mobile = Stiskni pro těžení :beryllium: [accent]beryllium[] ze stěn.
onset.research = Otevři :tree: strom technologií.\nVyzkoumej a poté umísti :turbine-condenser: [accent]turbínový kondenzátor[] na průduch.\nTím bude vyrábět [accent]energii[].
onset.bore = Vyzkoumej a umísti :plasma-bore: [accent]plazmový vrt[].\nTen automaticky těží zdroje ze stěn.
@@ -2437,14 +2437,14 @@ onset.detect = Nepřítel tě dokáže odhalit za 2 minuty.\nPřiprav obranu, t
onset.commandmode = Podrž [accent]shift[] pro vstup do [accent]příkazového režimu[].\n[accent]Kliknutím levým tlačítkem a tažením[] vybereš jednotky.\n[accent]Kliknutím pravým tlačítkem[] přikážeš vybraným jednotkám přesun nebo útok.
onset.commandmode.mobile = Stiskni [accent]příkazové tlačítko[] pro vstup do [accent]příkazového režimu[].\nPodrž prst a potom [accent]tažením[] vyber jednotky.\n[accent]Klepnutím[] přikážeš vybraným jednotkám přesun nebo útok.
aegis.tungsten = Wolfram lze těžit pomocí [accent]nárazového vrtáku[].\nTato stavba vyžaduje [accent]vodu[] a [accent]energii[].
split.pickup = Některé bloky lze zvednout jádrovou jednotkou.\nZvedni tento [accent]kontejner[] a umísti ho na [accent]nakladač zatížení[].\n(Výchozí klávesy pro zvednutí a upuštění jsou [[ a ])
split.pickup = Některé bloky lze zvednout jádrovou jednotkou.\nZvedni tento [accent]kontejner[] a umísti ho na [accent]nakladač zatížení[].\n(Výchozí klávesy pro zvednutí a upuštění jsou [[ a ])
split.pickup.mobile = Některé bloky lze zvednout jednotkou jádra.\nZvedni tento [accent]kontejner[] a polož ho na [accent]nakladač nákladu[].\n(Pro zvednutí nebo položení něčeho dlouze stiskni.)
split.acquire = Získej trochu wolframu pro stavbu jednotek.
split.build = Jednotky musí být dopraveny na druhou stranu zdi.\nUmísti dva [accent]nákladní hmotnostní urychlovače[], jeden na každou stranu zdi.\nPropoj je stisknutím jednoho a následným výběrem druhého.
split.container = Podobně jako kontejner lze i jednotky přepravovat pomocí [accent]nákladního hmotnostního urychlovače[].\nUmísti výrobnu jednotek vedle hmotnostního urychlovače, aby je naložila, a potom je pošli přes zeď k útoku na nepřátelskou základnu.
item.copper.description = Používá se ve všech typech bloků a munice.
item.copper.description = Používá se ve všech typech bloků a munice.
item.copper.details = Měď. Nezvykle nadpočetný kov na Serpulu. Konstrukčně slabý, pokud není rafinovaná.
item.lead.description = Používá se v přepravě kapalin a energetických konstrukcích.
item.lead.details = Hutný, netečný materiál. Hojně používán v bateriích.\nPoznámka: Pravděpodobně toxický pro biologické formy života. Ne že by jich tady moc zbývalo.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Používá se pro přeměnu na ropu, výbušniny a
item.spore-pod.details = Spóry. Pravděpodobně syntetická forma života. Vydává plyn toxický pro jiné formy života. Extrémně invazivní. Vysoce hořlavý za určitých podmínek.
item.blast-compound.description = Používá se v bombách a výbušné munici.
item.pyratite.description = Používá se v zápalných zbraních a spalovacích generátorech.
item.beryllium.description = Používá se v mnoha typech konstrukcí a munice na Erekiru.
#Erekir
item.beryllium.description = Používá se v mnoha typech konstrukcí a munice na Erekiru.
item.tungsten.description = Používá se ve vrtácích, pancíři a munici. Je vyžadován ke stavbě pokročilejších konstrukcí.
item.oxide.description = Používá se jako tepelný vodič a izolant pro energii.
item.carbide.description = Používá se v pokročilých konstrukcích, těžších jednotkách a munici.
liquid.water.description = Používá se pro chladicí stroje a zpracování odpadu.
liquid.water.description = Používá se pro chladicí stroje a zpracování odpadu.
liquid.slag.description = Používá se v oddělovačích pro rozdělení na jednotlivé kovy, nebo je chrlena na protivníky z věží.
liquid.oil.description = Používá se v pokročilé materiálové výrobě a jako zápalná munice.
liquid.cryofluid.description = Používá se jako chladicí kapalina v reaktorech, věžích a továrnách.
liquid.arkycite.description = Používá se v chemických reakcích pro výrobu energie a syntézu materiálů.
#Erekir
liquid.arkycite.description = Používá se v chemických reakcích pro výrobu energie a syntézu materiálů.
liquid.ozone.description = Používá se jako palivo a oxidační činidlo při výrobě materiálů. Středně výbušný.
liquid.hydrogen.description = Používá se při těžbě zdrojů, výrobě jednotek a opravách konstrukcí. Hořlavý.
liquid.cyanogen.description = Používá se jako munice, při stavbě pokročilých jednotek a v různých reakcích v pokročilých blocích. Vysoce hořlavý.
liquid.nitrogen.description = Používá se při těžbě zdrojů, tvorbě plynů a výrobě jednotek. Netečný.
liquid.neoplasm.description = Nebezpečný biologický vedlejší produkt reaktoru Neoplasia. Rychle se šíří do libovolného sousedního bloku obsahujícího vodu, kterého se dotkne, a poškozuje ho. Vazký.
liquid.neoplasm.details = Neoplazma. Nekontrolovatelná hmota rychle se dělících syntetických buněk s kalovitou konzistencí. Odolná vůči teplu. Extrémně nebezpečná pro všechny konstrukce pracující s vodou.\n\nPříliš složitá a nestabilní pro standardní analýzu. Možné využití neznámé. Doporučuje se spálení ve struskových jezírkách.
block.derelict = \uf77e [lightgray]Opuštěný
block.derelict = \uf77e [lightgray]Opuštěný
block.armored-conveyor.description = Přepravuje předměty vpřed. Nepřijímá předměty ze stran.
block.illuminator.description = Vydává světlo.
block.message.description = Ukládá zprávu pro komunikaci mezi spojenci.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Zobrazuje libovolnou grafiku z logickéh
block.tile-logic-display.description = Zobrazuje libovolnou grafiku z logického procesoru.\nPlynule se propojuje s blízkými dlaždicovými zobrazovacími bloky.
block.interplanetary-accelerator.description = Masivní elektromagnetická věž. Urychlí jádro na únikovou rychlost pro meziplanetární vyslání.
block.repair-turret.description = Nepřetržitě opravuje nejbližší poškozenou jednotku ve svém okolí. Lze volitelně dodávat chlazení pro jeho posílení.
block.core-bastion.description = Jádro základny. Obrněné. Pokud je zničeno, sektor je ztracen.
#Erekir
block.core-bastion.description = Jádro základny. Obrněné. Pokud je zničeno, sektor je ztracen.
block.core-citadel.description = Jádro základny. Velmi dobře obrněné. Dokáže držet více předmětů než jádro bastion.
block.core-acropolis.description = Jádro základny. Mimořádně obrněné. Dokáže držet více předmětů než jádro citadela.
block.breach.description = Střílí průbojné beryllium nebo tungstenové náboje na nepřátele
@@ -2746,8 +2746,8 @@ block.radar.description = Postupně odkrývá terén a nepřátelské jednotky v
block.shockwave-tower.description = Poškozuje a ničí nepřátelské projektily v okruhu. Vyžaduje kyan.
block.canvas.description = Zobrazuje jednoduchý obrázek s předdefinovanou paletou. Lze upravovat.
block.large-canvas.description = Zobrazuje jednoduchý obrázek s předdefinovanou paletou. Lze upravovat.
unit.dagger.description = Střílí základní střely na všechny okolní nepřátele.
unit.dagger.description = Střílí základní střely na všechny okolní nepřátele.
unit.mace.description = Střílí proudy ohně na všechny okolní nepřátele.
unit.fortress.description = Střílí dělostřelecké salvy na pozemní cíle.
unit.scepter.description = Střílí palbu nabitých střel na všechny okolní nepřátele.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Střílí opravné proudy ohně na blízké spojeneck
unit.cyerce.description = Střílí naváděcí shlukové rakety na nepřátele. Opravuje spojenecké jednotky.
unit.aegires.description = Šokuje všechny nepřátelské jednotky a struktury, které vstoupí do je energetického pole. Opravuje spojenecké jednotky.
unit.navanax.description = Střílí výbušné elektromagnetické impulzní střely, které způsobují značné poškození nepřátelským energetickým sítím, a opravuje spojenecké konstrukce. Taví blízké nepřátele čtyřmi autonomními laserovými věžemi.
unit.stell.description = Střílí standardní střely na nepřátelské cíle.
#Erekir
unit.stell.description = Střílí standardní střely na nepřátelské cíle.
unit.locus.description = Střílí střídavé střely na nepřátelské cíle.
unit.precept.description = Střílí průrazné shlukové střely na nepřátelské cíle.
unit.vanquish.description = Střílí velké průrazné štěpící střely na nepřátelské cíle.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Střílí naváděné potlačovací rakety dlouhého
unit.evoke.description = Staví konstrukce k obraně jádra Bastion. Opravuje konstrukce paprskem. Dokáže přenášet konstrukce o velikosti 2x2.
unit.incite.description = Staví konstrukce k obraně jádra Citadela. Opravuje konstrukce paprskem. Dokáže přenášet konstrukce o velikosti 2x2.
unit.emanate.description = Staví konstrukce k obraně jádra Akropolis. Opravuje konstrukce paprsky. Dokáže přenášet konstrukce o velikosti 2x2.
lst.read = Přečte číslo z připojené paměti.
lst.read = Přečte číslo z připojené paměti.
lst.write = Zapíše číslo do připojené paměti.
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
lst.printchar = Přidá znak UTF-16 nebo ikonu obsahu do vypisovacího bufferu.\nNic nezobrazí, dokud není použito [accent]Print Flush[].
@@ -2857,16 +2857,16 @@ lst.makemarker = Vytvoří ve světě novou logickou značku.\nJe nutné zadat I
lst.setmarker = Nastaví vlastnost značky.\nPoužité ID musí být stejné jako v instrukci Make Marker.\nHodnoty [accent]null []jsou ignorovány.
lst.localeprint = Přidá hodnotu vlastnosti lokalizace mapy do textového bufferu.\nPro nastavení lokalizačních balíčků mapy v editoru map zkontroluj [accent]Informace o mapě > Lokalizační balíčky[].\nPokud je klient mobilní zařízení, nejdříve se pokusí vypsat vlastnost končící na ".mobile".
lst.query = Dotazuje jednotky/budovy v určené oblasti.\nVýsledky jsou vypsány do [accent]@queries[].\nVýsledky lze číst z [accent]@queries[] pomocí instrukce [accent]Read[] a indexu.\nDélku [accent]@queries[] lze zjistit pomocí [accent]@size[] jako parametru.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Matematická konstanta pi (3.141...)
lglobal.@e = Matematická konstanta e (2.718...)
lglobal.@degToRad = Vynásob tímto číslem pro převod stupňů na radiány
lglobal.@radToDeg = Vynásob tímto číslem pro převod radiánů na stupně
lglobal.@time = Odehraný čas stávající uložené hry, v milisekundách
lglobal.@time = Odehraný čas stávající uložené hry, v milisekundách
lglobal.@tick = Odehraný čas stávající uložené hry, v ticích (1 sekunda = 60 tiků)
lglobal.@second = Odehraný čas stávající uložené hry, v sekundách
lglobal.@minute = Odehraný čas stávající uložené hry, v minutách
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Aktuální číslo vlny, pokud jsou vlny povoleny
lglobal.@waveTime = Odpočítávací časovač pro vlny, v sekundách
lglobal.@mapw = Šířka mapy v dlaždicích
lglobal.@maph = Výška mapy v dlaždicích
lglobal.sectionMap = Mapa
lglobal.sectionMap = Mapa
lglobal.sectionGeneral = Obecné
lglobal.sectionNetwork = Síť/klient [pouze světový procesor]
lglobal.sectionProcessor = Procesor
lglobal.sectionLookup = Vyhledat
lglobal.@this = Logický blok vyvolávající kód
lglobal.@this = Logický blok vyvolávající kód
lglobal.@thisx = souřadnice X bloku provádějícího kód
lglobal.@thisy = souřadnice Y bloku provádějícího kód
lglobal.@links = Celkový počet bloků propojených s tímto procesorem
lglobal.@ipt = Rychlost vykonávání procesoru v instrukcích za tik (60 tiků = 1 sekunda)
lglobal.@unitCount = Celkový počet typů obsahu jednotek ve hře; používá se s instrukcí lookup
lglobal.@unitCount = Celkový počet typů obsahu jednotek ve hře; používá se s instrukcí lookup
lglobal.@blockCount = Celkový počet typů obsahu bloků ve hře; používá se s instrukcí lookup
lglobal.@itemCount = Celkový počet typů obsahu předmětů ve hře; používá se s instrukcí lookup
lglobal.@liquidCount = Celkový počet typů obsahu tekutin ve hře; používá se s instrukcí lookup
lglobal.@server = Pravda, pokud kód běží na serveru nebo ve hře jednoho hráče; jinak nepravda
lglobal.@client = Pravda, pokud kód běží na klientovi připojeném k serveru
lglobal.@clientLocale = Lokalizace klienta spouštějícího kód. Například: cs_CZ
lglobal.@clientLocale = Lokalizace klienta spouštějícího kód. Například: cs_CZ
lglobal.@clientUnit = Jednotka klienta spouštějícího kód
lglobal.@clientName = Jméno hráče klienta spouštějícího kód
lglobal.@clientTeam = ID týmu klienta spouštějícího kód
lglobal.@clientMobile = Pravda, pokud klient spouštějící kód běží na mobilu; jinak nepravda
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Typ budovy/jednotky.\nnapř. pro jakýkoliv směrovač, toto vrátí [accent]@router[].\nNikoliv textovou hodnotu.
lenum.type = Typ budovy/jednotky.\nnapř. pro jakýkoliv směrovač, toto vrátí [accent]@router[].\nNikoliv textovou hodnotu.
lenum.shoot = Vystřelí na určitou pozici.
lenum.shootp = Vystřelí na jednotku/budovu s rychlostní předpovědí.
lenum.config = Konfigurace budovy, např. třídící věc pro třídičku.
lenum.enabled = Zda je blok povolen.
laccess.currentammotype = Aktuální předmět/tekutina munice věže.
laccess.currentammotype = Aktuální předmět/tekutina munice věže.
laccess.memorycapacity = Počet buněk v paměťovém bloku.
laccess.color = Barva osvětlovače.
laccess.controller = Kontroler jednotky. Pokud procesor je kontrolován, vrátí procesor\nPokud je ve formaci, vrací vůdce.\nJinak vrací jednotku.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Výška displeje v pixelech.
laccess.buffersize = Počet nezpracovaných příkazů ve vyrovnávací paměti displeje.
laccess.operations = Počet operací provedených na bloku.\nU displejů vrací počet operací drawflush.
laccess.maxunits = Maximální počet jednotek, které tým může mít.\nLze snímat pouze z jader.
lcategory.unknown = Neznámé
lcategory.unknown = Neznámé
lcategory.unknown.description = Nezařazené instrukce.
lcategory.io = Vstup a Výstup
lcategory.io.description = Upravuje obsah paměťních bloků a procesorových pamětí.
@@ -2939,8 +2939,8 @@ lcategory.unit = Kontrola jednotky
lcategory.unit.description = Dát jednotkám příkazy
lcategory.world = Svět
lcategory.world.description = Ovládá, jak se svět chová.
graphicstype.clear = Vyplní zobrazovač danou barvou.
graphicstype.clear = Vyplní zobrazovač danou barvou.
graphicstype.color = Vybere barvu pro další vykreslovací operace.
graphicstype.col = Ekvivalent barvy, ale zabalený.\nZabalené barvy se zapisují jako hex kódy s předponou [accent]%[].\nPříklad: [accent]%ff0000[] bude červená.
graphicstype.stroke = Nastaví šířku čáry.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Nakreslí obrys pravidelného mnohoúhelníku.
graphicstype.triangle = Vyplní trojúhelník.
graphicstype.image = Vykreslí obrázek nějakého obsahu.\nnapř.: [accent]@router[] nebo [accent]@dagger[].
graphicstype.print = Vykreslí text z tiskového bufferu.\nPovoleny jsou pouze ASCII znaky.\nVymaže tiskový buffer.
lenum.always = Vždy pravda.
lenum.always = Vždy pravda.
lenum.idiv = Číselné dělení.
lenum.div = Dělení.\nVrací [accent]null[], pokud je děleno nulou.
lenum.mod = Modulo (Vydělí 2 hodnoty a vrací zbytek).
@@ -2969,30 +2969,30 @@ lenum.land = Logický AND.
lenum.and = Bitový AND.
lenum.not = Bitové přehození.
lenum.xor = Bitový XOR.
lenum.min = Menší číslo ze dvou čísel.
lenum.min = Menší číslo ze dvou čísel.
lenum.max = Větší číslo ze dvou čísel.
lenum.angle = Úhel vektoru ve stupních.
lenum.anglediff = Absolutní vzdálenost mezi dvěma úhly ve stupních.
lenum.len = Délka vektoru.
lenum.sin = Sinus, ve stupních.
lenum.sin = Sinus, ve stupních.
lenum.cos = Kosinus, ve stupních.
lenum.tan = Tangent, ve stupních.
lenum.asin = Arkus sinus, ve stupních.
lenum.asin = Arkus sinus, ve stupních.
lenum.acos = Arkus kosinus, ve stupních.
lenum.atan = Arkus tangent, ve stupních.
lenum.rand = Náhodné číslo v rozměru <0, value).
#not a typo, look up 'range notation'
lenum.rand = Náhodné číslo v rozměru <0, value).
lenum.log = Logaritmus (ln).
lenum.log10 = Základní 10 logaritmus.
lenum.noise = 2D simplexův noise.
lenum.abs = Absolutní hodnota.
lenum.sqrt = Odmocnina.
lenum.any = Jakákoliv jednotka.
lenum.any = Jakákoliv jednotka.
lenum.ally = Spojenecká jednotka.
lenum.attacker = Jednotka se zbraní.
lenum.enemy = Nepřátelská jednotka.
@@ -3000,13 +3000,13 @@ lenum.boss = Jednotka strážce.
lenum.flying = Lítající jednotka.
lenum.ground = Pozemní jednotka.
lenum.player = Jednotka kontrolovaná hráčem.
lenum.ore = Ložisko rudy.
lenum.ore = Ložisko rudy.
lenum.damaged = Poškozená spojenecká budova.
lenum.spawn = Nepřátelský bod zrození.\nMůže být jádro nebo pozice.
lenum.building = Budova ve specifické skupině.
lenum.core = Jakékoliv jádro.
lenum.core = Jakékoliv jádro.
lenum.storage = Uskladňovací budova, např. Trezor.
lenum.generator = Budova generující energii.
lenum.factory = Budovy přenášející suroviny.
@@ -3015,36 +3015,36 @@ lenum.battery = Jakákoliv baterka.
lenum.resupply = Zásobovací body.\nRelevantní pouze v případě, že možnost [accent]"Jednotky vyžadují munici"[] je povolená.
lenum.reactor = Rázový/Thoriový reaktor.
lenum.turret = Jakákoliv věž.
sensor.in = Budova/jednotka.
radar.from = Budova pro snímání.\nDélka dosahu sensoru je limitovaná dosahu budovy.
radar.target = Filtr pro snímací jednotky.
radar.and = Přídavné filtry.
radar.order = Řazovací pořadí. 0 = naopak.
radar.sort = Metrika, podle které se mají výsledky seřadit.
radar.output = Hodnota pro zápis výstupní jednotky.
unitradar.target = Filtr pro snímací jednotky.
unitradar.target = Filtr pro snímací jednotky.
unitradar.and = Přídavné filtry.
unitradar.order = Řazovací pořadí. 0 = naopak.
unitradar.sort = Metrika, podle které se mají výsledky seřadit.
unitradar.output = Hodnota pro zápis výstupní jednotky.
control.of = Budova ke kontrole.
control.of = Budova ke kontrole.
control.unit = Jednotka/Budova k zamíření.
control.shoot = Zda střílet.
unitlocate.enemy = Zda lokalizovat nepřátelské budovy.
unitlocate.enemy = Zda lokalizovat nepřátelské budovy.
unitlocate.found = Zda objekt byl nalezen
unitlocate.building = Výstup hodnot pro lokalizovanou budovu.
unitlocate.outx = Výstup X pozice.
unitlocate.outy = Výstup Y pozice.
unitlocate.group = Vyhledat skupinu budov.
playsound.limit = Pokud je pravda, zabrání přehrání tohoto zvuku,\npokud už byl přehrán ve stejném snímku.
lenum.idle = Nehýbat se, ale pokračovat ve stavění/těžení.\nVýchozí stav.
lenum.stop = Přestat pohybovat se/těžit/stavět.
lenum.unbind = Zcela vypnout logické ovládání.\nObnovit standardní AI.
lenum.move = Pohnout se na určité místo.
@@ -3064,16 +3064,16 @@ lenum.build = Postavit strukturu.
lenum.getblock = Získá budovu, podlahu a typ bloku na souřadnicích.\nJednotka musí být v dosahu pozice, jinak se vrátí null.
lenum.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
lenum.boost = Začít/Přestat posilovat.
lenum.flushtext = Vyprázdní obsah vypisovacího bufferu do značky, pokud je to použitelné.\nPokud je fetch nastaveno na true, pokusí se načíst vlastnosti z lokalizačního balíčku mapy nebo herního balíčku.
lenum.flushtext = Vyprázdní obsah vypisovacího bufferu do značky, pokud je to použitelné.\nPokud je fetch nastaveno na true, pokusí se načíst vlastnosti z lokalizačního balíčku mapy nebo herního balíčku.
lenum.texture = Název textury přímo z atlasu textur hry (pomocí pojmenování kebab-case).\nPokud je printFlush nastaveno na true, spotřebuje obsah textového bufferu jako textový argument.
lenum.texturesize = Velikost textury v dlaždicích. Nulová hodnota škáluje šířku značky na původní velikost textury.
lenum.autoscale = Zda škálovat značku podle úrovně přiblížení hráče.
lenum.posi = Indexovaná pozice, používaná pro čárové a čtyřúhelníkové značky, kde index nula je první pozice.
lenum.uvi = Pozice textury v rozsahu od nuly do jedné, používaná pro čtyřúhelníkové značky.
lenum.colori = Indexovaná barva, používá se pro značky linka a čtyřúhelník — index nula odpovídá první barvě.
lenum.wavetimer = Zda vlny přicházejí automaticky podle časovače. Pokud ne, vlny přicházejí po stisknutí tlačítka přehrání.
lenum.wavetimer = Zda vlny přicházejí automaticky podle časovače. Pokud ne, vlny přicházejí po stisknutí tlačítka přehrání.
lenum.wave = Aktuální číslo vlny. V režimech bez vln může být libovolné.
lenum.currentwavetime = Odpočet vlny v ticích.
lenum.waves = Zda vůbec mohou vznikat vlny.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Denne enhed kan ikke bygge
lastaccessed = [lightgray]Sidst tilgået: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Purpose
stat.input = Input
stat.output = Output
@@ -1230,8 +1230,8 @@ stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Kraftfelt
ability.forcefield = Kraftfelt
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Reparationsfelt
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Kræver bedre bor
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor kontrolleret
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] skade
bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] felter
bullet.incendiary = [stat]brændfarlig
bullet.homing = [stat]målsøgende
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x skydehastighed
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokke
unit.blocks = blokke
unit.blockssquared = blokke²
unit.powersecond = strømenheder/sekund
unit.tilessecond = tiles/second
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Tilpas grænsefladen til at vise hak
setting.macnotch.description = Genstart påkrævet for at anvende ændringer
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Vælg region
keybind.schematic_menu.name = Skabelon-visning
keybind.schematic_flip_x.name = Flip skabelon X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Spil mod andre spillere lokalt.\n[gray]Kræver mindst to
mode.attack.name = Angrib
mode.attack.description = Destruer fjendens base. \n[gray]Kræver en rød kerne i banen, for at spille.
mode.custom = Brugerdefinerede regler
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Uendelig resurser
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Vejr
rules.weather.frequency = Frekvens:
rules.weather.always = Always
rules.weather.duration = Varighed:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Kobber
item.lead.name = Bly
item.coal.name = Kul
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Vand
liquid.water.name = Vand
liquid.slag.name = Ildgrød
liquid.oil.name = Olie
liquid.cryofluid.name = Frysesaft
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Daggert
unit.dagger.name = Daggert
unit.mace.name = Kølle
unit.fortress.name = Fort
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Klippe
block.sand-boulder.name = Sandkampesten
block.basalt-boulder.name = Basalt Boulder
@@ -2102,8 +2102,8 @@ block.container.name = Beholder
block.launch-pad.name = Affyringsrampe
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Fodgænger-fabrik
block.air-factory.name = Flyver-fabrik
block.naval-factory.name = Værft
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Kontakt
block.switch.name = Kontakt
block.micro-processor.name = Datamat
block.logic-processor.name = Topdatamat
block.hyper-processor.name = Hyperdatamat
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Større Dataskærm
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Hukommelsescelle
block.memory-bank.name = Hukommelsesbank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = rød
team.sharded.name = orange
team.derelict.name = forladt
team.green.name = grøn
team.blue.name = blå
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Left-click][] to shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = Det simpleste byggemateriale. Bruges i store mængder til næsten alle typer af blokke.
item.copper.description = Det simpleste byggemateriale. Bruges i store mængder til næsten alle typer af blokke.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = Et grundlæggende materiale. Har bred anvendelse inden for elektronik og rørlægning.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = En bælg af økologiske svampesporer, kultiveret ti
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = En ustabil kemisk forbindelse der bruges til bomber og andre eksplosiver. Dannes fra svampesporer og andre brændfarlige substanser. Bør ikke anvendes som brændstof.
item.pyratite.description = En ekstremt brændfarlig substans der primært er til våbenbrug.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = En meget nyttig væske. Bruges ofte til køling, og til at skylle affaldsstoffer væk.
liquid.water.description = En meget nyttig væske. Bruges ofte til køling, og til at skylle affaldsstoffer væk.
liquid.slag.description = Smeltede metaller af forskellig art. Stofferne det består af kan udvindes, eller det kan sprøjtes over fjenden som et våben.
liquid.oil.description = Væsken bruges til at producere avancerede materialer. Kan også omdannes til kul, og kan desuden sprøjtes over fjenden og antendes som et våben.
liquid.cryofluid.description = En kemisk inaktiv væske der ikke forårsager rust, som er dannet fra vand og titanium. Dens høje varmekapacitet gør den egnet som køling.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyor belts.
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
block.message.description = Indeholder en note, der kan læses af dig selv og dine allierede.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Einheit kann nicht bauen!
lastaccessed = [lightgray]Zuletzt konfiguriert: {0}
lastcommanded = [lightgray]Letzter Befehl: {0}
block.unknown = [lightgray]???
stat.showinmap = <öffne Spiel um zu zeigen>
stat.showinmap = <öffne Spiel um zu zeigen>
stat.description = Beschreibung
stat.input = Eingang
stat.output = Ausgang
@@ -1230,8 +1230,8 @@ stat.reactive = Reagiert mit
stat.immunities = Immunitäten
stat.healing = Heilung
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Kraftfeld
ability.forcefield = Kraftfeld
ability.forcefield.description = Projeziert ein Kraftfeld, welches Kugeln aufhält
ability.repairfield = Heilungsfeld
ability.repairfield.description = repariert Einheiten in der Nähe
@@ -1260,8 +1260,8 @@ ability.spawndeath = Fragmentierung
ability.spawndeath.description = Entlässt beim Tod neue Einheiten
ability.liquidexplode = Auslaufen
ability.liquidexplode.description = Verschüttet Flüssigkeit beim Tod
ability.stat.firingrate = [stat]{0}/sek[lightgray] Feuerrate
ability.stat.firingrate = [stat]{0}/sek[lightgray] Feuerrate
ability.stat.regen = [stat]{0}[lightgray] Lebenspunkte/sek
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] Schild
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] Schadensreduktion
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min Geschwindigkeit
ability.stat.duration = [stat]{0} sek[lightgray] Dauer
ability.stat.buildtime = [stat]{0} sek[lightgray] Baudauer
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Nur Kernablage möglich
bar.drilltierreq = Besserer Bohrer benötigt
bar.nobatterypower = Unzureichende Batterieleistung
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Prozessorgesteuert
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] Schaden
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
bullet.incendiary = [stat]entzündend
bullet.homing = [stat]zielsuchend
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] Feuerrate
bullet.range = [stat]{0}[lightgray] Blöcke Reichweite
bullet.notargetsmissiles = [stat] ignoriert Geschosse
bullet.notargetsbuildings = [stat] ignoriert Gebäude
unit.blocks = Blöcke
unit.blocks = Blöcke
unit.blockssquared = Blöcke²
unit.powersecond = Stromeinheiten/Sekunde
unit.tilessecond = Blöcke/Sekunde
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Logik-Bildschirme verdecken
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Benutzeroberfläche an Aussparung anpassen
setting.macnotch.description = Neustart erforderlich
steam.friendsonly = Nur Freunde
steam.friendsonly = Nur Freunde
steam.friendsonly.tooltip = Ob nur Steam-Freunde deinem Spiel beitreten können.\nDiese Einstellung zu deaktivieren macht dein Spiel öffentlich - jeder kann beitreten.
setting.maxmagnificationmultiplierpercent.name = Min Kameradistanz
setting.minmagnificationmultiplierpercent.name = Max Kameradistanz
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Steuerungsmodus
keybind.command_queue.name = Befehl-Warteschlange
keybind.create_control_group.name = Create Control Group
keybind.cancel_orders.name = Befehle abbrechen
keybind.unit_stance_shoot.name = Stellung: schießen
keybind.unit_stance_shoot.name = Stellung: schießen
keybind.unit_stance_hold_fire.name = Stellung: nicht schießen
keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
keybind.unit_stance_patrol.name = Stellung: patroullieren
keybind.unit_stance_ram.name = Stellung: rammen
keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Befehl: bewegen
keybind.unit_command_move.name = Befehl: bewegen
keybind.unit_command_repair.name = Befehl: reparieren
keybind.unit_command_rebuild.name = Befehl: wiederaufbauen
keybind.unit_command_assist.name = Befehl: Spieler helfen
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Befehl: Blöcke aufnehmen
keybind.unit_command_unload_payload.name = Befehl: Last abladen
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Region wiederaufbauen
keybind.rebuild_select.name = Region wiederaufbauen
keybind.schematic_select.name = Bereich auswählen
keybind.schematic_menu.name = Entwurfsmenü
keybind.schematic_flip_x.name = Entwurf umdrehen X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Kämpfe lokal gegen andere Spieler.\n[gray]Benötigt mind
mode.attack.name = Angriff
mode.attack.description = Keine Wellen, das Ziel ist es, die gegnerische Basis zu zerstören.\n[gray]Benötigt einen roten Kern auf der Karte.
mode.custom = Angepasste Regeln
rules.invaliddata = Ungültige Daten in der Zwischenablage
rules.invaliddata = Ungültige Daten in der Zwischenablage
rules.hidebannedblocks = Gesperrte Blöcke verstecken
rules.infiniteresources = Unbegrenzte Ressourcen
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Wetter
rules.weather.frequency = Häufigkeit:
rules.weather.always = Immer
rules.weather.duration = Dauer:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Hindert den Spieler daran, in der Nähe von feindlichen Blöcken zu bauen. Geschütze können nur platziert werden, wenn keine Feindlichen Blöcke in ihrer Reichweite sind.
rules.onlydepositcore.info = Lässt Einheiten Materialen nur in den Kern ablegen. Nicht in andere Blöcke.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wand)
item.copper.name = Kupfer
item.lead.name = Blei
item.coal.name = Kohle
item.graphite.name = Graphit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Wolfram
item.oxide.name = Oxid
item.carbide.name = Karbid
item.dormant-cyst.name = Ruhende Zyste
liquid.water.name = Wasser
liquid.water.name = Wasser
liquid.slag.name = Schlacke
liquid.oil.name = Öl
liquid.cryofluid.name = Kryoflüssigkeit
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozon
liquid.hydrogen.name = Wasserstoff
liquid.nitrogen.name = Stickstoff
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Korvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Lokus
unit.precept.name = Prekus
unit.vanquish.name = Bezwinger
@@ -1878,8 +1878,8 @@ unit.manifold.name = Transportdrohne
unit.assembly-drone.name = Fabrikdrohne
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Klippe
block.sand-boulder.name = Sandbrocken
block.basalt-boulder.name = Basaltbrocken
@@ -2102,8 +2102,8 @@ block.container.name = Behälter
block.launch-pad.name = Launchpad
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Bodenfabrik
block.air-factory.name = Luftfabrik
block.naval-factory.name = Wasserfabrik
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Frachtentlader
block.payload-unloader.description = Entlädt Blöcke und Materialien aus Blöcken.
block.heat-source.name = Hitzequelle
block.heat-source.description = Produziert fast unendlich Hitze.
block.empty.name = Leer
#Erekir
block.empty.name = Leer
block.rhyolite-crater.name = Rhyolithkrater
block.rough-rhyolite.name = Grober Rhyolith
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malin
block.flux-reactor.name = Flux-Reaktor
block.neoplasia-reactor.name = Neoplasma-Reaktor
block.switch.name = Schalter
block.switch.name = Schalter
block.micro-processor.name = Mikroprozessor
block.logic-processor.name = Logikprozessor
block.hyper-processor.name = Hyperprozessor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Großer Logik-Bildschirm
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Speicherzelle
block.memory-bank.name = Große Speicherzelle
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Rot
team.sharded.name = Gelb
team.derelict.name = Derelikt
team.green.name = Grün
team.blue.name = Blau
hint.skip = Fertig
hint.skip = Fertig
hint.desktopMove = Drücke [accent][[WASD][], um dich zu bewegen.
hint.zoom = [accent]Scrolle[], um rein oder raus zu zoomen.
hint.desktopShoot = Benutze [accent][[Linksklick][], um zu schießen.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Dieser Sektor hat eine [scarlet]hohe Gefahrenstufe[].\nO
hint.coreIncinerate = Wenn dem Kern Materialien zugeführt werden, für die er keinen Platz mehr hat, werden diese [accent]verbrannt[].
hint.factoryControl = Um den [accent]Zielort einer Fabrik[] zu bestimmen, kannst du im Steuerungsmodus die Fabrik auswählen und einen Ort mit Rechtsklick markieren.\nEinheiten, die in der Fabrik hergestellt werden, bewegen sich dann automatisch dahin.
hint.factoryControl.mobile = Um den [accent]Zielort einer Fabrik[] zu bestimmen, kannst du im Steuerungsmodus zuerst die Fabrik und dann einen Ort auswählen.\nEinheiten, die in der Fabrik hergestellt werden, bewegen sich dann automatisch dahin.
gz.mine = Bewege dich in die Nähe von dem :ore-copper: [accent]Kupfererz[]\n und klicke drauf, um es abzubauen.
gz.mine = Bewege dich in die Nähe von dem :ore-copper: [accent]Kupfererz[]\n und klicke drauf, um es abzubauen.
gz.mine.mobile = Bewege dich in die Nähe von dem :ore-copper: [accent]Kupfererz[] und tippe drauf, um es abzubauen.
gz.research = Öffne das :tree: Forschungsmenü.\nErforsche den :mechanical-drill: [accent]Mechanischen Bohrer[]\n und wähle ihn im Menü unten rechts aus.\nKlicke auf Kupfererz, um ihn zu platzieren.
gz.research.mobile = Öffne das :tree: Forschungsmenü.\nErforsche den :mechanical-drill: [accent]Mechanischen Bohrer[] und wähle ihn im Menü unten rechts aus.\nTippe auf Kupfererz, um ihn zu platzieren.\n\nWähle zuletzt das Häkchen unten rechts zur Bestätigung.
@@ -2373,8 +2373,8 @@ gz.zone1 = Dies ist die feindliche Drop-Zone.
gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
gz.finish = Baue mehr Geschütze, sammele mehr Ressourcen\nund besiege alle Wellen, um den [accent]Sektor zu erobern[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Klicke, um :beryllium: [accent]Beryllium[] aus Wänden abzubauen.\n\nBenutze [accent][WASD], um dich zu bewegen.
onset.mine = Klicke, um :beryllium: [accent]Beryllium[] aus Wänden abzubauen.\n\nBenutze [accent][WASD], um dich zu bewegen.
onset.mine.mobile = Tippe, um :beryllium: [accent]Beryllium[] aus Wänden abzubauen.
onset.research = Öffne das :tree: Forschungsmenü.\nErforsche und platziere einen :turbine-condenser: [accent]Turbinenkondensator[] auf einen Schlot.\nDieser erzeugt [accent]Strom[].
onset.bore = Erforsche und platziere einen :plasma-bore: [accent]Plasmabohrer[].\nDieser baut Rohstoffe aus Wänden automatisch ab.
@@ -2437,14 +2437,14 @@ onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigu
onset.commandmode = Halte die [accent]Umschalttaste[] gedrückt, um den [accent]Befehlsmodus[] aufzurufen.\n[accent]Klicke mit der linken Maustaste und ziehe[], um Einheiten auszuwählen.\n[accent]Klicke mit der rechten Maustaste[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
onset.commandmode.mobile = Drücke die [accent]Befehlstaste[], um den [accent]Befehlsmodus[] aufzurufen. Halte einen Finger gedrückt und [accent]ziehe[] dann, um Einheiten auszuwählen. [accent]Tippe[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
aegis.tungsten = Wolfram kann mit einem [accent]Schlagbohrer[] abgebaut werden.\nDiese Struktur benötigt [accent]Wasser[] und [accent]Strom[].
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
split.pickup.mobile = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Um etwas aufzuheben oder fallenzulassen, tippe lange drauf.)
split.acquire = Du must etwas Wolfram sammeln, um Einheiten zu bauen.
split.build = Einheiten müssen auf die andere Mauerseite transportiert werden.\nSetze zwei [accent]Frachtmassenbeschleuniger[], einen auf jede Seite.\nVerbinde sie, indem du den einen, und dann den anderen, auswählst.
split.container = Ähnlich wie beim Behälter, können Einheiten auch mit einem [accent]Frachtmassenbeschleuniger[] bewegt werden.\nBaue einen Einheitenhersteller neben einem Frachtmassenbeschleuniger um diesen zu laden\nund schicke die Einheiten dann über die Wand, um die gegnerische Basis anzugreifen.
item.copper.description = Wird als Baumaterial und Munition verwendet.
item.copper.description = Wird als Baumaterial und Munition verwendet.
item.copper.details = Kupfer. Auf Serpulo reichlich vorhanden. Strukturell schwach, solange es nicht verstärkt wird.
item.lead.description = Wird in elektrischen Blöcken und beim Flüssigkeitstransport verwendet.
item.lead.details = Dicht. Träge. Wird sehr oft in Batterien verwendet.\nInfo: Wahrscheinlich giftig für biologische Lebewesen, obwohl es sowieso nicht mehr viele von denen gibt.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Wird zur Umwandlung in Öl, Sprengstoff und Kraftst
item.spore-pod.details = Sporen. Wahrscheinlich ein künstlich erschaffenes Lebewesen. Geben giftige Gase für andere Lebewesen ab. Sehr invasiv. Unter bestimmten Bedingungen sehr brennbar.
item.blast-compound.description = Wird in Bomben und als explosive Munition verwendet.
item.pyratite.description = Kann in Verbrennungsgeneratoren oder als brennende Munition verbrannt werden.
item.beryllium.description = Wird für verschiedene Strukturen und Munitionstypen auf Erekir verwendet.
#Erekir
item.beryllium.description = Wird für verschiedene Strukturen und Munitionstypen auf Erekir verwendet.
item.tungsten.description = Wird für Bohrer, Panzerung und Munition benutzt. Benötigt für die Herstellung komplexer Blöcke.
item.oxide.description = Wird als Hitzeleiter und Stromisolator verwendet.
item.carbide.description = Benötigt für komplexe Strukturen, Einheiten und Munition.
liquid.water.description = Wird üblicherweise zum Kühlen von Maschinen und zur Müllverarbeitung verwendet.
liquid.water.description = Wird üblicherweise zum Kühlen von Maschinen und zur Müllverarbeitung verwendet.
liquid.slag.description = Kann in Trennern verfeinert oder als Waffe gegen Gegner verwendet werden.
liquid.oil.description = Wird in fortgeschrittener Materialgewinnung und als brennende Munition verwendet.
liquid.cryofluid.description = Wird als Kühlung in Geschützen, Fabriken oder Reaktoren verwendet.
liquid.arkycite.description = Wird in chemischen Reaktionen für Stromgeneration und Synthese benutzt.
#Erekir
liquid.arkycite.description = Wird in chemischen Reaktionen für Stromgeneration und Synthese benutzt.
liquid.ozone.description = Wird als Oxidationsmittel in der Materialherstellung und als Brennstoff verwendet. Etwas explosiv.
liquid.hydrogen.description = Wird in der Ressourcengewinnung, Einheitenherstellung und zur Heilung von Blöcken verwendet. Entflammbar.
liquid.cyanogen.description = Wird in erweiterten Einheiten, in komplexeren Reaktionen und als Munition benutzt. Leicht entflammbar.
liquid.nitrogen.description = Wird in der Ressourcengewinnung, Gas- und Einheitenherstellung benutzt. Inert.
liquid.neoplasm.description = Ein gefährliches, biologisches Nebenprodukt des Neoplasma-Reaktors. Breitet sich schnell in alle angrenzenden wasserhaltende Blöcke aus und beschädigt diese dabei. Viskos.
liquid.neoplasm.details = Neoplasma. Eine unkontrollierbare Masse aus synthetischen, sich schnell teilenden Zellen mit einer schlammähnlichen Konsistenz. Hitzebeständig. Äußerst gefährlich für alle Blöcke, die mit Wasser umgehen.\n\nZu komplex und instabil, um analysiert werden zu können. Mögliche Anwendungen unbekannt. Verbrennung in Schlackebecken empfohlen.
block.derelict = \uf77e [lightgray]Derelikt
block.derelict = \uf77e [lightgray]Derelikt
block.armored-conveyor.description = Bewegt Materialien voran. Materialien können von der Seite nicht auf das Förderband.
block.illuminator.description = Eine Lichtquelle.
block.message.description = Speichert eine Nachricht, um mit Verbündeten zu kommunizieren.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebig
block.tile-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an. Verbindet sich nahtlos mit benachbarten Bildschirmen.
block.interplanetary-accelerator.description = Ein gewaltiger Railgun-Turm, der mithilfe von Elektromagnetismus Kerne stark genug beschleunigt, um Interplanetare Reisen zu ermöglichen.
block.repair-turret.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung. Verwendet optional Kühlung.
block.core-bastion.description = Kern der Basis. Gepanzert. Einmal zerstört, ist jeglicher Kontakt zum Sektor verloren.
#Erekir
block.core-bastion.description = Kern der Basis. Gepanzert. Einmal zerstört, ist jeglicher Kontakt zum Sektor verloren.
block.core-citadel.description = Kern der Basis. Gut gepanzert. Lagert mehr Ressourcen als ein Bastion-Kern.
block.core-acropolis.description = Kern der Basis. Außergewöhnlich gut gepanzert. Lagert mehr Ressourcen als ein Festungs-Kern.
block.breach.description = Schießt panzerbrechende Beryllium- oder Wolframmunition auf feindliche Ziele.
@@ -2746,8 +2746,8 @@ block.radar.description = Entdeckt schrittweise die Umgebung und gegnerische Ein
block.shockwave-tower.description = Beschädigt und zerstört gegnerische Projektile in der Nähe.
block.canvas.description = Zeigt ein einfaches Bild mit einer vordefinierten Farbpalette. Bearbeitbar.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Schießt normale Kugeln auf nahe feindliche Ziele.
unit.dagger.description = Schießt normale Kugeln auf nahe feindliche Ziele.
unit.mace.description = Schießt Feuer auf nahe feindliche Ziele.
unit.fortress.description = Schießt Langstreckengeschosse auf Ziele am Boden.
unit.scepter.description = Feuert ein Sperrfeuer geladener Kugeln auf feindliche Ziele.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Schießt Block-heilendes Feuer auf Gegner und zerstör
unit.cyerce.description = Schießt zielsuchende Cluster-Raketen auf Gegner und heilt verbündete Einheiten.
unit.aegires.description = Schockt alle gegnerische Einheiten und Blöcke, die das Energiefeld betreten. Heilt alle verbündete.
unit.navanax.description = Schießt explosive EMP-Projektile, die gegnerische Stromnetze zerstören und eigene Blöcke heilen. Zerschmilzt Gegner mit 4 autonomen Laserstrahlen.
unit.stell.description = Schießt normale Kugeln auf nahe feindliche Ziele.
#Erekir
unit.stell.description = Schießt normale Kugeln auf nahe feindliche Ziele.
unit.locus.description = Schießt abwechselnde Kugeln auf nahe feindliche Ziele.
unit.precept.description = Schießt panzerbrechende Cluster-Geschosse auf feindliche Ziele.
unit.vanquish.description = Schießt große, panzerbrechende, sich teilende Geschosse auf feindliche Ziele.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Schießt zielsuchende, störende Langstreckengeschoss
unit.evoke.description = Baut Blöcke, um den Bastion-Kern zu beschützen. Heilt Blöcke mit einem Strahl. Kann 2x2 Blöcke tragen.
unit.incite.description = Baut Blöcke, um den Festung-Kern zu beschützen. Heilt Blöcke mit einem Strahl. Kann 2x2 Blöcke tragen.
unit.emanate.description = Baut Blöcke, um den Akropolis-Kern zu beschützen. Heilt Blöcke mit Strahlen. Kann 2x2 Blöcke tragen.
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Erstelle einen neuen Logikmarker in der Welt.\nEine ID zur Iden
lst.setmarker = Lege eine Eigenschaft für einen Marker fest.\nDie ID muss die selbe wie bei der Erstellung des Markers sein.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Die mathematische Konstante pi (3.141...)
lglobal.@e = Die mathematische Konstante e (2.718...)
lglobal.@degToRad = Multipliziere mit dieser Zahl um Grad in Radianten umzuwandeln
lglobal.@radToDeg = Multipliziere mit dieser Zahl um Radianten in Grad umzuwandeln
lglobal.@time = Spielzeit des aktuellen Speicherstandes in Millisekunden
lglobal.@time = Spielzeit des aktuellen Speicherstandes in Millisekunden
lglobal.@tick = Spielzeit des aktuellen Speicherstandes in Ticks (1 Sekunde = 60 Ticks)
lglobal.@second = Spielzeit des aktuellen Speicherstandes in Sekunden
lglobal.@minute = Spielzeit des aktuellen Speicherstandes in Minuten
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Nummer der aktuellen Welle, wenn Wellen aktiviert sind
lglobal.@waveTime = Countdown zur nächsten Welle in Sekunden
lglobal.@mapw = Breite der Karte in Kacheln
lglobal.@maph = Höhe der Karte in Kacheln
lglobal.sectionMap = Karte
lglobal.sectionMap = Karte
lglobal.sectionGeneral = General
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
lglobal.sectionProcessor = Processor
lglobal.sectionLookup = Lookup
lglobal.@this = Der Logikblock, der den Code ausführt
lglobal.@this = Der Logikblock, der den Code ausführt
lglobal.@thisx = X-Koordinate des Blocks, der den Code ausführt
lglobal.@thisy = Y-Koordinate des Blocks, der den Code ausführt
lglobal.@links = Gesamtzahl der Blöcke, die mit diesem Prozessor verbunden sind
lglobal.@ipt = Ausführungsgeschwindigkeit in Anweisungen pro Tick (1 Sekunde = 60 Ticks)
lglobal.@unitCount = Gesamtzahl der verschiedenen Einheiten im Spiel; mit dem Lookup-Befehl benutzt
lglobal.@unitCount = Gesamtzahl der verschiedenen Einheiten im Spiel; mit dem Lookup-Befehl benutzt
lglobal.@blockCount = Gesamtzahl der verschiedenen Blöcke im Spiel; mit dem Lookup-Befehl benutzt
lglobal.@itemCount = Gesamtzahl der verschiedenen Materialien im Spiel; mit dem Lookup-Befehl benutzt
lglobal.@liquidCount = Gesamtzahl der verschiedenen Flüssigkeiten im Spiel; mit dem Lookup-Befehl benutzt
lglobal.@server = true, wenn der Code auf einem Server oder im Einzelspielermodus ausgeführt wird, sonst false
lglobal.@client = true, wenn der Code auf einem Client läuft, der mit einem Server verbunden ist
lglobal.@clientLocale = Gebiet des Clients, der den Code ausführt. Zum Beispiel: en_US
lglobal.@clientLocale = Gebiet des Clients, der den Code ausführt. Zum Beispiel: en_US
lglobal.@clientUnit = Einheit des Clients, der den Code ausführt
lglobal.@clientName = Spielername des Clients, der diesen Code ausführt
lglobal.@clientTeam = Team ID des Clients, der diesen Code ausführt
lglobal.@clientMobile = true, wenn der Client ein Mobilgerät ist, sonst false
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Englischer Name eines Blocks / einer Einheit. Ein Verteiler gibt [accent]@router[] wieder.\nKein string.
lenum.type = Englischer Name eines Blocks / einer Einheit. Ein Verteiler gibt [accent]@router[] wieder.\nKein string.
lenum.shoot = Schießt auf eine Position.
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
lenum.enabled = Ob der Block an oder aus ist.
laccess.currentammotype = Aktuelle Munitionsart eines Geschützes
laccess.currentammotype = Aktuelle Munitionsart eines Geschützes
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminiererfarbe.
laccess.controller = Einheitensteurer. Gibt "processor" zurück, wenn die Einheit prozessorgesteuert ist,.\nGibt den Steuerer zurück, wenn die Einheit Teil einer Formation ist.\nSonst wird einfach die Einheit zurückgegeben.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unbekannt
lcategory.unknown = Unbekannt
lcategory.unknown.description = Unbekannte Anweisungen
lcategory.io = Ein- und Ausgabe
lcategory.io.description = Verändert den Inhalt von Speicherzellen und Bild- und Textspeicher.
@@ -2939,8 +2939,8 @@ lcategory.unit = Einheitensteuerung
lcategory.unit.description = Einheiten finden und steuern.
lcategory.world = Welt
lcategory.world.description = Steuert, wie die Welt sich verhält.
graphicstype.clear = Füllt den Bildschirm mit einer Farbe.
graphicstype.clear = Füllt den Bildschirm mit einer Farbe.
graphicstype.color = Wählt eine Farbe aus.
graphicstype.col = Wie color, aber Farben werden mit Prozentzeichen und hex-Code angegeben. Als Beispiel wäre %FF0000 rot.
graphicstype.stroke = Setzt die Linienbreite fest.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Zeichnet den Umriss eines gleichmäßigen Polygons.
graphicstype.triangle = Zeichnet ein Dreieck.
graphicstype.image = Zeichnet ein Bild von einem englischen Namen.\nz.B. [accent]@router[] oder [accent]@dagger[].
graphicstype.print = Zeichnet Text aus dem Textspeicher und leert diesen.
lenum.always = Immer.
lenum.always = Immer.
lenum.idiv = Division mit ganzen Zahlen.
lenum.div = Division.\nGibt bei Teilung durch null [accent]null[] zurück.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logisches AND.
lenum.and = Bitweises UND.
lenum.not = Bitweises NOT.
lenum.xor = Bitweises XOR.
lenum.min = Die Größere von zwei Zahlen.
lenum.min = Die Größere von zwei Zahlen.
lenum.max = Die Kleinere von zwei Zahlen.
lenum.angle = Vektorwinkel in Grad.
lenum.anglediff = Absolute Entfernung zwischen zwei Winkeln in Grad.
lenum.len = Vektorlänge.
lenum.sin = Sinus in Grad.
lenum.sin = Sinus in Grad.
lenum.cos = Cosinus in Grad.
lenum.tan = Tangens in Grad.
lenum.asin = Arkussinus in Grad.
lenum.asin = Arkussinus in Grad.
lenum.acos = Arkuskosinus in Grad.
lenum.atan = Arkustangens in Grad.
lenum.rand = Zufällige Zahl zwischen [0, <wert>).
#not a typo, look up 'range notation'
lenum.rand = Zufällige Zahl zwischen [0, <wert>).
lenum.log = Logarithmus (ln).
lenum.log10 = Logarithmus zur Basis 10.
lenum.noise = 2D rauschen.
lenum.abs = Betrag.
lenum.sqrt = Quadratwurzel.
lenum.any = Irgendeine Einheit.
lenum.any = Irgendeine Einheit.
lenum.ally = Freundliche Einheit.
lenum.attacker = Einheit mit Waffe.
lenum.enemy = Gegnerische Einheit.
@@ -3000,13 +3000,13 @@ lenum.boss = Bosseinheit.
lenum.flying = Lufteinheit.
lenum.ground = Bodeneinheit.
lenum.player = Spielergesteuerte Einheit.
lenum.ore = Erz.
lenum.ore = Erz.
lenum.damaged = Beschädigter, alliierter Block.
lenum.spawn = Gegnerischer Spawnpunkt.\nKann ein Kern oder eine Position sein.
lenum.building = Ein Block einer bestimmten Sorte.
lenum.core = Irgendein Kern.
lenum.core = Irgendein Kern.
lenum.storage = Speicherblock, z.B. ein Tresor.
lenum.generator = Blöcke, die Strom generieren.
lenum.factory = Blöcke, die Ressourcen verarbeiten.
@@ -3015,36 +3015,36 @@ lenum.battery = Irgendeine Batterie.
lenum.resupply = Munitionsvorrat.\nNur wichtig, wenn [accent]"Einheiten benötigen Munition"[] an ist.
lenum.reactor = Schlag- / Thoriumreaktor.
lenum.turret = Irgendein Geschütz.
sensor.in = Der Block / die Einheit.
radar.from = Block zu benutzen. [accent]Sensor[]-Reichweite hängt von der Blockreichweite ab.
radar.target = Einheitenfilter.
radar.and = Weitere Filter.
radar.order = Sortierreihenfolge der Ergebnisse. 0 bedeutet rückwärts.
radar.sort = Sortiermethode der Ergebnisse.
radar.output = Variable für das Ergebnis.
unitradar.target = Einheitenfilter.
unitradar.target = Einheitenfilter.
unitradar.and = Weitere Filter.
unitradar.order = Sortierreihenfolge der Ergebnisse. 0 bedeutet rückwärts.
unitradar.sort = Sortiermethode der Ergebnisse.
unitradar.output = Variable für das Ergebnis.
control.of = Block, der gesteuert werden soll.
control.of = Block, der gesteuert werden soll.
control.unit = Zieleinheit / Zielblock.
control.shoot = Ob geschossen werden soll.
unitlocate.enemy = Ob gegnerische Blöcke gesucht werden sollen.
unitlocate.enemy = Ob gegnerische Blöcke gesucht werden sollen.
unitlocate.found = Ob der Block gefunden wurde.
unitlocate.building = Variable für das Ergebnis.
unitlocate.outx = Variable für die X-Koordinate.
unitlocate.outy = Variable für die Y-Koordinate.
unitlocate.group = Gesuchter Blocktyp.
playsound.limit = Wenn true: verhindert, dass dieser Ton abgespielt wird,\nwenn er im gleichen Frame schon einmal gespielt wurde.
lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
lenum.stop = Bewegung / Abbau / Bau abbrechen.
lenum.unbind = Logiksteuerung deaktivieren.\nNormale KI übernimmt.
lenum.move = Geht zu diese Position.
@@ -3064,16 +3064,16 @@ lenum.build = Einen Block bauen.
lenum.getblock = Gibt den Gebäude-, Boden- und Blocktyp and den gegebenen Koordinaten zurück.\nDie Position muss in Reichweite der Einheit sein, sonst wird null zurückgegeben.
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
lenum.boost = Aktiviert / deaktiviert den Boost.
lenum.flushtext = Verschiebt den Inhalt des Print Buffers wenn möglich zu einem Marker.\nWenn fetch true ist, wird versucht, Eigenschaften vom Locale Bundle der Karte oder des Spiels zu lesen.
lenum.flushtext = Verschiebt den Inhalt des Print Buffers wenn möglich zu einem Marker.\nWenn fetch true ist, wird versucht, Eigenschaften vom Locale Bundle der Karte oder des Spiels zu lesen.
lenum.texture = Name einer Textur direkt aus dem Texturatlas des Spiels (bennant mit kebab-case naming style).\nWenn printFlush true ist, wird der Inhalt des Textspeichers als Argument genommen und gelöscht.
lenum.texturesize = Größe einer Textur in Kacheln. Zero value scales marker width to original texture's size.
lenum.autoscale = Ob der Marker entsprechend des Zoom-Levels des Spielers skaliert werden soll.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
lenum.uvi = Positionen auf der Textur von 0 bis 1, für quad marker benutzt.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Esta unidad no puede construir
lastaccessed = [lightgray]Último uso: {0}
lastcommanded = [lightgray]Última orden: {0}
block.unknown = [lightgray]???
stat.showinmap = <cargar mapa para mostrar>
stat.showinmap = <cargar mapa para mostrar>
stat.description = Objetivo
stat.input = Entrada
stat.output = Salida
@@ -1230,8 +1230,8 @@ stat.reactive = Reacciona con
stat.immunities = Inmune a
stat.healing = Curación
stat.efficiency = [stat]{0}% Eficiencia
ability.forcefield = Área de Escudo
ability.forcefield = Área de Escudo
ability.forcefield.description = Projecta un campo de fuerza que absorbe balas
ability.repairfield = Área de Reparación
ability.repairfield.description = Repara unidades cercanas
@@ -1260,8 +1260,8 @@ ability.spawndeath = Aparición al morir
ability.spawndeath.description = Libera unidades al morir
ability.liquidexplode = Derrame al morir
ability.liquidexplode.description = Derrama líquido al morir
ability.stat.firingrate = [stat]{0}/seg[lightgray] velocidad de disparo
ability.stat.firingrate = [stat]{0}/seg[lightgray] velocidad de disparo
ability.stat.regen = [stat]{0}[lightgray] salud/seg
ability.stat.pulseregen = [stat]{0}[lightgray] salud/pulso
ability.stat.shield = [stat]{0}[lightgray] escudo
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] reducción de daño
ability.stat.minspeed = [stat]{0} tiles/seg[lightgray] velocidad mínima
ability.stat.duration = [stat]{0} seg[lightgray] duración
ability.stat.buildtime = [stat]{0} seg[lightgray] tiempo de construcción
bar.displaytoolarge = Dimensiones demasiado grandes\n(Max: {0}x{0})
bar.displaytoolarge = Dimensiones demasiado grandes\n(Max: {0}x{0})
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
bar.drilltierreq = Requiere un taladro mejor
bar.nobatterypower = Poder insuficiente en las baterías
@@ -1317,12 +1317,12 @@ bar.activationtimer = Se activa en {0}
bar.activated = Activado
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Controlado desde el procesador
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] daño
bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray] bloques
bullet.incendiary = [stat]incendiaria
bullet.homing = [stat]rastreadora
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x cadencia de fuego
bullet.range = [stat]{0}[lightgray] bloques de alcance
bullet.notargetsmissiles = [stat] ignora construcciones
bullet.notargetsbuildings = [stat] ignora misiles
unit.blocks = bloques
unit.blocks = bloques
unit.blockssquared = bloques²
unit.powersecond = unidades de energía/segundo
unit.tilessecond = bloques/segundo
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Ocultar pantallas lógicas
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adaptar la interfaz para mostrar la muesca
setting.macnotch.description = Es necesario reiniciar para aplicar los cambios
steam.friendsonly = Solo amigos
steam.friendsonly = Solo amigos
steam.friendsonly.tooltip = Si solo los amigos de Steam podrán unirse a tu partida.\nDesmarcar esta opción hará tu partida pública - cualquiera podrá unirse.
setting.maxmagnificationmultiplierpercent.name = Distancia de cámara mínima
setting.minmagnificationmultiplierpercent.name = Distancia de cámara máxima
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Modo Comando
keybind.command_queue.name = Unit Command Queue
keybind.create_control_group.name = Crear grupo de control
keybind.cancel_orders.name = Cancelar órdenes
keybind.unit_stance_shoot.name = Acción de unidad: Disparar
keybind.unit_stance_shoot.name = Acción de unidad: Disparar
keybind.unit_stance_hold_fire.name = Acción de unidad: No disparar
keybind.unit_stance_pursue_target.name = Acción de unidad: Seguir objetivo
keybind.unit_stance_patrol.name = Acción de unidad: Patrullar
keybind.unit_stance_ram.name = Acción de unidad: Embestir
keybind.unit_stance_boost.name = Acción de unidad: Sobrevolar
keybind.unit_stance_hold_position.name = Acción de unidad: Mantener la posición
keybind.unit_command_move.name = Comando de unidad: Moverse
keybind.unit_command_move.name = Comando de unidad: Moverse
keybind.unit_command_repair.name = Comando de unidad: Reparar
keybind.unit_command_rebuild.name = Comando de unidad: Reconstruir
keybind.unit_command_assist.name = Comando de unidad: Asistir al jugador
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Comando de unidad: Cargar bloques
keybind.unit_command_unload_payload.name = Comando de unidad: Soltar carga
keybind.unit_command_enter_payload.name = Comando de unidad: Entrar a bloque de carga
keybind.unit_command_loop_payload.name = Comando de unidad: Bucle de transporte de unidades
keybind.rebuild_select.name = Reconstruir región
keybind.rebuild_select.name = Reconstruir región
keybind.schematic_select.name = Seleccionar región
keybind.schematic_menu.name = Menú de esquemas
keybind.schematic_flip_x.name = Invertir esquema X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Combate contra otros jugadores localmente.\n[gray]Requier
mode.attack.name = Ataque
mode.attack.description = Destruye la base enemiga. \n[gray]Requiere un núcleo rojo en el mapa.
mode.custom = Normas personalizadas
rules.invaliddata = Datos del portapeles invalidos.
rules.invaliddata = Datos del portapeles invalidos.
rules.hidebannedblocks = Ocultar bloques prohibidos
rules.infiniteresources = Recursos infinitos
rules.fillitems = Llenar el núcleo con recursos
@@ -1753,20 +1753,20 @@ rules.weather = Clima
rules.weather.frequency = Frecuencia:
rules.weather.always = Siempre
rules.weather.duration = Duracion:
rules.randomwaveai.info = Hace que las unidades aparecidas en oleadas ataquen estructuras aleatorias en lugar de atacar directamente al núcleo o generadores de energía.
rules.randomwaveai.info = Hace que las unidades aparecidas en oleadas ataquen estructuras aleatorias en lugar de atacar directamente al núcleo o generadores de energía.
rules.placerangecheck.info = Previene que los jugadores construyan algo cerca de las estructuras enemigas. Cuando se intenta construir una torreta, el rango es aumentado, de modo que la torreta no podrá alcanzar al enemigo.
rules.onlydepositcore.info = Evita que las unidades depositen materiales en cualquier estructura a excepción del nucleo.
database-category.item = Recursos
database-category.item = Recursos
database-category.liquid = Fluidos
database-category.unit = Unidades
database-category.block = Bloques
database-category.status = Efectos de Estado
database-category.sector = Sectores
database-category.team = Facciones
database-tag.turret = Torretas
database-tag.turret = Torretas
database-tag.production = Producción
database-tag.distribution = Distribución
database-tag.liquid = Líquidos
@@ -1779,10 +1779,10 @@ database-tag.logic = Lógica
database-tag.unit-air = Aereas
database-tag.unit-naval = Navales
database-tag.unit-ground = Terrestres
wallore = (Muro)
item.copper.name = Cobre
item.lead.name = Plomo
item.coal.name = Carbón
item.graphite.name = Grafito
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsteno
item.oxide.name = Óxido
item.carbide.name = Carburo
item.dormant-cyst.name = Quiste Latente
liquid.water.name = Agua
liquid.water.name = Agua
liquid.slag.name = Magma
liquid.oil.name = Petróleo
liquid.cryofluid.name = Líquido criogénico
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozono
liquid.hydrogen.name = Hidrógeno
liquid.nitrogen.name = Nitrógeno
liquid.cyanogen.name = Cianógeno
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Dron ensamblador
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Pared
block.sand-boulder.name = Roca de arena
block.basalt-boulder.name = Roca de basalto
@@ -2102,8 +2102,8 @@ block.container.name = Contenedor
block.launch-pad.name = Plataforma de lanzamiento
block.advanced-launch-pad.name = Plataforma de lanzamiento
block.landing-pad.name = Plataforma de aterrizaje
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Fábrica terrestre
block.air-factory.name = Fábrica aérea
block.naval-factory.name = Fábrica naval
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Descargador de carga
block.payload-unloader.description = Descarga objetos y líquidos de bloques.
block.heat-source.name = Fuente de calor
block.heat-source.description = Un bloque pequeño que proporciona una cantidad infinita de calor.
block.empty.name = Vacío
#Erekir
block.empty.name = Vacío
block.rhyolite-crater.name = Cráter de riolita
block.rough-rhyolite.name = Riolita bruta
block.regolith.name = Regolito
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Reactor de flujo
block.neoplasia-reactor.name = Reactor de neoplasia
block.switch.name = Interruptor
block.switch.name = Interruptor
block.micro-processor.name = Microprocesador
block.logic-processor.name = Procesador lógico
block.hyper-processor.name = Hiperprocesador
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Pantalla lógica grande
block.tile-logic-display.name = Pantalla lógica en mosaico
block.memory-cell.name = Unidad de memoria
block.memory-bank.name = Servidor de memoria
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Abandonado
team.green.name = Verde
team.blue.name = Azul
hint.skip = Omitir
hint.skip = Omitir
hint.desktopMove = Usa [accent][[WASD][] para moverte.
hint.zoom = Usa la [accent]Rueda del ratón[] para controlar el zoom.
hint.desktopShoot = [accent][[Clic-izquierdo][] para disparar.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Este sector tiene un [scarlet]alto nivel de amenaza enem
hint.coreIncinerate = Tras completar la capacidad máxima de almacenamiento en el núcleo para un tipo de objeto, cualquier recurso adicional de ese tipo que reciba el núcleo será [accent]incinerado[].
hint.factoryControl = Para establecer el [accent]destino de salida[] de una fábrica de unidades, haz clic sobre dicho bloque desde el modo comando, luego clic derecho en el destino a elegir.\nLas unidades fabricadas intentarán desplazarse allí automáticamente.
hint.factoryControl.mobile = Para establecer el [accent]destino de salida[] de una fábrica de unidades, toca dicho bloque en modo comando, y luego toca el destino que quieras elegir.\nLas unidades fabricadas intentarán desplazarse hasta esta ubicación automáticamente.
gz.mine = Acércate al :ore-copper: [accent]mineral de cobre[] del suelo y haz clic sobre él para empezar a minarlo.
gz.mine = Acércate al :ore-copper: [accent]mineral de cobre[] del suelo y haz clic sobre él para empezar a minarlo.
gz.mine.mobile = Acércate al :ore-copper: [accent]mineral de cobre[] del suelo y tócalo para empezar a minarlo.
gz.research = Abre el menú de :tree: investigaciones tecnológicas.\nInvestiga el :mechanical-drill: [accent]taladro mecánico[], luego selecciónalo en el menú inferior derecho.\nHaz clic sobre una veta de cobre para colocar el taladro.
gz.research.mobile = Abre el menú de :tree: investigaciones tecnológicas.\nInvestiga el :mechanical-drill: [accent]taladro mecánico[], luego selecciónalo en el menú inferior derecho.\nToca una veta de cobre para colocar el taladro.\n\nPulsa el \ue800 [accent]botón de confirmación[] de abajo a la derecha para confirmar.
@@ -2373,8 +2373,8 @@ gz.zone1 = Esta es la zona de aterrizaje del enemigo.
gz.zone2 = Cualquier estructura en el área será destruida al comenzar una oleada.
gz.zone3 = Ahora comenzará una oleada.\nPrepárate.
gz.finish = Construye más torretas, extrae más recursos,\ny defiéndete de todas las oleadas para [accent]capturar este sector[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Usa [accent]unidades[] para defender construcciones y atacar al enemigo.\nInvestiga y construye una :ground-factory: [accent]fábrica terrestre[].
fungalpass.tutorial2 = Selecciona unidades :dagger: [accent]Dagger[] en la fábrica.\nProduce 3 unidades.
frontier.tutorial1 = El :additive-reconstructor: [accent]Reconstructor aditivo[]\nmejora unidades de primera categoría a segunda categoría\nusando :silicon: silicio y :graphite: grafito.\n\n[accent]Investiga y reconstruye\nun []:dagger:[accent] dagger a un []:mace:[accent] mace.
frontier.tutorial1 = El :additive-reconstructor: [accent]Reconstructor aditivo[]\nmejora unidades de primera categoría a segunda categoría\nusando :silicon: silicio y :graphite: grafito.\n\n[accent]Investiga y reconstruye\nun []:dagger:[accent] dagger a un []:mace:[accent] mace.
frontier.tutorial2 = Oleadas enemigas enviadas [accent]indefinidamente[] hasta que todos los núcleos enemigos sean [unlaunched]destruidos.
frontier.tutorial3 = [accent]Ataca rápidamente la base enemiga para evitar que las oleadas se vuelvan demasiado altas[].
atolls.destroy1 = Destruye los 2 [accent]núcleos foundation[] enemigos primero.\n[accent]Obtén acceso a torio[].
atolls.destroy1 = Destruye los 2 [accent]núcleos foundation[] enemigos primero.\n[accent]Obtén acceso a torio[].
atolls.mega1 = Accede al [accent]modo comando[] y elige las unidades :mega:[accent]Mega[].
atolls.mega2 = Usa el comando \ue87b [accent]Load Units[] para que los Mega transporten unidades terrestres.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Estos pasos se pueden revisar [acento]aquí[].
atolls.carry7 = Sigue estas instrucciones para lanzar más unidades por aire cerca de la base enemiga.
atolls.noairunit = Esta base está demasiado fortificada como para ser destruida con unidades aéreas.
atolls.2strategies = Existen dos estrategias para destruir esta base.
onset.mine = Haz clic para minar :beryllium: [accent]berilio[] de las paredes.\n\nUsa [accent][[WASD] para moverte.
onset.mine = Haz clic para minar :beryllium: [accent]berilio[] de las paredes.\n\nUsa [accent][[WASD] para moverte.
onset.mine.mobile = Toca para minar :beryllium: [accent]berilio[] de las paredes.
onset.research = Abre el :tree: menú de investigaciones.\nInvestiga y construye una :turbine-condenser: [accent]turbina condensadora[] en la grieta.\nEsto generará [accent]energía[].
onset.bore = Investiga y construye un :plasma-bore: [accent]perforador de plasma[].\nEste minará recursos de las paredes automáticamente.
@@ -2437,14 +2437,14 @@ onset.detect = El enemigo te detectará en 2 minutos.\nEstablece sistemas de def
onset.commandmode = Presiona [accent]shift[] para entrar en el [accent]modo comando[].\n[accent]Click-izquierdo y arrastra[] para seleccionar unidades.\n[accent]Click-derecho[] para ordenar a las unidades seleccionadas moverse o atacar.
onset.commandmode.mobile = Presiona el botón [accent]comando[] para entrar en el [accent]modo comando[].\nManten presionado un dedo, despues [accent]arrastralo[] para seleccionar unidades.\n[accent]Toca[] para ordenar a las unidades seleccionadas moverse o atacar.
aegis.tungsten = El tungsteno puede ser minado usando un [accent]taladro de impacto[].\nEsta estructura requiere [accent]agua[] y [accent]energía[].
split.pickup = Algunos bloques pueden ser recogidos por la unidad del núcleo.\nRecoge este [accent]contenedor[] y suéltalo sobre el [accent]puerto de carga[].\n(Las teclas por defecto son [ para recoger y ] para soltar la carga)
split.pickup = Algunos bloques pueden ser recogidos por la unidad del núcleo.\nRecoge este [accent]contenedor[] y suéltalo sobre el [accent]puerto de carga[].\n(Las teclas por defecto son [ para recoger y ] para soltar la carga)
split.pickup.mobile = Algunos bloques pueden ser recogidos por la unidad del núcleo.\nRecoge este [accent]contenedor[] y suéltalo sobre el [accent]puerto de carga[].\n(Para recoger o soltar algo, mantenlo pulsado.)
split.acquire = Recolecta tungsteno para construir unidades.
split.build = Debes transportar las unidades al otro lado del muro.\nConstruye dos [accent]catapultas electromagnéticas de carga[], uno a cada lado del muro.\nEnlázalos pulsando sobre uno, y luego seleccionando el otro.
split.container = Igual que los contenedores, las unidades también se pueden transportar usando [accent]catapultas electromagnéticas de carga[].\nConstruye un fabricador de unidades adyacente a una catapulta electromagnética, así podrás enviarlas através del muro para atacar la base enemiga.
item.copper.description = Usado en todo tipo de bloques y munición.
item.copper.description = Usado en todo tipo de bloques y munición.
item.copper.details = Cobre. Metal anormalmente abundante en Serpulo. Estructuralmente débil a menos que sea reforzado.
item.lead.description = Usado en estructuras elécticas y transferencia de líquidos.
item.lead.details = Denso. Inerte. Usado en baterías.\nNota: Suele ser tóxico para la mayoría de formas de vida biológicas. Aunque ya no quedan muchas de esas por aquí.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Se puede usar como combustible, o para obtener petr
item.spore-pod.details = Esporas. Son algo parecido a una forma de vida sintética. Emiten gases tóxicos para el resto de vida biológica. Extremadamente invasivo. Altamente inflamable bajo determinadas condiciones.
item.blast-compound.description = Usado en bombas y munición explosiva.
item.pyratite.description = Usado en armas incendiarias y generadores de combustión.
item.beryllium.description = Usado en varios tipos de estructuras y munición en Erekir.
#Erekir
item.beryllium.description = Usado en varios tipos de estructuras y munición en Erekir.
item.tungsten.description = Se usa en taladros, blindajes y munición. Es un componente esencial en la construcción de estructuras avanzadas.
item.oxide.description = Se usa como conductor térmico y aislante eléctrico.
item.carbide.description = Se usa en estructuras avanzadas, unidades pesadas, y munición.
liquid.water.description = Usado para enfriar máquinas y para procesar residuos.
liquid.water.description = Usado para enfriar máquinas y para procesar residuos.
liquid.slag.description = Diferentes tipos de metales fundidos mezclados. Puede ser separado en sus minerales constituyentes, o disparado a unidades enemigas como arma.
liquid.oil.description = Se utiliza en producción de materiales avanzados, y en munición incendiaria.
liquid.cryofluid.description = Usado como refrigerante para reactores, torretas, y fábricas.
liquid.arkycite.description = Se usa en reacciones químicas para generar energía y sintetizar materiales.
#Erekir
liquid.arkycite.description = Se usa en reacciones químicas para generar energía y sintetizar materiales.
liquid.ozone.description = Usado como agente oxidante en la producción de materiales, y como combustible. Moderadamente explosivo.
liquid.hydrogen.description = Se usa en la extracción de recursos, producción de unidades, y reparación de estructuras. Inflamable.
liquid.cyanogen.description = Se usa en municiones, producción de unidades avanzadas, y reacciones en bloques avanzados. Altamente inflamable.
liquid.nitrogen.description = Se usa en extracción de recursos, producción de gas y construcción de unidades. Inerte.
liquid.neoplasm.description = Un peligroso derivado biológico del reactor de Neoplasia. Se propaga rápidamente a través de cualquier bloque con agua con el que entre en contacto, deteriorándolo en el proceso. Viscoso.
liquid.neoplasm.details = Neoplasma. Una incontrolable masa fangosa de células sintéticas que expande rápidamente. Resiste el calor. Es extremadamente peligroso para cualquier estructura relacionada con agua.\n\nDemasiado complejo e inestable para analizarlo. Se desconocen sus posibles aplicaciones. Se recomienda incinerarlo en lagos de magma.
block.derelict = [lightgray]Abandonado
block.derelict = [lightgray]Abandonado
block.armored-conveyor.description = Mueve objetos. No los acepta si entran por los lados.
block.illuminator.description = Emite luz.
block.message.description = Almacena un mensaje para comunicarte con tus aliados o dejar recordatorios.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Muestra gráficos arbitrarios dibujados
block.tile-logic-display.description = Muestra gráficos arbitrarios dibujados desde un procesador lógico.\nSe conecta automáticamente a otras pantallas en mosaico cercanas
block.interplanetary-accelerator.description = Una torre de proyección electromagnética masiva. Acelera núcleos hasta la velocidad necesaria para escapar del campo gravitatorio del planeta, habilitando el despliegue interplanetario.
block.repair-turret.description = Repara continuamente la unidad dañada más cercana dentro de su alcance. Opcionalmente acepta refrigerante.
block.core-bastion.description = Núcleo de la base. Blindado. Una vez destruido, se pierde toda comunicación con el sector.
#Erekir
block.core-bastion.description = Núcleo de la base. Blindado. Una vez destruido, se pierde toda comunicación con el sector.
block.core-citadel.description = Núcleo de la base. Altamente reforzado. Almacena más recursos que un núcleo Bastion.
block.core-acropolis.description = Núcleo de la base. Posee un blindaje excepcional. Puede almacenar aún más recursos que un núcleo Citadel.
block.breach.description = Dispara munición de berilio o tungsteno a los objetivos enemigos.
@@ -2746,8 +2746,8 @@ block.radar.description = Descubre gradualmente el terreno y las unidades enemig
block.shockwave-tower.description = Daña y destruye proyectiles enemigos dentro de su radio de acción. Requiere cianógeno.
block.canvas.description = Muestra una imagen simple con una paleta predefinida. Editable.
block.large-canvas.description = Muestra una imagen simple con una paleta predefinida. Editable.
unit.dagger.description = Dispara proyectiles básicos a enemigos cercanos.
unit.dagger.description = Dispara proyectiles básicos a enemigos cercanos.
unit.mace.description = Ataca con llamaradas a enemigos cercanos.
unit.fortress.description = Utiliza artillería de largo alcance contra enemigos terrestres.
unit.scepter.description = Bombardea enemigos cercanos con proyectiles cargados.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Dispara llamaradas de fuego que reparan estructuras al
unit.cyerce.description = Dispara grupos de misiles rastreadores. Repara unidades aliadas.
unit.aegires.description = Electrifica a todas las unidades y estructuras enemigas que entran en su campo de energía. Repara todas las unidades aliadas.
unit.navanax.description = Dispara proyectiles PEM explosivos que infligen mucho daño a las redes eléctricas enemigas y reparan las estructuras aliadas. Funde a los enemigos cercanos con 4 torretas láser autónomas.
unit.stell.description = Dispara proyectiles básicos a objetivos enemigos.
#Erekir
unit.stell.description = Dispara proyectiles básicos a objetivos enemigos.
unit.locus.description = Dispara alternando proyectiles a objetivos enemigos.
unit.precept.description = Dispara grupos de proyectiles perforantes a los objetivos enemigos.
unit.vanquish.description = Dispara grandes balas divisibles que perforan a los objetivos enemigos.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Dispara misiles inhibidores de largo alcance a objeti
unit.evoke.description = Construye estructuras para defender el núcleo Bastion. Dispone de un láser que repara estructuras.
unit.incite.description = Construye estructuras para defender el núcleo Citadel. Dispone de un láser que repara estructuras.
unit.emanate.description = Construye estructuras para defender el núcleo Acropolis. Dispone de láseres que reparan estructuras.
lst.read = Lee un número desde una unidad de memoria conectada.
lst.read = Lee un número desde una unidad de memoria conectada.
lst.write = Escribe un número en una unidad de memoria conectada.
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
lst.printchar = Añade un carácter UFT-16 o un ícono de contenido al búfer de impresión.\nNo muestra nada hasta que [accent]Print Flush[] sea usado.
@@ -2857,16 +2857,16 @@ lst.makemarker = Crea un nuevo marcador lógico en el mundo.\nUna ID para identi
lst.setmarker = Establece una propiedad para un marcador.\nLa ID usada debe ser la misma que se uso en la instrucción Make Marker.
lst.localeprint = Añade el valor de una propiedad de localización al buffer de texto.\nPara establecer conjuntos de localización en el editor del mapa, revisa [accent]Información del mapa > Paquetes de localización[].\nSi el cliente es un dispositivo móvil, trata de imprimir primero una propiedad con terminación ".mobile".
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = La constante matemática pi (3.141...)
lglobal.@e = La constante matemática e (2.718...)
lglobal.@degToRad = Multiplica por este número para convertir grados a radianes
lglobal.@radToDeg = Multiplica por este número para convertir radianes a grados
lglobal.@time = Tiempo de juego en la partida actual, en milisegundos
lglobal.@time = Tiempo de juego en la partida actual, en milisegundos
lglobal.@tick = Tiempo de juego en la partida actual, en ticks (1 segundo = 60 ticks)
lglobal.@second = Tiempo de juego en la partida actual, en segundos
lglobal.@minute = Tiempo de juego en la partida actual, en minutos
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Número de la oleada actual, si las oleadas están activas
lglobal.@waveTime = Cuenta regresiva de las oleadas, en segundos
lglobal.@mapw = Ancho del mapa, en casillas
lglobal.@maph = Alto del mapa, en casillas
lglobal.sectionMap = Mapa
lglobal.sectionMap = Mapa
lglobal.sectionGeneral = General
lglobal.sectionNetwork = Red/Cliente [Solo procesadores estáticos]
lglobal.sectionProcessor = Procesador
lglobal.sectionLookup = Búsqueda
lglobal.@this = El bloque lógico ejecutando el código
lglobal.@this = El bloque lógico ejecutando el código
lglobal.@thisx = Coordenada X del bloque ejecutando el código
lglobal.@thisy = Corrdenada Y del bloque ejecutando el código
lglobal.@links = Número total de bloques vinculados a este procesador
lglobal.@ipt = Velocidad de ejecución del procesador en instrucciones por tick (60 ticks = 1 segundo)
lglobal.@unitCount = Número total de tipos de unidades en el juego; usado con la instrucción lookup(busqueda)
lglobal.@unitCount = Número total de tipos de unidades en el juego; usado con la instrucción lookup(busqueda)
lglobal.@blockCount = Número total de tipos de bloques en el juego; usado con la instrucción lookup(busqueda)
lglobal.@itemCount = Número total de tipos de objetos en el juego; usado con la instrucción lookup(busqueda)
lglobal.@liquidCount = Número total de tipos de líquidos en el juego; usado con la instrucción lookup(busqueda)
lglobal.@server = Verdadero si el código está ejecutandose en un servidor o en un solo jugador, falso en caso contrario
lglobal.@client = Verdadero si el código está ejecutandose en un cliente conectado a un servidor
lglobal.@clientLocale = Configuración regional del cliente ejecutando el código. Por ejemplo: en_US
lglobal.@clientLocale = Configuración regional del cliente ejecutando el código. Por ejemplo: en_US
lglobal.@clientUnit = Unidad del cliente ejecutando el código
lglobal.@clientName = Nombre de jugador del cliente ejecutando el código
lglobal.@clientTeam = ID del equipo del cliente ejecutando el código
lglobal.@clientMobile = Verdadero si el cliente que está ejecutando el código es de dispositivo móvil, falso en caso contrario
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = El tipo de bloque/unidad\nEjemplo: para buscar cualquier enrutador, esto devolverá [accent]@router[].\nNo devuelve una cadena de texto.
lenum.type = El tipo de bloque/unidad\nEjemplo: para buscar cualquier enrutador, esto devolverá [accent]@router[].\nNo devuelve una cadena de texto.
lenum.shoot = Dispara a una posición.
lenum.shootp = Dispara a una unidad/estructura con predicción de velocidad.
lenum.config = Configuración de estructura, por ejemplo: el objeto seleccionado en un clasificador.
lenum.enabled = Si el bloque está activado.
laccess.currentammotype = Munición/Líquido actual de una torreta.
laccess.currentammotype = Munición/Líquido actual de una torreta.
laccess.memorycapacity = Número de celdas en un bloque de memoria.
laccess.color = Color del iluminador.
laccess.controller = Controlador de unidad. Si se controla mediante un procesador, devuelve dicho procesador.\nSi está en formación, devuelve su líder.\nDe otra forma, devuelve la misma unidad.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Alto de un bloque de pantalla, en pixeles.
laccess.buffersize = Número de comandos sin ejecutar en el buffer gráfico de una pantalla.
laccess.operations = Número de operaciones ejecutadas en el bloque.\nPara pantallas, retorna el número de operaciones drawflush.
laccess.maxunits = Unidades máximas que un equipo puede tener.\nSolo puede ser obtenido de los núcleos.
lcategory.unknown = Desconocido
lcategory.unknown = Desconocido
lcategory.unknown.description = Instrucciones no clasificadas.
lcategory.io = Entrada y salida
lcategory.io.description = Modifica el contenido de los bloques de memoria y los búferes de procesadores.
@@ -2939,8 +2939,8 @@ lcategory.unit = Control de unidad
lcategory.unit.description = Da órdenes a las unidades.
lcategory.world = Mundo
lcategory.world.description = Controla cómo se comporta el mundo.
graphicstype.clear = Llena toda la pantalla con un color.
graphicstype.clear = Llena toda la pantalla con un color.
graphicstype.color = Establece el color para próximas operaciones de dibujo.
graphicstype.col = Es equivalente a "color", pero agrupado en un único valor.\nLos colores agrupados se escriben como códigos hexadecimales usando un [accent]%[] como prefijo.\nPor ejemplo: [accent]%ff0000[] es el color rojo.
graphicstype.stroke = Establece el ancho de la línea.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Dibuja las aristas de un polígono regular.
graphicstype.triangle = Rellena un triángulo.
graphicstype.image = Dibuja una imagen de algún contenido o copia el contenido de otra pantalla .\nEjemplo: [accent]@router[] o [accent]@dagger[] o una pantalla [accent]display1[].
graphicstype.print = Dibuja texto desde el buffer de escritura.\nLimpia el buffer de escritura.
lenum.always = Siempre "true".
lenum.always = Siempre "true".
lenum.idiv = División de un número entero.
lenum.div = División.\nDevuelve [accent]null[] al dividir entre cero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Comprobación lógica AND.
lenum.and = Comprobación bit a bit AND.
lenum.not = Comprobación bit a bit invertida.
lenum.xor = Comprobación bit a bit XOR.
lenum.min = Mínimo de dos números.
lenum.min = Mínimo de dos números.
lenum.max = Máximo de dos números.
lenum.angle = Ángulo del vector en grados.
lenum.anglediff = Distancia absoluta entre dos ángulos, en grados.
lenum.len = Longitud del vector.
lenum.sin = Seno, en grados.
lenum.sin = Seno, en grados.
lenum.cos = Coseno, en grados.
lenum.tan = Tangente, en grados.
lenum.asin = Arco seno, en grados.
lenum.asin = Arco seno, en grados.
lenum.acos = Arco coseno, en grados.
lenum.atan = Arco tangente, en grados.
lenum.rand = Número decimal aleatorio en un rango (0, valor).
#not a typo, look up 'range notation'
lenum.rand = Número decimal aleatorio en un rango (0, valor).
lenum.log = Logaritmo natural (ln).
lenum.log10 = Logaritmo en base 10.
lenum.noise = Ruido simplex 2D.
lenum.abs = Valor absoluto.
lenum.sqrt = Raíz cuadrada.
lenum.any = Cualquier unidad.
lenum.any = Cualquier unidad.
lenum.ally = Unidad aliada.
lenum.attacker = Unidad con un arma.
lenum.enemy = Unidad enemiga.
@@ -3000,13 +3000,13 @@ lenum.boss = Unidad guardián (Jefe).
lenum.flying = Unidad aérea.
lenum.ground = Unidad terrestre.
lenum.player = Unidad controlada por un jugador.
lenum.ore = Depósito mineral.
lenum.ore = Depósito mineral.
lenum.damaged = Bloque aliado dañado.
lenum.spawn = Punto de aterrizaje enemigo.\nPuede ser un núcleo o una posición.
lenum.building = Un bloque de una categoría específica.
lenum.core = Cualquier núcleo.
lenum.core = Cualquier núcleo.
lenum.storage = Bloque de almacenamiento, ejemplo: Contenedor.
lenum.generator = Bloques que generan energía.
lenum.factory = Bloques que transforman recursos.
@@ -3015,36 +3015,36 @@ lenum.battery = Cualquier batería.
lenum.resupply = Puntos de reabastecimiento.\nSólo es relevante cuando [accent]"Unidades necesitan munición"[] está activada.
lenum.reactor = Reactor de Impacto/Torio.
lenum.turret = Cualquier torreta.
sensor.in = El bloque/unidad a detectar.
radar.from = Bloque del que detectar.\nEl rango del sensor está limitado por el rango de dicha construcción.
radar.target = Filtro de unidades a detectar.
radar.and = Filtros adicionales.
radar.order = Orden para ordenar. 0 para invertir.
radar.sort = Métrica a usar al ordenar resultados.
radar.output = Variable en la que escribir la salida de una unidad.
unitradar.target = Filtro para detectar unidades.
unitradar.target = Filtro para detectar unidades.
unitradar.and = Filtros adicionales.
unitradar.order = Orden para ordenar. 0 para invertir.
unitradar.sort = Métrica a usar al ordenar resultados.
unitradar.output = Variable en la que escribir la salida de una unidad.
control.of = Bloque a controlar.
control.of = Bloque a controlar.
control.unit = Unidad/bloque al que apuntar.
control.shoot = Cuándo disparar.
unitlocate.enemy = Cuándo localizar construcciones enemigas.
unitlocate.enemy = Cuándo localizar construcciones enemigas.
unitlocate.found = Cuándo el objeto es encontrado.
unitlocate.building = Variable de salida para contrucciones localizadas.
unitlocate.outx = Coordenada X devuelta.
unitlocate.outy = Coordenada Y devuelta.
unitlocate.group = Grupo de bloque a buscar.
playsound.limit = Si es verdadero, evita que este sonido se reproduzca\nsi este ya se ha reproducido en el mismo fotograma.
lenum.idle = No se mueve, pero seguirá construyendo/extrayendo minerales.\nEs el estado por defecto.
lenum.stop = Deja de moverse/extraer minerales/contruir.
lenum.unbind = Desactiva el control externo de la unidad enlazada.\nLa unidad recupera su IA estándar.
lenum.move = Moverse a una posición exacta.
@@ -3064,16 +3064,16 @@ lenum.build = Construye una estructura.
lenum.getblock = Busca una construcción, suelo y tipo de bloque en determinadas coordenadas.\nLa unidad deberá estar en un rango relativo a la posición, de lo contrario se retorna null.
lenum.within = Comprueba si una unidad se encuentra cerca de una posición.
lenum.boost = Iniciar/Detener vuelo.
lenum.flushtext = Envía el contenido del buffer de impresión a los marcadores, si es posible.\nSi fetch se establece como cierto, intentará buscar propiedades del algún conjunto de localización o el del propio juego.
lenum.flushtext = Envía el contenido del buffer de impresión a los marcadores, si es posible.\nSi fetch se establece como cierto, intentará buscar propiedades del algún conjunto de localización o el del propio juego.
lenum.texture = Nombre de la textura directo del atlas de texturas del juego (usando el estilo de notación kebab-case).\nSi printFlush se establece como cierto, el contenido del buffer de texto se usará como argumento.
lenum.texturesize = Tamaño de la textura en casillas. El valor de cero escalará el ancho de un marcador al tamaño original de la textura.
lenum.autoscale = Si la escala del marcador debe ajustarse correspondiendo al nivel de zoom del jugador.
lenum.posi = Posición indexada, usada para marcadores de linea y cuadrados, con el índice cero siendo la primera posición.
lenum.uvi = Posición de la textura entre cero y uno, usado por marcadores cuadrados.
lenum.colori = Posición indexada, usada para marcadores de linea y cuadrado, con el índice cero siendo el primer color.
lenum.wavetimer = Si las oleadas se activan automáticamente con la cuenta regresiva. Si no, las oleadas se activan cuando el botón de activar oleada es presionado.
lenum.wavetimer = Si las oleadas se activan automáticamente con la cuenta regresiva. Si no, las oleadas se activan cuando el botón de activar oleada es presionado.
lenum.wave = Número de oleada actual. Puede ser cualquiera cosa en modos de juego sin oleadas.
lenum.currentwavetime = Cuenta regresiva de la oleada actual, en ticks.
lenum.waves = Si las oleadas están activas o no.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unit can't build
lastaccessed = [lightgray]Last Accessed: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Purpose
stat.input = Sisend
stat.output = Väljund
@@ -1230,8 +1230,8 @@ stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Repair Field
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Nõuab paremat puuri
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] hävituspunkti
bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki
bullet.incendiary = [stat]süttiv
bullet.homing = [stat]isesihtiv
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x tulistamise kiirus
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokki
unit.blocks = blokki
unit.blockssquared = blocks²
unit.powersecond = energiaühikut/s
unit.tilessecond = tiles/second
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Kohandage liidest sälku kuvamiseks
setting.macnotch.description = Muudatuste rakendamiseks on vaja taaskäivitada
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Võitle teiste mängijate vastu.
mode.attack.name = Rünnak
mode.attack.description = Hävita vaenlaste baas. Lahingulaineid ei ole.
mode.custom = Reeglid
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Lõputult ressursse
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Vask
item.lead.name = Plii
item.coal.name = Süsi
item.graphite.name = Grafiit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Vesi
liquid.water.name = Vesi
liquid.slag.name = Räbu
liquid.oil.name = Nafta
liquid.cryofluid.name = Krüovedelik
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Soldat
unit.dagger.name = Soldat
unit.mace.name = Mace
unit.fortress.name = Koljat
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Liivakamakas
block.basalt-boulder.name = Basalt Boulder
@@ -2102,8 +2102,8 @@ block.container.name = Hoidla
block.launch-pad.name = Stardiplatvorm
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
block.naval-factory.name = Naval Factory
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
block.switch.name = Switch
block.micro-processor.name = Micro Processor
block.logic-processor.name = Logic Processor
block.hyper-processor.name = Hyper Processor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Large Logic Display
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = punane
team.sharded.name = killustunud
team.derelict.name = unustatud
team.green.name = roheline
team.blue.name = sinine
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Left-click][] to shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = Peamine materjal, mida kasutatakse igat tüüpi konstruktsioonide ehitamiseks.
item.copper.description = Peamine materjal, mida kasutatakse igat tüüpi konstruktsioonide ehitamiseks.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = Peamine materjal, mida kasutatakse vedelike transportimise konstruktsioonide ja elektroonikaga seotud konstruktsioonide ehitamiseks.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Sünteetiline spooride kogum, mis on toodetud atmos
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = Pommides kasutatav ebastabiilne komponent, mis on sünteesitud spoorikobaratest ja teistest lenduvatest ühenditest. Kütusena kasutamine pole soovitatav.
item.pyratite.description = Süüterelvades kasutatav eriti tuleohtlik aine.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Kõige kasulikum vedelik, mida kasutatakse masinate jahutamiseks ja tööstuslike jäätmete töötlemisel.
liquid.water.description = Kõige kasulikum vedelik, mida kasutatakse masinate jahutamiseks ja tööstuslike jäätmete töötlemisel.
liquid.slag.description = Erinevate sulametallide segu. Võimalik eraldada koostisesse kuuluvateks mineraalideks või kasutada relvana, pihustades seda vaenlase väeüksustele.
liquid.oil.description = Keerukate materjalide tootmisel kasutatav vedelik. Võimalik muundada söeks või kasutada relvana, pihustades seda vaenlase väeüksustele.
liquid.cryofluid.description = Inertne mittesöövitav vedelik, mis saadakse veest ja titaanist. Suure soojusmahtuvusega. Kasutatakse masinate jahutamiseks.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Transpordib ressursse sama kiiresti kui titaankonveier, kuid on soomuskattega ja vastupidavam. Võtab külgedelt sisendina vastu ainult konveierite väljundeid.
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
block.message.description = Hoiab endas liitlastele olulist sõnumit.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unitatea ezin da ekoiztu
lastaccessed = [lightgray]Azken sarbidea: {0}
lastcommanded = [lightgray]Azken komandoa: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Helburua
stat.input = Sarrera
stat.output = Irteera
@@ -1230,8 +1230,8 @@ stat.reactive = Erreakzionatzen du
stat.immunities = Immunitateak
stat.healing = Sendatzea
stat.efficiency = [stat]{0}% Eraginkortasuna
ability.forcefield = Indar eremua
ability.forcefield = Indar eremua
ability.forcefield.description = Balak xurgatuko dituen indar ezkutua proiektatu
ability.repairfield = Konponketa eremua
ability.repairfield.description = Hurbileko unitateak konpondu
@@ -1260,8 +1260,8 @@ ability.spawndeath = Heriotza spawnak
ability.spawndeath.description = Unitateak askatzen ditu heriotzan
ability.liquidexplode = Heriotza isuria
ability.liquidexplode.description = Likidoa isurtzen du heriotzan
ability.stat.firingrate = [stat]{0}/seg[lightgray] tiro tasa
ability.stat.firingrate = [stat]{0}/seg[lightgray] tiro tasa
ability.stat.regen = [stat]{0}[lightgray] osasuna/seg
ability.stat.pulseregen = [stat]{0}[lightgray] osasuna/pultsoa
ability.stat.shield = [stat]{0}[lightgray] ezkutua
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] kalte murrizketa
ability.stat.minspeed = [stat]{0} teilak/seg[lightgray] abiadura minimoa
ability.stat.duration = [stat]{0} seg[lightgray] iraupena
ability.stat.buildtime = [stat]{0} seg[lightgray] eraikitze denbora
bar.displaytoolarge = Dimentsio handiegiak\n(Maximoa: {0}x{0})
bar.displaytoolarge = Dimentsio handiegiak\n(Maximoa: {0}x{0})
bar.onlycoredeposit = Nukleoak gordetzea baino ez dago baimenduta
bar.drilltierreq = Zulagailu hobea behar da
bar.nobatterypower = Bateriaren karga ez da nahikoa
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Prozesadorea kontrolatua
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] kalte
bullet.splashdamage = [stat]{0}[lightgray] ingurune-kaltea ~[stat] {1}[lightgray] lauza
bullet.incendiary = [stat]su-eragilea
bullet.homing = [stat]gidatua
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x tiro tasa
bullet.range = [stat]{0}[lightgray] teila eremua
bullet.notargetsmissiles = [stat] eraikinak alde batera uzten ditu
bullet.notargetsbuildings = [stat] misilak alde batera uzten ditu
unit.blocks = bloke
unit.blocks = bloke
unit.blockssquared = blokeak²
unit.powersecond = energia unitate/segundoko
unit.tilessecond = teilak/segundoko
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Ezkutatu pantaila logikoak
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Egokitu interfazea bistaratzeko
setting.macnotch.description = Berrabiarazi behar da aldaketak aplikatzeko
steam.friendsonly = Lagunak bakarrik
steam.friendsonly = Lagunak bakarrik
steam.friendsonly.tooltip = Bai, Steam lagunak bakarrik sartu ahal izango dira zure jokoan.\nKutxa hau desblokeatzeak zure jokoa publiko egingo du. Edonork bat egin dezake.
setting.maxmagnificationmultiplierpercent.name = Kameraren distantzia minimoa
setting.minmagnificationmultiplierpercent.name = Kameraren distantzia maximoa
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Aginte modua
keybind.command_queue.name = Unitatearen agindu ilara
keybind.create_control_group.name = Sortu kontrol taldea
keybind.cancel_orders.name = Aginduak ezeztatu
keybind.unit_stance_shoot.name = Unitatearen jarrera: Tiro egin
keybind.unit_stance_shoot.name = Unitatearen jarrera: Tiro egin
keybind.unit_stance_hold_fire.name = Unitatearen jarrera: Eutsi sua
keybind.unit_stance_pursue_target.name = Unitatearen jarrera: Helburua jarraitu
keybind.unit_stance_patrol.name = Unitatearen jarrera: Patruila
keybind.unit_stance_ram.name = Unitatearen jarrera: Aharia
keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unitateko agindua: Mugitu
keybind.unit_command_move.name = Unitateko agindua: Mugitu
keybind.unit_command_repair.name = Unitateko agindua: Konponketa
keybind.unit_command_rebuild.name = Unitateko agindua: Berreraiki
keybind.unit_command_assist.name = Unitateko agindua: Laguntza
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Unitateko agindua: Kargatu blokeak
keybind.unit_command_unload_payload.name = Unitateko agindua: Deskargatu karga erabilgarria
keybind.unit_command_enter_payload.name = Unitateko agindua: Sartu karga erabilgarria
keybind.unit_command_loop_payload.name = Unitateko agindua: Begizta unitateen transferentzia
keybind.rebuild_select.name = Eskualdea berreraiki
keybind.rebuild_select.name = Eskualdea berreraiki
keybind.schematic_select.name = Hautatu eskualdea
keybind.schematic_menu.name = Eskema menua
keybind.schematic_flip_x.name = Itzulbiratu X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Borrokatu beste jokalari batzuk lokalean.\n[gray]Gutxiene
mode.attack.name = Erasoa
mode.attack.description = Suntsitu etsaiaren basea. Boladarik ez.\n[gray]Kono gorria behar da mapan jolasteko.
mode.custom = Arau pertsonalizatuak
rules.invaliddata = Arbelaren datuak ez dira baliozkoak.
rules.invaliddata = Arbelaren datuak ez dira baliozkoak.
rules.hidebannedblocks = Ezkutatu debekatutako blokeak
rules.infiniteresources = Baliabide amaigabeak
rules.fillitems = Bete nukleoa elementuz
@@ -1753,20 +1753,20 @@ rules.weather = Eguraldia
rules.weather.frequency = Frekuentzia:
rules.weather.always = Beti
rules.weather.duration = Iraupena:
rules.randomwaveai.info = Olatuetan sortutako unitateak ausazko egituren jomuga bihurtzen ditu, nukleoari edo energia sorgailuei zuzenean eraso beharrean.
rules.randomwaveai.info = Olatuetan sortutako unitateak ausazko egituren jomuga bihurtzen ditu, nukleoari edo energia sorgailuei zuzenean eraso beharrean.
rules.placerangecheck.info = Galarazi egiten die jokalariei etsaien eraikinetatik hurbil ezer jartzea. Dorre bat jartzen saiatzen denean, mendilerroa handitu egiten da, eta, beraz, dorrea ezin izango da etsaiarengana iritsi.
rules.onlydepositcore.info = Unitateei eragotzi egiten die edozein eraikinetan elementuak jartzea, nukleoetan izan ezik.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Horma)
item.copper.name = Kobrea
item.lead.name = Beruna
item.coal.name = Ikatza
item.graphite.name = Grafitoa
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungstenoa
item.oxide.name = Oxidoa
item.carbide.name = Karburoa
item.dormant-cyst.name = Kiste loti
liquid.water.name = Ura
liquid.water.name = Ura
liquid.slag.name = Zepa
liquid.oil.name = Olioa
liquid.cryofluid.name = Krio-isurkaria
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozonoa
liquid.hydrogen.name = Hidrogenoa
liquid.nitrogen.name = Nitrogenoa
liquid.cyanogen.name = Zianogenoa
unit.dagger.name = Daga
unit.dagger.name = Daga
unit.mace.name = Maza
unit.fortress.name = Gotorleku
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Zetroa
unit.reign.name = Erreinua
unit.vela.name = Bela
unit.corvus.name = Korboa
unit.stell.name = Altzairua
unit.stell.name = Altzairua
unit.locus.name = Lekua
unit.precept.name = Agintaria
unit.vanquish.name = Garailea
@@ -1878,8 +1878,8 @@ unit.manifold.name = Kolektorea
unit.assembly-drone.name = Muntaketa drona
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Paralaxia
block.parallax.name = Paralaxia
block.cliff.name = Itsaslabarra
block.sand-boulder.name = Hondar harkaitza
block.basalt-boulder.name = Basaltozko harkaitza
@@ -2102,8 +2102,8 @@ block.container.name = Edukiontzia
block.launch-pad.name = Egozketa-plataforma
block.advanced-launch-pad.name = Jaurtiketa plataforma
block.landing-pad.name = Lurreratze plataforma
block.segment.name = Segmentua
block.segment.name = Segmentua
block.ground-factory.name = Lurreko Fabrika
block.air-factory.name = Aire Fabrika
block.naval-factory.name = Itsas Fabrika
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Karga erabilgarriko Deskargatzailea
block.payload-unloader.description = Blokeetatik likidoak eta elementuak deskargatzen ditu.
block.heat-source.name = Bero Iturria
block.heat-source.description = x1 bloke bat, ia bero infinitua ematen duena.
block.empty.name = Hutsik
#Erekir
block.empty.name = Hutsik
block.rhyolite-crater.name = Erriolita kraterra
block.rough-rhyolite.name = Erriolita gordina
block.regolith.name = Regolitoa
@@ -2294,8 +2294,8 @@ block.smite.name = Jo
block.malign.name = Gaiztoa
block.flux-reactor.name = Fluxu erreaktorea
block.neoplasia-reactor.name = Neoplasia erreaktorea
block.switch.name = Aldatu
block.switch.name = Aldatu
block.micro-processor.name = Mikroprozesadorea
block.logic-processor.name = Prozesadore logikoa
block.hyper-processor.name = Hiperprozesadorea
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Logika pantaila handia
block.tile-logic-display.name = Logika pantaila teilakatua
block.memory-cell.name = Memoria zelula
block.memory-bank.name = Memoria bankua
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = gorria
team.sharded.name = laranja
team.derelict.name = abandonatua
team.green.name = berdea
team.blue.name = urdina
hint.skip = Saltatu
hint.skip = Saltatu
hint.desktopMove = Erabili [accent][[WASD][] mugitzeko.
hint.zoom = [accent]Scroll[] zooma handitzeko edo txikitzeko.
hint.desktopShoot = [accent][[Ezkerreko klika][] tiro egiteko.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Sektore honek [scarlet]etsaien mehatxu maila altua du[].
hint.coreIncinerate = Nukleoa elementu batekin bete ondoren, jasotzen dituen mota horretako soberako edozein elementu [accent]erre[] egingo da.
hint.factoryControl = Unitate fabrika baten [accent]irteera helmuga[] ezartzeko, egin klik fabrika bloke batean komando moduan zaudela, eta ondoren egin klik eskuineko botoiarekin kokapen batean.\nEkoiztutako unitateak horra joango dira automatikoki.
hint.factoryControl.mobile = Unitate fabrika baten [accent]irteera helmuga[] ezartzeko, sakatu fabrika bloke batean komando moduan zaudela, eta ondoren sakatu kokapen batean.\nEkoiztutako unitateak horra joango dira automatikoki.
gz.mine = Mugitu lurrean dagoen :ore-copper: [accent]kobre mineralaren[] ondora eta egin klik meatzaritza hasteko.
gz.mine = Mugitu lurrean dagoen :ore-copper: [accent]kobre mineralaren[] ondora eta egin klik meatzaritza hasteko.
gz.mine.mobile = Mugitu lurrean dagoen :ore-copper: [accent]kobre mineralaren[] ondora eta sakatu meatzaritza hasteko.
gz.research = Ireki :tree: tteknologia zuhaitza.\nIkertu :mechanical-drill: [accent]Zulagailu mekanikoa[], ondoren, hautatu beheko eskuineko menuan.\nEgin klik kobrezko adabaki batean hura jartzeko.
gz.research.mobile = Ireki :tree: teknologia zuhaitza.\nIkertu :mechanical-drill: [accent]Zulagailu mekanikoa[], ondoren, hautatu beheko eskuineko menuan.\nSakatu kobrezko adabaki batean hura jartzeko.\n\nSakatu \ue800 [accent]baieztapen ikurra[] behean eskuinean baieztatzeko.
@@ -2373,8 +2373,8 @@ gz.zone1 = This is the enemy drop zone.
gz.zone2 = Erradioan eraikitako edozer suntsitzen da olatu bat hasten denean.
gz.zone3 = Bolada bat hasiko da orain\nPrestatu.
gz.finish = Eraiki dorre gehiago, atera baliabide gehiago,\neta defendatu olatu guztien aurka [accent]sektorea konkistatzeko[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Klik egin :beryllium: [accent]berilioa[] hormetatik meatzatzeko.\n\nErabili [accent][[WASD] mugitzeko.
onset.mine = Klik egin :beryllium: [accent]berilioa[] hormetatik meatzatzeko.\n\nErabili [accent][[WASD] mugitzeko.
onset.mine.mobile = Sakatu :beryllium: [accent]berilioa[] hormetatik meatzatzeko.
onset.research = Ireki :tree: teknologia zuhaitza.\nIkertu, ondoren kokatu :turbine-condenser: [accent]turbina kondentsadorea[] arnasguneetan.\nHau [accent]energia[] sortuko du.
onset.bore = Ikertu eta kokatu :plasma-bore: [accent]plasma zuloa[].\nHonek automatikoki meatzatuko ditu baliabideak hormetatik.
@@ -2437,14 +2437,14 @@ onset.detect = Etsaiak 2 minututan detektatu ahal izango zaitu.\nPrestatu defent
onset.commandmode = Eutsi [accent]shift[] [accent]komando modua[] sartzeko.\n[accent]Ezkerreko klika eta arrastatu[] unitateak hautatzeko.\n[accent]Eskuineko klika[] hautatutako unitateei mugitzeko edo erasotzeko agindua emateko.
onset.commandmode.mobile = Sakatu [accent]komando botoia[] [accent]komando moduan[] sartzeko.\nEduki hatza sakatuta, eta ondoren [accent]arrastatu[] unitateak hautatzeko.\n[accent]Sakatu[] hautatutako unitateei mugitzeko edo erasotzeko agindua emateko.
aegis.tungsten = Tungstenoa [accent]inpaktu zulagailua[] erabiliz meaztatu daiteke.\nEgitura honek [accent]ura[] eta [accent]energia[] behar ditu.
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
split.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 = Egiturazko material oinarrizkoena. Asko erabilia bloke mota guztietarako.
item.copper.description = Egiturazko material oinarrizkoena. Asko erabilia bloke mota guztietarako.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = Hastapeneko oinarrizko materiala. Bloke elektronikoak eta likidoen garraiorako blokeetan asko erabilia.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Espora sintetikoen leka bat, erabilera industrialer
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = Bonba eta lehergailuetan erabilitako konposatu ezegonkorra. Espora lekak eta beste substantzia lurrinkorrekin sintetizatua. Erregai gisa erabiltzea ez da gomendagarria.
item.pyratite.description = Izugarri sukoia den substantzia, arma su-eragileetan erabilia.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Likido erabilgarriena. Makinen hozgarri gisa eta hondakinen tratamenduan arrunt erabilia.
liquid.water.description = Likido erabilgarriena. Makinen hozgarri gisa eta hondakinen tratamenduan arrunt erabilia.
liquid.slag.description = Urtutako mineral desberdinen batura. Bere jatorrizko mineraletara banatu daiteke, edo munizio gisa etsaiei ihinztatu.
liquid.oil.description = Material aurreratuen ekoizpenean erabilitako likidoa. Ikatz bihurtu daiteke erregai gisa erabiltzeko, edo arma gisa ihinztatu eta su emanda.
liquid.cryofluid.description = Ur eta titanioz egindako likido bizigabe eta ez korrosiboa. Beroa xurgatzeko gaitasun handia du. Hozgarri gisa maiz erabilia.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Titaniozko garraio-zinten abiadura berean darmatza elementuak, baina bildaje hobea du. Ez du onartzen albotik kargatzea ez bada beste garraio-zinta batetik.
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
block.message.description = Mezu bat gordetzen du. Aliatuen arteko komunikaziorako erabilia.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Yksikkö ei voi rakentaa
lastaccessed = [lightgray]Viimeiseksi käytetty: {0}
lastcommanded = [lightgray]Viimeiseksi komennettu: {0}
block.unknown = [lightgray]???
stat.showinmap = <lataa näytettäv kartta>
stat.showinmap = <lataa näytettäv kartta>
stat.description = Tarkoitus
stat.input = Sisääntulo
stat.output = Ulostulo
@@ -1230,8 +1230,8 @@ stat.reactive = Reagoi
stat.immunities = Immuuni
stat.healing = Parantuu
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Voimakenttä
ability.forcefield = Voimakenttä
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Korjauskenttä
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
bar.drilltierreq = Parempi pora vaadittu
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Prosessorin hallitsema
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] Vahinko
bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] palikkaa
bullet.incendiary = [stat]sytyttävä
bullet.homing = [stat]itseohjautuva
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x ampumisnopeus
bullet.range = [stat]{0}[lightgray] laatan kantama
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = palikat
unit.blocks = palikat
unit.blockssquared = palikat²
unit.powersecond = energiayksikköä/sekunti
unit.tilessecond = laattaa/second
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Piilota logiikkanäytöt
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Mukauta käyttöliittymä näyttämään lovi
setting.macnotch.description = Muutosten toteuttaminen vaatii uudelleenkäynnistyksen
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Komentotila
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Valitse alue
keybind.schematic_menu.name = Kaavio Valikko
keybind.schematic_flip_x.name = Käännä kaavio X-akselilla
@@ -1641,8 +1641,8 @@ mode.pvp.description = Taistele toisia pelaajia vastaan paikallisesti.\n[gray]Pe
mode.attack.name = Hyökkäys
mode.attack.description = Tuhoa vihollisen tukikohta. Ei tasoja.\n[gray]Pelaaminen vaatii punaisen ytimen kartassa.
mode.custom = Muokkaa sääntöjä
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Loputtomat resurssit
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Sää
rules.weather.frequency = Tiheys:
rules.weather.always = Aina
rules.weather.duration = Kesto:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Seinä)
item.copper.name = Kupari
item.lead.name = Lyijy
item.coal.name = Hiili
item.graphite.name = Grafiitti
@@ -1804,8 +1804,8 @@ item.tungsten.name = Volframi
item.oxide.name = Oksidi
item.carbide.name = Karbidi
item.dormant-cyst.name = Uinuva lepoitiö
liquid.water.name = Vesi
liquid.water.name = Vesi
liquid.slag.name = Kuona
liquid.oil.name = Öljy
liquid.cryofluid.name = Kryolitku
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Otsoni
liquid.hydrogen.name = Vety
liquid.nitrogen.name = Typpi
liquid.cyanogen.name = Syanogeeni
unit.dagger.name = Tikari
unit.dagger.name = Tikari
unit.mace.name = Nuija
unit.fortress.name = Linnoitus
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Kokoajadrooni
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallaksi
block.parallax.name = Parallaksi
block.cliff.name = Kallio
block.sand-boulder.name = Hiekkalohkare
block.basalt-boulder.name = Basalttilohkare
@@ -2102,8 +2102,8 @@ block.container.name = Säiliö
block.launch-pad.name = Laukaisualusta
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segmentti
block.segment.name = Segmentti
block.ground-factory.name = Maatehdas
block.air-factory.name = Ilmatehdas
block.naval-factory.name = Laivatehdas
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Massapurkaja
block.payload-unloader.description = Purkaa tavaroita ja nesteitä palikoista.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Tyhjä
#Erekir
block.empty.name = Tyhjä
block.rhyolite-crater.name = Ryoliittikraatteri
block.rough-rhyolite.name = Karkea ryoliitti
block.regolith.name = Regoliitti
@@ -2294,8 +2294,8 @@ block.smite.name = Isku
block.malign.name = Pahantahto
block.flux-reactor.name = Virtausreaktori
block.neoplasia-reactor.name = Syöpäreaktori
block.switch.name = Kytkin
block.switch.name = Kytkin
block.micro-processor.name = Mikroprosessori
block.logic-processor.name = Logiikkaprosessori
block.hyper-processor.name = Hyperprosessori
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Iso logiikkanäyttö
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Muistisolu
block.memory-bank.name = Muistipankki
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = punainen
team.sharded.name = orange
team.derelict.name = hylky
team.green.name = vihreä
team.blue.name = sininen
hint.skip = Ohita
hint.skip = Ohita
hint.desktopMove = Käytä [accent][[WASD][] -näppäimiä liikkuaksesi.
hint.zoom = [accent]Scrollaa[] zoomataksesi sisään tai ulos.
hint.desktopShoot = Paina [accent][[Hiiren vasen][] ampuaksesi.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Tässä sektorissa on [scarlet]korkea uhkataso[].\nLauka
hint.coreIncinerate = Kun ydin on täynnä tiettyä tavaraa, ylimääräinen samanlainen tavara, joa tulee ytimeen, [accent]höyrystetään[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = Yksinkertaisin rakennemateriaali. Käytetään laajalti kaikenlaisissa palikoissa.
item.copper.description = Yksinkertaisin rakennemateriaali. Käytetään laajalti kaikenlaisissa palikoissa.
item.copper.details = Kupari. Epänormaalin yleinen metalli Serpulolla. Vahvistamattomana rakenteellisesti heikko.
item.lead.description = Yksinkertainen aloitusmateriaali. Käytetään paljon elektroniikassa ja nesteensiirtopalikoissa.
item.lead.details = Tiheä. Reagoimaton. Laajalti käytetty akuissa.\nHuomio: Todennäköisesti myrkyllistä biologisille elämänmuodoille. Ei sillä, että niitä olisi täällä paljon jäljellä.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Synteettisistä itiöistä koostuva palko, joka on
item.spore-pod.details = Itiöt. Todennäköisesti synteettinen elämänmuoto. Tuottavat kaasuja, jotka ovat myrkyllisiä muulle biologiselle elämälle. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = Epävakaa yhdiste, jota käytetään pommeissa ja räjähteissä. Syntetisoitu itiöpaloista ja muista räjähdysherkistä aineista. Käyttöä polttoaineena ei suositella.
item.pyratite.description = Äärimmäisen syttyvä aine, jota käytetään tulipaloja aiheuttavissa aseissa.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Hyödyllisin neste. Yleisesti käytetty koneiden viilentämiseen ja jätteiden prosessointiin.
liquid.water.description = Hyödyllisin neste. Yleisesti käytetty koneiden viilentämiseen ja jätteiden prosessointiin.
liquid.slag.description = Monia erilaisia sulia metalleja sekoitettuna yhdeksi seokseksi. Voidaan erottaa mineraaliainesosiinsa tai suihkuttaa vihollisyksiköihin aseena.
liquid.oil.description = Kehittyneessä materiaalituotannossa käytetty neste. Voidaan muuttaa hiileksi tai ruiskuttaa ja sytyttää aseena.
liquid.cryofluid.description = Reagoimaton, ruostuttamaton neste, jota valmistetaan vedestä ja titaanista. Omaa äärimmäisen korkean lämpökapasiteetin. Käytetään paljolti jäähdytysnesteenä.
liquid.arkycite.description = Käytetään kemiallisissa reaktioissa sähköntuotantoa ja materiaalisynteesiä varten.
#Erekir
liquid.arkycite.description = Käytetään kemiallisissa reaktioissa sähköntuotantoa ja materiaalisynteesiä varten.
liquid.ozone.description = Käytetään hapettamisaineena aineentuotannossa ja polttoaineena. Kohtalaisen räjähdysherkkää.
liquid.hydrogen.description = Käytetään resurssien louhinnassa, yksikönväsäyksessä ja rakennelmien korjauksessa. Tulenarkaa.
liquid.cyanogen.description = Käytetään ampumatarvikkeisiin, edistyneiden yksiköiden valmistamiseen ja monenlaisiin reaktioihin edistyneissä palikoissa. Hyvin tulenarkaa.
liquid.nitrogen.description = Käytetään resurssien louhinnassa, kaasunluonnissa and yksikönväsäyksessä. Reagoimaton.
liquid.neoplasm.description = Syöpäreaktorin vaarallinen luonnontieteellinen sivutuote. Leviää vikkelästi koskemiinsa märkiin palikoihin, vahingoittaen niitä. Tahmeaa.
liquid.neoplasm.details = Kasvain. Hallitsematon, vinhasti jakautuvien synteettisten solujen liejumainen massa. Kestää lämpöä. Äärimmäisen vaarallinen millekään rakennukselle jossa on tippaakaan vettä.\n\nLiian monimutkainen ja epävakaa normitutkimukselle. Mahdollisia käyttötarkoituksia ei tunneta. Suositellaan polttamaan kuona-altaassa.
block.derelict = \uf77e [lightgray]Hylky
block.derelict = \uf77e [lightgray]Hylky
block.armored-conveyor.description = Siirtää tavaroita samalla nopeudella kuin titaaniliukuhihna, mutta on haarniskoidumpi. Ei hyväksy sisääntuloa sivuilta miltään muulta, kuin toisilta liukuhihnoilta.
block.illuminator.description = Pieni, kompakti ja säädettävä valonlähde. Tarvitsee energiaa toimiakseen.
block.message.description = Varastoi viestin. Käytetään viestintään liittolaisten välillä.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Näyttää mielivaltaista ggrafiikkaa pr
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = Massiivinen sähkömagneettinen raidetykkitorni. Kiihdyttää ytimiä pakonopeuteen interplanetaarista leviämistä varten.
block.repair-turret.description = Korjaa jatkuvasti lähintä vahingoittunutta yksikköä lähellään. Käyttää vaihtoehtoisesti jäähdytysnestettä.
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
#Erekir
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
block.core-citadel.description = Tukikohdan ydin. Tosi hyvin panssaroitu. Varastoi enemmän tavaraa kuin Linnaydin.
block.core-acropolis.description = Tukikohdan ydin. Hemmetin hyvin panssaroitu. Varastoi enemmän tavaraa kuin Sitadelliydin.
block.breach.description = Ampuu läpäisykykyistä beryllium- tai volfhardiammusta vihollista kohti.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Ampuu normaaleja ammuksia kaikkiin läheisiin vihollisiin.
unit.dagger.description = Ampuu normaaleja ammuksia kaikkiin läheisiin vihollisiin.
unit.mace.description = Ampuu liekkisuihkuja kaikkiin läheisiin vihollisiin.
unit.fortress.description = Ampuu pitkän kantaman ammuksia maakohteisiin.
unit.scepter.description = Ampuu ryöpyn varattuja ammuksia kaikkiin läheisiin vihollisiin.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Ampuu rakennuksia korjaavia liekkisuihkuja läheisiin
unit.cyerce.description = Ampuu hakeutuvia ohjuskimppuja vihollisiin. Korjaa liittoutuneita yksiköitä.
unit.aegires.description = Antaa sähköiskuja kaikille vihollisyksiköille ja -rakennuksille, jotka ovat sen energiakentän sisällä. Korjaa kaikkia liittolaisia.
unit.navanax.description = Ampuu räjähtäviä EMP-ammuksia tehden huomattavaa vahinkoa vihollisen sähköverkoille ja korjaten liittoutuneita rakennuksia. Sulattaa läheiset viholliset neljällä itsenäisellä lasertykillä.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Lue numero yhdistetystä muistisolusta.
lst.read = Lue numero yhdistetystä muistisolusta.
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
lenum.shoot = Ammu tiettyä sijaintia.
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
lenum.config = Rakennuksen säätö, esim. lajittelijan valinta.
lenum.enabled = Selvitä, onko palikka päällä.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Lampun väri.
laccess.controller = Yksikön hallitsija. Jos yksikköä hallitsee prosessori, palauttaa prosessorin.\nJos yksikkö on muodostelmassa, palauttaa johtajan.\nPalauttaa muulloin itse yksikön.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Tuntematon
lcategory.unknown = Tuntematon
lcategory.unknown.description = Luokittelemattomat ohjeet.
lcategory.io = Sisään- ja ulostulo
lcategory.io.description = Muokkaa muistipalikan ja prosessoripuskureiden sisältöä.
@@ -2939,8 +2939,8 @@ lcategory.unit = Yksikönhallinta
lcategory.unit.description = Anna yksiköille komentoja.
lcategory.world = Maailma
lcategory.world.description = Hallitse maailman käyttäytymistä.
graphicstype.clear = Täytä näyttö tietyllä värillä.
graphicstype.clear = Täytä näyttö tietyllä värillä.
graphicstype.color = Aseta väri seuraaville piirto-operaatioille.
graphicstype.col = Vastaa väriä, mutta on pakattu.\nPakatut värit on kirjoitettu heksakoodina, jossa on [accent]%[]-etuliite.\nEsimerkki: [accent]%ff0000[] vastaa punaista väriä.
graphicstype.stroke = Aseta viivan leveys.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Piirrä säännöllisen monikulmion ääriviivat.
graphicstype.triangle = Piirrä täytetty kolmio.
graphicstype.image = Piirrä kuva jostain sisällöstä.\nEsim: [accent]@router[] tai [accent]@dagger[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Aina tosi.
lenum.always = Aina tosi.
lenum.idiv = Kokonaislukujen osamäärä.
lenum.div = Osamäärä.\nPalauttaa arvon [accent]null[] jaettaessa nollalla.
lenum.mod = Lukuun ottamatta.
@@ -2969,30 +2969,30 @@ lenum.land = Looginen AND.
lenum.and = Binäärinen AND.
lenum.not = Binäärinen flip.
lenum.xor = Binäärinen XOR.
lenum.min = Vägintään kaksi numeroa.
lenum.min = Vägintään kaksi numeroa.
lenum.max = Korkeintaan kaksi numeroa.
lenum.angle = Vektorin kulma asteina.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Vektorin pituus.
lenum.sin = Sini asteina.
lenum.sin = Sini asteina.
lenum.cos = Kosini asteina.
lenum.tan = Tangentti asteina.
lenum.asin = Arkussini asteina.
lenum.asin = Arkussini asteina.
lenum.acos = Arkuskosini asteina.
lenum.atan = Arkustangentti asteina.
lenum.rand = Satunnainen desimaaliluku väliltä [0, arvo).
#not a typo, look up 'range notation'
lenum.rand = Satunnainen desimaaliluku väliltä [0, arvo).
lenum.log = Luonnollinen logaritmi (ln).
lenum.log10 = Kymmenkantainen logaritmi.
lenum.noise = Kaksiulotteinen yksisuuntainen melu.
lenum.abs = Absoluuttinen arvo.
lenum.sqrt = Neliöjuuri.
lenum.any = Mikä tahansa yksikkö.
lenum.any = Mikä tahansa yksikkö.
lenum.ally = Liittolaisyksikkö.
lenum.attacker = Aseistettu yksikkö.
lenum.enemy = Vihollisyksikkö.
@@ -3000,13 +3000,13 @@ lenum.boss = Vartijayksikkö.
lenum.flying = Lentävä yksikkö.
lenum.ground = Maayksikkö.
lenum.player = Pelaajan hallitsema yksikkö.
lenum.ore = Malmintalletuspiste.
lenum.ore = Malmintalletuspiste.
lenum.damaged = Vahingoittunut liittolaisrakennus.
lenum.spawn = Vihollisen syntypiste.\nVoi olla ydin tai sijainti.
lenum.building = Tiettyyn joukkoon kuuluva rakennus.
lenum.core = Mikä tahansa ydin.
lenum.core = Mikä tahansa ydin.
lenum.storage = Varastorakennus, esim. holvi.
lenum.generator = Energiaa tuottavat rakennukset.
lenum.factory = Resursseja muokkaavat rakennukset.
@@ -3015,36 +3015,36 @@ lenum.battery = Mikä tahansa akku.
lenum.resupply = Uudelleenvarustuspisteet.\nAiheellinen vain, jos pelisääntö [accent]"Yksiköt tarvitsevat ammuksia"[] on käytöss'.
lenum.reactor = Törmäys- tai toriumreaktori.
lenum.turret = Mikä tahansa tykki.
sensor.in = Rakennus/Yksikkö, jota tarkkailla.
radar.from = Rakennukset, joista tarkkaillaan.\nSensorin kantamaa rajoittaa rakennuksen kantama.
radar.target = Suodatin, jota yksiköt tarkkailevat.
radar.and = Ylimääräiset suodattimet.
radar.order = Suodatusjärjestys. Käännä arvolla 0.
radar.sort = Mittari, jolla tulokset lajitellaan.
radar.output = Muuttuja, johon ulostuloyksikkö tallennetaan.
unitradar.target = Suodatin, jota yksiköt tarkkailevat.
unitradar.target = Suodatin, jota yksiköt tarkkailevat.
unitradar.and = Ylimääräiset suodattimet.
unitradar.order = Suodatusjärjestys. Käännä arvolla 0.
unitradar.sort = Mittari, jolla tulokset lajitellaan.
unitradar.output = Muuttuja, johon ulostuloyksikkö tallennetaan.
control.of = Hallittava rakennus.
control.of = Hallittava rakennus.
control.unit = Yksikkö/Rakennus, johon tähdätä.
control.shoot = Hallitsee ampuuko yksikkö.
unitlocate.enemy = Hallitse paikantaako yksikkö vihollisrakennuksia.
unitlocate.enemy = Hallitse paikantaako yksikkö vihollisrakennuksia.
unitlocate.found = Selvitä löytyikö kohde.
unitlocate.building = Ulostulomuuttuja paikannetulle rakennukselle.
unitlocate.outx = X-koodinaatin ulostulo.
unitlocate.outy = Y-koodinaatin ulostulo.
unitlocate.group = Etsittävä rakennusjoukko.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Lopeta liikkuminen, mutta jatka rakentamista/kaivamista.\nOletustila.
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle.
lenum.move = Liiku tarkkaan sijaintiin.
@@ -3064,16 +3064,16 @@ lenum.build = Rakenna tietty rakennus.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Tarkista, onko joukko tietyn sijainnin lähellä.
lenum.boost = Aloita tai lopeta tehostus.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unit can't build
lastaccessed = [lightgray]Last Accessed: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Layunin
stat.input = Input
stat.output = Output
@@ -1230,8 +1230,8 @@ stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Repair Field
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] pagbabawas ng pinsala
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min ng bilis
ability.stat.duration = [stat]{0} sec[lightgray] na tagal
ability.stat.buildtime = [stat]{0} sec[lightgray] oras na pagbuo
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Pinapayag lang ang Cire Depositing
bar.drilltierreq = Kinakailangan ang Mas mahusay na Drill
bar.nobatterypower = Insufficient Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
bullet.homing = [stat]homing
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x fire rate
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocks
unit.blocks = blocks
unit.blockssquared = blocks²
unit.powersecond = mga yunit ng kuryente/segundo
unit.tilessecond = tile/segundo
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Iangkop ang interface upang ipakita ang bingaw
setting.macnotch.description = Kinakailangan ang pag-restart upang mailapat ang mga pagbabago
steam.friendsonly = Mga Kaibigan lang
steam.friendsonly = Mga Kaibigan lang
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Lumaban sa iba pang mga manlalaro nang lokal.\n[gray]Nang
mode.attack.name = Attack
mode.attack.description = Wasakin ang base ng kalaban. \n[gray]Nangangailangan ng pulang core sa mapa upang maglaro.
mode.custom = Custom Rules
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Itago ang ibinabawal na blocks
rules.infiniteresources = Infinite Resources
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Panahon
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Ipinagbawalan ang mga player sa paglagay ng kahit ano malapit sa mga enemy buildings. Pag naitry naglagay ng turret, ang range ay nataas, para ang turret hindi makaabot ang kalaban.
rules.onlydepositcore.info = Ipinagbawalan ang mga units sa paglagay ng items sa kahit anong buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Tanso
item.lead.name = Tingga
item.coal.name = Coal
item.graphite.name = Grapayt
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Tubig
liquid.water.name = Tubig
liquid.slag.name = Slag
liquid.oil.name = Langis
liquid.cryofluid.name = Lamigtubig
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Drone sa Paggagawa
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Batong Buhangin
block.basalt-boulder.name = Batong Basalt
@@ -2102,8 +2102,8 @@ block.container.name = Container
block.launch-pad.name = Launch Pad
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Pabrika ng Lupang Panlaban
block.air-factory.name = Pabrika ng Langit na Panlaban
block.naval-factory.name = Pabrika ng Pandagat na Panlaban
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Naglalabas ng mga likido at mga item mula sa mga blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
block.switch.name = Switch
block.micro-processor.name = Micro Processor
block.logic-processor.name = Logic Processor
block.hyper-processor.name = Hyper Processor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Malaking Logic Display
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = red
team.sharded.name = orange
team.derelict.name = derelict
team.green.name = green
team.blue.name = blue
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Gamitin ang [accent][[WASD][] para gumalaw.
hint.zoom = [accent]Scroll[] para mag-zoom in o out.
hint.desktopShoot = [accent][[Left-click][] para mag-shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Pumunta malapit sa :ore-copper: [accent]copper ore[] sa ground at i-click ito para magsimula magmina.
gz.mine = Pumunta malapit sa :ore-copper: [accent]copper ore[] sa ground at i-click ito para magsimula magmina.
gz.mine.mobile = Pumunta malapit sa :ore-copper: [accent]copper ore[] sa ground at pindutin ito para magsimula magmina.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = Ang pinaka basic na struktural materyal. Malawakang ginagamit sa lahat ng types ng blocks.
item.copper.description = Ang pinaka basic na struktural materyal. Malawakang ginagamit sa lahat ng types ng blocks.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = Ang panimulang at basic na materyal. Malawakang ginagamit sa electronika at sa transportasyon ng likido gamit ng blocks.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Isang pod ng mga sintetikong spore, na synthesize m
item.spore-pod.details = Mga spores. Malamang na isang sintetikong anyo ng buhay. Naglalabas ng mga gas na nakakalason sa ibang biyolohikal na buhay. Lubhang invasive. Lubos na nasusunog sa ilang mga kundisyon.
item.blast-compound.description = Isang hindi matatag na compound na ginagamit sa mga bomba at pampasabog. Na-synthesize mula sa mga spore pod at iba pang pabagu-bagong substance. Gamitin bilang gasolina ay hindi pinapayuhan.
item.pyratite.description = Isang sobrang nasusunog na substance na ginagamit sa mga armas na nagniningas.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Ang pinaka-kapaki-pakinabang na likido. Karaniwang ginagamit para sa mga cooling machine at pagpoproseso ng basura.
liquid.water.description = Ang pinaka-kapaki-pakinabang na likido. Karaniwang ginagamit para sa mga cooling machine at pagpoproseso ng basura.
liquid.slag.description = Iba't ibang uri ng tinunaw na metal na pinaghalo. Maaaring ihiwalay sa mga mineral na bumubuo nito, o i-spray sa mga yunit ng kaaway bilang sandata.
liquid.oil.description = Isang likidong ginagamit sa advanced na produksyon ng materyal. Maaaring gawing karbon bilang panggatong, o i-spray at sunugin bilang sandata.
liquid.cryofluid.description = Isang inert, non-corrosive na likido na nilikha mula sa tubig at titanium. May napakataas na kapasidad ng init. Malawakang ginagamit bilang coolant.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Gumagalaw ng mga item sa parehong bilis ng mga titanium conveyor, ngunit nagtataglay ng mas maraming sandata. Hindi tumatanggap ng mga input mula sa mga gilid mula sa anumang bagay maliban sa iba pang mga conveyor belt.
block.illuminator.description = Isang maliit, compact, configurable light source. Nangangailangan ng kapangyarihan upang gumana.
block.message.description = Nag-iimbak ng mensahe. Ginagamit para sa komunikasyon sa pagitan ng mga kaalyado.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Cette unité ne peut pas construire
lastaccessed = [lightgray]Dernier accès : {0}
lastcommanded = [lightgray]Dernier commandement: {0}
block.unknown = [lightgray]???
stat.showinmap = <charger la carte à afficher>
stat.showinmap = <charger la carte à afficher>
stat.description = Description
stat.input = Ressource(s) requise(s)
stat.output = Ressource(s) produite(s)
@@ -1230,8 +1230,8 @@ stat.reactive = Réactions
stat.immunities = Immunités
stat.healing = Guérison
stat.efficiency = [stat]{0}% Efficacité
ability.forcefield = Champ de Force
ability.forcefield = Champ de Force
ability.forcefield.description = Projette un bouclier de force qui absorbe les balles
ability.repairfield = Champ de Réparation
ability.repairfield.description = Répare les unités proches
@@ -1260,8 +1260,8 @@ ability.spawndeath = Invocation à la mort
ability.spawndeath.description = Invoque des unités à la mort
ability.liquidexplode = Déversement à la mort
ability.liquidexplode.description = Déverse du liquide à la mort
ability.stat.firingrate = [stat]{0}/sec[lightgray] cadence de tir
ability.stat.firingrate = [stat]{0}/sec[lightgray] cadence de tir
ability.stat.regen = [stat]{0}[lightgray] santé/sec
ability.stat.pulseregen = [stat]{0}[lightgray] santé/impulsion
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] réduction des dégâts
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] vitesse minimale
ability.stat.duration = [stat]{0} sec[lightgray] durée
ability.stat.buildtime = [stat]{0} sec[lightgray] temps de construction
bar.displaytoolarge = Dimensions trop grandes\n(Max : {0}x{0})
bar.displaytoolarge = Dimensions trop grandes\n(Max : {0}x{0})
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
bar.drilltierreq = Meilleure Foreuse Requise
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = S'active dans {0}
bar.activated = Activé
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Contrôlé par un processeur.
weapon.pointdefense = [stat]Défense rapprochée
bullet.damage = [stat]{0}[lightgray] dégâts
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
bullet.incendiary = [stat]incendiaire
bullet.homing = [stat]autoguidé
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]% vitesse de tir
bullet.range = [stat]{0}[lightgray] blocs de portée
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocs
unit.blocks = blocs
unit.blockssquared = blocs²
unit.powersecond = unités d'énergie/seconde
unit.tilessecond = blocs/seconde
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Cacher les Écrans
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adapter l'interface pour afficher l'encoche
setting.macnotch.description = Redémarrage du jeu nécessaire pour appliquer les changements
steam.friendsonly = Amis seulement
steam.friendsonly = Amis seulement
steam.friendsonly.tooltip = Indique si seuls les amis Steam peuvent rejoindre votre partie.\nSi vous décochez cette case, votre partie deviendra publique et tout le monde pourra la rejoindre.
setting.maxmagnificationmultiplierpercent.name = Distance min de la caméra
setting.minmagnificationmultiplierpercent.name = Distance max de la caméra
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Mode « Commande »
keybind.command_queue.name = File d'attente des Commandes d'Unités
keybind.create_control_group.name = Créer un Groupe de Contrôle
keybind.cancel_orders.name = Annuler les Ordres
keybind.unit_stance_shoot.name = Ordre: Tirer
keybind.unit_stance_shoot.name = Ordre: Tirer
keybind.unit_stance_hold_fire.name = Ordre: Ne pas tirer
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
keybind.unit_stance_patrol.name = Ordre: Patrouille
keybind.unit_stance_ram.name = Ordre: Charger
keybind.unit_stance_boost.name = Posture d'unité: boost
keybind.unit_stance_hold_position.name = Posture d'unité: maintenir la position
keybind.unit_command_move.name = Commande d'unité: déplacer
keybind.unit_command_move.name = Commande d'unité: déplacer
keybind.unit_command_repair.name = Commande d'unité: réparer
keybind.unit_command_rebuild.name = Commande d'unité: reconstruire
keybind.unit_command_assist.name = Commande d'unité: assister
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Commande d'unité: charger les blocs
keybind.unit_command_unload_payload.name = Commande d'unité: décharger la charge utile
keybind.unit_command_enter_payload.name = Commande d'unité: entrer dans la charge utile
keybind.unit_command_loop_payload.name = Commande d'unité: transfert d'unités en boucle
keybind.rebuild_select.name = Reconstruire la Zone
keybind.rebuild_select.name = Reconstruire la Zone
keybind.schematic_select.name = Sélectionner une Région
keybind.schematic_menu.name = Menu des schémas
keybind.schematic_flip_x.name = Retourner le schéma sur l'axe des X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Lutter contre d'autres joueurs pour gagner !\n[gray]Requi
mode.attack.name = Attaque
mode.attack.description = Pas forcément de vagues, le but étant de détruire la base ennemie.\n[gray]Requiert un Noyau rouge pour jouer à ce mode.
mode.custom = Règles Personnalisées
rules.invaliddata = Données du Presse-Papier Invalides.
rules.invaliddata = Données du Presse-Papier Invalides.
rules.hidebannedblocks = Cacher les blocs bannis.
rules.infiniteresources = Ressources Infinies
rules.fillitems = Remplir le noyau avec des objets
@@ -1753,20 +1753,20 @@ rules.weather = Météo
rules.weather.frequency = Fréquence :
rules.weather.always = Permanent
rules.weather.duration = Durée :
rules.randomwaveai.info = Fait en sorte que les unités générées par les vagues ciblent des structures aléatoires au lieu d'attaquer directement le noyau ou les générateurs d'énergie.
rules.randomwaveai.info = Fait en sorte que les unités générées par les vagues ciblent des structures aléatoires au lieu d'attaquer directement le noyau ou les générateurs d'énergie.
rules.placerangecheck.info = Empêche les joueurs de placer quoi que ce soit près des bâtiments ennemis. Lorsqu'on tente de placer une tourelle, la portée est augmentée, de sorte que la tourelle ne puisse pas atteindre l'ennemi.
rules.onlydepositcore.info = Empêche les unités de déposer des objets dans des bâtiments autres que les noyaux.
database-category.item = Objets
database-category.item = Objets
database-category.liquid = Fluides
database-category.unit = Unités
database-category.block = Blocs
database-category.status = Effets de statut
database-category.sector = Secteurs
database-category.team = Factions
database-tag.turret = Tourelle
database-tag.turret = Tourelle
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquide
@@ -1779,10 +1779,10 @@ database-tag.logic = Logique
database-tag.unit-air = Aérien
database-tag.unit-naval = Naval
database-tag.unit-ground = Terrestre
wallore = (Mur)
item.copper.name = Cuivre
item.lead.name = Plomb
item.coal.name = Charbon
item.graphite.name = Graphite
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungstène
item.oxide.name = Oxide
item.carbide.name = Carbure
item.dormant-cyst.name = Kyste dormant
liquid.water.name = Eau
liquid.water.name = Eau
liquid.slag.name = Scories
liquid.oil.name = Pétrole
liquid.cryofluid.name = Liquide Cryogénique
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogène
liquid.nitrogen.name = Azote
liquid.cyanogen.name = Cyanogène
unit.dagger.name = Poignard
unit.dagger.name = Poignard
unit.mace.name = Titan
unit.fortress.name = Forteresse
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Destructeur
unit.reign.name = Éradicateur
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Drone d'Assemblage
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Falaise
block.sand-boulder.name = Rocher de Sable
block.basalt-boulder.name = Rocher de Basalte
@@ -2102,8 +2102,8 @@ block.container.name = Conteneur
block.launch-pad.name = Rampe de lancement [lightgray](Ancien)
block.advanced-launch-pad.name = Rampe de lancement
block.landing-pad.name = Plateforme d'atterrissage
block.segment.name = Diviseur
block.segment.name = Diviseur
block.ground-factory.name = Usine d'Unités Terrestres
block.air-factory.name = Usine d'Unités Aériennes
block.naval-factory.name = Usine d'Unités Navales
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Déchargeur de charge utile
block.payload-unloader.description = Décharge les liquides et les ressources des blocs.
block.heat-source.name = Source de Chaleur
block.heat-source.description = Produit de grandes quantités de chaleur. Bac à sable uniquement.
block.empty.name = Vide
#Erekir
block.empty.name = Vide
block.rhyolite-crater.name = Cratère de Rhyolite
block.rough-rhyolite.name = Rhyolite rugueuse
block.regolith.name = Régolithe
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Réacteur à Flux
block.neoplasia-reactor.name = Réacteur à Néoplasme
block.switch.name = Interrupteur
block.switch.name = Interrupteur
block.micro-processor.name = Micro Processeur
block.logic-processor.name = Processeur
block.hyper-processor.name = Hyper Processeur
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Grand Écran
block.tile-logic-display.name = Écran modulaire
block.memory-cell.name = Cellule de mémoire
block.memory-bank.name = Banque de mémoire
team.malis.name = malis
team.malis.name = malis
team.crux.name = crux
team.sharded.name = sharded
team.derelict.name = vestige
team.green.name = vert
team.blue.name = bleu
hint.skip = Passer
hint.skip = Passer
hint.desktopMove = Utilisez [accent][[ZQSD][] pour bouger.
hint.zoom = [accent]Scrollez[] pour zoomer et dézoomer.
hint.desktopShoot = [accent][[Clic-gauche][] pour tirer.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Ce secteur a un niveau de menace ennemi [scarlet]élevé
hint.coreIncinerate = Lorsqu'un Noyau est rempli d'une ressource en particulier, le surplus qui y rentrera sera [accent]incinéré[].
hint.factoryControl = Pour régler la [accent]destination[] d'une usine à unités, cliquez sur l'usine en mode « Commande », puis clic-droit sur la destination souhaitée.\nLes unités produites s'y déplaceront automatiquement.
hint.factoryControl.mobile = Pour régler la [accent]destination[] d'une usine à unités, tapez sur l'usine en mode « Commande », puis tapez sur la destination souhaitée.\nLes unités produites s'y déplaceront automatiquement.
gz.mine = Déplacez-vous près du :ore-copper: [accent]minerai de cuivre[] sur le sol et cliquez pour commencer à miner.
gz.mine = Déplacez-vous près du :ore-copper: [accent]minerai de cuivre[] sur le sol et cliquez pour commencer à miner.
gz.mine.mobile = Déplacez-vous près du :ore-copper: [accent]minerai de cuivre[] sur le sol et Tapez dessus pour commencer à miner.
gz.research = Ouvrez :tree: l'Arbre technologique.\nRecherchez la :mechanical-drill: [accent]Foreuse méchanique[], ensuite sélectionnez-la dans le menu en bas à droite.\nCliquez sur le filon de cuivre pour la placer.
gz.research.mobile = Ouvrez :tree: l'Arbre technologique.\nRecherchez la :mechanical-drill: [accent]Foreuse méchanique[], ensuite sélectionnez-la dans le menu en bas à droite.\nTapez sur le filon de cuivre pour la placer.\n\nPressez la \ue800 [accent]coche[] en bas à droite pour confirmer.
@@ -2373,8 +2373,8 @@ gz.zone1 = Ceci est la zone d'apparition ennemie.
gz.zone2 = Tout ce qui est construit dans le rayon est détruit lors du commencement de la vague.
gz.zone3 = Une vague va commencer maintenant.\nPréparez-vous.
gz.finish = Construisez plus de tourelles, minez plus de resources,\net défendez-vous contre toutes les vagues ennemies afin de [accent]capturer ce secteur[].
ff.coal = Utilisez les :mechanical-drill: [accent]Foreuses mécaniques[] pour miner du :ore-coal: [accent]charbon[].
ff.coal = Utilisez les :mechanical-drill: [accent]Foreuses mécaniques[] pour miner du :ore-coal: [accent]charbon[].
ff.graphitepress = :tree: Recherchez et placez une :graphite-press: [accent]Presse à Graphite[].
ff.craft = Déplacez le :coal: charbon dans la :graphite-press: [accent]Presse à Graphite[].\nElle produira du :graphite: graphite pour tous les convoyeurs à proximité.\nDéplacez le :graphite: graphite produit par la :graphite-press: [accent]Presse à Graphite[] dans le noyau.
ff.generator = :coal: Le charbon peut aussi servir de carburant dans les :combustion-generator: [accent]Générateurs à Combustion[].\nRecherchez et placez un :combustion-generator: [accent]Générateur à Combustion[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produire de l'énergie
ff.node = :power-node: [accent]Transmetteurs énergétiques[] transmettent l'énergie aux blocs proches dans leur rayon.\nRecherchez et placez un :power-node: [accent]transmetteur énergétique[] près du générateur.
ff.battery = :battery: Les [accent]Batteries[] stockent l'énergie.\nRecherchez et placez une :battery: [accent]Batterie[] près du transmetteur.
ff.arc = :arc: Les [accent]Tourelles Arc[] nécessitent de l'énergie pour fonctionner. Recherchez et placez une tourelle :arc: [accent]Arc[] près d'un transmetteur énergétique.
fungalpass.tutorial1 = Utilisez des [accent]unités[] pour défendre les bâtiments et attaquer l'ennemi.\nRecherchez et placez une :ground-factory: [accent]usine d'unités terrestres[].
fungalpass.tutorial2 = Sélectionnez les unités :dagger: [accent]Poignard[] dans l'usine.\nProduisez 3 unités.
frontier.tutorial1 = Le :additive-reconstructor: [accent]Reconstructeur Additif[]\naméliore les unités de niveau 1 au niveau 2\nen utilisant :silicon: du silicium et :graphite: du graphite.\n\n[accent]Recherchez et reconstruisez[]\nun []:dagger:[accent] Poignard en un []:mace:[accent] Titan.
frontier.tutorial1 = Le :additive-reconstructor: [accent]Reconstructeur Additif[]\naméliore les unités de niveau 1 au niveau 2\nen utilisant :silicon: du silicium et :graphite: du graphite.\n\n[accent]Recherchez et reconstruisez[]\nun []:dagger:[accent] Poignard en un []:mace:[accent] Titan.
frontier.tutorial2 = Les vagues ennemies arrivent à l'infini jusqu'à ce que tous les noyaux ennemis soient [unlaunched]détruits[].
frontier.tutorial3 = [accent]Attaquez rapidement la base ennemie pour éviter que les vagues ne deviennent trop fortes[].
atolls.destroy1 = Détruisez d'abord les 2 noyaux Fondation ennemis.\n[accent]Débloquez le thorium[].
atolls.destroy1 = Détruisez d'abord les 2 noyaux Fondation ennemis.\n[accent]Débloquez le thorium[].
atolls.mega1 = Entrez en [accent]Mode Commande[] et sélectionnez les unités :mega:[accent]Mega[].
atolls.mega2 = Sélectionnez la commande \ue87b [accent]Transporter Unités[] pour que les unités Mega ramassent les unités terrestres.
atolls.mega3 = Déplacez les unités Mega [accent]au-dessus[] des unités terrestres pour les charger.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Ces étapes peuvent être consultées [accent]ici[].
atolls.carry7 = Suivez ces instructions pour larguer davantage d'unités près de la base ennemie.
atolls.noairunit = Cette base est trop bien fortifiée pour être détruite avec des unités aériennes.
atolls.2strategies = Il existe deux stratégies pour détruire cette base.
onset.mine = Cliquez pour miner le :beryllium: [accent]béryllium[] contenu dans les murs.\n\nUtilisez [accent][[ZQSD] pour bouger.
onset.mine = Cliquez pour miner le :beryllium: [accent]béryllium[] contenu dans les murs.\n\nUtilisez [accent][[ZQSD] pour bouger.
onset.mine.mobile = Tapez pour miner le :beryllium: [accent]béryllium[] contenu dans les murs.
onset.research = Ouvrez :tree: l'arbre technologique.\nRecherchez et placez un :turbine-condenser: [accent]condenseur à turbine[] sur l'évent.\nCela va générer de [accent]l'énergie[].
onset.bore = Recherchez et placez une :plasma-bore: [accent]foreuse à plasma[].\nElle va automatiquement miner les ressources contenues dans les murs.
@@ -2437,14 +2437,14 @@ onset.detect = L'ennemi sera capable de vous détecter dans 2 minutes.\nAmélior
onset.commandmode = Retenez [accent]Maj-gauche[] pour entrer en [accent]Mode « Commande »[].\n[accent]Clic-gauche tout en bougeant la souris[] pour sélectionner des unités.\n[accent]Clic-droit[] pour ordonner aux unités sélectionnées de bouger ou attaquer.
onset.commandmode.mobile = Pressez le [accent]bouton de commande[] pour entrer en [accent]Mode « Commande »[].\nRetenez votre doigt, et [accent]bougez-le[] pour sélectionner des unités.\n[accent]Tapez[] pour ordonner aux unités sélectionnées de bouger ou attaquer.
aegis.tungsten = Le tungstène peut être miné en utilisant une [accent]foreuse à impact[].\nCette structure requiert de [accent]l'eau[] et de [accent]l'énergie[].
split.pickup = Certains blocs peuvent être transportés par des unités du noyau.\nTransportez ce [accent]conteneur[] et placez-le sur le [accent]chargeur de charges utiles[].\n(Les touches par défaut sont [[ pour ramasser et ] pour déposer)
split.pickup = Certains blocs peuvent être transportés par des unités du noyau.\nTransportez ce [accent]conteneur[] et placez-le sur le [accent]chargeur de charges utiles[].\n(Les touches par défaut sont [[ pour ramasser et ] pour déposer)
split.pickup.mobile = Certains blocs peuvent être transportés par des unités du noyau.\nTransportez ce [accent]conteneur[] et placez-le sur le [accent]chargeur de charges utiles[].\n(Pour ramasser ou déposer quelque chose, Pressez longuement dessus.)
split.acquire = Vous devez acquérir du tungstène pour construire des unités.
split.build = Ces unités doivent être transportées vers l'autre côté du mur.\nPlacez 2 [accent]transporteurs de charges utiles[], 1 de chaque côté du mur.\nEnsuite reliez-les en pressant sur l'un et ensuite en sélectionnant l'autre.
split.container = Similaires aux conteneurs, les unités peuvent aussi être transportées en utilisant un [accent]transporteur de charges utiles[].\nPlacez un fabricateur d'unités adjacent à un transporteur, ensuite chargez-les et finalement, envoyez-les au-delà du mur pour attaquer la base ennemie.
item.copper.description = Le matériau structurel de base. Utilisation très répandue dans tous les types de blocs et en tant que munition.
item.copper.description = Le matériau structurel de base. Utilisation très répandue dans tous les types de blocs et en tant que munition.
item.copper.details = Le cuivre est un matériau anormalement abondant sur Serpulo. Il est structurellement faible à moins d'être renforcé.
item.lead.description = Un matériau de départ. Utilisation très répandue en électronique et dans les blocs de transport de liquides.
item.lead.details = Dense et inerte, il est beaucoup utilisé dans les batteries.\nNote: Probablement toxique pour les formes de vie biologiques. Mais ce n'est pas comme s’il en restait beaucoup ici.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Les bulbes sporifères sont utilisés pour l'obtent
item.spore-pod.details = Les spores sont des formes de vies synthétiques, émettant des gaz qui sont toxiques pour les autres formes de vie biologiques. Elles sont extrêmement invasives et très inflammables dans certaines conditions.
item.blast-compound.description = Un matériau utilisé dans les bombes et les munitions explosives.
item.pyratite.description = Une substance extrêmement inflammable utilisée dans les armes incendiaires et comme combustible pour les générateurs.
item.beryllium.description = Un matériau utilisé dans de nombreux types de constructions et de munition sur Erekir.
#Erekir
item.beryllium.description = Un matériau utilisé dans de nombreux types de constructions et de munition sur Erekir.
item.tungsten.description = Un métal utilisé dans les foreuses, armures et munitions. Requis pour la construction de structures avancées.
item.oxide.description = Un matériau utilisé comme conducteur de chaleur et isolant pour l'énergie.
item.carbide.description = Un matériau utilisé dans les structures avancées, les unités lourdes et les munitions.
liquid.water.description = Le liquide le plus utile. Couramment utilisé pour le refroidissement et le traitement des déchets.
liquid.water.description = Le liquide le plus utile. Couramment utilisé pour le refroidissement et le traitement des déchets.
liquid.slag.description = Différents types de métaux en fusion mélangés. Peut être séparé en ses minéraux constitutifs ou tout simplement pulvérisé sur les unités ennemies.
liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être transformé en charbon ou pulvérisé sur les ennemis, puis enflammé.
liquid.cryofluid.description = Un liquide inerte, non corrosif, créé à partir d’eau et de titane. Possède une capacité d'absorption de chaleur extrêmement élevée. Largement utilisé comme liquide de refroidissement.
liquid.arkycite.description = Un liquide utilisé dans les réactions chimiques pour la production d’énergie et la synthèse de matériaux.
#Erekir
liquid.arkycite.description = Un liquide utilisé dans les réactions chimiques pour la production d’énergie et la synthèse de matériaux.
liquid.ozone.description = Un gaz utilisé comme agent oxydant dans la production de matériaux et comme combustible. Relativement explosif.
liquid.hydrogen.description = Un gaz inflammable utilisé dans l’extraction des ressources, la production d'unités et la réparation de structures.
liquid.cyanogen.description = Un gaz hautement inflammable utilisé pour les munitions, la construction d’unités avancées, et diverses réactions dans certains blocs avancés.
liquid.nitrogen.description = Un gaz inerte utilisé dans l’extraction des ressources, la création de gaz et la production d'unités.
liquid.neoplasm.description = Un sous-produit biologique dangereux issu du réacteur à Néoplasme. Se propage rapidement dans tous les blocs adjacents contenant de l’eau, les endommageant dans le processus. Très visqueux.
liquid.neoplasm.details = Néoplasme, une masse incontrôlable de cellules synthétiques à division rapide, ayant une consistance semblable à la boue. Résistant à la chaleur. Extrêmement dangereux pour toute structure comportant de l’eau.\n\nTrop complexe et instable pour des analyses standard. Applications potentielles inconnues. Il est recommandé de l’incinérer dans des bassins de scories.
block.derelict = \ue815 [lightgray]Vestiges
block.derelict = \ue815 [lightgray]Vestiges
block.armored-conveyor.description = Déplace les objets à la même vitesse que les convoyeurs en titane, mais est plus résistant. Seulement d'autres convoyeurs peuvent faire entrer des ressources par ses côtés.
block.illuminator.description = Une petite source lumineuse compacte et configurable. Nécessite de l'énergie pour fonctionner.
block.message.description = Enregistre un message. Utilisé pour la communication entre alliés. Le message contenu peut être modifié par un processeur logique.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Affiche des images à partir des instruc
block.tile-logic-display.description = Affiche des images à partir des instructions d'un processeur logique.\nSe connecte sans transition aux écrans modulaires voisins.
block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettent un déploiement interplanétaire.
block.repair-turret.description = Répare en continu l'unité endommagée la plus proche dans son périmètre. Accepte le liquide de refroidissement en option.
block.core-bastion.description = Le cœur de votre base. Blindé. Une fois détruit, le secteur est perdu.
#Erekir
block.core-bastion.description = Le cœur de votre base. Blindé. Une fois détruit, le secteur est perdu.
block.core-citadel.description = Le cœur de votre base. Très bien blindé. Stocke plus de ressources qu'un noyau Bastion.
block.core-acropolis.description = Le cœur de votre base. Exceptionnellement bien blindé. Stocke plus de ressources qu'un noyau Citadelle.
block.breach.description = Tire des munitions perforantes de béryllium ou de tungstène sur les cibles ennemies.
@@ -2746,8 +2746,8 @@ block.radar.description = Découvre progressivement le terrain et les unités en
block.shockwave-tower.description = Endommage et détruit les projectiles ennemis dans un rayon. Nécessite du cyanogène.
block.canvas.description = Affiche une image simple avec une palette prédéfinie. Modifiable.
block.large-canvas.description = Affiche une image simple avec une palette prédéfinie. Modifiable.
unit.dagger.description = Tire des balles normales aux ennemis proches.
unit.dagger.description = Tire des balles normales aux ennemis proches.
unit.mace.description = Tire des jets de flammes aux ennemis proches.
unit.fortress.description = Tire des balles d’artillerie à longue portée sur des cibles terrestres.
unit.scepter.description = Tire un barrage de balles super chargées aux ennemis proches.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Tire des jets de flammes qui réparent les structures
unit.cyerce.description = Tire des missiles à fragmentation sur les ennemis. Répare les unités alliées.
unit.aegires.description = Secoue toutes les unités et structures ennemies qui entrent dans son champ d'énergie. Répare tous les alliés.
unit.navanax.description = Tire des projectiles explosifs EMP, infligeant des dommages importants aux réseaux électriques ennemis et réparant les structures alliées. Fait fondre les ennemis proches avec 4 tourelles laser autonomes.
unit.stell.description = Tire des balles standard aux ennemis proches.
#Erekir
unit.stell.description = Tire des balles standard aux ennemis proches.
unit.locus.description = Tire des balles en alternance aux ennemis proches.
unit.precept.description = Tire des grappes de balles perçantes aux ennemis proches.
unit.vanquish.description = Tire des larges balles perçantes qui se divisent aux ennemis proches.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Tire des missiles de suppression autoguidés à longu
unit.evoke.description = Construit des structures pour défendre le Noyau bastion. Peut réparer des structures avec un rayon.
unit.incite.description = Construit des structures pour défendre le Noyau citadelle. Peut réparer des structures avec un rayon.
unit.emanate.description = Construit des structures pour défendre le Noyau acropole. Peut réparer des structures avec un rayon.
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
lst.printchar = Ajoute un caractère UTF-16 ou une icône à la mémoire tampon d'impression.\nN'affiche rien tant que [accent]Print Flush[] n'est utilisé.
@@ -2857,16 +2857,16 @@ lst.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marq
lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
lst.localeprint = Ajoute la valeur d'une propriété de traduction à la mémoire tampon de texte.\nPour définir des traductions dans l'éditeur de carte, consultez [accent]Infos de carte > Traductions[].\nSi le client est un appareil mobile, essaie d'abord d'imprimer une propriété se terminant par ".mobile".
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = La constante mathématique pi (3.141...)
lglobal.@e = La constante mathématique e (2.718...)
lglobal.@degToRad = Multiplie par ce nombre pour convertir les degrés en radians
lglobal.@radToDeg = Multiplie par ce nombre pour convertir les radians en degrés
lglobal.@time = Temps de jeu de la sauvegarde actuelle, en millisecondes
lglobal.@time = Temps de jeu de la sauvegarde actuelle, en millisecondes
lglobal.@tick = Temps de jeu de la sauvegarde actuelle, en ticks (1 seconde = 60 ticks)
lglobal.@second = Temps de jeu de la sauvegarde actuelle, en secondes
lglobal.@minute = Temps de jeu de la sauvegarde actuelle, en minutes
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Numéro de vague actuel, si les vagues sont activées
lglobal.@waveTime = Compteur des vagues, en secondes
lglobal.@mapw = Largeur de la carte en blocs
lglobal.@maph = Hauteur de la carte en blocs
lglobal.sectionMap = Carte
lglobal.sectionMap = Carte
lglobal.sectionGeneral = Général
lglobal.sectionNetwork = Réseau/client [processeur global uniquement]
lglobal.sectionProcessor = Processeur
lglobal.sectionLookup = Recherche
lglobal.@this = Le bloc logique qui exécute le code
lglobal.@this = Le bloc logique qui exécute le code
lglobal.@thisx = Coordonnée X du bloc exécutant le code
lglobal.@thisy = Coordonnée Y du bloc exécutant le code
lglobal.@links = Nombre total de blocs liés à ce processeur
lglobal.@ipt = Vitesse d'exécution du processeur en instructions par tick (60 ticks = 1 seconde)
lglobal.@unitCount = Nombre total de types d'unité dans le jeu ; utilisé avec l'instruction de recherche
lglobal.@unitCount = Nombre total de types d'unité dans le jeu ; utilisé avec l'instruction de recherche
lglobal.@blockCount = Nombre total de types de bloc dans le jeu ; utilisé avec l'instruction de recherche
lglobal.@itemCount = Nombre total de types d'objet dans le jeu ; utilisé avec l'instruction de recherche
lglobal.@liquidCount = Nombre total de types de liquide dans le jeu ; utilisé avec l'instruction de recherche
lglobal.@server = Vrai si le code s'exécute sur un serveur ou en solo, faux sinon
lglobal.@client = Vrai si le code s'exécute sur un client connecté à un serveur
lglobal.@clientLocale = Locale du client exécutant le code. Par exemple : en_US
lglobal.@clientLocale = Locale du client exécutant le code. Par exemple : en_US
lglobal.@clientUnit = Unité du client exécutant le code
lglobal.@clientName = Nom du joueur du client exécutant le code
lglobal.@clientTeam = ID de l'équipe du client exécutant le code
lglobal.@clientMobile = Vrai si le client exécutant le code est sur mobile, faux sinon
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type de bâtiment/unité.\nPar exemple, pour tout routeur, cela retournera [accent]@router[].
lenum.type = Type de bâtiment/unité.\nPar exemple, pour tout routeur, cela retournera [accent]@router[].
lenum.shoot = Tire à une position donnée.
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
lenum.config = La configuration d'un bâtiment. Par exemple, l'objet sélectionné dans un trieur.
lenum.enabled = Retourne si le bloc est activé ou pas.
laccess.currentammotype = Munition actuelle (objet ou liquide) d'une tourelle.
laccess.currentammotype = Munition actuelle (objet ou liquide) d'une tourelle.
laccess.memorycapacity = Nombre de cellules dans un bloc mémoire.
laccess.color = La couleur d'un illuminateur.
laccess.controller = Le contrôleur de l'Unité.\nSi l'Unité est contrôlée par un processeur, cela retournera le processeur en question.\nSi l'Unité est en formation, cela retournera le leader de la formation.\nSinon, renvoie l’unité elle-même.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Hauteur d'un bloc d'affichage en pixels.
laccess.buffersize = Pour les messages : longueur du texte.\nPour les affichages : nombre de commandes graphiques en attente.
laccess.operations = Nombre d'opérations effectuées sur le bloc.\nPour les affichages, renvoie le nombre d'opérations drawflush.
laccess.maxunits = Nombre maximal d'unités qu'une équipe peut avoir.\nPeut uniquement être détecté depuis les noyaux.
lcategory.unknown = Inconnu
lcategory.unknown = Inconnu
lcategory.unknown.description = Instructions sans catégorie.
lcategory.io = Entrée & Sortie
lcategory.io.description = Modifie le contenu des blocs de mémoire et la mémoire tampon des processeurs.
@@ -2939,8 +2939,8 @@ lcategory.unit = Contrôle des Unités
lcategory.unit.description = Ordonne des commandes aux unités.
lcategory.world = Contrôle du Monde
lcategory.world.description = Manipule le comportement du monde.
graphicstype.clear = Remplit l’écran d’une couleur.
graphicstype.clear = Remplit l’écran d’une couleur.
graphicstype.color = Définit une couleur pour les prochaines opérations de dessin.
graphicstype.col = Équivalent à l'instruction "color", mais compressée.\nLes couleurs compressées sont représentées sous forme de codes hexadécimaux avec un préfixe [accent]%[].\nExemple: [accent]%ff0000[] est rouge.
graphicstype.stroke = Définit la largeur d'une ligne.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Dessine le contour d'un polygone régulier.
graphicstype.triangle = Dessine un triangle.
graphicstype.image = Dessine une image provenant du contenu du jeu.\nexemple: [accent]@router[] ou [accent]@dagger[].
graphicstype.print = Dessine du texte depuis la mémoire tampon d'impression.\nSeuls les caractères ASCII sont autorisés.\nPuis, vide la mémoire tampon d'impression.
lenum.always = Toujours [accent]true[].
lenum.always = Toujours [accent]true[].
lenum.idiv = Division entière.
lenum.div = Division.\nRetourne [accent]null[] lors d'une division par zéro.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Opération logique AND.
lenum.and = Opération binaire AND.
lenum.not = Opération binaire flip.
lenum.xor = Opération binaire XOR.
lenum.min = Le minimum des 2 nombres.
lenum.min = Le minimum des 2 nombres.
lenum.max = Le maximum des 2 nombres.
lenum.angle = Angle d'un vecteur en degrés.
lenum.anglediff = Distance absolue entre 2 angles en degrés.
lenum.len = Longueur d'un vecteur.
lenum.sin = Calcule le Sinus, en degrés.
lenum.sin = Calcule le Sinus, en degrés.
lenum.cos = Calcule le Cosinus, en degrés.
lenum.tan = Calcule la Tangente, en degrés.
lenum.asin = Arc sinus, en degrés.
lenum.asin = Arc sinus, en degrés.
lenum.acos = Arc cosinus, en degrés.
lenum.atan = Tangente de l'arc, en degrés.
lenum.rand = Nombre aléatoire dans la plage [0, valeur).
#not a typo, look up 'range notation'
lenum.rand = Nombre aléatoire dans la plage [0, valeur).
lenum.log = Logarithme naturel (ln).
lenum.log10 = Logarithme de base 10.
lenum.noise = Bruit simplex 2D.
lenum.abs = Valeur absolue.
lenum.sqrt = Racine carrée.
lenum.any = N'importe quelle unité.
lenum.any = N'importe quelle unité.
lenum.ally = Unité alliée.
lenum.attacker = Unité avec des armes.
lenum.enemy = Unité ennemie.
@@ -3000,13 +3000,13 @@ lenum.boss = Gardien.
lenum.flying = Unité volante.
lenum.ground = Unité terrestre.
lenum.player = Unité contrôlée par un joueur.
lenum.ore = Gisement de minerai.
lenum.ore = Gisement de minerai.
lenum.damaged = Bâtiments alliés endommagés.
lenum.spawn = Point d'apparition ennemi.\nPeut être un noyau ou une position.
lenum.building = Bâtiment dans un groupe spécifique.
lenum.core = N'importe quel noyau.
lenum.core = N'importe quel noyau.
lenum.storage = Bâtiments de stockage, un coffre-fort par exemple.
lenum.generator = Bâtiments générant de l'énergie.
lenum.factory = Bâtiments traitant des ressources.
@@ -3015,36 +3015,36 @@ lenum.battery = N'importe quelle batterie.
lenum.resupply = Points de rechargement.\nUtile seulement lorsque [accent]"munitions"[] sont limitées.
lenum.reactor = Réacteur à Impact/Thorium.
lenum.turret = N'importe quelle tourelle.
sensor.in = Les bâtiments/unités à analyser.
radar.from = Bâtiment de détection.\nLa portée du détecteur est limitée à la portée du bâtiment.
radar.target = Filtre pour les unités à détecter.
radar.and = Filtres additionnels
radar.order = Ordre de filtrage. 0 pour inverser.
radar.sort = Valeur par laquelle les résultats sont triés.
radar.output = Variable dans laquelle écrire l'unité retournée.
unitradar.target = Filtre pour les unités à détecter.
unitradar.target = Filtre pour les unités à détecter.
unitradar.and = Filtres additionnels
unitradar.order = Ordre de filtrage. 0 pour inverser.
unitradar.sort = Valeur par laquelle les résultats sont triés.
unitradar.output = Variable dans laquelle écrire l'unité retournée.
control.of = Bâtiment à contrôler.
control.of = Bâtiment à contrôler.
control.unit = Unité/bâtiment à viser.
control.shoot = S’il faut tirer ou non.
unitlocate.enemy = S'il faut détecter les bâtiments ennemis au non.
unitlocate.enemy = S'il faut détecter les bâtiments ennemis au non.
unitlocate.found = Retourne un booléen si l'objet a été trouvé ou non.
unitlocate.building = Retourne une variable pour le bâtiment localisé.
unitlocate.outx = Retourne la coordonnée X.
unitlocate.outy = Retourne la coordonnée Y.
unitlocate.group = Le groupe de bâtiments à rechercher.
playsound.limit = Si vrai, empêche ce son de jouer\ns'il a déjà été joué pendant la même frame.
lenum.idle = L'Unité ne bouge plus, mais elle continue de construire/miner.\nL'état par défaut.
lenum.stop = Empêche l'unité de bouger/miner/construire.
lenum.unbind = Désactive complètement le contrôle par processeur.\nL'unité reprend son comportement standard.
lenum.move = Bouge vers la position exacte.
@@ -3064,16 +3064,16 @@ lenum.build = Construit une structure.
lenum.getblock = Récupère le bâtiment, le sol et le type de bloc aux coordonnées indiquées.\nL'unité doit se trouver dans la portée de la position, sinon null est renvoyé.
lenum.within = Vérifie si l'unité est près de la position.
lenum.boost = Active/Désactive le boost.
lenum.flushtext = Envoie le contenu du tampon d'impression vers le marqueur, si possible.\nSi fetch est défini sur true, essaie de récupérer les propriétés depuis les traductions de la carte ou les traductions du jeu.
lenum.flushtext = Envoie le contenu du tampon d'impression vers le marqueur, si possible.\nSi fetch est défini sur true, essaie de récupérer les propriétés depuis les traductions de la carte ou les traductions du jeu.
lenum.texture = Nom de texture directement issu de l'atlas de textures du jeu (en utilisant le style de nommage kebab-case).\nSi printFlush est défini sur true, consomme le contenu du tampon de texte comme argument texte.
lenum.texturesize = Taille de la texture en blocs. La valeur zéro met à l'échelle la largeur du marqueur à la taille originale de la texture.
lenum.autoscale = Indique s'il faut mettre le marqueur à l'échelle selon le niveau de zoom du joueur.
lenum.posi = Position indexée, utilisée pour les marqueurs de ligne et de quad, l'index zéro étant la première position.
lenum.uvi = Position de la texture allant de zéro à un, utilisée pour les marqueurs de quad.
lenum.colori = Couleur indexée, utilisée pour les marqueurs de ligne et de quad, l'index zéro étant la première couleur.
lenum.wavetimer = Indique si les vagues arrivent automatiquement sur un minuteur. Sinon, elles arrivent quand le bouton de passage est pressé.
lenum.wavetimer = Indique si les vagues arrivent automatiquement sur un minuteur. Sinon, elles arrivent quand le bouton de passage est pressé.
lenum.wave = Numéro de vague actuel. Peut être n'importe quoi dans les modes sans vagues.
lenum.currentwavetime = Compte à rebours des vagues en ticks.
lenum.waves = Indique si les vagues peuvent être générées.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Az egység nem tud építeni
lastaccessed = [lightgray]Utoljára megtekintve: {0}
lastcommanded = [lightgray]Utoljára irányítva: {0}
block.unknown = [lightgray]???
stat.showinmap = <pálya betöltése a megtekintéshez>
stat.showinmap = <pálya betöltése a megtekintéshez>
stat.description = Rendeltetés
stat.input = Bemenet
stat.output = Kimenet
@@ -1230,8 +1230,8 @@ stat.reactive = Reakciók
stat.immunities = Immunitások
stat.healing = Gyógyulás
stat.efficiency = [stat]{0}% Hatásfok
ability.forcefield = Erőtér
ability.forcefield = Erőtér
ability.forcefield.description = Olyan erőteret vetít ki, amely elnyeli a lövedékeket
ability.repairfield = Javítómező
ability.repairfield.description = Megjavítja a közeli egységeket
@@ -1260,8 +1260,8 @@ ability.spawndeath = Szétesés
ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki
ability.liquidexplode = Szétömlés
ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
ability.stat.regen = [stat]{0}[lightgray] életpont/mp
ability.stat.pulseregen = [stat]{0}[lightgray] életpont/impulzus
ability.stat.shield = [stat]{0}[lightgray] pajzs életpontja (legfeljebb)
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] sebzéscsökkentés
ability.stat.minspeed = [stat]{0} mező/mp[lightgray] legkisebb sebesség
ability.stat.duration = [stat]{0} mp[lightgray] időtartam
ability.stat.buildtime = [stat]{0} mp[lightgray] építési idő
bar.displaytoolarge = Túl nagy méret\n(Legfeljebb: {0}x{0})
bar.displaytoolarge = Túl nagy méret\n(Legfeljebb: {0}x{0})
bar.onlycoredeposit = Nyersanyagtárolás csak a támaszpontban
bar.drilltierreq = Erősebb fúró szükséges
bar.nobatterypower = Alacsony akkumulátor-töltöttség
@@ -1317,12 +1317,12 @@ bar.activationtimer = Aktiválás {0} mp múlva
bar.activated = Aktiválva
bar.upto = Legfeljebb: {0}
bar.lerpwarmuptime = Hat rá a túlhajtás. Nem lineáris; az exponenciális csillapítási képletet alkalmazza.\nViszonyításképpen: a folyamat {0} másodperc alatt éri el a 90%-os előrehaladást, és {1} másodperc alatt a 99%-ot.
units.processorcontrol = [lightgray]Processzorvezérelt
weapon.pointdefense = [stat]Pontvédelem
bullet.damage = [stat]{0}[lightgray] sebzés
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező
bullet.incendiary = [stat]gyújtó
bullet.homing = [stat]nyomkövető
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] tüzelési sebesség
bullet.range = [stat]{0}[lightgray] mezős hatótávolság
bullet.notargetsmissiles = [stat] Nem veszi célba a rakétákat
bullet.notargetsbuildings = [stat] Nem veszi célba az épületeket
unit.blocks = blokk
unit.blocks = blokk
unit.blockssquared = blokk²
unit.powersecond = áramegység/mp
unit.tilessecond = mező/mp
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Logikai kijelzők elrejtése
setting.hidedisplays.description = Elrejti a logikai kijelzők tartalmát, ami javíthatja a teljesítményt.
setting.macnotch.name = A felület igazítása a kijelző bevágásához
setting.macnotch.description = A szenzorszigettel rendelkező macOS-eszközökön a felhasználói felület lejjebb kerül, elkerülve a kitakarást.\nA változtatások érvénybe lépéséhez újraindítás szükséges
steam.friendsonly = Csak Steam barátok
steam.friendsonly = Csak Steam barátok
steam.friendsonly.tooltip = Meghatározza, hogy csak a Steam-barátok csatlakozhatnak-e a játékodhoz.\nHa kiveszed a pipát, a játékod nyilvános lesz és bárki csatlakozhat hozzád.
setting.maxmagnificationmultiplierpercent.name = Legkisebb kameratávolság
setting.minmagnificationmultiplierpercent.name = Legnagyobb kameratávolság
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Parancsmód
keybind.command_queue.name = Egységparancsok sorba állítása
keybind.create_control_group.name = Vezérlőcsoport készítése
keybind.cancel_orders.name = Parancsok visszavonása
keybind.unit_stance_shoot.name = Egység viselkedése: lövés
keybind.unit_stance_shoot.name = Egység viselkedése: lövés
keybind.unit_stance_hold_fire.name = Egység viselkedése: tüzet szüntess
keybind.unit_stance_pursue_target.name = Egység viselkedése: célpont követése
keybind.unit_stance_patrol.name = Egység viselkedése: járőrözés
keybind.unit_stance_ram.name = Egység viselkedése: ütközés
keybind.unit_stance_boost.name = Egység viselkedése: erősítés
keybind.unit_stance_hold_position.name = Egység viselkedése: helyben maradás
keybind.unit_command_move.name = Egységparancs: mozgás
keybind.unit_command_move.name = Egységparancs: mozgás
keybind.unit_command_repair.name = Egységparancs: javítás
keybind.unit_command_rebuild.name = Egységparancs: újjáépítés
keybind.unit_command_assist.name = Egységparancs: támogatás
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Egységparancs: blokkok berakodása
keybind.unit_command_unload_payload.name = Egységparancs: kirakodás
keybind.unit_command_enter_payload.name = Egységparancs: berakodás
keybind.unit_command_loop_payload.name = Egységparancs: folyamatos egységelszállítás
keybind.rebuild_select.name = Régió újjáépítése
keybind.rebuild_select.name = Régió újjáépítése
keybind.schematic_select.name = Terület kijelölése
keybind.schematic_menu.name = Vázlat menü
keybind.schematic_flip_x.name = Vázlat tükrözése vízszintesen
@@ -1641,8 +1641,8 @@ mode.pvp.description = Harcolj más játékosok ellen.\n[gray]Legalább két kü
mode.attack.name = Támadás
mode.attack.description = Pusztítsd el az ellenség bázisát. \n[gray]Ellenséges támaszpont szükséges hozzá a pályán.
mode.custom = Egyéni szabályok
rules.invaliddata = Érvénytelen adatok vannak a vágólapon.
rules.invaliddata = Érvénytelen adatok vannak a vágólapon.
rules.hidebannedblocks = Tiltott épületek elrejtése
rules.infiniteresources = Végtelen nyersanyagforrás
rules.fillitems = Támaszpont feltöltése nyersanyagokkal
@@ -1753,20 +1753,20 @@ rules.weather = Időjárás
rules.weather.frequency = Gyakoriság:
rules.weather.always = Mindig
rules.weather.duration = Időtartam:
rules.randomwaveai.info = A hullámokban érkező egységek a támaszpont vagy az áramfejlesztők\nközvetlen támadása helyett véletlenszerű építményeket vesznek célba.
rules.randomwaveai.info = A hullámokban érkező egységek a támaszpont vagy az áramfejlesztők\nközvetlen támadása helyett véletlenszerű építményeket vesznek célba.
rules.placerangecheck.info = Megakadályozza, hogy a játékosok lövegtornyokat helyezzenek el az ellenséges épületek közelében.\nAmikor megpróbálnak egy lövegtornyot elhelyezni, az építési távolság megnő, így a lövegtorony nem fogja elérni az ellenséget.
rules.onlydepositcore.info = Megakadályozza, hogy az egységek nyersanyagokat helyezzenek el a támaszponton kívül más épületekbe.
database-category.item = Nyersanyagok
database-category.item = Nyersanyagok
database-category.liquid = Folyadékok
database-category.unit = Egységek
database-category.block = Blokkok
database-category.status = Állapothatások
database-category.sector = Szektorok
database-category.team = Csapatok
database-tag.turret = Lövegtorony
database-tag.turret = Lövegtorony
database-tag.production = Kitermelő
database-tag.distribution = Nyersanyagellátó
database-tag.liquid = Folyadékellátó
@@ -1779,10 +1779,10 @@ database-tag.logic = Logikai
database-tag.unit-air = Légi
database-tag.unit-naval = Vízi
database-tag.unit-ground = Szárazföldi
wallore = (Fal)
item.copper.name = Réz
item.lead.name = Ólom
item.coal.name = Szén
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Volfrám
item.oxide.name = Oxid
item.carbide.name = Karbid
item.dormant-cyst.name = Nyugvó ciszta
liquid.water.name = Víz
liquid.water.name = Víz
liquid.slag.name = Salak
liquid.oil.name = Olaj
liquid.cryofluid.name = Hűtőfolyadék
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ózon
liquid.hydrogen.name = Hidrogén
liquid.nitrogen.name = Nitrogén
liquid.cyanogen.name = Dicián
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Összeszerelő drón
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Szirt
block.sand-boulder.name = Homokszikla
block.basalt-boulder.name = Bazaltszikla
@@ -2102,8 +2102,8 @@ block.container.name = Konténer
block.launch-pad.name = Kilövőállás [lightgray](Hagyományos)
block.advanced-launch-pad.name = Kilövőállás
block.landing-pad.name = Landolóállás
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Földiegységgyár
block.air-factory.name = Repülőgépgyár
block.naval-factory.name = Hadihajógyár
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Rakománykibontó
block.payload-unloader.description = Kibontja a folyadékokból és nyersanyagokból álló blokkokat.
block.heat-source.name = Hőforrás
block.heat-source.description = Nagy hőmennyiséget bocsát ki. Csak homokozó módban.
block.empty.name = Üres
#Erekir
block.empty.name = Üres
block.rhyolite-crater.name = Riolitkráter
block.rough-rhyolite.name = Durva riolit
block.regolith.name = Regolit
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Fluxusreaktor
block.neoplasia-reactor.name = Neopláziareaktor
block.switch.name = Kapcsoló
block.switch.name = Kapcsoló
block.micro-processor.name = Mikroprocesszor
block.logic-processor.name = Logikai processzor
block.hyper-processor.name = Hiperprocesszor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Nagy logikai kijelző
block.tile-logic-display.name = Csempézett logikai kijelző
block.memory-cell.name = Memóriacella
block.memory-bank.name = Memóriabank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Elhagyatott
team.green.name = Zöld
team.blue.name = Kék
hint.skip = Kihagyás
hint.skip = Kihagyás
hint.desktopMove = Használd a [accent][[WASD][] gombokat a mozgáshoz.
hint.zoom = Használd az egér [accent]görgőjét[] a nagyításhoz és a kicsinyítéshez.
hint.desktopShoot = Használd a [accent]bal egérgombot[] a lövéshez.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyege
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a megengedett legnagyobb mennyiséget, a beérkező további nyersanyagok azonnal [accent]meg lesznek semmisítve[].
hint.factoryControl = Egy egységgyár [accent]kimeneti célpontjának[] beállításához kattints parancsmódban egy gyárépületre, majd kattints jobb egérgombbal egy helyre.\nAz előállított egységek automatikusan odamennek.
hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[] beállításához koppints parancsmódban egy gyárépületre, majd koppints egy helyre.\nAz előállított egységek automatikusan odamennek.
gz.mine = Menj a földön lévő :ore-copper: [accent]rézérc[] közelébe, és kattints a bányászat megkezdéséhez.
gz.mine = Menj a földön lévő :ore-copper: [accent]rézérc[] közelébe, és kattints a bányászat megkezdéséhez.
gz.mine.mobile = Menj a földön lévő :ore-copper: [accent]rézérc[] közelébe, és koppints a bányászat megkezdéséhez.
gz.research = Nyisd meg a :tree: Technológiafát.\nFejleszd ki a :mechanical-drill: [accent]mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő \ue85e menüből.\nKattints egy rézfoltra az elhelyezéséhez.
gz.research.mobile = Nyisd meg a :tree: Technológiafát.\nFejleszd ki a :mechanical-drill: [accent]mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő \ue85e menüből.\nKattints egy rézfoltra az elhelyezéséhez.\n\nA megerősítéshez nyomd meg a jobb alsó sarokban lévő \ue800 [accent]pipát[].
@@ -2373,8 +2373,8 @@ gz.zone1 = Ez az ellenség kezdőpontja.
gz.zone2 = Bármi, ami a hatósugarában épült, elpusztul, amikor egy hullám elindul.
gz.zone3 = Egy hullám most kezdődik.\nKészülj fel.
gz.finish = Építs több lövegtornyot, bányássz több nyersanyagot,\nés védekezz az ellenséges hullámok ellen, hogy [accent]elfoglald a szektort[].
ff.coal = Használj :mechanical-drill: [accent]mechanikus fúrókat[] a :ore-coal: [accent]szén[] bányászásához.
ff.coal = Használj :mechanical-drill: [accent]mechanikus fúrókat[] a :ore-coal: [accent]szén[] bányászásához.
ff.graphitepress = :tree: Fejleszd ki és helyezz el egy :graphite-press: [accent]grafitprést[].
ff.craft = Juttass :coal: szenet a :graphite-press: [accent]grafitprésbe[].\nAz :graphite: grafitot fog termelni és kirakja a közeli szállítószalagokra.\nSzállítsd a :graphite-press: [accent]grafitprésből[] kijövő :graphite: grafitot a támaszpontba.
ff.generator = A :coal: szén üzemanyagként is használható az :combustion-generator: [accent]égető erőművekben[].\nFejleszd ki és helyezz el egy :combustion-generator: [accent]égető erőművet[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Áramtermelés
ff.node = A :power-node: [accent]villanyoszlopok[] továbbítják az áramot a hatókörükön belüli blokkoknak.\nFejleszd ki és helyezz el egy :power-node: [accent]villanyoszlopot[] a generátor közelében.
ff.battery = Az :battery: [accent]akkumulátorok[] tárolják az áramot.\nFejleszd ki és helyezz el egy :battery: [accent]akkumulátort[] a villanyoszlop közelében.
ff.arc = Az :arc: [accent]Arc lövegtornyoknak[] áramra van szükségük a működéshez. Fejleszd ki és helyezz el egy :arc: [accent]Arc lövegtornyot[] egy villanyoszlop közelében.
fungalpass.tutorial1 = Használj [accent]egységeket[] az épületek védelmére és az ellenség megtámadására.\nFejleszd ki és helyezz el egy :ground-factory: [accent]földiegységgyárat[].
fungalpass.tutorial2 = Válaszd ki a :dagger: [accent]Dagger[] egységeket a gyárban.\nGyárts 3 db egységet.
frontier.tutorial1 = Az :additive-reconstructor: [accent]additív újratervező[]\naz 1. szintű egységeket 2. szintűvé fejleszti\n:silicon: szilícium és :graphite: grafit felhasználásával.\n\n[accent]Alakíts át egy []:dagger:[accent] Dagger egységet\n[]:mace:[accent] Mace egységgé.
frontier.tutorial1 = Az :additive-reconstructor: [accent]additív újratervező[]\naz 1. szintű egységeket 2. szintűvé fejleszti\n:silicon: szilícium és :graphite: grafit felhasználásával.\n\n[accent]Alakíts át egy []:dagger:[accent] Dagger egységet\n[]:mace:[accent] Mace egységgé.
frontier.tutorial2 = Az ellenséges hullámok [accent]a végtelenségig[] érkeznek, amíg minden ellenséges támaszpont [unlaunched]meg nem semmisül.
frontier.tutorial3 = [accent]Támadd meg gyorsan az ellenséges bázist, hogy a hullámok száma ne emelkedjen túl magasra.[]
atolls.destroy1 = Először pusztítsd el a 2 ellenséges [accent]alapítvány-támaszpontot[].\n[accent]Szerezz hozzáférést a tóriumhoz[].
atolls.destroy1 = Először pusztítsd el a 2 ellenséges [accent]alapítvány-támaszpontot[].\n[accent]Szerezz hozzáférést a tóriumhoz[].
atolls.mega1 = Lépj be a [accent]parancsmódba[], és válaszd ki a :mega:[accent]Mega[] egységeket.
atolls.mega2 = Válaszd ki az \ue87b [accent]egységek felvétele[] parancsot, hogy a Mega egységek felvehessék a földi egységeket.
atolls.mega3 = Mozgasd a Mega egységeket a földi egységek [accent]fölé[] a felvételhez.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Ezeket a lépéseket [accent]itt[] tekintheted át újra.
atolls.carry7 = Kövesd ezeket az utasításokat, hogy további egységeket rakodhass ki az ellenséges bázis közelében.
atolls.noairunit = Ez a bázis túlságosan jól meg van erősítve ahhoz, hogy légi egységekkel elpusztítsd.
atolls.2strategies = Két stratégia létezik a bázis elpusztítására.
onset.mine = Kattints bal egérgombbal a :beryllium: [accent]berillium[] kibányászáshoz a falakból.\n\nA mozgáshoz használd a [accent][[WASD] gombokat.
onset.mine = Kattints bal egérgombbal a :beryllium: [accent]berillium[] kibányászáshoz a falakból.\n\nA mozgáshoz használd a [accent][[WASD] gombokat.
onset.mine.mobile = Koppints a :beryllium: [accent]berillium[] kibányászáshoz a falakból.
onset.research = Nyisd meg a :tree: Technológiafát.\nFejleszd ki, és építs egy :turbine-condenser: [accent]kondenzációs turbinát[] a kürtőn.\nEz [accent]áramot[] fog termelni.
onset.bore = Fejleszd ki, és építs egy :plasma-bore: [accent]plazmafúrót[].\nEz automatikusan bányássza ki a nyersanyagokat a falakból.
@@ -2437,14 +2437,14 @@ onset.detect = Az ellenség hamarosan észreveszi a bázisod.\nÁllíts fel véd
onset.commandmode = Tartsd nyomva a [accent]bal shift[] gombot, hogy belépj a [accent]parancsmódba[].\n[accent]Bal egérgombbal és húzással[] lehet az egységeket kijelölni.\n[accent]Jobb egérgombbal[] az egységek mozgásra vagy támadásra utasíthatók.
onset.commandmode.mobile = Nyomd meg a [accent]parancs gombot[], hogy belépj a [accent]parancsmódba[].\nTartsd nyomva az ujjad, majd [accent]húzd[] az egységek kiválasztásához.\n[accent]Koppintással[] az egységek mozgásra vagy támadásra utasíthatók.
aegis.tungsten = Volfrámot [accent]ütvefúróval[] lehet bányászni.\nEnnek az épületnek [accent]vízre[] és [accent]áramra[] van szüksége.
split.pickup = Egyes blokkok a támaszpont drónjával is felvehetők.\nLebegj e felett a [accent]konténer[] felett, vedd fel és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [accent][[[] és [accent][]].)
split.pickup = Egyes blokkok a támaszpont drónjával is felvehetők.\nLebegj e felett a [accent]konténer[] felett, vedd fel és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [accent][[[] és [accent][]].)
split.pickup.mobile = Egyes blokkok a támaszpont drónjával is felvehetők.\nLebegj e felett a [accent]konténer[] felett, vedd fel és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.)
split.acquire = Szerezz volfrámot az egységek gyártásához.
split.build = Az egységeket a fal másik oldalára kell eljuttatni.\nFejleszd ki a :payload-mass-driver: [accent]rakomány-tömegmozgatót[].\nÉpíts két [accent]rakomány-tömegmozgatót[], egyet-egyet a fal mindkét oldalán.\nÁllítsd be a szállítási kapcsolatukat úgy, hogy kiválasztod az egyiket, majd kiválasztod a másikat.
split.container = A konténerekhez hasonlóan, az egységek is szállíthatók a [accent]rakomány-tömegmozgatóval[].\nÉpíts egy egységgyárat egy tömegmozgató mellé, hogy feltöltsd őket,\nmajd küldd át őket a falon, hogy megtámadják az ellenséges bázist.
item.copper.description = Széleskörűen használatos építkezésnél és lőszerként.
item.copper.description = Széleskörűen használatos építkezésnél és lőszerként.
item.copper.details = Réz. Szokatlanul bőségesen elterjedt fém a Serpulon. Megerősítés nélkül strukturálisan gyenge.
item.lead.description = Folyadékszállításnál és elektromos eszközökben használatos.
item.lead.details = Sűrű. Közömbös. Széleskörűen használatos az akkumulátorokban.\nMegjegyzés: Valószínűleg mérgező a biológiai életformákra; nem mintha sok maradt volna errefelé.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Olajjá, robbanószerré és tüzelőanyaggá alak
item.spore-pod.details = Spórák. Valószínűleg egy mesterséges életforma. Más életformák számára halálos gázt bocsátanak ki. Szélsőségesen invazív. Megfelelő körülmények között erősen gyúlékony.
item.blast-compound.description = Bombákhoz és robbanólövedékekhez használatos.
item.pyratite.description = Gyújtólövedékekben és tüzelőanyag-alapú generátorokban használatos.
item.beryllium.description = Sokféle épület- és lőszertípushoz használatos az Erekiren.
#Erekir
item.beryllium.description = Sokféle épület- és lőszertípushoz használatos az Erekiren.
item.tungsten.description = Fúrókban, páncélokban és lőszerben használatos. A fejlettebb épületek építéséhez szükséges.
item.oxide.description = Hővezetőként és szigetelőként is használatos az áramtermelésben.
item.carbide.description = Fejlett szerkezetekben, nehezebb egységekhez és lőszerként használatos.
liquid.water.description = Gépek hűtéséhez és törmelékfeldolgozáshoz használatos.
liquid.water.description = Gépek hűtéséhez és törmelékfeldolgozáshoz használatos.
liquid.slag.description = Leválasztókban alkotófémekre finomítható. A folyadékot lőszerként használó tornyokban használható, például: Wave, Tsunami.
liquid.oil.description = Fejlett nyersanyagok gyártásához és gyújtólövedékhez használatos.
liquid.cryofluid.description = Reaktorokban, lövegtornyokban és gyárakban használatos hűtőfolyadékként.
liquid.arkycite.description = Kémiai reakciókban használatos energiatermelésre és anyagszintézisre.
#Erekir
liquid.arkycite.description = Kémiai reakciókban használatos energiatermelésre és anyagszintézisre.
liquid.ozone.description = Tüzelőanyagként és oxidálószerként használják a nyersanyaggyártásban. Mérsékelten robbanékony.
liquid.hydrogen.description = A nyersanyagok kitermelésében, egységgyártásban és szerkezetjavításban használatos. Gyúlékony.
liquid.cyanogen.description = Lőszerként, fejlett egységek építéséhez és különböző reakciókhoz használatos a fejlett blokkokban. Erősen gyúlékony.
liquid.nitrogen.description = A nyersanyagok kitermelésénél, gáztermelésnél és egységgyártásnál is használatos. Semleges gáz.
liquid.neoplasm.description = A neopláziareaktor veszélyes biológiai mellékterméke. Gyorsan átterjed minden szomszédos víztartalmú blokkra, amelyhez hozzáér, és közben károsítja azokat. Sűrű folyadék.
liquid.neoplasm.details = Neoplazma. Egy kontrollálhatatlan, gyorsan osztódó, iszap állagú, szintetikus sejtmassza. Hőálló. Rendkívül veszélyes minden vízzel kapcsolatos szerkezetre.\n\nTúl összetett és instabil a szabványos elemzésekhez. Potenciális alkalmazási területe ismeretlen. Ajánlott elégetni a salakos égetőkamrákban.
block.derelict = \uf77e [lightgray]Elhagyatott
block.derelict = \uf77e [lightgray]Elhagyatott
block.armored-conveyor.description = Nyersanyagokat szállít. Nem fogad el oldalról nem szállítószalagról érkező nyersanyagot.
block.illuminator.description = Világít.
block.message.description = Üzenetet tárol a szövetségesek kommunikációjához.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Tetszőleges ábrákat jelenít meg egy
block.tile-logic-display.description = Tetszőleges grafikát jelenít meg.\nGördülékenyen kapcsolódik a közeli csempézett logikai kijelzőblokkokhoz.
block.interplanetary-accelerator.description = Hatalmas elektromágneses sínágyútorony. Képes a támaszpontokat szökési sebességre gyorsítani a bolygóközi bevetéshez.
block.repair-turret.description = Folyamatosan javítja a hatósugarában lévő legközelebbi sérült egységet. Vízzel vagy hűtőfolyadékkal növelhető a javítási sebessége.
block.core-bastion.description = Támaszpont. Páncélozott. Ha elpusztul, a szektor elveszett.
#Erekir
block.core-bastion.description = Támaszpont. Páncélozott. Ha elpusztul, a szektor elveszett.
block.core-citadel.description = Támaszpont. Nagyon jól páncélozott. Több nyersanyagot tárol, mint a bástya.
block.core-acropolis.description = Támaszpont. Kivételesen jól páncélozott. Több nyersanyagot tárol, mint a citadella.
block.breach.description = Átütő erejű berillium-, volfrám- vagy karbidlövedéket lő az ellenséges célpontokra.
@@ -2746,8 +2746,8 @@ block.radar.description = Fokozatosan feltárja a terepet és az ellenséges egy
block.shockwave-tower.description = Sérülést okoz és megsemmisíti az ellenséges lövedékeket egy körön belül. Diciánt igényel.
block.canvas.description = Egy egyszerű képet jelenít meg egy előre meghatározott palettával. Szerkeszthető.
block.large-canvas.description = Egy egyszerű képet jelenít meg egy előre meghatározott palettával. Szerkeszthető.
unit.dagger.description = Szokásos lövedékeket lő a közeli ellenségekre.
unit.dagger.description = Szokásos lövedékeket lő a közeli ellenségekre.
unit.mace.description = Lángnyelveket küld a közeli ellenségek felé.
unit.fortress.description = Nagy hatótávolságú rakétákat lő földi célpontokra.
unit.scepter.description = Töltött lövedékek záporát lövi közeli ellenségekre.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Épületjavító lángcsóvát lő az ellenséges cél
unit.cyerce.description = Célkereső kazettás rakétákat lő ki az ellenségre. Javítja a szövetséges egységeket.
unit.aegires.description = Elektromosan sokkolja az összes ellenséges egységet és építményt, amely az energiamezejébe lép. Javítja az összes szövetségest.
unit.navanax.description = Robbanékony EMI-lövedékeket lő ki, jelentős károkat okozva az ellenséges energiahálózatokban, és megjavítva a szövetségesek építményeit. Szétolvasztja a közeli ellenséges célpontokat a 4 autonóm lézertornyával.
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
#Erekir
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
unit.locus.description = Változatos lövedékeket lő ki az ellenséges célpontokra.
unit.precept.description = Átütő erejű kazettás lövedékeket lő ki az ellenséges célpontokra. A folyadékok közegellenállása kevésbé akadályozza a mozgásban.
unit.vanquish.description = Nagy, átütő erejű, szétváló lövedékeket lő ki az ellenséges célpontokra. A folyadékok közegellenállása kevésbé akadályozza a mozgásban.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Nagy hatótávolságú célkövető elnyomó rakétá
unit.evoke.description = A bástya védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
unit.incite.description = A citadella védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
unit.emanate.description = Az akropolisz védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
lst.read = Szám kiolvasása egy összekapcsolt memóriacellából.\nMás processzorokban lévő változókból is képes olvasni.
lst.read = Szám kiolvasása egy összekapcsolt memóriacellából.\nMás processzorokban lévő változókból is képes olvasni.
lst.write = Szám beírása egy összekapcsolt memóriacellába.\nMás processzorokban lévő változókba is képes írni.
lst.print = Szöveg hozzáadása a kiírási pufferhez.\nA [accent]Print Flush[] használatáig nem jelenít meg semmit.
lst.printchar = Egy UTF-16 karakter vagy tartalmi ikon hozzáadása a nyomtatási pufferhez.\nNem jelenít meg semmit, amíg a [accent]Print Flush[] használatban van.
@@ -2857,16 +2857,16 @@ lst.makemarker = Új logikai jelölő létrehozása a világban.\nMeg kell adni
lst.setmarker = Egy jelölő tulajdonságának beállítása.\nA használt azonosítónak meg kell egyeznie a Make Marker utasításban megadottal.\nA [accent]null []értékek figyelmen kívül lesznek hagyva.
lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét a szövegpufferhez.\nA pálya nyelvi csomagjainak beállításait a térképszerkesztőben ellenőrizheted: [accent]pálya adatai > nyelvi csomagok[].\nHa a kliens egy hordozható eszköz, akkor először próbáld kiíratni a ".mobile" végződésű tulajdonságot.
lst.query = lst.query = Lekérdez egységeket/épületeket egy megadott területen.\nAz eredmények a [accent]@queries[] tömbbe íródnak.\nAz [accent]@queries[] elemeit a [accent]Read[] utasítással és egy indexszel lehet beolvasni.\nA [accent]@queries[] hossza a [accent]@size[] paraméterrel érzékelhető.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = A pi matematikai állandó (3.141…)
lglobal.@e = Az e matematikai állandó (2.718…)
lglobal.@degToRad = Ezzel a számmal szoroz a fok radiánra való átalakításához
lglobal.@radToDeg = Ezzel a számmal szoroz a radián fokra való átalakításához
lglobal.@time = A jelenlegi mentés játékideje ezredmásodpercben
lglobal.@time = A jelenlegi mentés játékideje ezredmásodpercben
lglobal.@tick = A jelenlegi mentés játékideje, órajelciklusban (1 másodperc = 60 órajelciklus)
lglobal.@second = A jelenlegi mentés játékideje másodpercben
lglobal.@minute = A jelenlegi mentés játékideje percben
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = A jelenlegi hullám száma, ha a hullámok engedélyezve v
lglobal.@waveTime = Visszaszámláló a hullámokhoz, másodpercben
lglobal.@mapw = A pálya szélessége mezőben
lglobal.@maph = A pálya magassága mezőben
lglobal.sectionMap = Pálya
lglobal.sectionMap = Pálya
lglobal.sectionGeneral = Általános
lglobal.sectionNetwork = Hálózati/kliensoldali [Csak világprocesszor]
lglobal.sectionProcessor = Processzor
lglobal.sectionLookup = Keresés
lglobal.@this = A kódot végrehajtó logikai blokk
lglobal.@this = A kódot végrehajtó logikai blokk
lglobal.@thisx = A kódot végrehajtó blokk X-koordinátája
lglobal.@thisy = A kódot végrehajtó blokk Y-koordinátája
lglobal.@links = Ehhez a processzorhoz kapcsolt épületek száma összesen
lglobal.@ipt = Processzor végrehajtási sebessége órajelciklusban (60 órajelciklus = 1 másodperc)
lglobal.@unitCount = A játékban található egységtípusok száma összesen; a keresés utasítással együtt használatos
lglobal.@unitCount = A játékban található egységtípusok száma összesen; a keresés utasítással együtt használatos
lglobal.@blockCount = A játékban található blokktípusok száma összesen; a keresés utasítással együtt használatos
lglobal.@itemCount = A játékban található nyersanyagtípusok száma összesen; a keres utasítással együtt használatos
lglobal.@liquidCount = A játékban található folyadéktípusok száma összesen; a keresés utasítással együtt használatos
lglobal.@server = Igaz, ha a kód egy kiszolgálón vagy egyjátékos módban fut, egyébként hamis
lglobal.@client = Igaz, ha a kód egy kiszolgálóhoz kapcsolódott kliensen fut
lglobal.@clientLocale = A kódot futtató kliens területi beállítása. Például: hu_HU
lglobal.@clientLocale = A kódot futtató kliens területi beállítása. Például: hu_HU
lglobal.@clientUnit = A kódot futtató kliens egysége
lglobal.@clientName = A kódot futtató kliens játékosneve
lglobal.@clientTeam = A kódot futtató kliens csapatazonosítója
lglobal.@clientMobile = Igaz, ha a kódot futtató kliens egy hordozható eszköz, egyébként hamis
lglobal.@clientMusicPlaying = Igaz, ha jelenleg folyamatban van bármilyen zene lejátszása
lglobal.@clientCurrentMusic = A jelenleg játszott zeneszám neve, vagy nulla
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
lenum.type = Az épület/egység típusa.\nPéldául bármilyen elosztó esetén a [accent]@router[] értéket adja vissza.\nNem karakterlánc.
lenum.shoot = Lövés egy adott pontra.
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
lenum.config = Épületkonfiguráció, például: nyersanyag-válogató.
lenum.enabled = Meghatározza, hogy a blokk engedélyezve van-e.
laccess.currentammotype = Egy lövegtorony jelenlegi nyersanyag- vagy folyadéklőszere.
laccess.currentammotype = Egy lövegtorony jelenlegi nyersanyag- vagy folyadéklőszere.
laccess.memorycapacity = Cellák száma egy memóriablokkban.
laccess.color = Megvilágítás színe.
laccess.controller = Egységvezérlő. Ha processzor vezérli, akkor a processzort adja vissza.\nMáskülönben magát az egységet adja vissza.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Egy kijelzőblokk magassága pixelben.
laccess.buffersize = Üzenetek esetén: A tartalom hossza.\nKijelzők esetén: A feldolgozatlan grafikus parancsok száma.
laccess.operations = A blokkon végrehajtott műveletek száma.\nKijelzők esetén a drawflush-műveletek számát adja vissza.
laccess.maxunits = Egy csapat maximális egységeinek száma.\nCsak támaszpontokból érzékelhető.
lcategory.unknown = Ismeretlen
lcategory.unknown = Ismeretlen
lcategory.unknown.description = Nem kategorizált utasítások.
lcategory.io = Bemenet és kimenet
lcategory.io.description = A memóriablokkok és processzorpufferek tartalmának módosítása.
@@ -2939,8 +2939,8 @@ lcategory.unit = Egységvezérlés
lcategory.unit.description = Parancsok adása az egységeknek.
lcategory.world = Világ
lcategory.world.description = A világ viselkedésének szabályozása.
graphicstype.clear = A kijelző kitöltése egy színnel.
graphicstype.clear = A kijelző kitöltése egy színnel.
graphicstype.color = Szín kiválasztása a következő rajzolási műveletekhez.
graphicstype.col = A színnel egyenértékű, de csomagolva van.\nA csomagolt színeket hexadecimális kódként írja ki egy [accent]%[] előtaggal.\nPéldául: a [accent]%ff0000[] vörös lenne.
graphicstype.stroke = Vonalvastagság beállítása.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Szabályos sokszög körvonalának rajzolása.
graphicstype.triangle = Egy háromszög kitöltése.
graphicstype.image = Kép rajzolása valamilyen tartalomról vagy egy másik kijelző tartalmáról.\nPéldául: [accent]@router[], [accent]@dagger[] vagy egy másik kijelző tartalmának másolása: [accent]display1[].
graphicstype.print = Szöveget rajzol a kiírási pufferből.\nCsak ASCII karakterek használhatók.\nTörli a kiírási puffert.
lenum.always = Mindig igaz.
lenum.always = Mindig igaz.
lenum.idiv = Egész osztás.
lenum.div = Osztás.\nNullával való osztáskor a visszatérési érték [accent]null[].
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logikai ÉS.
lenum.and = Bitenkénti ÉS.
lenum.not = Bitenkénti átfordítás.
lenum.xor = Bitenkénti KIZÁRÓ VAGY.
lenum.min = Két szám minimuma.
lenum.min = Két szám minimuma.
lenum.max = Két szám maximuma.
lenum.angle = A vektor szöge fokban.
lenum.anglediff = Két szög abszolút távolsága fokban.
lenum.len = A vektor hossza.
lenum.sin = Szinusz, fokban.
lenum.sin = Szinusz, fokban.
lenum.cos = Koszinusz, fokban.
lenum.tan = Tangens, fokban.
lenum.asin = Arkusz szinusz, fokban.
lenum.asin = Arkusz szinusz, fokban.
lenum.acos = Arkusz koszinusz, fokban.
lenum.atan = Arkusz tangens, fokban.
lenum.rand = Véletlenszerű decimális szám a [0, érték) tartományban.
#not a typo, look up 'range notation'
lenum.rand = Véletlenszerű decimális szám a [0, érték) tartományban.
lenum.log = Természetes logaritmus (ln).
lenum.log10 = 10-es alapú logaritmus.
lenum.noise = 2D szimplex zaj.
lenum.abs = Abszolút érték.
lenum.sqrt = Négyzetgyök.
lenum.any = Bármelyik egység.
lenum.any = Bármelyik egység.
lenum.ally = Szövetséges egység.
lenum.attacker = Fegyveres egység.
lenum.enemy = Ellenséges egység.
@@ -3000,13 +3000,13 @@ lenum.boss = Őrző egység.
lenum.flying = Légi egység.
lenum.ground = Földi egység.
lenum.player = Egy játékos által irányított egység.
lenum.ore = Érclelőhely.
lenum.ore = Érclelőhely.
lenum.damaged = Sérült szövetséges épület.
lenum.spawn = Ellenséges kezdőpont.\nLehet támaszpont vagy pozíció.
lenum.building = Épület egy adott csoportban.
lenum.core = Bármilyen támaszpont.
lenum.core = Bármilyen támaszpont.
lenum.storage = Raktárépület, például: raktár.
lenum.generator = Energiát termelő épületek.
lenum.factory = Nyersanyagokat feldolgozó épületek.
@@ -3015,36 +3015,36 @@ lenum.battery = Bármilyen akkumulátor.
lenum.resupply = Utánpótlási pontok.\nCsak akkor van jelentősége, amikor az [accent]„Az egységeknek lőszer kell”[] engedélyezve van.
lenum.reactor = Ütközéses- vagy tórium erőmű.
lenum.turret = Bármilyen lövegtorony.
sensor.in = Az érzékelendő épület/egység.
radar.from = Az épület, ahonnan érzékelni kell.\nAz érzékelő hatótávolságát az épület hatótávolsága korlátozza.
radar.target = Szűrő az érzékelendő egységekhez.
radar.and = További szűrők.
radar.order = Rendezési sorrend. 0-tól visszafelé.
radar.sort = Az eredmények rendezésének metrikája.
radar.output = Változó, amelybe a kimeneti egységet írja.
unitradar.target = Érzékelendő egységek szűrése.
unitradar.target = Érzékelendő egységek szűrése.
unitradar.and = További szűrők.
unitradar.order = Rendezési sorrend. 0-tól visszafelé.
unitradar.sort = Az eredmények rendezésének metrikája.
unitradar.output = Változó, amelybe a kimeneti egységet írja.
control.of = Irányítandó épület.
control.of = Irányítandó épület.
control.unit = Megcélozandó egység vagy épület.
control.shoot = Meghatározza, hogy lőjön-e.
unitlocate.enemy = Meghatározza, hogy az ellenséges épületek fel vannak-e derítve.
unitlocate.enemy = Meghatározza, hogy az ellenséges épületek fel vannak-e derítve.
unitlocate.found = Meghatározza, hogy az objektum meg van-e találva.
unitlocate.building = Kimeneti változó a megtalált épülethez.
unitlocate.outx = Kimenet X-koordinátája.
unitlocate.outy = Kimenet Y-koordinátája.
unitlocate.group = Keresendő épületcsoport.
playsound.limit = Ha igaz, megakadályozza a hang lejátszását,\nha már lejátszották ugyanabban a keretben.
lenum.idle = Ne mozdulj, de folytasd az építkezést/bányászatot.\nAz alapértelmezett állapot.
lenum.stop = Mozgás/bányászás/építés leállítása.
lenum.unbind = A logikai vezérlés teljes kikapcsolása.\nA szokásos mesterséges intelligencia használatának folytatása.
lenum.move = Mozgás a pontos pozícióba.
@@ -3064,16 +3064,16 @@ lenum.build = Egy épület építése.
lenum.getblock = Az épület-, talaj- és blokktípus lekérdezése a koordinátákon.\nAz egységnek a pozíciótartományon belül kell lennie, máskülönben null értékkel tér vissza.
lenum.within = Ellenőrzés, hogy az egység egy pozíció közelében van-e.
lenum.boost = Erősítés indítása/leállítása.
lenum.flushtext = Az írási puffer tartalmának ürítése a jelölőre, ha alkalmazható.\nHa a „fetch” igaz, akkor megpróbálja lekérni a tulajdonságokat a pálya nyelvi csomagjából vagy a játék csomagjából.
lenum.flushtext = Az írási puffer tartalmának ürítése a jelölőre, ha alkalmazható.\nHa a „fetch” igaz, akkor megpróbálja lekérni a tulajdonságokat a pálya nyelvi csomagjából vagy a játék csomagjából.
lenum.texture = A textúra neve közvetlenül a játék textúra-atlaszából (úgynevezett „kebab-case” elnevezési stílus használatával).\nHa a „printFlush” igaz, akkor a szöveges puffer tartalmát használja szöveges argumentumként.
lenum.texturesize = A textúra mérete mezőben. A nulla érték a jelölő szélességét az eredeti textúra méretére skálázza.
lenum.autoscale = Meghatározza, hogy a jelölő a játékos nagyítási szintjéhez igazodik-e.
lenum.posi = Indexelt pozíció, vonal- és négyszögjelzőkhöz használatos, ahol a nulla az első pozíció.
lenum.uvi = A textúra pozíciója nullától egyig, négyzetjelölőkhöz használatos.
lenum.colori = Indexelt szín, vonal- és négyzetjelölőkhöz használatos, ahol a nulla az első szín.
lenum.wavetimer = Meghatározza, hogy a hullámok automatikusan indulnak-e az időzítő alapján. Ha nem, akkor a hullámok a lejátszásgomb megnyomásakor indulnak.
lenum.wavetimer = Meghatározza, hogy a hullámok automatikusan indulnak-e az időzítő alapján. Ha nem, akkor a hullámok a lejátszásgomb megnyomásakor indulnak.
lenum.wave = Jelenlegi hullámszám. Bármi lehet a nem-hullámalapú játékmódokban.
lenum.currentwavetime = Hullám-visszaszámlálás tickben.
lenum.waves = Meghatározza, hogy érkezhetnek-e egyáltalán hullámok.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unit tidak dapat membangun
lastaccessed = [lightgray]Terakhir Diakses: {0}
lastcommanded = [lightgray]Terakhir Diperintah: {0}
block.unknown = [lightgray]???
stat.showinmap = <muat peta untuk melihat>
stat.showinmap = <muat peta untuk melihat>
stat.description = Kegunaan
stat.input = Pemasukan
stat.output = Pengeluaran
@@ -1230,8 +1230,8 @@ stat.reactive = Reaktif
stat.immunities = Kekebalan
stat.healing = Menyembuhkan
stat.efficiency = [stat]{0}% Efisiensi
ability.forcefield = Perisai
ability.forcefield = Perisai
ability.forcefield.description = Memproyeksikan perisai yang menyerap peluru
ability.repairfield = Bidang Perbaikan
ability.repairfield.description = Memperbaiki unit terdekat
@@ -1260,8 +1260,8 @@ ability.spawndeath = Kematian-Munculkan
ability.spawndeath.description = Melepaskan unit saat mati
ability.liquidexplode = Kematian-Tumpahkan
ability.liquidexplode.description = Menumpahkan cairan saat mati
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
ability.stat.shield = [stat]{0}[lightgray] nyawa perisai
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] pengurangan damage
ability.stat.minspeed = [stat]{0} ubin/dtk[lightgray] kecepatan minimum
ability.stat.duration = [stat]{0} dtk[lightgray] durasi
ability.stat.buildtime = [stat]{0} dtk[lightgray] waktu membangun
bar.displaytoolarge = Dimensi terlalu besar\n(Maks: {0}x{0})
bar.displaytoolarge = Dimensi terlalu besar\n(Maks: {0}x{0})
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
bar.drilltierreq = Memerlukan Bor yang Lebih Baik
bar.nobatterypower = Tenaga Baterai Tidak Mencukupi
@@ -1317,12 +1317,12 @@ bar.activationtimer = Aktif dalam {0}
bar.activated = Aktif
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Dikendalikan Prosesor
weapon.pointdefense = [stat]Titik Pertahanan
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray] ubin
bullet.incendiary = [stat]membakar
bullet.homing = [stat]mengejar
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x laju tembakan
bullet.range = [stat]{0}[lightgray] jarak ubin
bullet.notargetsmissiles = [stat] mengabaikan misil
bullet.notargetsbuildings = [stat] mengabaikan bangunan
unit.blocks = blok
unit.blocks = blok
unit.blockssquared = blok²
unit.powersecond = unit tenaga/detik
unit.tilessecond = ubin/detik
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Sembunyikan Tampilan Logika
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Sesuaikan tampilan dengan batas layar
setting.macnotch.description = Mulai ulang diperlukan untuk menerapkan perubahan
steam.friendsonly = Hanya Teman Steam
steam.friendsonly = Hanya Teman Steam
steam.friendsonly.tooltip = Hanya teman Steam yang dapat bergabung ke permainan Anda.\nDengan menghapus centang pada kotak ini, permainan Anda akan menjadi publik - siapa pun dapat bergabung.
setting.maxmagnificationmultiplierpercent.name = Jarak Kamera Minimum
setting.minmagnificationmultiplierpercent.name = Jarak Kamera Maksimum
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Mode Perintah
keybind.command_queue.name = Antrian Perintah Unit
keybind.create_control_group.name = Buat Grup Kendali
keybind.cancel_orders.name = Batalkan Perintah
keybind.unit_stance_shoot.name = Posisi Unit: Tembak
keybind.unit_stance_shoot.name = Posisi Unit: Tembak
keybind.unit_stance_hold_fire.name = Posisi Unit: Tahan Tembakan
keybind.unit_stance_pursue_target.name = Posisi Unit: Mengejar Target
keybind.unit_stance_patrol.name = Posisi Unit: Patroli
keybind.unit_stance_ram.name = Posisi Unit: Tabrak
keybind.unit_stance_boost.name = Posisi Unit: Pendorongan
keybind.unit_stance_hold_position.name = Posisi Unit: Tahan Posisi
keybind.unit_command_move.name = Perintah Unit: Bergerak
keybind.unit_command_move.name = Perintah Unit: Bergerak
keybind.unit_command_repair.name = Perintah Unit: Perbaiki
keybind.unit_command_rebuild.name = Perintah Unit: Bangun Kembali
keybind.unit_command_assist.name = Perintah Unit: Ikuti Player
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Perintah Unit: Muat Blok
keybind.unit_command_unload_payload.name = Perintah Unit: Bongkar Muatan
keybind.unit_command_enter_payload.name = Perintah Unit: Masuk ke Muatan
keybind.unit_command_loop_payload.name = Perintah Unit: Perulangan Transfer Unit
keybind.rebuild_select.name = Membangun Ulang Wilayah
keybind.rebuild_select.name = Membangun Ulang Wilayah
keybind.schematic_select.name = Pilih Wilayah
keybind.schematic_menu.name = Menu Skematik
keybind.schematic_flip_x.name = Balik Skematik Horizontal
@@ -1641,8 +1641,8 @@ mode.pvp.description = Lawan pemain lain dalam permainan lokal.\n[gray]Memerluka
mode.attack.name = Penyerangan
mode.attack.description = Hancurkan markas musuh. Memerlukan inti merah di dalam peta untuk main.
mode.custom = Pengaturan Kustom
rules.invaliddata = Data papan klip tidak valid.
rules.invaliddata = Data papan klip tidak valid.
rules.hidebannedblocks = Sembunyikan Blok Terlarang
rules.infiniteresources = Sumber Daya Tak Terbatas
rules.fillitems = Isi Inti Dengan Sumber Daya
@@ -1753,20 +1753,20 @@ rules.weather = Cuaca
rules.weather.frequency = Frekuensi:
rules.weather.always = Selalu
rules.weather.duration = Durasi:
rules.randomwaveai.info = Membuat unit yang muncul dalam gelombang menargetkan struktur bangunan secara acak\nalih-alih menyerang inti atau generator pembangkit listrik secara langsung.
rules.randomwaveai.info = Membuat unit yang muncul dalam gelombang menargetkan struktur bangunan secara acak\nalih-alih menyerang inti atau generator pembangkit listrik secara langsung.
rules.placerangecheck.info = Mencegah pemain menempatkan apa pun di dekat bangunan musuh.\nKetika mencoba membangun menara, jangkauannya akan ditingkatkan sehingga menara tidak akan bisa menjangkau bangunan musuh.
rules.onlydepositcore.info = Mencegah unit menyimpan bahan ke dalam bangunan apa pun kecuali inti.
database-category.item = Bahan
database-category.item = Bahan
database-category.liquid = Zat Cair
database-category.unit = Unit
database-category.block = Blok
database-category.status = Efek Status
database-category.sector = Sektor
database-category.team = Faksi
database-tag.turret = Menara
database-tag.turret = Menara
database-tag.production = Produksi
database-tag.distribution = Distribusi
database-tag.liquid = Perairan
@@ -1779,10 +1779,10 @@ database-tag.logic = Logika
database-tag.unit-air = Udara
database-tag.unit-naval = Laut
database-tag.unit-ground = Darat
wallore = (Dinding)
item.copper.name = Tembaga
item.lead.name = Timah
item.coal.name = Batu Bara
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oksida
item.carbide.name = Karbida
item.dormant-cyst.name = Kista Nonaktif
liquid.water.name = Air
liquid.water.name = Air
liquid.slag.name = Lava
liquid.oil.name = Minyak
liquid.cryofluid.name = Kriogenik
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozon
liquid.hydrogen.name = Hidrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Sianogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Drone Perakit
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Paralaks
block.parallax.name = Paralaks
block.cliff.name = Bukit
block.sand-boulder.name = Batu Pasir Besar
block.basalt-boulder.name = Batu Basal Besar
@@ -2102,8 +2102,8 @@ block.container.name = Kontainer
block.launch-pad.name = Alas Peluncur (Warisan)
block.advanced-launch-pad.name = Alas Peluncur
block.landing-pad.name = Alas Pendaratan
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Pabrik Unit Darat
block.air-factory.name = Pabrik Unit Udara
block.naval-factory.name = Pabrik Unit Laut
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Pembongkar Muatan
block.payload-unloader.description = Membongkar muatan cairan dan item dari blok.
block.heat-source.name = Sumber Panas
block.heat-source.description = Blok ukuran 1x1 yang memberikan panas tak terhingga.
block.empty.name = Kosong
#Erekir
block.empty.name = Kosong
block.rhyolite-crater.name = Kawah Riolit
block.rough-rhyolite.name = Riolit Kasar
block.regolith.name = Regolit
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Reaktor Flux
block.neoplasia-reactor.name = Reaktor Neoplasia
block.switch.name = Sakelar
block.switch.name = Sakelar
block.micro-processor.name = Prosesor Mikro
block.logic-processor.name = Prosesor Logika
block.hyper-processor.name = Prosesor Raksasa
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Tampilan Logika Besar
block.tile-logic-display.name = Tampilan Logika Ubin
block.memory-cell.name = Sel Memori
block.memory-bank.name = Bank Memori
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Derelik
team.green.name = Hijau
team.blue.name = Biru
hint.skip = Lewati
hint.skip = Lewati
hint.desktopMove = Gunakan [accent][[WASD][] untuk bergerak.
hint.zoom = [accent]Gulir[] untuk membesarkan atau mengecilkan layar.
hint.desktopShoot = [accent][[Klik Kiri][] untuk menembak.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang sejenis akan [accent]dihanguskan[].
hint.factoryControl = Untuk menentukan [accent]tempat keluar[] unit pabrik, klik blok pabrik ketika dalam mode perintah, lalu klik kanan pada lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
hint.factoryControl.mobile = Untuk menentukan [accent]tempat keluar[] unit pabrik, ketuk blok pabrik ketika dalam mode perintah, lalu ketuk pada lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
gz.mine = Bergerak di dekat :ore-copper: [accent]bijih tembaga[] di tanah dan klik untuk mulai menambang.
gz.mine = Bergerak di dekat :ore-copper: [accent]bijih tembaga[] di tanah dan klik untuk mulai menambang.
gz.mine.mobile = Bergerak di dekat :ore-copper: [accent]bijih tembaga[] di tanah dan ketuk untuk mulai menambang.
gz.research = Buka :tree: pohon teknologi.\nRiset :mechanical-drill: [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKlik pada sekumpulan bijih tembaga untuk menempatkannya.
gz.research.mobile = Buka :tree: pohon teknologi.\nRiset :mechanical-drill: [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKetuk pada sekumpulan bijih tembaga untuk menempatkannya.\n\nKetuk :ok: [accent]tanda centang[] di kanan bawah untuk mengonfirmasi.
@@ -2373,8 +2373,8 @@ gz.zone1 = Ini adalah zona pendaratan musuh.
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
gz.zone3 = Gelombang akan dimulai sekarang. Bersiaplah.
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menguasai sektor[].
ff.coal = Gunakan :mechanical-drill: [accent]Bor Mekanis[] untuk menambang :ore-coal: [accent]Batu Bara[].
ff.coal = Gunakan :mechanical-drill: [accent]Bor Mekanis[] untuk menambang :ore-coal: [accent]Batu Bara[].
ff.graphitepress = :tree: Riset dan tempatkan :graphite-press: [accent]Pencetak Grafit[].
ff.craft = Pindahkan :coal: batu bara ke dalam :graphite-press: [accent]Pencetak Grafit[].\nIni akan memproduksi :graphite: grafit ke semua konveyor di dekatnya.\nPindahkan :graphite: grafit hasil cetakan dari :graphite-press: [accent]Pencetak Grafit[] ke inti.
ff.generator = :coal: Batu Bara juga dapat digunakan sebagai bahan bakar pada :combustion-generator: [accent]Generator Pembakar[].\nRiset dan tempatkan :combustion-generator: [accent]Generator Pembakar[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Hasilkan Tenaga
ff.node = :power-node: [accent]Simpul Tenaga[] mentransmisikan tenaga ke blok terdekat dalam jangkauan.\nRiset dan tempatkan :power-node: [accent]Simpul Tenaga[] di dekat generator pembakar.
ff.battery = :battery: [accent]Baterai[] berguna untuk menyimpan tenaga.\nRiset dan tempatkan :battery: [accent]Baterai[] di dekat simpul tenaga.
ff.arc = Menara :arc: [accent]Arc[] memerlukan tenaga untuk berfungsi. Riset dan tempatkan menara :arc: [accent]Arc[] di dekat simpul tenaga.
fungalpass.tutorial1 = Gunakan [accent]unit[] untuk mempertahankan bangunan dan menyerang musuh.\nRiset dan tempatkan :ground-factory: [accent]pabrik unit darat[].
fungalpass.tutorial2 = Pilih unit :dagger: [accent]Dagger[] di pabrik.\nProduksi 3 Unit.
frontier.tutorial1 = Pabrik :additive-reconstructor: [accent]Rekonstruktor Aditif[]\nmeningkatkan unit tingkat 1 ke tingkat 2\nmenggunakan :silicon: silikon dan :graphite: grafit.\n\n[accent]Riset dan rekonstruksi\nunit []:dagger:[accent] dagger menjadi unit []:mace:[accent] mace[].
frontier.tutorial1 = Pabrik :additive-reconstructor: [accent]Rekonstruktor Aditif[]\nmeningkatkan unit tingkat 1 ke tingkat 2\nmenggunakan :silicon: silikon dan :graphite: grafit.\n\n[accent]Riset dan rekonstruksi\nunit []:dagger:[accent] dagger menjadi unit []:mace:[accent] mace[].
frontier.tutorial2 = Musuh mengirimkan gelombang [accent]tanpa henti[] sampai semua inti musuh [unlaunched]dihancurkan[].
frontier.tutorial3 = [accent]Serang markas musuh secepat mungkin untuk mencegah gelombang menjadi terlalu tinggi[].
atolls.destroy1 = Hancurkan 2 [accent]inti foundation[] musuh terlebih dahulu.\n[accent]Dapatkan akses ke torium[].
atolls.destroy1 = Hancurkan 2 [accent]inti foundation[] musuh terlebih dahulu.\n[accent]Dapatkan akses ke torium[].
atolls.mega1 = Masuk ke [accent]mode perintah[] dan pilih unit :mega: [accent]Mega[].
atolls.mega2 = Pilih perintah \ue87b [accent]Muat Unit[] untuk memerintahkan unit Mega mengangkut unit darat.
atolls.mega3 = Perintahkan unit Mega untuk bergerak, lalu berhenti [accent]di atas[] unit darat agar dapat dimuat.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Langkah-langkah ini dapat ditinjau [accent]di sini[].
atolls.carry7 = Ikuti petunjuk ini untuk mengerahkan lebih banyak unit dari udara di dekat markas musuh.
atolls.noairunit = Markas ini terlalu kokoh untuk dihancurkan dengan unit udara.
atolls.2strategies = Ada dua strategi untuk menghancurkan markas ini.
onset.mine = Klik untuk menambang :beryllium: [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
onset.mine = Klik untuk menambang :beryllium: [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
onset.mine.mobile = Ketuk untuk menambang :beryllium: [accent]berilium[] dari dinding.
onset.research = Buka :tree: pohon teknologi.\nRiset, dan tempatkan :turbine-condenser: [accent]kondensor turbin[] di ventilasi.\nIni akan menghasilkan [accent]tenaga[].
onset.bore = Riset dan tempatkan :plasma-bore: [accent]bor plasma[].\nIni secara otomatis menambang sumber daya dari dinding.
@@ -2437,14 +2437,14 @@ onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahan
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
onset.commandmode.mobile = Tekan tombol [accent]perintah[] untuk masuk ke [accent]mode perintah[].\nTekan dan tahan jari Anda, lalu [accent]seret[] untuk memilih unit.\n[accent]Ketuk[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
aegis.tungsten = Tungsten dapat ditambang menggunakan [accent]bor tumbukan[].\nBangunan ini memerlukan [accent]air[] dan [accent]tenaga[].
split.pickup = Beberapa blok dapat diangkut oleh unit inti.\nArahkan unit inti Anda diatas [accent]kontainer[] ini, angkat dan letakkan di atas [accent]pemuat muatan[].\n(Tombol bawaannya ialah [accent][[] dan [accent]][] untuk mengangkut dan menurunkan)
split.pickup = Beberapa blok dapat diangkut oleh unit inti.\nArahkan unit inti Anda diatas [accent]kontainer[] ini, angkat dan letakkan di atas [accent]pemuat muatan[].\n(Tombol bawaannya ialah [accent][[] dan [accent]][] untuk mengangkut dan menurunkan)
split.pickup.mobile = Beberapa blok dapat diangkut oleh unit inti.\nArahkan unit inti Anda diatas [accent]kontainer[] ini, angkat dan letakkan di atas [accent]pemuat muatan[].\n(Untuk mengangkut atau menurunkan sesuatu, tekan lama blok tersebut)
split.acquire = Peroleh beberapa tungsten untuk membangun unit.
split.build = Unit harus diangkut ke sisi lain tembok.\nRiset dan tempatkan dua :payload-mass-driver: [accent]Penembak Muatan Massal[], satu di setiap sisi dinding.\nHubungkan penembak muatan massal dengan menekan salah satunya, lalu pilih penembak muatan massal yang lain.
split.container = Mirip dengan kontainer, unit juga dapat diangkut menggunakan [accent]Penembak Muatan Massal[].\nTempatkan pabrikator meka menghadap ke penembak muatan massal untuk memuat unit,\nlalu kirim mereka melintasi dinding untuk menyerang markas musuh.
item.copper.description = Digunakan pada semua tipe konstruksi dan amunisi.
item.copper.description = Digunakan pada semua tipe konstruksi dan amunisi.
item.copper.details = Tembaga. Logam yang sangat melimpah di Serpulo. Lemah secara struktural kecuali jika diperkuat.
item.lead.description = Digunakan pada transportasi cairan dan bangunan listrik.
item.lead.details = Padat. Lembam. Biasanya digunakan untuk baterai.\nCatatan: Kemungkinan beracun untuk kehidupan biologis. Bukan berarti tidak banyak di sini.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
item.blast-compound.description = Digunakan sebagai bom dan amunisi peledak.
item.pyratite.description = Digunakan di senjata pembakar dan generator yang memerlukan bahan mudah terbakar.
item.beryllium.description = Digunakan pada banyak jenis konstruksi dan amunisi di Erekir.
#Erekir
item.beryllium.description = Digunakan pada banyak jenis konstruksi dan amunisi di Erekir.
item.tungsten.description = Digunakan dalam bor, pelindung dan amunisi. Dibutuhkan dalam pembangunan struktur yang lebih canggih
item.oxide.description = Digunakan sebagai konduktor panas dan isolator tenaga.
item.carbide.description = Digunakan dalam bangunan canggih, unit yang lebih berat, dan amunisi.
liquid.water.description = Umumnya digunakan untuk mendinginkan mesin dan pengolahan limbah.
liquid.water.description = Umumnya digunakan untuk mendinginkan mesin dan pengolahan limbah.
liquid.slag.description = Dapat dipadatkan menjadi logam tertentu, atau disemprotkan ke musuh sebagai senjata.
liquid.oil.description = Digunakan pada produksi material canggih dan sebagai amunisi yang mudah terbakar.
liquid.cryofluid.description = Digunakan sebagai pendingin di reaktor, menara, dan pabrik.
liquid.arkycite.description = Digunakan dalam reaksi kimia untuk pembangkit listrik dan material sintesis.
#Erekir
liquid.arkycite.description = Digunakan dalam reaksi kimia untuk pembangkit listrik dan material sintesis.
liquid.ozone.description = Digunakan sebagai bahan bakar dan zat pengoksidasi dalam memproduksi material. Cukup eksplosif.
liquid.hydrogen.description = Digunakan dalam ekstraksi sumber daya, produksi unit, dan perbaikan bangunan. Mudah terbakar.
liquid.cyanogen.description = Digunakan untuk amunisi, pembangunan unit canggih, dan berbagai reaksi pada blok canggih. Sangat mudah terbakar.
liquid.nitrogen.description = Digunakan dalam ekstraksi sumber daya, pembuatan gas, dan produksi unit. Lembam.
liquid.neoplasm.description = Produk sampingan biologis yang berbahaya dari reaktor neoplasia. Sangat cepat menyebar ketika menyentuh blok yang mengandung air yang ada di dekatnya, dan merusak blok tersebut secara perlahan. Kental.
liquid.neoplasm.details = Neoplasma. Sel sintetik Massa yang membelah dengan cepat dan tak terkendali dengan konsistensi seperti lumpur. Tahan panas. Sangat berbahaya bagi bangunan apa pun yang melibatkan air.\n\nTerlalu rumit dan tidak stabil untuk analisis standar. Potensi penerapan tidak diketahui. Dianjurkan untuk dibakar pada kolam lava.
block.derelict = \uf77e [lightgray]Derelik
block.derelict = \uf77e [lightgray]Derelik
block.armored-conveyor.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
block.illuminator.description = Memancarkan cahaya.
block.message.description = Menyimpan pesan untuk komunikasi antar sekutu.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Menampilkan grafik sembarang dari proses
block.tile-logic-display.description = Menampilkan grafis sembarang dari prosesor.\nTerhubung secara mulus ke blok tampilan logika ubin yang saling berdempetan.
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
block.repair-turret.description = Memperbaiki unit terdekat yang rusak di sekitarnya secara terus-menerus. Dapat menerima pendingin.
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
#Erekir
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
block.core-citadel.description = Inti markas. Sangat terlindungi. Menyimpan lebih banyak sumber daya daripada Inti Bastion.
block.core-acropolis.description = Inti markas. Sangat amat terlindungi. Menyimpan lebih banyak sumber daya daripada Inti Citadel.
block.breach.description = Menembakkan amunisi yang menusuk ke arah musuh.
@@ -2746,8 +2746,8 @@ block.radar.description = Secara bertahap mengungkap medan dan unit musuh dalam
block.shockwave-tower.description = Merusak dan menghancurkan proyektil musuh dalam radius. Memerlukan sianogen.
block.canvas.description = Menampilkan gambar sederhana dengan palet yang telah ditentukan sebelumnya. Dapat diedit.
block.large-canvas.description = Menampilkan gambar sederhana dengan palet yang telah ditentukan sebelumnya. Dapat diedit.
unit.dagger.description = Menembak peluru standar ke arah musuh.
unit.dagger.description = Menembak peluru standar ke arah musuh.
unit.mace.description = Menembak semburan api ke arah musuh.
unit.fortress.description = Menembak musuh darat dengan artileri jarak jauh.
unit.scepter.description = Menembak rentetan peluru bermuatan listrik ke arah musuh.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Menembak semburan api ke arah musuh. Dapat menyembuhka
unit.cyerce.description = Menembak misil yang membidik otomatis secara beruntun ke arah musuh. Dapat memperbaiki unit sekutu.
unit.aegires.description = Mengkejutkan semua bangunan dan unit musuh yang masuk ke dalam medan energinya. Dapat memperbaiki seluruh unit sekutu.
unit.navanax.description = Menembak proyektil elektromagnetik yang meledak, memberikan kerusakan yang signifikan pada jaringan tenaga musuh dan menyembuhkan bangunan sekutu. Melelehkan musuh terdekat dengan 4 menara laser otomatis.
unit.stell.description = Menembak peluru standar ke arah musuh.
#Erekir
unit.stell.description = Menembak peluru standar ke arah musuh.
unit.locus.description = Menembak peluru bergantian ke arah musuh.
unit.precept.description = Menembak gugusan peluru penusuk ke arah musuh. Sedikit terpengaruh oleh hambatan cairan.
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh. Sedikit terpengaruh oleh hambatan cairan.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Menembak misil pelacak penekan jarak jauh ke arah mus
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
lst.read = Membaca angka dari memori sel yang dihubungkan.\nDapat juga membaca dari variabel di prosesor lain.
lst.read = Membaca angka dari memori sel yang dihubungkan.\nDapat juga membaca dari variabel di prosesor lain.
lst.write = Menulis angka ke memori sel yang dihubungkan.\nDapat juga menulis ke variabel di prosesor lain.
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun jika belum ada perintah [accent]Print Flush[].
lst.printchar = Tambahkan karakter UTF-16 atau ikon konten ke buffer cetak.\nTidak menampilkan apapun jika belum ada perintah [accent]Print Flush[].
@@ -2857,16 +2857,16 @@ lst.makemarker = Buat penanda logika baru di dunia.\nSebuah ID untuk mengidentif
lst.setmarker = Tetapkan properti untuk penanda.\nID yang digunakan harus sama dengan instruksi [accent]Make Marker[].\nNilai [accent]null[] diabaikan.
lst.localeprint = Tambahkan nilai properti peta lokal ke buffer teks.\nUntuk menyetel paket peta lokal di penyunting peta, cek [accent]Info Peta > Paket Lokal[].\nJika klien adalah perangkat seluler, coba cetak properti yang diakhiri dengan ".mobile" terlebih dahulu.
lst.query = Memerintahkan unit/bangunan di area yang ditentukan.\nHasil dikeluarkan ke [accent]@queries[].\nHasil dapat dibaca dari [accent]@queries[] menggunakan instruksi [accent]Read[] dan sebuah indeks.\nPanjang [accent]@queries[] dapat diukur menggunakan [accent]@size[] sebagai parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Konstan matematikal pi (3.141...)
lglobal.@e = Konstan matematikal e (2.718...)
lglobal.@degToRad = Mengalikan dengan angka ini untuk mengubah derajat ke radian
lglobal.@radToDeg = Mengalikan dengan angka ini untuk mengubah radian ke derajat
lglobal.@time = Waktu main dari simpanan saat ini, dalam milidetik
lglobal.@time = Waktu main dari simpanan saat ini, dalam milidetik
lglobal.@tick = Waktu main dari simpanan saat ini, dalam tick (1 detik = 60 tick)
lglobal.@second = Waktu main dari simpanan saat ini, dalam detik
lglobal.@minute = Waktu main dari simpanan saat ini, dalam menit
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Angka gelombang saat ini, jika gelombang diaktifkan
lglobal.@waveTime = Pewaktu hitung mundur untuk gelombang, dalam detik
lglobal.@mapw = Lebar peta, dalam ubin.
lglobal.@maph = Tinggi peta, dalam ubin.
lglobal.sectionMap = Peta
lglobal.sectionMap = Peta
lglobal.sectionGeneral = Umum
lglobal.sectionNetwork = Jaringan/Sisi-klien [Hanya Prosesor Dunia]
lglobal.sectionProcessor = Prosesor
lglobal.sectionLookup = Pencarian
lglobal.@this = Blok logika yang mengeksekusi suatu kode
lglobal.@this = Blok logika yang mengeksekusi suatu kode
lglobal.@thisx = Koordinat X dari blok yang mengeksekusi suatu kode
lglobal.@thisy = Koordinat Y dari blok yang mengeksekusi suatu kode
lglobal.@links = Jumlah total blok yang ditautkan ke prosesor ini
lglobal.@ipt = Kecepatan eksekusi dari prosesor dalam intruksi per tick (60 tick = 1 detik)
lglobal.@unitCount = Jumlah total dari tipe pada konten unit di dalam permainan; digunakan dengan intruksi pencarian
lglobal.@unitCount = Jumlah total dari tipe pada konten unit di dalam permainan; digunakan dengan intruksi pencarian
lglobal.@blockCount = Jumlah total dari tipe pada konten blok di dalam permainan; digunakan dengan intruksi pencarian
lglobal.@itemCount = Jumlah total dari tipe pada konten item di dalam permainan; digunakan dengan intruksi pencarian
lglobal.@liquidCount = Jumlah total dari tipe pada konten cairan di dalam permainan; digunakan dengan intruksi pencarian
lglobal.@server = True jika kode dijalankan di server atau di singleplayer, false sebaliknya
lglobal.@client = True jika kode dijalankan dalam sebuah klien disambungkan ke sebuah server
lglobal.@clientLocale = Lokalisasi pada klien yang menjalankan suatu kode. Untuk contoh: en_US
lglobal.@clientLocale = Lokalisasi pada klien yang menjalankan suatu kode. Untuk contoh: en_US
lglobal.@clientUnit = Unit pada klien yang menjalankan suatu kode
lglobal.@clientName = Nama player pada klien yang menjalankan suatu kode
lglobal.@clientTeam = ID Tim pada klien yang menjalankan suatu kode
lglobal.@clientMobile = True jika kode dijalankan di server atau di singleplayer, false sebaliknya
lglobal.@clientMusicPlaying = True jika ada musik yang sedang diputar saat ini
lglobal.@clientCurrentMusic = Nama musik yang sedang diputar, atau null
lenum.type = Bentuk dari bangunan/unit.\nMisalnya, untuk blok pengarah masa, akan tampil sebagai [accent]@router[].\nBukan string.
lenum.type = Bentuk dari bangunan/unit.\nMisalnya, untuk blok pengarah masa, akan tampil sebagai [accent]@router[].\nBukan string.
lenum.shoot = Menembak pada suatu posisi yang ditentukan.
lenum.shootp = Menembak pada unit/bangunan dengan prediksi kecepatan.
lenum.config = Pengaturan bangunan, misalnya menyortir barang.
lenum.enabled = Menentukan aktif tidaknya suatu blok.
laccess.currentammotype = Bahan amunisi/cairan menara saat ini.
laccess.currentammotype = Bahan amunisi/cairan menara saat ini.
laccess.memorycapacity = Jumlah sel dalam satu blok memori.
laccess.color = Warna lampu.
laccess.controller = Pengendali unit. Jika dikendalikan prosesor, mengembalikan prosesor.\nJika unit dalam barisan, mengembalikan leader.\nSebaliknya, mengembalikan unit itu sendiri.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Tinggi blok tampilan logika dalam piksel.
laccess.buffersize = Untuk pesan: Panjang dari isi pesan.\nUntuk tampilan: Jumlah dari perintah grafis mentah.
laccess.operations = Jumlah operasi yang dilakukan pada blok.\nUntuk tampilan, mengembalikan jumlah dari operasi drawflush.
laccess.maxunits = Jumlah unit maksimum yang dapat dimiliki sebuah tim.\nHanya dapat dideteksi dari inti.
lcategory.unknown = Tak Diketahui
lcategory.unknown = Tak Diketahui
lcategory.unknown.description = Instruksi tanpa kategori.
lcategory.io = Input & Output
lcategory.io.description = Ubah isi dari blok memori dan buffer prosesor.
@@ -2939,8 +2939,8 @@ lcategory.unit = Kontrol Unit
lcategory.unit.description = Memberikan perintah kepada unit.
lcategory.world = Dunia
lcategory.world.description = Kendalikan bagaimana dunia berjalan.
graphicstype.clear = Mengisi tampilan dangan warna.
graphicstype.clear = Mengisi tampilan dangan warna.
graphicstype.color = Menentukan warna untuk operasi mengambar selanjutnya.
graphicstype.col = Setara dengan color, namun dikemas.\nWarna yang dikemas ditulis dalam kode hex dengan awalan [accent]%[].\nContoh: [accent]%ff0000[] akan menjadi warna merah.
graphicstype.stroke = Menentukan lebar garis.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Menggambar sebuah garis poligon beraturan.
graphicstype.triangle = Mengisi sebuah segitiga.
graphicstype.image = Membentuk sebuah gambar dari suatu konten.\nMisal: [accent]@router[] atau [accent]@dagger[].
graphicstype.print = Mengambar teks dari buffer cetak.\nHanya karakter ASCII yang diperbolehkan.\nMenghapus buffer cetak.
lenum.always = Selalu benar.
lenum.always = Selalu benar.
lenum.idiv = Pembagian integer.
lenum.div = Pembagian.\nMengembalikan [accent]null[] pada pembagian dengan nol.
lenum.mod = Modulus.
@@ -2969,30 +2969,30 @@ lenum.land = Logika AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum dari dua angka.
lenum.min = Minimum dari dua angka.
lenum.max = Maksimum dari dua angka.
lenum.angle = Sudut vektor dalam derajat.
lenum.anglediff = Jarak mutlak antara dua sudut dalam derajat.
lenum.len = Panjang vektor.
lenum.sin = Sinus, dalam derajat.
lenum.sin = Sinus, dalam derajat.
lenum.cos = Kosinus, dalam derajat.
lenum.tan = Tangen, dalam derajat.
lenum.asin = Arc sinus, dalam derajat.
lenum.asin = Arc sinus, dalam derajat.
lenum.acos = Arc kosinus, dalam derajat.
lenum.atan = Arc tangen, dalam derajat.
lenum.rand = Angka acak dalam jarak [0, value).
#not a typo, look up 'range notation'
lenum.rand = Angka acak dalam jarak [0, value).
lenum.log = Logaritma natural (ln).
lenum.log10 = Logaritma basis 10.
lenum.noise = Kebisingan simpleks 2D.
lenum.abs = Nilai absolut.
lenum.sqrt = Akar kuadrat.
lenum.any = Unit apapun.
lenum.any = Unit apapun.
lenum.ally = Unit sekutu.
lenum.attacker = Unit dengan senjata.
lenum.enemy = Unit musuh.
@@ -3000,13 +3000,13 @@ lenum.boss = Unit penjaga.
lenum.flying = Unit terbang.
lenum.ground = Unit darat.
lenum.player = Unit yang dikendalikan oleh pemain.
lenum.ore = Bahan tambang.
lenum.ore = Bahan tambang.
lenum.damaged = Bangunan sekutu yang rusak.
lenum.spawn = Zona mendaratnya musuh.\nDapat berupa inti atau suatu posisi.
lenum.building = Bangunan dalam suatu kumpulan.
lenum.core = Inti apapun.
lenum.core = Inti apapun.
lenum.storage = Bangunan penyimpanan, misalnya gudang.
lenum.generator = Bangunan yang menghasilkan tenaga.
lenum.factory = Bangunan yang mengubah sumber daya.
@@ -3015,36 +3015,36 @@ lenum.battery = Baterai apapun.
lenum.resupply = Titik pemasok ulang.\nHanya berguna ketika [accent]"Amunisi Unit"[] dihidupkan.
lenum.reactor = Reaktor Benturan/Torium.
lenum.turret = Menara apapun.
sensor.in = Bangunan/unit yang akan dilacak.
radar.from = Bangunan yang akan dilacak.\nJarak pelacakan dibatasi oleh jarak bangunan.
radar.target = Saringan untuk unit yang akan dilacak.
radar.and = Penyaring tambahan.
radar.order = Menyortir perintah. 0 untuk memutar balik.
radar.sort = Metrik untuk mengurutkan hasil.
radar.output = Variabel untuk menuliskan perintah unit.
unitradar.target = Saringan untuk unit yang akan dilacak.
unitradar.target = Saringan untuk unit yang akan dilacak.
unitradar.and = Penyaring tambahan.
unitradar.order = Menyortir perintah. 0 untuk memutar balik.
unitradar.sort = Metrik untuk mengurutkan hasil.
unitradar.output = Variabel untuk menuliskan perintah unit.
control.of = Bangunan yang akan dikendalikan.
control.of = Bangunan yang akan dikendalikan.
control.unit = Unit/bangunan yang akan ditargetkan.
control.shoot = Menentukan apakah akan menembak.
unitlocate.enemy = Menentukan apakah akan menemukan bangunan musuh.
unitlocate.enemy = Menentukan apakah akan menemukan bangunan musuh.
unitlocate.found = Menentukan ditemukannya objek tersebut.
unitlocate.building = Mengeluarkan variabel untuk bangunan yang terlihat.
unitlocate.outx = Mengeluarkan koordinat X.
unitlocate.outy = Mengeluarkan koordinat Y.
unitlocate.group = Kumpulan bangunan yang akan dicari.
playsound.limit = Jika benar, cegah suara ini diputar \njika sudah diputar pada frame yang sama.
lenum.idle = Tidak bergerak, namun tetap membangun/menambang.\nKondisi bawaan.
lenum.stop = Berhenti bergerak/menambang/membangun.
lenum.unbind = Menonaktifkan kendali logika.\nLanjutkan A.I. standar.
lenum.move = Bergerak ke posisi yang ditentukan.
@@ -3064,16 +3064,16 @@ lenum.build = Membangun sebuah struktur.
lenum.getblock = Ambil tipe bangunan, lantai dan blok pada koordinat.\nUnit harus berada dalam jangkauan posisinya, jika tidak maka null akan dikembalikan.
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
lenum.boost = Mulai/berhenti pendorong.
lenum.flushtext = Flush cetak konten buffer ke penanda, jika ada.\nJika pengambilan disetel ke true, coba ambil properti dari paket lokal atau paket game.
lenum.flushtext = Flush cetak konten buffer ke penanda, jika ada.\nJika pengambilan disetel ke true, coba ambil properti dari paket lokal atau paket game.
lenum.texture = Nama tekstur langsung dari atlas tekstur game (menggunakan gaya penamaan kebab-case).\nJika printFlush disetel ke true, gunakan konten buffer teks sebagai argumen teks.
lenum.texturesize = Ukuran tekstur pada ubin. Nilai nol mengskalakan lebar penanda ke ukuran tekstur asli.
lenum.autoscale = Apakah akan menskalakan penanda sesuai dengan tingkat zoom pemain.
lenum.posi = Posisi terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai posisi pertama.
lenum.uvi = Posisi tekstur mulai dari nol hingga satu, digunakan untuk penanda segi empat.
lenum.colori = Warna terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai warna pertama.
lenum.wavetimer = Apakah gelombang muncul secara otomatis berdasarkan pengatur waktu. Jika tidak, gelombang muncul saat tombol putar ditekan.
lenum.wavetimer = Apakah gelombang muncul secara otomatis berdasarkan pengatur waktu. Jika tidak, gelombang muncul saat tombol putar ditekan.
lenum.wave = Nomor gelombang saat ini. Bisa berupa apa saja dalam mode non-gelombang.
lenum.currentwavetime = Hitungan mundur gelombang dalam tick.
lenum.waves = Apakah gelombang dapat muncul sama sekali.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]L'unità non può costruire
lastaccessed = [lightgray]Ultimo accesso: {0}
lastcommanded = [lightgray]Ultimo comando: {0}
block.unknown = [lightgray]???
stat.showinmap = <carica la mappa per mostrare>
stat.showinmap = <carica la mappa per mostrare>
stat.description = Scopo
stat.input = Ingresso
stat.output = Uscita
@@ -1230,8 +1230,8 @@ stat.reactive = Reagisce
stat.immunities = Immunità
stat.healing = Cura
stat.efficiency = [stat]{0}% Efficienza
ability.forcefield = Campo di Forza
ability.forcefield = Campo di Forza
ability.forcefield.description = Proietta uno scudo di forza che assorbe i proiettili
ability.repairfield = Campo di Riparazione
ability.repairfield.description = Ripara le unità vicine
@@ -1260,8 +1260,8 @@ ability.spawndeath = Prole alla Morte
ability.spawndeath.description = Rilascia unità alla morte
ability.liquidexplode = Fuoriuscita alla Morte
ability.liquidexplode.description = Rilascia liquidi alla morte
ability.stat.firingrate = [stat]{0}/sec[lightgray] cadenza di fuoco
ability.stat.firingrate = [stat]{0}/sec[lightgray] cadenza di fuoco
ability.stat.regen = [stat]{0}[lightgray] salute/sec
ability.stat.pulseregen = [stat]{0}[lightgray] salute/impulso
ability.stat.shield = [stat]{0}[lightgray] scudo max
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] riduzione danno
ability.stat.minspeed = [stat]{0} celle/sec[lightgray] velocità min
ability.stat.duration = [stat]{0} sec[lightgray] durata
ability.stat.buildtime = [stat]{0} sec[lightgray] tempo costruzione
bar.displaytoolarge = Dimensioni troppo grandi\n(Max: {0}x{0})
bar.displaytoolarge = Dimensioni troppo grandi\n(Max: {0}x{0})
bar.onlycoredeposit = Permesso solo il deposito nel nucleo
bar.drilltierreq = Richiesta trivella migliore
bar.nobatterypower = Energia batteria insufficiente
@@ -1317,12 +1317,12 @@ bar.activationtimer = Si attiva in {0}
bar.activated = Attivato
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Controllato dal Processore
weapon.pointdefense = [stat]Difesa Puntuale
bullet.damage = [stat]{0}[lightgray] danno
bullet.splashdamage = [stat]{0}[lightgray] danno d'area ~ [stat]{1}[lightgray] celle
bullet.incendiary = [stat]incendiario
bullet.homing = [stat]autoguidato
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] cadenza di fuoco
bullet.range = [stat]{0}[lightgray] celle di gittata
bullet.notargetsmissiles = [stat] ignora i missili
bullet.notargetsbuildings = [stat] ignora gli edifici
unit.blocks = blocchi
unit.blocks = blocchi
unit.blockssquared = blocchi²
unit.powersecond = unità energetiche/secondo
unit.tilessecond = celle/secondo
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Nascondi display logici
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adatta interfaccia al notch del display
setting.macnotch.description = Riavvio richiesto per applicare le modifiche
steam.friendsonly = Solo Amici
steam.friendsonly = Solo Amici
steam.friendsonly.tooltip = Indica se solo gli amici di Steam possono unirsi alla tua partita.\nSe deselezionato, la partita sarà pubblica e chiunque potrà unirsi.
setting.maxmagnificationmultiplierpercent.name = Distanza Minima Telecamera
setting.minmagnificationmultiplierpercent.name = Distanza Massima Telecamera
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Modalità Comando
keybind.command_queue.name = In coda comando unità
keybind.create_control_group.name = Crea Gruppo di Controllo
keybind.cancel_orders.name = Annulla Ordini
keybind.unit_stance_shoot.name = Postura Unità: Spara
keybind.unit_stance_shoot.name = Postura Unità: Spara
keybind.unit_stance_hold_fire.name = Postura Unità: Cessate il fuoco
keybind.unit_stance_pursue_target.name = Postura Unità: Insegui bersaglio
keybind.unit_stance_patrol.name = Postura Unità: Pattuglia
keybind.unit_stance_ram.name = Postura Unità: Sperona
keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Comando Unità: Muovi
keybind.unit_command_move.name = Comando Unità: Muovi
keybind.unit_command_repair.name = Comando Unità: Ripara
keybind.unit_command_rebuild.name = Comando Unità: Ricostruisci
keybind.unit_command_assist.name = Comando Unità: Assisti
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Comando Unità: Carica Blocchi
keybind.unit_command_unload_payload.name = Comando Unità: Scarica Carico
keybind.unit_command_enter_payload.name = Comando Unità: Entra nel Carico
keybind.unit_command_loop_payload.name = Comando Unità: Ciclo Trasferimento Unità
keybind.rebuild_select.name = Ricostruisci Regione
keybind.rebuild_select.name = Ricostruisci Regione
keybind.schematic_select.name = Seleziona Regione
keybind.schematic_menu.name = Menu Schemi
keybind.schematic_flip_x.name = Rifletti Schema X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Combatti contro altri giocatori localmente.\n[gray]Richie
mode.attack.name = Attacco
mode.attack.description = Distruggi la base nemica.\n[gray]Richiede un nucleo rosso nella mappa per giocare.
mode.custom = Regole Personalizzate
rules.invaliddata = Dati negli appunti non validi.
rules.invaliddata = Dati negli appunti non validi.
rules.hidebannedblocks = Nascondi Blocchi Banditi
rules.infiniteresources = Risorse Infinite
rules.fillitems = Riempi Nucleo con Oggetti
@@ -1753,20 +1753,20 @@ rules.weather = Meteo
rules.weather.frequency = Frequenza:
rules.weather.always = Sempre
rules.weather.duration = Durata:
rules.randomwaveai.info = Fa sì che le unità generate nelle ondate bersaglino strutture casuali invece di attaccare direttamente il nucleo o i generatori di corrente.
rules.randomwaveai.info = Fa sì che le unità generate nelle ondate bersaglino strutture casuali invece di attaccare direttamente il nucleo o i generatori di corrente.
rules.placerangecheck.info = Impedisce ai giocatori di piazzare qualsiasi cosa vicino agli edifici nemici. Quando si tenta di piazzare una torretta, il raggio viene aumentato, così la torretta non sarà in grado di raggiungere il nemico.
rules.onlydepositcore.info = Impedisce alle unità di depositare oggetti in qualsiasi edificio eccetto i nuclei.
database-category.item = Oggetti
database-category.item = Oggetti
database-category.liquid = Fluidi
database-category.unit = Unità
database-category.block = Blocchi
database-category.status = Effetti di Stato
database-category.sector = Settori
database-category.team = Fazioni
database-tag.turret = Torretta
database-tag.turret = Torretta
database-tag.production = Produzione
database-tag.distribution = Distribuzione
database-tag.liquid = Liquidi
@@ -1779,10 +1779,10 @@ database-tag.logic = Logica
database-tag.unit-air = Aria
database-tag.unit-naval = Navale
database-tag.unit-ground = Terra
wallore = (Parete)
item.copper.name = Rame
item.lead.name = Piombo
item.coal.name = Carbone
item.graphite.name = Grafite
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsteno
item.oxide.name = Ossido
item.carbide.name = Carburo
item.dormant-cyst.name = Cisti Dormiente
liquid.water.name = Acqua
liquid.water.name = Acqua
liquid.slag.name = Scoria
liquid.oil.name = Petrolio
liquid.cryofluid.name = Criofluido
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozono
liquid.hydrogen.name = Idrogeno
liquid.nitrogen.name = Azoto
liquid.cyanogen.name = Cianogeno
unit.dagger.name = Pugnalatore
unit.dagger.name = Pugnalatore
unit.mace.name = Randellatore
unit.fortress.name = Fortezza
unit.nova.name = Scintilla
@@ -1855,8 +1855,8 @@ unit.scepter.name = Infiltratore
unit.reign.name = Conquistatore
unit.vela.name = Radiante
unit.corvus.name = Disgregatore
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precetto
unit.vanquish.name = Sconfiggitore
@@ -1878,8 +1878,8 @@ unit.manifold.name = Molteplice
unit.assembly-drone.name = Drone di assemblaggio
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Torretta Parallasse
block.parallax.name = Torretta Parallasse
block.cliff.name = Scogliera
block.sand-boulder.name = Masso di Sabbia
block.basalt-boulder.name = Masso di Basalto
@@ -2102,8 +2102,8 @@ block.container.name = Contenitore
block.launch-pad.name = Piattaforma di Lancio [lightgray](Legacy)
block.advanced-launch-pad.name = Piattaforma di Lancio
block.landing-pad.name = Piattaforma di Atterraggio
block.segment.name = Torretta Segmento
block.segment.name = Torretta Segmento
block.ground-factory.name = Fabbrica Terrestre
block.air-factory.name = Fabbrica Aerea
block.naval-factory.name = Fabbrica Navale
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Scaricatore di Carico
block.payload-unloader.description = Scarica liquidi e oggetti dai blocchi.
block.heat-source.name = Fonte di Calore
block.heat-source.description = Emette grandi quantità di calore. Solo Sandbox.
block.empty.name = Vuoto
#Erekir
block.empty.name = Vuoto
block.rhyolite-crater.name = Cratere di Riolite
block.rough-rhyolite.name = Riolite Grezza
block.regolith.name = Regolite
@@ -2294,8 +2294,8 @@ block.smite.name = Torretta Castigo
block.malign.name = Torretta Maligno
block.flux-reactor.name = Reattore a Flusso
block.neoplasia-reactor.name = Reattore Neoplastico
block.switch.name = Interruttore
block.switch.name = Interruttore
block.micro-processor.name = Micro Processore
block.logic-processor.name = Processore Logico
block.hyper-processor.name = Iper Processore
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Display Logico Grande
block.tile-logic-display.name = Display Logico a Mattonelle
block.memory-cell.name = Cella di Memoria
block.memory-bank.name = Banca di Memoria
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Abbandonati
team.green.name = Verde
team.blue.name = Blu
hint.skip = Salta
hint.skip = Salta
hint.desktopMove = Usa [accent][[WASD][] per muoverti.
hint.zoom = [accent]Scorri[] per aumentare o ridurre lo zoom.
hint.desktopShoot = [accent][[Click sinistro][] per sparare.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Questo settore ha un [scarlet]alto livello di minaccia n
hint.coreIncinerate = Una volta che il nucleo è pieno, ogni oggetto extra di quel tipo che riceverà verrà [accent]incenerito[].
hint.factoryControl = Per impostare la [accent]destinazione di uscita[] di una fabbrica, clicca sul blocco fabbrica in modalità comando, quindi fai click destro su una posizione.\nLe unità prodotte si sposteranno automaticamente lì.
hint.factoryControl.mobile = Per impostare la [accent]destinazione di uscita[] di una fabbrica, tocca il blocco fabbrica in modalità comando, quindi tocca una posizione.\nLe unità prodotte si sposteranno automaticamente lì.
gz.mine = Avvicinati al \uf8c4 [accent]rame[] a terra e fai clic per iniziare a estrarre.
gz.mine = Avvicinati al \uf8c4 [accent]rame[] a terra e fai clic per iniziare a estrarre.
gz.mine.mobile = Avvicinati al \uf8c4 [accent]rame[] a terra e toccalo per iniziare a estrarre.
gz.research = Apri l'albero tecnologico \ue875.\nRicerca la :mechanical-drill: [accent]Trivella Meccanica[], poi selezionala dal menu :production: in basso a destra.\nFai clic su un giacimento di rame per posizionarla.
gz.research.mobile = Apri l'albero tecnologico \ue875.\nRicerca la :mechanical-drill: [accent]Trivella Meccanica[], poi selezionala dal menu :production: in basso a destra.\nTocca un giacimento di rame per posizionarla.\n\nPremi il :ok: [accent]segno di spunta[] in basso a destra per confermare.
@@ -2373,8 +2373,8 @@ gz.zone1 = Questa è la zona di atterraggio nemica.
gz.zone2 = Qualsiasi cosa costruita nel raggio d'azione verrà distrutta all'inizio di un'ondata.
gz.zone3 = Un'ondata inizierà ora.\nPreparati.
gz.finish = Costruisci più torrette, estrai più risorse,\ne difendi contro tutte le ondate per [accent]conquistare il settore[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Usa le [accent]unità[] per difendere gli edifici e attaccare il nemico.\nRicerca e posiziona una :ground-factory: [accent]fabbrica terrestre[].
fungalpass.tutorial2 = Seleziona le unità :dagger: [accent]Pugnalatore[] nella fabbrica.\nProduci 3 unità.
frontier.tutorial1 = Il :additive-reconstructor: [accent]Ricostruttore Additivo[]\npotenzia le unità di livello 1 al livello 2\nusando :silicon: silicio e :graphite: grafite.\n\n[accent]Ricerca e ricostruisci\nun :dagger: [accent]Pugnalatore in un :mace: [accent]Randellatore.
frontier.tutorial1 = Il :additive-reconstructor: [accent]Ricostruttore Additivo[]\npotenzia le unità di livello 1 al livello 2\nusando :silicon: silicio e :graphite: grafite.\n\n[accent]Ricerca e ricostruisci\nun :dagger: [accent]Pugnalatore in un :mace: [accent]Randellatore.
frontier.tutorial2 = Le ondate nemiche verranno inviate [accent]all'infinito[] finché tutti i nuclei nemici non saranno [unlaunched]distrutti.
frontier.tutorial3 = [accent]Attacca rapidamente la base nemica per evitare che le ondate diventino troppo forti[].
atolls.destroy1 = Distruggi prima i 2 [accent]nuclei fondazione[] nemici.\n[accent]Ottieni accesso al torio[].
atolls.destroy1 = Distruggi prima i 2 [accent]nuclei fondazione[] nemici.\n[accent]Ottieni accesso al torio[].
atolls.mega1 = Entra in [accent]modalità comando[] e seleziona le unità :mega: [accent]Mega[].
atolls.mega2 = Seleziona il comando \ue87b [accent]Carica Unità[] affinché le unità Mega raccolgano le unità terrestri.
atolls.mega3 = Sposta le unità Mega [accent]sopra[] le unità terrestri per caricarle.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Questi passaggi possono essere rivisti [accent]qui[].
atolls.carry7 = Segui queste istruzioni per trasportare più unità vicino alla base nemica.
atolls.noairunit = Questa base è troppo ben fortificata per essere distrutta solo con unità aeree.
atolls.2strategies = Esistono due strategie per distruggere questa base.
onset.mine = Fai clic per estrarre :beryllium: [accent]berillio[] dai muri.\n\nUsa [accent][[WASD] per muoverti.
onset.mine = Fai clic per estrarre :beryllium: [accent]berillio[] dai muri.\n\nUsa [accent][[WASD] per muoverti.
onset.mine.mobile = Tocca per estrarre :beryllium: [accent]berillio[] dai muri.
onset.research = Apri l'albero tecnologico :tree:.\nRicerca, quindi posiziona un :turbine-condenser: [accent]condensatore a turbina[] sullo sfiato.\nQuesto genererà [accent]energia[].
onset.bore = Ricerca e posiziona un :plasma-bore: [accent]perforatore al plasma[].\nEstrae automaticamente risorse dai muri.
@@ -2437,14 +2437,14 @@ onset.detect = Il nemico potrà individuarti tra 2 minuti.\nOrganizza difese, es
onset.commandmode = Tieni premuto [accent]Shift[] per entrare in [accent]modalità comando[].\n[accent]Click sinistro e trascina[] per selezionare le unità.\n[accent]Click destro[] per ordinare il movimento o l'attacco.
onset.commandmode.mobile = Premi il [accent]pulsante comando[] per entrare in [accent]modalità comando[].\nTieni premuto un dito, quindi [accent]trascina[] per selezionare le unità.\n[accent]Tocca[] per ordinare il movimento o l'attacco.
aegis.tungsten = Il tungsteno può essere estratto usando una :impact-drill: [accent]trivella a impatto[].\nQuesta struttura richiede [accent]acqua[] ed [accent]energia[].
split.pickup = Alcuni blocchi possono essere raccolti dall'unità del nucleo.\nRaccogli questo [accent]contenitore[] e posizionalo sul [accent]caricatore di carichi[].\n(I tasti predefiniti sono [[ e ] per raccogliere e rilasciare)
split.pickup = Alcuni blocchi possono essere raccolti dall'unità del nucleo.\nRaccogli questo [accent]contenitore[] e posizionalo sul [accent]caricatore di carichi[].\n(I tasti predefiniti sono [[ e ] per raccogliere e rilasciare)
split.pickup.mobile = Alcuni blocchi possono essere raccolti dall'unità del nucleo.\nRaccogli questo [accent]contenitore[] e posizionalo sul [accent]caricatore di carichi[].\n(Per raccogliere o rilasciare qualcosa, tieni premuto a lungo.)
split.acquire = Ottieni del tungsteno per costruire unità.
split.build = Le unità devono essere trasportate dall'altro lato del muro.\nPosiziona due [accent]Lanciatori Magnetici di Carichi[], uno su ciascun lato del muro.\nConfigura il collegamento selezionandone uno e poi l'altro.
split.container = Similmente al contenitore, anche le unità possono essere trasportate con un [accent]Lanciatore Magnetico di Carichi[].\nPosiziona un fabbricatore di unità adiacente a un lanciatore per caricarle, poi inviale oltre il muro.
item.copper.description = Usato in quasi tutti i tipi di costruzione e munizioni.
item.copper.description = Usato in quasi tutti i tipi di costruzione e munizioni.
item.copper.details = Rame. Metallo anormalmente abbondante su Serpulo. Strutturalmente debole se non rinforzato.
item.lead.description = Usato nel trasporto di liquidi e nelle strutture elettriche.
item.lead.details = Denso. Inerte. Ampiamente utilizzato nelle batterie.\nNota: Probabilmente tossico per le forme di vita biologiche; non che ne siano rimaste molte qui.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Usato per la conversione in petrolio, esplosivi e c
item.spore-pod.details = Spore. Probabilmente una forma di vita sintetica. Emettono gas tossici per altre vite biologiche. Estremamente invasive. Altamente infiammabili in certe condizioni.
item.blast-compound.description = Usato in bombe e munizioni esplosive.
item.pyratite.description = Usata in armi incendiarie e generatori a combustione.
item.beryllium.description = Usato in molti tipi di costruzioni e munizioni su Erekir.
#Erekir
item.beryllium.description = Usato in molti tipi di costruzioni e munizioni su Erekir.
item.tungsten.description = Usato in trivelle, armature e munizioni. Richiesto per la costruzione di strutture avanzate.
item.oxide.description = Usato come conduttore di calore e isolante elettrico.
item.carbide.description = Usato in strutture avanzate, unità pesanti e munizioni.
liquid.water.description = Usata per raffreddare i macchinari e trattare i rifiuti.
liquid.water.description = Usata per raffreddare i macchinari e trattare i rifiuti.
liquid.slag.description = Raffinata nei separatori nei suoi metalli costituenti. Usata nelle torrette per liquidi come munizione.
liquid.oil.description = Usato nella produzione di materiali avanzati e come munizione incendiaria.
liquid.cryofluid.description = Usato come refrigerante in reattori, torrette e fabbriche.
liquid.arkycite.description = Usata nelle reazioni chimiche per la generazione di energia e la sintesi di materiali.
#Erekir
liquid.arkycite.description = Usata nelle reazioni chimiche per la generazione di energia e la sintesi di materiali.
liquid.ozone.description = Usato come combustibile e agente ossidante nella produzione di materiali. Moderatamente esplosivo.
liquid.hydrogen.description = Usato nell'estrazione di risorse, produzione di unità e riparazione di strutture. Infiammabile.
liquid.cyanogen.description = Usato per munizioni, unità avanzate e varie reazioni in blocchi complessi. Altamente infiammabile.
liquid.nitrogen.description = Usato nell'estrazione di risorse, creazione di gas e produzione di unità. Inerte.
liquid.neoplasm.description = Un pericoloso sottoprodotto biologico del reattore neoplastico. Si diffonde rapidamente in ogni blocco adiacente contenente acqua, danneggiandolo. Viscoso.
liquid.neoplasm.details = Neoplasma. Una massa incontrollabile di cellule sintetiche a rapida divisione con una consistenza fangosa. Resistente al calore. Estremamente pericoloso per le strutture che utilizzano acqua.\n\nTroppo complesso e instabile per un'analisi standard. Applicazioni ignote. Si raccomanda l'incenerimento in pozze di scorie.
block.derelict = \uf77e [lightgray]Abbandonato
block.derelict = \uf77e [lightgray]Abbandonato
block.armored-conveyor.description = Trasporta gli oggetti in avanti. Non accetta input laterali da altri nastri trasportatori.
block.illuminator.description = Emette luce.
block.message.description = Memorizza un messaggio per la comunicazione tra alleati.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Mostra grafiche generate da un processor
block.tile-logic-display.description = Mostra grafiche generate da un processore logico.\nSi collega fluidamente ai display vicini.
block.interplanetary-accelerator.description = Un'enorme torre a rotaia elettromagnetica. Accelera i nuclei alla velocità di fuga per il dispiegamento interplanetario.
block.repair-turret.description = Ripara continuamente l'unità danneggiata più vicina. Opzionalmente accetta refrigerante.
block.core-bastion.description = Nucleo della base. Corazzato. Una volta distrutto, il settore è perso.
#Erekir
block.core-bastion.description = Nucleo della base. Corazzato. Una volta distrutto, il settore è perso.
block.core-citadel.description = Nucleo della base. Molto ben corazzato. Immagazzina più risorse di un nucleo Bastion.
block.core-acropolis.description = Nucleo della base. Eccezionalmente corazzato. Immagazzina più risorse di un nucleo Citadel.
block.breach.description = Spara proiettili perforanti ai bersagli nemici.
@@ -2746,8 +2746,8 @@ block.radar.description = Rivela gradualmente il terreno e le unità nemiche in
block.shockwave-tower.description = Danneggia e distrugge i proiettili nemici in un raggio d'azione. Richiede cianogeno.
block.canvas.description = Mostra un'immagine semplice con una tavolozza predefinita. Modificabile.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Spara proiettili standard ai bersagli nemici.
unit.dagger.description = Spara proiettili standard ai bersagli nemici.
unit.mace.description = Spara flussi di fiamme ai bersagli nemici.
unit.fortress.description = Spara colpi di artiglieria a lungo raggio ai bersagli terrestri nemici.
unit.scepter.description = Spara una raffica di proiettili carichi ai bersagli nemici.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Spara flussi di fiamme riparatrici ai nemici. Intercet
unit.cyerce.description = Spara missili a grappolo a ricerca ai bersagli nemici. Ripara le unità alleate.
unit.aegires.description = Folgora tutte le unità e strutture nemiche nel suo campo energetico. Ripara tutti gli alleati.
unit.navanax.description = Spara proiettili EMP esplosivi, danneggiando le reti elettriche nemiche e riparando gli alleati. Scioglie i nemici con 4 torrette laser autonome.
unit.stell.description = Spara proiettili standard ai bersagli nemici.
#Erekir
unit.stell.description = Spara proiettili standard ai bersagli nemici.
unit.locus.description = Spara proiettili alternati ai bersagli nemici.
unit.precept.description = Spara proiettili a grappolo perforanti ai bersagli nemici. Meno influenzata dall'attrito dei liquidi.
unit.vanquish.description = Spara grandi proiettili perforanti a frammentazione ai nemici. Meno influenzata dall'attrito dei liquidi.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Spara missili di soppressione a ricerca a lungo raggi
unit.evoke.description = Costruisce strutture per difendere il nucleo Bastion. Ripara con un raggio. Può trasportare strutture 2x2.
unit.incite.description = Costruisce strutture per difendere il nucleo Citadel. Ripara con un raggio. Può trasportare strutture 2x2.
unit.emanate.description = Costruisce strutture per difendere il nucleo Acropolis. Ripara con raggi multipli. Può trasportare strutture 2x2.
lst.read = Legge un numero da una cella di memoria collegata.\nPuò anche leggere variabili da altri processori.
lst.read = Legge un numero da una cella di memoria collegata.\nPuò anche leggere variabili da altri processori.
lst.write = Scrive un numero in una cella di memoria collegata.\nPuò anche scrivere variabili in altri processori.
lst.print = Aggiunge testo al buffer di stampa.\nNon visualizza nulla finché non viene usato [accent]Print Flush[].
lst.printchar = Aggiunge un carattere UTF-16 o un'icona al buffer di stampa.
@@ -2857,16 +2857,16 @@ lst.makemarker = Crea un marcatore logico visibile nel mondo.
lst.setmarker = Modifica le proprietà di un marcatore esistente.
lst.localeprint = Aggiunge una stringa di localizzazione della mappa al buffer.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = La costante matematica pi greco (3.141...)
lglobal.@e = La costante matematica e (2.718...)
lglobal.@degToRad = Moltiplica per questo numero per convertire i gradi in radianti
lglobal.@radToDeg = Moltiplica per questo numero per convertire i radianti in gradi
lglobal.@time = Tempo di gioco del salvataggio corrente, in millisecondi
lglobal.@time = Tempo di gioco del salvataggio corrente, in millisecondi
lglobal.@tick = Tempo di gioco del salvataggio corrente, in tick (1 secondo = 60 tick)
lglobal.@second = Tempo di gioco del salvataggio corrente, in secondi
lglobal.@minute = Tempo di gioco del salvataggio corrente, in minuti
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Numero dell'ondata corrente, se le ondate sono attive
lglobal.@waveTime = Conto alla rovescia per la prossima ondata, in secondi
lglobal.@mapw = Larghezza della mappa in celle
lglobal.@maph = Altezza della mappa in celle
lglobal.sectionMap = Mappa
lglobal.sectionMap = Mappa
lglobal.sectionGeneral = Generale
lglobal.sectionNetwork = Rete/Client [Solo World Processor]
lglobal.sectionProcessor = Processore
lglobal.sectionLookup = Ricerca
lglobal.@this = Il blocco logico che sta eseguendo il codice
lglobal.@this = Il blocco logico che sta eseguendo il codice
lglobal.@thisx = Coordinata X del blocco che esegue il codice
lglobal.@thisy = Coordinata Y del blocco che esegue il codice
lglobal.@links = Numero totale di blocchi collegati a questo processore
lglobal.@ipt = Velocità di esecuzione in istruzioni per tick (60 tick = 1 secondo)
lglobal.@unitCount = Numero totale di tipi di unità nel gioco; usato con l'istruzione lookup
lglobal.@unitCount = Numero totale di tipi di unità nel gioco; usato con l'istruzione lookup
lglobal.@blockCount = Numero totale di tipi di blocchi nel gioco; usato con l'istruzione lookup
lglobal.@itemCount = Numero totale di tipi di oggetti nel gioco; usato con l'istruzione lookup
lglobal.@liquidCount = Numero totale di tipi di liquidi nel gioco; usato con l'istruzione lookup
lglobal.@server = Vero se il codice gira su un server o in singleplayer, falso altrimenti
lglobal.@client = Vero se il codice gira su un client connesso a un server
lglobal.@clientLocale = Lingua (locale) del client che esegue il codice (es: it_IT)
lglobal.@clientLocale = Lingua (locale) del client che esegue il codice (es: it_IT)
lglobal.@clientUnit = Unità del client che esegue il codice
lglobal.@clientName = Nome giocatore del client che esegue il codice
lglobal.@clientTeam = ID squadra del client che esegue il codice
lglobal.@clientMobile = Vero se il client corre su un dispositivo mobile
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Tipo di edificio/unità (es: per un router restituirà [accent]@router[]). Non è una stringa.
lenum.type = Tipo di edificio/unità (es: per un router restituirà [accent]@router[]). Non è una stringa.
lenum.shoot = Spara verso una posizione.
lenum.shootp = Spara verso un bersaglio con predizione della traiettoria.
lenum.config = Configurazione del blocco (es: l'oggetto selezionato in un selettore).
lenum.enabled = Indica se il blocco è attivo.
laccess.currentammotype = Tipo di munizione (oggetto/liquido) attualmente in uso in una torretta.
laccess.currentammotype = Tipo di munizione (oggetto/liquido) attualmente in uso in una torretta.
laccess.memorycapacity = Capacità totale di celle in un blocco di memoria.
laccess.color = Colore di un illuminatore.
laccess.controller = Controllore dell'unità. Restituisce il processore se comandata, il leader se in formazione, o se stessa.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Altezza del display in pixel.
laccess.buffersize = Per i messaggi: lunghezza del testo. Per i display: numero di comandi grafici in coda.
laccess.operations = Operazioni eseguite. Per i display, indica il numero di drawflush.
laccess.maxunits = Numero massimo di unità consentite per la squadra (rilevabile solo dai nuclei).
lcategory.unknown = Sconosciuto
lcategory.unknown = Sconosciuto
lcategory.unknown.description = Istruzioni non categorizzate.
lcategory.io = Input & Output
lcategory.io.description = Modifica il contenuto della memoria e dei buffer.
@@ -2939,8 +2939,8 @@ lcategory.unit = Controllo Unità
lcategory.unit.description = Impartisce comandi alle unità.
lcategory.world = Mondo
lcategory.world.description = Modifica le regole dell'ambiente di gioco.
graphicstype.clear = Pulisce il display con un colore specifico.
graphicstype.clear = Pulisce il display con un colore specifico.
graphicstype.color = Imposta il colore per i prossimi disegni.
graphicstype.col = Colore in formato compresso (es: [accent]%ff0000[] per il rosso).
graphicstype.stroke = Imposta lo spessore della linea.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Disegna il contorno di un poligono regolare.
graphicstype.triangle = Disegna un triangolo pieno.
graphicstype.image = Disegna l'icona di un contenuto o copia un altro display.
graphicstype.print = Disegna il testo dal buffer di stampa (solo ASCII). Pulisce il buffer dopo l'uso.
lenum.always = Sempre vero.
lenum.always = Sempre vero.
lenum.idiv = Divisione intera.
lenum.div = Divisione. Restituisce [accent]null[] se si divide per zero.
lenum.mod = Modulo (resto della divisione).
@@ -2969,30 +2969,30 @@ lenum.land = AND logico.
lenum.and = AND bit a bit.
lenum.not = Inversione bit a bit (NOT).
lenum.xor = XOR bit a bit.
lenum.min = Il minimo tra due numeri.
lenum.min = Il minimo tra due numeri.
lenum.max = Il massimo tra due numeri.
lenum.angle = Angolo di un vettore in gradi.
lenum.anglediff = Differenza assoluta tra due angoli in gradi.
lenum.len = Lunghezza di un vettore (magnitudo).
lenum.sin = Seno (in gradi).
lenum.sin = Seno (in gradi).
lenum.cos = Coseno (in gradi).
lenum.tan = Tangente (in gradi).
lenum.asin = Arcoseno (in gradi).
lenum.asin = Arcoseno (in gradi).
lenum.acos = Arcocoseno (in gradi).
lenum.atan = Arcotangente (in gradi).
lenum.rand = Numero decimale casuale tra 0 e il valore (escluso).
#not a typo, look up 'range notation'
lenum.rand = Numero decimale casuale tra 0 e il valore (escluso).
lenum.log = Logaritmo naturale (ln).
lenum.log10 = Logaritmo in base 10.
lenum.noise = Rumore Simplex 2D.
lenum.abs = Valore assoluto.
lenum.sqrt = Radice quadrata.
lenum.any = Qualsiasi unità.
lenum.any = Qualsiasi unità.
lenum.ally = Unità alleata.
lenum.attacker = Unità dotata di armi.
lenum.enemy = Unità nemica.
@@ -3000,13 +3000,13 @@ lenum.boss = Unità guardiana (Boss).
lenum.flying = Unità volante.
lenum.ground = Unità terrestre.
lenum.player = Unità controllata da un giocatore.
lenum.ore = Deposito di minerale.
lenum.ore = Deposito di minerale.
lenum.damaged = Edificio alleato danneggiato.
lenum.spawn = Punto di generazione nemico (nucleo o posizione).
lenum.building = Edificio appartenente a un gruppo specifico.
lenum.core = Qualsiasi nucleo.
lenum.core = Qualsiasi nucleo.
lenum.storage = Edificio di stoccaggio (es: Deposito).
lenum.generator = Strutture che producono energia.
lenum.factory = Strutture che trasformano risorse.
@@ -3015,36 +3015,36 @@ lenum.battery = Qualsiasi batteria.
lenum.resupply = Punti di rifornimento (se "Unit Ammo" è attivo).
lenum.reactor = Reattore al Torio o a Impatto.
lenum.turret = Qualsiasi torretta.
sensor.in = L'edificio o unità da analizzare.
radar.from = Edificio da cui scansionare (limitato dal raggio del blocco).
radar.target = Filtro per le unità da rilevare.
radar.and = Filtri supplementari.
radar.order = Ordine di selezione (0 per invertire).
radar.sort = Metrica su cui basare l'ordinamento.
radar.output = Variabile in cui salvare l'unità trovata.
unitradar.target = Filtro per le unità da rilevare.
unitradar.target = Filtro per le unità da rilevare.
unitradar.and = Filtri supplementari.
unitradar.order = Ordine di selezione (0 per invertire).
unitradar.sort = Metrica su cui basare l'ordinamento.
unitradar.output = Variabile in cui salvare l'unità trovata.
control.of = Edificio da controllare.
control.of = Edificio da controllare.
control.unit = Unità/edificio su cui mirare.
control.shoot = Determina se aprire il fuoco.
unitlocate.enemy = Cerca edifici nemici?
unitlocate.enemy = Cerca edifici nemici?
unitlocate.found = Vero se l'oggetto è stato trovato.
unitlocate.building = Variabile di output per l'edificio trovato.
unitlocate.outx = Coordinata X trovata.
unitlocate.outy = Coordinata Y trovata.
unitlocate.group = Categoria di edificio da cercare.
playsound.limit = Se attivo, impedisce la ripetizione dello stesso suono nello stesso frame.
lenum.idle = Resta fermo, ma continua a minare/costruire (stato base).
lenum.stop = Ferma ogni movimento, minazione o costruzione.
lenum.unbind = Disattiva il controllo logico e ripristina l'IA standard.
lenum.move = Muoviti verso una coordinata esatta.
@@ -3064,16 +3064,16 @@ lenum.build = Costruisci una struttura specifica.
lenum.getblock = Legge edificio e terreno alle coordinate (l'unità dev'essere in raggio).
lenum.within = Controlla se l'unità è vicina a una posizione.
lenum.boost = Attiva o disattiva i propulsori (boost).
lenum.flushtext = Invia il buffer di stampa a un marcatore.
lenum.flushtext = Invia il buffer di stampa a un marcatore.
lenum.texture = Nome della texture dall'atlante di gioco (formato kebab-case).
lenum.texturesize = Dimensione della texture in celle. 0 usa la dimensione originale.
lenum.autoscale = Scala il marcatore in base allo zoom del giocatore.
lenum.posi = Posizione indicizzata (usata per linee e poligoni).
lenum.uvi = Posizione della texture (da 0 a 1) per marcatori quad.
lenum.colori = Colore indicizzato per linee e poligoni.
lenum.wavetimer = Ondate automatiche con timer o manuali.
lenum.wavetimer = Ondate automatiche con timer o manuali.
lenum.wave = Numero ondata corrente.
lenum.currentwavetime = Conto alla rovescia ondata (in tick).
lenum.waves = Abilita/disabilita le ondate.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]構築不可
lastaccessed = [lightgray]最終アクセス {0}
lastcommanded = [lightgray]最後のコマンド: {0}
block.unknown = [lightgray]???
stat.showinmap = <表示のマップを読み込む>
stat.showinmap = <表示のマップを読み込む>
stat.description = 説明
stat.input = 搬入
stat.output = 搬出
@@ -1230,8 +1230,8 @@ stat.reactive = 反応
stat.immunities = 耐性
stat.healing = 治癒
stat.efficiency = [stat]{0}% 効率
ability.forcefield = フォースフィールド
ability.forcefield = フォースフィールド
ability.forcefield.description = 攻撃を吸収するフォースフィールドを発する。
ability.repairfield = リペアフィールド
ability.repairfield.description = 近くのユニットを修復する。
@@ -1260,8 +1260,8 @@ ability.spawndeath = 破壊開放
ability.spawndeath.description = 破壊と同時に他のユニットを放出する。
ability.liquidexplode = 破壊流出
ability.liquidexplode.description = 破壊と同時に液体を放出する。
ability.stat.firingrate = [stat]{0}/sec[lightgray] 発射速度
ability.stat.firingrate = [stat]{0}/sec[lightgray] 発射速度
ability.stat.regen = [stat]{0}[lightgray] 回復/秒
ability.stat.pulseregen = [stat]{0}[lightgray] 回復/パルス
ability.stat.shield = [stat]{0}[lightgray] シールド
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] ダメージ軽減
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] 最低速度
ability.stat.duration = [stat]{0} sec[lightgray] 持続時間
ability.stat.buildtime = [stat]{0} sec[lightgray] 建設時間
bar.displaytoolarge = サイズが大きすぎます\n(最大: {0}x{0})
bar.displaytoolarge = サイズが大きすぎます\n(最大: {0}x{0})
bar.onlycoredeposit = コアにのみ搬入可能です。
bar.drilltierreq = より高性能なドリルを使用してください
bar.nobatterypower = 電力不十分
@@ -1317,12 +1317,12 @@ bar.activationtimer = 発動まで {0}
bar.activated = アクティブ
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]プロセッサーの制御下
weapon.pointdefense = [stat]ポイントディフェンス
bullet.damage = [stat]{0}[lightgray] ダメージ
bullet.splashdamage = [stat]{0}[lightgray] 範囲ダメージ 約[stat] {1}[lightgray] タイル
bullet.incendiary = [stat]焼夷弾
bullet.homing = [stat]追尾弾
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]装填速度 {0}[lightgray]%
bullet.range = [stat]{0}[lightgray] タイル範囲
bullet.notargetsmissiles = [stat] 建築物無視
bullet.notargetsbuildings = [stat] ミサイル無視
unit.blocks = ブロック
unit.blocks = ブロック
unit.blockssquared = ブロック²
unit.powersecond = 電力/秒
unit.tilessecond = タイル/秒
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = 描画されているロジックディスプレイ
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = インターフェイスをノッチ表示に適応させる
setting.macnotch.description = 再起動が必要です。
steam.friendsonly = フレンドのみ
steam.friendsonly = フレンドのみ
steam.friendsonly.tooltip = Steamのフレンドのみがゲームに参加できるようにします。\nこの設定を無効にするとゲームは公開され、誰でも参加できます。
setting.maxmagnificationmultiplierpercent.name = 最低描写距離
setting.minmagnificationmultiplierpercent.name = 最高描写距離
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = コマンドモード
keybind.command_queue.name = ユニット指令キュー
keybind.create_control_group.name = 指令グループ作成
keybind.cancel_orders.name = 命令中止
keybind.unit_stance_shoot.name = ユニット指示:発砲
keybind.unit_stance_shoot.name = ユニット指示:発砲
keybind.unit_stance_hold_fire.name = ユニット指示:発砲控え
keybind.unit_stance_pursue_target.name = ユニット指示:追撃
keybind.unit_stance_patrol.name = ユニット指示:偵察経路
keybind.unit_stance_ram.name = ユニット指示:突撃
keybind.unit_stance_boost.name = ユニット指示: ブースト
keybind.unit_stance_hold_position.name = ユニット指示: 場所を保持
keybind.unit_command_move.name = ユニット指令:移動
keybind.unit_command_move.name = ユニット指令:移動
keybind.unit_command_repair.name = ユニット指令:修復
keybind.unit_command_rebuild.name = ユニット指令:再建
keybind.unit_command_assist.name = ユニット指令:援助
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = ユニット指令:ブロック搬入
keybind.unit_command_unload_payload.name = ユニット指令:ペイロード搬出
keybind.unit_command_enter_payload.name = ユニット指令: ペイロード投入
keybind.unit_command_loop_payload.name = ユニット指令: ユニット転送循環
keybind.rebuild_select.name = 選択範囲再構築
keybind.rebuild_select.name = 選択範囲再構築
keybind.schematic_select.name = 範囲選択
keybind.schematic_menu.name = 設計図メニュー
keybind.schematic_flip_x.name = 設計図を水平反転
@@ -1641,8 +1641,8 @@ mode.pvp.description = エリア内で他のプレイヤーと戦います。\n[
mode.attack.name = アタック
mode.attack.description = ウェーブがなく、敵の基地を破壊することを目指します。\n[gray]マップに赤色のコアが必要です。
mode.custom = カスタムルール
rules.invaliddata = 無効なクリップボードデータ
rules.invaliddata = 無効なクリップボードデータ
rules.hidebannedblocks = 禁止ブロックを非表示
rules.infiniteresources = 資源の無限化
rules.fillitems = コアにアイテムを満たす
@@ -1753,20 +1753,20 @@ rules.weather = 気象
rules.weather.frequency = 頻度:
rules.weather.always = 常時
rules.weather.duration = 継続時間:
rules.randomwaveai.info = ユニットは発電機などの標的を優先せずに攻撃する
rules.randomwaveai.info = ユニットは発電機などの標的を優先せずに攻撃する
rules.placerangecheck.info = プレイヤーが敵建造物の近くでの建築を阻止する。タレット建築の場合、敵に届かないように攻撃範囲を変える。
rules.onlydepositcore.info = コア以外へのアイテム投入を阻止する
database-category.item = アイテム
database-category.item = アイテム
database-category.liquid = 液体
database-category.unit = ユニット
database-category.block = ブロック
database-category.status = ステータス効果
database-category.sector = セクター
database-category.team = チーム
database-tag.turret = タレット
database-tag.turret = タレット
database-tag.production = 生産
database-tag.distribution = 流通
database-tag.liquid = 液体
@@ -1779,10 +1779,10 @@ database-tag.logic = ロジック
database-tag.unit-air = 空軍ユニット
database-tag.unit-naval = 海軍ユニット
database-tag.unit-ground = 陸軍ユニット
wallore = (壁)
item.copper.name = 銅
item.lead.name = 鉛
item.coal.name = 石炭
item.graphite.name = 黒鉛
@@ -1804,8 +1804,8 @@ item.tungsten.name = タングステン
item.oxide.name = 酸化物
item.carbide.name = 炭化物
item.dormant-cyst.name = 不活性な嚢胞
liquid.water.name = 水
liquid.water.name = 水
liquid.slag.name = スラグ
liquid.oil.name = 石油
liquid.cryofluid.name = 冷却水
@@ -1816,8 +1816,8 @@ liquid.ozone.name = オゾン
liquid.hydrogen.name = 水素
liquid.nitrogen.name = 窒素
liquid.cyanogen.name = シアン
unit.dagger.name = ダガー
unit.dagger.name = ダガー
unit.mace.name = メイス
unit.fortress.name = フォートレス
unit.nova.name = ノヴァ
@@ -1855,8 +1855,8 @@ unit.scepter.name = セプター
unit.reign.name = レイン
unit.vela.name = ヴェラ
unit.corvus.name = コーバス
unit.stell.name = ステル
unit.stell.name = ステル
unit.locus.name = ローカス
unit.precept.name = プリセプト
unit.vanquish.name = ヴァンキッシュ
@@ -1878,8 +1878,8 @@ unit.manifold.name = マニホールド
unit.assembly-drone.name = 組立ドローン
unit.latum.name = ラトゥム
unit.renale.name = レナール
block.parallax.name = パララックス
block.parallax.name = パララックス
block.cliff.name = 崖
block.sand-boulder.name = 巨大な礫
block.basalt-boulder.name = 玄武岩の礫
@@ -2102,8 +2102,8 @@ block.container.name = コンテナー
block.launch-pad.name = 発射台 [lightgray](旧式)
block.advanced-launch-pad.name = 発射台
block.landing-pad.name = 着陸台
block.segment.name = セグメント
block.segment.name = セグメント
block.ground-factory.name = 陸軍工場
block.air-factory.name = 空軍工場
block.naval-factory.name = 海軍工場
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = ペイロード搬出機
block.payload-unloader.description = ブロックから液体や資源を搬出します。
block.heat-source.name = 熱源
block.heat-source.description = 1x1の熱源です。
block.empty.name = 空白
#Erekir
block.empty.name = 空白
block.rhyolite-crater.name = ライオライトクレーター
block.rough-rhyolite.name = 粗いライオライト
block.regolith.name = レゴリス
@@ -2294,8 +2294,8 @@ block.smite.name = スマイト
block.malign.name = マライン
block.flux-reactor.name = フラックスリアクター
block.neoplasia-reactor.name = ネオプラジアリアクター
block.switch.name = スイッチ
block.switch.name = スイッチ
block.micro-processor.name = マイクロプロセッサー
block.logic-processor.name = ロジックプロセッサー
block.hyper-processor.name = ハイパープロセッサー
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = 大型ロジックディスプレイ
block.tile-logic-display.name = タイル状ロジックディスプレイ
block.memory-cell.name = メモリーセル
block.memory-bank.name = メモリーバンク
team.malis.name = マリス
team.malis.name = マリス
team.crux.name = レッド
team.sharded.name = オレンジ
team.derelict.name = 廃墟
team.green.name = グリーン
team.blue.name = ブルー
hint.skip = スキップ
hint.skip = スキップ
hint.desktopMove = [accent][[WASD][]を使い移動します。
hint.zoom = [accent]マウスホイール[]でズームイン、ズームアウトをします。
hint.desktopShoot = [accent][[左クリック][]で射撃します。
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = このセクターは[scarlet]敵の脅威レベルが
hint.coreIncinerate = コアのアイテム収納数の上限に達したアイテムは搬入されず[accent]破棄[]されます。
hint.factoryControl = ユニット工場の [accent]出力先[] を設定するには、コマンドモードで工場ブロックをクリックし、その場所を右クリックします。\nその工場で生産されたユニットは、自動的にそこに移動します。
hint.factoryControl.mobile = ユニット工場の [accent]出力先[] を設定するには、コマンドモードで工場ブロックをタップし、場所をタップしてください。\nその工場で生産されたユニットが自動的にそこに移動します。
gz.mine = 地面の :ore-copper: [accent]銅鉱石[]の近くに移動し、クリックして採掘を開始します。
gz.mine = 地面の :ore-copper: [accent]銅鉱石[]の近くに移動し、クリックして採掘を開始します。
gz.mine.mobile = 地面の :ore-copper: [accent]銅鉱石[]の近くに移動し、タップして採掘を開始します。
gz.research = :tree: 技術ツリーを開きます。\n:mechanical-drill: [accent]機械ドリル[] を探して、右下のメニューから選択します。\n銅をクリックして配置します。
gz.research.mobile = :tree: 技術ツリーを開きます。\n:mechanical-drill: [accent]機械ドリル[] を探して、右下のメニューから選択します。\n銅をタップして配置します。\n\n\ue800 [accent]右下のチェックマーク[]で確定します。
@@ -2373,8 +2373,8 @@ gz.zone1 = ここは敵の出現ポイント。
gz.zone2 = ウェーブが始まると、円の中に構築されたものはすべて破壊されます。
gz.zone3 = もうすぐウェーブが始まります。\n準備をしてください。
gz.finish = より多くのタレットを建設し、より多くの資源を採掘し、\nすべてのウェーブから防御して[accent]セクターを占領[]してください。
ff.coal = :mechanical-drill: [accent]機械ドリル[]を使って:ore-coal: [accent]石炭[]を採掘します。
ff.coal = :mechanical-drill: [accent]機械ドリル[]を使って:ore-coal: [accent]石炭[]を採掘します。
ff.graphitepress = :tree: 研究して:graphite-press: [accent]黒鉛圧縮機[]を設置します。
ff.craft = :coal: 石炭を:graphite-press: [accent]黒鉛圧縮機[]に搬入します。\nこれにより:graphite: 黒鉛が隣接されたコンベアへ出力されます。\n出力された:graphite: 黒鉛を:graphite-press: [accent]黒鉛圧縮機[]からコアへ搬入します。
ff.generator = :coal: 石炭は:combustion-generator: [accent]火力発電機[]の燃料としても使用できます。\n研究して:combustion-generator: [accent]火力発電機[]を設置します。
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: 電力を生成する
ff.node = :power-node: [accent]電源ノード[]は範囲内の近くのブロックへ電力を送信します。\n研究して:power-node: [accent]電源ノード[]を発電機の近くに設置します。
ff.battery = :battery: [accent]バッテリー[]は電力を蓄積します。\n研究して:battery: [accent]バッテリー[]をノードの近くに設置します。
ff.arc = :arc: [accent]アーク[]タレットは動作に電力を必要とします。研究して:arc: [accent]アーク[]タレットを電源ノードの近くに設置します。
fungalpass.tutorial1 = [accent]ユニット[]を使って建物を防衛し、敵を攻撃します。\n研究して:ground-factory: [accent]地上工場[]を設置します。
fungalpass.tutorial2 = 工場で:dagger: [accent]ダガー[]ユニットを選択します。\n3体生産してください。
frontier.tutorial1 = :additive-reconstructor: [accent]加法式再構成工場[]は\nティア1ユニットをティア2へアップグレードします\nシリコンと黒鉛を使用します。\n\n[accent]研究して、[]:dagger:[accent]ダガー[]を:mace:[accent]メイス[]へ再構成します。
frontier.tutorial1 = :additive-reconstructor: [accent]加法式再構成工場[]は\nティア1ユニットをティア2へアップグレードします\nシリコンと黒鉛を使用します。\n\n[accent]研究して、[]:dagger:[accent]ダガー[]を:mace:[accent]メイス[]へ再構成します。
frontier.tutorial2 = 敵ウェーブはすべての敵コアが破壊されるまで[accent]無限に[]出現します。
frontier.tutorial3 = [accent]敵のウェーブが増加する前に、素早く敵基地を攻撃してください[]。
atolls.destroy1 = 敵の[accent]ファンデーションコア[]を2つ先に破壊します。\n[accent]トリウムにアクセスできるようになります[]。
atolls.destroy1 = 敵の[accent]ファンデーションコア[]を2つ先に破壊します。\n[accent]トリウムにアクセスできるようになります[]。
atolls.mega1 = [accent]コマンドモード[]に入り、:mega:[accent]メガ[]ユニットを選択します。
atolls.mega2 = \ue87b [accent]ペイロードユニット読み込み[]コマンドを選択し、メガユニットに地上ユニットを持ち上げさせます。
atolls.mega3 = メガユニットを地上ユニットの[accent]上[]に移動させて積載します。
@@ -2411,8 +2411,8 @@ atolls.carry6 = これらの手順は[accent]ここ[]で確認できます。
atolls.carry7 = この手順に従うことで、敵基地付近へユニットを空輸できます。
atolls.noairunit = この基地は強固に防衛されているため、航空ユニットでは破壊できません。
atolls.2strategies = この基地を破壊する方法は2つあります。
onset.mine = クリックして :beryllium: [accent]ベリリウム[] を壁から採掘しましょう。\n\n移動するには [accent][[WASD] を使用してください。
onset.mine = クリックして :beryllium: [accent]ベリリウム[] を壁から採掘しましょう。\n\n移動するには [accent][[WASD] を使用してください。
onset.mine.mobile = 壁から:beryllium: [accent]ベリリウム[]を採掘するにはタップしてください。
onset.research = :tree: 技術ツリーを開きます。\n :turbine-condenser: [accent]タービンコンデンサー[] を研究し、ジェットホールに配置しましょう。\nこれにより [accent]電力[] が生成されます。
onset.bore = :plasma-bore: [accent]プラズマ掘り[]を研究して配置しましょう。\nこれにより、壁から素材が自動的に採掘されます。
@@ -2437,14 +2437,14 @@ onset.detect = 敵は 2 分以内にあなたを見つけます。\n防御、採
onset.commandmode = [accent]shift[] を押しながら [accent]コマンドモード[] に移行します。\n[accent]左クリック&ドラッグ[] でユニットを選択します。\n[accent]右クリック[] をすると、選択したユニットに移動や攻撃などの命令をします。
onset.commandmode.mobile = [accent]コマンドボタン[] を押して [accent]コマンドモード[] にします。\n長押ししながら [accent]ドラッグ[] でユニットを選択します。\n[accent]タップ[] で選択したユニットに移動や攻撃などの命令をします。
aegis.tungsten = タングステンは[accent]インパクトドリル[]を使用して採掘できます。\nこの構造物には[accent]水[]と[accent]電力[]が必要です。
split.pickup = 一部のブロックはコアユニットで拾うことができます。\nこの [accent]コンテナ[] を拾い、[accent]ペイロード搬入機[] に配置します。\n(デフォルトのキーは [ and ] で、拾ったり置いたりできます。)
split.pickup = 一部のブロックはコアユニットで拾うことができます。\nこの [accent]コンテナ[] を拾い、[accent]ペイロード搬入機[] に配置します。\n(デフォルトのキーは [ and ] で、拾ったり置いたりできます。)
split.pickup.mobile = 一部のブロックはコアユニットで拾うことができます。\nこの[accent]コンテナ[]を拾い、[accent]ペイロード搬入機[]に配置します。\n(何かを拾ったり置いたりするには、長押しします。)
split.acquire = ユニットを構築するには、タングステンを入手する必要があります。
split.build = ユニットは壁の反対側に輸送する必要があります。\n壁の両側に 1 つずつ、2 つの [accent]ペイロードマスドライバー[] を配置します。\nそのうちの 1 つを選択してリンクを設定し、次にもう 1 つを選択します。
split.container = コンテナと同様に、[accent]ペイロードマスドライバー[]を使用してユニットを輸送することもできます。\nユニット工場をマスドライバーの隣に配置して積み込み、壁を越えて敵の基地を攻撃します。
item.copper.description = 便利な鉱石です。\n多様なブロックの材料として幅広く使われています。
item.copper.description = 便利な鉱石です。\n多様なブロックの材料として幅広く使われています。
item.copper.details = セルプロに豊富な金属です。\n補強しない限り構造的に弱いです。
item.lead.description = 一般的で手軽な鉱石です。\n機械や液体輸送ブロックなどに使われます。
item.lead.details = 高密度で不活性です。バッテリーによく利用されます。\nノート: 生物学的に有毒である可能性があります。このあたりには生命があまり見られません。
@@ -2465,28 +2465,28 @@ item.spore-pod.description = 石油や爆薬、燃料への転換として使用
item.spore-pod.details = 人工生命体と思われる胞子です。\n他の生物に有毒なガスを放出し、非常に侵略的です。特定の条件下で非常に高い可燃性を持ちます。
item.blast-compound.description = 爆弾や爆発物に使われる不安定な化合物です。\n胞子と揮発性物質から合成されます。燃料として燃やすこともできますが、お勧めしません。
item.pyratite.description = 焼夷兵器などに使われる非常に燃えやすい物質です。
item.beryllium.description = エレキルの多くの種類の弾薬や建造物に使用されています。
#Erekir
item.beryllium.description = エレキルの多くの種類の弾薬や建造物に使用されています。
item.tungsten.description = ドリルや装甲、弾薬に使用されます。高度な建造物の建造にも必要です。
item.oxide.description = 熱を通しやすい性質を持っています。絶縁体にも使用されます。
item.carbide.description = 高度な建造物やユニット、弾薬に使用されます。
liquid.water.description = 機械の冷却や廃棄物の処理など幅広く使われている液体です。
liquid.water.description = 機械の冷却や廃棄物の処理など幅広く使われている液体です。
liquid.slag.description = 多種多様の鉱石が混ざり合っています。それぞれの鉱石に分類するか、噴射する武器として使用されます。
liquid.oil.description = 高度な材料生産で使用される液体です。 燃料として石炭に変換したり、武器として噴霧して発火させることができます。
liquid.cryofluid.description = 水とチタニウムから作られる不活性で非腐食性の液体です。 非常に高い熱容量を持っているため、冷却に使用されます。
liquid.arkycite.description = 発電や材料合成などの化学反応に利用されます。
#Erekir
liquid.arkycite.description = 発電や材料合成などの化学反応に利用されます。
liquid.ozone.description = 原料の製造時の酸化剤や燃料として使用されます。 中程度の爆発性があります。
liquid.hydrogen.description = 資源の抽出、ユニットの生産、建造物の修復に使用されます。 可燃性を持ちます。
liquid.cyanogen.description = 弾薬、高度なユニットの構築、および高度なブロックでのさまざまな反応に使用されます。可燃性が非常に高いです。
liquid.nitrogen.description = 資源抽出、ガス生成、ユニット生産に使用されます。 化学的に安定しています。
liquid.neoplasm.description = 新形成リアクターの危険な生物学的副産物。 隣接する水を含むブロックに素早く広がり、その過程でダメージを与えます。 なんか、ねばねばしています。
liquid.neoplasm.details = Neoplasm(ネオプラズム)。急速に分裂する合成細胞の制御不能な塊で、ドロドロとした粘性を持つ。熱に強い 水を含む構造物には極めて危険。\n\n複雑で不安定なため、標準的な分析ができない。用途は不明。スラグでの焼却を推奨する。
block.derelict = \ue815 [lightgray]放棄
block.derelict = \ue815 [lightgray]放棄
block.armored-conveyor.description = チタンコンベアーと同じ速度でアイテムを輸送することができ、耐久性に優れています。\nまた、コンベアー以外による側面への入力を受け入れません。
block.illuminator.description = 電力が必要な光源です。
block.message.description = メッセージを保存し、仲間間の通信に使用します。
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = プロセッサからの任意のグラ
block.tile-logic-display.description = プロセッサからの任意のグラフィックを表示します。\n近くのタイルディスプレイブロックにシームレスに接続します。
block.interplanetary-accelerator.description = 巨大な電磁レールガンタワーです。別惑星への展開のためにコアを重力圏脱出可能速度まで加速します。
block.repair-turret.description = 範囲内の損傷したブロックを近い順に継続的に修復します。修復量は各ブロックの最大HPに依存します。\n冷却液によるブーストが可能です。
block.core-bastion.description = 基本的な堅いコアです。一度破壊されると、セクターを失います。破壊されないようにしましょう。
#Erekir
block.core-bastion.description = 基本的な堅いコアです。一度破壊されると、セクターを失います。破壊されないようにしましょう。
block.core-citadel.description = バージョンアップしたコアです。 より優れた耐久を持っています。 バスティオンコアよりも多くの資源を格納します。
block.core-acropolis.description = さらにバージョンアップしたコアです。 非常に優れた耐久を持っています。 シタデルコアよりも多くの資源を格納します。
block.breach.description = ベリリウムやタングステンの貫通弾を発射するタレットです。
@@ -2746,8 +2746,8 @@ block.radar.description = 大きな半径で地形と敵ユニットを徐々に
block.shockwave-tower.description = 半径内の敵の発射体にダメージを与えて破壊します。 シアンが必要です。
block.canvas.description = 定義済みのパレットを使用して単純な画像を表示します。 編集可能。
block.large-canvas.description = 定義済みのパレットを使用して単純な画像を表示します。編集可能。
unit.dagger.description = 近くの敵に標準的な弾丸を発射します。
unit.dagger.description = 近くの敵に標準的な弾丸を発射します。
unit.mace.description = 近くの敵に火炎放射を発射します。
unit.fortress.description = 地上目標に長距離砲を発射します。
unit.scepter.description = 近くの敵にチャージ弾を発射します。
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = 建造物修復火炎放射を発射します。敵に
unit.cyerce.description = 敵に追尾クラスターミサイルを発射します。\n味方ユニットを修復します。
unit.aegires.description = エネルギーフィールド内の全ての敵ユニットと建造物には電撃を放ち、全ての味方ユニットには修復効果を与えます。
unit.navanax.description = 爆発性のEMP弾を発射し、敵の電力系統には重大な損傷を与え、味方の建造物は修復します。\n4門の自律型レーザータレットで近くの敵を溶かします。
unit.stell.description = 敵のターゲットに標準の弾丸を発射します。
#Erekir
unit.stell.description = 敵のターゲットに標準の弾丸を発射します。
unit.locus.description = 敵のターゲットに弾丸を交互に発射します。
unit.precept.description = 敵のターゲットに向けて貫通するクラスター弾を発射します。
unit.vanquish.description = 敵のターゲットに大きな分裂する貫通弾を発射します。
@@ -2805,8 +2805,8 @@ unit.disrupt.description = 敵のターゲットに長距離ホーミング抑
unit.evoke.description = バスティオンコアを敵から守ります。\nビームで建造物を修復します。
unit.incite.description = シタデルコアを敵から守ります。\nビームで建造物を修復します。
unit.emanate.description = アクロポリスコアを敵から守ります。\nビームで建造物を修復します。
lst.read = リンクされたメモリセルから数値を読み取ります。
lst.read = リンクされたメモリセルから数値を読み取ります。
lst.write = リンクされたメモリセルに数値を書き込みます。
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
lst.printchar = UTF-16文字またはコンテンツアイコンをプリントバッファに追加する。\n[accent]Print Flush[] が使用されるまで何も表示されない。
@@ -2857,16 +2857,16 @@ lst.makemarker = ワールドに新しいロジックマーカーを作成しま
lst.setmarker = マーカーのプロパティを設定します。\n使用するIDは"Make Marker"命令で指定したものと同じである必要があります。
lst.localeprint = マップのロケールプロパティの値をテキストバッファに追加します。\nマップエディタでロケールバンドルを設定するには、[accent]Map Info > Locale Bundles[] を確認してください。\nクライアントがモバイルの場合、末尾が ".mobile" のプロパティを優先して出力します。
lst.query = 指定した範囲内のユニット/建物を検索します。結果は [accent]@queries[] に出力されます。結果は [accent]Read[] 命令とインデックスを使って [accent]@queries[] から読み取れます。[accent]@queries[] の長さは、パラメータとして [accent]@size[] を使って取得できます。
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = 円周率(π:3.141...)という数学定数
lglobal.@e = ネイピア数(e:2.718...)という数学定数
lglobal.@degToRad = 度をラジアンに変換するための乗算係数
lglobal.@radToDeg = ラジアンを度に変換するための乗算係数
lglobal.@time = 現在のセーブデータのプレイ時間(ミリ秒)
lglobal.@time = 現在のセーブデータのプレイ時間(ミリ秒)
lglobal.@tick = 現在のセーブデータのプレイ時間(ティック単位、1秒=60ティック)
lglobal.@second = 現在のセーブデータのプレイ時間(秒)
lglobal.@minute = 現在のセーブデータのプレイ時間(分)
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = 現在のウェーブ番号(ウェーブ有効時)
lglobal.@waveTime = ウェーブまでのカウントダウン時間(秒)
lglobal.@mapw = マップの幅(タイル単位)
lglobal.@maph = マップの高さ(タイル単位)
lglobal.sectionMap = マップ
lglobal.sectionMap = マップ
lglobal.sectionGeneral = 一般
lglobal.sectionNetwork = ネットワーク/クライアント側 [ワールドプロセッサー専用]
lglobal.sectionProcessor = プロセッサー
lglobal.sectionLookup = Lookup
lglobal.@this = コードを実行しているロジックブロック
lglobal.@this = コードを実行しているロジックブロック
lglobal.@thisx = コードを実行しているブロックのX座標
lglobal.@thisy = コードを実行しているブロックのY座標
lglobal.@links = このプロセッサーに接続されているブロック数
lglobal.@ipt = プロセッサーの実行速度(命令/ティック、60ティック=1秒)
lglobal.@unitCount = ゲーム内ユニット種類数(lookup命令で使用)
lglobal.@unitCount = ゲーム内ユニット種類数(lookup命令で使用)
lglobal.@blockCount = ゲーム内ブロック種類数(lookup命令で使用)
lglobal.@itemCount = ゲーム内アイテム種類数(lookup命令で使用)
lglobal.@liquidCount = ゲーム内液体種類数(lookup命令で使用)
lglobal.@server = サーバーまたはシングルプレイで実行中なら true、それ以外は false
lglobal.@client = クライアント接続中なら true
lglobal.@clientLocale = クライアントの言語設定(例: en_US)
lglobal.@clientLocale = クライアントの言語設定(例: en_US)
lglobal.@clientUnit = クライアントが操作しているユニット
lglobal.@clientName = クライアントのプレイヤー名
lglobal.@clientTeam = クライアントのチームID
lglobal.@clientMobile = クライアントがモバイルなら true、それ以外は false
lglobal.@clientMusicPlaying = 現在何らかの音楽が再生されている場合はtrue
lglobal.@clientCurrentMusic = 現在再生中のトラック名。再生されていない場合はnull
lenum.type = ユニットや建物の種類を取得します。\n例: 任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
lenum.type = ユニットや建物の種類を取得します。\n例: 任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
lenum.shoot = 指定した座標に向かって撃ちます。
lenum.shootp = 任意のユニットや建物を撃ちます。
lenum.config = 建物の設定を取得します。\n例:ソーターに設定されているアイテムなど
lenum.enabled = ブロックが有効かどうかを取得します。
laccess.currentammotype = タレットの現在の弾薬/液体。
laccess.currentammotype = タレットの現在の弾薬/液体。
laccess.memorycapacity = メモリブロック内のセル数。
laccess.color = イルミネーターの色を取得します。
laccess.controller = ユニットを制御しているものを取得します。\nプロセッサ制御の場合、制御しているプロセッサを返します。\nほかのユニットに制御されている場合、制御しているユニットを返します。\nそれ以外の場合は、ユニット自身を返します。
@@ -2924,8 +2924,8 @@ laccess.displayheight = 表示ブロックの高さ(ピクセル単位)
laccess.buffersize = ディスプレイのグラフィックバッファ内で未処理のコマンド数
laccess.operations = ブロックに対して実行された操作の数。\nディスプレイの場合、drawflush操作の数を返します
laccess.maxunits = チームが持つことができる最大ユニット数。コアからのみ感知できます
lcategory.unknown = 不明
lcategory.unknown = 不明
lcategory.unknown.description = 未分類の指示です。
lcategory.io = 入出力
lcategory.io.description = メモリブロックやプロセッサの隠し変数の内容を変更します。
@@ -2939,8 +2939,8 @@ lcategory.unit = ユニット制御
lcategory.unit.description = ユニットに命令を与えます。
lcategory.world = 世界
lcategory.world.description = 世界の振る舞いをコントロールします。
graphicstype.clear = ディスプレイを色で塗りつぶします。
graphicstype.clear = ディスプレイを色で塗りつぶします。
graphicstype.color = 次に描画する色を設定します。
graphicstype.col = colorと同じですが、色がまとめられています。\nまとめられた色は [accent]%[] の接頭辞を持つ16進コードで記述されます。\n例: 赤は [accent]%ff0000[] で表されます。
graphicstype.stroke = 線幅を設定します。
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = 輪郭だけの多角形を描きます。
graphicstype.triangle = 塗りつぶされた三角形を描きます。
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
graphicstype.print = プリントバッファの内容を文字として描画します。\nその後、プリントバッファをクリアします。
lenum.always = 常にtrueを返します。
lenum.always = 常にtrueを返します。
lenum.idiv = 整数の割り算をします。
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
lenum.mod = 割ったあまりを返します。
@@ -2969,30 +2969,30 @@ lenum.land = 論理的なAND演算をします。
lenum.and = ビット単位でのAND演算をします。
lenum.not = ビット単位の反転をします。
lenum.xor = ビット単位でのXOR演算をします。
lenum.min = 二つの値を比較し、小さいほうを返します。
lenum.min = 二つの値を比較し、小さいほうを返します。
lenum.max = 二つの値を比較し、大きいほうを返します。
lenum.angle = ベクトルの角度を度で計算します。
lenum.anglediff = 2つの角度の差の絶対値(度数法)です。
lenum.len = ベクトルの長さを計算します。
lenum.sin = sinを度で計算します。
lenum.sin = sinを度で計算します。
lenum.cos = cosを度で計算します。
lenum.tan = tanを度で計算します。
lenum.asin = asinを度で計算します。
lenum.asin = asinを度で計算します。
lenum.acos = acosを度で計算します。
lenum.atan = atanを度で計算します。
lenum.rand = 0から任意の値までのランダムな値を返します。
#not a typo, look up 'range notation'
lenum.rand = 0から任意の値までのランダムな値を返します。
lenum.log = 自然対数 (ln)を計算します。
lenum.log10 = 10 を底とした対数を計算します。
lenum.noise = 2次元シンプレックスノイズを計算します。
lenum.abs = 絶対値を計算します。
lenum.sqrt = 平方根を計算します。
lenum.any = 任意のユニット
lenum.any = 任意のユニット
lenum.ally = 味方のユニット
lenum.attacker = 武器を持ったユニット
lenum.enemy = 敵のユニット
@@ -3000,13 +3000,13 @@ lenum.boss = ガーディアンユニット
lenum.flying = 飛行ユニット
lenum.ground = 地上ユニット
lenum.player = プレイヤーが操作するユニット
lenum.ore = 鉱脈
lenum.ore = 鉱脈
lenum.damaged = 損傷した建物
lenum.spawn = 敵のスポーン地点\nコアでも場所でもいいです。
lenum.building = 特定のグループの建物
lenum.core = 任意のコア
lenum.core = 任意のコア
lenum.storage = ストレージ\n例: ボールト
lenum.generator = 発電所
lenum.factory = 加工施設
@@ -3015,36 +3015,36 @@ lenum.battery = 任意のバッテリー
lenum.resupply = 補給ポイント\n[accent]ユニット弾薬[] が有効な場合のみ。
lenum.reactor = インパクトリアクターかトリウムリアクター
lenum.turret = 任意のタレット
sensor.in = 感知する建物やユニット
radar.from = 検知するもの\nセンサーの範囲は、建物の範囲によって制限されます。
radar.target = ユニットを感知するときのフィルター
radar.and = 追加のフィルター
radar.order = ソート順。 0 から逆順。
radar.sort = 結果を並べ替えるための指標
radar.output = 検知したユニットを出力する変数
unitradar.target = ユニットを感知するためのフィルター
unitradar.target = ユニットを感知するためのフィルター
unitradar.and = 追加のフィルター
unitradar.order = ソート順。 0 から逆順。
unitradar.sort = 結果を並べ替えるための指標
unitradar.output = 検知したユニットを出力する変数
control.of = 制御する建物
control.of = 制御する建物
control.unit = 標的とするユニットや建物
control.shoot = 撃つかどうか
unitlocate.enemy = 敵の建物の位置を特定するかどうか
unitlocate.enemy = 敵の建物の位置を特定するかどうか
unitlocate.found = 対象物を見つけたかどうか
unitlocate.building = 見つけた建物を出力する変数
unitlocate.outx = X座標を出力する変数
unitlocate.outy = Y座標を出力する変数
unitlocate.group = 探す建物のグループ
playsound.limit = 有効にすると同じフレーム内ですでに再生されている場合\nこのサウンドが再生されないようにします。
lenum.idle = 移動はしませんが、建築・採掘は続けます。
lenum.stop = 移動・採掘・建造を中止します。
lenum.unbind = ロジック制御を完全に無効にします。\n標準的なAI制御に移行します。
lenum.move = 正確にある座標に移動します。
@@ -3064,16 +3064,16 @@ lenum.build = 建築をします。
lenum.getblock = 座標にある建物、床、ブロックの種類を取得します。\n単位は位置の範囲内である必要があります。そうでない場合は、nullが返されます。
lenum.within = ユニットが座標の近くにあるかどうかを確認します。
lenum.boost = ブーストの開始、停止をします。
lenum.flushtext = プリントバッファの内容を、該当する場合マーカーへ出力します。\nfetch が true の場合、マップのロケールバンドルまたはゲームのバンドルからプロパティの取得を試みます。
lenum.flushtext = プリントバッファの内容を、該当する場合マーカーへ出力します。\nfetch が true の場合、マップのロケールバンドルまたはゲームのバンドルからプロパティの取得を試みます。
lenum.texture = ゲームのテクスチャアトラスから直接指定するテクスチャ名(kebab-case形式)。\nprintFlush が true の場合、テキストバッファの内容をテキスト引数として消費します。
lenum.texturesize = タイル単位でのテクスチャサイズ。0の場合、マーカーの幅は元のテクスチャサイズに合わせられます。
lenum.autoscale = プレイヤーのズームレベルに応じてマーカーをスケーリングするかどうか。
lenum.posi = インデックス付きの位置。ラインおよびQuadマーカーで使用され、0が最初の位置です。
lenum.uvi = テクスチャの位置(0〜1の範囲)。Quadマーカーで使用されます。
lenum.colori = インデックス付きの位置。ラインおよびQuadマーカーで使用され、0が最初の色です。
lenum.wavetimer = ウェーブがタイマーで自動的に来るかどうか。無効の場合、ウェーブは再生ボタンが押されたときに来る。
lenum.wavetimer = ウェーブがタイマーで自動的に来るかどうか。無効の場合、ウェーブは再生ボタンが押されたときに来る。
lenum.wave = 現在のウェーブ番号。非ウェーブモードでは任意の値を取ることができる。
lenum.currentwavetime = ウェーブのカウントダウン(tick単位)。
lenum.waves = ウェーブがそもそも出現可能かどうか。
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]건설 불가[]
lastaccessed = [lightgray]마지막 접근: {0}[]
lastcommanded = [lightgray]마지막 명령어: {0}
block.unknown = [lightgray]???[]
stat.showinmap = <맵을 먼저 불러와야 합니다>
stat.showinmap = <맵을 먼저 불러와야 합니다>
stat.description = 특성
stat.input = 입력
stat.output = 출력
@@ -1230,8 +1230,8 @@ stat.reactive = 작용 받음
stat.immunities = 상태이상 면역
stat.healing = 회복량
stat.efficiency = [stat]{0}% 효율성
ability.forcefield = 보호막 필드
ability.forcefield = 보호막 필드
ability.forcefield.description = 탄을 흡수하는 보호막을 만들어냄
ability.repairfield = 수리 필드
ability.repairfield.description = 근처 유닛을 수리함
@@ -1260,8 +1260,8 @@ ability.spawndeath = 스폰 죽음
ability.spawndeath.description = 사망 시 유닛을 방출함
ability.liquidexplode = 유출 죽음
ability.liquidexplode.description = 사망 시 액체를 쏟음
ability.stat.firingrate = [stat]{0}/초[lightgray] 발사 속도
ability.stat.firingrate = [stat]{0}/초[lightgray] 발사 속도
ability.stat.regen = [stat]{0}[lightgray] 체력/초
ability.stat.pulseregen = [stat]{0}[lightgray] 체력/파동
ability.stat.shield = [stat]{0}[lightgray] 실드
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] 피해 감소
ability.stat.minspeed = [stat]{0} tiles/초[lightgray] 최소 속도
ability.stat.duration = [stat]{0} 초[lightgray] 지속 시간
ability.stat.buildtime = [stat]{0} 초[lightgray] 건설 시간
bar.displaytoolarge = 크기 초과\n(가능한 최대 크기: {0}x{0})
bar.displaytoolarge = 크기 초과\n(가능한 최대 크기: {0}x{0})
bar.onlycoredeposit = 코어에만 투입할 수 있음
bar.drilltierreq = 더 좋은 드릴 필요
bar.nobatterypower = 배터리 전력 부족
@@ -1317,12 +1317,12 @@ bar.activationtimer = {0}초 후 활성화
bar.activated = 활성화됨
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]프로세서 제어됨[]
weapon.pointdefense = [stat]발사체 요격
bullet.damage = [stat]{0}[lightgray] 피해량[][]
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][]
bullet.incendiary = [stat]방화[]
bullet.homing = [stat]유도[]
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] 발사 속도[][]
bullet.range = [stat]{0}[lightgray] 타일 범위
bullet.notargetsmissiles = [stat] 건물 무시
bullet.notargetsbuildings = [stat] 미사일 무시
unit.blocks = 블록
unit.blocks = 블록
unit.blockssquared = 블록²
unit.powersecond = 전력/초
unit.tilessecond = 타일/초
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = 로직 디스플레이 숨김
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = 노치를 표시하도록 인터페이스 조정
setting.macnotch.description = 적용하려면 재시작이 필요합니다.
steam.friendsonly = 친구 전용
steam.friendsonly = 친구 전용
steam.friendsonly.tooltip = 스팀 친구만 게임에 접속할 수 있을지 정합니다.\n체크를 해제하면 누구나 접속할 수 있습니다.
setting.maxmagnificationmultiplierpercent.name = 최소 카메라 거리
setting.minmagnificationmultiplierpercent.name = 최대 카메라 거리
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = 명령 모드
keybind.command_queue.name = 유닛 명령 대기
keybind.create_control_group.name = 컨트롤 그룹 만들기
keybind.cancel_orders.name = 명령 취소
keybind.unit_stance_shoot.name = 유닛 명령: 사격
keybind.unit_stance_shoot.name = 유닛 명령: 사격
keybind.unit_stance_hold_fire.name = 유닛 명령: 사격 중지
keybind.unit_stance_pursue_target.name = 유닛 명령: 타겟 추격
keybind.unit_stance_patrol.name = 유닛 명령: 정찰
keybind.unit_stance_ram.name = 유닛 명령: 돌격
keybind.unit_stance_boost.name = 유닛 명령: 이륙
keybind.unit_stance_hold_position.name = 유닛 명령: 현재 위치 유지
keybind.unit_command_move.name = 유닛 제어: 이동
keybind.unit_command_move.name = 유닛 제어: 이동
keybind.unit_command_repair.name = 유닛 제어: 수리
keybind.unit_command_rebuild.name = 유닛 제어: 재건
keybind.unit_command_assist.name = 유닛 제어: 플레이어 지원
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = 유닛 제어: 블록 적재
keybind.unit_command_unload_payload.name = 유닛 제어: 화물 투하
keybind.unit_command_enter_payload.name = 유닛 제어: 화물 건물에 착륙/진입
keybind.unit_command_loop_payload.name = 유닛 제어: 유닛 반복 운반
keybind.rebuild_select.name = 영역 재건
keybind.rebuild_select.name = 영역 재건
keybind.schematic_select.name = 영역 설정
keybind.schematic_menu.name = 설계도 메뉴
keybind.schematic_flip_x.name = 설계도 X축 뒤집기
@@ -1641,8 +1641,8 @@ mode.pvp.description = 다른 플레이어와 현장에서 싸우세요.\n[gray]
mode.attack.name = 공격
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
mode.custom = 사용자 정의 규칙
rules.invaliddata = 잘못된 클립보드 데이터입니다.
rules.invaliddata = 잘못된 클립보드 데이터입니다.
rules.hidebannedblocks = 금지된 블록 숨기기
rules.infiniteresources = 무한 자원
rules.fillitems = 코어를 자원으로 채움
@@ -1753,20 +1753,20 @@ rules.weather = 날씨 추가
rules.weather.frequency = 빈도:
rules.weather.always = 항상
rules.weather.duration = 지속 시간:
rules.randomwaveai.info = 단계에 생성된 유닛이 코어 또는 전력 생산기를 공격하는 대신 무작위 구조물을 공격하게 됩니다.
rules.randomwaveai.info = 단계에 생성된 유닛이 코어 또는 전력 생산기를 공격하는 대신 무작위 구조물을 공격하게 됩니다.
rules.placerangecheck.info = 플레이어가 적 건물 근처에 건설 불가 구역을 생성합니다. 만일, 플레이어가 포탑을 건설하고자 할 경우 반경이 증가되어 적 건물이 포탑의 사정거리에 닿지 않게 됩니다.
rules.onlydepositcore.info = 코어를 제외한 어떠한 건물에도 자원을 투하할 수 없게 만듭니다.
database-category.item = 자원
database-category.item = 자원
database-category.liquid = 액체
database-category.unit = 유닛
database-category.block = 블록
database-category.status = 상태 이상
database-category.sector = 지역
database-category.team = 파벌
database-tag.turret = 포탑
database-tag.turret = 포탑
database-tag.production = 생산
database-tag.distribution = 운반
database-tag.liquid = 액체
@@ -1779,10 +1779,10 @@ database-tag.logic = 로직
database-tag.unit-air = 공중
database-tag.unit-naval = 해상
database-tag.unit-ground = 지상
wallore = (벽)
item.copper.name = 구리
item.lead.name = 납
item.coal.name = 석탄
item.graphite.name = 흑연
@@ -1804,8 +1804,8 @@ item.tungsten.name = 텅스텐
item.oxide.name = 산화물
item.carbide.name = 탄화물
item.dormant-cyst.name = 휴면 낭종
liquid.water.name = 물
liquid.water.name = 물
liquid.slag.name = 광재
liquid.oil.name = 석유
liquid.cryofluid.name = 냉각수
@@ -1816,8 +1816,8 @@ liquid.ozone.name = 오존
liquid.hydrogen.name = 수소
liquid.nitrogen.name = 질소
liquid.cyanogen.name = 시아노겐
unit.dagger.name = 대거
unit.dagger.name = 대거
unit.mace.name = 메이스
unit.fortress.name = 포트리스
unit.nova.name = 노바
@@ -1855,8 +1855,8 @@ unit.scepter.name = 셉터
unit.reign.name = 레인
unit.vela.name = 벨라
unit.corvus.name = 코르버스
unit.stell.name = 스텔
unit.stell.name = 스텔
unit.locus.name = 로커스
unit.precept.name = 프리셉트
unit.vanquish.name = 뱅퀴시
@@ -1878,8 +1878,8 @@ unit.manifold.name = 매니폴드
unit.assembly-drone.name = 조립 드론
unit.latum.name = 라툼
unit.renale.name = 리네일
block.parallax.name = 패럴랙스
block.parallax.name = 패럴랙스
block.cliff.name = 언덕
block.sand-boulder.name = 사암 바위
block.basalt-boulder.name = 현무암 바위
@@ -2102,8 +2102,8 @@ block.container.name = 컨테이너
block.launch-pad.name = 발사 패드 [lightgray](구)
block.advanced-launch-pad.name = 발사 패드
block.landing-pad.name = 착륙 패드
block.segment.name = 세그먼트
block.segment.name = 세그먼트
block.ground-factory.name = 지상 공장
block.air-factory.name = 항공 공장
block.naval-factory.name = 해양 공장
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = 화물 언로더
block.payload-unloader.description = 들어간 블록에서 액체와 아이템을 가져옵니다.
block.heat-source.name = 열 공급기
block.heat-source.description = 엄청난 양의 열을 출력합니다. 샌드박스 전용.
block.empty.name = 공백
#Erekir
block.empty.name = 공백
block.rhyolite-crater.name = 유문암 구덩이
block.rough-rhyolite.name = 거친 유문암
block.regolith.name = 표토
@@ -2294,8 +2294,8 @@ block.smite.name = 스마이트
block.malign.name = 멀라인
block.flux-reactor.name = 융제 반응로
block.neoplasia-reactor.name = 신생물 반응로
block.switch.name = 스위치
block.switch.name = 스위치
block.micro-processor.name = 마이크로 프로세서
block.logic-processor.name = 로직 프로세서
block.hyper-processor.name = 하이퍼 프로세서
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = 대형 로직 디스플레이
block.tile-logic-display.name = 타일형 로직 디스플레이
block.memory-cell.name = 메모리 셀
block.memory-bank.name = 메모리 보관소
team.malis.name = 말리스
team.malis.name = 말리스
team.crux.name = 크럭스
team.sharded.name = 샤디드
team.derelict.name = 잔해
team.green.name = 초록팀
team.blue.name = 파랑팀
hint.skip = 넘기기
hint.skip = 넘기기
hint.desktopMove = [accent][[WASD][] 키를 이용해 움직이십시오.
hint.zoom = [accent]스크롤[]을 통해 화면 확대/축소가 가능합니다.
hint.desktopShoot = [accent][[좌클릭][]으로 발사할 수 있습니다.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = 이 지역은 [scarlet]위협도가 높은[] 지역입
hint.coreIncinerate = 코어가 자원으로 가득 찬 후에 받는 모든 자원들은 [accent]소각[]될 것입니다.
hint.factoryControl = 유닛 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 마우스 오른쪽 버튼으로 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
hint.factoryControl.mobile = 유닛 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 눌러서 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
gz.research = 오른쪽 하단의 \ue875 연구 기록을 열거나 'J' 키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구한 뒤, 오른쪽 아래 블록 메뉴의 [accent]드릴 카테고리[]에서 해당 드릴을 선택하세요.\n구리 광석 위를 클릭해 배치합니다.\n[lightgray](즉시 건설되는 방식이 불편하다면 설정 -> 게임에서 건설 자동 일시정지를 켤 수 있습니다.)[]
gz.research.mobile = 왼쪽 상단의 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구한 뒤, 연구 메뉴를 닫고 오른쪽 아래 블록 메뉴의 [accent]드릴 카테고리[]에서 해당 드릴을 선택하세요.\n구리 광석 위를 눌러 배치합니다.\n\n오른쪽 아래의 \ue800 [accent]체크마크[]를 눌러 확정하세요.
@@ -2373,8 +2373,8 @@ gz.zone1 = 여긴 적의 착륙 지점입니다.
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n모든 단계를 막아내어 [accent]이 지역을 점령[]하세요.
ff.coal = :mechanical-drill: [accent]기계식 드릴[]을 사용하여 :ore-coal: [accent]석탄[]을 채굴하세요.
ff.coal = :mechanical-drill: [accent]기계식 드릴[]을 사용하여 :ore-coal: [accent]석탄[]을 채굴하세요.
ff.graphitepress = :graphite-press: [accent]흑연 압축기[]를 :tree: 연구하고 배치하세요.
ff.craft = :coal: 석탄을 :graphite-press: [accent]흑연 압축기[]에 넣으세요.\n그러면 :graphite: 흑연이 주변의 모든 컨베이어로 출력됩니다.\n :graphite-press: [accent]흑연 압축기[]에서 출력된 :graphite: 흑연을 코어로 옮기세요.
ff.generator = :coal: 석탄은 :combustion-generator: [accent]화력 발전기[]에서 연료로도 사용할 수 있습니다.\n:combustion-generator: [accent]화력 발전기[]를 연구하고 배치하세요.
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: 전력을 생산하세요.
ff.node = :power-node: [accent]전력 노드[]는 범위 내 주변 블록에 전력을 전송합니다.\n:power-node: [accent]전력 노드[]를 발전기 근처에 설치하세요.
ff.battery = :battery: [accent]배터리[]는 전력을 저장합니다.\n:battery: [accent]배터리[]를 연구하고 노드 근처에 배치하세요.
ff.arc = :arc: [accent]아크[] 포탑은 작동하려면 전력이 필요합니다. :arc: [accent]아크[] 포탑을 연구하고 전력 노드 근처에 설치하세요.
fungalpass.tutorial1 = 건물을 방어하고 적을 공격하려면 [accent]유닛[]을 사용해야 합니다.\n:ground-factory: [accent]지상 공장[]을 연구하고 배치하세요.
fungalpass.tutorial2 = 공장에서 :dagger: [accent]대거[] 유닛을 선택하고.\n유닛을 총 3기 생산하세요.
frontier.tutorial1 = :additive-reconstructor: [accent]애디티브 재구성기[]\n는 :silicon: 실리콘과 :graphite: 흑연을 사용하여 1티어 유닛을 2티어로 업그레이드합니다.\n\n해당 건물을 [accent]연구하고[] :dagger: [accent]대거를 재구성하여[]:mace: [accent]메이스를 만드세요.[]
frontier.tutorial1 = :additive-reconstructor: [accent]애디티브 재구성기[]\n는 :silicon: 실리콘과 :graphite: 흑연을 사용하여 1티어 유닛을 2티어로 업그레이드합니다.\n\n해당 건물을 [accent]연구하고[] :dagger: [accent]대거를 재구성하여[]:mace: [accent]메이스를 만드세요.[]
frontier.tutorial2 = 적의 공격은 모든 적 코어가 [unlaunched]파괴[]될 때까지 [accent]무한히 계속[]됩니다.
frontier.tutorial3 = [accent]단계가 너무 높아지기 전에 적 기지를 빠르게 파괴하세요[].
atolls.destroy1 = 먼저 양쪽에 있는 적의 [accent]기반 코어[] 2개를 파괴하고.\n[accent]토륨에 접근하세요[].
atolls.destroy1 = 먼저 양쪽에 있는 적의 [accent]기반 코어[] 2개를 파괴하고.\n[accent]토륨에 접근하세요[].
atolls.mega1 = [accent]명령 모드[]로 들어가서 :mega:[accent]메가[] 유닛을 선택하세오.
atolls.mega2 = 메가 유닛이 지상 유닛을 들도록 하려면 \ue87b [accent]유닛 적재[] 명령을 선택하십시오.
atolls.mega3 = 메가 유닛을 지상 유닛 [accent]위로[] 이동시켜 적재하세요.
@@ -2411,8 +2411,8 @@ atolls.carry6 = 이러한 단계는 [accent]여기[]에서 검토할 수 있습
atolls.carry7 = 적 기지 근처에 추가 병력을 공중 투하하려면 다음 지침을 따르십시오.
atolls.noairunit = 이 기지는 공중 유닛으로 파괴하기에는 너무 견고하게 요새화되어 있습니다.
atolls.2strategies = 이 기지를 파괴하는 데는 두 가지 전략이 있습니다.
onset.mine = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 클릭하여 채굴하세요.\n\n[accent][WASD]로 움직이세요.
onset.mine = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 클릭하여 채굴하세요.\n\n[accent][WASD]로 움직이세요.
onset.mine.mobile = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 눌러서 채굴하세요.
onset.research = \ue875 연구 기록을 여세요.\n \uf73e [accent]터빈 응결기[]를 연구하고, 연구 기록을 다시 닫은 다음, 구덩이 위에 배치하세요.\n터빈 응결기는 [accent]전력[]을 생산합니다.
onset.bore = 다시 연구 기록을 열어 \uf741 [accent]플라즈마 채광기[]를 연구하고 배치하세요.\n벽에서 자동으로 자원을 채굴합니다.
@@ -2437,14 +2437,14 @@ onset.detect = 적은 2분 이내에 당신을 감지할 것입니다.\n생산,
onset.commandmode = [accent]shift[]를 눌러 [accent]명령 모드[]를 활성화하세요.\n[accent]좌클릭과 드래그[]로 유닛을 선택하세요.\n[accent]우클릭[]으로 선택된 유닛들에게 이동 또는 공격 명령을 내리세요.
onset.commandmode.mobile = [accent]명령 버튼[]을 눌러 [accent]명령 모드[]를 활성화하세요.\n손가락을 꾹 누르고, [accent]드래그[]해서 유닛을 선택하세요.\n[accent]눌러서[] 선택된 유닛들에게 이동 또는 공격 명령을 내리세요.
aegis.tungsten = 텅스텐을 채굴하려면 [accent]충격 드릴[]이 필요합니다.\n이 구조물은 [accent]물[]과 [accent]전력[]이 필요합니다.
split.pickup = 일부 블록은 코어 유닛으로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(화물을 집어올리거나 내리는 기본 키는 '[', 그리고 ']' 입니다.)
split.pickup = 일부 블록은 코어 유닛으로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(화물을 집어올리거나 내리는 기본 키는 '[', 그리고 ']' 입니다.)
split.pickup.mobile = 일부 블록은 코어 유닛으로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(무언가를 집어올리거나 내려놓으려면, 해당 블록을 길게 누르세요.)
split.acquire = 유닛을 생산하려면 텅스텐을 채굴해야 합니다.
split.build = 유닛을 벽의 반대편으로 운반해야 합니다.\n두 개의 [accent]화물 매스 드라이버[]를 각 벽면에 하나씩 배치하세요.\n둘 중 하나를 누른 다음 다른 하나를 선택하여 연결을 설정합니다.
split.container = 컨테이너처럼 유닛도 [accent]화물 매스 드라이버[]로 운송할 수 있습니다.\n유닛 조립대를 매스 드라이버 옆에 배치해 유닛을 적재한 뒤, 벽 너머로 보내 적 기지를 공격하세요.
item.copper.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
item.copper.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
item.copper.details = 평범한 구리. 세르풀로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강하지 않는 한 구조적으로 약합니다.
item.lead.description = 전자 및 액체 수송 구조물에 광범위하게 사용하는 기본 자원입니다.
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = 석유, 폭발물과 연료로 전환하는 데 사
item.spore-pod.details = 포자, 합성 생명체로 판단됩니다. 타 유기체에 치명적인 독가스를 내뿜으며. 매우 빠르게 퍼집니다. 특정한 조건에서 인화성이 매우 높습니다.
item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다.
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
item.beryllium.description = 에레키르의 여러 종류의 건축물과 탄약에 사용됩니다.
#Erekir
item.beryllium.description = 에레키르의 여러 종류의 건축물과 탄약에 사용됩니다.
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
item.oxide.description = 전력용 열전도체 및 절연체로 사용됩니다.
item.carbide.description = 첨단 구조물, 강력한 유닛 및 탄약에 사용됩니다.
liquid.water.description = 냉각기 및 폐기물 처리에 사용됩니다.
liquid.water.description = 냉각기 및 폐기물 처리에 사용됩니다.
liquid.slag.description = 분리기를 통해 다른 자원으로 정제하거나 탄환으로 적들에게 살포할 수 있습니다.
liquid.oil.description = 고급 재료 생산, 석탄으로 전환 및 적들에게 살포하여 불을 지를 수 있습니다.
liquid.cryofluid.description = 원자로, 포탑 및 공장에서 냉각수로 사용되는 비부식성 액체입니다.
liquid.arkycite.description = 발전 및 재료 합성을 위한 화학 반응에 사용됩니다.
#Erekir
liquid.arkycite.description = 발전 및 재료 합성을 위한 화학 반응에 사용됩니다.
liquid.ozone.description = 재료 생산에서 산화제로 사용되며 연료로도 사용됩니다. 적당한 폭발성 물질입니다.
liquid.hydrogen.description = 자원 추출, 유닛 생산 및 구조물 수리에 사용됩니다. 가연성 물질입니다.
liquid.cyanogen.description = 탄약, 고급 유닛의 구축 및 고급 블록의 다양한 반응에 사용됩니다. 높은 인화성 물질입니다.
liquid.nitrogen.description = 자원 추출, 기체 제작 및 유닛 생산에 사용됩니다. 불활성 물질입니다.
liquid.neoplasm.description = 신생물 반응로의 위험한 생물학적 부산물. 접촉하는 즉시 인접한 모든 수분 함유 블록에 빠르게 확산되며, 확산되는 동안 그 블록에 피해를 입힙니다. 점성을 띄는 물질입니다.
liquid.neoplasm.details = 신생물, 진흙과 비슷한 점성을 가졌으며, 통제 불능의 속도로 빠르게 확산되는 합성세포 덩어리 입니다. 고온에 저항력이 있으며, 일반적인 분석으로는 너무나 복잡하고 불안정하여 아직 정확한 행동 양식이나 생태를 확인하지 못 했습니다. 어느정도 열에 저항하고, 물과 관련된 구조물에는 매우 위험합니다.\n\n 이것을 사멸할 수 있는 온도를 가진 광재 웅덩이에 소각하는 것이 바람직합니다.
block.derelict = \uf77e [lightgray]잔해
block.derelict = \uf77e [lightgray]잔해
block.armored-conveyor.description = 자원을 앞으로 운반합니다. 측면에서 자원을 받아들이지 않습니다.
block.illuminator.description = 발광합니다.
block.message.description = 아군 간의 소통을 위한 메시지를 저장합니다.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = 프로세서를 이용해 임의로 그
block.tile-logic-display.description = 프로세서를 이용해 임의로 그래픽을 표시할 수 있습니다.\n주변 다른 타일형 디스플레이 블록에 원활하게 연결됩니다.
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 행성 간 이동을 위한 탈출 속도까지 코어를 가속합니다.
block.repair-turret.description = 피해를 입은 가장 가까운 유닛을 지속적으로 수리합니다. 선택적으로 냉각수를 넣을 수 있습니다.
block.core-bastion.description = 기지의 핵심입니다. 튼튼합니다. 한번 파괴되면, 구역을 잃습니다.
#Erekir
block.core-bastion.description = 기지의 핵심입니다. 튼튼합니다. 한번 파괴되면, 구역을 잃습니다.
block.core-citadel.description = 기지의 핵심입니다. 더 튼튼합니다. 코어: 요새보다 더 많은 양의 자원을 저장합니다.
block.core-acropolis.description = 기지의 핵심입니다. 매우 튼튼합니다. 코어: 성채보다 더 많은 양의 자원을 저장합니다.
block.breach.description = 적 대상에게 관통하는 베릴륨 또는 텅스텐 탄환을 발사합니다.
@@ -2746,8 +2746,8 @@ block.radar.description = 넓은 반경의 지형과 적 유닛을 서서히 파
block.shockwave-tower.description = 반경 내 적의 발사체에 피해를 입히고 파괴합니다. 시아노겐이 필요합니다.
block.canvas.description = 미리 정의된 팔레트를 사용하여 단순 이미지를 표시합니다. 편집 가능.
block.large-canvas.description = 미리 정의된 팔레트를 사용하여 단순 이미지를 표시합니다. 편집 가능.
unit.dagger.description = 주변의 모든 적을 향해 일반적인 탄환을 발사합니다.
unit.dagger.description = 주변의 모든 적을 향해 일반적인 탄환을 발사합니다.
unit.mace.description = 주변의 모든 적을 향해 화염 줄기를 발사합니다.
unit.fortress.description = 지상 목표물을 향해 장거리 포탄을 발사합니다.
unit.scepter.description = 주변의 모든 적을 향해 장전된 탄환을 일제히 발사합니다.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = 주변의 적을 향해 구조물을 수리하는 화
unit.cyerce.description = 주변의 적을 향해 유도 집속 미사일을 발사합니다. 아군 유닛을 수리합니다.
unit.aegires.description = 에너지 필드로 들어온 모든 적 유닛과 구조물에게 충격을 줍니다. 모든 아군을 수리합니다.
unit.navanax.description = 적 전력망에 상당한 피해를 주고 아군 블록을 수리하는 폭발성 EMP 탄환을 발사합니다. 4개의 자율 레이저 포탑으로 주변 적을 녹입니다.
unit.stell.description = 적 대상에게 일반적인 탄환을 발사합니다.
#Erekir
unit.stell.description = 적 대상에게 일반적인 탄환을 발사합니다.
unit.locus.description = 적 대상에게 번갈아 나오는 탄환을 발사합니다.
unit.precept.description = 적 대상에게 관통하는 집속탄환을 발사합니다. 액체 항력의 영향을 덜 받습니다.
unit.vanquish.description = 적 대상에게 관통하는 거대한 분열탄환을 발사합니다. 액체 항력의 영향을 덜 받습니다.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = 적 대상에게 장거리 유도 억제 발사체를
unit.evoke.description = 코어: 요새를 지켜내기 위해 구조물을 건설합니다. 빔으로 구조물을 수리합니다. 2x2 구조물을 운반할 수 있습니다.
unit.incite.description = 코어: 성채를 지켜내기 위해 구조물을 건설합니다. 빔으로 구조물을 수리합니다. 2x2 구조물을 운반할 수 있습니다.
unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을 건설합니다. 빔으로 구조물을 수리합니다. 2x2 구조물을 운반할 수 있습니다.
lst.read = 연결된 메모리 셀에서 숫자를 읽습니다.
lst.read = 연결된 메모리 셀에서 숫자를 읽습니다.
lst.write = 연결된 메모리 셀에 숫자를 작성합니다.
lst.print = 프린트 버퍼에 텍스트를 추가합니다.\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
lst.printchar = 프린트 버퍼에 UTF-16 문자 또는 콘텐츠 아이콘을 추가합니다.\n[accent]Print Flush[]가 사용되기 전까지는 아무것도 표시되지 않습니다.
@@ -2857,16 +2857,16 @@ lst.makemarker = 월드에 새로운 논리 마커를 만듭니다.\n 이 마커
lst.setmarker = 마커의 속성을 설정합니다.\n사용된 ID는 마커 만들기 지침에서와 동일해야 합니다.
lst.localeprint = 텍스트 버퍼에 맵 로케일 번들 속성 값을 추가합니다.\n맵 편집기에서 맵 로케일 번들을 설정하려면 [accent]맵 정보 > 로케일 번들[]을 선택합니다.\n클라이언트가 모바일 기기인 경우 먼저 ".mobile"로 끝나는 속성을 print하려고 시도합니다.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = 수학적 상수; 파이(pi) (3.141...)
lglobal.@e = 수학적 상수; 자연상수(e) (2.718...)
lglobal.@degToRad = 이 숫자를 곱하여 각도를 라디안으로 변환
lglobal.@radToDeg = 이 숫자를 곱하여 라디안을 각도로 변환
lglobal.@time = 현재 저장의 재생 시간(밀리초)
lglobal.@time = 현재 저장의 재생 시간(밀리초)
lglobal.@tick = 현재 저장의 재생 시간(틱 단위, 1초 = 60틱)
lglobal.@second = 현재 저장의 재생 시간(초)
lglobal.@minute = 현재 저장 파일의 재생 시간(분)
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = 현재 단계 번호(단계가 활성화된 경우)
lglobal.@waveTime = 단계 카운트다운 타이머(초)
lglobal.@mapw = 타일 ​​단위의 맵 너비
lglobal.@maph = 타일 ​​단위의 맵 높이
lglobal.sectionMap = 맵
lglobal.sectionMap = 맵
lglobal.sectionGeneral = 일반
lglobal.sectionNetwork = 네트워크/클라이언트 측 [월드 프로세서 전용]
lglobal.sectionProcessor = 프로세서
lglobal.sectionLookup = 조회
lglobal.@this = 코드를 실행하는 로직 블록
lglobal.@this = 코드를 실행하는 로직 블록
lglobal.@thisx = 코드를 실행하는 블록의 X 좌표
lglobal.@thisy = 코드를 실행하는 블록의 Y 좌표
lglobal.@links = 이 프로세서에 연결된 총 블록 수
lglobal.@ipt = 틱당 명령어로 표현된 프로세서의 실행 속도(60틱 = 1초)
lglobal.@unitCount = 게임에서 유닛 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
lglobal.@unitCount = 게임에서 유닛 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
lglobal.@blockCount = 게임의 블록 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
lglobal.@itemCount = 게임의 아이템 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
lglobal.@liquidCount = 게임의 액체 콘텐츠 유형의 총 수; 조회 지침과 함께 사용됨
lglobal.@server = 코드가 서버 또는 싱글 플레이어에서 실행되는 경우 true, 그렇지 않은 경우 false
lglobal.@client = 코드가 서버에 연결된 클라이언트에서 실행되는 경우 true
lglobal.@clientLocale = 코드를 실행하는 클라이언트의 로케일 번들. 예: en_US (한국어는 ko_KR)
lglobal.@clientLocale = 코드를 실행하는 클라이언트의 로케일 번들. 예: en_US (한국어는 ko_KR)
lglobal.@clientUnit = 코드를 실행하는 클라이언트의 단위
lglobal.@clientName = 코드를 실행하는 클라이언트의 플레이어 이름
lglobal.@clientTeam = 코드를 실행하는 클라이언트의 팀 ID
lglobal.@clientMobile = 코드를 실행하는 클라이언트가 모바일에 있는 경우 true, 그렇지 않으면 false
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = 건물/유닛의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
lenum.type = 건물/유닛의 유형\n예로 분배기는 문자열이 아니라 [accent]@router[]를 반환합니다.
lenum.shoot = 특정 위치에 발사
lenum.shootp = 목표물 속도를 예측하여 발사
lenum.config = 필터의 아이템같은 건물의 설정
lenum.enabled = 블록의 활성 여부
laccess.currentammotype = 포탑의 현재 탄약/액체.
laccess.currentammotype = 포탑의 현재 탄약/액체.
laccess.memorycapacity = 메모리 블록의 셀 수.
laccess.color = 조명 색상.
laccess.controller = 유닛 제어자. 프로세서가 제어하면, 프로세서를 반환합니다.\n다른 유닛에 의해 지휘되면(G키), 지휘하는 유닛을 반환합니다.\n그 외에는 자신을 반환합니다.
@@ -2924,8 +2924,8 @@ laccess.displayheight = 디스플레이 블록의 픽셀 단위 높이.
laccess.buffersize = 디스플레이의 그래픽 버퍼에 있는 처리되지 않은 명령의 수.
laccess.operations = 블록에서 수행된 작업 수입니다.\n디스플레이의 경우, drawflush 작업 수를 반환합니다.
laccess.maxunits = 팀이 보유할 수 있는 최대 유닛 수입니다.\n코어에서만 감지할 수 있습니다.
lcategory.unknown = 알 수 없음
lcategory.unknown = 알 수 없음
lcategory.unknown.description = 분류되지 않은 설명
lcategory.io = 입력 & 출력
lcategory.io.description = 메모리 블록 및 프로세서 버퍼의 내용을 수정
@@ -2939,8 +2939,8 @@ lcategory.unit = 유닛 제어
lcategory.unit.description = 유닛에 명령 하달
lcategory.world = 세계
lcategory.world.description = 세계에 작용하는 요소 제어
graphicstype.clear = 이 색으로 화면을 채우기
graphicstype.clear = 이 색으로 화면을 채우기
graphicstype.color = 아래 그래픽 실행문들의 색 설정하기
graphicstype.col = color와 동일하지만, 묶음 단위입니다.\n묶여진 색상은 [accent]%[] 접두사가 있는 16진수 코드로 작성됩니다.\n예시: [accent]%ff0000[] 는 빨강
graphicstype.stroke = 선 굵기 설정하기
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = 정다각형 외곽선 그리기
graphicstype.triangle = 삼각형 채우기
graphicstype.image = 콘텐츠의 이미지를 그리거나 다른 디스플레이를 복사합니다.\n콘텐츠 예: [accent]@router[], [accent]@dagger[] 또는 [accent]display1[] 디스플레이.
graphicstype.print = 프린트 버퍼에서 텍스트를 그립니다.\n프린트 버퍼를 지웁니다.
lenum.always = 항상 참
lenum.always = 항상 참
lenum.idiv = 정수 나누기
lenum.div = 나누기\n0으로 나누면 [accent]null[]을 반환합니다.
lenum.mod = 나머지
@@ -2969,30 +2969,30 @@ lenum.land = 논리연산자 AND
lenum.and = 비트연산자 AND
lenum.not = 비트연산자 NOT
lenum.xor = 비트연산자 XOR
lenum.min = 두 수의 최솟값
lenum.min = 두 수의 최솟값
lenum.max = 두 수의 최댓값
lenum.angle = 벡터의 각(도)
lenum.anglediff = 두 각도 사이의 절대 거리(도).
lenum.len = 벡터의 길이
lenum.sin = 사인(도)
lenum.sin = 사인(도)
lenum.cos = 코사인(도)
lenum.tan = 탄젠트(도)
lenum.asin = 아크 사인(도)
lenum.asin = 아크 사인(도)
lenum.acos = 아크 코사인(도)
lenum.atan = 아크 탄젠트(도)
lenum.rand = 범위 내 십진법 난수[0 ~ 값)
#not a typo, look up 'range notation'
lenum.rand = 범위 내 십진법 난수[0 ~ 값)
lenum.log = 자연 로그(진수)
lenum.log10 = 상수 로그
lenum.noise = 2D 심플렉스 노이즈
lenum.abs = 절댓값
lenum.sqrt = 제곱근
lenum.any = 아무 유닛
lenum.any = 아무 유닛
lenum.ally = 아군 유닛
lenum.attacker = 무기를 가진 유닛
lenum.enemy = 적 유닛
@@ -3000,13 +3000,13 @@ lenum.boss = 수호자 유닛
lenum.flying = 공중 유닛
lenum.ground = 지상 유닛
lenum.player = 플레이어에 의해 조종된 유닛
lenum.ore = 광석 매장지
lenum.ore = 광석 매장지
lenum.damaged = 손상된 아군 건물
lenum.spawn = 적 스폰 지점\n코어 또는 지점일 수 있습니다.
lenum.building = 특정 건물 집단에 속한 건물
lenum.core = 아무 코어
lenum.core = 아무 코어
lenum.storage = 창고같은 저장 건물
lenum.generator = 전력을 생산하는 건물
lenum.factory = 자원을 변환하는 건물
@@ -3015,36 +3015,36 @@ lenum.battery = 배터리
lenum.resupply = 보급 지점\n[accent]"유닛 탄약 필요"[]가 활성화되었을 때만 유의미합니다.
lenum.reactor = 핵융합로/토륨 원자로
lenum.turret = 포탑
sensor.in = 감지할 건물/유닛
radar.from = 감지를 할 건물\n감지 범위는 건물의 감지 범위에 의해 제한됩니다.
radar.target = 유닛 감지 필터
radar.and = 추가 필터
radar.order = 정렬 순서. 0은 반전
radar.sort = 결과를 정렬할 기준
radar.output = 찾은 유닛을 대입할 변수
unitradar.target = 유닛 감지 필터
unitradar.target = 유닛 감지 필터
unitradar.and = 추가 필터
unitradar.order = 정렬 순서. 0은 반전
unitradar.sort = 결과를 정렬할 측정 수단
unitradar.output = 찾은 유닛을 대입할 변수
control.of = 조종할 건물
control.of = 조종할 건물
control.unit = 조준할 유닛/건물
control.shoot = 발사 여부
unitlocate.enemy = 적 건물 포함 여부
unitlocate.enemy = 적 건물 포함 여부
unitlocate.found = 대상 발견 여부
unitlocate.building = 찾은 건물을 대입할 변수
unitlocate.outx = X좌표
unitlocate.outy = Y좌표
unitlocate.group = 찾을 건물 집단
playsound.limit = true인 경우, 같은 프레임에서 이미 재생된 사운드는 재생되지 않습니다.
lenum.idle = 이동 정지, 채광/건설 유지\n기본 상태입니다.
lenum.stop = 이동/채광/건설 중단
lenum.unbind = 로직 컨트롤 완전 비활성화\n표준 AI를 다시 따릅니다.
lenum.move = 특정 위치로 이동
@@ -3064,16 +3064,16 @@ lenum.build = 구조물 건설
lenum.getblock = 좌표에서 건물, 층, 블록 유형을 가져옵니다.\n단위는 위치 범위 내에 있어야 하며, 그렇지 않으면 null이 반환됩니다.
lenum.within = 좌표 주변 유닛 발견 여부
lenum.boost = 이륙 시작/중단
lenum.flushtext = 해당되는 경우, 프린트 버퍼의 내용을 마커에 플러시.\nFetch가 true로 설정된 경우, 맵 로케일 번들 또는 게임 번들에서 속성을 가져오려고 시도합니다.
lenum.flushtext = 해당되는 경우, 프린트 버퍼의 내용을 마커에 플러시.\nFetch가 true로 설정된 경우, 맵 로케일 번들 또는 게임 번들에서 속성을 가져오려고 시도합니다.
lenum.texture = 게임의 texture atlas에서 직접 가져온 텍스처 이름(케밥식 명명 스타일 사용).\n printFlush가 true로 설정된 경우, 텍스트 인수로 텍스트 버퍼 내용을 사용합니다.
lenum.texturesize = 타일의 텍스처 크기. 0 값은 마커 너비를 원래 텍스처 크기에 맞게 조정합니다.
lenum.autoscale = 플레이어의 확대/축소 레벨에 맞춰 마커의 크기를 조정할지 여부.
lenum.posi = 인덱스 위치. 라인 및 쿼드 마커에 사용되며 인덱스 0이 첫 번째 위치입니.
lenum.uvi = 0에서 1까지의 텍스처 위치, 쿼드 마커에 사용.
lenum.colori = 인덱스된 위치, 인덱스 0이 첫 번째 색상이며 라인 및 쿼드 마커에 사용.
lenum.wavetimer = 타이머에 따라 단계가 자동으로 오는지 여부입니다. 그렇지 않은 경우 재생 버튼을 누르면 단계가 옵니다.
lenum.wavetimer = 타이머에 따라 단계가 자동으로 오는지 여부입니다. 그렇지 않은 경우 재생 버튼을 누르면 단계가 옵니다.
lenum.wave = 현재 단계 번호입니다. 비 단계 모드에서는 무엇이든 될 수 있습니다.
lenum.currentwavetime = 틱 단위의 웨이브 카운트다운입니다.
lenum.waves = 단계가 시작될 수 있는지 여부입니다.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unit can't build
lastaccessed = [lightgray]Last Accessed: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Purpose
stat.input = Įeiga
stat.output = Išeiga
@@ -1230,8 +1230,8 @@ stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Repair Field
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Privalomas Geresnis Grąžtas
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] žalos
bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] blokai
bullet.incendiary = [stat]uždegantis
bullet.homing = [stat]sekimas
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x šaudymo greitis
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokai
unit.blocks = blokai
unit.blockssquared = blocks²
unit.powersecond = energijos per sekundę
unit.tilessecond = tiles/second
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Pritaikykite sąsają, kad būtų rodoma įpjova
setting.macnotch.description = Norint pritaikyti pakeitimus, reikia paleisti iš naujo
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Pasirinkite Regioną
keybind.schematic_menu.name = Schemų Meniu
keybind.schematic_flip_x.name = Apversti schemą per X ašį
@@ -1641,8 +1641,8 @@ mode.pvp.description = Kovokite su kitais žmonėmsi vietiniame tinkle.\n[gray]N
mode.attack.name = Puolimas
mode.attack.description = Sunaikinkite priešų branduolį. \n[gray]Norint žaisti žemėlapyje yra reikalingas branduolys su raudona spalva.
mode.custom = Pasirinktinės Taisyklės
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Neriboti Resursai
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Varis
item.lead.name = Švinas
item.coal.name = Anglis
item.graphite.name = Grafitas
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Vanduo
liquid.water.name = Vanduo
liquid.slag.name = Šlakas
liquid.oil.name = Nafta
liquid.cryofluid.name = Krio Skystis
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Smėlio Riedulys
block.basalt-boulder.name = Basalt Boulder
@@ -2102,8 +2102,8 @@ block.container.name = Talpykla
block.launch-pad.name = Paleidimo Aikštelė
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
block.naval-factory.name = Naval Factory
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
block.switch.name = Switch
block.micro-processor.name = Mikro Procesorius
block.logic-processor.name = Loginis Procesorius
block.hyper-processor.name = Hiper Procesorius
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Large Logic Display
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = raudona
team.sharded.name = oranžinė
team.derelict.name = apleista
team.green.name = žalia
team.blue.name = mėlyna
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Left-click][] to shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = Paprasčiausia struktūrinė medžiaga. Plačiai naudojama visų tipų blokams.
item.copper.description = Paprasčiausia struktūrinė medžiaga. Plačiai naudojama visų tipų blokams.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = Pagrindinė pradinė medžiaga. Plačiai naudojama elektronikoje ir skysčių transportacijos blokams.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Sintetinių sporų kokonas, susintetintos iš atmos
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = Nestabilus junginys naudojamas bomboms ir sprogmenims. Susintetintas iš sporų kokonų ir kitų lakiųjų medžiagų. Nerekomenduojama naudoti kaip kurą.
item.pyratite.description = Ypač degi medžiaga naudojama uždegantiems ginklams.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Naudingiausias skystis. Dažniausiai naudojamas įrenginių aušinimui ir atliekų perdirbimui.
liquid.water.description = Naudingiausias skystis. Dažniausiai naudojamas įrenginių aušinimui ir atliekų perdirbimui.
liquid.slag.description = Įvairių rūšių metalai susilydę tarpusavyję. Gali būti atskirti į sudedamasias medžiagas arba išpurkšti ant priešų.
liquid.oil.description = Skystis, naudojamas pažangių medžiagų gamyboje. Gali būti konvertuota į anglį arba gali būti išpurkšta ir padegta.
liquid.cryofluid.description = Inertiškas, neėsdinantis skystis gaminamas iš vandens ir titano. Atlaiko ypač didelį karštį. Plačiai naudojamas kaip aušinimo skystis.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Juda tokuo pačiu greičiu kaip titaninis konvejeris, tačiau turi daugiau šarvų. Nepriima įeigos iš šonų, išskyrus kitus konvejerius.
block.illuminator.description = Mažas, kompaktiškas, konfigūruojamas šviesos šaltinis. Reikalinga energija funkcionavimui.
block.message.description = Laiko žinutę. Naudojama komunikacijai tarp sąjungininkų.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Eenheid kan niet worden gebouwd
lastaccessed = [lightgray]Laatste Toegang: {0}
lastcommanded = [lightgray]Laatst Gecommandeerd: {0}
block.unknown = [lightgray]???
stat.showinmap = <laad kaart om te tonen>
stat.showinmap = <laad kaart om te tonen>
stat.description = Doel
stat.input = Invoer
stat.output = Uitvoer
@@ -1230,8 +1230,8 @@ stat.reactive = Reageert
stat.immunities = Immuniteiten
stat.healing = Genezing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Krachtveld
ability.forcefield = Krachtveld
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Reparatieveld
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
bar.drilltierreq = Betere boor nodig
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor Gestuurd
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] schade
bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels
bullet.incendiary = [stat]brandstichtend
bullet.homing = [stat]doelzoekend
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x herlaad
bullet.range = [stat]{0}[lightgray] tegels bereik
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokken
unit.blocks = blokken
unit.blockssquared = blokken�
unit.powersecond = stroom eenheden/seconde
unit.tilessecond = tegels/seconde
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Verberg Logische Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Pas de interface aan om de inkeping weer te geven
setting.macnotch.description = Herstart vereist om veranderingen door te voeren
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Commandomodus
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Herbouw Regio
keybind.rebuild_select.name = Herbouw Regio
keybind.schematic_select.name = Selecteer gebied
keybind.schematic_menu.name = Ontwerpmenu
keybind.schematic_flip_x.name = Spiegel ontwerp X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Vecht tegen andere spelers.\n[gray]Vereist minstens 2 ver
mode.attack.name = Aanvallen
mode.attack.description = Geen rondes, maar met als doel de vijandlijke core(s) te vernietigen.
mode.custom = Aangepaste Regels
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Verberg verboden blokken
rules.infiniteresources = Oneindige Resources
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Weer
rules.weather.frequency = Frequentie:
rules.weather.always = Altijd
rules.weather.duration = Duur:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Muur)
item.copper.name = Koper
item.lead.name = Lood
item.coal.name = Steenkool
item.graphite.name = Grafiet
@@ -1804,8 +1804,8 @@ item.tungsten.name = Wolfraam
item.oxide.name = Oxide
item.carbide.name = Carbid
item.dormant-cyst.name = Slapende Cyste
liquid.water.name = Water
liquid.water.name = Water
liquid.slag.name = Lava
liquid.oil.name = Olie
liquid.cryofluid.name = Koelvloeistof
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozon
liquid.hydrogen.name = Waterstof
liquid.nitrogen.name = Stikstof
liquid.cyanogen.name = Cyanogeen
unit.dagger.name = Dolk
unit.dagger.name = Dolk
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Spruitstuk
unit.assembly-drone.name = Montage Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Klif
block.sand-boulder.name = Zandkei
block.basalt-boulder.name = Basaltkei
@@ -2102,8 +2102,8 @@ block.container.name = Doos
block.launch-pad.name = Lanceerplatform
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Grondfabriek
block.air-factory.name = Luchtfabriek
block.naval-factory.name = Marinefabriek
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
block.switch.name = Switch
block.micro-processor.name = Micro Processor
block.logic-processor.name = Logic Processor
block.hyper-processor.name = Hyper Processor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Large Logic Display
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = rood
team.sharded.name = oranje
team.derelict.name = wees
team.green.name = groen
team.blue.name = blauw
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Left-click][] to shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = Een nuttig materiaal voor gebouwen. Wordt erg vaak in blokken gebruikt.
item.copper.description = Een nuttig materiaal voor gebouwen. Wordt erg vaak in blokken gebruikt.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = Een basismateriaal. Wordt veel gebruikt in elektronica en vloeistoftransport.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Commonly used for cooling machines and waste processing.
liquid.water.description = Commonly used for cooling machines and waste processing.
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
liquid.oil.description = Can be burnt, exploded or used as a coolant.
liquid.cryofluid.description = The most efficient liquid for cooling things down.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Verplaatst items met dezelfde snelheid als een van titanium, maar heeft meer levenspunten. Accepteert alleen items van de zijkanten als het ook lopende banden zijn.
block.illuminator.description = Een kleine aanpasbare lamp, heeft stroom nodig.
block.message.description = Stores a message. Used for communication between allies.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unit can't build
lastaccessed = [lightgray]Last Accessed: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Purpose
stat.input = Input
stat.output = Output
@@ -1230,8 +1230,8 @@ stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Repair Field
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Better Drill Required
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
bullet.homing = [stat]homing
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x fire rate
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocks
unit.blocks = blocks
unit.blockssquared = blocks²
unit.powersecond = power units/second
unit.tilessecond = tiles/second
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adapt interface to display notch
setting.macnotch.description = Restart required to apply changes
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Fight against other players locally.
mode.attack.name = Attack
mode.attack.description = No waves, with the goal to destroy the enemy base.
mode.custom = Custom Rules
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Infinite Resources
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Copper
item.lead.name = Lead
item.coal.name = Coal
item.graphite.name = Graphite
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Water
liquid.water.name = Water
liquid.slag.name = Slag
liquid.oil.name = Oil
liquid.cryofluid.name = Cryofluid
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Sand Boulder
block.basalt-boulder.name = Basalt Boulder
@@ -2102,8 +2102,8 @@ block.container.name = Container
block.launch-pad.name = Launch Pad
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
block.naval-factory.name = Naval Factory
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
block.switch.name = Switch
block.micro-processor.name = Micro Processor
block.logic-processor.name = Logic Processor
block.hyper-processor.name = Hyper Processor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Large Logic Display
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = red
team.sharded.name = orange
team.derelict.name = derelict
team.green.name = green
team.blue.name = blue
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Left-click][] to shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = A useful structure material. Used extensively in all types of blocks.
item.copper.description = A useful structure material. Used extensively in all types of blocks.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Commonly used for cooling machines and waste processing.
liquid.water.description = Commonly used for cooling machines and waste processing.
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
liquid.oil.description = Can be burnt, exploded or used as a coolant.
liquid.cryofluid.description = The most efficient liquid for cooling things down.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
block.message.description = Stores a message. Used for communication between allies.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Jednostka nie może budować
lastaccessed = [lightgray]Ostatnia interakcja: {0}
lastcommanded = [lightgray]Ostatnio zarządzane: {0}
block.unknown = [lightgray]???
stat.showinmap = <załaduj mapę do pokazania>
stat.showinmap = <załaduj mapę do pokazania>
stat.description = Opis
stat.input = Wejście
stat.output = Wyjście
@@ -1230,8 +1230,8 @@ stat.reactive = Reaguje
stat.immunities = Odporności
stat.healing = Leczy
stat.efficiency = [stat]{0}% Wydajność
ability.forcefield = Pole Siłowe
ability.forcefield = Pole Siłowe
ability.forcefield.description = Tworzy tarczę siłową, która pochłania pociski
ability.repairfield = Pole Naprawy
ability.repairfield.description = Naprawa pobliskich jednostek
@@ -1260,8 +1260,8 @@ ability.spawndeath = Śmiertelne narodziny
ability.spawndeath.description = Uwalnia jednostki po śmierci
ability.liquidexplode = Wyciek Śmierci
ability.liquidexplode.description = Wylewa płyn po śmierci
ability.stat.firingrate = [stat]{0}/sek[lightgray] Szybkość strzelania
ability.stat.firingrate = [stat]{0}/sek[lightgray] Szybkość strzelania
ability.stat.regen = [stat]{0}[lightgray] zdrowie/sek
ability.stat.pulseregen = [stat]{0}[lightgray] zdrowie/puls
ability.stat.shield = [stat]{0}[lightgray] osłony
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] redukcja uszkodzeń
ability.stat.minspeed = [stat]{0} pól/sek[lightgray] min. prędkość
ability.stat.duration = [stat]{0} sek[lightgray] czas trwania
ability.stat.buildtime = [stat]{0} sek[lightgray] czas budowy
bar.displaytoolarge = Wymiary zbyt duże\n(Maks.: {0}x{0})
bar.displaytoolarge = Wymiary zbyt duże\n(Maks.: {0}x{0})
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
bar.drilltierreq = Wymagane Lepsze Wiertło
bar.nobatterypower = Niewystarczająca moc akumulatora
@@ -1317,12 +1317,12 @@ bar.activationtimer = Aktywuje się za {0}
bar.activated = Aktywowane
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Kontrolowany przez procesor
weapon.pointdefense = [stat]Obrona punktowa
bullet.damage = [stat]{0}[lightgray] Obrażenia
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
bullet.incendiary = [stat]zapalający
bullet.homing = [stat]naprowadzający
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x szybkość ataku
bullet.range = [stat]{0}[lightgray] zasięg ataku
bullet.notargetsmissiles = [stat] ignoruje budynki
bullet.notargetsbuildings = [stat] ignoruje rakiety
unit.blocks = bloki
unit.blocks = bloki
unit.blockssquared = bloki²
unit.powersecond = jednostek prądu na sekundę
unit.tilessecond = bloków na sekundę
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Ukryj wyświetlacze logiczne
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Dostosuj interfejs do wyświetlania wycięcia ekranu
setting.macnotch.description = Aby zastosować zmiany, wymagane jest ponowne uruchomienie
steam.friendsonly = Tylko Znajomi
steam.friendsonly = Tylko Znajomi
steam.friendsonly.tooltip = Czy tylko Znajomi ze Steam będą mogli dołączyć do twojej gry?\nOdznaczenie tego okienka ustawi twoją grę na publiczną - każdy może dołączyć.
setting.maxmagnificationmultiplierpercent.name = Min. odległość kamery
setting.minmagnificationmultiplierpercent.name = Maks. odległość kamery
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Tryb Komend
keybind.command_queue.name = Kolejka Rozkazów Jednostki
keybind.create_control_group.name = Stwórz Grupę Kontroli
keybind.cancel_orders.name = Anuluj Rozkazy
keybind.unit_stance_shoot.name = Strzel
keybind.unit_stance_shoot.name = Strzel
keybind.unit_stance_hold_fire.name = Wstrzymaj ogień
keybind.unit_stance_pursue_target.name = Goń Cel
keybind.unit_stance_patrol.name = Patroluj
keybind.unit_stance_ram.name = Taranuj
keybind.unit_stance_boost.name = Postawa jednostki: Doładuj
keybind.unit_stance_hold_position.name = Postawa jednostki: Utrzymaj pozycję
keybind.unit_command_move.name = Rozkaz jednostki: Ruch
keybind.unit_command_move.name = Rozkaz jednostki: Ruch
keybind.unit_command_repair.name = Rozkaz jednostki: Napraw
keybind.unit_command_rebuild.name = Rozkaz jednostki: Odbuduj
keybind.unit_command_assist.name = Rozkaz jednostki: Wspomagaj
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Rozkaz jednostki: Załaduj bloki
keybind.unit_command_unload_payload.name = Rozkaz jednostki: Rozładuj ładunek
keybind.unit_command_enter_payload.name = Rozkaz jednostki: Wejdź do ładunku
keybind.unit_command_loop_payload.name = Rozkaz jednostki: Zapętl transfer jednostek
keybind.rebuild_select.name = Odbuduj Region
keybind.rebuild_select.name = Odbuduj Region
keybind.schematic_select.name = Wybierz Region
keybind.schematic_menu.name = Menu Schematów
keybind.schematic_flip_x.name = Obróć schemat w poziomie
@@ -1641,8 +1641,8 @@ mode.pvp.description = Walcz przeciwko innym graczom.\n[gray]Wymaga co najmniej
mode.attack.name = Atak
mode.attack.description = Celem jest zniszczenie bazy przeciwnika.\n[gray]Wymaga czerwonego rdzenia na mapie, aby móc grać w tym trybie.
mode.custom = Własny Tryb
rules.invaliddata = Niepoprawne dane ze schowka.
rules.invaliddata = Niepoprawne dane ze schowka.
rules.hidebannedblocks = Ukryj zabronione bloki
rules.infiniteresources = Nieskończone Zasoby
rules.fillitems = Wypełnij rdzeń przedmiotami
@@ -1753,20 +1753,20 @@ rules.weather = Pogoda
rules.weather.frequency = Częstotliwość:
rules.weather.always = Zawsze
rules.weather.duration = Czas trwania:
rules.randomwaveai.info = Sprawia, że ​​jednostki tworzone falami atakują losowe struktury zamiast bezpośrednio atakować rdzeń lub generatory mocy.
rules.randomwaveai.info = Sprawia, że ​​jednostki tworzone falami atakują losowe struktury zamiast bezpośrednio atakować rdzeń lub generatory mocy.
rules.placerangecheck.info = Zapobiega graczom umieszczania czegokolwiek w pobliżu budynków wroga. Podczas próby umieszczenia wieżyczki zasięg jest zwiększony, więc wieżyczka nie będzie mogła dosięgnąć wroga.
rules.onlydepositcore.info = Zapobiega umieszczaniu przedmiotów w budynkach poza rdzeniami.
database-category.item = Przedmioty
database-category.item = Przedmioty
database-category.liquid = Płyny
database-category.unit = Jednostki
database-category.block = Bloki
database-category.status = Efekty statusu
database-category.sector = Sektory
database-category.team = Frakcje
database-tag.turret = Wieżyczka
database-tag.turret = Wieżyczka
database-tag.production = Produkcja
database-tag.distribution = Dystrybucja
database-tag.liquid = Płyn
@@ -1779,10 +1779,10 @@ database-tag.logic = Logika
database-tag.unit-air = Powietrzne
database-tag.unit-naval = Morskie
database-tag.unit-ground = Lądowe
wallore = (Ściana)
item.copper.name = Miedź
item.lead.name = Ołów
item.coal.name = Węgiel
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Wolfram
item.oxide.name = Tlenek Berylu
item.carbide.name = Karbid
item.dormant-cyst.name = Drzemiąca Torbiel
liquid.water.name = Woda
liquid.water.name = Woda
liquid.slag.name = Żużel
liquid.oil.name = Ropa
liquid.cryofluid.name = Lodociecz
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozon
liquid.hydrogen.name = Wodór
liquid.nitrogen.name = Azot
liquid.cyanogen.name = Cyjan
unit.dagger.name = Nóż
unit.dagger.name = Nóż
unit.mace.name = Buzdygan
unit.fortress.name = Forteca
unit.nova.name = Nowa
@@ -1855,8 +1855,8 @@ unit.scepter.name = Kostur
unit.reign.name = Imperator
unit.vela.name = Wela
unit.corvus.name = Corvus
unit.stell.name = Stal
unit.stell.name = Stal
unit.locus.name = Lokus
unit.precept.name = Przestrzegacz
unit.vanquish.name = Pogromca
@@ -1878,8 +1878,8 @@ unit.manifold.name = Składak
unit.assembly-drone.name = Dron Montażowy
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Paralaksa
block.parallax.name = Paralaksa
block.cliff.name = Klif
block.sand-boulder.name = Piaskowy Głaz
block.basalt-boulder.name = Bazaltowy Głaz
@@ -2102,8 +2102,8 @@ block.container.name = Kontener
block.launch-pad.name = Wyrzutnia
block.advanced-launch-pad.name = Platforma startowa
block.landing-pad.name = Platforma lądowania
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Fabryka Naziemna
block.air-factory.name = Fabryka Powietrzna
block.naval-factory.name = Fabryka Morska
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Punkt Rozładunkowy
block.payload-unloader.description = Rozładowuje płyny i surowce z bloków.
block.heat-source.name = Źródło Ciepła
block.heat-source.description = Blok dający nieskończone ciepło.
block.empty.name = Pusty
#Erekir
block.empty.name = Pusty
block.rhyolite-crater.name = Ryolitowy Krater
block.rough-rhyolite.name = Szorstki Ryolit
block.regolith.name = Regolit
@@ -2294,8 +2294,8 @@ block.smite.name = Karciciel
block.malign.name = Malign
block.flux-reactor.name = Reaktor Strumieniowy
block.neoplasia-reactor.name = Reaktor neoplazmowy
block.switch.name = Przełącznik
block.switch.name = Przełącznik
block.micro-processor.name = Mikroprocesor
block.logic-processor.name = Procesor Logiczny
block.hyper-processor.name = Hiperprocesor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Duży Wyświetlacz Logiczny
block.tile-logic-display.name = Kaflowy wyświetlacz logiki
block.memory-cell.name = Komórka Pamięci
block.memory-bank.name = Bank Pamięci
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Porzuceni
team.green.name = Zielony
team.blue.name = Niebieski
hint.skip = Pomiń
hint.skip = Pomiń
hint.desktopMove = Użyj [accent][[WASD][] by się poruszać.
hint.zoom = [accent]Użyj[] by przybliżać lub oddalać obraz.
hint.desktopShoot = Kliknij [accent][[Lewy przycisk myszy][] by strzelać.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Ten sektor ma [scarlet]wysoki poziom zagrożenia przez w
hint.coreIncinerate = Jak rdzeń zostanie w pełni wypełniony danym przedmiotem, reszta przedmiotów tego typu zostanie [accent]spalona[].
hint.factoryControl = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednostek[], kliknij lewym przyciskiem na fabrykę w trybie poleceń, a następnie prawym przyciskiem w miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
hint.factoryControl.mobile = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednoste[], dotknij fabryki w trybie poleceń, a następnie miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
gz.mine = Przemieść się w pobliże :ore-copper: [accent]rudy miedzi[] na ziemi i kliknij, aby zacząć kopać.
gz.mine = Przemieść się w pobliże :ore-copper: [accent]rudy miedzi[] na ziemi i kliknij, aby zacząć kopać.
gz.mine.mobile = Przemieść się w pobliże :ore-copper: [accent]rudy miedzi[] na ziemi i dotknij, aby zacząć kopać.
gz.research = Otwórz :tree: drzewko technologiczne.\nZbadaj :mechanical-drill: [accent]Mechaniczne Wiertło[], Następnie wybierz je z menu w prawym dolnym rogu.\nKliknij na złoże miedzi, aby postawić na nim wiertło.
gz.research.mobile = Otwórz :tree: drzewko technologiczne.\nZbadaj :mechanical-drill: [accent]Mechaniczne Wiertło[], Następnie wybierz je z menu w prawym dolnym rogu.\nDotknij złoża miedzi aby postawić na nim wiertło.\n\nKliknij w \ue800 [accent]fajkę[] u dołu ekranu z prawej aby potwierdzić.
@@ -2373,8 +2373,8 @@ gz.zone1 = To jest strefa zrzutu wroga.
gz.zone2 = Wszytko co jest zbudowane w promieniu strefy zrzutu zostaje zniszczone z początkiem fali.
gz.zone3 = Teraz zacznie się fala.\nPrzygotuj się.
gz.finish = Wybuduj więcej działek, wykop więcej surowców\ni obroń się przed wszystkimi falami żeby [accent]przejąć sektor[].
ff.coal = Użyj :mechanical-drill: [accent]Wiertałek mechanicznych[] do wydobycia :ore-coal: [accent]węgla[].
ff.coal = Użyj :mechanical-drill: [accent]Wiertałek mechanicznych[] do wydobycia :ore-coal: [accent]węgla[].
ff.graphitepress = :tree: Zbadaj i umieść [accent]Prasę grafitową[] :graphite-press:.
ff.craft = Przenieś :coal: węgiel do [accent]Prasy grafitowej[] :graphite-press:.\nWydaje :graphite: grafit na wszystkie pobliskie przenośniki.\nPrzenieś wyjściowy :graphite: grafit z [accent]Prasy grafitowej[] :graphite-press: do rdzenia.
ff.generator = :coal: Węgiel może być również używany jako paliwo w [accent]Generatorach spalania[] :combustion-generator:.\nZbadaj i umieść [accent]Generator spalania[] :combustion-generator:.
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Wytwórz energię
ff.node = :power-node: [accent]Węzły energetyczne[] przekazują energię do pobliskich bloków w zasięgu.\nZbadaj i umieść [accent]Węzeł energetyczny[] :power-node: blisko generatora.
ff.battery = :battery: [accent]Baterie[] magazynują energię.\nZbadaj i umieść [accent]Baterię[] :battery: blisko węzła.
ff.arc = :arc: Wieżyczki [accent]Arc[] wymagają energii do działania. Zbadaj i umieść wieżyczkę :arc: [accent]Arc[] w pobliżu węzła energetycznego.
fungalpass.tutorial1 = Użyj [accent]jednostek[], aby bronić budynków i atakować wroga.\nZbadaj i umieść [accent]fabrykę naziemną[] :ground-factory:.
fungalpass.tutorial2 = Wybierz jednostki :dagger: [accent]Dagger[] w fabryce.\nWyprodukuj 3 jednostki.
frontier.tutorial1 = [accent]Rekonstruktor addytywny[] :additive-reconstructor:\nulepsza jednostki 1. poziomu do 2. poziomu\nużywając :silicon: krzemu i :graphite: grafitu.\n\n[accent]Zbadaj i zrekonstruuj\n[]:dagger:[accent] sztylet do []:mace:[accent] buławy.
frontier.tutorial1 = [accent]Rekonstruktor addytywny[] :additive-reconstructor:\nulepsza jednostki 1. poziomu do 2. poziomu\nużywając :silicon: krzemu i :graphite: grafitu.\n\n[accent]Zbadaj i zrekonstruuj\n[]:dagger:[accent] sztylet do []:mace:[accent] buławy.
frontier.tutorial2 = Wrogie fale są wysyłane [accent]w nieskończoność[], dopóki wszystkie wrogie rdzenie nie zostaną [unlaunched]zniszczone.
frontier.tutorial3 = [accent]Atakuj bazę wroga szybko, aby zapobiec zbyt wysokim falom[].
atolls.destroy1 = Najpierw zniszcz 2 wrogie [accent]rdzenie fundamentowe[].\n[accent]Zdobadź dostęp do toru[].
atolls.destroy1 = Najpierw zniszcz 2 wrogie [accent]rdzenie fundamentowe[].\n[accent]Zdobadź dostęp do toru[].
atolls.mega1 = Wejdź w [accent]tryb dowodzenia[] i zaznacz jednostki :mega:[accent]Mega[].
atolls.mega2 = Wybierz komendę \ue87b [accent]Załaduj jednostki[], aby jednostki Mega podnosiły jednostki naziemne.
atolls.mega3 = Przesuń jednostki Mega [accent]nad[] jednostki naziemne, aby je załadować.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Te kroki można przejrzeć [accent]tutaj[].
atolls.carry7 = Postępuj zgodnie z tymi instrukcjami, aby zrzucić więcej jednostek w pobliżu bazy wroga.
atolls.noairunit = Ta baza jest zbyt dobrze ufortyfikowana, aby ją zniszczyć jednostkami powietrznymi.
atolls.2strategies = Istnieją dwie strategie zniszczenia tej bazy.
onset.mine = Naćiśnij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.\n\nUżyj [accent][[WASD] aby się poruszać.
onset.mine = Naćiśnij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.\n\nUżyj [accent][[WASD] aby się poruszać.
onset.mine.mobile = Kliknij żeby wydobywać :beryllium: [accent]beryl[] ze ścian.
onset.research = Otwórz:tree: drzewo technologiczne.\nZbadaj, a następnie postaw :turbine-condenser: [accent]turbinę parową[] na gejzerze.\nTo zacznie generować [accent]prąd[].
onset.bore = Zbadaj i postaw :plasma-bore: [accent]plazmowe wiertło[].\nPlazmowe wiertło automatycznie wydobywa surowce ze ścian.
@@ -2437,14 +2437,14 @@ onset.detect = Wróg wykryje cię za 2 minuty.\nPrzygotuj obronę, wydobywaj sur
onset.commandmode = Przytrzymaj [accent]shift[] aby wejść do [accent]trybu poleceń[].\n[accent]Kliknij lewy przycisk myszy i przeciągnij[] aby wybrac jednostki.\n[accent]Kliknij prawy przycisk myszy[] aby rozkazać jednostkom się przemieścić lub zaatakować.
onset.commandmode.mobile = Naciśnij [accent]przycisk poleceń[] aby wejść do [accent]trybu poleceń[].\nPrzytrzymaj palec, a następnie [accent]przeciągnij[] aby zaznaczyć jednostki.\n[accent]Kliknij[] aby rozkazać jednostkom się przemieścić lub zaatakować.
aegis.tungsten = Wolfram może być wykopany używając [accent]wiertła udeżeniowego[].\nTa struktura wymaga [accent]wody[] i [accent]zasilania[].
split.pickup = Niektóre bloki mogą zostać podniesione przez jednostkę rdzeniową.\nPodnieś ten [accent]kontener[] i postaw go w [accent]punkcie załadunkowym[].\n(Domyślne klawisze to [ i ], użyj ich, żeby podnieść lub upuścić blok.)
split.pickup = Niektóre bloki mogą zostać podniesione przez jednostkę rdzeniową.\nPodnieś ten [accent]kontener[] i postaw go w [accent]punkcie załadunkowym[].\n(Domyślne klawisze to [ i ], użyj ich, żeby podnieść lub upuścić blok.)
split.pickup.mobile = iektóre bloki mogą zostać podniesione przez jednostkę rdzeniową.\nPodnieś ten [accent]kontener[] i postaw go w [accent]punkcie załadunkowym[].\n(Żeby podnieść lub upuścić jakiś blok, przytrzymaj go przez chwilę.)
split.acquire = Żeby wybudować jednostki musisz pozyskać trochę wolframu.
split.build = Jednostki trzeba przetransportować na drugą stronę.\nPosaw dwie [accent]Katapulty Ładunku[] po każdej ze stron.\nPołącz je klikając najpierw jedną, a nastepnie drugą.
split.container = Podobnie jak kontenery jednostki także da się transportować przy użyciu [accent]Katapult Ładunku[].\nPostaw fabrykę jednostek w taki sposób, żeby dotykała katapulty masy i była w nią skierowana.\n Wyślij jednostki na drugą stronę i zaatakuj bazę wroga.
item.copper.description = Używany we wszystkich rodzajach budowli i uzbrojeń.
item.copper.description = Używany we wszystkich rodzajach budowli i uzbrojeń.
item.copper.details = Miedź. Niesamowicie obfity metal na Serpulo. Strukturalnie słaby, chyba że zostanie wzmocniony.
item.lead.description = Używany w transporcie płynów i strukturach elektrycznych.
item.lead.details = Gęsty, obojętny metal używany w bateriach oraz amunicji fragmentacyjnej.\n\n[lightgray]Uwaga: Prawdopodobnie toksyczny dla biologicznych form życia. Nie, żeby zostało ich tu wiele...[]
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Syntetyczne zarodniki, które mogą być przekszta
item.spore-pod.details = Prawdopodobnie syntetyczna forma życia.\nUwaga: Emitują gazy toksyczne dla innych organizmów biologicznych. Wyjątkowo inwazyjne. W pewnych warunkach silnie łatwopalne.
item.blast-compound.description = Używany w bombach i amunicji wybuchowej.\n\n[lightgray]Uwaga: Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niezalecane.[]
item.pyratite.description = Używany w broniach zapalających oraz generatorach spalinowych.\n\n[lightgray]Uwaga: Ołów w nim zawarty może zatruwać atmosferę.[]
item.beryllium.description = Używany jako materiał budowlany oraz amunicja na Erekirze.
#Erekir
item.beryllium.description = Używany jako materiał budowlany oraz amunicja na Erekirze.
item.tungsten.description = Używany w wiertłach i infrastrukturze wojennej. Jest konieczny do budowy bardziej zaawansowanej infrastruktury.
item.oxide.description = Używany jako przewodnik ciepła i izolator mocy.
item.carbide.description = Używany w zaawansowanych strukturach, ciężkich jednostkach oraz jako amunicja.
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem.\n\nMoże zostać rozdzielony na jego metale składowe lub wystrzelony we wrogie jednostki.
liquid.oil.description = Używany w do produkcji złożonych materiałów.\n\nMoże zostać przetworzony na węgiel lub wystrzelony we wrogów przez wieżyczkę.
liquid.cryofluid.description = Obojętna, niekorozyjna ciecz utworzona z wody i tytanu.\n\nUżywana jako chłodziwo w reaktorach, rekonstruktorach i wieżyczkach.
liquid.arkycite.description = Stosowany w reakcjach chemicznych. Używany do wytwarzania energii i syntezy materiałów.
#Erekir
liquid.arkycite.description = Stosowany w reakcjach chemicznych. Używany do wytwarzania energii i syntezy materiałów.
liquid.ozone.description = Stosowany jako utleniacz w produkcji materiałów oraz jako paliwo. Średnio wybuchowy.
liquid.hydrogen.description = Używany do wydobywania surowców, produkcji jednostek oraz dp naprawy struktur. Łatwopalny.
liquid.cyanogen.description = Używany jako amunicja oraz materiał do produkcji zaawansowanych jednostek czy też jako składnik różnych reakcji w zaawansowanych strukturach. Bardzo łatwopalny.
liquid.nitrogen.description = Używany do wydobycia surowców, tworzenia gazów oraz produkcji jednostek. Obojętny.
liquid.neoplasm.description = Niebezpieczny biologiczny odpad powstający poprzez działanie reaktora neoplazmowego. Łatwo się rozprzestrzenia na bloki zawierające wodę niszcząc je. Lepki.
liquid.neoplasm.details = Neoplazma. Niekontrolowana masa szybko dzielących się komórek syntetycznych o konsystencji szlamu. Odporna na ciepło. Niesamowicie niebezpieczna dla wszelkich struktur zawierających wodę.\n\nZbyt skomplikowana i niestabilna do standardowej analizy. Potencjalne zastosowania, póki co nieznane. Zaleca się spalanie w jeziorach żużlowych.
block.derelict = \uf77e [lightgray]Wrak
block.derelict = \uf77e [lightgray]Wrak
block.armored-conveyor.description = Przesyła przedmioty z taką samą szybkością co Tytanowy Przenośnik, ale jest bardziej odporny. Wejściami bocznymi mogą być tylko inne przenośniki.
block.illuminator.description = Małe, kompaktowe i konfigurowalne źródło światła. Wymaga energii do funkcjonowania.
block.message.description = Przechowuje wiadomość. Wykorzystywane do komunikacji pomiędzy sojusznikami.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Wyświetla obraz z procesora.
block.tile-logic-display.description = Wyświetla dowolna grafikę z procesora logiki.\nBezproblemowo łączy się z pobliskimi kaflowymi blokami wyświetlacza.
block.interplanetary-accelerator.description = Masywna elektromagnetyczna wieża. Przyspiesza rdzeń do prędkości ucieczki by wylądować na innych planetach.
block.repair-turret.description = Na bieżąco naprawia najbliższą uszkodzoną jednostkę w jej sąsiedztwie. Opcjonalnie akceptuje chłodziwo.
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
#Erekir
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
block.core-citadel.description = Rdzeń bazy. Bardzo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Bastion.
block.core-acropolis.description = Rdzeń bazy. Wyjątkowo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Cytadela.
block.breach.description = Strzela przebijającymi kulami z berylu bądź wolframu we wrogie cele.
@@ -2746,8 +2746,8 @@ block.radar.description = Stopniowo odkrywa teren i wrogie jednostki. Wymaga pr
block.shockwave-tower.description = Uszkadza i niszczy wrogie pociski, używając cyjanu.
block.canvas.description = Wyświetla proste obrazki z predefinowaną paletą. Edytowalne.
block.large-canvas.description = Wyświetla prosty obraz z predefiniowaną paletą. Edytowalne.
unit.dagger.description = Lądowa jednostka ofensywna, strzelająca standardowymi pociskami we wrogie jednostki.
unit.dagger.description = Lądowa jednostka ofensywna, strzelająca standardowymi pociskami we wrogie jednostki.
unit.mace.description = Lądowa jednostka ofensywna, miotająca strumieniami ognia we wrogie jednostki.
unit.fortress.description = Lądowa jednostka szturmowa, której dalekosiężne pociski eliminują lądowe wrogie jednostki.
unit.scepter.description = Lądowa jednostka ofensywna, strzelająca gradem standardowych i salwami naładowanych pocisków we wrogie jednostki.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Morska jednostka wsparcia, wystrzeliwująca strumienie
unit.cyerce.description = Morska jednostka wsparcia, wystrzeliwująca kapsuły kasetowe oraz naprawiająca sojusznicze jednostki za pomocą działek naprawczych.
unit.aegires.description = Morska jednostka wsparcia. Razi wszystkie wrogie jednostki i budowle swoją leczniczą błyskawicą. Potrafi jednocześnie naprawiać sojusznicze jednostki i niszczyć wrogie pociski.
unit.navanax.description = Morska jednostka wsparcia. Posiada automatyczne działka laserowe. Może także atakować bombami elektromagnetycznymi, które potrafią przyspieszyć sojusznicze budynki.
unit.stell.description = Ostrzeliwuje wrogów zwykłymi pociskami.
#Erekir
unit.stell.description = Ostrzeliwuje wrogów zwykłymi pociskami.
unit.locus.description = Strzela naprzemiennymi pociskami w przeciwników.
unit.precept.description = Strzela pociskami odłamkowymi z jednego działa.
unit.vanquish.description = Wystrzeliwuje ogromne pociski odłamkowe.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Wystrzeliwuje dalekosiężne pociski naprowadzające
unit.evoke.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Broni rdzenia Bastion budując struktury.
unit.incite.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Nieco lepsza od poprzedniej wersji. Broni rdzenia Cytadela budując struktury.
unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Znacznie lepsza od poprzednich wersji. Broni rdzenia Akropol budując struktury.
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
lst.printchar = Dodaj znak UTF-16 lub ikonę zawartości do bufora drukowania.\nNie wyświetla niczego, dopóki nie zostanie użyte [accent]Opróżnienie bufora drukowania[].
@@ -2857,16 +2857,16 @@ lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go pó
lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia.
lst.localeprint = Dodaje wartość właściwości locale mapy do bufora tekstu.\nAby ustawić pakiety locale mapy w edytorze map, sprawdź [accent]Informacje o mapie > Pakiety locale[].\nJeśli klient jest urządzeniem mobilnym, próbuje wydrukować właściwość kończącą się na ".mobile".
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Matematyczna stała pi (3,141...)
lglobal.@e = Matematyczna stała e (2,718...)
lglobal.@degToRad = Pomnóż przez tę liczbę, aby zamienić stopnie na radiany
lglobal.@radToDeg = Pomnóż przez tę liczbę, aby zamienić radiany na stopnie
lglobal.@time = Czas gry aktualnego zapisu, w milisekundach
lglobal.@time = Czas gry aktualnego zapisu, w milisekundach
lglobal.@tick = Czas gry aktualnego zapisu, w taktach (1 sekunda = 60 taktów)
lglobal.@second = Czas gry aktualnego zapisu, w sekundach
lglobal.@minute = Czas gry aktualnego zapisu, w minutach
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Aktualny numer fali, jeśli fale są włączone
lglobal.@waveTime = Odliczanie czasu do fali, w sekundach
lglobal.@mapw = Szerokość mapy w polach
lglobal.@maph = Wysokość mapy w polach
lglobal.sectionMap = Mapa
lglobal.sectionMap = Mapa
lglobal.sectionGeneral = Ogólne
lglobal.sectionNetwork = Sieć/Po stronie klienta [tylko procesor świata]
lglobal.sectionProcessor = Procesor
lglobal.sectionLookup = Wyszukiwanie
lglobal.@this = Blok logiki wykonujący kod
lglobal.@this = Blok logiki wykonujący kod
lglobal.@thisx = Współrzędna X bloku wykonującego kod
lglobal.@thisy = Współrzędna Y bloku wykonującego kod
lglobal.@links = Całkowita liczba bloków podłączonych do tego procesora
lglobal.@ipt = Prędkość wykonania procesora w instrukcjach na takt (60 taktów = 1 sekunda)
lglobal.@unitCount = Całkowita liczba rodzajów jednostek w grze; używane z instrukcją lookup
lglobal.@unitCount = Całkowita liczba rodzajów jednostek w grze; używane z instrukcją lookup
lglobal.@blockCount = Całkowita liczba rodzajów bloków w grze; używane z instrukcją lookup
lglobal.@itemCount = Całkowita liczba rodzajów przedmiotów w grze; używane z instrukcją lookup
lglobal.@liquidCount = Całkowita liczba rodzajów płynów w grze; używane z instrukcją lookup
lglobal.@server = Prawda, jeśli kod działa na serwerze lub w trybie jednoosobowym, fałsz w przeciwnym razie
lglobal.@client = Prawda, jeśli kod działa na kliencie podłączonym do serwera
lglobal.@clientLocale = Locale klienta uruchamiającego kod. Na przykład: pl_PL
lglobal.@clientLocale = Locale klienta uruchamiającego kod. Na przykład: pl_PL
lglobal.@clientUnit = Jednostka klienta uruchamiającego kod
lglobal.@clientName = Nazwa gracza klienta uruchamiającego kod
lglobal.@clientTeam = ID drużyny klienta uruchamiającego kod
lglobal.@clientMobile = Prawda, jeśli klient uruchamiający kod jest na urządzeniu mobilnym, fałsz w przeciwnym razie
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Typ budynku/jednostki.\nnp. dla każdego rozdzielacza, zwróci [accent]@router[].\nNie jest łańcuchem znaków (string).
lenum.type = Typ budynku/jednostki.\nnp. dla każdego rozdzielacza, zwróci [accent]@router[].\nNie jest łańcuchem znaków (string).
lenum.shoot = Strzel w określoną pozycje.
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
lenum.config = Konfiguracja budynku, np. sortownika.
lenum.enabled = Sprawdza czy blok jest włączony.
laccess.currentammotype = Aktualny rodzaj amunicji (przedmiot/płyn) wieżyczki.
laccess.currentammotype = Aktualny rodzaj amunicji (przedmiot/płyn) wieżyczki.
laccess.memorycapacity = Liczba komórek w bloku pamięci.
laccess.color = Kolor iluminatora.
laccess.controller = Kontroler jednostki. Jeśli jest kontrolowana przez procesor, zwraca procesor.\nJeśli we formacji, zwraca przywódcę.\nW innym wypadku zwraca samą jednostkę.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Wysokość bloku wyświetlacza w pikselach.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Liczba operacji wykonanych na bloku.\nDla wyświetlaczy zwraca liczbę operacji drawflush.
laccess.maxunits = Maksymalna liczba jednostek, które może mieć drużyna.\nMożna odczytać tylko z rdzeni.
lcategory.unknown = Inne
lcategory.unknown = Inne
lcategory.unknown.description = Niezkategoryzowane instrukcje.
lcategory.io = Wejście i Wyjście
lcategory.io.description = Modyfikuj zawartość banków pamięci oraz buforów procesorów.
@@ -2939,8 +2939,8 @@ lcategory.unit = Kontrolowanie jednostek
lcategory.unit.description = Wydawaj polecenia jednostkom.
lcategory.world = Świat
lcategory.world.description = Kontroluj zachowania świata.
graphicstype.clear = Wypełnia wyświetlacz kolorem.
graphicstype.clear = Wypełnia wyświetlacz kolorem.
graphicstype.color = Ustawia kolor następnych operacji rysujących.
graphicstype.col = Odpowiednik koloru, ale spakowany.\nSpakowane kolory są zapisywane jako kody szesnastkowe z prefiksem [accent]%[].\nPrzykład: [accent]%ff0000[] byłby czerwony.
graphicstype.stroke = Ustawia grubość linii.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Rysuje obwód wielokąta foremnego.
graphicstype.triangle = Wypełnia trójkąt.
graphicstype.image = Rysuje ikonę jakiejś treści.\nnp. [accent]@router[] lub [accent]@dagger[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Zawsze prawda.
lenum.always = Zawsze prawda.
lenum.idiv = Dzielenie liczb całkowitych.
lenum.div = Dzielenie.\nZwraca [accent]null[] w trakcie dzielenia przez zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logiczne AND (i).
lenum.and = Bitowe AND (i).
lenum.not = Bitowe NOT.
lenum.xor = Bitowe XOR.
lenum.min = Minimum dwóch liczb.
lenum.min = Minimum dwóch liczb.
lenum.max = Maksimum dwóch liczb.
lenum.angle = Kąt wektoru w stopniach.
lenum.anglediff = Bezwzględny dystans między dwoma kątami w stopniach.
lenum.len = Długość wektoru.
lenum.sin = Sinus, w stopniach.
lenum.sin = Sinus, w stopniach.
lenum.cos = Cosinus, w stopniach.
lenum.tan = Tangens, w stopniach.
lenum.asin = Arc sinus, w stopniach.
lenum.asin = Arc sinus, w stopniach.
lenum.acos = Arc cosinus, w stopniach.
lenum.atan = Arc tangens, w stopniach.
lenum.rand = Losowa liczba w przedziale [0, wartość).
#not a typo, look up 'range notation'
lenum.rand = Losowa liczba w przedziale [0, wartość).
lenum.log = Logarytm naturalny (ln).
lenum.log10 = Logarytm o podstawie 10.
lenum.noise = Szum simplex 2D.
lenum.abs = Wartość bezwzględna.
lenum.sqrt = Pierwiastek kwadratowy.
lenum.any = Dowolna jednostka.
lenum.any = Dowolna jednostka.
lenum.ally = Sojusznicza jednostka.
lenum.attacker = Jednostka z bronią.
lenum.enemy = Przeciwnik.
@@ -3000,13 +3000,13 @@ lenum.boss = Strażnik.
lenum.flying = Latająca jednostka.
lenum.ground = Jednostka lądowa.
lenum.player = Jednostka kontrolowana przez gracza.
lenum.ore = Złoże rudy.
lenum.ore = Złoże rudy.
lenum.damaged = Uszkodzony sojuszniczy budynek.
lenum.spawn = Punkt zrzutu przeciwnika.\nMoże być rdzeniem lub pozycją.
lenum.building = Budynek ze specyficznej grupy.
lenum.core = Dowolny rdzeń.
lenum.core = Dowolny rdzeń.
lenum.storage = Budynek przechowujący, np. Magazyn.
lenum.generator = Budynki generujące prąd.
lenum.factory = Budynki przetwarzające surowce.
@@ -3015,36 +3015,36 @@ lenum.battery = Dowolna bateria.
lenum.resupply = Punkty uzupełniające.\nMa znaczenie tylko gdy tryb [accent]"Jednostki Potrzebują Amunicji"[] jest włączony.
lenum.reactor = Reaktor uderzeniowy/torowy.
lenum.turret = Dowolna wieżyczka.
sensor.in = Wykrywany budynek/jednostka.
radar.from = Budynek wykrywający.\nZasięg czujnika jest zależny od zasięgu budynku.
radar.target = Filtr wykrywanych jednostek.
radar.and = Dodatkowe filtry.
radar.order = Kolejność sortowania. 0 aby odwrócić.
radar.sort = Wartość, według której będą sortowane wyniki.
radar.output = Zmienna, do której zostanie przypisana jednostka wyjściowa.
unitradar.target = Filtr wykrywanych jednostek.
unitradar.target = Filtr wykrywanych jednostek.
unitradar.and = Dodatkowe filtry.
unitradar.order = Kolejność sortowania. 0 aby odwrócić.
unitradar.sort = Wartość, według której będą sortowane wyniki.
unitradar.output = Zmienna, do której zostanie przypisana jednostka wyjściowa.
control.of = Kontrolowany budynek.
control.of = Kontrolowany budynek.
control.unit = Jednostka/budynek, będące celem ostrzału.
control.shoot = Kontrolka strzelania.
unitlocate.enemy = Kontrolka zlokalizowania budynków przeciwnika.
unitlocate.enemy = Kontrolka zlokalizowania budynków przeciwnika.
unitlocate.found = Kontrolka znalezienia obiektu.
unitlocate.building = Zmienna wyjściowa dla zlokalizowanego budynku.
unitlocate.outx = Wyjściowa współrzędna X.
unitlocate.outy = Wyjściowa współrzędna Y.
unitlocate.group = Grupa szukanych budynków.
playsound.limit = Jeśli prawda, zapobiega odtwarzaniu tego dźwięku,\njeśli był już odtwarzany w tej samej klatce.
lenum.idle = Przestań się poruszać, jednak nadal buduj/wydobywaj.\nDomyślny stan.
lenum.stop = Przestań poruszać się/kopać/budować.
lenum.unbind = Kompletnie wyłącza kontrolę za pomocą logiki.\nWznawia domyślną SI.
lenum.move = Przemieść się do określonej pozycji.
@@ -3064,16 +3064,16 @@ lenum.build = Buduj strukturę.
lenum.getblock = Pobierz typ budynku, podłogi i bloku na współrzędnych.\nJednostka musi być w zasięgu pozycji, w przeciwnym razie zwracane jest null.
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
lenum.boost = Zacznij/zakończ przyspieszać.
lenum.flushtext = Opróżnij zawartość bufora drukowania do markera, jeśli dotyczy.\nJeśli fetch jest ustawione na true, próbuje pobrać właściwości z pakietu locale mapy lub pakietu gry.
lenum.flushtext = Opróżnij zawartość bufora drukowania do markera, jeśli dotyczy.\nJeśli fetch jest ustawione na true, próbuje pobrać właściwości z pakietu locale mapy lub pakietu gry.
lenum.texture = Nazwa tekstury prosto z atlasu tekstur gry (używając stylu nazewnictwa kebab-case).\nJeśli printFlush jest ustawione na true, pochłania zawartość bufora tekstu jako argument tekstu.
lenum.texturesize = Rozmiar tekstury w polach. Wartość zero skaluje szerokość markera do oryginalnego rozmiaru tekstury.
lenum.autoscale = Czy skalować marker odpowiednio do poziomu przybliżenia gracza.
lenum.posi = Pozycja indeksowana, używana dla markerów linii i czworokątów, gdzie indeks zero to pierwsza pozycja.
lenum.uvi = Pozycja tekstury w zakresie od zera do jednego, używana dla markerów czworokątów.
lenum.colori = Indeksowany kolor, używany dla markerów linii i czworokątów, gdzie indeks zero to pierwszy kolor.
lenum.wavetimer = Czy fale przychodzą automatycznie na timerze. Jeśli nie, fale przychodzą po naciśnięciu przycisku play.
lenum.wavetimer = Czy fale przychodzą automatycznie na timerze. Jeśli nie, fale przychodzą po naciśnięciu przycisku play.
lenum.wave = Aktualny numer fali. Może być dowolny w trybach bez fal.
lenum.currentwavetime = Odliczanie do fali w taktach.
lenum.waves = Czy fale mogą w ogóle się pojawiać.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unidade não pode construir
lastaccessed = [lightgray]Último Acesso: {0}
lastcommanded = [lightgray]Último Comando: {0}
block.unknown = [lightgray]???
stat.showinmap = <carregar mapa para mostrar>
stat.showinmap = <carregar mapa para mostrar>
stat.description = Propósito
stat.input = Entrada
stat.output = Saída
@@ -1230,8 +1230,8 @@ stat.reactive = Reage
stat.immunities = Imunidades
stat.healing = Reparo
stat.efficiency = [stat]{0}% de Eficiência
ability.forcefield = Campo de Força
ability.forcefield = Campo de Força
ability.forcefield.description = Projeta um escudo de força que absorve balas
ability.repairfield = Campo de Reparação
ability.repairfield.description = Repara unidades próximas
@@ -1260,8 +1260,8 @@ ability.spawndeath = Criações na Morte
ability.spawndeath.description = Libera unidades ao morrer
ability.liquidexplode = Explosão de Líquido
ability.liquidexplode.description = Vaza líquido ao morrer
ability.stat.firingrate = [stat]{0}/sec[lightgray] cadência de tiro
ability.stat.firingrate = [stat]{0}/sec[lightgray] cadência de tiro
ability.stat.regen = [stat]{0}[lightgray] vida/seg
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] redução de dano
ability.stat.minspeed = [stat]{0} blocos/seg[lightgray] min velocidade
ability.stat.duration = [stat]{0} sec[lightgray] duração
ability.stat.buildtime = [stat]{0} sec[lightgray] tempo de construção
bar.displaytoolarge = Dimensões muito grandes
bar.displaytoolarge = Dimensões muito grandes
bar.onlycoredeposit = Somente depósito no núcleo permitido
bar.drilltierreq = Broca melhor necessária.
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Ativa em {0}
bar.activated = Ativado
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Controlado por Processador
weapon.pointdefense = [stat]Defesa de Ponto
bullet.damage = [stat]{0}[lightgray] de dano
bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgray] bloco(s)
bullet.incendiary = [stat]Incendiário
bullet.homing = [stat]Guiado
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x cadência de tiro
bullet.range = [stat]{0}[lightgray] alcance em bloco(s)
bullet.notargetsmissiles = [stat] ignora mísseis
bullet.notargetsbuildings = [stat] ignora construções
unit.blocks = blocos
unit.blocks = blocos
unit.blockssquared = blocos²
unit.powersecond = unidades de energia/seg
unit.tilessecond = blocos/seg
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Ocultar Displays de Lógicos
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adaptar a interface para exibir o entalhe
setting.macnotch.description = Reinicialização necessária para aplicar as alterações
steam.friendsonly = Amigos apenas
steam.friendsonly = Amigos apenas
steam.friendsonly.tooltip = Se apenas amigos do Steam poderão entrar no seu jogo.\nDesmarcar esta caixa tornará seu jogo público - qualquer pessoa pode entrar.
setting.maxmagnificationmultiplierpercent.name = Distância Mínima da Câmera
setting.minmagnificationmultiplierpercent.name = Distância Máxima da Câmera
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Modo de Comando
keybind.command_queue.name = Unit Command Queue
keybind.create_control_group.name = Criar Grupo de Controle
keybind.cancel_orders.name = Cancelar Ordens
keybind.unit_stance_shoot.name = Postura da Unidade: Atirar
keybind.unit_stance_shoot.name = Postura da Unidade: Atirar
keybind.unit_stance_hold_fire.name = Postura da Unidade: Segurar Fogo
keybind.unit_stance_pursue_target.name = Postura da Unidade: Perseguir Alvo
keybind.unit_stance_patrol.name = Postura da Unidade: Patrulha
keybind.unit_stance_ram.name = Postura da Unidade: Colisão
keybind.unit_stance_boost.name = Postura da Unidade: Impulso
keybind.unit_stance_hold_position.name = Postura da Unidade: Segurar Posição
keybind.unit_command_move.name = Comando de Unidade: Mover
keybind.unit_command_move.name = Comando de Unidade: Mover
keybind.unit_command_repair.name = Comando de Unidade: Reparar
keybind.unit_command_rebuild.name = Comando de Unidade: Reconstruir
keybind.unit_command_assist.name = Comando de Unidade: Assistir
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Comando de Unidade: Carregar Blocos
keybind.unit_command_unload_payload.name = Comando de Unidade: Descarregar Carga
keybind.unit_command_enter_payload.name = Comando de Unidade: Entrar na Carga
keybind.unit_command_loop_payload.name = Comando de Unidade: Loop de Transferência
keybind.rebuild_select.name = Reconstruir Região
keybind.rebuild_select.name = Reconstruir Região
keybind.schematic_select.name = Selecionar região
keybind.schematic_menu.name = Menu de Esquemas
keybind.schematic_flip_x.name = Girar o Esquema no eixo X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Lute contra outros jogadores locais.
mode.attack.name = Ataque
mode.attack.description = Sem hordas, com o objetivo de destruir a base inimiga.
mode.custom = Regras personalizadas
rules.invaliddata = Dados da área de transferência inválidos.
rules.invaliddata = Dados da área de transferência inválidos.
rules.hidebannedblocks = Ocultar Blocos Banidos
rules.infiniteresources = Recursos infinitos
rules.fillitems = Encher Núcleo com Itens
@@ -1753,20 +1753,20 @@ rules.weather = Clima
rules.weather.frequency = Frequência:
rules.weather.always = Sempre
rules.weather.duration = Duração:
rules.randomwaveai.info = Faz com que unidades de horda foquem em estruturas aleatórias em vez de atacar diretamente o núcleo.
rules.randomwaveai.info = Faz com que unidades de horda foquem em estruturas aleatórias em vez de atacar diretamente o núcleo.
rules.placerangecheck.info = Evita que jogadores coloquem qualquer coisa perto de construções inimigas.
rules.onlydepositcore.info = Evita que as unidades depositem itens em quaisquer construções exceto núcleos.
database-category.item = Itens
database-category.item = Itens
database-category.liquid = Fluidos
database-category.unit = Unidades
database-category.block = Blocos
database-category.status = Efeitos de Status
database-category.sector = Setores
database-category.team = Facções
database-tag.turret = Torreta
database-tag.turret = Torreta
database-tag.production = Produção
database-tag.distribution = Distribuição
database-tag.liquid = Líquido
@@ -1779,10 +1779,10 @@ database-tag.logic = Lógica
database-tag.unit-air = Aéreo
database-tag.unit-naval = Naval
database-tag.unit-ground = Terrestre
wallore = (Muro)
item.copper.name = Cobre
item.lead.name = Chumbo
item.coal.name = Carvão
item.graphite.name = Grafite
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungstênio
item.oxide.name = Óxido
item.carbide.name = Carboneto
item.dormant-cyst.name = Cisto Dormente
liquid.water.name = Água
liquid.water.name = Água
liquid.slag.name = Escória
liquid.oil.name = Petróleo
liquid.cryofluid.name = Criofluido
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozônio
liquid.hydrogen.name = Hidrogênio
liquid.nitrogen.name = Nitrogênio
liquid.cyanogen.name = Cianogênio
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Drone de Montagem
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Paralaxe
block.parallax.name = Paralaxe
block.cliff.name = Relevo
block.sand-boulder.name = Pedregulho de Areia
block.basalt-boulder.name = Pedregulho de Basalto
@@ -2102,8 +2102,8 @@ block.container.name = Contêiner
block.launch-pad.name = Plataforma de Lançamento [lightgray](Legado)
block.advanced-launch-pad.name = Plataforma de Lançamento
block.landing-pad.name = Plataforma de Pouso
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Fábrica de Unidades Terrestres
block.air-factory.name = Fábrica de Unidades Aéreas
block.naval-factory.name = Fábrica de Unidades Navais
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Descarregador de Carga
block.payload-unloader.description = Descarrega líquidos e itens de blocos.
block.heat-source.name = Fonte de Calor
block.heat-source.description = Um bloco 1x1 que fornece calor infinito.
block.empty.name = Vazio
#Erekir
block.empty.name = Vazio
block.rhyolite-crater.name = Cratera de Riólito
block.rough-rhyolite.name = Riolito Áspero
block.regolith.name = Regolito
@@ -2294,8 +2294,8 @@ block.smite.name = Punição
block.malign.name = Maligno
block.flux-reactor.name = Reator de Fluxo
block.neoplasia-reactor.name = Reactor de Neoplasia
block.switch.name = Alavanca
block.switch.name = Alavanca
block.micro-processor.name = Micro Processador
block.logic-processor.name = Processador Lógico
block.hyper-processor.name = Hiper Processador
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Monitor Lógico Grande
block.tile-logic-display.name = Monitor Lógico em Mosaico
block.memory-cell.name = Célula de Memória
block.memory-bank.name = Banco de Memória
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Derelict
team.green.name = Verde
team.blue.name = Azul
hint.skip = Pular
hint.skip = Pular
hint.desktopMove = Use [accent][[WASD][] para mover.
hint.zoom = [accent]Scroll[] para dar e tirar zoom.
hint.desktopShoot = [accent][[Click-Esquerdo][] para atirar.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimig
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
gz.mine = Vá para perto do :ore-copper: [accent]minério de cobre[] no chão e clique para começar a minerar.
gz.mine = Vá para perto do :ore-copper: [accent]minério de cobre[] no chão e clique para começar a minerar.
gz.mine.mobile = Vá para perto do :ore-copper: [accent]minério de cobre[] no chão e toque nele para começar a minerar.
gz.research = Abra a :tree: árvore tecnológica.\nPesquise a :mechanical-drill: [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
gz.research.mobile = Abra a :tree: árvore tecnológica.\nPesquise a :mechanical-drill: [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para colocá-la.\n\nPressione a \ue800 [accent]confirmação[] no canto inferior direito para confirmar.
@@ -2373,8 +2373,8 @@ gz.zone1 = Essa é a zona de spawn inimigo.
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
gz.zone3 = Uma horda vai começar agora\nSe prepare.
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
ff.coal = Use :mechanical-drill: [accent]Brocas Mecânicas[] para minerar :ore-coal: [accent]carvão[].
ff.coal = Use :mechanical-drill: [accent]Brocas Mecânicas[] para minerar :ore-coal: [accent]carvão[].
ff.graphitepress = :tree: Pesquise e coloque uma :graphite-press: [accent]Prensa de Grafite[].
ff.craft = Mova :coal: carvão para a :graphite-press: [accent]Prensa de Grafite[].\nEla enviará :graphite: grafite para todas as esteiras próximas.\nMova o :graphite: grafite de saída da :graphite-press: [accent]Prensa de Grafite[] para o núcleo.
ff.generator = :coal: Carvão também pode ser usado como combustível em :combustion-generator: [accent]Geradores de Combustão[].\nPesquise e coloque um :combustion-generator: [accent]Gerador de Combustão[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produzir Energia
ff.node = :power-node: [accent]Nós de Energia[] transmitem energia para blocos próximos no alcance.\nPesquise e coloque um :power-node: [accent]Nó de Energia[] perto do gerador.
ff.battery = :battery: [accent]Baterias[] armazenam energia.\nPesquise e coloque uma :battery: [accent]Bateria[] perto do nó.
ff.arc = :arc: [accent]Arc[] torretas requerem energia para funcionar. Pesquise e coloque uma torreta :arc: [accent]Arc[] perto de um nó de energia.
fungalpass.tutorial1 = Use [accent]unidades[] para defender construções e atacar o inimigo.\nPesquise e coloque uma :ground-factory: [accent]fábrica terrestre[].
fungalpass.tutorial2 = Selecione unidades :dagger: [accent]Dagger[] na fábrica.\nProduza 3 unidades.
frontier.tutorial1 = O :additive-reconstructor: [accent]Reconstrutor Aditivo[]\nmelhora unidades de nível 1 para o nível 2\nusando :silicon: silício e :graphite: grafite.\n\n[accent]Pesquise e reconstrua\numa []:dagger:[accent] dagger para uma []:mace:[accent] mace.
frontier.tutorial1 = O :additive-reconstructor: [accent]Reconstrutor Aditivo[]\nmelhora unidades de nível 1 para o nível 2\nusando :silicon: silício e :graphite: grafite.\n\n[accent]Pesquise e reconstrua\numa []:dagger:[accent] dagger para uma []:mace:[accent] mace.
frontier.tutorial2 = Hordas inimigas atacam [accent]infinitamente[] até que todos os núcleos inimigos sejam [unlaunched]destruídos.
frontier.tutorial3 = [accent]Ataque a base inimiga rápido para evitar que as hordas fiquem muito fortes[].
atolls.destroy1 = Destrua os 2 [accent]núcleos de fundação[] inimigos primeiro.\n[accent]Ganhe acesso ao tório[].
atolls.destroy1 = Destrua os 2 [accent]núcleos de fundação[] inimigos primeiro.\n[accent]Ganhe acesso ao tório[].
atolls.mega1 = Entre no [accent]modo de comando[] e selecione as unidades :mega:[accent]Mega[].
atolls.mega2 = Selecione o comando \ue87b [accent]Carregar Unidades[] para que as unidades Mega peguem unidades terrestres.
atolls.mega3 = Mova as unidades Mega [accent]acima[] das unidades terrestres para carregá-las.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Estes passos podem ser revisados [accent]aqui[].
atolls.carry7 = Siga estas instruções para lançar mais unidades perto da base inimiga.
atolls.noairunit = Esta base é muito bem fortificada para ser destruída com unidades aéreas.
atolls.2strategies = Existem duas estratégias para destruir esta base.
onset.mine = Clique para minerar :beryllium: [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
onset.mine = Clique para minerar :beryllium: [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
onset.mine.mobile = Toque para minerar :beryllium: [accent]berílio[] das paredes.
onset.research = Abra a :tree: árvore tecnológica.\nPesquise, e então coloque um :turbine-condenser: [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
onset.bore = Pesquise e coloque uma :plasma-bore: [accent]Mineradora de Plasma[].\nEla minera recursos das paredes automaticamente.
@@ -2437,14 +2437,14 @@ onset.detect = O inimigo poderá te detectar em 2 minutos.\nConstrua defesas, mi
onset.commandmode = Segure [accent]shift[] para entrar no [accent]modo de comando[].\n[accent]Clique-esquerdo e arraste[] para selecionar unidades.\n[accent]Clique-direito[] para ordenar o movimento ou ataque das unidades selecionadas.
onset.commandmode.mobile = Pressione o [accent]botão de comando[] para entrar no [accent]modo de comando[].\nSegure um dedo e [accent]arraste[] para selecionar unidades.\n[accent]Toque[] para ordenar o movimento ou ataque das unidades selecionadas.
aegis.tungsten = O tungstênio pode ser minerado usando uma [accent]broca de impacto[].\nEsta estrutura requer [accent]água[] e [accent]energia[].
split.pickup = Alguns blocos podem ser pegos pela unidade do núcleo.\nPegue este [accent]contêiner[] e coloque-o no [accent]carregador de carga[].\n(Tecla padrão [ e ] para pegar e soltar)
split.pickup = Alguns blocos podem ser pegos pela unidade do núcleo.\nPegue este [accent]contêiner[] e coloque-o no [accent]carregador de carga[].\n(Tecla padrão [ e ] para pegar e soltar)
split.pickup.mobile = Alguns blocos podem ser pegos pela unidade do núcleo.\nPegue este [accent]contêiner[] e coloque-o no [accent]carregador de carga[].\n(Para pegar ou soltar algo, segure-o por um tempo.)
split.acquire = Você deve adquirir um pouco de tungstênio para construir unidades.
split.build = As unidades devem ser transportadas para o outro lado do muro.\nColoque duas [accent]Catapultas de Carga[], uma de cada lado do muro.\nConfigure a ligação pressionando uma delas e selecionando a outra.
split.container = Semelhante ao contêiner, as unidades também podem ser transportadas usando uma [accent]Catapulta de Carga[].\nColoque um fabricador de unidades adjacente a uma catapulta para carregá-las, depois envie-as através do muro.
item.copper.description = Usado em todos os tipos de construção e munição.
item.copper.description = Usado em todos os tipos de construção e munição.
item.copper.details = Cobre. Metal anormalmente abundante em Serpulo. Estruturalmente fraco a não ser que seja reforçado.
item.lead.description = Usado em transportação de líquido e estruturas elétricas.
item.lead.details = Denso. Inerte. Extensivamente usado em baterias.\nObservação: Provavelmente tóxico para formas de vida biológica. Não que tenha muito restando aqui.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Usado para a conversão em óleo, explosivos e comb
item.spore-pod.details = Esporos. Provavelmente uma forma de vida sintética. Emite gases tóxicos para outras formas de vida biológica. Extremamente invasivo. Altamente inflamável em certas condições.
item.blast-compound.description = Usado em bombas e como munição explosiva.
item.pyratite.description = Usado em armas incendiárias e geradores a combustão.
item.beryllium.description = Usado em muitos tipos de construção e munição em Erekir.
#Erekir
item.beryllium.description = Usado em muitos tipos de construção e munição em Erekir.
item.tungsten.description = Utilizado em brocas, armaduras e munições. Necessário na construção de estruturas mais avançadas.
item.oxide.description = Utilizado como condutor de calor e isolante para energia.
item.carbide.description = Utilizado em estruturas avançadas, unidades mais pesadas e munições.
liquid.water.description = Usado para refrigerar máquinas e no processamento de lixo.
liquid.water.description = Usado para refrigerar máquinas e no processamento de lixo.
liquid.slag.description = Refinada em separadores em metais constituintes. Consumida em torretas de líquido como munição.
liquid.oil.description = Usado na produção de materiais avançados e como munição incendiária
liquid.cryofluid.description = Usado como refrigerador em reatores, torretas e fábricas.
liquid.arkycite.description = Utilizado em reações químicas para geração de energia e síntese de materiais.
#Erekir
liquid.arkycite.description = Utilizado em reações químicas para geração de energia e síntese de materiais.
liquid.ozone.description = Utilizado como agente oxidante na produção de material e como combustível. Moderadamente explosivo.
liquid.hydrogen.description = Utilizado na extração de recursos, produção de unidades e reparo de estruturas. Inflamável.
liquid.cyanogen.description = Utilizado para munição, construção de unidades avançadas e várias reações em blocos avançados. Altamente inflamável.
liquid.nitrogen.description = Utilizado na extração de recursos, criação de gás e produção de unidades. Inerte.
liquid.neoplasm.description = Um subproduto biológico perigoso do reator de Neoplasia. Espalha-se rapidamente para qualquer bloco adjacente contendo água que ele toque, danificando-os no processo. Viscoso.
liquid.neoplasm.details = Neoplasma. Uma massa incontrolável de células sintéticas de rápida divisão com uma consistência semelhante à de lama. Resistente ao calor. Extremamente perigoso para qualquer estrutura que envolva água.\n\nMuito complexo e instável para análise padrão. Potenciais aplicações desconhecidas. Recomenda-se a incineração em piscinas de escória.
block.derelict = \uf77e [lightgray]Abandonado
block.derelict = \uf77e [lightgray]Abandonado
block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras.
block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar.
block.message.description = Mostra uma mensagem. Usado para comunicação entre aliados.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Exibe gráficos arbitrários de um proce
block.tile-logic-display.description = Exibe gráficos arbitrários de um processador lógico.\nConecta-se perfeitamente a blocos de exibição em mosaico próximos.
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
block.core-bastion.description = O núcleo da base. Blindado. Uma vez destruído, o setor é perdido.
#Erekir
block.core-bastion.description = O núcleo da base. Blindado. Uma vez destruído, o setor é perdido.
block.core-citadel.description = O núcleo da base. Muito bem blindado. Armazena mais recursos do que um Bastião do Núcleo.
block.core-acropolis.description = O núcleo da base. Excepcionalmente bem blindado. Armazena mais recursos do que a Cidadela do Núcleo.
block.breach.description = Dispara munições perfurantes de berílio ou tungstênio em alvos inimigos.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradualmente descobre o terreno e as unidades inimigas
block.shockwave-tower.description = Danifica e destrói projéteis inimigos em um raio. Requer cianogênio.
block.canvas.description = Exibe uma imagem simples com uma paleta predefinida. Editável.
block.large-canvas.description = Exibe uma imagem simples com uma paleta predefinida. Editável.
unit.dagger.description = Dispara projéteis padrões em todos os inimigos em volta.
unit.dagger.description = Dispara projéteis padrões em todos os inimigos em volta.
unit.mace.description = Dispara corrents de chamas em todos os inimigos em volta.
unit.fortress.description = Dispara artilharia de longo alcance em alvos terrestres.
unit.scepter.description = Dispara uma barragem de projéteis carregados em todos os inimigos em volta.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Dispara jatos de chamas que reparam estruturas em inim
unit.cyerce.description = Dispara fragmentos de mísseis em inimigos. Repara unidades aliadas.
unit.aegires.description = Causa choque a todas as unidades e estruturas inimigas que entram em seu campo de enrgia. Repara todos os aliados.
unit.navanax.description = Dispara projéteis de PEM explosivos, causando danos significativos às redes de energia inimigas e reparando as estruturas aliadas. Derrete os inimigos próximos com 4 torres laser autônomas.
unit.stell.description = Dispara balas padrão em alvos inimigos.
#Erekir
unit.stell.description = Dispara balas padrão em alvos inimigos.
unit.locus.description = Dispara balas alternadas em alvos inimigos.
unit.precept.description = Atira balas de fragmentação perfurantes em alvos inimigos.
unit.vanquish.description = Dispara grandes balas de fragmentação perfurantes em alvos inimigos.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Dispara mísseis teleguiados de supressão de longo a
unit.evoke.description = Constrói estruturas para defender o Bastião do Núcleo. Conserta estruturas com um feixe.
unit.incite.description = Constrói estruturas para defender a Cidadela do Núcleo. Repara estruturas com um feixe.
unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópole. Repara estruturas com feixes.
lst.read = Ler um número de uma célula de memória vinculada.
lst.read = Ler um número de uma célula de memória vinculada.
lst.write = Escrever um número de uma célula de memória vinculada.
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
lst.printchar = Adiciona um caractere UTF-16 ou ícone de conteúdo ao buffer de impressão.
@@ -2857,16 +2857,16 @@ lst.makemarker = Cria um novo marcador lógico no mundo.\nLimite de 20.000 por m
lst.setmarker = Define uma propriedade para um marcador.\nO ID usado deve ser o mesmo usado na instrução Criar Marcador.
lst.localeprint = Adiciona o valor de uma propriedade de localidade do mapa ao buffer de texto.\nVeja em [accent]Info do Mapa > Pacotes de Localidade[].
lst.query = Consulta unidades/construções em uma área especificada.\nOs resultados são gravados em [accent]@queries[].\nOs resultados podem ser lidos de [accent]@queries[] usando a instrução [accent]Read[] e um índice.\nO tamanho de [accent]@queries[] pode ser obtido usando [accent]@size[] como parâmetro.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = A constante matemática pi (3,141...)
lglobal.@e = A constante matemática e (2,718...)
lglobal.@degToRad = Multiplique por esse número para converter graus em radianos
lglobal.@radToDeg = Multiplique por esse número para converter radianos em graus
lglobal.@time = Tempo de jogo do salvamento atual, em milissegundos
lglobal.@time = Tempo de jogo do salvamento atual, em milissegundos
lglobal.@tick = Tempo de jogo do salvamento atual, em ticks (1 segundo = 60 ticks)
lglobal.@second = Tempo de jogo do salvamento atual, em segundos
lglobal.@minute = Tempo de jogo do salvamento atual, em minutos
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Número da horda atual, se hordas estiverem ativadas
lglobal.@waveTime = Cronômetro regressivo para hordas, em segundos
lglobal.@mapw = Largura do mapa em blocos
lglobal.@maph = Altura do mapa em blocos
lglobal.sectionMap = Mapa
lglobal.sectionMap = Mapa
lglobal.sectionGeneral = Geral
lglobal.sectionNetwork = Rede/Lado do Cliente [Apenas Processador de Mundo]
lglobal.sectionProcessor = Processador
lglobal.sectionLookup = Consulta
lglobal.@this = O bloco de lógica que está executando o código
lglobal.@this = O bloco de lógica que está executando o código
lglobal.@thisx = Coordenada X do bloco que está executando o código
lglobal.@thisy = Coordenada Y do bloco que está executando o código
lglobal.@links = Número total de blocos vinculados a este processador
lglobal.@ipt = Velocidade de execução do processador em instruções por tick (60 ticks = 1 segundo)
lglobal.@unitCount = Número total de tipos de conteúdo de unidade no jogo; usado com a instrução lookup
lglobal.@unitCount = Número total de tipos de conteúdo de unidade no jogo; usado com a instrução lookup
lglobal.@blockCount = Número total de tipos de conteúdo de bloco no jogo; usado com a instrução lookup
lglobal.@itemCount = Número total de tipos de conteúdo de item no jogo; usado com a instrução lookup
lglobal.@liquidCount = Número total de tipos de conteúdo de líquido no jogo; usado com a instrução lookup
lglobal.@server = Verdadeiro se o código estiver rodando em um servidor ou em modo single-player, falso caso contrário
lglobal.@client = Verdadeiro se o código estiver rodando em um cliente conectado a um servidor
lglobal.@clientLocale = Idioma do cliente que está rodando o código. Por exemplo: en_US
lglobal.@clientLocale = Idioma do cliente que está rodando o código. Por exemplo: en_US
lglobal.@clientUnit = Unidade do cliente que está rodando o código
lglobal.@clientName = Nome do jogador do cliente que está rodando o código
lglobal.@clientTeam = ID do time do cliente que está rodando o código
lglobal.@clientMobile = Verdadeiro se o cliente que está rodando o código estiver no celular, falso caso contrário
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
lenum.shoot = Atire em uma posição.
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
lenum.config = Configuração do edifício, por ex. item classificador.
lenum.enabled = Se o bloco está ativado.
laccess.currentammotype = Tipo de munição atual (item/líquido) de uma torreta.
laccess.currentammotype = Tipo de munição atual (item/líquido) de uma torreta.
laccess.memorycapacity = Número de células em um bloco de memória.
laccess.color = Cor do iluminador.
laccess.controller = Controlador de unidade. Se controlado pelo processador, retorna o processador.\nCaso contrário, retorna a própria unidade.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Altura de um bloco de monitor em pixels.
laccess.buffersize = Número de comandos não processados no buffer gráfico de um display.
laccess.operations = Número de operações realizadas no bloco.\nPara monitores, retorna o número de operações drawflush.
laccess.maxunits = Unidades máximas que uma equipe pode ter.\nSó pode ser detectado de núcleos.
lcategory.unknown = Desconhecido
lcategory.unknown = Desconhecido
lcategory.unknown.description = Instruções não categorizadas.
lcategory.io = Entrada e Saída
lcategory.io.description = Modifica o conteúdo dos blocos de memória e buffers do processador.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unidade de controle
lcategory.unit.description = Dá comandos às unidades.
lcategory.world = Mundo
lcategory.world.description = Controla como o mundo se comporta.
graphicstype.clear = Preenche o visor com uma cor.
graphicstype.clear = Preenche o visor com uma cor.
graphicstype.color = Define a cor para as próximas operações de desenho.
graphicstype.col = Equivalente à cor, mas agrupada.\nAs cores agrupadas são escritas como códigos hexadecimais com um prefixo [accent]%[].\nExemplo: [accent]%ff0000[] seria vermelho.
graphicstype.stroke = Define a largura da linha.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Desenha um contorno de polígono regular.
graphicstype.triangle = Preenche um triângulo.
graphicstype.image = Desenha uma imagem de algum conteúdo.\nex: [accent]@router[] ou [accent]@dagger[].
graphicstype.print = Desenha o texto do buffer de impressão.\nLimpa o buffer de impressão.
lenum.always = Sempre verdade.
lenum.always = Sempre verdade.
lenum.idiv = Divisão inteira.
lenum.div = Divisão.\nRetorna [accent]null[] na divisão por zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Lógico E.
lenum.and = E bit a bit.
lenum.not = Virar bit a bit.
lenum.xor = XOR bit a bit.
lenum.min = Mínimo de dois números.
lenum.min = Mínimo de dois números.
lenum.max = Máximo de dois números.
lenum.angle = Ângulo do vetor em graus.
lenum.anglediff = Distância absoluta entre dois ângulos em graus.
lenum.len = Comprimento do vetor.
lenum.sin = Seno, em graus.
lenum.sin = Seno, em graus.
lenum.cos = Cosseno, em graus.
lenum.tan = Tangente, em graus.
lenum.asin = Arco seno, em graus.
lenum.asin = Arco seno, em graus.
lenum.acos = Arco cosseno, em graus.
lenum.atan = Arco tangente, em graus.
lenum.rand = Decimal aleatório no intervalo [0, valor).
#not a typo, look up 'range notation'
lenum.rand = Decimal aleatório no intervalo [0, valor).
lenum.log = Logaritmo natural (ln).
lenum.log10 = Logaritmo de base 10.
lenum.noise = Ruído simplex 2D.
lenum.abs = Valor absoluto.
lenum.sqrt = Raiz quadrada.
lenum.any = Qualquer unidade.
lenum.any = Qualquer unidade.
lenum.ally = Unidade aliada.
lenum.attacker = Unidade com uma arma.
lenum.enemy = Unidade inimiga.
@@ -3000,13 +3000,13 @@ lenum.boss = Unidade Guardiã.
lenum.flying = Unidade voadora.
lenum.ground = Unidade terrestre.
lenum.player = Unidade controlada por um jogador.
lenum.ore = Depósito de minério.
lenum.ore = Depósito de minério.
lenum.damaged = Edifício aliado danificado.
lenum.spawn = Ponto de geração do inimigo.\nPode ser um núcleo ou uma posição.
lenum.building = Construção em um grupo específico.
lenum.core = Qualquer núcleo.
lenum.core = Qualquer núcleo.
lenum.storage = Edifício de armazenamento, por ex. Cofre.
lenum.generator = Edifícios que geram energia.
lenum.factory = Edifícios que transformam recursos.
@@ -3015,36 +3015,36 @@ lenum.battery = Qualquer bateria.
lenum.resupply = Pontos de reabastecimento.\nRelevante apenas quando [accent]"Unit Ammo"[] está habilitado.
lenum.reactor = Reator de impacto/tório.
lenum.turret = Qualquer torre.
sensor.in = O edifício/unidade para sentir.
radar.from = Construir para detectar.\nO alcance do sensor é limitado pelo alcance do edifício.
radar.target = Filtre as unidades a serem detectadas.
radar.and = Filtros adicionais.
radar.order = Ordem de classificação. 0 para inverter.
radar.sort = Métrica pela qual classificar os resultados.
radar.output = Variável para gravar a unidade de saída.
unitradar.target = Filtre as unidades a serem detectadas.
unitradar.target = Filtre as unidades a serem detectadas.
unitradar.and = Filtros adicionais.
unitradar.order = Ordem de classificação. 0 para inverter.
unitradar.sort = Métrica pela qual classificar os resultados.
unitradar.output = Variável para gravar a unidade de saída.
control.of = Construir para controlar.
control.of = Construir para controlar.
control.unit = Unidade/edifício a visar.
control.shoot = Se atirar.
unitlocate.enemy = Se deve localizar edifícios inimigos.
unitlocate.enemy = Se deve localizar edifícios inimigos.
unitlocate.found = Se o objeto foi encontrado.
unitlocate.building = Variável de saída para edifício localizado.
unitlocate.outx = Coordenada X de saída.
unitlocate.outy = Coordenada Y de saída.
unitlocate.group = Grupo de construção para procurar.
playsound.limit = Se verdadeiro, evita que este som toque se já tiver sido tocado no mesmo frame.
lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
lenum.stop = Pare de mover/mineração/construção.
lenum.unbind = Desabilite completamente o controle lógico.\nRetome AI padrão.
lenum.move = Mover para a posição exata.
@@ -3064,16 +3064,16 @@ lenum.build = Construa uma estrutura.
lenum.getblock = Busca construção, chão e tipo de bloco nas coordenadas.\nA unidade deve estar no alcance da posição, caso contrário, null é retornado.
lenum.within = Verifique se a unidade está perto de uma posição.
lenum.boost = Iniciar/parar o reforço.
lenum.flushtext = Envia o conteúdo do buffer de impressão para o marcador, se aplicável.\nSe fetch for verdadeiro, tenta buscar propriedades do pacote de localidade do mapa ou do jogo.
lenum.flushtext = Envia o conteúdo do buffer de impressão para o marcador, se aplicável.\nSe fetch for verdadeiro, tenta buscar propriedades do pacote de localidade do mapa ou do jogo.
lenum.texture = Nome da textura direto do atlas do jogo (usando estilo kebab-case).\nSe printFlush for verdadeiro, consome o conteúdo do buffer de texto como argumento.
lenum.texturesize = Tamanho da textura em blocos. Valor zero escala a largura do marcador para o tamanho original da textura.
lenum.autoscale = Se deve escalar o marcador correspondente ao nível de zoom do jogador.
lenum.posi = Posição indexada, usada para marcadores de linha e quadrado com índice zero sendo a primeira posição.
lenum.uvi = Posição da textura variando de zero a um, usada para marcadores quadrados.
lenum.colori = Posição indexada, usada para marcadores de linha e de quadrante, sendo o índice zero a primeira cor.
lenum.wavetimer = Se as hordas vêm automaticamente por um temporizador. Se não, as hordas vêm quando o botão play é pressionado.
lenum.wavetimer = Se as hordas vêm automaticamente por um temporizador. Se não, as hordas vêm quando o botão play é pressionado.
lenum.wave = Número da horda atual. Pode ser qualquer coisa em modos sem horda.
lenum.currentwavetime = Contagem regressiva da horda em ticks.
lenum.waves = Se hordas podem spawnar.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unidade não pode construir
lastaccessed = [lightgray]Último Acesso: {0}
lastcommanded = [lightgray]Último comando: {0}
block.unknown = [lightgray]???
stat.showinmap = <carregar mapa para mostrar>
stat.showinmap = <carregar mapa para mostrar>
stat.description = Finalidade
stat.input = Entrada
stat.output = Saida
@@ -1230,8 +1230,8 @@ stat.reactive = Reações
stat.immunities = Imunidade
stat.healing = Reparação
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Campo de Força
ability.forcefield = Campo de Força
ability.forcefield.description = Cria um campo de força que absorve as balas
ability.repairfield = Campo de Reparação
ability.repairfield.description = Repara unidades próximas
@@ -1260,8 +1260,8 @@ ability.spawndeath = Spawns de Morte
ability.spawndeath.description = Liberta unidades aquando a morte
ability.liquidexplode = Derrame de morte
ability.liquidexplode.description = Derrama líquidos aquando a morte
ability.stat.firingrate = [stat]{0}/seg.[lightgray] taxa de disparo
ability.stat.firingrate = [stat]{0}/seg.[lightgray] taxa de disparo
ability.stat.regen = [stat]{0}[lightgray] vida/sec
ability.stat.pulseregen = [stat]{0}[lightgray] vida/pulso
ability.stat.shield = [stat]{0}[lightgray] escudo
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] redução de dano
ability.stat.minspeed = [stat]{0} blocos/seg.[lightgray] velocidade mínima
ability.stat.duration = [stat]{0} seg.[lightgray] duração
ability.stat.buildtime = [stat]{0} seg.[lightgray] tempo de construção
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Depósito no núcleo permitido apenas
bar.drilltierreq = Melhor broca necessária
bar.nobatterypower = Insufficient Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Controlado por Processador
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] dano
bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s)
bullet.incendiary = [stat]incendiário
bullet.homing = [stat]guiado
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x cadência de tiro
bullet.range = [stat]{0}[lightgray] alcance de blocos
bullet.notargetsmissiles = [stat] ignora construções
bullet.notargetsbuildings = [stat] ignora mísseis
unit.blocks = Blocos
unit.blocks = Blocos
unit.blockssquared = Blocos²
unit.powersecond = Unidades de energia/seg.
unit.tilessecond = Blocos/seg.
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Ocultar Ecrãs Lógicos
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adaptar a interface para exibir o entalhe
setting.macnotch.description = É necessário reiniciar para aplicar as alterações
steam.friendsonly = Amigos Apenas
steam.friendsonly = Amigos Apenas
steam.friendsonly.tooltip = Define se apenas amigos da Steam podem juntar-se ao teu jogo.\nDesativar esta opção fará o teu jogo público - qualquer um pode-se juntar ao teu mapa.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Modo de Comando
keybind.command_queue.name = Fila de Comando de Unidades
keybind.create_control_group.name = Criar Grupo de Controlo
keybind.cancel_orders.name = Cancelar Pedidos
keybind.unit_stance_shoot.name = Postura de Unidade: Disparar
keybind.unit_stance_shoot.name = Postura de Unidade: Disparar
keybind.unit_stance_hold_fire.name = Postura de Unidade: Não Disparar
keybind.unit_stance_pursue_target.name = Postura de Unidade: Perseguir Alvo
keybind.unit_stance_patrol.name = Postura de Unidade: Patrulha
keybind.unit_stance_ram.name = Postura de Unidade: Forçar
keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Controlo de Unidade: Mover
keybind.unit_command_move.name = Controlo de Unidade: Mover
keybind.unit_command_repair.name = Controlo de Unidade: Reparar
keybind.unit_command_rebuild.name = Controlo de Unidade: Reconstruir
keybind.unit_command_assist.name = Controlo de Unidade: Assistir
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Controlo de Unidade: Carregar Blocos
keybind.unit_command_unload_payload.name = Controlo de Unidade: Descarregar Carga
keybind.unit_command_enter_payload.name = Controlo de Unidade: Inserir Carga
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Reconstruir Região
keybind.rebuild_select.name = Reconstruir Região
keybind.schematic_select.name = Selecionar Região
keybind.schematic_menu.name = Menu de Esquemas
keybind.schematic_flip_x.name = Rodar Esquema pelo eixo X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Luta contra outros jogadores locais.\n[gray]Necessita de
mode.attack.name = Ataque
mode.attack.description = Destrói a base inimiga.\n[gray]Requer um núcleo de cor vermelha no mapa para jogar.
mode.custom = Regras personalizadas
rules.invaliddata = Dados na área de transferência Inválidos
rules.invaliddata = Dados na área de transferência Inválidos
rules.hidebannedblocks = Ocultar Blocos Banidos
rules.infiniteresources = Recursos Infinitos
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Weather
rules.weather.frequency = Frequência:
rules.weather.always = Sempre
rules.weather.duration = Duração:
rules.randomwaveai.info = As unidades spawnadas por hordas atacam estruturas aleatórias em vez atacarem diretamente o núcleo ou geradores de energia.
rules.randomwaveai.info = As unidades spawnadas por hordas atacam estruturas aleatórias em vez atacarem diretamente o núcleo ou geradores de energia.
rules.placerangecheck.info = Previne os jogadores de colocarem qualquer coisa perto de construções inimigas. Ao tentar colocar uma torre, o raio é aumentado, por isso a torre não conseguirá alcançar o inimigo.
rules.onlydepositcore.info = Previne as unidades de depositarem itens em qualquer construção excepto núcleos.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Muro)
item.copper.name = Cobre
item.lead.name = Chumbo
item.coal.name = Carvão
item.graphite.name = Grafite
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsténio
item.oxide.name = Óxido
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Água
liquid.water.name = Água
liquid.slag.name = Escória
liquid.oil.name = Petróleo
liquid.cryofluid.name = Criofluido
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozono
liquid.hydrogen.name = Hidrogénio
liquid.nitrogen.name = Nitrogénio
liquid.cyanogen.name = Cianogénio
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Drone de Montagem
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Pedregulho de Areia
block.basalt-boulder.name = Pedregulho de Basalto
@@ -2102,8 +2102,8 @@ block.container.name = Contentor
block.launch-pad.name = Plataforma de Lançamento
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Fábrica Terrestre
block.air-factory.name = Fábrica Aérea
block.naval-factory.name = Fábrica Naval
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Descarregador de Carga
block.payload-unloader.description = Descarrega líquidos e itens de blocos.
block.heat-source.name = Fonte de Calor
block.heat-source.description = Um bloco de tamanho 1x1 que gera virtualmente calor infinito.
block.empty.name = Vazio
#Erekir
block.empty.name = Vazio
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Reator de Fluxo
block.neoplasia-reactor.name = Reator de Neoplasma
block.switch.name = Interruptor
block.switch.name = Interruptor
block.micro-processor.name = Microprocessador
block.logic-processor.name = Processador Lógico
block.hyper-processor.name = Hiper-processador
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Ecrã Lógico Grande
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Célula de Memória
block.memory-bank.name = Banco de Memória
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Vermelho (Crux)
team.sharded.name = Laranja (Sharded)
team.derelict.name = Derelict
team.green.name = Verde
team.blue.name = Azul
hint.skip = Saltar
hint.skip = Saltar
hint.desktopMove = Usa [accent][[WASD][] para mover.
hint.zoom = [accent]Scroll[] para aumentar/diminuir zoom.
hint.desktopShoot = [accent][[Botão esquerdo do rato][] para atirar.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimig
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
gz.mine = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e clique para começar a minerar.
gz.mine = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e clique para começar a minerar.
gz.mine.mobile = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e toque nele para começar a minerar.
gz.research = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
gz.research.mobile = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para colocá-la.\n\nPressione a \ue800 [accent]confirmação[] no canto inferior direito para confirmar.
@@ -2373,8 +2373,8 @@ gz.zone1 = Essa é a zona de spawn inimigo.
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
gz.zone3 = Uma horda vai começar agora\nSe prepare.
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
onset.research = Abra a \ue875 árvore tecnológica.\nPesquise, e então coloque um \uf73e [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
onset.bore = Pesquise e coloque uma \uf741 [accent]Mineradora de Plasma[].\nEla minera recursos das paredes automaticamente.
@@ -2437,14 +2437,14 @@ onset.detect = O inimigo poderá te detectar em 2 minutos.\nConstrua defesas, mi
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 = 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 = O material mais básico. Usado em todos os tipos de blocos.
item.copper.description = O material mais básico. Usado em todos os tipos de blocos.
item.copper.details = Cobre. Metal anormalmente abundante em Serpulo. Estruturalmente fraco a não ser que seja reforçado.
item.lead.description = Material de começo basico. usado extensivamente em blocos de transporte de líquidos e eletrônicos.
item.lead.details = Denso. Inerte. Extensivamente usado em baterias.\nObservação: Provavelmente tóxico para formas de vida biológica. Não que tenha muito restando aqui.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Uma cápsula de esporos sintéticos, sintetizada de
item.spore-pod.details = Esporos. Provavelmente uma forma de vida sintética. Emite gases tóxicos para outras formas de vida biológica. Extremamente invasivo. Altamente inflamável em certas condições.
item.blast-compound.description = Um composto instável usado em bombas e em explosivos. Sintetizado de cápsulas de esporos e outras substâncias voláteis. Uso como combustível não é recomendado.
item.pyratite.description = Substância extremamente inflamável usada em armas incendiárias.
item.beryllium.description = Usado em muitos tipos de construção e munição em Erekir.
#Erekir
item.beryllium.description = Usado em muitos tipos de construção e munição em Erekir.
item.tungsten.description = Utilizado em brocas, armaduras e munições. Necessário na construção de estruturas mais avançadas.
item.oxide.description = Utilizado como condutor de calor e isolante para energia.
item.carbide.description = Utilizado em estruturas avançadas, unidades mais pesadas e munições.
liquid.water.description = O líquido mais útil, comumente usado em resfriamento de máquinas e no processamento de lixo. Dá pra beber, também.
liquid.water.description = O líquido mais útil, comumente usado em resfriamento de máquinas e no processamento de lixo. Dá pra beber, também.
liquid.slag.description = Vários metais derretidos misturados juntos. Pode ser separado em seus minerais constituentes, ou jogado nas unidades inimigas como uma arma.
liquid.oil.description = Um líquido usado na produção de materias avançados. Pode ser convertido em carvão como combustível, ou pulverizado e incendiado como arma.
liquid.cryofluid.description = A maneira mais eficiente de resfriar qualquer coisa, até seu corpo quando está calor, mas não faça isto.
liquid.arkycite.description = Utilizado em reações químicas para geração de energia e síntese de materiais.
#Erekir
liquid.arkycite.description = Utilizado em reações químicas para geração de energia e síntese de materiais.
liquid.ozone.description = Utilizado como agente oxidante na produção de material e como combustível. Moderadamente explosivo.
liquid.hydrogen.description = Utilizado na extração de recursos, produção de unidades e reparo de estruturas. Inflamável.
liquid.cyanogen.description = Utilizado para munição, construção de unidades avançadas e várias reações em blocos avançados. Altamente inflamável.
liquid.nitrogen.description = Utilizado na extração de recursos, criação de gás e produção de unidades. Inerte.
liquid.neoplasm.description = Um subproduto biológico perigoso do reator de Neoplasia. Espalha-se rapidamente para qualquer bloco adjacente contendo água que ele toque, danificando-os no processo. Viscoso.
liquid.neoplasm.details = Neoplasma. Uma massa incontrolável de células sintéticas de rápida divisão com uma consistência semelhante à de lama. Resistente ao calor. Extremamente perigoso para qualquer estrutura que envolva água.\n\nMuito complexo e instável para análise padrão. Potenciais aplicações desconhecidas. Recomenda-se a incineração em piscinas de escória.
block.derelict = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras.
block.illuminator.description = Uma fonte de luz pequena, configurável e compacta. Precisa de energia para funcionar.
block.message.description = Armazena uma mensagem. Usado para comunicação entre aliados.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Exibe gráficos arbitrários de um proce
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
block.core-bastion.description = O núcleo da base. Blindado. Uma vez destruído, o setor é perdido.
#Erekir
block.core-bastion.description = O núcleo da base. Blindado. Uma vez destruído, o setor é perdido.
block.core-citadel.description = O núcleo da base. Muito bem blindado. Armazena mais recursos do que um Bastião do Núcleo.
block.core-acropolis.description = O núcleo da base. Excepcionalmente bem blindado. Armazena mais recursos do que a Cidadela do Núcleo.
block.breach.description = Dispara munições perfurantes de berílio ou tungstênio em alvos inimigos.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradualmente descobre o terreno e as unidades inimigas
block.shockwave-tower.description = Danifica e destrói projéteis inimigos em um raio. Requer cianogênio.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Dispara projéteis padrões em todos os inimigos em volta.
unit.dagger.description = Dispara projéteis padrões em todos os inimigos em volta.
unit.mace.description = Dispara corrents de chamas em todos os inimigos em volta.
unit.fortress.description = Dispara artilharia de longo alcance em alvos terrestres.
unit.scepter.description = Dispara uma barragem de projéteis carregados em todos os inimigos em volta.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Dispara fragmentos de mísseis em inimigos. Repara unidades aliadas.
unit.aegires.description = Causa choque a todas as unidades e estruturas inimigas que entram em seu campo de enrgia. Repara todos os aliados.
unit.navanax.description = Dispara projéteis de PEM explosivos, causando danos significativos às redes de energia inimigas e reparando as estruturas aliadas. Derrete os inimigos próximos com 4 torres laser autônomas.
unit.stell.description = Dispara balas padrão em alvos inimigos.
#Erekir
unit.stell.description = Dispara balas padrão em alvos inimigos.
unit.locus.description = Dispara balas alternadas em alvos inimigos.
unit.precept.description = Atira balas de fragmentação perfurantes em alvos inimigos.
unit.vanquish.description = Dispara grandes balas de fragmentação perfurantes em alvos inimigos.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Dispara mísseis teleguiados de supressão de longo a
unit.evoke.description = Constrói estruturas para defender o Bastião do Núcleo. Conserta estruturas com um feixe.
unit.incite.description = Constrói estruturas para defender a Cidadela do Núcleo. Repara estruturas com um feixe.
unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópole. Repara estruturas com feixes.
lst.read = Ler um número de uma célula de memória vinculada.
lst.read = Ler um número de uma célula de memória vinculada.
lst.write = Escrever um número de uma célula de memória vinculada.
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
lenum.type = Tipo de edifício/unidade.\ne.g. para qualquer roteador, isso retornará [accent]@router[].\não uma string.
lenum.shoot = Atire em uma posição.
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
lenum.config = Configuração do edifício, por ex. item classificador.
lenum.enabled = Se o bloco está ativado.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Cor do iluminador.
laccess.controller = Controlador de unidade. Se controlado pelo processador, retorna o processador.\nCaso contrário, retorna a própria unidade.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Desconhecido
lcategory.unknown = Desconhecido
lcategory.unknown.description = Instruções não categorizadas.
lcategory.io = Entrada e Saída
lcategory.io.description = Modifica o conteúdo dos blocos de memória e buffers do processador.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unidade de controle
lcategory.unit.description = Dá comandos às unidades.
lcategory.world = Mundo
lcategory.world.description = Controla como o mundo se comporta.
graphicstype.clear = Preenche o visor com uma cor.
graphicstype.clear = Preenche o visor com uma cor.
graphicstype.color = Define a cor para as próximas operações de desenho.
graphicstype.col = Equivalente à cor, mas agrupada.\nAs cores agrupadas são escritas como códigos hexadecimais com um prefixo [accent]%[].\nExemplo: [accent]%ff0000[] seria vermelho.
graphicstype.stroke = Define a largura da linha.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Desenha um contorno de polígono regular.
graphicstype.triangle = Preenche um triângulo.
graphicstype.image = Desenha uma imagem de algum conteúdo.\nex: [accent]@router[] ou [accent]@dagger[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Sempre verdade.
lenum.always = Sempre verdade.
lenum.idiv = Divisão inteira.
lenum.div = Divisão.\nRetorna [accent]null[] na divisão por zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Lógico E.
lenum.and = E bit a bit.
lenum.not = Virar bit a bit.
lenum.xor = XOR bit a bit.
lenum.min = Mínimo de dois números.
lenum.min = Mínimo de dois números.
lenum.max = Máximo de dois números.
lenum.angle = Ângulo do vetor em graus.
lenum.anglediff = Distância absoluta entre dois ângulos em graus.
lenum.len = Comprimento do vetor.
lenum.sin = Seno, em graus.
lenum.sin = Seno, em graus.
lenum.cos = Cosseno, em graus.
lenum.tan = Tangente, em graus.
lenum.asin = Arco seno, em graus.
lenum.asin = Arco seno, em graus.
lenum.acos = Arco cosseno, em graus.
lenum.atan = Arco tangente, em graus.
lenum.rand = Decimal aleatório no intervalo [0, valor).
#not a typo, look up 'range notation'
lenum.rand = Decimal aleatório no intervalo [0, valor).
lenum.log = Logaritmo natural (ln).
lenum.log10 = Logaritmo de base 10.
lenum.noise = Ruído simplex 2D.
lenum.abs = Valor absoluto.
lenum.sqrt = Raiz quadrada.
lenum.any = Qualquer unidade.
lenum.any = Qualquer unidade.
lenum.ally = Unidade aliada.
lenum.attacker = Unidade com uma arma.
lenum.enemy = Unidade inimiga.
@@ -3000,13 +3000,13 @@ lenum.boss = Unidade Guardiã.
lenum.flying = Unidade voadora.
lenum.ground = Ground unit.
lenum.player = Unidade controlada por um jogador.
lenum.ore = Depósito de minério.
lenum.ore = Depósito de minério.
lenum.damaged = Edifício aliado danificado.
lenum.spawn = Ponto de geração do inimigo.\nPode ser um núcleo ou uma posição.
lenum.building = Construção em um grupo específico.
lenum.core = Qualquer núcleo.
lenum.core = Qualquer núcleo.
lenum.storage = Edifício de armazenamento, por ex. Cofre.
lenum.generator = Edifícios que geram energia.
lenum.factory = Edifícios que transformam recursos.
@@ -3015,36 +3015,36 @@ lenum.battery = Qualquer bateria.
lenum.resupply = Pontos de reabastecimento.\nRelevante apenas quando [accent]"Unit Ammo"[] está habilitado.
lenum.reactor = Reator de impacto/tório.
lenum.turret = Qualquer torre.
sensor.in = O edifício/unidade para sentir.
radar.from = Construir para detectar.\nO alcance do sensor é limitado pelo alcance do edifício.
radar.target = Filtre as unidades a serem detectadas.
radar.and = Filtros adicionais.
radar.order = Ordem de classificação. 0 para inverter.
radar.sort = Métrica pela qual classificar os resultados.
radar.output = Variável para gravar a unidade de saída.
unitradar.target = Filtre as unidades a serem detectadas.
unitradar.target = Filtre as unidades a serem detectadas.
unitradar.and = Filtros adicionais.
unitradar.order = Ordem de classificação. 0 para inverter.
unitradar.sort = Métrica pela qual classificar os resultados.
unitradar.output = Variável para gravar a unidade de saída.
control.of = Construir para controlar.
control.of = Construir para controlar.
control.unit = Unidade/edifício a visar.
control.shoot = Se atirar.
unitlocate.enemy = Se deve localizar edifícios inimigos.
unitlocate.enemy = Se deve localizar edifícios inimigos.
unitlocate.found = Se o objeto foi encontrado.
unitlocate.building = Variável de saída para edifício localizado.
unitlocate.outx = Coordenada X de saída.
unitlocate.outy = Coordenada Y de saída.
unitlocate.group = Grupo de construção para procurar.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
lenum.stop = Pare de mover/mineração/construção.
lenum.unbind = Desabilite completamente o controle lógico.\nRetome AI padrão.
lenum.move = Mover para a posição exata.
@@ -3064,16 +3064,16 @@ lenum.build = Construa uma estrutura.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Verifique se a unidade está perto de uma posição.
lenum.boost = Iniciar/parar o reforço.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unitatea nu poate construi.
lastaccessed = [lightgray]Ultima Accesare: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <vezi pe hartă>
stat.showinmap = <vezi pe hartă>
stat.description = Utilizare
stat.input = Necesită
stat.output = Produce
@@ -1230,8 +1230,8 @@ stat.reactive = Reacționează la
stat.immunities = Immunities
stat.healing = Reparare
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Câmp de Forță
ability.forcefield = Câmp de Forță
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Câmp de Reparare
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Burghiu Mai Bun Necesar
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Controlat de Procesor
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] forță
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
bullet.incendiary = [stat]incendiar
bullet.homing = [stat]cu radar
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x lovituri
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blocuri
unit.blocks = blocuri
unit.blockssquared = blocuri²
unit.powersecond = electricitate/secundă
unit.tilessecond = pătrate/secundă
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Adaptați interfața pentru a afișa notch-ul
setting.macnotch.description = Repornire necesară pt a aplica schimbările.
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Selectează Regiunea
keybind.schematic_menu.name = Meniu Scheme
keybind.schematic_flip_x.name = Întoarce Schema X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Luptă împotriva altor jucători local.\n[gray]E nevoie
mode.attack.name = Atac
mode.attack.description = Distruge baza inamicului. \n[gray]E nevoie de un nucleu Agresor (roșu) pe hartă pt a juca.
mode.custom = Reguli Personalizate
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Resurse Infinite
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Vreme
rules.weather.frequency = Frevență:
rules.weather.always = Încontinuu
rules.weather.duration = Durată:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Cupru
item.lead.name = Plumb
item.coal.name = Cărbune
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Apă
liquid.water.name = Apă
liquid.slag.name = Zgură
liquid.oil.name = Petrol
liquid.cryofluid.name = Criofluid
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Deal
block.sand-boulder.name = Bolovan de Nisip
block.basalt-boulder.name = Bolovan de Bazalt
@@ -2102,8 +2102,8 @@ block.container.name = Container
block.launch-pad.name = Platformă de Lansare
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Fabrică Unități Artilerie
block.air-factory.name = Fabrică Unități Aeriene
block.naval-factory.name = Fabrică Unități Navale
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Întrerupător
block.switch.name = Întrerupător
block.micro-processor.name = Microprocesor
block.logic-processor.name = Procesor Logic
block.hyper-processor.name = Hiperprocesor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Monitor Logic Mare
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Celulă de Memorie
block.memory-bank.name = Bancă de Memorie
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Agresor
team.sharded.name = Portocaliu
team.derelict.name = Ruină
team.green.name = Verde
team.blue.name = Albastru
hint.skip = Treci peste
hint.skip = Treci peste
hint.desktopMove = Folosește [accent][[WASD][] ca să te miști.
hint.zoom = [accent]Cu rotița de la mouse[] poți ajusta zoomul.
hint.desktopShoot = [accent][[Click-stânga][] pt a trage cu armele navei.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Acest sector are un [scarlet]nivel ridicat de amenințar
hint.coreIncinerate = După ce nucleul se umple până la refuz cu un tip de material, toate materialele în plus de acel tip care încearcă să între în nucleu sunt [accent]incinerate[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = Folosit în tot felul de construcții și muniție.
item.copper.description = Folosit în tot felul de construcții și muniție.
item.copper.details = Cupru. Metal anormal de abundent pe Serpulo. Structural slab dacă nu este consolidat.
item.lead.description = Folosit în transportarea lichidelor și în electronică.
item.lead.details = Dens. Inert. Folosit extensiv în baterii.\nObservație: Probabil toxic pt formele de viață biologice. Nu că ar mai fi rămas prea multe aici.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Folosită pt a fi convertită în petrol, explozibi
item.spore-pod.details = Spori. Probabil o formă de viață sintetică. Emite gaze toxice altor forme de viață biologică. Nu că ar mai fi rămas prea multe aici.
item.blast-compound.description = Folosit în bombe și muniție explozibilă.
item.pyratite.description = Folosită în armele incendiare și generatoarele pe bază de procese de combustie.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Folosită pt răcirea mașinăriilor și procesarea deșeurilor.
liquid.water.description = Folosită pt răcirea mașinăriilor și procesarea deșeurilor.
liquid.slag.description = Rafinată înapoi în materialele constituente cu ajutorul separatoarelor sau pulverizată înspre unitățile inamice ca armă.
liquid.oil.description = Folosit în producerea avansată de materiale și ca muniție incendiară.
liquid.cryofluid.description = Folosit ca răcitor în reactoare, arme și fabrici.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \ue815 [lightgray]Ruină
block.derelict = \ue815 [lightgray]Ruină
block.armored-conveyor.description = Transportă materialele înainte. Nu acceptă materiale de pe lateral decât de la alte benzi.
block.illuminator.description = Emite lumină.
block.message.description = Păstrează un mesaj. Folosit pt comunicarea dintre aliați.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Afișează grafica transmisă de un proc
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
block.repair-turret.description = Repară încontinuu cea mai deteriorată unitate din vecinătate. Poate accepta răcitor.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Trage cu gloanțe standard către toți inamicii din apropiere.
unit.dagger.description = Trage cu gloanțe standard către toți inamicii din apropiere.
unit.mace.description = Trage cu jeturi de flacără aprinsă către toți inamicii din apropiere.
unit.fortress.description = Trage cu gloanțe de artilerie către artileria inamică pe distanțe lungi.
unit.scepter.description = Trage cu un baraj de gloanțe încărcate către toți inamicii din apropiere.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Trage cu jeturi de flacără către inamicii din aprop
unit.cyerce.description = Trage cu bombe cu dispersie echipate cu radar către inamici. Repară unitățile aliate.
unit.aegires.description = Electrocutează toate unitățile și structurile inamice care intră în câmpul său de energie. Repară toți aliații.
unit.navanax.description = Trage cu proiectile EMP explozive, lovind rețelele electrice inamice cu o forță semnificativă și reparând structurile aliate. Topește inamicii din apropiere cu cele 4 arme autonome cu laser.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Citește un număr dintr-o celulă de memorie conectată.
lst.read = Citește un număr dintr-o celulă de memorie conectată.
lst.write = Scrie un număr într-o celulă de memorie conectată.
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Tipul clădirii/unității.\nde ex.: pt orice Router, va returna [accent]@router[].\nNu e un șir de caractere.
lenum.type = Tipul clădirii/unității.\nde ex.: pt orice Router, va returna [accent]@router[].\nNu e un șir de caractere.
lenum.shoot = Lovește către o locație.
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
lenum.config = Configurația clădirii, de ex. materialul selectat pt Sortator.
lenum.enabled = Specifică dacă clădirea este pornită.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Culoarea iluminatorului.
laccess.controller = Controlorul unității. Dacă e controlată de procesor, returnează procesorul.\nDacă e într-o formație, returnează liderul.\nAltfel, returnează unitatea însăși.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Umple monitorul cu o culoare.
graphicstype.clear = Umple monitorul cu o culoare.
graphicstype.color = Setează culoarea pt următoarele instrucțiuni Draw.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Setează grosimea liniei.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Desenează conturul unui poligon regulat.
graphicstype.triangle = Desenează un triunghi.
graphicstype.image = Desenează imaginea unui obiect din joc.\nde ex.: [accent]@router[] sau [accent]@dagger[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Mereu adevărat.
lenum.always = Mereu adevărat.
lenum.idiv = Împărțirea naturală a numerelor (int).
lenum.div = Împărțirea.\nReturnează [accent]null[] dacă împarți la 0.
lenum.mod = Modulo (restul împărțirii).
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND/ȘI logic. Nu ține cont de biți.
lenum.and = AND/ȘI. Ține cont de biți.
lenum.not = NOT. Inversează biții.
lenum.xor = XOR/disjuncție exclusivă. Ține cont de biți.
lenum.min = Minimul a două numere.
lenum.min = Minimul a două numere.
lenum.max = Maximul a două numere.
lenum.angle = Unghiul unui vector în grade.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Lungimea unui vector.
lenum.sin = Sinus în grade.
lenum.sin = Sinus în grade.
lenum.cos = Cosinus în grade.
lenum.tan = Tangentă în grade.
lenum.asin = Arcsinus în grade.
lenum.asin = Arcsinus în grade.
lenum.acos = Arccosinus în grade.
lenum.atan = Arctangentă în grade.
lenum.rand = Număr natural aleatoriu în intervalul [0, val).
#not a typo, look up 'range notation'
lenum.rand = Număr natural aleatoriu în intervalul [0, val).
lenum.log = Logaritm natural (ln).
lenum.log10 = Logaritm în baza 10.
lenum.noise = 2D simplex noise.
lenum.abs = Valoarea absolută.
lenum.sqrt = Radical/rădăcina pătrată.
lenum.any = Orice unitate.
lenum.any = Orice unitate.
lenum.ally = Unitate aliată.
lenum.attacker = Unitate cu armă.
lenum.enemy = Unitate inamică.
@@ -3000,13 +3000,13 @@ lenum.boss = Unitate gardian.
lenum.flying = Unitate care zboară.
lenum.ground = Unitate de artilerie.
lenum.player = Unitate controlată de un jucător.
lenum.ore = Depozit de minereu.
lenum.ore = Depozit de minereu.
lenum.damaged = Clădire aliată deteriorată.
lenum.spawn = Punct de lansare inamic.\nPoate fi un nucleu sau o poziție.
lenum.building = Clădire dintr-un grup specific.
lenum.core = Orice nucleu.
lenum.core = Orice nucleu.
lenum.storage = Clădire de stocare, de ex. Containerul.
lenum.generator = Clădiri care generează electricitate.
lenum.factory = Clădiri care transformă resurse.
@@ -3015,36 +3015,36 @@ lenum.battery = Orice baterie.
lenum.resupply = Puncte de Realimentare.\nRelevant doar când [accent]"Unitățile Necesită Muniție"[] este activată.
lenum.reactor = Reactor de Toriu/Impact.
lenum.turret = Orice armă.
sensor.in = Clădirea/unitatea care trebuie detectată.
radar.from = Clădirea de la care detectăm.\nRaza senzorului e limitată de raza de costrucție.
radar.target = Filtru pt unitățile care trebuie detectate.
radar.and = Adaugă filtre.
radar.order = Ordinea de sortare. 0 pt a inversa ordinea.
radar.sort = Modul cum sortăm rezultatele.
radar.output = Variabila în care se va scrie unitatea detectată.
unitradar.target = Filtru pt unitățile care trebuie detectate.
unitradar.target = Filtru pt unitățile care trebuie detectate.
unitradar.and = Adaugă filtre.
unitradar.order = Ordinea de sortare. 0 pt a inversa ordinea.
unitradar.sort = Modul cum sortăm rezultatele.
unitradar.output = Variabila în care se reține unitatea detectată.
control.of = Clădirea de controlat.
control.of = Clădirea de controlat.
control.unit = Unitatea/clădirea către care se țintește.
control.shoot = Specifică dacă armele trag.
unitlocate.enemy = Specifică dacă se detectează clădirile inamice.
unitlocate.enemy = Specifică dacă se detectează clădirile inamice.
unitlocate.found = Specifică dacă obiectul a fost găsit.
unitlocate.building = Clădirea detectată.
unitlocate.outx = Coordonata X a obiectului detectat.
unitlocate.outy = Coordonata Y a obiectului detectat.
unitlocate.group = Grupul clădirilor de detectat.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Nu mișca, dar continuă să construiești/minezi.\nModul prestabilit.
lenum.stop = Oprește acțiunea curentă. Nu mișca/mina/construi.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Mergi la această poziție.
@@ -3064,16 +3064,16 @@ lenum.build = Construiește o structură.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Verifică dacă unitatea se află în apropierea poziției.
lenum.boost = Pornește/oprește propulsorul.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Единица не может строить
lastaccessed = [lightgray]Последняя конфигурация от {0}
lastcommanded = [lightgray]Последняя команда от: {0}
block.unknown = [lightgray]???
stat.showinmap = <загрузите карту для отображения>
stat.showinmap = <загрузите карту для отображения>
stat.description = Назначение
stat.input = Вход
stat.output = Выход
@@ -1230,8 +1230,8 @@ stat.reactive = Реактивен
stat.immunities = Невосприимчив к
stat.healing = Ремонт
stat.efficiency = [stat]{0}% Эффективность
ability.forcefield = Силовое поле
ability.forcefield = Силовое поле
ability.forcefield.description = Создает силовой щит, поглощающий пули
ability.repairfield = Ремонтирующее поле
ability.repairfield.description = Ремонтирует близлежащие единицы
@@ -1260,8 +1260,8 @@ ability.spawndeath = Смертельное порождение
ability.spawndeath.description = Создает единицы после смерти
ability.liquidexplode = Смертельное разлитие
ability.liquidexplode.description = Разливает жидкость при смерти
ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
ability.stat.pulseregen = [stat]{0}[lightgray] здоровья/раз
ability.stat.shield = [stat]{0}[lightgray] щит
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
bar.displaytoolarge = Превышен макс. размер\n(Макс.: {0}x{0})
bar.displaytoolarge = Превышен макс. размер\n(Макс.: {0}x{0})
bar.onlycoredeposit = Доступен перенос только в ядро
bar.drilltierreq = Требуется бур получше
bar.nobatterypower = Недостаточно энергии в аккумуляторах
@@ -1317,12 +1317,12 @@ bar.activationtimer = Активируется через {0}
bar.activated = Активировано
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Управляется процессором
weapon.pointdefense = [stat]Точечная защита
bullet.damage = [stat]{0}[lightgray] урона
bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] блоков
bullet.incendiary = [stat]зажигательный
bullet.homing = [stat]самонаводящийся
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] скорость стрельбы
bullet.range = [stat]{0}[lightgray] диапазон
bullet.notargetsmissiles = [stat] игнорирует снаряды
bullet.notargetsbuildings = [stat] игнорирует постройки
unit.blocks = блоков
unit.blocks = блоков
unit.blockssquared = блоков²
unit.powersecond = единиц энергии/секунду
unit.tilessecond = плиток/секунду
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Скрыть логические дисплеи
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Адаптировать интерфейс к вырезу на экране
setting.macnotch.description = Для вступления изменений в силу требуется перезагрузка игры
steam.friendsonly = Только друзья
steam.friendsonly = Только друзья
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
setting.maxmagnificationmultiplierpercent.name = Минимальная дистанция камеры
setting.minmagnificationmultiplierpercent.name = Максимальная дистанция камеры
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Командование боевыми единиц
keybind.command_queue.name = Очередь команд единицы
keybind.create_control_group.name = Создать группу управления
keybind.cancel_orders.name = Отменить приказы
keybind.unit_stance_shoot.name = Поведение единицы: Огонь
keybind.unit_stance_shoot.name = Поведение единицы: Огонь
keybind.unit_stance_hold_fire.name = Поведение единицы: Огонь запрещён
keybind.unit_stance_pursue_target.name = Поведение единицы: Преследовать цель
keybind.unit_stance_patrol.name = Поведение единицы: Патруль
keybind.unit_stance_ram.name = Поведение единицы: Таран
keybind.unit_stance_boost.name = Поведение единицы: Полёт
keybind.unit_stance_hold_position.name = Поведение единицы: Удерживать позицию
keybind.unit_command_move.name = Команда единице: Двигаться
keybind.unit_command_move.name = Команда единице: Двигаться
keybind.unit_command_repair.name = Команда единице: Ремонт
keybind.unit_command_rebuild.name = Команда единице: Восстановить
keybind.unit_command_assist.name = Команда единице: Помощь
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Команда единице: Загр
keybind.unit_command_unload_payload.name = Команда единице: Выгрузить груз
keybind.unit_command_enter_payload.name = Команда единице: Войти в груз
keybind.unit_command_loop_payload.name = Команда единице: Зациклить передачу единиц
keybind.rebuild_select.name = Перестроить в области
keybind.rebuild_select.name = Перестроить в области
keybind.schematic_select.name = Выбрать область
keybind.schematic_menu.name = Меню схем
keybind.schematic_flip_x.name = Отразить схему по оси X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Сражайтесь против других игрок
mode.attack.name = Атака
mode.attack.description = Уничтожьте вражескую базу.\n[gray]Для игры требуется вражеское ядро на карте.
mode.custom = Пользовательские правила
rules.invaliddata = Неверные данные буфера обмена.
rules.invaliddata = Неверные данные буфера обмена.
rules.hidebannedblocks = Скрыть запрещенные блоки
rules.infiniteresources = Бесконечные ресурсы
rules.fillitems = Заполнить ядро предметами
@@ -1753,20 +1753,20 @@ rules.weather = Погода
rules.weather.frequency = Периодичность:
rules.weather.always = Всегда
rules.weather.duration = Длительность:
rules.randomwaveai.info = Боевые единицы, появившиеся из волн, будут атаковать случайные постройки вместо ядра или генераторов.
rules.randomwaveai.info = Боевые единицы, появившиеся из волн, будут атаковать случайные постройки вместо ядра или генераторов.
rules.placerangecheck.info = Не даёт игрокам ставить свои постройки у вражеских построек. При постройке турели (или у вражеской турели), радиус повышается, чтобы турель не достала до построек.
rules.onlydepositcore.info = Не даёт игрокам помещать предметы в любые постройки, кроме ядра.
database-category.item = Предметы
database-category.item = Предметы
database-category.liquid = Жидкости
database-category.unit = Единицы
database-category.block = Постройки
database-category.status = Эффекты статуса
database-category.sector = Сектора
database-category.team = Фракции
database-tag.turret = Турели
database-tag.turret = Турели
database-tag.production = Производство
database-tag.distribution = Распределение
database-tag.liquid = Жидкости
@@ -1779,10 +1779,10 @@ database-tag.logic = Логика
database-tag.unit-air = Воздушный
database-tag.unit-naval = Водный
database-tag.unit-ground = Наземный
wallore = (Стена)
item.copper.name = Медь
item.lead.name = Свинец
item.coal.name = Уголь
item.graphite.name = Графит
@@ -1804,8 +1804,8 @@ item.tungsten.name = Вольфрам
item.oxide.name = Оксид
item.carbide.name = Карбид
item.dormant-cyst.name = Дремлющая оболочка
liquid.water.name = Вода
liquid.water.name = Вода
liquid.slag.name = Шлак
liquid.oil.name = Нефть
liquid.cryofluid.name = Криогенная жидкость
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Озон
liquid.hydrogen.name = Водород
liquid.nitrogen.name = Азот
liquid.cyanogen.name = Циан
unit.dagger.name = Кинжал
unit.dagger.name = Кинжал
unit.mace.name = Булава
unit.fortress.name = Крепость
unit.nova.name = Нова
@@ -1855,8 +1855,8 @@ unit.scepter.name = Скипетр
unit.reign.name = Власть
unit.vela.name = Парус
unit.corvus.name = Ворон
unit.stell.name = Основа
unit.stell.name = Основа
unit.locus.name = Оплот
unit.precept.name = Заповедь
unit.vanquish.name = Покоритель
@@ -1878,8 +1878,8 @@ unit.manifold.name = Грузовой дрон
unit.assembly-drone.name = Сборочный дрон
unit.latum.name = Латум
unit.renale.name = Ренале
block.parallax.name = Параллакс
block.parallax.name = Параллакс
block.cliff.name = Скала
block.sand-boulder.name = Песчаный валун
block.basalt-boulder.name = Базальтовый валун
@@ -2102,8 +2102,8 @@ block.container.name = Контейнер
block.launch-pad.name = Пусковая площадка
block.advanced-launch-pad.name = Пусковая площадка
block.landing-pad.name = Посадочная площадка
block.segment.name = Сегмент
block.segment.name = Сегмент
block.ground-factory.name = Наземная фабрика
block.air-factory.name = Воздушная фабрика
block.naval-factory.name = Морская фабрика
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Грузовой разгрузчик
block.payload-unloader.description = Выгружает жидкости и ресурсы из груза.
block.heat-source.name = Источник тепла
block.heat-source.description = Блок 1x1, дающий практически бесконечное количество тепла.
block.empty.name = Пусто
#Erekir
block.empty.name = Пусто
block.rhyolite-crater.name = Риолитовый кратер
block.rough-rhyolite.name = Грубый риолит
block.regolith.name = Реголит
@@ -2294,8 +2294,8 @@ block.smite.name = Кара
block.malign.name = Злоба
block.flux-reactor.name = Потоковый реактор
block.neoplasia-reactor.name = Неоплазменный реактор
block.switch.name = Переключатель
block.switch.name = Переключатель
block.micro-processor.name = Микропроцессор
block.logic-processor.name = Логический процессор
block.hyper-processor.name = Гипер процессор
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Большой логический диспл
block.tile-logic-display.name = Бесшовный логический дисплей
block.memory-cell.name = Ячейка памяти
block.memory-bank.name = Блок памяти
team.malis.name = Малис
team.malis.name = Малис
team.crux.name = Агрессоры
team.sharded.name = Расколотые
team.derelict.name = Покинутая
team.green.name = Зелёная
team.blue.name = Синяя
hint.skip = Пропустить
hint.skip = Пропустить
hint.desktopMove = Используйте [accent][[WASD][], чтобы двигаться.
hint.zoom = [accent]Покрутите колесо мыши[] для приближения или отдаления камеры.
hint.desktopShoot = Используйте [accent][[Левую кнопку мыши][] для стрельбы.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = У этого сектора [scarlet]высокий у
hint.coreIncinerate = После того, как ядро будет заполнено предметом до отказа, любые лишние входящие предметы этого типа будут [accent]сожжены[].
hint.factoryControl = Чтобы установить [accent]место вывода единиц[] фабрики, щелкните на блок фабрики в командном режиме, затем щелкните правой кнопкой мыши на соответствующее место.\nЕдиницы, произведенные ею, автоматически переместятся туда.
hint.factoryControl.mobile = Чтобы установить [accent]место вывода единиц[] фабрики, нажмите на блок фабрики в командном режиме, затем нажмите на соответствующее место.\nЕдиницы, произведенные ею, будут автоматически перемещены туда.
gz.mine = Приблизьтесь к :ore-copper: [accent]медной руде[] на земле и нажмите на нее, чтобы начать копать.
gz.mine = Приблизьтесь к :ore-copper: [accent]медной руде[] на земле и нажмите на нее, чтобы начать копать.
gz.mine.mobile = Приблизьтесь к :ore-copper: [accent]медной руде[] на земле и нажмите на нее, чтобы начать копать.
gz.research = Откройте дерево технологий :tree:.\nИсследуйте :mechanical-drill: [accent]Механический бур[], затем выберите его в меню в правом нижнем углу.\nНажмите на медную руду, чтобы начать строительство бура.
gz.research.mobile = Откройте дерево технологий :tree:.\nИсследуйте :mechanical-drill: [accent]Механический бур[], затем выберите его в меню справа внизу.\nНажмите на медную руду, чтобы разместить бур.\n\nНажмите на \ue800 [accent]галочку[] справа внизу, чтобы подтвердить строительство.
@@ -2373,8 +2373,8 @@ gz.zone1 = Это - вражеская зона высадки.
gz.zone2 = Все, что построено в её радиусе, будет уничтожено с началом волны.
gz.zone3 = Волна начнётся прямо сейчас.\nПриготовьтесь.
gz.finish = Постройте больше турелей, добудьте больше ресурсов,\nи отстойте все волны, чтобы [accent]захватить сектор[].
ff.coal = Используйте :mechanical-drill: [accent]Механический бур[] для добычи :ore-coal: [accent]угля[].
ff.coal = Используйте :mechanical-drill: [accent]Механический бур[] для добычи :ore-coal: [accent]угля[].
ff.graphitepress = :tree: Исследуйте и разместите :graphite-press: [accent]Графитный пресс[].
ff.craft = Переместите :coal: уголь в :graphite-press: [accent]Графитный пресс[].\nОн выдаст :graphite: графит на все соседние конвейеры.\nПереместите выходной :graphite: графит из :graphite-press: [accent]Графитного пресса[] в ядро.
ff.generator = :coal: Уголь также может использоваться как топливо в :combustion-generator: [accent]генераторах[].\nИсследуйте и разместите :combustion-generator: [accent]Генератор внутреннего сгорания[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Производство эне
ff.node = :power-node: [accent]Энергетические узлы[] передают энергию соседним блокам в зоне действия.\nИсследуйте и разместите :power-node: [accent]Энергетический узел[] рядом с генератором.
ff.battery = :battery: [accent]Батареи[] хранят энергию.\nИсследуйте и разместите :battery: [accent]Батарею[] рядом с узлом.
ff.arc = Турели :arc: [accent]«Дуга»[] требуют энергии для работы. Исследуйте и разместите :arc: [accent]«Дугу»[] рядом с энергетическим узлом.
fungalpass.tutorial1 = Используйте [accent]единицы[] для защиты построек и атаки на врага.\nИсследуйте и разместите :ground-factory: [accent]Наземную фабрику[].
fungalpass.tutorial2 = Выберите единицу :dagger: [accent]«Кинжал»[] на фабрике.\nПроизведите 3 единицы.
frontier.tutorial1 = :additive-reconstructor: [accent]Добавляющий реконструктор[]\nулучшает единицы 1-го уровня до 2-го\nс использованием :silicon: кремния и :graphite: графита.\n\n[accent]Реконструируйте []:dagger:[accent] Кинжал \nв []:mace:[accent] Булаву.
frontier.tutorial1 = :additive-reconstructor: [accent]Добавляющий реконструктор[]\nулучшает единицы 1-го уровня до 2-го\nс использованием :silicon: кремния и :graphite: графита.\n\n[accent]Реконструируйте []:dagger:[accent] Кинжал \nв []:mace:[accent] Булаву.
frontier.tutorial2 = Волны врагов приходят [accent]бесконечно[] до тех пор, пока все вражеские ядра не будут [unlaunched]уничтожены[].
frontier.tutorial3 = [accent]Атакуйте базу врага быстро, чтобы предотвратить усиление волн[].
atolls.destroy1 = Сначала уничтожьте 2 вражеских [accent]базовых ядра[].\n[accent]Получите доступ к торию[].
atolls.destroy1 = Сначала уничтожьте 2 вражеских [accent]базовых ядра[].\n[accent]Получите доступ к торию[].
atolls.mega1 = Войдите в [accent]режим командования[] и выберите единицы :mega: [accent]«Мега»[].
atolls.mega2 = Выберите команду \ue87b [accent]Загрузить единицы[], чтобы «Меги» подобрали наземные единицы.
atolls.mega3 = Разместите «Меги» [accent]над[] наземными единицами, чтобы загрузить их.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Эти шаги можно просмотреть [accent]зде
atolls.carry7 = Следуйте этим инструкциям, чтобы сбрасывать больше единицы рядом с базой врага.
atolls.noairunit = Эта база слишком хорошо укреплена, чтобы уничтожить её воздушными единицами.
atolls.2strategies = Есть две стратегии для уничтожения этой базы.
onset.mine = Нажмите, чтобы добыть :beryllium: [accent]бериллий[] из стен.\n\nИспользуйте [accent][[WASD] для передвижения.
onset.mine = Нажмите, чтобы добыть :beryllium: [accent]бериллий[] из стен.\n\nИспользуйте [accent][[WASD] для передвижения.
onset.mine.mobile = Нажмите, чтобы добыть :beryllium: [accent]бериллий[] из стен.
onset.research = Откройте :tree: дерево исследований.\nИсследуйте, затем поставьте :turbine-condenser: [accent]турбинный конденсатор[] на жерло.\nОна будет производить [accent]энергию[].
onset.bore = Исследуйте и поставьте :plasma-bore: [accent]плазменный бур[].\nОн будет автоматически добывать ресурсы из стен.
@@ -2437,14 +2437,14 @@ onset.detect = Враг скоро обнаружит вас.\nПриготов
onset.commandmode = Удерживайте [accent]shift[], чтобы войти в [accent]режим командования[].\n[accent]Щелкните левой кнопкой мыши и выделите область[] для выбора боевых единиц.\n[accent]Щелкните правой кнопкой мыши[], чтобы приказать выбранным единицам двигаться или атаковать.
onset.commandmode.mobile = Нажмите [accent]Командовать[], чтобы войти в [accent]режим командования[].\nЗажмите палец, затем [accent]выделите область[] для выбора боевых единиц.\n[accent]Нажмите[], чтобы приказать выбранным единицам двигаться или атаковать.
aegis.tungsten = Вольфрам может быть добыт [accent]ударной дрелью[].\nЭта постройка требует [accent]воду[] и [accent]энергию[].
split.pickup = Некоторые блоки можно подобрать единицей ядра.\nПодлетите над [accent]контейнером[], возьмите его и поставьте на [accent]грузовой загрузчик[].\n(Клавиши по умолчанию - [accent][[[] для поднятия, [accent]][] для разгрузки)
split.pickup = Некоторые блоки можно подобрать единицей ядра.\nПодлетите над [accent]контейнером[], возьмите его и поставьте на [accent]грузовой загрузчик[].\n(Клавиши по умолчанию - [accent][[[] для поднятия, [accent]][] для разгрузки)
split.pickup.mobile = Некоторые блоки можно подобрать единицей ядра.\nПодлетите над [accent]контейнером[], возьмите его и поставьте на [accent]грузовой загрузчик[].\n(Чтобы поднять или разгрузить что-либо, удерживайте палец.)
split.acquire = Соберите вольфрама для постройки боевых единиц.
split.build = Нужно перебросить боевые единицы за стену.\nОткройте дерево технологий :tree: и исследуйте :payload-mass-driver: [accent]Грузовую катапульту[].\nПоставьте две [accent]грузовые катапульты[], по одной с каждой стороны стены.\nЧтобы соединить их, нажмите на одну из катапульт, затем выберите другую.
split.container = Аналогично с контейнерами, боевые единицы также могут быть переброшены с помощью [accent]грузовых катапульт[].\nПоставьте конструктор боевых единиц вполную к катапульте для прямой загрузки,\nзатем отправьте их через стену для нападения на вражескую базу.
item.copper.description = Используется во всех типах построек и боеприпасов.
item.copper.description = Используется во всех типах построек и боеприпасов.
item.copper.details = Медь. Аномально широко распространённый металл на Серпуло. Структурно слабый, если не укреплён.
item.lead.description = Используется в транспортировке жидкости и электрических постройках.
item.lead.details = Плотный. Инертный. Широко используется в аккумуляторах.\nПримечание: Вероятно, токсичен для биологических форм жизни. Не то чтобы их здесь много осталось.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Используется для переработ
item.spore-pod.details = Споры. Похоже, являются синтетической формой жизни. Выделяют газы, токсичные для других биологических форм жизни. Чрезвычайно инвазивны. Легко воспламеняются при определённых условиях.
item.blast-compound.description = Используется в бомбах и взрывчатых веществах.
item.pyratite.description = Используется в зажигательном оружии и твердотопливных генераторах.
item.beryllium.description = Используется во многих блоках, единицах и боеприпасах на Эрекире.
#Erekir
item.beryllium.description = Используется во многих блоках, единицах и боеприпасах на Эрекире.
item.tungsten.description = Используется в буровых установках, броне и боеприпасах. Требуется для строительства более совершенных конструкций.
item.oxide.description = Используется в качестве проводника тепла и изоляции.
item.carbide.description = Используется в продвинутых конструкциях, более тяжелых единицах и боеприпасах.
liquid.water.description = Используется для охлаждения машин и переработки отходов.
liquid.water.description = Используется для охлаждения машин и переработки отходов.
liquid.slag.description = Может быть переработан в разделителе на составляющие металлы или распылён на врагов в качестве оружия.
liquid.oil.description = Используется в производстве продвинутых материалов и как зажигательный боеприпас.
liquid.cryofluid.description = Используется в качестве охлаждающей жидкости для реакторов, турелей и фабрик.
liquid.arkycite.description = Используется в химических реакциях для производства электроэнергии и синтеза материалов.
#Erekir
liquid.arkycite.description = Используется в химических реакциях для производства электроэнергии и синтеза материалов.
liquid.ozone.description = Используется как окислитель в производстве материалов и как топливо. Умеренно взрывоопасен.
liquid.hydrogen.description = Используется при добыче ресурсов, производстве единиц и ремонте конструкций. Легковоспламеняющийся.
liquid.cyanogen.description = Используется для боеприпасов, строительства продвинутых единиц и различных реакций в продвинутых блоках. Легковоспламеняющиеся.
liquid.nitrogen.description = Используется при добыче ресурсов и производстве единиц. Инертный.
liquid.neoplasm.description = Опасный биологический побочный продукт Неоплазмового реактора. Быстро распространяется на любой соседний блок, содержащий воду, повреждая его в процессе. Вязкая.
liquid.neoplasm.details = Неоплазма. Неконтролируемая масса быстро делящихся синтетических клеток с консистенцией, напоминающей осадок. Термостойкая. Чрезвычайно опасна для любых построек, связанных с водой.\n\nСлишком сложна и нестабильна для стандартного анализа. Потенциальное применение неизвестно. Рекомендуется сжигание в шлаковых бассейнах.
block.derelict = \uf77e [lightgray]Заброшенный
block.derelict = \uf77e [lightgray]Заброшенный
block.armored-conveyor.description = Перемещает предметы вперёд. Не принимает вход по бокам.
block.illuminator.description = Излучает свет.
block.message.description = Сохраняет сообщение для связи между союзниками.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Отображает произволь
block.tile-logic-display.description = Отображает произвольную графику из логического процессора.\nБесшовно соединяется с соседними дисплеями.
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Собирает и ускоряет ядро, позволяя преодолеть гравитацию для полёта в дальние сектора.
block.repair-turret.description = Непрерывно ремонтирует ближайшую поврежденную единицу в своем радиусе. Опционально использует охлаждающую жидкость.
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
#Erekir
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
block.core-citadel.description = Ядро базы. Очень хорошо бронировано. Хранит больше ресурсов, чем ядро Бастион.
block.core-acropolis.description = Ядро базы. Исключительно хорошо бронировано. Хранит больше ресурсов, чем ядро Цитадель.
block.breach.description = Стреляет бронебойными боеприпасами по вражеским целям.
@@ -2746,8 +2746,8 @@ block.radar.description = Постепенно разведывает местн
block.shockwave-tower.description = Повреждает и разрушает приближающиеся снаряды. Требует циан для работы.
block.canvas.description = Отображает графическое изображение с предопределенной палитрой. Редактируемый.
block.large-canvas.description = Отображает большое графическое изображение с предопределенной палитрой. Редактируемый.
unit.dagger.description = Стреляет стандартными пулями по всем врагам поблизости.
unit.dagger.description = Стреляет стандартными пулями по всем врагам поблизости.
unit.mace.description = Стреляет потоками огня по всем врагам поблизости.
unit.fortress.description = Стреляет дальнобойной артиллерией по наземным целям.
unit.scepter.description = Стреляет залпом из заряженных пуль по всем врагам поблизости.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Стреляет потоками пламени, ко
unit.cyerce.description = Стреляет по врагам скоплениями ракет. Ремонтирует союзные единицы.
unit.aegires.description = Оглушает все вражеские единицы и постройки, которые попадают в его энергетическое поле. Ремонтирует всех союзников.
unit.navanax.description = Запускает взрывные ЭМИ-снаряды, которые наносят значительный урон силовым узлам противника и ремонтируют союзные постройки. Плавит ближайших врагов с помощью 4 автономных лазерных турелей.
unit.stell.description = Стреляет стандартными пулями по вражеским целям.
#Erekir
unit.stell.description = Стреляет стандартными пулями по вражеским целям.
unit.locus.description = Поочередно стреляет пулями по вражеским целям.
unit.precept.description = Стреляет бронебойными кассетными пулями по вражеским целям.
unit.vanquish.description = Стреляет большими бронебойными пулями по вражеским целям.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Стреляет дальнобойными само
unit.evoke.description = Защищает ядро «Бастион» от врагов. Ремонтирует союзные постройки с помощью луча.
unit.incite.description = Защищает ядро «Цитадель» от врагов. Ремонтирует союзные постройки с помощью луча.
unit.emanate.description = Защищает ядро «Акрополь» от врагов. Ремонтирует союзные постройки с помощью лучей.
lst.read = Считывает число из соединённой ячейки памяти.
lst.read = Считывает число из соединённой ячейки памяти.
lst.write = Записывает число в соединённую ячейку памяти.
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
lst.printchar = Добавляет знак UTF-16 или иконку из игры в текстовый буфер.\nНичего не отображает, пока не будет вызван [accent]Print Flush[].
@@ -2857,16 +2857,16 @@ lst.makemarker = Создать новый логический маркер.\n
lst.setmarker = Установить значение маркера.\nID маркера должен соответствовать указанному в строке создания маркера.
lst.localeprint = Добавляет данные локалей в текстовый буфер.\nЧтобы добавить локали, зайдите в [accent]Информация о карте > Наборы локалей[].\nЕсли клиент на мобильном устройсте, сначала попытается найти строку с окончанием ".mobile".
lst.query = Проверяет единицы/постройки в области.\nРезультаты попадают в [accent]@queries[].\nРезультаты из [accent]@queries[] можно прочитать с помощью инструкции [accent]Read[] и индекса.\nДлина [accent]@queries[] может быть прочитана с использованием [accent]@size[] как параметра.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Математическая константа pi (3.141...)
lglobal.@e = Математическая константа e (2.718...)
lglobal.@degToRad = Умножить на данное число для перевода градусов в радианы
lglobal.@radToDeg = Умножить на данное число для перевода радианов в градусы
lglobal.@time = Время игры на текущем сохранении в миллисекундах
lglobal.@time = Время игры на текущем сохранении в миллисекундах
lglobal.@tick = Время игры на текущем сохранении в тиках (1 секунда = 60 тиков)
lglobal.@second = Время игры на текущем сохранении в секундах
lglobal.@minute = Время игры на текущем сохранении в минутах
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Текущий номер волны
lglobal.@waveTime = Время до волны в секундах
lglobal.@mapw = Ширина карты в блоках
lglobal.@maph = Высота карты в блоках
lglobal.sectionMap = Карта
lglobal.sectionMap = Карта
lglobal.sectionGeneral = Основное
lglobal.sectionNetwork = Сеть/клиент [Только для мировых процессоров]
lglobal.sectionProcessor = Процессор
lglobal.sectionLookup = Поиск
lglobal.@this = Процессор, выполняющий код
lglobal.@this = Процессор, выполняющий код
lglobal.@thisx = Координата X процессора, выполняющего код
lglobal.@thisy = Координата Y процессора, выполняющего код
lglobal.@links = Общее количество блоков, связанных с процессором
lglobal.@ipt = Скорость выполнения процессов в секунду процессора в тиках (1 секунда = 60 тиков)
lglobal.@unitCount = Общее количество видов боевых единиц в игре; используется операцией поиска
lglobal.@unitCount = Общее количество видов боевых единиц в игре; используется операцией поиска
lglobal.@blockCount = Общее количество видов блоков в игре; используется операцией поиска
lglobal.@itemCount = Общее количество видов предметов в игре; используется операцией поиска
lglobal.@liquidCount = Общее количество видов жидкости в игре; используется операцией поиска
lglobal.@server = True, если код работает на сервере, иначе False
lglobal.@client = True, если код работает на клиенте, подключённом к серверу
lglobal.@clientLocale = Выбранный язык игры клиента, выполняющего код. Пример: en_US
lglobal.@clientLocale = Выбранный язык игры клиента, выполняющего код. Пример: en_US
lglobal.@clientUnit = Боевая единица клиента, выполняющего код
lglobal.@clientName = Имя игрока клиента, выполняющего код
lglobal.@clientTeam = ID команды клиента, выполняющего код.
lglobal.@clientMobile = True, если код работает на мобильном клиенте, иначе False
lglobal.@clientMusicPlaying = True, если в данный момент играет любая музыка
lglobal.@clientCurrentMusic = Название текущей проигрываемой музыки, или null
lenum.type = Тип постройки/единицы. \nНапример, для маршрутизатора это будет [accent]@router[].\nНе строка.
lenum.type = Тип постройки/единицы. \nНапример, для маршрутизатора это будет [accent]@router[].\nНе строка.
lenum.shoot = Стрельба в определённую позицию.
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
lenum.config = Конфигурация постройки, например, предмет сортировки.
lenum.enabled = Включён ли блок.
laccess.currentammotype = Текущий боеприпас турели.
laccess.currentammotype = Текущий боеприпас турели.
laccess.memorycapacity = Количество слотов в блоке памяти
laccess.color = Цвет осветителя.
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Высота дисплея, в пикселях.
laccess.buffersize = Количество необработанных команд в графическом буфере дисплея.
laccess.operations = Количество операций, выполненных в блоке.\nДля дисплеев, возвращает количество выполненных операций drawflush.
laccess.maxunits = Максимальное количество единиц, которое может быть у команды.\nОпределяется с помощью ядер.
lcategory.unknown = Неизвестно
lcategory.unknown = Неизвестно
lcategory.unknown.description = Нет категории.
lcategory.io = Ввод и вывод
lcategory.io.description = Изменение содержимого блоков памяти и буферов процессора.
@@ -2939,8 +2939,8 @@ lcategory.unit = Управление единицами
lcategory.unit.description = Командование единицами.
lcategory.world = Мир
lcategory.world.description = Управление поведением мира.
graphicstype.clear = Заливка дисплея цветом.
graphicstype.clear = Заливка дисплея цветом.
graphicstype.color = Установка цвета для следующих операций отрисовки.
graphicstype.col = Эквивалент цвета, но упакованный.\nУпакованные цвета записываются в виде шестнадцатеричных кодов с префиксом [accent]%[].\nПример: [accent]%ff0000[] будет красным.
graphicstype.stroke = Установка толщины линии.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Отрисовка контура правильного
graphicstype.triangle = Отрисовка закрашенного треугольника.
graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[].
graphicstype.print = Отрисовка текста из текстового буфера.\nОчищает текстовый буфер.
lenum.always = Всегда истина.
lenum.always = Всегда истина.
lenum.idiv = Целочисленное деление.
lenum.div = Деление.\nВозвращает [accent]null[] при делении на ноль.
lenum.mod = Остаток от деления.
@@ -2969,30 +2969,30 @@ lenum.land = Булевое И.
lenum.and = Побитовое И.
lenum.not = Побитовое НЕ.
lenum.xor = Побитовое исключающее ИЛИ.
lenum.min = Минимальное из двух чисел.
lenum.min = Минимальное из двух чисел.
lenum.max = Максимальное из двух чисел.
lenum.angle = Угол вектора в градусах.
lenum.anglediff = Абсолютная дистанция между двумя углами, в градусах.
lenum.len = Длина вектора.
lenum.sin = Синус, в градусах.
lenum.sin = Синус, в градусах.
lenum.cos = Косинус, в градусах.
lenum.tan = Тангенс, в градусах.
lenum.asin = Арксинус, в градусах.
lenum.asin = Арксинус, в градусах.
lenum.acos = Арккосинус, в градусах.
lenum.atan = Арктангенс, в градусах.
lenum.rand = Случайное число в диапазоне [0, значение).
#not a typo, look up 'range notation'
lenum.rand = Случайное число в диапазоне [0, значение).
lenum.log = Натуральный логарифм (ln).
lenum.log10 = Логарифм по основанию 10.
lenum.noise = Симплексный шум, 2D.
lenum.abs = Абсолютная величина.
lenum.sqrt = Квадратный корень.
lenum.any = Любая единица.
lenum.any = Любая единица.
lenum.ally = Дружеская единица.
lenum.attacker = Единица с оружием.
lenum.enemy = Вражеская единица.
@@ -3000,13 +3000,13 @@ lenum.boss = Страж.
lenum.flying = Летающая единица.
lenum.ground = Наземная единица.
lenum.player = Единица, управляемая игроком.
lenum.ore = Источник руды.
lenum.ore = Источник руды.
lenum.damaged = Повреждённая дружеская постройка.
lenum.spawn = Точка появления врагов.\nМожет быть ядром или позицией на карте.
lenum.building = Постройка определённой группы.
lenum.core = Любое ядро.
lenum.core = Любое ядро.
lenum.storage = Здание хранения, например, хранилище.
lenum.generator = Постройки, вырабатывающие энергию.
lenum.factory = Постройки, перерабатывающие предметы.
@@ -3015,36 +3015,36 @@ lenum.battery = Любой аккумулятор.
lenum.resupply = Пункты снабжения.\nАктуально только при включённом [accent]"Боев. ед. требуют боеприпасы"[].
lenum.reactor = Импульсный/ториевый реактор.
lenum.turret = Любая турель.
sensor.in = Постройка/единица для распознавания.
radar.from = Постройка, от которой распознавать.\nДальность сенсора ограничена дальностью постройки.
radar.target = Фильтр для распознавания единиц.
radar.and = Дополнительные фильтры.
radar.order = Порядок сортировки. 0 для обратного.
radar.sort = Показатель для сортировки результатов.
radar.output = Переменная для записи конечной единицы.
unitradar.target = Фильтр для распознавания единиц.
unitradar.target = Фильтр для распознавания единиц.
unitradar.and = Дополнительные фильтры.
unitradar.order = Порядок сортировки. 0 для обратного.
unitradar.sort = Показатель для сортировки результатов.
unitradar.output = Переменная для записи конечной единицы.
control.of = Постройка для контролирования.
control.of = Постройка для контролирования.
control.unit = Единица/постройка для прицеливания.
control.shoot = Стрелять ли.
unitlocate.enemy = Обнаруживать ли вражеские постройки.
unitlocate.enemy = Обнаруживать ли вражеские постройки.
unitlocate.found = Найден ли объект.
unitlocate.building = Переменная для записи обнаруженной постройки.
unitlocate.outx = Вывод X координаты.
unitlocate.outy = Вывод Y координаты.
unitlocate.group = Группа построек для поиска.
playsound.limit = Если значение равно true, предотвращает воспроизведение этого звука,\n если он уже воспроизводился в том же кадре.
lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
lenum.stop = Остановка движения/копания/строительства.
lenum.unbind = Полностью отключает управление логикой.\nВосстанавливает стандартный ИИ.
lenum.move = Перемещение в определённую позицию.
@@ -3064,16 +3064,16 @@ lenum.build = Строительство блоков.
lenum.getblock = Получает тип постройки, пола и блока по заданным координатам.\nЕдиница должна быть в диапазоне позиции, иначе возвращается null.
lenum.within = Проверка на нахождение единицы рядом с позицией.
lenum.boost = Включение/выключение полёта.
lenum.flushtext = Сбрасывает содержимое текстового буфера, если применимо. \nЕсли значение fetch равно true, пытаеся получить свойства из набора локали карты или набора локали игры.
lenum.flushtext = Сбрасывает содержимое текстового буфера, если применимо. \nЕсли значение fetch равно true, пытаеся получить свойства из набора локали карты или набора локали игры.
lenum.texture = Имя текстуры прямо из атласа текстур игры (используя стиль написания с дефисами, например: build-tower) .\nЕсли printFlush имеет значение true, то в качестве текстового аргумента используется содержимое текстового буфера.
lenum.texturesize = Размер текстуры в плитках. Нулевое значение масштабирует ширину маркера до размера исходной текстуры.
lenum.autoscale = Масштабировать ли маркер в соответствии с уровнем масштабирования игрока.
lenum.posi = Индексированная позиция, используемая для линейных и квадратных маркеров с нулевым индексом в качестве первой позиции.
lenum.uvi = Положение текстуры в диапазоне от нуля до единицы, используется для квадратных маркеров.
lenum.colori = Индексируемая позиция, используемая для линейных и квадратных маркеров с нулевым индексом, являющимся первым цветом.
lenum.wavetimer = Определяет, будут ли волны появляться по таймеру. Если нет, то они будут появляться по нажатию на кнопку.
lenum.wavetimer = Определяет, будут ли волны появляться по таймеру. Если нет, то они будут появляться по нажатию на кнопку.
lenum.wave = Устанавливает номер волны. Может быть любым числом в режиме без волн.
lenum.currentwavetime = Устанавливает время до волны в тиках. (1 секунда = 60 тиков)
lenum.waves = Определяет, будут ли волны появляться.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Jedinica ne može graditi
lastaccessed = [lightgray]Poslednji Pristupio: {0}
lastcommanded = [lightgray]Poslednji Upravljao: {0}
block.unknown = [lightgray]???
stat.showinmap = <Učitajte mapu da se vidi>
stat.showinmap = <Učitajte mapu da se vidi>
stat.description = Namena
stat.input = Ulaz
stat.output = Izlaz
@@ -1230,8 +1230,8 @@ stat.reactive = Reaguje sa
stat.immunities = Imuniteti
stat.healing = Popravlja
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Polje Sile
ability.forcefield = Polje Sile
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Polje Popravke
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
bar.drilltierreq = Bolja Bušilica Potrebna
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Procesno Upravljan
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] šteta
bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray] polja
bullet.incendiary = [stat]zapaljiv
bullet.homing = [stat]samonavođenje
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x brzina paljbe
bullet.range = [stat]{0}[lightgray] domet
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = blokova
unit.blocks = blokova
unit.blockssquared = blokova²
unit.powersecond = jedinica energije/sekundi
unit.tilessecond = polja/sekundi
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Sakrij Logičke Displeje
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Prilagodi interfejs da prikaže zarez
setting.macnotch.description = Restartovanje je zahtevano da bi se učitale promene
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Upravljački Mod
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Ponovo Sagradi Region
keybind.rebuild_select.name = Ponovo Sagradi Region
keybind.schematic_select.name = Izaberi Region
keybind.schematic_menu.name = Menu Šema
keybind.schematic_flip_x.name = Okreni Šemu X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Fight against other players locally.\n[gray]Requires at l
mode.attack.name = Napad
mode.attack.description = Destroy the enemy's base. \n[gray]Requires a red core in the map to play.
mode.custom = Svojevrsna Pravila
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Sakrij Nedozvoljena Sredstva
rules.infiniteresources = Bezkonačni Resursi
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Vreme
rules.weather.frequency = Učestalost:
rules.weather.always = Stalno
rules.weather.duration = Dužina:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Zid)
item.copper.name = Bakar
item.lead.name = Olovo
item.coal.name = Ugalj
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Volfram
item.oxide.name = Oksid
item.carbide.name = Karbid
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Voda
liquid.water.name = Voda
liquid.slag.name = Šljaka
liquid.oil.name = Nafta
liquid.cryofluid.name = Kriotečnost
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozon
liquid.hydrogen.name = Vodonik
liquid.nitrogen.name = Azot
liquid.cyanogen.name = Cianogen
unit.dagger.name = Bodež
unit.dagger.name = Bodež
unit.mace.name = Topuz
unit.fortress.name = Tvrđava
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Skiptar
unit.reign.name = Vlast
unit.vela.name = Vela
unit.corvus.name = Korvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Lokus
unit.precept.name = Propis
unit.vanquish.name = Savladaj
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Dron Montiranja
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Odblesak
block.parallax.name = Odblesak
block.cliff.name = Litica
block.sand-boulder.name = Peščani Kamen
block.basalt-boulder.name = Bazaltni Kamen
@@ -2102,8 +2102,8 @@ block.container.name = Kontejner
block.launch-pad.name = Launch Pad
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Zemna Fabrika
block.air-factory.name = Vazdušna Fabrika
block.naval-factory.name = Morska Fabrika
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Praznilac Tovara
block.payload-unloader.description = Prazni iz blokova tečnosti i materijale.
block.heat-source.name = Izvor Toplote
block.heat-source.description = 1x1 blok koji tehnički proizvodi beskonačno toplote. Isključivo za Sandbox mod.
block.empty.name = Prazno
#Erekir
block.empty.name = Prazno
block.rhyolite-crater.name = Riolitni Krateri
block.rough-rhyolite.name = Grub Riolit
block.regolith.name = Regolit
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Fluksni Reaktor
block.neoplasia-reactor.name = Neoplasia Reaktor
block.switch.name = Prekidač
block.switch.name = Prekidač
block.micro-processor.name = Mikro Procesor
block.logic-processor.name = Logički Procesor
block.hyper-processor.name = Hiper Procesor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Veliki Logički Displej
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memorijska Ćelija
block.memory-bank.name = Memorijska Banka
team.malis.name = Baštovan
team.malis.name = Baštovan
team.crux.name = Srž
team.sharded.name = Skrhani
team.derelict.name = Zabačen
team.green.name = zeleni
team.blue.name = plavi
hint.skip = Dalje
hint.skip = Dalje
hint.desktopMove = Koristi [accent][[WASD][] da bi se kretao.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Levi-klik][] da bi pucao.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = Kada je jezgro skroz puno sa specifičnim materijalom, svaka dodatna jedinica materijala koja je primljena će biti [accent]spaljena[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nJedinice proizvedene iz njih će se automatski pomeriti tamo.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nJedinice proizvedene iz njih će se automatski pomeriti tamo.
gz.mine = Pomerite se pored :ore-copper: [accent]bakarne rude[] na zemlji i klikni ga da bi započeo iskopavanje.
gz.mine = Pomerite se pored :ore-copper: [accent]bakarne rude[] na zemlji i klikni ga da bi započeo iskopavanje.
gz.mine.mobile = Pomerite se pored :ore-copper: [accent]bakarne rude[] na zemlji i pritisni ga da bi započeo iskopavanje.
gz.research = Otvorite :tree: drvo tehnologija.Izučite :mechanical-drill: [accent]Mehaničku Drobilicu[], pritom ga izaberi iz menija u donjem desnom uglu.\nKliknite ga na nalazište bakra da bi ga postavio.
gz.research.mobile = Otvorite :tree: drvo tehnologija.Izučite :mechanical-drill: [accent]Mehaničku Drobilicu[], pritom ga izaberi iz menija u donjem desnom uglu.\nPritisnite nalazište bakra da bi ga postavio..\n\nPritisnite \ue800 [accent]checkmark[] u donjem desnom uglu da potvrdite.
@@ -2373,8 +2373,8 @@ gz.zone1 = Ovo je neprijateljska zona.
gz.zone2 = Sve sagrađeno u njoj će biti uništeno kada se započne talas.
gz.zone3 = Talas će uskoro započeti.\nSpremi se.
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Klikni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.\nKoristi [accent][[WASD] za kretanje.
onset.mine = Klikni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.\nKoristi [accent][[WASD] za kretanje.
onset.mine.mobile = Pritisni da bi iskopao :beryllium: [accent]berilijum[] iz zidova.
onset.research = Otvori :tree: drvo tehnologija.\nIzuči, i pritom postavi :turbine-condenser: [accent]Turbinski Kondezator[] na ventil.\nOvo će da proizvodi [accent]energiju[].
onset.bore = Izuči i postavi :plasma-bore: [accent]plazma bušilicu[].\nOvo će automatski da iskopava rude sa zida.
@@ -2437,14 +2437,14 @@ onset.detect = Neprijatelj će te primetiti za 2 minuta.\nPostavite odbranu, rud
onset.commandmode = Drži [accent]shift[] da bi ušao u [accent]komandni mod[].\n[accent]Levi-klik i vuci[] da izabereš jedinice.\n[accent]Desni-klik[] da bi naredio jedinicama da se kreću ili napadaju.
onset.commandmode.mobile = Pritisni [accent]komandno dugme[] da bi ušao [accent]komandni mod[].\nDrži prstom, pritom [accent]vuci[] da izabereš jedinice.\n[accent]Pritisni[] da bi naredio jedinicama da se kreću ili napadaju.
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
split.acquire = Moraš preuzeti nešto volframa da bi proizvodio jedinice.
split.build = Jedinice moraju da se prenesu sa jedne strane zida na drugu.\nPostavite dva [accent]Tovarna Akceleratora[], jedan sa svake strane zida.\nDa bi se stvorila vezi izaberi jedan akcelerator, i onda izaberi drugi.
split.container = Kao sa kontejnerom, jedinice takođe mogu da se transportuju preko [accent]Tovarnog Akceleratora[].\nPostavi fabrikator jedinica pored akceleratora da bi ga natovario, i pritom ga pošalji preko zida da bi napao neprijateljsku bazu.
item.copper.description = Koristi se za sve građevine.
item.copper.description = Koristi se za sve građevine.
item.copper.details = Bakar. Nenormalno prisutan na Serupulu, strukturno je slab ako nije ojačan.
item.lead.description = Koristi se za transport tečnosti i elektroniku.
item.lead.details = Gusto. Inertno. Veoma primenljivo za baterije.\nNapomena: verovatno otrovno po biološke oblike života. Nije kao da ih je ovde mnogo ostalo.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Prerađuje se u naftu ili plastiku, može se spalji
item.spore-pod.details = Spore. Verovatno sintetički obliki života. Emituje gasove otrovne po ostali život. Ekstremno invazivne. Visoko zapaljive u određenim uslovima.
item.blast-compound.description = Koristi se za bombe i eksplozivnu municiju.
item.pyratite.description = Koristi se kao zapaljiva municija i odlično gorivo za elektrane.
item.beryllium.description = Korišćen u raznim građevinama i municiji na Erekir-u.
#Erekir
item.beryllium.description = Korišćen u raznim građevinama i municiji na Erekir-u.
item.tungsten.description = Korišćena u drobilicama, oklopu i kao municija. Potrebna za gradnju naprednijih građevina.
item.oxide.description = Korišćen kao preusmeravač toplote i električni izolator.
item.carbide.description = Korišćena u naprednim građevinama, većim jedinicama i municiji.
liquid.water.description = Koristi se za hlađenje mašina i preradu otpada.
liquid.water.description = Koristi se za hlađenje mašina i preradu otpada.
liquid.slag.description = Može se preraditi u Razdvajačima u druge resurse, može se sipati na neprijatelje kao oružje.
liquid.oil.description = Koristi se za proizvodnju naprednih materijala. Može se koristi kao pojačivač vatre ako se sipa na neprijatelja dok gori.
liquid.cryofluid.description = Rashladna tečnost za fabrike, reaktore i topove.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
liquid.ozone.description = Korišćen kao oksidaciono sredstvo za proizvodnju materijala, i kao gorivo. Srednje eksplozivan.
liquid.hydrogen.description = Korišćen za iskopavanje ruda, proizvodnju jedinica i za popravke. Zapaljiv.
liquid.cyanogen.description = Korišćena za izgradnju većih jedinica, kao municija i za razne reakcije u naprednim građevinama. Izuzetno Zapaljiv.
liquid.nitrogen.description = Korišćen za iskopavanje ruda, proizvodnju gasova i proizvodnju jedinica. Inertan.
liquid.neoplasm.description = Opasni biološki njusproizvod Neoplasia reaktora. Brzo se širi na svaki povezani blok koji sadrži vodu koju dotakne, oštećuju ih u procesu. Viskozna.
liquid.neoplasm.details = Neoplazma. 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]Zabačen
block.derelict = [lightgray]Zabačen
block.armored-conveyor.description = Usmerava materijale ispred. Nema prijema sa bokova.
block.illuminator.description = Osvetljava okolinu.
block.message.description = Skladišti poruku radi komunikacije među saveznicima.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
#Erekir
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
block.core-citadel.description = Jezgro baze. Izuzetno dobro oklopljeno. Skladišti više resursa od Bastilje jezgra.
block.core-acropolis.description = Jezgro baze. Izvrsno dobro oklopljeno. Skladišti više resursa od Citadele jezgra.
block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
@@ -2746,8 +2746,8 @@ block.radar.description = Postepeno otkriva teren i neprijateljske jedinice u vi
block.shockwave-tower.description = Oštećuje i uništava neprijateljske projektile u dometu. Zahteva cianogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Ispaljuje standardne metke na sve neprijatelje u dometu.
unit.dagger.description = Ispaljuje standardne metke na sve neprijatelje u dometu.
unit.mace.description = Ispaljuje mlazeve plamena na sve neprijatelje u dometu.
unit.fortress.description = Ispaljuje dalekometne artiljerijske granate na mete na zemlji.
unit.scepter.description = Ispaljuje rafale naelektrisanih metaka na sve mete u dometu.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Šokira sve neprijateljske jedinice i građevine koje mu uđu u energetsko polje. Popravljuje sve savezničke jedinice.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Ispaljuje standardne metke na neprijateljske mete.
#Erekir
unit.stell.description = Ispaljuje standardne metke na neprijateljske mete.
unit.locus.description = Ispaljuje naizmenične metke na neprijateljske mete.
unit.precept.description = Ispaljuje probojne fragmentacione metke na neprijateljske mete.
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Ispaljuje dugo-dometne ugušujuće rakete na neprijat
unit.evoke.description = Gradi građevine da odbrani Bastilja jezgro. Popravlja građevine sa laserom.
unit.incite.description = Gradi građevine da odbrani Citadela jezgro. Popravlja građevine sa laserom.
unit.emanate.description = Gradi građevine da odbrani Veliki Grad jezgro. Popravlja građevine sa laserom.
lst.read = Čita broj iz povezane memorijske ćelije.
lst.read = Čita broj iz povezane memorijske ćelije.
lst.write = Piše broj u povezanu memorijsku ćeliju.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Vrsta građevine/jedinice.\nnpr. za svaki ruter, ovo šalje [accent]@router[].\nNot a string.
lenum.type = Vrsta građevine/jedinice.\nnpr. za svaki ruter, ovo šalje [accent]@router[].\nNot a string.
lenum.shoot = Ispaljuj na mestu.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Konfiguracija građevine, npr. sortirani materijal.
lenum.enabled = Da li je ova građevina osposobljena.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Boja iluminatora.
laccess.controller = Upravljač jedinice. Ako upravljano putem procesora, šalji "processor".\nAko je upravljano u formaciji, šalji "lider".U ostalim slučajevima, šalji jedinicu za sebe.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Nepoznato
lcategory.unknown = Nepoznato
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Kontrola Jedinica
lcategory.unit.description = Davanje komandi jedinica.
lcategory.world = Svet
lcategory.world.description = Upravljaj funkcijama sveta.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Uvek Tačno.
lenum.always = Uvek Tačno.
lenum.idiv = Integer division.
lenum.div = Deljenje.Šalje [accent]null[] kada se deli sa nulom.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum dva broja.
lenum.min = Minimum dva broja.
lenum.max = Maksimum dva broja.
lenum.angle = Ugao vektora u stepenima.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Dužina bektora.
lenum.sin = Sinus, u stepenima.
lenum.sin = Sinus, u stepenima.
lenum.cos = Cosinus, u stepenima.
lenum.tan = Tangenta, u stepenima.
lenum.asin = Ark sinus, u stepenima.
lenum.asin = Ark sinus, u stepenima.
lenum.acos = Ark cosinus, u stepenima.
lenum.atan = Ark tangenta, u stepenima.
lenum.rand = Nasumične decimale u dometu [0, vrednost).
#not a typo, look up 'range notation'
lenum.rand = Nasumične decimale u dometu [0, vrednost).
lenum.log = Prirodni logaritam (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Apsolutna vrednost.
lenum.sqrt = Kvadratni koren.
lenum.any = Bilo koja jedinica.
lenum.any = Bilo koja jedinica.
lenum.ally = Saveznička jedinica.
lenum.attacker = Jedinica sa oružijem.
lenum.enemy = Neprijateljska jedinica.
@@ -3000,13 +3000,13 @@ lenum.boss = Čuvar.
lenum.flying = Leteća jedinica.
lenum.ground = Zemna jedinica.
lenum.player = Jedinica upravljana od strane igrača.
lenum.ore = Nalazište rude.
lenum.ore = Nalazište rude.
lenum.damaged = Oštečena saveznička građevina.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Bilo koje jezgro.
lenum.core = Bilo koje jezgro.
lenum.storage = Skladišnje građevine, npr. Trezor.
lenum.generator = Građevine koje proizvode energiju.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Bilo koja baterija.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Dodatni filteri.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Dodatni filteri.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Građevina za upravljanje.
control.of = Građevina za upravljanje.
control.unit = Jedinica/građevina koja se nišani.
control.shoot = Da li da puca.
unitlocate.enemy = Da li da locira neprijateljske građevine.
unitlocate.enemy = Da li da locira neprijateljske građevine.
unitlocate.found = Da li je objekat pronađen.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Grupa građevina koja se traži.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Zaustavi kretanje, ali nastavi gradnju/iskopavanje.\nThe default state.
lenum.stop = Zaustavi kretanje/gradnju/iskopavanje.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Idi do tačnog mesta.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unit can't build
lastaccessed = [lightgray]Last Accessed: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Purpose
stat.input = Inmatning
stat.output = Utmatning
@@ -1230,8 +1230,8 @@ stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Repair Field
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Bättre Borr Krävs
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] skada
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
bullet.homing = [stat]homing
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x fire rate
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = block
unit.blocks = block
unit.blockssquared = blocks²
unit.powersecond = power units/second
unit.tilessecond = tiles/second
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Anpassa gränssnittet för att visa skåra
setting.macnotch.description = Omstart krävs för att tillämpa ändringar
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Fight against other players locally.\n[gray]Requires at l
mode.attack.name = Attack
mode.attack.description = Destroy the enemy's base. No waves.\n[gray]Requires a red core in the map to play.
mode.custom = Custom Rules
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Infinite Resources
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Koppar
item.lead.name = Bly
item.coal.name = Kol
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Vatten
liquid.water.name = Vatten
liquid.slag.name = Slag
liquid.oil.name = Olja
liquid.cryofluid.name = Cryofluid
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Sandbumling
block.basalt-boulder.name = Basalt Boulder
@@ -2102,8 +2102,8 @@ block.container.name = Container
block.launch-pad.name = Launch Pad
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
block.naval-factory.name = Naval Factory
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
block.switch.name = Switch
block.micro-processor.name = Micro Processor
block.logic-processor.name = Logic Processor
block.hyper-processor.name = Hyper Processor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Large Logic Display
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = röda
team.sharded.name = orangea
team.derelict.name = derelicta
team.green.name = gröna
team.blue.name = blåa
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Left-click][] to shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = The most basic structural material. Used extensively in all types of blocks.
item.copper.description = The most basic structural material. Used extensively in all types of blocks.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = A pod of synthetic spores, synthesized from atmosph
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = An unstable compound used in bombs and explosives. Synthesized from spore pods and other volatile substances. Use as fuel is not advised.
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = The most useful liquid. Commonly used for cooling machines and waste processing.
liquid.water.description = The most useful liquid. Commonly used for cooling machines and waste processing.
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
liquid.oil.description = A liquid used in advanced material production. Can be converted into coal as fuel, or sprayed and set on fire as a weapon.
liquid.cryofluid.description = An inert, non-corrosive liquid created from water and titanium. Has extremely high heat capacity. Extensively used as coolant.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
block.message.description = Stores a message. Used for communication between allies.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]ยูนิตนี้ก่อสร้างไม
lastaccessed = [lightgray]คนสุดท้ายที่เข้าถึง: {0}
lastcommanded = [lightgray]คนสุดท้ายที่สั่งการ: {0}
block.unknown = [lightgray]???
stat.showinmap = <โหลดแมพเพื่อแสดง>
stat.showinmap = <โหลดแมพเพื่อแสดง>
stat.description = วัตถุประสงค์
stat.input = ต้องการ
stat.output = ส่งออก
@@ -1230,8 +1230,8 @@ stat.reactive = ปฏิกิริยา
stat.immunities = ต่อต้านสถานะ
stat.healing = การรักษา
stat.efficiency = [stat]ประสิทธิภาพ {0}%
ability.forcefield = โล่พลังงาน
ability.forcefield = โล่พลังงาน
ability.forcefield.description = ฉายโล่พลังงานที่ดูดซับกระสุนต่างๆ
ability.repairfield = สนามซ่อมแซม
ability.repairfield.description = ซ่อมแซมยูนิตในรอบข้าง
@@ -1260,8 +1260,8 @@ ability.spawndeath = ตัวตายตัวแทน
ability.spawndeath.description = ให้กำเนิดยูนิตออกมาหลังความตาย
ability.liquidexplode = ระเบิดของเหลวแห่งความตาย
ability.liquidexplode.description = กระจายของเหลวไปทั่วพื้นหลังความตาย
ability.stat.firingrate = [stat]{0}/วิ[lightgray] อัตราการยิง
ability.stat.firingrate = [stat]{0}/วิ[lightgray] อัตราการยิง
ability.stat.regen = [stat]{0}[lightgray] พลังชีวิต/วิ
ability.stat.pulseregen = [stat]{0}[lightgray] พลังชีวิต/จังหวะ
ability.stat.shield = [stat]{0}[lightgray] เกราะ
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] ความเสียห
ability.stat.minspeed = [stat]{0} ช่อง/วิ[lightgray] ความเร็วต่ำสุด
ability.stat.duration = [stat]{0} วิ[lightgray] ระยะเวลา
ability.stat.buildtime = [stat]{0} วิ[lightgray] ความในการสร้าง
bar.displaytoolarge = มิติมีขนาดใหญ่เกินไป\n(สูงสุด: {0}x{0})
bar.displaytoolarge = มิติมีขนาดใหญ่เกินไป\n(สูงสุด: {0}x{0})
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
bar.nobatterypower = พลังงานแบตเตอรี่ไม่เพียงพอ
@@ -1317,12 +1317,12 @@ bar.activationtimer = เปิดใช้งานใน {0}
bar.activated = เปิดใช้งานแล้ว
bar.upto = จนถึง {0}
bar.lerpwarmuptime = มีผลหากใช้การเร่งประสิทธิภาพ ไม่เป็นเส้นตรง; ใช้สูตรการลดลงแบบยกกำลัง\nเพื่อเป็นข้อมูล ความคืบหน้าจะถึงระดับ 90% ใน {0} วิ แต่จะถึงระดับ 99% ใน {1} วิ
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
weapon.pointdefense = [stat]อาวุธสกัดกระสุน
bullet.damage = [stat]{0}[lightgray] ดาเมจ
bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง
bullet.incendiary = [stat]ติดไฟ
bullet.homing = [stat]ติดตามตัว
@@ -1357,8 +1357,8 @@ bullet.reload = [lightgray]ความเร็วการยิง [stat]{0}[
bullet.range = [lightgray]ระยะยิง [stat]{0}[lightgray] ช่อง
bullet.notargetsmissiles = [stat] เมินสิ่งก่อสร้าง
bullet.notargetsbuildings = [stat] เมินขีปนาวุธ
unit.blocks = บล็อก
unit.blocks = บล็อก
unit.blockssquared = บล็อก²
unit.powersecond = หน่วย/วินาที
unit.tilessecond = ช่อง/วินาที
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = ซ่อนหน้าจอลอจิก
setting.hidedisplays.description = ซ่อนเนื้อหาภาพของหน้าจอลอจิก ซึ่งอาจช่วยเพิ่มประสิทธิภาพของเกม
setting.macnotch.name = ปรับอินเตอร์เฟซให้เข้ากับติ่งหน้าจอ
setting.macnotch.description = สำหรับเครื่อง MacOS ที่มีรอยบาก ลดขนาด UI เพื่อเว้นระยะของรอยบาก\nอาจจะต้องรีสตาร์ทเพื่อใช้งานการเปลี่ยนแปลง
steam.friendsonly = เพื่อนเท่านั้น
steam.friendsonly = เพื่อนเท่านั้น
steam.friendsonly.tooltip = ว่าจะให้แค่เพื่อนเท่านั้นหรือไม่ที่จะสามารถเข้าร่วมเกมของคุณได้\nหากคุณติ๊กช่องนี้ออกนั้นจะทำให้เกมของคุณเปิดเป็นสาธารณะ - ใครๆก็จะสามารถเข้าร่วมเกมของคุณได้
setting.maxmagnificationmultiplierpercent.name = ระยะห่างกล้องต่ำสุด
setting.minmagnificationmultiplierpercent.name = ระยะห่างกล้องสูงสุด
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = โหมดสั่งการ
keybind.command_queue.name = คิวคำสั่งยูนิต
keybind.create_control_group.name = สร้างกลุ่มสั่งการ
keybind.cancel_orders.name = ยกเลิกคำสั่ง
keybind.unit_stance_shoot.name = ท่าทียูนิต: ยิง
keybind.unit_stance_shoot.name = ท่าทียูนิต: ยิง
keybind.unit_stance_hold_fire.name = ท่าทียูนิต: หยุดยิง
keybind.unit_stance_pursue_target.name = ท่าทียูนิต: ไล่ตามเป้าหมาย
keybind.unit_stance_patrol.name = ท่าทียูนิต: ลาดตระเวน
keybind.unit_stance_ram.name = ท่าทียูนิต: พุ่งชน
keybind.unit_stance_boost.name = ท่าทียูนิต: บูสต์
keybind.unit_stance_hold_position.name = ท่าทียูนิต: คงตำแหน่ง
keybind.unit_command_move.name = คำสั่งยูนิต: ขยับ
keybind.unit_command_move.name = คำสั่งยูนิต: ขยับ
keybind.unit_command_repair.name = คำสั่งยูนิต: ซ่อมแซม
keybind.unit_command_rebuild.name = คำสั่งยูนิต: สร้างใหม่
keybind.unit_command_assist.name = คำสั่งยูนิต: ช่วยเหลือผู้เล่น
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = คำสั่งยูนิต: บ
keybind.unit_command_unload_payload.name = คำสั่งยูนิต: วางของที่บรรทุก
keybind.unit_command_enter_payload.name = คำสั่งยูนิต: เข้าบล็อกบรรทุก
keybind.unit_command_loop_payload.name = คำสั่งยูนิต: ลูปการขนถ่ายยูนิต
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
keybind.schematic_select.name = เลือกพื้นที่
keybind.schematic_menu.name = เมนูแผนผัง
keybind.schematic_flip_x.name = กลับด้านแผนผังแกน X
@@ -1641,8 +1641,8 @@ mode.pvp.description = สู้กับผู้เล่นอื่น\n[gra
mode.attack.name = โจมตี
mode.attack.description = ทำลายฐานของศัตรู \n[gray]จำเป็นต้องมีแกนกลางศัตรูเพื่อเล่น
mode.custom = กฎแบบกำหนดเอง
rules.invaliddata = ข้อมูลคลิปบอร์ดไม่ถูกต้อง
rules.invaliddata = ข้อมูลคลิปบอร์ดไม่ถูกต้อง
rules.hidebannedblocks = ซ่อนบล็อกต้องห้าม
rules.infiniteresources = ทรัพยากรไม่จำกัด
rules.fillitems = เติมแกนกลางด้วยทรัพยากร
@@ -1753,20 +1753,20 @@ rules.weather = สภาพอากาศ
rules.weather.frequency = ความถี่:
rules.weather.always = ตลอด
rules.weather.duration = ระยะเวลา:
rules.randomwaveai.info = ทำให้ยูนิตที่เกิดจากคลิ่นเล็งเป้าหมายสิ่งก่อสร้างอย่างสุ่มแทนที่จะมุ่งโจมตีแต่แกนกลางหรือเครื่องกำเนิดไฟฟ้า
rules.randomwaveai.info = ทำให้ยูนิตที่เกิดจากคลิ่นเล็งเป้าหมายสิ่งก่อสร้างอย่างสุ่มแทนที่จะมุ่งโจมตีแต่แกนกลางหรือเครื่องกำเนิดไฟฟ้า
rules.placerangecheck.info = ป้องกันผู้เล่นไม่ให้วางอะไรใกล้ๆกับสิ่งก่อสร้างศัตรู เมื่อวางป้อมปืน ระยะนั้นจะขยายออกมากขึ้น เพื่อไม่ให้ป้อมปืนนั้นมีระยะยิงถึงศัตรู
rules.onlydepositcore.info = ป้องกันยูนิตไม่ให้โอนถ่ายไอเท็มลงสิ่งก่อสร้างใดๆ ยกเว้นแกนกลาง
database-category.item = ไอเท็ม
database-category.item = ไอเท็ม
database-category.liquid = ของเหลว
database-category.unit = ยูนิต
database-category.block = บล็อก
database-category.status = เอฟเฟกต์สถานะ
database-category.sector = เซ็กเตอร์
database-category.team = ทีม
database-tag.turret = ป้อมปืน
database-tag.turret = ป้อมปืน
database-tag.production = การผลิต
database-tag.distribution = การขนส่ง
database-tag.liquid = ของเหลว
@@ -1779,10 +1779,10 @@ database-tag.logic = ลอจิก
database-tag.unit-air = อากาศ
database-tag.unit-naval = เรือ
database-tag.unit-ground = พื้นดิน
wallore = (กำแพง)
item.copper.name = ทองแดง
item.lead.name = ตะกั่ว
item.coal.name = ถ่านหิน
item.graphite.name = กราไฟต์
@@ -1804,8 +1804,8 @@ item.tungsten.name = ทังสเตน
item.oxide.name = ออกไซด์
item.carbide.name = คาร์ไบด์
item.dormant-cyst.name = ดอร์แมนท์ซิสต์
liquid.water.name = น้ำ
liquid.water.name = น้ำ
liquid.slag.name = แร่หลอม
liquid.oil.name = น้ำมัน
liquid.cryofluid.name = สารหล่อเย็น
@@ -1816,8 +1816,8 @@ liquid.ozone.name = โอโซน
liquid.hydrogen.name = ไฮโดรเจน
liquid.nitrogen.name = ไนโตรเจน
liquid.cyanogen.name = ไซยาโนเจน
unit.dagger.name = แด็กเกอร์
unit.dagger.name = แด็กเกอร์
unit.mace.name = เมส
unit.fortress.name = ฟอร์เทรส
unit.nova.name = โนวา
@@ -1855,8 +1855,8 @@ unit.scepter.name = ศัสตรา
unit.reign.name = ไอศวรรย์
unit.vela.name = เวล่า
unit.corvus.name = คอร์วัส
unit.stell.name = สเตลล์
unit.stell.name = สเตลล์
unit.locus.name = โลคัส
unit.precept.name = พรีเซ็ปต์
unit.vanquish.name = แวนควิช
@@ -1878,8 +1878,8 @@ unit.manifold.name = แมนิโฟลด์
unit.assembly-drone.name = โดรนประกอบร่าง
unit.latum.name = ลาทัม
unit.renale.name = รีเนล
block.parallax.name = พาราแล็คซ์
block.parallax.name = พาราแล็คซ์
block.cliff.name = หน้าผา
block.sand-boulder.name = ก้อนหินทราย
block.basalt-boulder.name = ก้อนบะซอลต์
@@ -2102,8 +2102,8 @@ block.container.name = ตู้เก็บของ
block.launch-pad.name = ฐานส่งทรัพยากร [lightgray](รุ่นเก่า)
block.advanced-launch-pad.name = ฐานส่งทรัพยากร
block.landing-pad.name = ฐานลงจอดทรัพยากร
block.segment.name = เซ็กเมนต์
block.segment.name = เซ็กเมนต์
block.ground-factory.name = โรงงานยูนิตพื้นดิน
block.air-factory.name = โรงงานยูนิตอากาศ
block.naval-factory.name = โรงงานยูนิตน้ำ
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = เครื่องถ่ายสิ่งบ
block.payload-unloader.description = ถ่ายของเหลวและไอเท็มออกจากบล็อก
block.heat-source.name = จุดกำเนิดความร้อน
block.heat-source.description = ส่งออกความร้อนอย่างไม่จำกัด มีเฉพาะโหมดอิสระ
block.empty.name = ว่างเปล่า
#Erekir
block.empty.name = ว่างเปล่า
block.rhyolite-crater.name = หลุมไรโอไลต์
block.rough-rhyolite.name = ไรโอไลต์หยาบ
block.regolith.name = เรโกลิธ
@@ -2294,8 +2294,8 @@ block.smite.name = สไมต์
block.malign.name = มาไลน์
block.flux-reactor.name = เตาปฏิกรณ์ฟลักซ์
block.neoplasia-reactor.name = เตาปฏิกรณ์นีโอพลาเซีย
block.switch.name = สวิตช์
block.switch.name = สวิตช์
block.micro-processor.name = ตัวประมวลผลขนาดเล็ก
block.logic-processor.name = ตัวประมวลผลลอจิก
block.hyper-processor.name = ตัวประมวลผลไฮเปอร์
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = หน้าจอลอจิกขนาด
block.tile-logic-display.name = หน้าจอลอจิกแบบไร้รอยต่อ
block.memory-cell.name = เซลล์ความจำ
block.memory-bank.name = ธนาคารความจำ
team.malis.name = มาลิส
team.malis.name = มาลิส
team.crux.name = ครักซ์
team.sharded.name = ชาร์ด
team.derelict.name = ทิ้งร้าง
team.green.name = เขียว
team.blue.name = น้ำเงิน
hint.skip = ข้าม
hint.skip = ข้าม
hint.desktopMove = กด [accent][[WASD][] เพื่อขยับ
hint.zoom = [accent]เลื่อน[]เพื่อซูมเข้าหรือซูมออก
hint.desktopShoot = กด [accent][[คลิ๊กซ้าย][] เพื่อยิง
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = เซ็กเตอร์นี้มี[scarlet]ร
hint.coreIncinerate = เมื่อแกนกลางมีจำนวนไอเท็มชนิดหนึ่งที่กักเก็บไว้เต็ม ไอเท็มชนิดนั้นที่เข้ามาเพิ่มจะ[accent]ถูกเผา[]
hint.factoryControl = เพื่อที่จะตั้ง[accent]ตำแหน่งการส่งออก[]ของโรงงานยูนิต ให้กดที่โรงงานยูนิตในระหว่างที่อยู่ในโหมดสั่งการ แล้วกดคลิ๊กขวาที่ตำแหน่งที่ต้องการตั้ง\nยูนิตที่ถูกผลิตจะขยับออกมาที่จุดที่ตั้งโดยอัตโนมัติ
hint.factoryControl.mobile = เพื่อที่จะตั้ง[accent]ตำแหน่งการส่งออก[]ของโรงงานยูนิต ให้กดที่โรงงานยูนิตในระหว่างที่อยู่ในโหมดสั่งการ แล้วกดที่ตำแหน่งที่ต้องการตั้ง\nยูนิตที่ถูกผลิตจะขยับออกมาที่จุดที่ตั้งโดยอัตโนมัติ
gz.mine = ขยับเข้าไปใกล้ๆ กับ :ore-copper: [accent]แร่ทองแดง[]ที่อยู่บนพื้นแล้วคลิ๊กเพื่อเริ่มการขุด
gz.mine = ขยับเข้าไปใกล้ๆ กับ :ore-copper: [accent]แร่ทองแดง[]ที่อยู่บนพื้นแล้วคลิ๊กเพื่อเริ่มการขุด
gz.mine.mobile = ขยับเข้าไปใกล้ๆ กับ :ore-copper: [accent]แร่ทองแดง[]ที่อยู่บนพื้นแล้วกดที่แร่เพื่อเริ่มการขุด
gz.research = เปิด :tree: ต้นไม้เทค\nวิจัย :mechanical-drill: [accent]เครื่องขุดเชิงกล[] แล้วกดเลือกจากเมนูตรงแถบขวาล่าง\nคลิ๊กที่กลุ่มแร่ทองแดงเพื่อวางที่ขุด
gz.research.mobile = เปิด :tree: ต้นไม้เทค\nวิจัย :mechanical-drill: [accent]เครื่องขุดเชิงกล[] แล้วกดเลือกจากเมนูตรงแถบขวาล่าง\nกดที่กลุ่มแร่ทองแดงเพื่อวางที่ขุด\n\nกดปุ่ม \ue800 [accent]ติ๊กถูก[]ที่แถบล่างขวาเพื่อยืนยัน
@@ -2373,8 +2373,8 @@ gz.zone1 = นี่คือจุดเกิดของศัตรู
gz.zone2 = สิ่งก่อสร้างทุกอย่างในรัศมีจะถูกทำลายเมื่อมีคลื่นใหม่เริ่มขึ้น
gz.zone3 = คลื่นกำลังจะเริ่มขึ้นแล้ว\nเตรียมตัวให้พร้อม
gz.finish = สร้างป้อมปืนเพิ่ม ขุดทรัพยากรให้ได้มากกว่านี้\nแล้วป้องกันคลื่นทั้งหมดเพื่อ[accent]ยึดครองเซ็กเตอร์[]
ff.coal = ใช้ :mechanical-drill: [accent]เครื่องขุดเชิงกล[] เพื่อขุด :ore-coal: [accent]ถ่านหิน[]
ff.coal = ใช้ :mechanical-drill: [accent]เครื่องขุดเชิงกล[] เพื่อขุด :ore-coal: [accent]ถ่านหิน[]
ff.graphitepress = :tree: วิจัยและวาง :graphite-press: [accent]เครื่องอัดกราไฟต์[]
ff.craft = นำ :coal: ถ่านหินใส่เข้าไปใน :graphite-press: [accent]เครื่องอัดกราไฟต์[]\nเครื่องนี้จะผลิต :graphite: กราไฟต์ และส่งออกสู่สายพานรอบข้าง\nนำ :graphite: กราไฟต์ ที่ได้จาก :graphite-press: [accent]เครื่องอัดกราไฟต์[] ไปที่แกนกลาง
ff.generator = :coal: ถ่านหิน สามารถนำไปใช้เป็นเชื้อเพลิงให้กับ :combustion-generator: [accent]เครื่องกำเนิดไฟฟ้าเผาไหม้[].\nวิจัยและวาง :combustion-generator: [accent]เครื่องกำเนิดไฟฟ้าเผาไหม้[]
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: ผลิตไฟฟ้า
ff.node = :power-node: [accent]ตัวจ่ายพลังงาน[] จะจ่ายไฟฟ้าให้บล็อกที่อยู่ในรัศมีใกล้เคียง\nวิจัยและวาง :power-node: [accent]ตัวจ่ายพลังงาน[] ไว้ใกล้กับเครื่องกำเนิดไฟฟ้า
ff.battery = :battery: [accent]แบตเตอรี่[] จะช่วยกักเก็บพลังงาน\nวิจัยและวาง :battery: [accent]แบตเตอรี่[] ใกล้กับตัวจ่ายไฟฟ้า
ff.arc = ป้อมปืน :arc: [accent]อาร์ค[] จำเป็นต้องใช้ไฟฟ้าในการทำงาน วิจัยและวาง :arc: [accent]อาร์ค[] ใกล้กับตัวจ่ายไฟฟ้า
fungalpass.tutorial1 = ใช้ [accent]ยูนิต[] เพื่อปกป้องสิ่งก่อสร้างและโจมตีศัตรู\nวิจัยและวาง :ground-factory: [accent]โรงงานยูนิตพื้นดิน[]
fungalpass.tutorial2 = เลือกยูนิต :dagger: [accent]แด็กเกอร์[] ในโรงงาน\nผลิตยูนิต 3 ตัว
frontier.tutorial1 = :additive-reconstructor: [accent]เครื่องพัฒนารุ่นบวก[]\nจะอัปเกรดยูนิตรุ่นที่ 1 ให้เป็นยูนิตรุ่นที่ 2\nโดยใช้ :silicon: ซิลิคอนและ :graphite: กราไฟต์\n\n[accent]วิจับและพัฒนา\n[]:dagger:[accent] แด็กเกอร์ ให้เป็น []:mace:[accent] เมส
frontier.tutorial1 = :additive-reconstructor: [accent]เครื่องพัฒนารุ่นบวก[]\nจะอัปเกรดยูนิตรุ่นที่ 1 ให้เป็นยูนิตรุ่นที่ 2\nโดยใช้ :silicon: ซิลิคอนและ :graphite: กราไฟต์\n\n[accent]วิจับและพัฒนา\n[]:dagger:[accent] แด็กเกอร์ ให้เป็น []:mace:[accent] เมส
frontier.tutorial2 = คลื่นศัตรูจะปล่อยออกมา[accent]อย่างไม่มีที่สิ้นสุด[] จนกว่าแกนกลางของฐานทัพศัตรูทั้งหมดจะ[unlaunched]ถูกทำลาย
frontier.tutorial3 = [accent]โจมตีฐานทัพศัตรูอย่างรวดเร็วเพื่อป้องกันไม่ให้คลื่นเพิ่มสูงมากเกินไป[]
atolls.destroy1 = ทำลายฐานทัพศัตรูที่มี [accent]แกนกลาง: ฟาวน์เดชั่น[] สองฐานนี้ก่อน\n[accent]เข้ายึดครองแหล่งทอเรี่ยม[]
atolls.destroy1 = ทำลายฐานทัพศัตรูที่มี [accent]แกนกลาง: ฟาวน์เดชั่น[] สองฐานนี้ก่อน\n[accent]เข้ายึดครองแหล่งทอเรี่ยม[]
atolls.mega1 = เข้าไปยัง [accent]โหลดสั่งการ[] และเลือกยูนิต :mega:[accent]เมก้า[]
atolls.mega2 = เลือกคำสั่ง \ue87b [accent]บรรทุกยูนิต[] เพื่อให้เมก้าหยิบยูนิตพื้นดินขึ้นมา
atolls.mega3 = ขยับยูนิตเมก้าให้อยู่[accent]เหนือ[]ยูนิตพื้นดินเพื่อบรรทุกมันเข้าไปในเมก้า
@@ -2411,8 +2411,8 @@ atolls.carry6 = คุณสามารถดูขั้นตอนเหล
atolls.carry7 = ทำตามคำแนะนำเหล่านี้เพื่อส่งยูนิตเพิ่มเติมไปใกล้กับฐานทัพของศัตรู
atolls.noairunit = ฐานทัพนี้มีการป้องกันที่แน่นหนาเกินกว่าที่จะทำลายด้วยยูนิตอากาศได้
atolls.2strategies = มีสองกลยุทธ์เพื่อที่จะทำลายฐานทัพนี้
onset.mine = กดคลิ๊กซ้ายเพื่อขุด :beryllium: [accent]เบริลเลี่ยม[] จากกำแพง\n\nกด [accent][[WASD][] เพื่อขยับ
onset.mine = กดคลิ๊กซ้ายเพื่อขุด :beryllium: [accent]เบริลเลี่ยม[] จากกำแพง\n\nกด [accent][[WASD][] เพื่อขยับ
onset.mine.mobile = กดที่หน้าจอเพื่อขุด :beryllium: [accent]เบริลเลี่ยม[] จากกำแพง
onset.research = เปิดที่หน้า :tree: ต้นไม้เทค\nวิจัย แล้ววาง :turbine-condenser: [accent]เครื่องควบแน่นกังหัน[] บนปล่อง\nเครื่องนี้จะผลิต[accent]พลังงาน[]
onset.bore = วิจัยและวาง :plasma-bore: [accent]เครื่องขุดเจาะพลาสม่า[]\nเครื่องนี้จะขุดทรัพยากรที่อยู่ในกำแพงให้โดยอัตโนมัติ
@@ -2437,14 +2437,14 @@ onset.detect = ศัตรูจะสามารถตรวจจับก
onset.commandmode = กด [accent]shift[] เพื่อเข้าสู่ [accent]โหมดสั่งการ[]\n[accent]คลิ๊กซ้ายแล้วลาก[] เพื่อเลือกยูนิต\n[accent]คลิ๊กขวา[] เพื่อสั่งการยูนิตที่เลือกให้ขยับหรือโจมตี
onset.commandmode.mobile = กด [accent]ปุ่มสั่งการ[] เพื่อเข้าสู่ [accent]โหมดสั่งการ[]\nจิ้มนิ้วลงไปแล้ว [accent]ลาก[] เพื่อเลือกยูนิต\n[accent]กด[] เพื่อสั่งการยูนิตที่เลือกให้ขยับหรือโจมตี
aegis.tungsten = สามารถขุดทังสเตนได้ด้วย [accent]เครื่องขุดแรงกระแทก[]\nโดยเครื่องนี้จำเป็นต้องใช้ [accent]น้ำ[] และ [accent]พลังงาน[]
split.pickup = บล็อกบางชนิดสามารถถูกหยิบขึ้นมาได้ด้วยยูนิตแกนกลาง\nบินเหนือ[accent]ที่เก็บของ[]นี้ หยิบขึ้นมาแล้วเอาไปวางใน[accent]เครื่องโหลดสิ่งบรรทุก[]\n(ปุ่มค่าเริ่มต้นคือ [accent][[[] สำหรับหยิบและ [accent]][] สำหรับวางบล็อก)
split.pickup = บล็อกบางชนิดสามารถถูกหยิบขึ้นมาได้ด้วยยูนิตแกนกลาง\nบินเหนือ[accent]ที่เก็บของ[]นี้ หยิบขึ้นมาแล้วเอาไปวางใน[accent]เครื่องโหลดสิ่งบรรทุก[]\n(ปุ่มค่าเริ่มต้นคือ [accent][[[] สำหรับหยิบและ [accent]][] สำหรับวางบล็อก)
split.pickup.mobile = บล็อกบางชนิดสามารถถูกหยิบขึ้นมาได้ด้วยยูนิตแกนกลาง\nบินเหนือ[accent]ตู้เก็บของ[]นี้ หยิบขึ้นมาแล้วเอาไปวางใน[accent]เครื่องโหลดสิ่งบรรทุก[]\n(เพื่อจะหยิบหรือวางสิ่งใดๆ ให้กดค้างที่ตำแหน่งที่ต้องการหยิบหรือวาง)
split.acquire = คุณต้องหาทังสเตนมาเพื่อสร้างยูนิต
split.build = ยูนิตจะต้องถูกขนย้ายไปยังอีกฝั่งของกำแพง\nวิจัย :payload-mass-driver: [accent]เครื่องโอนถ่ายสิ่งบรรทุก[]\nวาง[accent]เครื่องโอนถ่ายสิ่งบรรทุก[]สองเครื่อง เครื่องจะฝั่งของกำแพง\nตั้งค่าการเชื่อมต่อโดยการกดที่เครื่องหนึ่ง แล้วเลิอกอีกเครื่อง
split.container = เหมือนกันกับตู้เก็บของ ยูนิตก็สามารถถูกขนย้ายได้ด้วย[accent]เครื่องโอนถ่ายสิ่งบรรทุก[]\nวางเครื่องสรรค์สร้างยูนิตให้ติดกับเครื่องโอนถ่ายเพื่อที่จะโหลดมัน\nแล้วส่งมันข้ามกำแพงให้ออกไปโจมตีฐานทัพศัตรู
item.copper.description = วัสดุก่อสร้างพื้นฐาน ใช้อย่างแพร่หลายในบล็อกแทบทุกชนิด
item.copper.description = วัสดุก่อสร้างพื้นฐาน ใช้อย่างแพร่หลายในบล็อกแทบทุกชนิด
item.copper.details = ทองแดง โลหะที่พบได้มากอย่างผิดปกติบน[accent]เซอร์ปูโล่[] ไม่ค่อยแข็งแรงเว้นแต่ว่าจะเสริมเกราะ
item.lead.description = ทรัพยากรพื้นฐานที่พบเจอได้ง่าย ใช้อย่างแพร่หลายในการขนย้ายของเหลวและระบบไฟฟ้า
item.lead.details = ทั้งหนาและเฉื่อย ใช้กันอย่างมากในแบตเตอรี่\n\nโน๊ต: มีแนวโน้มจะเป็นพิษต่อรูปแบบสิ่งมีชีวิตทางชีวภาพ แต่ก็ใช่ว่ามันยังมีเหลืออยู่มากมายที่นี่
@@ -2465,28 +2465,28 @@ item.spore-pod.description = กระเปาะของสปอร์ที
item.spore-pod.details = "สปอร์" คาดว่าเป็นสิ่งมีชีวิตที่ถูกสังเคราะห์ขึ้นมา ปล่อยแก็สที่เป็นพิษต่อสิ่งมีชีวิตอื่นๆ แพร่พันธุ์และรุกรานอย่างรวดเร็ว ไวไฟอย่างมากในบางสภาวะ
item.blast-compound.description = ใช้ในระเบิดหรือนำไปเป็นกระสุนระเบิด ไม่แนะนำให้ใช้เป็นเชื้อเพลิง
item.pyratite.description = วัสดุที่ติดไฟได้ง่าย ใช้ในอาวุธเพลิงหรือใส่ในโรงงานไฟฟ้าเผาไหม้เพื่อผลิตพลังงาน
item.beryllium.description = วัสดุก่อสร้างพื้นฐาน ใช้อย่างแพร่หลายในการก่อสร้างและเป็นกระสุนให้กับบล็อกแทบทุกชนิดในดาวเอเรเกียร์
#Erekir
item.beryllium.description = วัสดุก่อสร้างพื้นฐาน ใช้อย่างแพร่หลายในการก่อสร้างและเป็นกระสุนให้กับบล็อกแทบทุกชนิดในดาวเอเรเกียร์
item.tungsten.description = ใช้ในเครื่องขุด เสริมเกราะหรือนำไปเป็นกระสุน จำเป็นสำหรับการสร้างสิ่งก่อสร้างที่สูงขั้นกว่า
item.oxide.description = ใช้เป็นตัวนำความร้อนและเป็นฉนวนสำหรับไฟฟ้า
item.carbide.description = ใช้ในสิ่งก่อสร้างขั้นสูง ยูนิตที่ร้ายกาจยิ่งกว่า และนำไปเป็นกระสุน
liquid.water.description = ใช้ในการระบายความร้อนให้กับสิ่งก่อสร้างและการจัดการของเสียต่างๆ
liquid.water.description = ใช้ในการระบายความร้อนให้กับสิ่งก่อสร้างและการจัดการของเสียต่างๆ
liquid.slag.description = สามารถนำไปแยกเป็นวัสดุต่างๆ หรือเป็นอาวุธพ่นใส่ศัตรู
liquid.oil.description = ใช้ในการผลิตวัสดุขั้นสูง สามารถแปรรูปเป็นถ่านหินเพื่อใช้เป็นเชื้อเพลิง หรือเป็นอาวุธเพื่อพ่นใส่ศัตรูเพื่อให้ศัตรูติดสถานะ[accent]เปื้อนน้ำมัน[]
liquid.cryofluid.description = ของเหลวเฉื่อยและไม่กัดกร่อน ใช้ในการหล่อเย็นเตาปฏิกรณ์ สิ่งก่อสร้างหรือโรงงานต่างๆ
liquid.arkycite.description = ใช้ในปฏิกิริยาทางเคมีสำหรับการผลิตไฟฟ้าและการสร้างวัสดุต่างๆ
#Erekir
liquid.arkycite.description = ใช้ในปฏิกิริยาทางเคมีสำหรับการผลิตไฟฟ้าและการสร้างวัสดุต่างๆ
liquid.ozone.description = ใช้เป็นเชื้อเพลิงและเป็นตัวช่วยการออกซิไดซ์ในการผลิตวัสดุต่างๆ ค่อนข้างที่จะระเบิดได้ง่าย
liquid.hydrogen.description = ใช้ในการสกัดทรัพยากร การผลิตยูนิต และการซ่อมแซมสิ่งก่อสร้าง ไวต่อไฟ
liquid.cyanogen.description = ใช้ในการสร้างยูนิตขั้นสูง การทำปฏิกิริยาต่างๆ ในบล็อกขั้นสูง หรือนำไปเป็นกระสุน ไวต่อไฟเป็นอย่างมาก
liquid.nitrogen.description = ใช้ในการสกัดทรัพยากร การสร้างแก็สและการผลิตยูนิต มีสภาพเฉื่อย
liquid.neoplasm.description = ชีวมวลอันตรายที่เป็นผลพลอยได้จากเตาปฏิกรนีโอพลาเซีย แพร่กระจายอย่างรวดเร็วไปยังสิ่งก่อสร้างที่บรรจุน้ำที่สิ่งนี้สัมผัส สร้างความเสียหายไปในระหว่างทาง มีสภาพหนืดข้น
liquid.neoplasm.details = "นีโอพลาสม์" ก้อนเซลล์เนื้องอกสังเคราะห์ที่ขยายตัวอย่างรวดเร็วและควบคุมไม่ได้ จับตัวกันเป็นก้อนหนืด ทนทานต่อความร้อน เป็นอันตรายอย่างยิ่งต่อสิ่งก่อสร้างที่เกี่ยวข้องกับน้ำ\n\nซับซ้อนและไม่เสถียรเกินไปสำหรับการวินิจฉัยขั้นพื้นฐาน ไม่อาจทราบการใช้งานที่เป็นไปได้ แนะนำอย่างยิ่งให้เผาทำลายมันลงในบ่อแร่หลอม
block.derelict = \uf77e [lightgray]ถูกทิ้งร้าง
block.derelict = \uf77e [lightgray]ถูกทิ้งร้าง
block.armored-conveyor.description = เลื่อนไอเท็มไปข้างหน้า เร็วเท่าสายพานไทเทเนี่ยม แต่มีเกราะที่แข็งแรงกว่า ไม่รับไอเท็มจากด้านข้างยกเว้นว่าจะเป็นสายพานด้วยกันเอง
block.illuminator.description = ตัวเปล่งแสงขนาดกะทัดรัด ส่องสว่างในที่มืดได้ดี\nแถมยังกำหนดค่าสีของแสงได้อีกด้วย... เจ๋งใช่มั้ยล่ะ
block.message.description = เก็บข้อความ ใช้สื่อสารกับพันธมิตร
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = แสดงกราฟิกโดย
block.tile-logic-display.description = แสดงกราฟิกโดยควบคุมจากตัวประมวลผลลอจิก\nเชื่อมต่อกับหน้าจอลอจิกชนิดเดียวกันได้แบบไร้รอยต่อ
block.interplanetary-accelerator.description = หอคอยเรลกันแม่เหล็กไฟฟ้าขนาดมหึมา เร่งความเร็วแกนกลางให้หลุดพ้นชั้นบรรยากาศเพื่อการเดินทางระหว่างดาว
block.repair-turret.description = ซ่อมแซมยูนิตที่อยู่ในรัศมีของมันอย่างต่อเนื่อง สามารถใช้ของเหลวมาหล่อเย็นเพื่อเพิ่มประสิทธิภาพได้
block.core-bastion.description = ใจกลางของฐานทัพ เสริมเกราะมาอย่างดี เมื่อถูกทำลาย การติดต่อกับพื้นที่นั้นทั้งหมดจะหายไป อย่าให้มันเกิดขึ้น
#Erekir
block.core-bastion.description = ใจกลางของฐานทัพ เสริมเกราะมาอย่างดี เมื่อถูกทำลาย การติดต่อกับพื้นที่นั้นทั้งหมดจะหายไป อย่าให้มันเกิดขึ้น
block.core-citadel.description = ใจกลางของฐานทัพ เสริมเกราะมาอย่างดีเยี่ยม เก็บทรัพยากรได้เยอะกว่าแกนกลางบาสเชี่ยน
block.core-acropolis.description = ใจกลางของฐานทัพ เสริมเกราะมาอย่างสุดยอด เก็บทรัพยากรได้เยอะกว่าแกนกลางซิทาเดล
block.breach.description = ยิงกระสุนเบริลเลี่ยมหรือทังสเตนเจาะทะลุใส่เป้าหมายศัตรู
@@ -2746,8 +2746,8 @@ block.radar.description = ค่อยๆ เปิดเผยพื้นท
block.shockwave-tower.description = สร้างความเสียหายและทำลายกระสุนของศัตรูในรัศมีของมัน ต้องใช้ไซยาโนเจนเพื่อทำงาน
block.canvas.description = แสดงผลรูปวาดที่เรียบง่ายด้วยเฉดสีที่กำหนดไว้ สามารถปรับแต่งได้
block.large-canvas.description = แสดงผลรูปวาดที่เรียบง่ายด้วยเฉดสีที่กำหนดไว้ สามารถปรับแต่งได้
unit.dagger.description = ยิงกระสุนธรรมดาใส่เป้าหมายศัตรู
unit.dagger.description = ยิงกระสุนธรรมดาใส่เป้าหมายศัตรู
unit.mace.description = ยิงเปลวไฟเผาไหม้ใส่เป้าหมายศัตรู
unit.fortress.description = ยิงกระสุนปืนใหญ่พิสัยไกลไปที่เป้าหมายศัตรูพื้นดิน
unit.scepter.description = ยิงกระสุนชาร์จไฟฟ้าใส่เป้าหมายศัตรู กระสุนจะระเบิดออกเป็นพลังงานสายฟ้า สร้างความเสียหายแก่ยูนิตรอบข้าง
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = ยิงเปลวไฟเผาไหม้ที
unit.cyerce.description = ยิงขีปนาวุธพลาสม่าติดตามตัวเป็นกระจุกระเบิดใส่ศัตรู ซ่อมแซมยูนิตพันธมิตรที่อยู่ใกล้เคียง
unit.aegires.description = ช็อตสิ่งก่อสร้างและยูนิตศัตรูทั้งหมดที่เข้ามาในสนามพลังงานของมันด้วยสายฟ้าฟาด ซ่อมแซมสิ่งก่อสร้างและยูนิตพันธมิตร
unit.navanax.description = ยิงลูกระเบิด EMP ขนาดใหญ่ สร้างความเสียหายอย่างหนักให้กับเครือข่ายพลังงานศัตรูและซ่อมแซมสิ่งก่อสร้างของพันธมิตร หลอมละลายศัตรูที่อยู่ใกล้เคียงด้วยป้อมปืนเลเซอร์อัตโนมัติสี่ป้อม
unit.stell.description = ยิงกระสุนธรรมดาใส่เป้าหมายศัตรู
#Erekir
unit.stell.description = ยิงกระสุนธรรมดาใส่เป้าหมายศัตรู
unit.locus.description = สลับยิงกระสุนเลเซอร์ใส่เป้าหมายศัตรู
unit.precept.description = ยิงกระจุกกระสุนเจาะทะลุใส่เป้าหมายศัตรู ได้รับผลกระทบจากแรงต้านน้ำน้อยกว่า
unit.vanquish.description = ยิงกระสุนแตกกระจายเจาะทะลุขนาดใหญ่ใส่เป้าหมายศัตรู ล้อขนาดยักษ์สามารถเหยียบทับสร้างความเสียหายให้กับสิ่งก่อสร้างศัตรูได้ ได้รับผลกระทบจากแรงต้านน้ำน้อยกว่า
@@ -2805,8 +2805,8 @@ unit.disrupt.description = ยิงจรวดยับยั้งติด
unit.evoke.description = สร้างสิ่งต่างๆ เพื่อปกป้องแกนกลางบาสเชี่ยนจากศัตรู ซ่อมแซมสิ่งก่อสร้างด้วยลำแสงฟื้นฟู สามารถบรรทุกสิ่งก่อสร้างขนาด 2x2 ได้
unit.incite.description = สร้างสิ่งต่างๆ เพื่อปกป้องแกนกลางซิทาเดลจากศัตรู ซ่อมแซมสิ่งก่อสร้างด้วยลำแสงฟื้นฟู สามารถบรรทุกสิ่งก่อสร้างขนาด 2x2 ได้
unit.emanate.description = สร้างสิ่งต่างๆ เพื่อปกป้องแกนกลางอะโครโพลิสจากศัตรู ซ่อมแซมสิ่งก่อสร้างด้วยลำแสงฟื้นฟู สามารถบรรทุกสิ่งก่อสร้างขนาด 2x2 ได้
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้ สามารถอ่านค่าตัวแปรของตัวประมวลผลอื่นได้
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้ สามารถอ่านค่าตัวแปรของตัวประมวลผลอื่นได้
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้ สามารถเขียนค่าตัวแปรของตัวประมวลผลอื่นได้
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
lst.printchar = เพิ่มอักขระ UTF-16 หรือไอคอนเนื้อหาไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
@@ -2857,16 +2857,16 @@ lst.makemarker = สร้างเครื่องหมายลอจิก
lst.setmarker = ตั้งค่าคุณสมบัติให้กับเครื่องหมาย\nID ของเครื่องหมายที่ใช้จะต้องเป็น ID เดียวกันกับในคำสั่ง Make Marker\nค่า[accent]ว่างเปล่า[]จะถูกข้าม
lst.localeprint = เพิ่มค่าชุดภาษาท้องถิ่นของแมพลงไปยังคิวข้อความเพื่อตั้งค่าชุดภาษาของแมพในตัวแก้ไข ให้เปิด [accent]ข้อมูลแมพ > ชุดภาษาท้องถิ่น[].\nถ้าหากผู้เล่นอยู่ในมือถือ ให้ลองปริ้นค่าโดยลงท้ายด้วย ".mobile" ก่อน
lst.query = ค้นหายูนิต/สิ่งก่อสร้างในบริเวณที่กำหนดไว้\nผลลัพท์จะถูกส่งออกไปที่ [accent]@queries[]\nผลลัพท์จะสามารถอ่านได้จาก [accent]@queries[] โดยใช้คำสั่ง [accent]Read[] และค่าดัชนี\nสามารถอ่านค่าความยาวของ [accent]@queries[] ได้โดยใช้ [accent]@size[] เป็นพารามิเตอร์
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = ค่าว่างเปล่า
lglobal.@pi = ค่าคงตัวทางคณิตศาสตร์ pi (3.141...)
lglobal.@e = ค่าคงตัวทางคณิตศาสตร์ e (2.718...)
lglobal.@degToRad = คูณค่าด้วยเลขตัวนี้เพื่อแปลงองศาเป็นเรเดียน
lglobal.@radToDeg = คูณค่าด้วยเลขตัวนี้เพื่อแปลงเรเดียนเป็นองศา
lglobal.@time = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยมิลิวินาที
lglobal.@time = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยมิลิวินาที
lglobal.@tick = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยติก (1 วินาที = 60 ติก)
lglobal.@second = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยวินาที
lglobal.@minute = ระยะเวลาที่เล่นไปของเซฟนี้ ในหน่วยนาที
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = ลำดับคลื่นในปัจจุบั
lglobal.@waveTime = เวลานับถอยหลังของคลื่นถัดไป ในหน่วยวินาที
lglobal.@mapw = ความกว้างของแมพ ในหน่วยช่อง
lglobal.@maph = ความสูงของแมพ ในหน่วยช่อง
lglobal.sectionMap = แมพ
lglobal.sectionMap = แมพ
lglobal.sectionGeneral = ทั่วไป
lglobal.sectionNetwork = เครือข่าย/ฝั่งผู้เล่น [เฉพาะตัวประมวลผลโลก]
lglobal.sectionProcessor = ตัวประมวลผล
lglobal.sectionLookup = การค้นหา
lglobal.@this = บล็อกลอจิกที่กำลังรันโค้ดนี้อยู่
lglobal.@this = บล็อกลอจิกที่กำลังรันโค้ดนี้อยู่
lglobal.@thisx = พิกัด X ของบล็อกที่กำลังรันโค้ดนี้อยู่
lglobal.@thisy = พิกัด Y ของบล็อกที่กำลังรันโค้ดนี้อยู่
lglobal.@links = จำนวนบล็อกทั้งหมดที่เชื่อมต่อกับตัวประมวลผลนี้
lglobal.@ipt = ความเร็วการสั่งการของตัวประมวลผลนี้ ในหน่วยคำสั่งต่อติก (60 ติก = 1 วินาที)
lglobal.@unitCount = จำนวนเนื้อหาของชนิดยูนิตทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
lglobal.@unitCount = จำนวนเนื้อหาของชนิดยูนิตทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
lglobal.@blockCount = จำนวนเนื้อหาของชนิดบล็อกทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
lglobal.@itemCount = จำนวนเนื้อหาของชนิดไอเท็มทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
lglobal.@liquidCount = จำนวนเนื้อหาของชนิดของเหลวทั้งหมดที่อยู่ในเกม ใช้กับคำสั่ง Lookup
lglobal.@server = เป็นจริงหากโค้ดกำลังรันบนเซิร์ฟเวอร์หรือในโหมดผู้เล่นคนเดียว นอกนั้นจะเป็นเท็จ
lglobal.@client = เป็นจริงหากโค้ดกำลังรันบนฝั่งไคลเอนต์ที่เชื่อมต่อกับเซิร์ฟเวอร์
lglobal.@clientLocale = ค่าภาษาของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง ยกตัวอย่างเช่น: th_TH
lglobal.@clientLocale = ค่าภาษาของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง ยกตัวอย่างเช่น: th_TH
lglobal.@clientUnit = หน่วยของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
lglobal.@clientName = ชื่อผู้เล่นของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
lglobal.@clientTeam = ID ของทีมของฝั่งไคลเอนต์ที่กำลังรันคำสั่ง
lglobal.@clientMobile = เป็นจริงหากฝั่งไคลเอนต์ที่กำลังรันคำสั่งบนอุปกรณ์มือถือ นอกนั้นจะเป็นเท็จ
lglobal.@clientMusicPlaying = เป็นจริงหากมีดนตรีกำลังเล่นอยู่
lglobal.@clientCurrentMusic = ชื่อดนตรีที่กำลังเล่นอยู่ขณะนี้ หากไม่มีจะเป็น null
lenum.type = ชนิดของสิ่งก่อสร้าง/ยูนิต\nอย่างเช่น เร้าเตอร์ทุกตัวจะส่งกลับว่า [accent]@router[]\nไม่ใช่ค่าสตริง
lenum.type = ชนิดของสิ่งก่อสร้าง/ยูนิต\nอย่างเช่น เร้าเตอร์ทุกตัวจะส่งกลับว่า [accent]@router[]\nไม่ใช่ค่าสตริง
lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมาย
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
lenum.config = การกำหนดค่าของสิ่งก่อสร้าง เช่น ไอเท็มของเครื่องคัดแยก
lenum.enabled = ว่าบล็อกเปิดใช้งาน/ทำงานอยู่หรือเปล่า
laccess.currentammotype = ประเภทของกระสุนไอเท็ม/ของเหลวในปัจจุบันของป้อมปืน
laccess.currentammotype = ประเภทของกระสุนไอเท็ม/ของเหลวในปัจจุบันของป้อมปืน
laccess.memorycapacity = จำนวนหน่วยความจำในบล็อกความจำ
laccess.color = สีของตัวเปล่งแสง
laccess.controller = ผู้ควบคุมยูนิต ถ้าผู้ควบคุมคือตัวประมวลผล จะส่งกลับค่า processor\nนอกนั้น จะส่งกลับค่าตัวยูนิตเอง
@@ -2924,8 +2924,8 @@ laccess.displayheight = ความสูงของบล็อกแสด
laccess.buffersize = จำนวนคำสั่งที่ยังไม่ได้ประมวลผลในคิวการวาดของหน้าจอแสดงผล
laccess.operations = จำนวนคำสั่งที่ปฏิบัติการกับบล็อกนี้\nสำหรับจอแสดงผล จะคืนค่าจำนวนปฎิบัติการ drawflush
laccess.maxunits = จำนวนยูนิตสูงสุดที่ทีมจะสามารถมีได้\nตรวจสอบได้จากบล็อกแกนกลางเท่านั้น
lcategory.unknown = ไม่ทราบ
lcategory.unknown = ไม่ทราบ
lcategory.unknown.description = คำสั่งที่ไม่อยู่ในหมวดหมู่ใดๆเลย
lcategory.io = นำเข้า & ส่งออก
lcategory.io.description = เปลี่ยนค่าบล็อกความจำและนำเข้าหรือส่งออกคำสั่งจากตัวประมวลผล
@@ -2939,8 +2939,8 @@ lcategory.unit = ควบคุมยูนิต
lcategory.unit.description = ควบคุมยูนิตด้วยคำสั่งต่างๆ
lcategory.world = โลก
lcategory.world.description = ควบคุมสภาวะและพฤติกรรมของโลก
graphicstype.clear = เติมจอแสดงผลด้วยสี
graphicstype.clear = เติมจอแสดงผลด้วยสี
graphicstype.color = ตั้งค่าสีสำหรับการวาดครั้งต่อไป
graphicstype.col = เหมือนกับคำสั่ง color แต่มีการแพ็ค\nสีที่แพ็คจะถูกเขียนเป็นรหัสฐานสิบหกและจะมีอักษรขึ้นต้นเป็น [accent]%[]\nตัวอย่าง: [accent]%ff0000[] (สีแดง)
graphicstype.stroke = ตั้งค่าความกว้างของเส้น
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = วาดโครงร่างรูปหลาย
graphicstype.triangle = เติมสามเหลี่ยม
graphicstype.image = วาดรูปสิ่งต่างๆ \nตัวอย่างเช่น: [accent]@router[] หรือ [accent]@dagger[]
graphicstype.print = วาดข้อความจากคิวข้อความ\nใช้ตัวอักษร ASCII ได้เท่านั้น\nจะเคลียร์คิวข้อความ
lenum.always = เป็นจริงเสมอ
lenum.always = เป็นจริงเสมอ
lenum.idiv = หารจำนวนเต็ม
lenum.div = หาร\nจะส่งกลับ[accent]ค่าว่าง[] หากหารศูนย์
lenum.mod = โมดูโล่ (หารหาเศษ)
@@ -2969,30 +2969,30 @@ lenum.land = และ เชิงตรรกะ
lenum.and = และ แบบบิต
lenum.not = กลับด้าน แบบบิต
lenum.xor = แยกเฉพาะ แบบบิต
lenum.min = เทียบต่ำสุดระหว่างสองหมายเลข
lenum.min = เทียบต่ำสุดระหว่างสองหมายเลข
lenum.max = เทียบสูงสุดระหว่างสองหมายเลข
lenum.angle = มุมของเวกเตอร์ หน่วยเป็นองศา
lenum.anglediff = ระยะทางสัมบูรณ์ระหว่างมุมสองมุม หน่วยเป็นองศา
lenum.len = ความยาวของเวกเตอร์
lenum.sin = ไซน์ หน่วยเป็นองศา
lenum.sin = ไซน์ หน่วยเป็นองศา
lenum.cos = โคไซน์ หน่วยเป็นองศา
lenum.tan = แทนเจนต์ หน่วยเป็นองศา
lenum.asin = อาร์คไซน์ หน่วยเป็นองศา
lenum.asin = อาร์คไซน์ หน่วยเป็นองศา
lenum.acos = อาร์คโคไซน์ หน่วยเป็นองศา
lenum.atan = อาร์คแทนเจนต์ หน่วยเป็นองศา
lenum.rand = สุ่มทศนิยมในช่วง [0, ค่า)
#not a typo, look up 'range notation'
lenum.rand = สุ่มทศนิยมในช่วง [0, ค่า)
lenum.log = ลอการิทึมธรรมชาติ (ln)
lenum.log10 = ลอการิทึมฐานสิบ
lenum.noise = นอยส์ซิมเพล็กซ์สองมิติ
lenum.abs = ค่าสัมบูรณ์
lenum.sqrt = สแควร์รูท
lenum.any = ยูนิตใดๆ
lenum.any = ยูนิตใดๆ
lenum.ally = ยูนิตพันธมิตร
lenum.attacker = ยูนิตที่มีอาวุธ
lenum.enemy = ยูนิตศัตรู
@@ -3000,13 +3000,13 @@ lenum.boss = ยูนิตผู้พิทักษ์
lenum.flying = ยูนิตอากาศ
lenum.ground = ยูนิตพื้นดิน
lenum.player = ยูนิตที่ถูกควบคุมโดยผู้เล่น
lenum.ore = แร่ตามพื้นต่างๆ
lenum.ore = แร่ตามพื้นต่างๆ
lenum.damaged = สิ่งก่อสร้างที่เสียหาย
lenum.spawn = จุดเกิดของศัตรู\nอาจเป็นแกนกลางหรือตำแหน่ง
lenum.building = สิ่งก่อสร้างเฉพาะกลุ่ม
lenum.core = แกนกลาง
lenum.core = แกนกลาง
lenum.storage = บล็อกเก็บของ เช่น ตู้นิรภัย
lenum.generator = สิ่งก่อสร้างที่ผลิตพลังงาน
lenum.factory = สิ่งก่อสร้างที่ผลิตทรัพยากร
@@ -3015,36 +3015,36 @@ lenum.battery = แบตเตอรี่ใดๆ
lenum.resupply = จุดเติมกระสุน\nจะใช้งานได้ต่อเมื่อ [accent]"ยูนิตต้องใช้กระสุน"[] เปิดอยู่
lenum.reactor = เตาปฏิกรณ์ใดๆ
lenum.turret = ป้อมปืนใดๆ
sensor.in = สิ่งก่อสร้าง/ยูนิตให้ตรวจวัด
radar.from = สิ่งก่อสร้างที่จะใช้ในการค้นหา\nระยะเซนเซอร์จะขึ้นอยู่กับระยะของสิ่งก่อสร้าง
radar.target = ตัวกรองในการหายูนิต
radar.and = ตัวกรองเพิ่มเติม
radar.order = เรียงลำดับคำสั่ง\nใส่ค่า 0 เพื่อเรียงย้อนกลับ
radar.sort = เมตริกเพื่อจัดเรียงผลลัพย์ตาม
radar.output = ตัวแปรของยูนิตที่มองหา
unitradar.target = ตัวกรองในการหายูนิต
unitradar.target = ตัวกรองในการหายูนิต
unitradar.and = ตัวกรองเพิ่มเติม
unitradar.order = เรียงลำดับคำสั่ง\nใส่ค่า 0 เพื่อเรียงย้อนกลับ
unitradar.sort = เมตริกเพื่อจัดเรียงผลลัพธ์ตาม
unitradar.output = ตัวแปรของยูนิตที่มองหา
control.of = สิ่งก่อสร้างให้ควบคุม
control.of = สิ่งก่อสร้างให้ควบคุม
control.unit = ยูนิต/สิ่งก่อสร้างที่จะเล็ง
control.shoot = ว่าจะยิงหรือไม่
unitlocate.enemy = ว่าจะหาสิ่งก่อสร้างศัตรูหรือไม่
unitlocate.enemy = ว่าจะหาสิ่งก่อสร้างศัตรูหรือไม่
unitlocate.found = ตัวแปรว่าพบเจอหรือไม่\nจะส่งกลับว่า true หากพบสิ่งก่อสร้าง
unitlocate.building = ตัวแปรสิ่งก่อสร้างที่มองหา
unitlocate.outx = ตัวแปรพิกัด X
unitlocate.outy = ตัวแปรพิกัด Y
unitlocate.group = กลุ่มสิ่งก่อสร้างที่มองหา
playsound.limit = หากจริง จะหยุดยั้งไม่ให้เล่นเสียงนี้\nถ้าหากมันถูกเล่นไปแล้วในเฟรมเดียวกัน
lenum.idle = หยุดขยับ แต่ยังคงขุด/ก่อสร้าง\nสถานะเริ่มต้นของยูนิต
lenum.stop = หยุดขยับ/ขุด/ก่อสร้าง
lenum.unbind = ยกเลิกการควบคุมลอจิกทั้งหมด\nเปลี่ยนไปใช้ AI ธรรมดาต่อ
lenum.move = ขยับไปที่ตำแหน่งที่กำหนดไว้
@@ -3064,16 +3064,16 @@ lenum.build = สร้างสิ่งก่อสร้าง
lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
lenum.boost = เริ่ม/หยุดการบูสต์
lenum.flushtext = ระบายเนื้อหาของบัฟเฟอร์ข้อความลงสู่เครื่องหมาย ถ้ามี\nถ้า fetch ถูกตั้งเป็นจริง จะพยายามดึงค่าจากค่าชุดภาษาท้องถิ่นหรือชุดภาษาในเกม
lenum.flushtext = ระบายเนื้อหาของบัฟเฟอร์ข้อความลงสู่เครื่องหมาย ถ้ามี\nถ้า fetch ถูกตั้งเป็นจริง จะพยายามดึงค่าจากค่าชุดภาษาท้องถิ่นหรือชุดภาษาในเกม
lenum.texture = ชื่อเทกเจอร์ตรงมาจากแอตลาสเทกเจอร์ของเกม (ใช้การตั้งชื่อแบบ kebab-case)\nถ้า printFlush ถูกตั้งเป็นจริง จะใส่เนื้อหาของบัฟเฟอร์ข้อความไปในช่องข้อความ
lenum.texturesize = ขนาดของเทกเจอร์ในหน่วยช่อง หากค่าเป็นศูนย์จะปรับขนาดของเครื่องหมายเป็นขนาดปกติ
lenum.autoscale = ว่าจะให้เครื่องหมายเพิ่มลดขนาดตามระดับการซูมของผู้เล่นหรือไม่
lenum.posi = ตำแหน่งในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นตำแหน่งเริ่มต้น
lenum.uvi = ตำแหน่งของเทกเจอร์ในคาบระหว่างศูนย์ถึงหนึ่ง ใช้สำหรับเครื่องหมายสี่เหลี่ยม
lenum.colori = ค่าสีในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นสีเริ่มต้น
lenum.wavetimer = ว่าจะให้คลื่นดำเนินอัตโนมัติภายใต้การนับเวลาถอยหลังหรือไม่ ถ้าไม่ คลื่นจะดำเนินเมื่อผู้เล่นกดปุ่ม
lenum.wavetimer = ว่าจะให้คลื่นดำเนินอัตโนมัติภายใต้การนับเวลาถอยหลังหรือไม่ ถ้าไม่ คลื่นจะดำเนินเมื่อผู้เล่นกดปุ่ม
lenum.wave = หมายเลขคลื่นที่ปัจจุบัน อาจเป็นเลขอะไรก็ได้ในโหมดที่ไม่มีคลื่น
lenum.currentwavetime = เวลานับถอยคลื่นคลื่น เป็นติก
lenum.waves = ว่าจะเปิดใช้งานคลื่นหรือไม่
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Unit can't build
lastaccessed = [lightgray]Last Accessed: {0}
lastcommanded = [lightgray]Last Commanded: {0}
block.unknown = [lightgray]???
stat.showinmap = <load map to show>
stat.showinmap = <load map to show>
stat.description = Purpose
stat.input = Input
stat.output = Output
@@ -1230,8 +1230,8 @@ stat.reactive = Reacts
stat.immunities = Immunities
stat.healing = Healing
stat.efficiency = [stat]{0}% Efficiency
ability.forcefield = Force Field
ability.forcefield = Force Field
ability.forcefield.description = Projects a force shield that absorbs bullets
ability.repairfield = Repair Field
ability.repairfield.description = Repairs nearby units
@@ -1260,8 +1260,8 @@ 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.firingrate = [stat]{0}/sec[lightgray] firing rate
ability.stat.regen = [stat]{0}[lightgray] health/sec
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
ability.stat.shield = [stat]{0}[lightgray] shield
@@ -1275,8 +1275,8 @@ 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.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
bar.onlycoredeposit = Only Core Depositing Allowed
bar.drilltierreq = Better Drill Required
bar.nobatterypower = Insufficieny Battery Power
@@ -1317,12 +1317,12 @@ bar.activationtimer = Activates in {0}
bar.activated = Activated
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] dmg
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
bullet.homing = [stat]homing
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x reload
bullet.range = [stat]{0}[lightgray] tiles range
bullet.notargetsmissiles = [stat] ignores buildings
bullet.notargetsbuildings = [stat] ignores missiles
unit.blocks = Yapilar
unit.blocks = Yapilar
unit.blockssquared = blocks²
unit.powersecond = saniyede bir
unit.tilessecond = tiles/second
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Hide Logic Displays
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Kesgitlemek üçin interfeýsi uýgunlaşdyryň
setting.macnotch.description = Üýtgeşmeleri ulanmak üçin täzeden başlaň
steam.friendsonly = Friends Only
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.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Command Mode
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_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_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild
keybind.unit_command_assist.name = Unit Command: Assist
@@ -1570,8 +1570,8 @@ 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.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
keybind.rebuild_select.name = Rebuild Region
keybind.rebuild_select.name = Rebuild Region
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
@@ -1641,8 +1641,8 @@ mode.pvp.description = fight against other players locally.
mode.attack.name = Attack
mode.attack.description = No waves, with the goal to destroy the enemy base.
mode.custom = Custom Rules
rules.invaliddata = Invalid clipboard data.
rules.invaliddata = Invalid clipboard data.
rules.hidebannedblocks = Hide Banned Blocks
rules.infiniteresources = Infinite Resources
rules.fillitems = Fill Core With Items
@@ -1753,20 +1753,20 @@ rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.always = Always
rules.weather.duration = Duration:
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
database-category.item = Items
database-category.item = Items
database-category.liquid = Fluids
database-category.unit = Units
database-category.block = Blocks
database-category.status = Status Effects
database-category.sector = Sectors
database-category.team = Factions
database-tag.turret = Turret
database-tag.turret = Turret
database-tag.production = Production
database-tag.distribution = Distribution
database-tag.liquid = Liquid
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Air
database-tag.unit-naval = Naval
database-tag.unit-ground = Ground
wallore = (Wall)
item.copper.name = Bakir
item.lead.name = Kursun
item.coal.name = Komur
item.graphite.name = Graphite
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oxide
item.carbide.name = Carbide
item.dormant-cyst.name = Dormant Cyst
liquid.water.name = Su
liquid.water.name = Su
liquid.slag.name = Slag
liquid.oil.name = Benzin
liquid.cryofluid.name = kriyo sivisi
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozone
liquid.hydrogen.name = Hydrogen
liquid.nitrogen.name = Nitrogen
liquid.cyanogen.name = Cyanogen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Sand Boulder
block.basalt-boulder.name = Basalt Boulder
@@ -2102,8 +2102,8 @@ block.container.name = Container
block.launch-pad.name = Launch Pad
block.advanced-launch-pad.name = Launch Pad
block.landing-pad.name = Landing Pad
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
block.naval-factory.name = Naval Factory
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Payload Unloader
block.payload-unloader.description = Unloads liquids and items from blocks.
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
block.empty.name = Empty
#Erekir
block.empty.name = Empty
block.rhyolite-crater.name = Rhyolite Crater
block.rough-rhyolite.name = Rough Rhyolite
block.regolith.name = Regolith
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Flux Reactor
block.neoplasia-reactor.name = Neoplasia Reactor
block.switch.name = Switch
block.switch.name = Switch
block.micro-processor.name = Micro Processor
block.logic-processor.name = Logic Processor
block.hyper-processor.name = Hyper Processor
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Large Logic Display
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = red
team.sharded.name = orange
team.derelict.name = derelict
team.green.name = green
team.blue.name = blue
hint.skip = Skip
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.desktopShoot = [accent][[Left-click][] to shoot.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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.
@@ -2373,8 +2373,8 @@ 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[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Produce Power
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Research and reconstruct\na []:dagger:[accent] dagger to a []:mace:[accent] mace.
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
@@ -2411,8 +2411,8 @@ atolls.carry6 = These steps can be reviewed [accent]here[].
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
atolls.noairunit = This base is too well-fortified to destroy with air units.
atolls.2strategies = There are two strategies to destroy this base.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
@@ -2437,14 +2437,14 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
onset.commandmode.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 = 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 = ise yayar bir materyal. Kazma makineleriyle yada tasimayla alinabilir.
item.copper.description = ise yayar bir materyal. Kazma makineleriyle yada tasimayla alinabilir.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
item.lead.description = Basit bir baslangic materyali. sivi tasimada kullanilabilir.
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
item.blast-compound.description = Bombalar ve patlayicilarda kullanilabilir. Yakit olarak kullanilmasi tavsiye edilmez.
item.pyratite.description = Yakici silahlar icin yakici bir madde.
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
#Erekir
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
item.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 = Commonly used for cooling machines and waste processing.
liquid.water.description = Commonly used for cooling machines and waste processing.
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
liquid.oil.description = Can be burnt, exploded or used as a coolant.
liquid.cryofluid.description = The most efficient liquid for cooling things down.
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
#Erekir
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 = \uf77e [lightgray]Derelict
block.derelict = \uf77e [lightgray]Derelict
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
block.message.description = Stores a message. Used for communication between allies.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
#Erekir
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.
@@ -2746,8 +2746,8 @@ block.radar.description = Gradually uncovers terrain and enemy units in a large
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.dagger.description = Fires standard bullets at all nearby enemies.
unit.mace.description = Fires streams of flame at all nearby enemies.
unit.fortress.description = Fires long-range artillery at ground targets.
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
unit.stell.description = Fires standard bullets at enemy targets.
#Erekir
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.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
unit.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 = Read a number from a linked memory cell.
lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
@@ -2857,16 +2857,16 @@ lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
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.@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
@@ -2874,42 +2874,42 @@ 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.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.@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.@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.@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
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position.
lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.memorycapacity = Number of cells in a memory block.
laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Height of a display block in pixels.
laccess.buffersize = Number of unprocessed commands in the graphics buffer of a display.
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
lcategory.unknown = Unknown
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
@@ -2939,8 +2939,8 @@ lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color.
graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
graphicstype.stroke = Set line width.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Draw a regular polygon outline.
graphicstype.triangle = Fill a triangle.
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
lenum.always = Always true.
lenum.always = Always true.
lenum.idiv = Integer division.
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
lenum.mod = Modulo.
@@ -2969,30 +2969,30 @@ lenum.land = Logical AND.
lenum.and = Bitwise AND.
lenum.not = Bitwise flip.
lenum.xor = Bitwise XOR.
lenum.min = Minimum of two numbers.
lenum.min = Minimum of two numbers.
lenum.max = Maximum of two numbers.
lenum.angle = Angle of vector in degrees.
lenum.anglediff = Absolute distance between two angles in degrees.
lenum.len = Length of vector.
lenum.sin = Sine, in degrees.
lenum.sin = Sine, in degrees.
lenum.cos = Cosine, in degrees.
lenum.tan = Tangent, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.asin = Arc sine, in degrees.
lenum.acos = Arc cosine, in degrees.
lenum.atan = Arc tangent, in degrees.
lenum.rand = Random decimal in range [0, value).
#not a typo, look up 'range notation'
lenum.rand = Random decimal in range [0, value).
lenum.log = Natural logarithm (ln).
lenum.log10 = Base 10 logarithm.
lenum.noise = 2D simplex noise.
lenum.abs = Absolute value.
lenum.sqrt = Square root.
lenum.any = Any unit.
lenum.any = Any unit.
lenum.ally = Ally unit.
lenum.attacker = Unit with a weapon.
lenum.enemy = Enemy unit.
@@ -3000,13 +3000,13 @@ lenum.boss = Guardian unit.
lenum.flying = Flying unit.
lenum.ground = Ground unit.
lenum.player = Unit controlled by a player.
lenum.ore = Ore deposit.
lenum.ore = Ore deposit.
lenum.damaged = Damaged ally building.
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
lenum.building = Building in a specific group.
lenum.core = Any core.
lenum.core = Any core.
lenum.storage = Storage building, e.g. Vault.
lenum.generator = Buildings that generate power.
lenum.factory = Buildings that transform resources.
@@ -3015,36 +3015,36 @@ lenum.battery = Any battery.
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
lenum.reactor = Impact/Thorium reactor.
lenum.turret = Any turret.
sensor.in = The building/unit to sense.
radar.from = Building to sense from.\nSensor range is limited by building range.
radar.target = Filter for units to sense.
radar.and = Additional filters.
radar.order = Sorting order. 0 to reverse.
radar.sort = Metric to sort results by.
radar.output = Variable to write output unit to.
unitradar.target = Filter for units to sense.
unitradar.target = Filter for units to sense.
unitradar.and = Additional filters.
unitradar.order = Sorting order. 0 to reverse.
unitradar.sort = Metric to sort results by.
unitradar.output = Variable to write output unit to.
control.of = Building to control.
control.of = Building to control.
control.unit = Unit/building to aim at.
control.shoot = Whether to shoot.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.enemy = Whether to locate enemy buildings.
unitlocate.found = Whether the object was found.
unitlocate.building = Output variable for located building.
unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for.
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
lenum.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI.
lenum.move = Move to exact position.
@@ -3064,16 +3064,16 @@ lenum.build = Build a structure.
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
lenum.within = Check if unit is near a position.
lenum.boost = Start/stop boosting.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
lenum.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.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
lenum.wave = Current wave number. Can be anything in non-wave modes.
lenum.currentwavetime = Wave countdown in ticks.
lenum.waves = Whether waves are spawnable at all.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Birlik inşa edemiyor
lastaccessed = [lightgray]Son Erişme: {0}
lastcommanded = [lightgray]Son Kontrol Edilen: {0}
block.unknown = [lightgray]???
stat.showinmap = <görüntülenecek haritayı yükle>
stat.showinmap = <görüntülenecek haritayı yükle>
stat.description = Açıklama
stat.input = Giriş
stat.output = Çıkış
@@ -1230,8 +1230,8 @@ stat.reactive = Tepki Verir
stat.immunities = Bağışıklıklar
stat.healing = Tamir Eder
stat.efficiency = [stat]{0}% Verim
ability.forcefield = Güç Kalkanı
ability.forcefield = Güç Kalkanı
ability.forcefield.description = Mermilere karşı bir güç kalkanı açar
ability.repairfield = Onarma Alanı
ability.repairfield.description = Etraftaki birimleri tamir eder
@@ -1260,8 +1260,8 @@ ability.spawndeath = Son Bağırış
ability.spawndeath.description = Öldüğünde birim salar
ability.liquidexplode = Son İsyan
ability.liquidexplode.description = Ölürken sıvı fışkırtır
ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
ability.stat.regen = [stat]{0}[lightgray] can/sn
ability.stat.pulseregen = [stat]{0}[lightgray] can/darbe
ability.stat.shield = [stat]{0}[lightgray] kalkan
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] hasar indüksiyonu
ability.stat.minspeed = [stat]{0} blok/sn[lightgray] min hız
ability.stat.duration = [stat]{0} sn[lightgray] süre
ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
bar.displaytoolarge = Boyutlar fazla büyük\n(Maks: {0}x{0})
bar.displaytoolarge = Boyutlar fazla büyük\n(Maks: {0}x{0})
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
bar.drilltierreq = Daha Güçlü Matkap Gerekli
bar.nobatterypower = Yeterli Pil Gücü Yok
@@ -1317,12 +1317,12 @@ bar.activationtimer = {0} saniyede aktif olucak
bar.activated = Aktif
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]İşlemci Kontrolünde
weapon.pointdefense = [stat]Nokta Savunma
bullet.damage = [stat]{0} [lightgray]hasar
bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]kare
bullet.incendiary = [stat]yakıcı
bullet.homing = [stat]güdümlü
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]x atış hızı
bullet.range = [stat]{0}[lightgray] blok menzil
bullet.notargetsmissiles = [stat] binaları görmezden gelir
bullet.notargetsbuildings = [stat] füzeleri görmezden gelir
unit.blocks = blok
unit.blocks = blok
unit.blockssquared = blok²
unit.powersecond = enerji birimi/saniye
unit.tilessecond = alan/saniye
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = İşlemci İpuçlarını Gizle
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Arayüzü çentik gösterecek şekilde uyarlayın
setting.macnotch.description = Değişikleri uygulamak için yeniden başlatma gerekli
steam.friendsonly = Arkadaşlara özel
steam.friendsonly = Arkadaşlara özel
steam.friendsonly.tooltip = Sadece Steam arkadaşlarının katılıp katılabilemeyeceğini belirler.\nBu kutudan tiki kaldırmak oyununuzu herkese açık yapacaktır.
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Komuta Modu
keybind.command_queue.name = Birim Komuta Sırası
keybind.create_control_group.name = Komuta Grubu Oluştur
keybind.cancel_orders.name = Emri Hükümsüz Kıl
keybind.unit_stance_shoot.name = Birim Duruşu: Saldır
keybind.unit_stance_shoot.name = Birim Duruşu: Saldır
keybind.unit_stance_hold_fire.name = Birim Duruşu: Hazır Ol
keybind.unit_stance_pursue_target.name = Birim Duruşu: Takip Et
keybind.unit_stance_patrol.name = Birim Duruşu: Devriye Gez
keybind.unit_stance_ram.name = Birim Duruşu: VUR
keybind.unit_stance_boost.name = Birim Duruşu: Hızlandırma
keybind.unit_stance_hold_position.name = Birim Duruşu: Konumu Koru
keybind.unit_command_move.name = Birim Komutu: Git
keybind.unit_command_move.name = Birim Komutu: Git
keybind.unit_command_repair.name = Birim Komutu: Tamir Et
keybind.unit_command_rebuild.name = Birim Komutu: Yeniden İnşaa Et
keybind.unit_command_assist.name = Biirm Komutu: Yardım Et
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Birim Komutu: Blok Kargola
keybind.unit_command_unload_payload.name = Birim Komutu: Kargo Boşalt
keybind.unit_command_enter_payload.name = Birim Komutu: Kargoya Gir
keybind.unit_command_loop_payload.name = Birim Komutu: Döngü Birim Aktarımı
keybind.rebuild_select.name = Alanı Geri İşaa Et
keybind.rebuild_select.name = Alanı Geri İşaa Et
keybind.schematic_select.name = Bölge Seç
keybind.schematic_menu.name = Şema Menüsü
keybind.schematic_flip_x.name = Şemayı X Ekseninde Döndür
@@ -1641,8 +1641,8 @@ mode.pvp.description = Yerel olarak başkalarıyla savaş.\n[gray]Oynamak için
mode.attack.name = Saldırı
mode.attack.description = Düşman üssünü yok et. Dalga yok.\n[gray]Oynamak için haritada düşman merkezi olması gerekir.
mode.custom = Özel Kurallar
rules.invaliddata = Hatalı pano verisi.
rules.invaliddata = Hatalı pano verisi.
rules.hidebannedblocks = Yasaklı Blokları Sakla
rules.infiniteresources = Sınırsız Kaynaklar
rules.fillitems = Çekirdeği Malzemelerle Doldur
@@ -1753,20 +1753,20 @@ rules.weather = Hava Durumu
rules.weather.frequency = Sıklık:
rules.weather.always = Her zaman
rules.weather.duration = Süreklilik:
rules.randomwaveai.info = Düşman Birimler Rastgele Saldırır ve direkt çekirdeğe veya enerji kaynaklarına gitmezler.
rules.randomwaveai.info = Düşman Birimler Rastgele Saldırır ve direkt çekirdeğe veya enerji kaynaklarına gitmezler.
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
database-category.item = Malzemeler
database-category.item = Malzemeler
database-category.liquid = Sıvılar
database-category.unit = Birimler
database-category.block = Bloklar
database-category.status = Efektler
database-category.sector = Sektörler
database-category.team = Guruplar
database-tag.turret = Silah
database-tag.turret = Silah
database-tag.production = Üretim
database-tag.distribution = Taşınım
database-tag.liquid = Sıvı
@@ -1779,10 +1779,10 @@ database-tag.logic = Mantık
database-tag.unit-air = Hava
database-tag.unit-naval = Su
database-tag.unit-ground = Kara
wallore = (Duvar)
item.copper.name = Bakır
item.lead.name = Kurşun
item.coal.name = Kömür
item.graphite.name = Grafit
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Oksit
item.carbide.name = Karbür
item.dormant-cyst.name = Etkin Olmayan Kist
liquid.water.name = Su
liquid.water.name = Su
liquid.slag.name = Cüruf
liquid.oil.name = Petrol
liquid.cryofluid.name = Kriyosıvı
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ozon
liquid.hydrogen.name = Hidrojen
liquid.nitrogen.name = Azot
liquid.cyanogen.name = Siyanojen
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Manifold
unit.assembly-drone.name = Assembly Drone
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Uçurum
block.sand-boulder.name = Kumlu Kaya Parçaları
block.basalt-boulder.name = Bazalt Kaya
@@ -2102,8 +2102,8 @@ block.container.name = Konteyner
block.launch-pad.name = Fırlatış Rampası
block.advanced-launch-pad.name = Gelişmiş Fırlatış Rampası
block.landing-pad.name = İniş Rampası
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Yer Birimi Fabrikası
block.air-factory.name = Hava Birimi Fabrikası
block.naval-factory.name = Deniz Birimi Fabrikası
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Kargo Boşaltıcı
block.payload-unloader.description = Sıvı ve Malzemeleri bloklardan boşaltır.
block.heat-source.name = Sonsuz Isı Kaynağı
block.heat-source.description = Neredeyese Sonsuz Isı Veren 1x1 bir blok.
block.empty.name = Boş
#Erekir
block.empty.name = Boş
block.rhyolite-crater.name = Riyolit Krateri
block.rough-rhyolite.name = Kaba Riyolit
block.regolith.name = Regolit
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Akım Reaktörü
block.neoplasia-reactor.name = Neoplazmik Reaktör
block.switch.name = Düğme
block.switch.name = Düğme
block.micro-processor.name = Mikro İşlemci
block.logic-processor.name = İşlemci
block.hyper-processor.name = Hiper İşlemci
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Büyük Ekran
block.tile-logic-display.name = Tiled Logic Display
block.memory-cell.name = Bellek Hücresi
block.memory-bank.name = Bellek Bankası
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Kalıntı
team.green.name = yeşil
team.blue.name = mavi
hint.skip = Geç
hint.skip = Geç
hint.desktopMove = [accent][[WASD][] ile hareket et.
hint.zoom = [accent]Scroll[] ile Zoom yap.
hint.desktopShoot = [accent][[Sol Tılayarak][] ateş et.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Bu sektör, [scarlet]yüksek tehlike[] barındırıyor.\
hint.coreIncinerate = Bir merkez ağzına kadar dolduktan sonra, ekstra itemler [accent]eritilir[].
hint.factoryControl = Bir Birim Fabrikasının [accent]üretim noktasını[] seçmek için Komuta modundayken sol tıkla ve ardından birimlerin gitmesini isteidğin noktaya sağ tıkla.\nÜretilen birimler, otomatik o noktaya gidecektir.
hint.factoryControl.mobile = Bir Birim Fabrikasının [accent]üretim noktasını[] seçmek için Komuta modundayken tıkla ve ardından birimlerin gitmesini isteidğin noktaya tıkla.\nÜretilen birimler, otomatik o noktaya gidecektir.
gz.mine = \uf8c4 [accent]Bakır madeni[]nin yanına giderek üzerine tıklayarak kazmaya başla.
gz.mine = \uf8c4 [accent]Bakır madeni[]nin yanına giderek üzerine tıklayarak kazmaya başla.
gz.mine.mobile = \uf8c4 [accent]Bakır madeni[]nin yanına giderek üzerine tıklayarak kazmaya başla.
gz.research = \ue875 Teknoloji Ağacını aç.\n\uf870 [accent]Mekanik Matkap[]'ı aç, ardından sağ alttaki menüden seç.\nBakır madenine tıklayarak üzerine matkapı yerleştir.
gz.research.mobile = \ue875 Teknoloji Ağacını aç.\n\uf870 [accent]Mekanik Matkap[]'ı aç, ardından sağ alttaki menüden seç.\nBakır madenine tıklayarak üzerine matkapı yerleştir.\n\nArdından \ue800 [accent]tik[] tuşuna basarak inşayı onayla.
@@ -2373,8 +2373,8 @@ gz.zone1 = Burası düşman iniş noktası.
gz.zone2 = Buraya inşa edilen her şey otomatik yok edilir!
gz.zone3 = Dalga başlamak üzere.\nHazır ol. Dikkat! ... Korkma sönmez bu şafak-
gz.finish = Daha fazla taret inşa et, daha fazla maden kazın ve tüm dalgaları yenerek [accent]sektörü feth et[]. Bol şans, RTOmega.
ff.coal = :mechanical-drill: [accent]Mekanik Matkap[] ile :ore-coal: [accent]kömür[] kaz.
ff.coal = :mechanical-drill: [accent]Mekanik Matkap[] ile :ore-coal: [accent]kömür[] kaz.
ff.graphitepress = :tree: Araştır ve bir :graphite-press: [accent]Grafit Ezici[] koy.
ff.craft = :coal: Kömürü :graphite-press: [accent]Grafit Eziciye[] gönder.\nO sana :graphite: grafit verecektir.\nÇıkan :graphite: grafiti :graphite-press: [accent]Grafit Eziciden[] merkeze taşı.
ff.generator = :coal: Kömür ayrıca :combustion-generator: [accent]Termik Jeneratörlerde[] yakıt olarak kullanılabilir.\nBir :combustion-generator: [accent]Termik Jeneratör[] araştır ve yerleştir.
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Enerji Üret
ff.node = :power-node: [accent]Enerji Noktaları[] menzilindeki bloklara enerji iletir.\nJeneratörün yakınına bir :power-node: [accent]Enerji Noktası[] araştır ve yerleştir.
ff.battery = :battery: [accent]Bataryalar[] enerji depolar.\nEnerji noktasının yakınına bir :battery: [accent]Batarya[] araştır ve yerleştir.
ff.arc = :arc: [accent]Arc[] taretlerinin çalışması için enerji gerekir. Bir enerji noktasının yakınına :arc: [accent]Arc[] tareti araştır ve yerleştir.
fungalpass.tutorial1 = Binaları savunmak ve düşmana saldırmak için [accent]birimleri[] kullan.\nBir :ground-factory: [accent]yer birimi fabrikası[] araştır ve inşa et.
fungalpass.tutorial2 = Fabrikadan :dagger: [accent]Dagger[] birimlerini seç.\n3 adet birim üret.
frontier.tutorial1 = :additive-reconstructor: [accent]Eklemeli Yeniden Yapılandırıcı[]\n:silicon: silisyum ve :graphite: grafit kullanarak\n1. seviye birimleri 2. seviyeye yükseltir.\n\n[accent]Bir []:dagger:[accent] Dagger'ı []:mace:[accent] Mace'e\ngeliştirmek için araştırma yap ve yeniden yapılandır.
frontier.tutorial1 = :additive-reconstructor: [accent]Eklemeli Yeniden Yapılandırıcı[]\n:silicon: silisyum ve :graphite: grafit kullanarak\n1. seviye birimleri 2. seviyeye yükseltir.\n\n[accent]Bir []:dagger:[accent] Dagger'ı []:mace:[accent] Mace'e\ngeliştirmek için araştırma yap ve yeniden yapılandır.
frontier.tutorial2 = Düşman dalgaları, tüm düşman merkezleri [unlaunched]imha edilene kadar [accent]sonsuz[] bir şekilde gönderilir.
frontier.tutorial3 = [accent]Dalgaların çok fazla güçlenmesini önlemek için düşman üssüne hızlıca saldır[].
atolls.destroy1 = Önce 2 düşman [accent]Temel merkezini[] yok et.\n[accent]Toryuma erişim sağla[].
atolls.destroy1 = Önce 2 düşman [accent]Temel merkezini[] yok et.\n[accent]Toryuma erişim sağla[].
atolls.mega1 = [accent]Komuta moduna[] gir ve :mega:[accent]Mega[] birimlerini seç.
atolls.mega2 = Mega birimlerinin yer birimlerini alması için \ue87b [accent]Birim Yükle[] komutunu seç.
atolls.mega3 = Mega birimlerini yüklemek için yer birimlerinin [accent]üzerine[] getir.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Bu adımlar [accent]buradan[] incelenebilir.
atolls.carry7 = Düşman üssü yakınına daha fazla birim indirmek için bu talimatları izle.
atolls.noairunit = Bu üs, hava birimleri ile yok edilemeyecek kadar iyi korunuyor (tahkim edilmiş).
atolls.2strategies = Bu üssü yok etmek için iki strateji mevcut.
onset.mine = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.\n\n[accent][[WASD] ile hareket et.
onset.mine = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.\n\n[accent][[WASD] ile hareket et.
onset.mine.mobile = Tıklayarak, duvarlardan\uf748 [accent]berillyum[] kaz.
onset.research = \ue875 Teknoloji Ağacını aç.\n\uf73e [accent]Türbin Sıkıştırıcı[]'sını aç ve bir bacanın üstüne yerleştir.\nBu [accent]enerji[] üretecktir.
onset.bore = \uf741[accent]Plazma Kayalık Kazıcı[]'yı araştır ve koy.\nBu durvarlardan otomatik kum kazacak.
@@ -2437,14 +2437,14 @@ onset.detect = Düşman seni 2 dakika içinde tespit edicek.\nSavunma, maden ve
onset.commandmode = [accent]Shift[] e basılı tutarak [accent]Komuta Modu[]na geç.\n[accent]Sol Tıklayıp sürekleyerek[] birim seç.\n[accent]Sağ Tıklayarak[] Birimleri Yönlendir veya saldırt.
onset.commandmode.mobile = [accent]Komuta Düğmesine[] basarak [accent]Komuta Moduna[] gir.\nBir Parmağını basılı tut ve değirini [accent]sürükle[]yerek birim seç.\n[accent]Tıkla[]yarak birimleri saldırttırabilir veya yönlendirebilirsin.
aegis.tungsten = Tungsten [accent]darbeli matkap[] kullanılarak kazılabilir.\nBu bina [accent]su[] ve [accent]elektrik[] ister.
split.pickup = Bazı bloklar merkez birimi ile taşınabilir.\nBu [accent]Konteyner[]i kaldır ve [accent]Küyle Yükleyici[]ye koy.\n([ ve ] tuşlarını kullan)
split.pickup = Bazı bloklar merkez birimi ile taşınabilir.\nBu [accent]Konteyner[]i kaldır ve [accent]Küyle Yükleyici[]ye koy.\n([ ve ] tuşlarını kullan)
split.pickup.mobile = Bazı bloklar merkez birimi ile taşınabilir.\nBu [accent]Konteyner[]i kaldır ve [accent]Küyle Yükleyici[]ye koy.\n(Uzun basarak bir şeyi taşı.)
split.acquire = Birim üretmek için Tungsten kaz.
split.build = Birimler duvarın öbür tarafına taşınmalı.\nİki adet [accent]Kargo Kütle Sürücü[] inşa et, duvarın iki farklı tarafında.\nBir tanesine tıklayarak birbirlerine bağla.
split.container = Konteynerler gibi, birimler de [accent]Kargo Kütle Sürücü[] ile taşınabilir.\nKütle Sürücün yanına bir Birim İnşaatcı inşa et ve birim üreterek düşman üsse saldır.
item.copper.description = En basit materyal. Her türlü blokta kullanılır.
item.copper.description = En basit materyal. Her türlü blokta kullanılır.
item.copper.details = Bakır. En basit materyal. Tüm alt düzey binalarda gerekir. Zayıf ve dayanıksızdır.
item.lead.description = Basit bir materyal. Elektronikte ve sıvı taşımada kullanılır.
item.lead.details = Yoğun. Durağan. Pillerde yaygın olarak kullanılır.\nNot: Yaşam formlarına toksik. Tabi burda onlardan pek yok...
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Endüstriyel kullanım için atmosferik partikülle
item.spore-pod.details = Spor. Büyük ihtimalle sentetik bir yaşam formu. Tokisk bir gaz yayıyor. Aşırı istilacı. Aşırı yanıcı.
item.blast-compound.description = Bomba ve patlayıcılarda kullanılan dengesiz bir bileşim. Spor kapsülleri ve diğer uçucu maddelerden sentezlenir. Yakıt olarak tavsiye edilmez.
item.pyratite.description = Yakıcı silahlarda kullanılan son derece yanıcı bir madde.
item.beryllium.description = Erekirde mermi olarak kullanılır.
#Erekir
item.beryllium.description = Erekirde mermi olarak kullanılır.
item.tungsten.description = Matkap, savunma ve üretim için kullanılır. Daha gelişmiş binalarda kullanılır.
item.oxide.description = Enerji ve ısı taşımada kullanılır.
item.carbide.description = Daha gelişmiş bina ve birimlerde kullanılır.
liquid.water.description = En kullanışlı sıvı. Makineleri soğutmak ve atık işlenmesi için kullanılır.
liquid.water.description = En kullanışlı sıvı. Makineleri soğutmak ve atık işlenmesi için kullanılır.
liquid.slag.description = Çeşitli tipte erimiş metallerin birbirine karışımı. Bileşenlerine ayrılabilir veya düşmanlara silah olarak püskürtülebilir.
liquid.oil.description = İleri seviye malzeme üretiminde kullanılan bir sıvıdır. Yakıt olarak kömür haline getirilebilir veya püskürtülüp ateşe verilerek bir silah olarak kullanılabilir.
liquid.cryofluid.description = Su ve titanyumdan oluşturulan inaktif bir sıvı. Son derece yüksek ısı kapasitesine sahiptir. Soğutucu olarak yaygın olarak kullanılır.
liquid.arkycite.description = Sentez ve Kimyasal Reaksiyonlarda kullanılır.
#Erekir
liquid.arkycite.description = Sentez ve Kimyasal Reaksiyonlarda kullanılır.
liquid.ozone.description = Oksitlemede, üretimde ve enerji üretiminde kullanılır. Patlayıcı.
liquid.hydrogen.description = Maden çıkarmada, birim üretiminde ve taşımada kullanılır. Yanıcı.
liquid.cyanogen.description = Mermi olarak, gelişmiş bina ve birimlerde kullanılır. Yüksek derecede Yanıcı.
liquid.nitrogen.description = Gaz çıkarmada ve üretimde kullanılır. Durağan.
liquid.neoplasm.description = Neoplazmik Reaktörün tehlikeli bir yan ürünü. Su ile taşınır ve su içerek tüm bloklara zarar verir.
liquid.neoplasm.details = Neoplazma. Kontrolsüz bölünen kanserli hücre topluluğu. Isıya dayanıklı. Su içerek her binaya karşı aşırı tehlikeli.\n\nAnaliz için fazla dengesiz. Kullanımı bilmiyor. Cürüf göletlerinde eritmeniz öneirlir. [#ff]!SERPULOYA GÖTÜRME!
block.derelict = [lightgray]\ue815 Kalıntı
block.derelict = [lightgray]\ue815 Kalıntı
block.armored-conveyor.description = Materyalleri titanyum konveyörlerle aynı hızda taşır ama daha fazla zırha sahiptir. Diğer konveyörler dışında yan taraflardan materyal kabul etmez.
block.illuminator.description = Küçük, kompakt, yapılandırılabilir bir ışık kaynağı. Çalışması için enerji gerekir.
block.message.description = Bir mesajı saklar. Müttefikler arasındaki haberleşmede kullanılır.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Bir işlemciden bilgi alarak grafik gös
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
block.interplanetary-accelerator.description = Gezegenler Arası ulaşım şimdi parmaklarının ucunda...
block.repair-turret.description = Sürekli en yakın birimi tamir eder. Soğutucu kullanabilir.
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
#Erekir
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
block.core-citadel.description = Ana Merkez. Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha fazla malzeme depolar.
block.core-acropolis.description = Ana Merkez. Aşırı Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha da fazla malzeme depolar.
block.breach.description = Düşmana delici berilyum mermilerle ateş eder.
@@ -2746,8 +2746,8 @@ block.radar.description = Haritayı tarar. Enerji gerektirir.
block.shockwave-tower.description = Düşman mermilerinini parçalar. Siyanojen gerektirir.
block.canvas.description = Önceden tanımlanmış paletle basit bir resim sergiler. Düzenlenebilir.
block.large-canvas.description = Önceden tanımlanmış bir paletle basit bir resim sergiler. Düzenlenebilir.
unit.dagger.description = Düşmanlara basit mermilerle ateş eder.
unit.dagger.description = Düşmanlara basit mermilerle ateş eder.
unit.mace.description = Düşmanlara alev püskürtür.
unit.fortress.description = Düşmanlara uzun menzilli gülleler fırlatır.
unit.scepter.description = Düşmanlara akı yüklü mermiler fırlatır.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Tamir edici ateş fırlatır. Düşman mermilerini hav
unit.cyerce.description = Takipçi toplu füze atar. Yakındakileri tamir eder.
unit.aegires.description = Enerji alanına giren düşmanları şoklar. Yakındakileri tamir eder.
unit.navanax.description = Devasa patlayıcı EMP gülleleri fırlatır, düşman elektir sistemlerini yok eder ve müttefiklerini tamir eder. Yaklaşan düşmanları 4 mini oto-laser tareti ile eritir.
unit.stell.description = Hedef Düşmanlara standart mermilerle saldırır.
#Erekir
unit.stell.description = Hedef Düşmanlara standart mermilerle saldırır.
unit.locus.description = Hedef Düşmanlara değişken mermilerle saldırır.
unit.precept.description = Hedef Düşmanlara Delici Toplu Mermilerle saldırır.
unit.vanquish.description = Hedef Düşmanlara Büyük Delici Parçalı Mermilerle saldırır.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Düşman Birimlere Uzun-Mesafe Takipçi Bloke-edici F
unit.evoke.description = Sur Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
unit.incite.description = Kale Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder. Binaları Işınıyla Tamir Eder.
lst.read = Bağlı hafıza kutusundaki numarayı okur.
lst.read = Bağlı hafıza kutusundaki numarayı okur.
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
lst.print = Yazı yazar.
lst.printchar = Yazdırma arabelleğine bir UTF-16 karakteri veya içerik simgesi ekler.\n[accent]Print Flush[] komutu kullanılana kadar hiçbir şey görüntülenmez.
@@ -2857,16 +2857,16 @@ lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Ki
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
lst.localeprint = Harita yerel paket özellik değerini metin arabelleğine ekleyin.\nHarita düzenleyicide harita yerel ayar paketlerini ayarlamak için şunu işaretleyin: [accent]Harita Bilgisi > Yerel Paketler[].\nİstemci bir mobil cihazsa, önce ".mobile" ile biten bir özelliği yazdırmaya çalışır.
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Matematiksel sabit (π) pi (3.141...)
lglobal.@e = Matematiksel sabit e (2.718...)
lglobal.@degToRad = Bu sayı ile çarparak dereceyi radyana çevir
lglobal.@radToDeg = Bu sayı ile çarparak radyanı dereceye çevir
lglobal.@time = Bu kayıttaki oynama süren, milisaniyesine kadar
lglobal.@time = Bu kayıttaki oynama süren, milisaniyesine kadar
lglobal.@tick = Bu kayıttaki oynama süren, tick halinde (1 sn = 60 tick)
lglobal.@second = Bu kayıttaki oynama süren, saniyeler halinde
lglobal.@minute = Bu kayıttaki oynama süren, dakikalar halinde
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Şuanki Dalga sayısı
lglobal.@waveTime = Bir sonraki dalga için süre, saniyeyle
lglobal.@mapw = Bloklarla Harita Genişliği
lglobal.@maph = Bloklarla Harita Yüksekliği
lglobal.sectionMap = Harita
lglobal.sectionMap = Harita
lglobal.sectionGeneral = Genel
lglobal.sectionNetwork = Bağlantı/Oyuncu Tarafı [Sadece Evrensel İşlemci]
lglobal.sectionProcessor = İşlemci
lglobal.sectionLookup = Arat
lglobal.@this = Kodu çalıştıran işlemci
lglobal.@this = Kodu çalıştıran işlemci
lglobal.@thisx = Kodu çalıştıran işlemcinin X kordinatı
lglobal.@thisy = Kodu çalıştıran işlemcinin Y kordinatı
lglobal.@links = Bu işlemciye bağlı toplam blok sayısı
lglobal.@ipt = Tick hızıyla bu işlemcinin işlem hızı (60 tick = 1 sn)
lglobal.@unitCount = Oyundaki toplam birim türü sayısı, Aratla kullan.
lglobal.@unitCount = Oyundaki toplam birim türü sayısı, Aratla kullan.
lglobal.@blockCount = Oyundaki toplam blok türü sayısı, Aratla kullan.
lglobal.@itemCount = Oyundaki toplam malzeme türü sayısı, Aratla kullan.
lglobal.@liquidCount = Oyundaki toplam sıvı türü sayısı, Aratla kullan.
lglobal.@server = Oyun bir sunucuda veya tek kişilikte ise Doğru, değil ise Yanlış geri dönüt
lglobal.@client = Oyun bir suncuya bağlanmış bir oyuncu tarafından çalıştırılıyorsa Doğru, değil ise Yanlış.
lglobal.@clientLocale = Oyunu çalıştıran oyuncunun yerel dili. Örnek: tr_TR
lglobal.@clientLocale = Oyunu çalıştıran oyuncunun yerel dili. Örnek: tr_TR
lglobal.@clientUnit = Oyunu çalıştıran oyuncunun birimi
lglobal.@clientName = Oyunu çalıştıran oyuncunun ismi
lglobal.@clientTeam = Oyunu çalıştıran oyuncunun takım kimliği
lglobal.@clientMobile = Oyuncu mobildeyse Doğru, değil ise Yanlış geri dönüt
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Bir bina/birim türü.\nörnek: [accent]@router[].
lenum.type = Bir bina/birim türü.\nörnek: [accent]@router[].
lenum.shoot = Bir konuma ateş et.
lenum.shootp = Belli bir birim veya binaya ateş et.
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
lenum.enabled = Blok aktif mi?
laccess.currentammotype = Bir turretin içindeki şuanki mermi/sıvı.
laccess.currentammotype = Bir turretin içindeki şuanki mermi/sıvı.
laccess.memorycapacity = Bir bellek bloğundaki hücre sayısı.
laccess.color = Aydınlatıcı Rengi
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Ekran bloğunun piksel cinsinden yüksekliği.
laccess.buffersize = Bir ekranın grafik arabelleğindeki işlenmemiş komut sayısı.
laccess.operations = Blok üzerinde gerçekleştirilen işlem sayısı.\nEkranlar için drawflush işlem sayısını döndürür.
laccess.maxunits = Bir takımın sahip olabileceği maksimum birim sayısı.\nSadece merkezlerden algılanabilir.
lcategory.unknown = ???
lcategory.unknown = ???
lcategory.unknown.description = Kategorize edilmemiş talimatlar
lcategory.io = Giriş & Çıkış
lcategory.io.description = Bir Hafıza biloğunun içeriğini değiştirir.
@@ -2939,8 +2939,8 @@ lcategory.unit = Birim Kontrol
lcategory.unit.description = Birimleri komuta et.
lcategory.world = Evrensel
lcategory.world.description = Evrenin Yasalarını, kaza ve kaderden bağımsız bir şekilde modifiye et.
graphicstype.clear = Ekranı bir renkle kapla.
graphicstype.clear = Ekranı bir renkle kapla.
graphicstype.color = Bir sonraki çizim için Renk.
graphicstype.col = Derlenmiş renk.\nDerlenmiş renkler [accent]%[] şeklinde Hex kodlarıyla gösterilir.Örnek: [accent]%ffff00[] sarı demektir.
graphicstype.stroke = Çizgi Kalınlığını belirle.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = İçi Boş Çokgen Çiz.
graphicstype.triangle = İçi Dolu Üçgen Çiz.
graphicstype.image = Bir ikon çiz. \nörnek: [accent]@router[] veya [accent]@dagger[].
graphicstype.print = Yazdırma arabelleğinden metin çizer.\nYazdırma arabelleğini temizler.
lenum.always = Her Zaman Doğru
lenum.always = Her Zaman Doğru
lenum.idiv = Tamsayı Bölme
lenum.div = Bölme
lenum.mod = Mod
@@ -2969,30 +2969,30 @@ lenum.land = Çapraz Ve
lenum.and = Ve
lenum.not = Değil
lenum.xor = Çapraz Veya
lenum.min = İki sayıdan en küçüğü.
lenum.min = İki sayıdan en küçüğü.
lenum.max = İki sayıdan en büyüğü.
lenum.angle = İki ışının yaptığı açı.
lenum.anglediff = İki açı arasındaki derece cinsinden mutlak mesafe.
lenum.len = Bir Işının Uzunluğu.
lenum.sin = Sinüs
lenum.sin = Sinüs
lenum.cos = Kosinüs
lenum.tan = Tanjant
lenum.asin = Ark Sinüs
lenum.asin = Ark Sinüs
lenum.acos = Ark Kosinüs
lenum.atan = Ark Tanjant
lenum.rand = [0 ile Sayı) arasında rastgele bir sayı.
#not a typo, look up 'range notation'
lenum.rand = [0 ile Sayı) arasında rastgele bir sayı.
lenum.log = Logaritma
lenum.log10 = Logaritma 10
lenum.noise = 2D Noise
lenum.abs = Mutlak
lenum.sqrt = KareKök
lenum.any = Herhangi bir Birim.
lenum.any = Herhangi bir Birim.
lenum.ally = Aynı Takımdan Birim.
lenum.attacker = Silahlı Birim.
lenum.enemy = Düşman Birim.
@@ -3000,13 +3000,13 @@ lenum.boss = Gardiyan Biri.
lenum.flying = Uçan Birim.
lenum.ground = Yürüyen Birim.
lenum.player = Oyuncu olan bir Birim.
lenum.ore = Maden.
lenum.ore = Maden.
lenum.damaged = Hasarlı Aynı Takımdan bir Blok.
lenum.spawn = Düşman Oluşum Noktası
lenum.building = Bir guruptan bir blok.
lenum.core = Herhangi bir Merkez
lenum.core = Herhangi bir Merkez
lenum.storage = Depolama Bloğu
lenum.generator = Enerji Üreten bir Blok
lenum.factory = Fabrika Bloğu
@@ -3015,36 +3015,36 @@ lenum.battery = Pil
lenum.resupply = Mermi Aktarım Bloğu
lenum.reactor = Patlama/Toryum Reaktör
lenum.turret = Herhangi bir taret
sensor.in = Algılanan Blok/Birim.
radar.from = Algı Oluşturulan Blok.
radar.target = Algılanan Birimler için Filtre.
radar.and = Ekstra Filtre.
radar.order = Sıralama Filtresi.
radar.sort = Sıralama Sırası.
radar.output = Dışarı Aktarılan Değişken.
unitradar.target = Algılanan Birim için Filtre.
unitradar.target = Algılanan Birim için Filtre.
unitradar.and = Ekstra Filtre.
unitradar.order = Sıralama Filtresi.
unitradar.sort = Sıralama Sırası.
unitradar.output = Dışarı Aktarılan Değişken.
control.of = Kontrol Edilen.
control.of = Kontrol Edilen.
control.unit = Ateş ediceğimiz Obje.
control.shoot = Ateş edilsin mi?
unitlocate.enemy = Düşman mı?
unitlocate.enemy = Düşman mı?
unitlocate.found = Obje bulundu mu?
unitlocate.building = Bulunan binanın Türü.
unitlocate.outx = X kordinatı.
unitlocate.outy = Y kordinatı.
unitlocate.group = Aranan binanın türü.
playsound.limit = Doğruysa, aynı karede zaten çalınmışsa bu sesin tekrar çalmasını engeller.
lenum.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
lenum.stop = Dur!
lenum.unbind = Mantık Kontrolü tamaman devre dışı bırak.\nNormal YZ'yı devreye sok.
lenum.move = Tam konuma git.
@@ -3064,16 +3064,16 @@ lenum.build = Bina inşa et.
lenum.getblock = Kordinattaki yapıyı, zemini ve blok türünü al.\nKonum birimin alanında olmalı yoksa null dönülür.
lenum.within = Bir birim menzil alanında mı?
lenum.boost = Gazlamaya başla/dur
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
lenum.texture = Doğrudan oyunun doku atlasından alınan doku adı (kebab-tarzı isimlendirme XD).\nprintFlush doğru olarak ayarlanırsa metin arabelleği içeriğini metin bağımsız değişkeni olarak kullanır.
lenum.texturesize = Zemindeki doku boyutu. Sıfır değeri, işaretleyici genişliğini orijinal dokunun boyutuna ölçeklendirir.
lenum.autoscale = İşaretçinin oyuncunun yakınlaştırma düzeyine göre ölçeklenip ölçeklenmeyeceği.
lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
lenum.wavetimer = Dalgaların bir zamanlayıcıyla otomatik olarak gelip gelmediğini belirler. Değilse, dalgalar oynat düğmesine basıldığında gelir.
lenum.wavetimer = Dalgaların bir zamanlayıcıyla otomatik olarak gelip gelmediğini belirler. Değilse, dalgalar oynat düğmesine basıldığında gelir.
lenum.wave = Mevcut dalga sayısı. Dalga tabanlı olmayan modlarda herhangi bir değer olabilir.
lenum.currentwavetime = Tick cinsinden dalga geri sayımı.
lenum.waves = Dalgaların herhangi bir şekilde doğup doğamayacağını belirler.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Ця одиниця не може будувати
lastaccessed = [lightgray]Остання зміна від {0}
lastcommanded = [lightgray]Останній наказ від {0}
block.unknown = [lightgray]???
stat.showinmap = <завантажте мапу для показу>
stat.showinmap = <завантажте мапу для показу>
stat.description = Призначення
stat.input = Ввід
stat.output = Вивід
@@ -1230,8 +1230,8 @@ stat.reactive = Реактивний
stat.immunities = Імунітети
stat.healing = Відновлювання
stat.efficiency = [stat]{0}% Ефективність
ability.forcefield = Силовий щит
ability.forcefield = Силовий щит
ability.forcefield.description = Створює силове поле, яке поглинає кулі
ability.repairfield = Ремонтувальне поле
ability.repairfield.description = Ремонтує найближчі одиниці
@@ -1260,8 +1260,8 @@ ability.spawndeath = Смертельне породження
ability.spawndeath.description = Випускає одиниць після смерті
ability.liquidexplode = Смертельний розлив
ability.liquidexplode.description = Розливає рідину після смерті
ability.stat.firingrate = [lightgray]Швидкість стрільби: [stat]{0} за сек.
ability.stat.firingrate = [lightgray]Швидкість стрільби: [stat]{0} за сек.
ability.stat.regen = Відновлення здоров’я: [stat]{0} за сек.
ability.stat.pulseregen = [stat]{0}[lightgray] здоров’я за пульс
ability.stat.shield = [lightgray]Щит: [stat]{0}
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [lightgray]Зменшення шкоди: [stat]{
ability.stat.minspeed = [lightgray]Мінімальна швидкість: [stat]{0} плиток за сек.
ability.stat.duration = [lightgray]Тривалість: [stat]{0} за сек.
ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за сек.
bar.displaytoolarge = Розміри завеликі\n(Макс: {0}x{0})
bar.displaytoolarge = Розміри завеликі\n(Макс: {0}x{0})
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
bar.drilltierreq = Потрібен ліпший бур
bar.nobatterypower = Недостатній запас енергії
@@ -1317,12 +1317,12 @@ bar.activationtimer = Активується через {0}
bar.activated = Готово
bar.upto = Up to {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]Керується процесором
weapon.pointdefense = [stat]ППО
bullet.damage = [stat]{0}[lightgray] шкода
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat]{1}[lightgray] плиток
bullet.incendiary = [stat]запальний
bullet.homing = [stat]самонаведення
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] швидкість перезаряджа
bullet.range = [stat]{0}[lightgray] плиток
bullet.notargetsmissiles = [stat]уникає ракет
bullet.notargetsbuildings = [stat]уникає будівлі
unit.blocks = блоки
unit.blocks = блоки
unit.blockssquared = блоків²
unit.powersecond = одиниць енергії за сек.
unit.tilessecond = плиток за сек.
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Приховувати логічні дисплеї
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
setting.macnotch.name = Адаптувати інтерфейс для показу виїмки
setting.macnotch.description = Потрібен перезапуск для застосування змін
steam.friendsonly = Лише друзі
steam.friendsonly = Лише друзі
steam.friendsonly.tooltip = Чи лише друзі Steam зможуть приєднатися до вашої гри. Якщо зняти цей прапорець, ваша гра стане загальнодоступною – будь-хто зможе приєднатися.
setting.maxmagnificationmultiplierpercent.name = Мінімальна відстань камери
setting.minmagnificationmultiplierpercent.name = Максимальна відстань камери
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Режим командування
keybind.command_queue.name = Черга команд одиниць
keybind.create_control_group.name = Створити контрольну групу
keybind.cancel_orders.name = Скасувати накази
keybind.unit_stance_shoot.name = Позиція одиниці: відкрити вогонь
keybind.unit_stance_shoot.name = Позиція одиниці: відкрити вогонь
keybind.unit_stance_hold_fire.name = Позиція одиниці: припинити вогонь
keybind.unit_stance_pursue_target.name = Позиція одиниці: переслідувати ціль
keybind.unit_stance_patrol.name = Позиція одиниці: патрулювати
keybind.unit_stance_ram.name = Позиція одиниці: на таран
keybind.unit_stance_boost.name = Позиція одиниці: прискорення
keybind.unit_stance_hold_position.name = Позиція одиниці: Утримувати позицію
keybind.unit_command_move.name = Команда одиниці: Рухатися
keybind.unit_command_move.name = Команда одиниці: Рухатися
keybind.unit_command_repair.name = Команда одиниці: Ремонтувати
keybind.unit_command_rebuild.name = Команда одиниці: Відбудовувати
keybind.unit_command_assist.name = Команда одиниці: Допомагати гравцеві
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Команда одиниці: Зава
keybind.unit_command_unload_payload.name = Команда одиниці: Вивантажити вантаж
keybind.unit_command_enter_payload.name = Команда одиниці: Завантажити вантаж
keybind.unit_command_loop_payload.name = Команда одиниці: Повторювати переміщення одиниць
keybind.rebuild_select.name = Відбудувати регіон
keybind.rebuild_select.name = Відбудувати регіон
keybind.schematic_select.name = Вибрати ділянку
keybind.schematic_menu.name = Меню схем
keybind.schematic_flip_x.name = Віддзеркалити за віссю X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Боріться проти інших гравців.\n[
mode.attack.name = Наступ
mode.attack.description = Зруйнуйте ворожу базу. \n[gray]Потрібно червоне ядро на мапі для гри.
mode.custom = Користувацькі правила
rules.invaliddata = Недійсні дані з клавіатури.
rules.invaliddata = Недійсні дані з клавіатури.
rules.hidebannedblocks = Приховати заборонені будівлі
rules.infiniteresources = Нескінченні ресурси
rules.fillitems = Заповнити ядро ресурсами
@@ -1753,20 +1753,20 @@ rules.weather = Погода
rules.weather.frequency = Повторюваність:
rules.weather.always = Завжди
rules.weather.duration = Тривалість:
rules.randomwaveai.info = Одиниці з хвиль атакуватимуть випадкові споруди замість прямої атаки на ядро чи генератори.
rules.randomwaveai.info = Одиниці з хвиль атакуватимуть випадкові споруди замість прямої атаки на ядро чи генератори.
rules.placerangecheck.info = Забороняє будівництво поблизу ворожих споруд. Під час встановлення башти радіус перевірки збільшується, тому вона не зможе діставати до ворога.
rules.onlydepositcore.info = Забороняє одиницям розвантажувати предмети в будь-які будівлі, окрім ядер.
database-category.item = Предмети
database-category.item = Предмети
database-category.liquid = Рідини
database-category.unit = Одиниці
database-category.block = Будівлі
database-category.status = Ефекти стану
database-category.sector = Сектори
database-category.team = Команди
database-tag.turret = Башти
database-tag.turret = Башти
database-tag.production = Видобування
database-tag.distribution = Транспортування
database-tag.liquid = Рідини
@@ -1779,10 +1779,10 @@ database-tag.logic = Логіка
database-tag.unit-air = Повітряні
database-tag.unit-naval = Морські
database-tag.unit-ground = Наземні
wallore = (Стіна)
item.copper.name = Мідь
item.lead.name = Свинець
item.coal.name = Вугілля
item.graphite.name = Графіт
@@ -1804,8 +1804,8 @@ item.tungsten.name = Вольфрам
item.oxide.name = Оксид
item.carbide.name = Карбід
item.dormant-cyst.name = Спляча кіста
liquid.water.name = Вода
liquid.water.name = Вода
liquid.slag.name = Шлак
liquid.oil.name = Нафта
liquid.cryofluid.name = Кріогенна рідина
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Озон
liquid.hydrogen.name = Водень
liquid.nitrogen.name = Азот
liquid.cyanogen.name = Ціан
unit.dagger.name = Кинджал
unit.dagger.name = Кинджал
unit.mace.name = Булава
unit.fortress.name = Фортеця
unit.nova.name = Нова
@@ -1855,8 +1855,8 @@ unit.scepter.name = Скіпетр
unit.reign.name = Верховний Порядок
unit.vela.name = Пульсар Вітрил
unit.corvus.name = Ґава
unit.stell.name = Стел
unit.stell.name = Стел
unit.locus.name = Локус
unit.precept.name = Повчальник
unit.vanquish.name = Переможець
@@ -1878,8 +1878,8 @@ unit.manifold.name = Колектор
unit.assembly-drone.name = Монтажний дрон
unit.latum.name = Латум
unit.renale.name = Реналь
block.parallax.name = Паралакс
block.parallax.name = Паралакс
block.cliff.name = Скеля
block.sand-boulder.name = Пісочна брила
block.basalt-boulder.name = Базальтова брила
@@ -2102,8 +2102,8 @@ block.container.name = Сховище
block.launch-pad.name = Пусковий майданчик
block.advanced-launch-pad.name = Пусковий майданчик
block.landing-pad.name = Посадковий майданчик
block.segment.name = Сегмент
block.segment.name = Сегмент
block.ground-factory.name = Наземний завод
block.air-factory.name = Повітряний завод
block.naval-factory.name = Морський завод
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Вантажний розвантажувач
block.payload-unloader.description = Англійська назва: Payload Unloader\nРозвантажує рідини та предмети з будівель.
block.heat-source.name = Джерело тепла
block.heat-source.description = Англійська назва: Heat Source\nПостійно виробляє тепло.
block.empty.name = Порожнеча
#Erekir
block.empty.name = Порожнеча
block.rhyolite-crater.name = Кратер ліпариту
block.rough-rhyolite.name = Грубий ліпарит
block.regolith.name = Реголіт
@@ -2294,8 +2294,8 @@ block.smite.name = Занапащач
block.malign.name = Згубник
block.flux-reactor.name = Потоковий реактор
block.neoplasia-reactor.name = Неоплазмовий реактор
block.switch.name = Перемикач
block.switch.name = Перемикач
block.micro-processor.name = Мікропроцесор
block.logic-processor.name = Логічний процесор
block.hyper-processor.name = Гіперпроцесор
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Великий логічний дисплей
block.tile-logic-display.name = Малий логічний дисплей
block.memory-cell.name = Комірка пам’яті
block.memory-bank.name = Блок пам’яті
team.malis.name = Малізи
team.malis.name = Малізи
team.crux.name = Загарбники
team.sharded.name = Розколоті
team.derelict.name = Переможені
team.green.name = Зелені
team.blue.name = Сині
hint.skip = Пропустити
hint.skip = Пропустити
hint.desktopMove = Використовуйте [accent][[WASD][], щоби рухатися.
hint.zoom = [accent]Прокручуйте коліщатком миші[], щоби збільшити чи зменшити масштаб мапи.
hint.desktopShoot = [accent][[ЛКМ][] для стрільби.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Цей сектор має [scarlet]високий рі
hint.coreIncinerate = Після того, як ядро наповниться предметом, будь-які додаткові предмети того ж типу, які воно отримує, будуть [accent]спалені[].
hint.factoryControl = Щоб установити [accent]місце виводу[] заводу одиниць, клацніть на неї у режимі командування, потім клацніть ПКМ на місце призначення. \nВироблені нею одиниці автоматично перемістяться туди.
hint.factoryControl.mobile = Щоб установити [accent]місце виводу[] заводу одиниць, швидко натисніть на неї у режимі командування, потім зробіть коротке натискання на місце призначення. \nВироблені нею одиниці автоматично перемістяться туди.
gz.mine = Наблизьтеся до :ore-copper: [accent]мідної руди[] і почніть видобувати її.
gz.mine = Наблизьтеся до :ore-copper: [accent]мідної руди[] і почніть видобувати її.
gz.mine.mobile = Наблизьтеся до :ore-copper: [accent]мідної руди[] і торкніться її, щоби почати видобуток.
gz.research = Відкрийте :tree: дерево технологій.\nДослідіть :mechanical-drill: [accent]механічний бур[], потім виберіть його з правого нижнього меню.\nНатисніть на мідний клаптик, щоби почати видобуток.
gz.research.mobile = Відкрийте :tree: дерево технологій.\nДослідіть :mechanical-drill: [accent]механічний бур[], потім виберіть його з правого нижнього меню.\nТоркніться до мідного клаптика, щоби розмістити його.\n\nНатисніть на \ue800 [accent]галочку[] праворуч внизу для підтвердження.
@@ -2373,8 +2373,8 @@ gz.zone1 = Це зона висадки ворога.
gz.zone2 = Усе, що побудовано в цьому радіусі, знищується, коли починається хвиля.
gz.zone3 = Зараз почнеться хвиля.\nПриготуйется
gz.finish = Збудуйте більше башт, видобудьте більше ресурсів \nі захистіться проти всіх хвиль, щоби [accent]захопити сектор[].
ff.coal = Використайте :mechanical-drill: [accent]механічний бур[] для видобутку :ore-coal: [accent]вугілля[].
ff.coal = Використайте :mechanical-drill: [accent]механічний бур[] для видобутку :ore-coal: [accent]вугілля[].
ff.graphitepress = :tree: Дослідіть і побудуйте :graphite-press: [accent]графітний прес[].
ff.craft = Перемістіть :coal: вугілля у :graphite-press: [accent]графітний прес[].\nЗ нього вийде :graphite: графіт до сусідніх конвеєрів.\nПеремістіть отриманий :graphite: графіт з :graphite-press: [accent]графітного пресу[] в ядро.
ff.generator = :coal: Вугілля також можна використати у :combustion-generator: [accent]генераторах згорання[].\nДослідіть та побудуйте :combustion-generator: [accent]генератор згорання[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Виробіть енергію
ff.node = :power-node: [accent]Енергетичні вузли[] передають енергію сусіднім блокам у радіусі дії.\nДослідіть і побудуйте :power-node: [accent]енергетичний вузол[] поблизу генератора.
ff.battery = :battery: [accent]Акумулятори[] зберігають енергію.\nДослідіть і побудуйте :battery: [accent]акумулятор[] поблизу вузла.
ff.arc = :arc: [accent]Дуга[] потребує енергію для роботи. Дослідіть та побудуйте :arc: [accent]дугу[] поблизу вузла.
fungalpass.tutorial1 = Використайте [accent]одиниці[] для захисту будівель від ворогів.\nДослідіть і побудуйте :ground-factory: [accent]наземний завод[].
fungalpass.tutorial2 = Виберіть :dagger: [accent]Кинджал[] одиницю в фабриці.\nВиробіть 3 одиниці.
frontier.tutorial1 = :additive-reconstructor: [accent]Додавальний реконструктор[]\nполіпшує одиниці з 1 до 2 рівня\nза допомогою :silicon: кремнію і :graphite: графіту.\n\n[accent]Дослідіть і поліпшіть\n []:dagger:[accent] Кинджала до []:mace:[accent] Булави.
frontier.tutorial1 = :additive-reconstructor: [accent]Додавальний реконструктор[]\nполіпшує одиниці з 1 до 2 рівня\nза допомогою :silicon: кремнію і :graphite: графіту.\n\n[accent]Дослідіть і поліпшіть\n []:dagger:[accent] Кинджала до []:mace:[accent] Булави.
frontier.tutorial2 = Ворожі хвилі з’являтимуться [accent]нескінченно[] доки всі ворожі ядра не будуть [unlaunched]знищені.
frontier.tutorial3 = [accent]Швидко атакуйте ворожі бази, щоб хвилі не стали заважкими[].
atolls.destroy1 = Спершу знищте 2 ворожих [accent]ядра «Штаб»[].\n[accent]Відкрийте торій[].
atolls.destroy1 = Спершу знищте 2 ворожих [accent]ядра «Штаб»[].\n[accent]Відкрийте торій[].
atolls.mega1 = Увійдіть до [accent]режиму командування[] та оберіть одиниць :mega:[accent]Мега[].
atolls.mega2 = Виберіть команду \ue87b [accent]завантажити одиницю[], щоб Меги підняли наземні одиниці.
atolls.mega3 = Перемістіть Меги [accent]над[] наземними одиницями, щоб завантажити їх.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Ці кроки можна переглянути [accent]тут
atolls.carry7 = Дотримуйтеся інструкцій для повітряного десантування одиниць поблизу ворожих баз.
atolls.noairunit = Ця база добре укріплена для знищення повітряними одиницями.
atolls.2strategies = Є 2 стратегії знищення цієї бази.
onset.mine = Натисніть, щоби видобути :beryllium: [accent]берилій[] зі стін.\n\nДля переміщення використовуйте [accent][[WASD][].
onset.mine = Натисніть, щоби видобути :beryllium: [accent]берилій[] зі стін.\n\nДля переміщення використовуйте [accent][[WASD][].
onset.mine.mobile = Торкніться, щоби видобути :beryllium: [accent]берилій[] зі стін.
onset.research = Відкрийте :tree: дерево технологій.\nДослідіть, а потім розмістіть :turbine-condenser: [accent]турбінний конденсатор[] на джерелі (отворі).\nЦе буде генерувати [accent]енергію[].
onset.bore = Дослідіть і розмістіть :plasma-bore: [accent]плазмовий бурильник[].\nВін автоматично видобуває ресурси зі стін.
@@ -2437,14 +2437,14 @@ onset.detect = Ворог зможе виявити вас за 2 хвилини
onset.commandmode = Утримуйте [accent]Shift[], щоб увійти в [accent]режим командування[].\n[accent]Зажміть ЛКМ і потягніть,[] щоб обрати одиниці.\n[accent]Використовуйте ПКМ[], щоби наказати обраним одиницям рухатися чи атакувати.
onset.commandmode.mobile = Натисніть кнопку [accent]Командувати[], щоб увійти [accent]в режим командування[].\nУтримуйте палець і [accent]потягніть[], щоби вибрати одиниці.\n[accent]Зробіть коротке натискання[], щоби наказати обраним одиницям рухатися чи атакувати.
aegis.tungsten = Вольфрам можна видобувати за допомогою [accent]імпульсного буру[].\nЦя будівля потребує [accent]води[] та [accent]енергію[].
split.pickup = Деякі будівлі можуть бути підібрані основною ядровою одиницею.\nПідніміть цей [accent]контейнер[] і помістіть його до [accent]вантажного завантажувача[].\n(Клавіші за замовчуванням - [[ і ] для підняття та скидання)
split.pickup = Деякі будівлі можуть бути підібрані основною ядровою одиницею.\nПідніміть цей [accent]контейнер[] і помістіть його до [accent]вантажного завантажувача[].\n(Клавіші за замовчуванням - [[ і ] для підняття та скидання)
split.pickup.mobile = Деякі будівлі можуть бути підібрані основною ядровою одиницею.\nПідніміть цей [accent]контейнер[] і помістіть його до [accent]вантажного завантажувача[].\n(Щоб підняти або скинути щось, довго натискайте на це щось.)
split.acquire = Ви повинні дістати трохи вольфраму, щоби побудувати одиниці.
split.build = Одиниці повинні бути перенесені на іншу сторону стіни.\nУстановіть дві [accent]великі вантажні катапульти[], по одній на кожну сторону стіни.\nУстановіть зв’язок, натиснувши на одну з них, а потім вибравши іншу.
split.container = Подібно до контейнера, одиниці також можуть бути перевезені за допомогою [accent]великої вантажної катапульти[].\nРозмістіть завод, що створює одиниці, поруч з вантажною катапультою, щоби завантажити одиниць, а потім відправити їх через стіну в атаку на базу противника.
item.copper.description = Англійська назва: Copper\nВикористовується у всіх типах будівель і боєприпасах.
item.copper.description = Англійська назва: Copper\nВикористовується у всіх типах будівель і боєприпасах.
item.copper.details = Мідь. Напрочуд багато жил цієї руди на Серпуло. За своєю структурою слабка, якщо не зміцнена.
item.lead.description = Англійська назва: Lead\nШироко використовується в електроніці та в транспортуванні рідин.
item.lead.details = Інертний сплав, що широко використовується в акумуляторах.\nПримітка. Мабуть, токсичний для біологічних форм життя. Не те щоби їх тут залишилося багато…
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Англійська назва: Spore Pod\nВик
item.spore-pod.details = Спори. Найімовірніше, синтетична форма життя. Виділяють гази, токсичні для іншого біологічного життя. Надзвичайно загарбницька поведінка. Легкозаймисті при певних умовах.
item.blast-compound.description = Англійська назва: Blast Compound\nВикористовується в бомбах та в розривних боєприпасах.
item.pyratite.description = Англійська назва: Pyratite\nВикористовується в запальній зброї й твердопаливних генераторах.
item.beryllium.description = Англійська назва: Beryllium\nВикористовується в багатьох типах будівництва та боєприпасів на Ерекірі.
#Erekir
item.beryllium.description = Англійська назва: Beryllium\nВикористовується в багатьох типах будівництва та боєприпасів на Ерекірі.
item.tungsten.description = Англійська назва: Tungsten\nВикористовується в бурах, броні та боєприпасах. Необхідний при будівництві більш досконалих конструкцій.
item.oxide.description = Англійська назва: Oxide\nВикористовується як теплопровідник та ізолятор для електроенергії.
item.carbide.description = Англійська назва: Carbide\nВикористовується у передових конструкціях, важких одиницях та боєприпасах.
liquid.water.description = Англійська назва: Water\nВикористовується для охолодження машин та перероблювання відходів.
liquid.water.description = Англійська назва: Water\nВикористовується для охолодження машин та перероблювання відходів.
liquid.slag.description = Англійська назва: Slag\nПереробляється у відокремлювачах у складові метали або розпорошується на ворогів як зброя.
liquid.oil.description = Англійська назва: Oil\nВикористовується у виробництві передових матеріалів і як запальні боєприпаси.
liquid.cryofluid.description = Англійська назва: Cryofluid\nВикористовується як теплоносій у реакторах, баштах і заводах.
liquid.arkycite.description = Англійська назва: Arkycite\nВикористовується в хімічних реакціях для виробництва електроенергії та синтезу матеріалів.
#Erekir
liquid.arkycite.description = Англійська назва: Arkycite\nВикористовується в хімічних реакціях для виробництва електроенергії та синтезу матеріалів.
liquid.ozone.description = Англійська назва: Ozone\nВикористовується як окислювач у матеріальному виробництві, а також як паливо. Трохи вибухонебезпечний.
liquid.hydrogen.description = Англійська назва: Hydrogen\nЗастосовується при видобутку корисних копалин, виробництві одиниць та ремонті споруд. Легкозаймистий.
liquid.cyanogen.description = Англійська назва: Cyanogen\nВикористовується для виготовлення боєприпасів, будівництва передових одиниць, проведення різних реакцій в передових будівлях. Легкозаймистий.
liquid.nitrogen.description = Англійська назва: Nitrogen\nВикористовується при видобутку корисних копалин, газоутворенні та агрегатному виробництві. Інертний.
liquid.neoplasm.description = Англійська назва: Neoplasm\nНебезпечний біологічний побічний продукт неоплазмового реактора. Швидко поширюється на будь-які сусідні водовмісні будівлі, яких торкається, пошкоджуючи їх в процесі. В’язка.
liquid.neoplasm.details = Неоплазма. Неконтрольована маса синтетичних клітин, що швидко діляться, з консистенцією, подібною до осаду. Термостійка. Надзвичайно небезпечна для будь-яких конструкцій, пов’язаних з водою.\n\nЗанадто складна і нестабільна для звичайного аналізу. Потенційне застосування невідоме. Рекомендується спалювання в шлакових басейнах.
block.derelict = \uf77e [lightgray]Переможені
block.derelict = \uf77e [lightgray]Переможені
block.armored-conveyor.description = Англійська назва: Armored Conveyor\nПереміщує предмети вперед. Не приймає введення з боків ні з чого, крім інших конвеєрних стрічок.
block.illuminator.description = Англійська назва: Illuminator\nВипромінює світло.
block.message.description = Англійська назва: Message\nЗберігає повідомлення для комунікації між союзниками.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Англійська назва: Large L
block.tile-logic-display.description = Англійська назва: Tile Logic Display\nПоказує довільну графіку з логічного процесора.\nНепомітно з’єднується з сусідніми малиит логічними дисплеями.
block.interplanetary-accelerator.description = Англійська назва: Interplanetary Accelerator\nВелика електромагнітна башта-рейкотрон. Прискорює ядра, щоби подолати планетне тяжіння для міжпланетного розгортання.
block.repair-turret.description = Англійська назва: Repair Turret\nБезпервно ремонтує найближчу пошкоджену одиницю. Для прискорення ремонтування можна охолодити.
block.core-bastion.description = Англійська назва: Core Bastion\nЯдро бази. Броньоване. Після знищення сектор втрачається.
#Erekir
block.core-bastion.description = Англійська назва: Core Bastion\nЯдро бази. Броньоване. Після знищення сектор втрачається.
block.core-citadel.description = Англійська назва: Core Citadel\nЯдро бази. Дуже добре броньоване. Зберігає більше ресурсів, ніж ядро «Бастіон».
block.core-acropolis.description = Англійська назва: Core Acropolis\nЯдро бази. Надзвичайно добре броньоване. Зберігає більше ресурсів, ніж ядро «Цитадель».
block.breach.description = Англійська назва: Breach\nВеде вогонь по ворожих цілях бронебійними берилієвими або вольфрамовими боєприпасами.
@@ -2746,8 +2746,8 @@ block.radar.description = Англійська назва: Radar\nПоступо
block.shockwave-tower.description = Англійська назва: Shockwave Tower\nПошкоджує та знищує ворожі снаряди в радіусі. Потребує ціаногену.
block.canvas.description = Англійська назва: Canvas\nПоказує просте зображення із заздалегідь визначеною палітрою. Можна редагувати.
block.large-canvas.description = Англійська назва: Large Canvas\nПоказує просте зображення із заздалегідь визначеною палітрою. Можна редагувати.
unit.dagger.description = Англійська назва: Dagger\nВистрілює стандартними кулями в найближчих ворогах.
unit.dagger.description = Англійська назва: Dagger\nВистрілює стандартними кулями в найближчих ворогах.
unit.mace.description = Англійська назва: Mace\nВистрілює потоками полум’я в найближчих ворогів.
unit.fortress.description = Англійська назва: Fortress\nВистрілює з далекобійної артилерії в наземних цілей.
unit.scepter.description = Англійська назва: Scepter\nВистрілює шквалом заряджених куль у найближчих ворогів.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Англійська назва: Oxynoe\nВистрі
unit.cyerce.description = Англійська назва: Cyerce\nВистрілює у ворогів навідними касетними ракетами. Ремонтує найближчі одиниці.
unit.aegires.description = Англійська назва: Aegires\nЕлектризує ворожі одиниці та будівлі, що входять до його енергетичного поля. Ремонтує всіх союзників.
unit.navanax.description = Англійська назва: Navanax\nВистрілює вибухонебезпечні снаряди електромагнітного імпульсу, завдаючи значної шкоди ворожим енергетичним мережам та ремонтуючи союзницькі споруди. Розплавляє сусідніх ворогів за допомогою 4 автономних лазерних башт.
unit.stell.description = Англійська назва: Stell\nВеде вогонь по ворожих цілях звичайними кулями.
#Erekir
unit.stell.description = Англійська назва: Stell\nВеде вогонь по ворожих цілях звичайними кулями.
unit.locus.description = Англійська назва: Locus\nВеде почерговий вогонь по ворожих цілях.
unit.precept.description = Англійська назва: Precept\nВеде вогонь по ворожих цілях касетними кумулятивними кулями.
unit.vanquish.description = Англійська назва: Vanquish\nВеде вогонь по ворожих цілях великими пробивними осколково-фугасними кулями.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Англійська назва: Disrupt\nВеде в
unit.evoke.description = Англійська назва: Evoke\nБудує споруди для захисту ядра «Бастіон». Ремонтує споруди за допомогою променя.
unit.incite.description = Англійська назва: Incite\nБудує споруди для захисту ядра «Цитадель». Ремонтує споруди за допомогою променя.
unit.emanate.description = Англійська назва: Emanate\nБудує споруди для захисту ядра «Акрополь». Ремонтує споруди за допомогою променя.
lst.read = Зчитує число із з’єднаної комірки пам’яті.\nТакож може зчитувати/записувати змінні з інших процесорів.
lst.read = Зчитує число із з’єднаної комірки пам’яті.\nТакож може зчитувати/записувати змінні з інших процесорів.
lst.write = Записує число у з’єднану комірку пам’яті.\nТакож може зчитувати/записувати змінні з інших процесорів.
lst.print = Додає текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
lst.printchar = Додає символ UTF-16 або значок вмісту до буфера друку.\nНічого не відображає, доки не буде використано [accent]Print Flush[].
@@ -2857,16 +2857,16 @@ lst.makemarker = Створює новий логічний маркер у св
lst.setmarker = Установлює властивість для маркера.\nВикористаний ідентифікатор має збігатися з інструкцією «Створити маркер».
lst.localeprint = Додає значення властивості мовного пакету мапи до текстового буфера.\nЩоб встановити мовний пакет мапи в редакторі мапи, перейдіть до [accent]Інформація про мапу > Мовні пакети[].\nЯкщо клієнтом є мобільний пристрій, то спочатку намагається надрукувати властивість, що закінчується на «.mobile».
lst.query = Отримує список одиниць/будівель у вказаній області.\nРезультати виводяться у масив [accent]@queries[].\nРезультати можна зчитати з [accent]@queries[] за допомогою інструкції [accent]Read[] та індексу.\nДовжину [accent]@queries[] можна дізнатися через параметр [accent]@size[].
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Математична константа пі (3.141...)
lglobal.@e = Математична константа e (2.718...)
lglobal.@degToRad = Помножте на це число, щоб перевести градуси в радіани
lglobal.@radToDeg = Помножте на це число, щоб перевести радіани в градуси
lglobal.@time = Час гри поточного збереження, у мілісекундах
lglobal.@time = Час гри поточного збереження, у мілісекундах
lglobal.@tick = Час гри поточного збереження, in ticks (1 секунда = 60 ticks)
lglobal.@second = Час гри поточного збереження, в секундах
lglobal.@minute = Час гри поточного збереження, у хвилинах
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Поточний номер хвилі, якщо хвил
lglobal.@waveTime = Таймер зворотного відліку для хвиль, в секундах
lglobal.@mapw = Ширина мапи в плитках
lglobal.@maph = Висота мапи в плитках
lglobal.sectionMap = Мапа
lglobal.sectionMap = Мапа
lglobal.sectionGeneral = Загальне
lglobal.sectionNetwork = Мережа/Клієнтська частина [Тільки світовий процесор]
lglobal.sectionProcessor = Процесор
lglobal.sectionLookup = Пошук
lglobal.@this = Логічний блок, що виконує код
lglobal.@this = Логічний блок, що виконує код
lglobal.@thisx = X координата блоку, що виконує код
lglobal.@thisy = Y координата блоку, що виконує код
lglobal.@links = Загальна кількість блоків, пов’язаних з цим процесором
lglobal.@ipt = Швидкість виконання процесора в інструкціях за тик (60 ticks = 1 секунда)
lglobal.@unitCount = Загальна кількість типів вмісту одиниць у грі; використовується з інструкцією lookup
lglobal.@unitCount = Загальна кількість типів вмісту одиниць у грі; використовується з інструкцією lookup
lglobal.@blockCount = Загальна кількість типів вмісту будівель у грі; використовується з інструкцією lookup
lglobal.@itemCount = Загальна кількість типів вмісту предметів у грі; використовується з інструкцією lookup
lglobal.@liquidCount = Загальна кількість типів вмісту рідин у грі; використовується з інструкцією lookup
lglobal.@server = Істина, якщо код виконується на сервері або в одноосібній грі, інакше хиба
lglobal.@client = Істина, якщо код виконується на клієнті, підключеному до сервера
lglobal.@clientLocale = Локалізація клієнта, на якому виконується код. Наприклад: en_US чи uk_UA
lglobal.@clientLocale = Локалізація клієнта, на якому виконується код. Наприклад: en_US чи uk_UA
lglobal.@clientUnit = Одиниця клієнта, що виконує код
lglobal.@clientName = Ім’я гравця клієнта, на якому запущено код
lglobal.@clientTeam = Ідентифікатор команди клієнта, що запускає код
lglobal.@clientMobile = Істина, якщо клієнт, на якому виконується код, є мобільним, інакше хиба
lglobal.@clientMusicPlaying = True if any music is currently playing
lglobal.@clientCurrentMusic = Name of the current track being played, or null
lenum.type = Тип будівлі чи одиниці.\nНаприклад, для будь-якого маршрутизатора (англ. router), функція вертатиме [accent]@router[].\nНе є рядком.
lenum.type = Тип будівлі чи одиниці.\nНаприклад, для будь-якого маршрутизатора (англ. router), функція вертатиме [accent]@router[].\nНе є рядком.
lenum.shoot = Стріляти в зазначену позицію.
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
lenum.config = Конфігурація будівлі, як-от в сортувальника.
lenum.enabled = Чи будівля увімкнена.
laccess.currentammotype = Поточна кількість боєприпасів/рідини в башті.
laccess.currentammotype = Поточна кількість боєприпасів/рідини в башті.
laccess.memorycapacity = Кількість комірок в блоці пам’яті.
laccess.color = Колір освітлювача.
laccess.controller = Керувач одиницями. Якщо процесор керує одиницею, повертає процесор.\nЯкщо у формуванні, повертається лідер.\nІнакше повертає саму одиницю.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Висота дисплея в пікселях.
laccess.buffersize = Для повідомлень — довжина вмісту.\nДля дисплеїв — кількість необроблених графічних команд.
laccess.operations = Кількість операцій виконаних над блоком.\nПовертає кількість drawflush операцій для цього дисплея.
laccess.maxunits = Максимальна кількість одиниць, яку може мати команда.\nЗчитується лише з ядер.
lcategory.unknown = Невідома категорія
lcategory.unknown = Невідома категорія
lcategory.unknown.description = Команди без категорії.
lcategory.io = Ввід та вивід
lcategory.io.description = Змінюйте вміст комірок/блоків пам’яті та буфера процесора.
@@ -2939,8 +2939,8 @@ lcategory.unit = Управління одиницями
lcategory.unit.description = Віддавайте одиницям команди.
lcategory.world = Світ
lcategory.world.description = Контролюйте поведінку світу.
graphicstype.clear = Залити дисплей вказаним кольором.
graphicstype.clear = Залити дисплей вказаним кольором.
graphicstype.color = Установити колір для подальшої операції малювання.
graphicstype.col = Упакований еквівалент кольору.\nЗапаковані кольори записуються як шістнадцяткові коди з префіксом [accent]%[].\nНаприклад, [accent]%ff0000[] — це червоний.
graphicstype.stroke = Установити ширину ліній.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Намалювати контур правильного
graphicstype.triangle = Залити кольором трикутник.
graphicstype.image = Намалювати зображення із деяким вмістом.\nНаприклад: [accent]@router[] чи [accent]@dagger[].
graphicstype.print = Малює текст з буфера друку.\nЛише для ASCII символів.\nОчищає буфер друку.
lenum.always = Завжди істинне.
lenum.always = Завжди істинне.
lenum.idiv = Цілочисельне ділення.
lenum.div = Ділення.\nПовертає [accent]null[] при діленні на нуль.
lenum.mod = Залишок від ділення.
@@ -2969,30 +2969,30 @@ lenum.land = Побітове логічне І.
lenum.and = Побітове І.
lenum.not = Побітове заперечення.
lenum.xor = Виключне АБО (XOR).
lenum.min = Мінімум з двох чисел.
lenum.min = Мінімум з двох чисел.
lenum.max = Максимум з двох чисел.
lenum.angle = Кут вектора у градусах.
lenum.anglediff = Абсолютна відстань між двома кутами в градусах.
lenum.len = Довжина вектора.
lenum.sin = Синус, у градусах.
lenum.sin = Синус, у градусах.
lenum.cos = Косинус, у градусах.
lenum.tan = Тангенс, у градусах.
lenum.asin = Арксинус, у градусах.
lenum.asin = Арксинус, у градусах.
lenum.acos = Арккосинус, у градусах.
lenum.atan = Арктангенс, у градусах.
lenum.rand = Випадкове десяткове число у діапазоні [0, значення).
#not a typo, look up 'range notation'
lenum.rand = Випадкове десяткове число у діапазоні [0, значення).
lenum.log = Натуральний логарифм (ln).
lenum.log10 = Десятковий логарифм.
lenum.noise = Двовимірний симлекс-шум.
lenum.abs = Абсолютне значення.
lenum.sqrt = Квадратний корінь.
lenum.any = Будь-яка одиниця.
lenum.any = Будь-яка одиниця.
lenum.ally = Союзна одиниця.
lenum.attacker = Одиниця зі зброєю.
lenum.enemy = Ворожа одиниця.
@@ -3000,13 +3000,13 @@ lenum.boss = Одиниця «Вартовий».
lenum.flying = Одиниця, що літає.
lenum.ground = Наземна одиниця.
lenum.player = Одиниця, керована гравцем.
lenum.ore = Родовище руди.
lenum.ore = Родовище руди.
lenum.damaged = Пошкоджені союзні будівлі.
lenum.spawn = Точка появи ворогів.\nМоже бути ядром чи позицією.
lenum.building = Будування певної групи.
lenum.core = Будь-яке ядро.
lenum.core = Будь-яке ядро.
lenum.storage = Складське приміщення, як-от сховище.
lenum.generator = Будівлі, що виробляють енергію.
lenum.factory = Будівлі, що видозмінюють ресурси.
@@ -3015,36 +3015,36 @@ lenum.battery = Будь-який акумулятор.
lenum.resupply = Пункти постачання.\nДоречні лише коли користувацьке правило [accent]«Бойові одиниці потребують боєприпасів»[] увімкнено.
lenum.reactor = Імпульсний чи торієвий реактор.
lenum.turret = Будь-яка башта.
sensor.in = Будівля чи одиниця для розпізнавання.
radar.from = Від якої будівлі треба розпізнавати.\nРадіус розпізнавання обмежено радіусом будівництва.
radar.target = Фільтр для розпізнавання одиниць.
radar.and = Додаткові фільтри.
radar.order = Порядок сортування. 0 — сортування у зворотному порядку.
radar.sort = Показник для сортування результатів.
radar.output = Змінна для запису вихідної одиниці.
unitradar.target = Фільтр для розпізнавання одиниць.
unitradar.target = Фільтр для розпізнавання одиниць.
unitradar.and = Додаткові фільтри.
unitradar.order = Порядок сортування. 0 — сортування у зворотному порядку.
unitradar.sort = Показник для сортування результатів.
unitradar.output = Змінна для запису вихідної одиниці.
control.of = Будівля для контролювання.
control.of = Будівля для контролювання.
control.unit = Одиниця чи будівля для прицілювання.
control.shoot = Чи стріляє.
unitlocate.enemy = Чи знаходити ворожі будівлі.
unitlocate.enemy = Чи знаходити ворожі будівлі.
unitlocate.found = Чи був об’єкт знайдений.
unitlocate.building = Змінна для запису знайденої будівлі.
unitlocate.outx = Виводить координату X.
unitlocate.outy = Виводить координату Y.
unitlocate.group = Група будівель для пошуку.
playsound.limit = Якщо увімкнено, забороняє повторне відтворення звуку в межах одного кадру.
lenum.idle = Зупиняти рух, проте продовжувати будувати чи видобувати.\nСтан за замовчуванням.
lenum.stop = Зупинити або рух, або видобуток, або будівництво.
lenum.unbind = Повністю вимикає усю логіку.\nПродовжує стандартний ШІ.
lenum.move = Перемістити в точне положення.
@@ -3064,16 +3064,16 @@ lenum.build = Побудувати будівлю.
lenum.getblock = Отримує будівлю, тип поверхні та блоку за координатами.\nОдиниця має бути в радіусі дії, інакше повертає null.
lenum.within = Чи знаходиться одиниця біля позиції.
lenum.boost = Почати чи зупинити політ.
lenum.flushtext = Виводить вміст буфера друку в маркер, якщо це можливо.\nЯкщо параметр fetch істинний, намагається отримати властивості з локалізації мапи або гри.
lenum.flushtext = Виводить вміст буфера друку в маркер, якщо це можливо.\nЯкщо параметр fetch істинний, намагається отримати властивості з локалізації мапи або гри.
lenum.texture = Назва текстури безпосередньо з атласу гри (у форматі kebab-case).\nЯкщо printFlush істинний, використовує вміст текстового буфера як аргумент.
lenum.texturesize = Розмір текстури в плитках. Нульове значення масштабує ширину маркера до оригінального розміру текстури.
lenum.autoscale = Чи масштабувати маркер відповідно до рівня наближення камери гравця.
lenum.posi = Індексована позиція для лінійних та чотирикутних маркерів, де нульовий індекс — перша позиція.
lenum.uvi = Позиція текстури в діапазоні від 0 до 1, використовується для чотирикутних маркерів.
lenum.colori = Індексований колір для лінійних та чотирикутних маркерів, де нульовий індекс — перший колір.
lenum.wavetimer = Чи з’являються хвилі автоматично за таймером. Інакше, хвилі з’являються із натисканням кнопки.
lenum.wavetimer = Чи з’являються хвилі автоматично за таймером. Інакше, хвилі з’являються із натисканням кнопки.
lenum.wave = Поточний номер хвилі. Може бути будь-яким у режимах без хвиль.
lenum.currentwavetime = Відлік часу до хвилі in ticks.
lenum.waves = Чи можуть хвилі з’являтися взагалі.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]Đơn vị không thể xây dựng
lastaccessed = [lightgray]Truy cập lần cuối: {0}
lastcommanded = [lightgray]Được ra lệnh lần cuối: {0}
block.unknown = [lightgray]???
stat.showinmap = <mở bản đồ để hiện>
stat.showinmap = <mở bản đồ để hiện>
stat.description = Mục đích
stat.input = Đầu vào
stat.output = Đầu ra
@@ -1230,8 +1230,8 @@ stat.reactive = Phản ứng
stat.immunities = Miễn nhiễm
stat.healing = Hồi phục
stat.efficiency = [stat]{0}% Hiệu suất
ability.forcefield = Khiên trường lực
ability.forcefield = Khiên trường lực
ability.forcefield.description = Phát một khiên trường lực hấp thụ các loại đạn
ability.repairfield = Trường sửa chữa
ability.repairfield.description = Sửa chữa các đơn vị gần đó
@@ -1260,8 +1260,8 @@ ability.spawndeath = Chết sản sinh
ability.spawndeath.description = Sinh ra đơn vị khi chết
ability.liquidexplode = Chết tràn dịch
ability.liquidexplode.description = Tràn chất lỏng khi chết
ability.stat.firingrate = tốc độ bắn [stat]{0}/giây[lightgray]
ability.stat.firingrate = tốc độ bắn [stat]{0}/giây[lightgray]
ability.stat.regen = [stat]{0}[lightgray] độ bền/giây
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] giảm sát thương
ability.stat.minspeed = tốc độ tối thiểu [stat]{0} ô/giây[lightgray]
ability.stat.duration = thời hạn [stat]{0} giây[lightgray]
ability.stat.buildtime = thời gian xây [stat]{0} giây[lightgray]
bar.displaytoolarge = Kích thước quá lớn\n(Tối đa: {0}x{0})
bar.displaytoolarge = Kích thước quá lớn\n(Tối đa: {0}x{0})
bar.onlycoredeposit = Chỉ được phép đưa vào lõi
bar.drilltierreq = Cần máy khoan tốt hơn
bar.nobatterypower = Thiếu năng lượng pin
@@ -1317,12 +1317,12 @@ bar.activationtimer = Kích hoạt trong {0}
bar.activated = Đã kích hoạt
bar.upto = Lên đến {0}
bar.lerpwarmuptime = Ảnh hưởng bởi tăng tốc. Phi tuyến; sử dụng công thức suy giảm theo hàm mũ.\nĐể tham khảo, việc này sẽ đạt 90% tiến trình trong {0} giây, và 99% trong {1} giây.
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
weapon.pointdefense = [stat]Phòng Thủ Mũi Nhọn
bullet.damage = [stat]{0}[lightgray] sát thương
bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô
bullet.incendiary = [stat]gây cháy
bullet.homing = [stat]truy đuổi
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] tốc độ bắn
bullet.range = [stat]{0}[lightgray] ô phạm vi
bullet.notargetsmissiles = [stat] phớt lờ tên lửa
bullet.notargetsbuildings = [stat] phớt lờ công trình
unit.blocks = khối
unit.blocks = khối
unit.blockssquared = khối²
unit.powersecond = đơn vị năng lượng/giây
unit.tilessecond = ô/giây
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = Ẩn hiển thị logic
setting.hidedisplays.description = Ẩn nội dung của màn hình logic, có thể giúp cải thiện hiệu năng.
setting.macnotch.name = Giao diện phù hợp với hiển thị tai thỏ
setting.macnotch.description = Trên các thiết bị MacOS có tai thỏ, hạ thấp giao diện để tránh nó.\nCần khởi động lại để áp dụng các thay đổi.
steam.friendsonly = Chỉ Bạn Bè Trên Steam
steam.friendsonly = Chỉ Bạn Bè Trên Steam
steam.friendsonly.tooltip = Liệu chỉ bạn bè trên Steam mới có thể tham gia trò chơi của bạn hay không.\nBỏ chọn ô này sẽ làm trò chơi của bạn công khai - mọi người có thể tham gia.
setting.maxmagnificationmultiplierpercent.name = Tầm xa tối thiểu của máy quay
setting.minmagnificationmultiplierpercent.name = Tầm xa tối đa của máy quay
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = Chế độ mệnh lệnh
keybind.command_queue.name = Lệnh tuần tự đơn vị
keybind.create_control_group.name = Tạo nhóm điều khiển
keybind.cancel_orders.name = Hủy lệnh
keybind.unit_stance_shoot.name = Thế Trận Đơn Vị: Bắn
keybind.unit_stance_shoot.name = Thế Trận Đơn Vị: Bắn
keybind.unit_stance_hold_fire.name = Thế Trận Đơn Vị: Ngừng Bắn
keybind.unit_stance_pursue_target.name = Thế Trận Đơn Vị: Bám Đuổi Mục Tiêu
keybind.unit_stance_patrol.name = Thế Trận Đơn Vị: Tuần Tra
keybind.unit_stance_ram.name = Thế Trận Đơn Vị: Tông Thẳng
keybind.unit_stance_boost.name = Thế Trận Đơn Vị: Tăng Cường
keybind.unit_stance_hold_position.name = Thế Trận Đơn Vị: Đứng Yên
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
keybind.unit_command_rebuild.name = Mệnh lệnh đơn vị: Xây lại
keybind.unit_command_assist.name = Mệnh lệnh đơn vị: Hỗ trợ
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = Mệnh lệnh đơn vị: Nhập khối
keybind.unit_command_unload_payload.name = Mệnh lệnh đơn vị: Dỡ khối hàng
keybind.unit_command_enter_payload.name = Mệnh lệnh đơn vị: Vào khối hàng
keybind.unit_command_loop_payload.name = Mệnh lệnh đơn vị: Lặp vận chuyển đơn vi
keybind.rebuild_select.name = Xây dựng lại khu vực
keybind.rebuild_select.name = Xây dựng lại khu vực
keybind.schematic_select.name = Chọn khu vực
keybind.schematic_menu.name = Trình đơn bản thiết kế
keybind.schematic_flip_x.name = Lật bản thiết kế X
@@ -1641,8 +1641,8 @@ mode.pvp.description = Chiến đấu với những người chơi khác trên c
mode.attack.name = Tấn công
mode.attack.description = Phá hủy căn cứ của kẻ địch. \n[gray]Cần một lõi kẻ địch trong bản đồ để chơi.
mode.custom = Tùy chỉnh quy tắc
rules.invaliddata = Dữ liệu bộ nhớ tạm không hợp lệ.
rules.invaliddata = Dữ liệu bộ nhớ tạm không hợp lệ.
rules.hidebannedblocks = Ẩn Các Khối Bị Cấm
rules.infiniteresources = Tài Nguyên Vô Hạn
rules.fillitems = Lấp Đầy Lõi Bởi Vật Phẩm
@@ -1753,20 +1753,20 @@ rules.weather = Thời Tiết
rules.weather.frequency = Tần Suất:
rules.weather.always = Luôn Có
rules.weather.duration = Thời Lượng:
rules.randomwaveai.info = Làm các đơn vị xuất hiện trong các lượt nhắm vào công trình ngẫu nhiên thay vì tấn công trực tiếp vào lõi hoặc máy phát năng lượng.
rules.randomwaveai.info = Làm các đơn vị xuất hiện trong các lượt nhắm vào công trình ngẫu nhiên thay vì tấn công trực tiếp vào lõi hoặc máy phát năng lượng.
rules.placerangecheck.info = Ngăn chặn người chơi khỏi việc đặt bất kỳ thứ gì gần công trình kẻ địch. Khi cố đặt một tháp súng, phạm vi sẽ bị tăng lên, để tháp súng không thể bắn tới kẻ địch.
rules.onlydepositcore.info = Ngăn chặn các đơn vị khỏi việc thả vật phẩm vào bất kỳ công trình nào ngoài lõi.
database-category.item = Vật phẩm
database-category.item = Vật phẩm
database-category.liquid = Chất lỏng
database-category.unit = Đơn vị
database-category.block = Khối
database-category.status = Hiệu ứng trạng thái
database-category.sector = Phân khu
database-category.team = Phe
database-tag.turret = Trụ súng
database-tag.turret = Trụ súng
database-tag.production = Sản xuất
database-tag.distribution = Phân phối
database-tag.liquid = Chất lỏng
@@ -1779,10 +1779,10 @@ database-tag.logic = Logic
database-tag.unit-air = Không quân
database-tag.unit-naval = Thủy quân
database-tag.unit-ground = Lục quân
wallore = (Tường)
item.copper.name = Đồng
item.lead.name = Chì
item.coal.name = Than
item.graphite.name = Than chì
@@ -1804,8 +1804,8 @@ item.tungsten.name = Tungsten
item.oxide.name = Ôxit
item.carbide.name = Carbide
item.dormant-cyst.name = U nang bất hoạt
liquid.water.name = Nước
liquid.water.name = Nước
liquid.slag.name = Xỉ nóng chảy
liquid.oil.name = Dầu
liquid.cryofluid.name = Chất làm lạnh
@@ -1816,8 +1816,8 @@ liquid.ozone.name = Ôzôn
liquid.hydrogen.name = Hy-dro lỏng
liquid.nitrogen.name = Ni-tơ lỏng
liquid.cyanogen.name = Cyano
unit.dagger.name = Dagger
unit.dagger.name = Dagger
unit.mace.name = Mace
unit.fortress.name = Fortress
unit.nova.name = Nova
@@ -1855,8 +1855,8 @@ unit.scepter.name = Scepter
unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
unit.stell.name = Stell
unit.stell.name = Stell
unit.locus.name = Locus
unit.precept.name = Precept
unit.vanquish.name = Vanquish
@@ -1878,8 +1878,8 @@ unit.manifold.name = Thiết bị bay vận chuyển
unit.assembly-drone.name = Thiết bị bay lắp ráp
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = Parallax
block.parallax.name = Parallax
block.cliff.name = Vách đá
block.sand-boulder.name = Tảng cát
block.basalt-boulder.name = Tảng đá bazan
@@ -2102,8 +2102,8 @@ block.container.name = Thùng chứa
block.launch-pad.name = Bệ phóng [lightgray](Di sản)
block.advanced-launch-pad.name = Bệ phóng
block.landing-pad.name = Bệ đáp
block.segment.name = Segment
block.segment.name = Segment
block.ground-factory.name = Nhà máy Bộ binh
block.air-factory.name = Nhà máy Không quân
block.naval-factory.name = Nhà máy Thủy quân
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = Máy dỡ khối hàng
block.payload-unloader.description = Lấy chất lỏng và vật phẩm từ khối.
block.heat-source.name = Nguồn nhiệt
block.heat-source.description = Xuất ra lượng nhiệt lớn. Chỉ chế độ Tự do.
block.empty.name = Trống
#Erekir
block.empty.name = Trống
block.rhyolite-crater.name = Miệng núi lửa Rhyolit
block.rough-rhyolite.name = Rhyolit thô
block.regolith.name = Lớp đất mặt
@@ -2294,8 +2294,8 @@ block.smite.name = Smite
block.malign.name = Malign
block.flux-reactor.name = Lò phản ứng thông lượng
block.neoplasia-reactor.name = Lò phản ứng siêu tân sinh
block.switch.name = Công tắc
block.switch.name = Công tắc
block.micro-processor.name = Bộ xử lý vi cấp
block.logic-processor.name = Bộ xử lý trung cấp
block.hyper-processor.name = Bộ xử lý siêu cấp
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = Màn hình hiển thị lớn
block.tile-logic-display.name = Màn hình hiển thị nối ô
block.memory-cell.name = Ô bộ nhớ
block.memory-bank.name = Khối bộ nhớ
team.malis.name = Malis
team.malis.name = Malis
team.crux.name = Crux
team.sharded.name = Sharded
team.derelict.name = Bỏ hoang
team.green.name = Xanh lá cây
team.blue.name = Xanh dương
hint.skip = Bỏ qua
hint.skip = Bỏ qua
hint.desktopMove = Sử dụng [accent][[WASD][] để di chuyển.
hint.zoom = [accent]Cuộn[] để phóng to hoặc thu nhỏ.
hint.desktopShoot = [accent][[nhấn chuột trái][] để bắn.
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = Phân khu này có [scarlet]mối đe dọa thù địch
hint.coreIncinerate = Sau khi lõi đầy một loại vật phẩm, bất kỳ vật phẩm vào thuộc loại đó nhận được sẽ bị [accent]tiêu hủy[].
hint.factoryControl = Để đặt [accent]điểm đầu ra[] của một nhà máy, nhấn vào một khối nhà máy trong chế độ ra lệnh, sau đó nhấn chuột phải vào một vị trí.\nCác đơn vị sản xuất bởi nó sẽ tự động di chuyển đến đó.
hint.factoryControl.mobile = Để đặt [accent]điểm đầu ra[] của một nhà máy, nhấp vào một khối nhà máy trong chế độ ra lệnh, sau đó nhấp vào một vị trí.\nCác đơn vị sản xuất bởi nó sẽ tự động di chuyển đến đó.
gz.mine = Di chuyển gần :ore-copper: [accent]quặng đồng[] trên đất và nhấn vào nó để bắt đầu khai thác.
gz.mine = Di chuyển gần :ore-copper: [accent]quặng đồng[] trên đất và nhấn vào nó để bắt đầu khai thác.
gz.mine.mobile = Di chuyển gần :ore-copper: [accent]quặng đồng[] trên đất và nhấp vào nó để bắt đầu khai thác.
gz.research = Mở :tree: cây công nghệ.\nNghiên cứu :mechanical-drill: [accent]Máy khoan cơ khí[], sau đó chọn nó từ :production: trình đơn ở góc dưới bên phải.\nNhấp vào một khoảng quặng đồng để đặt nó.
gz.research.mobile = Mở :tree: cây công nghệ.\nNghiên cứu :mechanical-drill: [accent]Máy khoan cơ khí[], sau đó chọn nó từ :production: trình đơn ở góc dưới bên phải.\nNhấp vào một khoảng quặng đồng để đặt nó.\n\nNhấp vào :ok: [accent]dấu tích[] ở góc dưới bên phải để xác nhận.
@@ -2373,8 +2373,8 @@ gz.zone1 = Đây là khu vực quân địch đáp xuống.
gz.zone2 = Bất kỳ thứ gì được xây dựng trong bán kính này sẽ bị phá hủy khi một đợt mới bắt đầu.
gz.zone3 = Một đợt sẽ bắt đầu ngay bây giờ.\nHãy chuẩn bị.
gz.finish = Đặt thêm các tháp súng, khai thác thêm nguyên liệu,\nvà vượt qua tất cả các đợt để [accent]chiếm phân khu[].
ff.coal = Dùng :mechanical-drill: [accent]Máy Khoan Cơ Khí[] để khai thác :ore-coal: [accent]than[].
ff.coal = Dùng :mechanical-drill: [accent]Máy Khoan Cơ Khí[] để khai thác :ore-coal: [accent]than[].
ff.graphitepress = :tree: Nghiên cứu và đặt :graphite-press: [accent]Máy Nén Than Chì[].
ff.craft = Di chuyển :coal: than vào :graphite-press: [accent]Máy Nén Than Chì[].\nNó sẽ cho :graphite: than chì ra tất cả băng chuyền gần đó.\nDi chuyển :graphite: than chì từ :graphite-press: [accent]Máy Nén Than Chì[] vào lõi.
ff.generator = :coal: Than cũng có thể dùng như nhiên liệu trong :combustion-generator: [accent]Máy Phát Điện Đốt Cháy[].\nNghiên cứu và đặt một :combustion-generator: [accent]Máy Phát Điện Đốt Cháy[].
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: Sản Xuất Năng Lượng
ff.node = :power-node: [accent]Chốt Năng Lượng[] vận chuyển năng lượng đến khối lân cận trong phạm vi.\nNghiên cứu và đặt một :power-node: [accent]Chốt Năng Lượng[] gần bên máy phát điện.
ff.battery = :battery: [accent]Pin[] lưu trữ năng lượng.\nNghiên cứu và đặt một :battery: [accent]Pin[] gần chốt.
ff.arc = Bệ súng :arc: [accent]Arc[] cần có năng lượng để hoạt động. Nghiên cứu và đặt một bệ súng :arc: [accent]Arc[] gần một chốt năng lượng.
fungalpass.tutorial1 = Dùng [accent]các đơn vị[] để phòng thủ công trình và tấn công kẻ địch.\nNghiên cứu và đặt một :ground-factory: [accent]nhà máy lục quân[].
fungalpass.tutorial2 = Chọn đơn vị :dagger: [accent]Dagger[] trong nhà máy.\nSản xuất 3 đơn vị.
frontier.tutorial1 = :additive-reconstructor: [accent]Máy tái thiết cấp cộng[]\nnâng cấp đơn vị bậc 1 thành bậc 2\ndùng :silicon: silicon và :graphite: than chì.\n\n[accent]Tái thiết\nmột []:dagger:[accent] dagger thành một []:mace:[accent] mace.
frontier.tutorial1 = :additive-reconstructor: [accent]Máy tái thiết cấp cộng[]\nnâng cấp đơn vị bậc 1 thành bậc 2\ndùng :silicon: silicon và :graphite: than chì.\n\n[accent]Tái thiết\nmột []:dagger:[accent] dagger thành một []:mace:[accent] mace.
frontier.tutorial2 = Các đợt được gửi [accent]vô hạn[] đến khi tất cả lõi kẻ địch [unlaunched]bị tiêu diệt.
frontier.tutorial3 = [accent]Tấn công căn cứ kẻ địch nhanh chóng để ngăn việc các đợt lên cao[].
atolls.destroy1 = Tiêu diệt 2 [accent]lõi trụ sở[] trước.\n[accent]Tiếp cận quặng thori[].
atolls.destroy1 = Tiêu diệt 2 [accent]lõi trụ sở[] trước.\n[accent]Tiếp cận quặng thori[].
atolls.mega1 = Vào [accent]chế độ mệnh lệnh[] và chọn các đơn vị :mega:[accent]Mega[].
atolls.mega2 = Chọn lệnh \ue87b [accent]Nhận Đơn Vị[] để các đơn vị Mega nhặt các đơn vị lục quân.
atolls.mega3 = Di chuyển các đơn vị Mega [accent]phía trên[] các đơn vị lục quân để nhận chúng.
@@ -2411,8 +2411,8 @@ atolls.carry6 = Những bước này có thể xem lại [accent]ở đây[].
atolls.carry7 = Làm theo các bước hướng dẫn để không vận thêm nhiều đơn vị gần căn cứ kẻ địch.
atolls.noairunit = Căn cứ này được phòng thủ quá kiên cố nên không thể bị phá hủy bằng không quân.
atolls.2strategies = Có hai chiến lược để phá hủy căn cứ này.
onset.mine = Nhấn để khai thác :beryllium: [accent]beryl[] từ tường.\n\nSử dụng [accent][[WASD] để di chuyển.
onset.mine = Nhấn để khai thác :beryllium: [accent]beryl[] từ tường.\n\nSử dụng [accent][[WASD] để di chuyển.
onset.mine.mobile = Nhấp để khai thác :beryllium: [accent]beryl[] từ tường.
onset.research = Mở :tree: cây công nghệ.\nNghiên cứu, sau đó đặt :turbine-condenser: [accent]tua-bin điện tụ nước[] trên lỗ hơi nước.\nĐiều này sẽ tạo ra [accent]điện[].
onset.bore = Nghiên cứu và đặt :plasma-bore: [accent]khoan plasma[].\nĐiều này sẽ tự động khai thác tài nguyên từ tường.
@@ -2437,14 +2437,14 @@ onset.detect = Quân địch sẽ phát hiện bạn sớm.\nHãy chuẩn bị p
onset.commandmode = Giữ [accent]Shift[] để vào [accent]chế độ mệnh lệnh[].\n[accent]Nhấn chuột trái và kéo[] để chọn các đơn vị.\n[accent]Nhấn chuột phải[] để ra lệnh các đơn vị di chuyển hoặc tấn công.
onset.commandmode.mobile = Nhấn vào [accent]nút mệnh lệnh[] để vào [accent]chế độ mệnh lệnh[].\nGiữ một ngón tay, sau đó [accent]kéo[] để chọn các đơn vị.\n[accent]Nhấp[] để ra lệnh các đơn vị di chuyển hoặc tấn công.
aegis.tungsten = Tungsten có thể khai thác bằng [accent]khoan thủy lực[].\nCông trình này cần có [accent]nước[] và [accent]điện[].
split.pickup = Một số khối có thể được mang theo bởi đơn vị từ lõi.\nBay lại trên [accent]thùng chứa[] này, nhặt và đặt nó lên [accent]máy nạp vật phẩm[].\n(Phím mặc định là [accent][[[]và [accent]][]để nhặt và thả)
split.pickup = Một số khối có thể được mang theo bởi đơn vị từ lõi.\nBay lại trên [accent]thùng chứa[] này, nhặt và đặt nó lên [accent]máy nạp vật phẩm[].\n(Phím mặc định là [accent][[[]và [accent]][]để nhặt và thả)
split.pickup.mobile = Một số khối có thể được mang theo bởi đơn vị từ lõi.\nBay lại trên [accent]thùng chứa[] này, nhặt và đặt nó lên [accent]máy nạp vật phẩm[].\n(Để nhặt hoặc thả thứ gì đó, ấn giữ nó một chút.)
split.acquire = Khai thác một ít tungsten để sản xuất đơn vị.
split.build = Đơn vị phải được vận chuyển đến phía bên kia của tường.\nNghiên cứu :payload-mass-driver: [accent]Máy phóng từ trường[].\nĐặt hai [accent]Máy phóng từ trường khối hàng[], một ở mỗi bên của tường.\nĐặt liên kết bằng cách nhấp vào một trong số chúng, sau đó chọn cái còn lại.
split.container = Tương tự như thùng chứa, đơn vị cũng có thể được vận chuyển bằng [accent]Máy phóng từ trường khối hàng[].\nĐặt một máy chế tạo đơn vị cạnh máy phóng từ trường để nạp chúng, sau đó gửi chúng qua tường để tấn công căn cứ địch.
item.copper.description = Dùng trong tất cả các loại xây dựng và các loại đạn dược.
item.copper.description = Dùng trong tất cả các loại xây dựng và các loại đạn dược.
item.copper.details = Đồng. Kim loại nhiều bất thường trên Serpulo. Có cấu trúc yếu trừ khi được tôi luyện.
item.lead.description = Được dùng trong vận chuyển chất lỏng và cấu trúc liên quan đến điện.
item.lead.details = Đặc. Trơ. Dùng cực nhiều trong pin.\nLưu ý: Có thể độc hại đối với các dạng sống sinh học; không phải vì nó còn nhiều ở xung quanh đây.
@@ -2465,28 +2465,28 @@ item.spore-pod.description = Được dùng để chuyển đổi thành dầu,
item.spore-pod.details = Bào tử. Có thể là một dạng sống tổng hợp. Phát thải khí độc đối với sinh vật khác. Cực kỳ xâm lấn. Rất dễ cháy trong một số trường hợp nhất định.
item.blast-compound.description = Được dùng trong bom hoặc đạn nổ.
item.pyratite.description = Được dùng trong vũ khí gây cháy và máy phát điện chạy bằng nhiên liệu đốt.
item.beryllium.description = Được dùng trong nhiều loại công trình và đạn dược trên Erekir.
#Erekir
item.beryllium.description = Được dùng trong nhiều loại công trình và đạn dược trên Erekir.
item.tungsten.description = Được dùng trong các máy khoan, bọc giáp và đạn dược. Yêu cầu trong việc xây dựng các công trình cao cấp hơn.
item.oxide.description = Được dùng làm chất dẫn nhiệt và cách điện cho nguồn điện.
item.carbide.description = Được dùng trong các công trình tiên tiến, các đơn vị hạng nặng và đạn dược.
liquid.water.description = Được dùng để làm mát máy móc và xử lý chất thải.
liquid.water.description = Được dùng để làm mát máy móc và xử lý chất thải.
liquid.slag.description = Tinh chế để tách các kim loại thành phần. Dùng trong các loại súng chất lỏng như một loại đạn của tháp súng.
liquid.oil.description = Được dùng trong sản xuất vật liệu tiên tiến và làm đạn gây cháy.
liquid.cryofluid.description = Được dùng như chất làm mát trong lò phản ứng, tháp súng và nhà máy.
liquid.arkycite.description = Được dùng trong các phản ứng hóa học để phát điện và tổng hợp vật liệu.
#Erekir
liquid.arkycite.description = Được dùng trong các phản ứng hóa học để phát điện và tổng hợp vật liệu.
liquid.ozone.description = Được sử dụng như một nhiên liệu và chất ôxy hóa trong sản xuất vật liệu. Gây nổ vừa phải.
liquid.hydrogen.description = Được dùng trong khai thác tài nguyên, sản xuất đơn vị và sửa chữa công trình. Dễ cháy.
liquid.cyanogen.description = Được dùng cho đạn dược, xây dựng các đơn vị tiên tiến và các phản ứng khác nhau trong các khối tiên tiến. Rất dễ cháy.
liquid.nitrogen.description = Được dùng trong khai thác tài nguyên, tạo khí và sản xuất đơn vị. Trơ.
liquid.neoplasm.description = Một sản phẩm phụ sinh học nguy hiểm của lò phản ứng Neoplasia. Lan nhanh sang bất kỳ khối chứa nước nào mà nó chạm vào, gây hư hại chúng. Nhớt.
liquid.neoplasm.details = Tế bào tân sinh. Một khối lượng các tế bào tổng hợp phân chia nhanh chóng không kiểm soát với độ đặc giống như bùn. Kháng nhiệt. Cực kỳ nguy hiểm cho bất cứ khối nào có liên quan đến nước.\n\nQuá phức tạp và không ổn định để được phân tích. Chưa rõ được tiềm năng và ứng dụng của nó. Khuyến nghị đốt chúng trong xỉ nóng chảy.
block.derelict = \uf77e [lightgray]Bỏ hoang
block.derelict = \uf77e [lightgray]Bỏ hoang
block.armored-conveyor.description = Vận chuyển vật phẩm về phía trước. Không nhận đầu vào không phải băng chuyền từ phía bên cạnh.
block.illuminator.description = Phát sáng.
block.message.description = Lưu trữ thông điệp giao tiếp giữa các đồng đội.
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = Hiển thị đồ họa tùy ý từ b
block.tile-logic-display.description = Hiển thị đồ họa tùy ý từ bộ xử lý.\nKết nối liền mạch với các khối hiển thị nối ô gần đó.
block.interplanetary-accelerator.description = Tòa tháp súng điện từ cỡ lớn. Tăng tốc vật phóng đến vận tốc thoát để triển khai giữa các hành tinh.
block.repair-turret.description = Sửa chữa những đơn vị bị hư hỏng trong khu vực lân cận. Tùy chọn làm mát để tăng hiệu quả.
block.core-bastion.description = Trung tâm của căn cứ. Bọc giáp. Một khi bị phá hủy, phân khu sẽ bị mất.
#Erekir
block.core-bastion.description = Trung tâm của căn cứ. Bọc giáp. Một khi bị phá hủy, phân khu sẽ bị mất.
block.core-citadel.description = Trung tâm của căn cứ. Bọc giáp tốt hơn. Lưu trữ nhiều vật phẩm hơn lõi Pháo đài.
block.core-acropolis.description = Trung tâm của căn cứ. Được bọc giáp rất tốt. Lưu trữ nhiều vật phẩm hơn lõi Thủ Phủ.
block.breach.description = Bắn các loại đạn xuyên thấu vào kẻ địch.
@@ -2746,8 +2746,8 @@ block.radar.description = Rà soát địa hình và đơn vị kẻ địch m
block.shockwave-tower.description = Phá hủy và tiêu diệt các loại đạn của kẻ địch trong một phạm vi. Yêu cầu cyano.
block.canvas.description = Hiển thị một hình ảnh đơn giản với một bảng màu được định sẵn. Có thể chỉnh sửa.
block.large-canvas.description = Hiển thị một hình ảnh đơn giản với một bảng màu được định sẵn. Có thể chỉnh sửa.
unit.dagger.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
unit.dagger.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
unit.mace.description = Phun tia lửa vào các mục tiêu kẻ địch.
unit.fortress.description = Bắn pháo tầm xa lên các mục tiêu kẻ địch trên mặt đất.
unit.scepter.description = Bắn một chùm đạn tích tụ vào các mục tiêu kẻ địch.
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = Bắn luồng tia lửa sửa công trình vào các m
unit.cyerce.description = Bắn chùm tên lửa dẫn đường vào các mục tiêu kẻ địch. Sửa đơn vị đồng minh.
unit.aegires.description = Gây sốc lên tất cả đơn vị và công trình bên trong trường năng lượng của nó. Sửa chữa tất cả đồng minh.
unit.navanax.description = Bắn tia xung điện từ (EMP) nổ, gây thiệt hại đáng kể lên mạng lưới năng lượng và sửa chữa công trình đồng minh. Nung chảy kẻ địch ở gần với 4 tháp súng laser tự hành.
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
#Erekir
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
unit.locus.description = Bắn các viên đạn xen kẽ vào các mục tiêu kẻ địch.
unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi lực cản chất lỏng.
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi lực cản chất lỏng.
@@ -2805,8 +2805,8 @@ unit.disrupt.description = Bắn tên lửa oanh tạc dẫn đường tầm xa
unit.evoke.description = Xây công trình để phòng thủ lõi Pháo đài. Sửa các công trình với một tia sáng. Có khả năng mang khối công trình 2x2.
unit.incite.description = Xây công trình để phòng thủ lõi Thủ phủ. Sửa các công trình với một tia sáng. Có khả năng mang khối công trình 2x2.
unit.emanate.description = Xây công trình để phòng thủ lõi Đại đô. Sửa các công trình với chùm tia sáng. Có khả năng mang khối công trình 2x2.
lst.read = Đọc một số từ bộ nhớ được liên kết.\nCũng có thể đọc từ các biến số trong các bộ xử lý khác.
lst.read = Đọc một số từ bộ nhớ được liên kết.\nCũng có thể đọc từ các biến số trong các bộ xử lý khác.
lst.write = Ghi một số vào bộ nhớ được liên kết.\nCũng có thể ghi vào các biến số trong các bộ xử lý khác.
lst.print = Thêm văn bản vào bộ đệm in.\nKhông hiển thị gì cho đến khi [accent]Print Flush[] được sử dụng.
lst.printchar = Thêm một ký tự UTF-16 hoặc biểu tượng nội dung vào bộ đệm in.\nKhông hiển thị gì cho đến khi [accent]Print Flush[] được sử dụng.
@@ -2857,16 +2857,16 @@ lst.makemarker = Tạo mới điểm đánh dấu logic trên thế giới.\nM
lst.setmarker = Thiết đặt một thuộc tính cho một điểm đánh dấu.\nĐịnh danh phải giống như định danh ở chỉ lệnh Tạo Điểm đánh dấu (Make Marker).\nGiá trị [accent]null[] sẽ bị phớt lờ.
lst.localeprint = Thêm một giá trị thuộc tính ngôn ngữ của bản đồ vào bộ đệm văn bản.\nĐể thiết đặt gói ngôn ngữ trong trình chỉnh sửa bản đồ, xem qua [accent]Thông tin bản đồ > Gói ngôn ngữ[].\nNếu máy khách là một thiết bị di động, sẽ cố in thuộc tính kết thúc bằng ".mobile" trước tiên.
lst.query = Truy vấn đơn vị/công trình trong một khu vực cụ thể.\nKết quả được xuất ra thành [accent]@queries[].\nKết quả có thể đọc từ [accent]@queries[] dùng chỉ lệnh [accent]Read[] và một chỉ số.\nĐộ dài của [accent]@queries[] có thể xác định bằng cách dùng [accent]@size[] làm tham số.
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = Hằng số toán học pi (3.141...)
lglobal.@e = Hằng số toán học e (2.718...)
lglobal.@degToRad = Nhân với số này để chuyển từ độ (deg) sang radian (rad)
lglobal.@radToDeg = Nhân với số này để chuyển từ radian (rad) sang độ (deg)
lglobal.@time = Thời gian chơi của bản lưu hiện tại, tính bằng mili-giây
lglobal.@time = Thời gian chơi của bản lưu hiện tại, tính bằng mili-giây
lglobal.@tick = Thời gian chơi của bản lưu hiện tại, tính bằng tích-tắc (1 giây = 60 tích-tắc)
lglobal.@second = Thời gian chơi của bản lưu hiện tại, tính bằng giây
lglobal.@minute = Thời gian chơi của bản lưu hiện tại, tính bằng phút
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = Số đợt hiện tại, nếu chế độ đợt đượ
lglobal.@waveTime = Thời gian đếm ngược của đợt, tính bằng giây
lglobal.@mapw = Độ rộng bản đồ, tính bằng ô
lglobal.@maph = Độ cao bản đồ, tính bằng ô
lglobal.sectionMap = Bản đồ
lglobal.sectionMap = Bản đồ
lglobal.sectionGeneral = Chung
lglobal.sectionNetwork = Mạng/Máy khách [Chỉ Bộ xử lý thế giới]
lglobal.sectionProcessor = Bộ xử lý
lglobal.sectionLookup = Tra cứu
lglobal.@this = Khối logic đang thực thi đoạn mã
lglobal.@this = Khối logic đang thực thi đoạn mã
lglobal.@thisx = Tọa độ x của khối đang thực thi đoạn mã
lglobal.@thisy = Tọa độ y của khối đang thực thi đoạn mã
lglobal.@links = Tổng số khối đã liên kết đến bộ xử lý này
lglobal.@ipt = Tốc độ thực thi của bộ xử lý tính bằng lệnh mỗi tích-tắc (60 tích-tắc = 1 giây)
lglobal.@unitCount = Tổng số kiểu mẫu đơn vị trong trò chơi; được dùng với lệnh tra cứu (lookup)
lglobal.@unitCount = Tổng số kiểu mẫu đơn vị trong trò chơi; được dùng với lệnh tra cứu (lookup)
lglobal.@blockCount = Tổng số kiểu mẫu khối trong trò chơi; được dùng với lệnh tra cứu (lookup)
lglobal.@itemCount = Tổng số kiểu mẫu vật phẩm trong trò chơi; được dùng với lệnh tra cứu (lookup)
lglobal.@liquidCount = Tổng số kiểu mẫu chất lỏng trong trò chơi; được dùng với lệnh tra cứu (lookup)
lglobal.@server = [accent]True[] nếu đoạn mã chạy trên máy chủ hoặc chơi đơn, ngược lại là [accent]false[]
lglobal.@client = [accent]True[] nếu đoạn mã chạy trên máy khách được kết nối đến máy chủ
lglobal.@clientLocale = Ngôn ngữ của máy khách đang chạy đoạn mã. Ví dụ: vi_VN
lglobal.@clientLocale = Ngôn ngữ của máy khách đang chạy đoạn mã. Ví dụ: vi_VN
lglobal.@clientUnit = Đơn vị máy khách đang chạy đoạn mã
lglobal.@clientName = Tên người chơi của máy khách đang chạy đoạn mã
lglobal.@clientTeam = Định danh đội của máy khách đang chạy đoạn mã
lglobal.@clientMobile = [accent]True[] nếu máy khách đang chạy đoạn mã trên thiết bị di động, ngược lại là [accent]false[]
lglobal.@clientMusicPlaying = [accent]True[] nếu có bất kỳ bản nhạc đang phát
lglobal.@clientCurrentMusic = Tên của bản nhạc đang được phát, hoặc [accent]null[]
lenum.type = Kiểu của công trình/đơn vị.\nVí dụ cho Bộ phân phát (router), nó sẽ trả về [accent]@router[].\nKhông phải một chuỗi.
lenum.type = Kiểu của công trình/đơn vị.\nVí dụ cho Bộ phân phát (router), nó sẽ trả về [accent]@router[].\nKhông phải một chuỗi.
lenum.shoot = Bắn vào một vị trí.
lenum.shootp = Bắn vào một đơn vị/công trình với tốc độ dự đoán.
lenum.config = Cấu hình công trình, kiểu như vật phẩm của Khối sắp xếp.
lenum.enabled = Khối có đang hoạt động.
laccess.currentammotype = Đạn vật phẩm/chất lỏng hiện tại của tháp súng.
laccess.currentammotype = Đạn vật phẩm/chất lỏng hiện tại của tháp súng.
laccess.memorycapacity = Số ô nhớ trong một khối bộ nhớ.
laccess.color = Màu đèn chiếu sáng.
laccess.controller = Thứ điều khiển đơn vị. Nếu khối xử lý đã điều khiển, trả về khối xử lý.\nNgược lại, trả về chính đơn vị đó.
@@ -2924,8 +2924,8 @@ laccess.displayheight = Độ cao của một khối hiển thị tính bằng p
laccess.buffersize = Với khối thông điệp: Độ dài của nội dung.\nVới khối hiển thị: Số lượng chỉ lệnh đồ họa chưa thực hiện.
laccess.operations = Số thao tác thực hiện trên khối.\nVới khối hiển thị, trả về số thao tác drawflush.
laccess.maxunits = Số lượng đơn vị tối đa mà một đội có thể có.\nChỉ có thể nhận được từ các lõi.
lcategory.unknown = Không xác định
lcategory.unknown = Không xác định
lcategory.unknown.description = Chỉ lệnh không được phân loại.
lcategory.io = Đầu Vào & Ra
lcategory.io.description = Chỉnh sửa nội dung của khối ô nhớ và bộ đệm khối xử lý.
@@ -2939,8 +2939,8 @@ lcategory.unit = Điều khiển đơn vị
lcategory.unit.description = Ra lệnh cho đơn vị.
lcategory.world = Thế giới
lcategory.world.description = Kiểm soát hành vi của thế giới.
graphicstype.clear = Tô màu cho toàn màn hình.
graphicstype.clear = Tô màu cho toàn màn hình.
graphicstype.color = Thiết đặt màu cho thao tác vẽ tiếp theo.
graphicstype.col = Tương tự màu, nhưng được đóng gói.\nMàu đã đóng gói được viết theo mã thập lục phân với tiền tố [accent]%[].\nVí dụ: [accent]%ff0000[] sẽ là màu đỏ.
graphicstype.stroke = Thiết đặt chiều rộng đoạn thẳng.
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = Vẽ đường viền một đa giác đều.
graphicstype.triangle = Tô một hình tam giác.
graphicstype.image = Vẽ hình ảnh một số nội dung hoặc sao chép màn hình hiển thị khác.\nVí dụ: nội dung [accent]@router[], [accent]@dagger[] hoặc một màn hình [accent]display1[].
graphicstype.print = Vẽ văn bản từ bộ đệm in.\nChỉ được phép dùng các kí tự ASCII.\nLàm sạch bộ đệm.
lenum.always = Luôn đúng.
lenum.always = Luôn đúng.
lenum.idiv = Chia lấy phần nguyên.
lenum.div = Phép chia.\nTrả về [accent]rỗng (null)[] khi chia cho 0.
lenum.mod = Chia lấy phần dư.
@@ -2969,30 +2969,30 @@ lenum.land = Phép toán logic AND.
lenum.and = Phép toán bit AND.
lenum.not = Phép toán lật bit.
lenum.xor = Phép toán bit XOR.
lenum.min = Số nhỏ nhất giữa hai số.
lenum.min = Số nhỏ nhất giữa hai số.
lenum.max = Số lớn nhất giữa hai số.
lenum.angle = Góc của vectơ tính bằng độ.
lenum.anglediff = Khoảng cách tuyệt đối giữa hai góc tính bằng độ.
lenum.len = Chiều dài của vectơ.
lenum.sin = Sin, tính bằng độ.
lenum.sin = Sin, tính bằng độ.
lenum.cos = Cos, tính bằng độ.
lenum.tan = Tan, tính bằng độ.
lenum.asin = Sin nghịch đảo, tính bằng độ.
lenum.asin = Sin nghịch đảo, tính bằng độ.
lenum.acos = Cos nghịch đảo, tính bằng độ.
lenum.atan = Tan nghịch đảo, tính bằng độ.
lenum.rand = Tạo ra số nguyên ngẫu nhiên trong phạm vi [0, giá trị).
#not a typo, look up 'range notation'
lenum.rand = Tạo ra số nguyên ngẫu nhiên trong phạm vi [0, giá trị).
lenum.log = Lôgarit tự nhiên (ln).
lenum.log10 = Lôgarit cơ số 10.
lenum.noise = Nhiễu đơn 2D.
lenum.abs = Giá trị tuyệt đối.
lenum.sqrt = Căn bậc hai.
lenum.any = Đơn vị bất kỳ.
lenum.any = Đơn vị bất kỳ.
lenum.ally = Đơn vị đồng minh.
lenum.attacker = Đơn vị với vũ khí.
lenum.enemy = Đơn vị kẻ địch.
@@ -3000,13 +3000,13 @@ lenum.boss = Trùm.
lenum.flying = Đơn vị không quân.
lenum.ground = Đơn vị bộ binh.
lenum.player = Đơn vị do người chơi điều khiển.
lenum.ore = Mỏ quặng.
lenum.ore = Mỏ quặng.
lenum.damaged = Công trình bị hư tổn của đồng minh.
lenum.spawn = Điểm xuất hiện của kẻ địch.\nCó thể là một lõi hoặc một vị trí.
lenum.building = Công trình trong một nhóm nhất định.
lenum.core = Bất kỳ lõi nào.
lenum.core = Bất kỳ lõi nào.
lenum.storage = Khối lưu trữ, ví dụ như Nhà kho.
lenum.generator = Khối tạo ra năng lượng.
lenum.factory = Khối biến đổi vật phẩm.
@@ -3015,36 +3015,36 @@ lenum.battery = Bất kỳ pin.
lenum.resupply = Điểm tiếp tế.\nChỉ phù hợp khi [accent]"Đơn vị cần đạn"[] được bật.
lenum.reactor = Lò phản ứng Thori/Nhiệt hạch.
lenum.turret = Tháp súng bất kỳ.
sensor.in = Công trình/Đơn vị để cảm biến.
radar.from = Công trình để cảm biến.\nPhạm vi cảm biến bị giới hạn bởi phạm vi của công trình.
radar.target = Bộ lọc cho các đơn vị được cảm biến.
radar.and = Bộ lọc bổ sung.
radar.order = Sắp xếp theo thứ tự. 0 để đảo ngược.
radar.sort = Số liệu để sắp xếp kết quả theo đó.
radar.output = Biến để ghi đơn vị được xuất ra.
unitradar.target = Bộ lọc cho các đơn vị được cảm biến.
unitradar.target = Bộ lọc cho các đơn vị được cảm biến.
unitradar.and = Bộ lọc bổ sung.
unitradar.order = Sắp xếp theo thứ tự. 0 để đảo ngược.
unitradar.sort = Số liệu để sắp xếp kết quả theo đó.
unitradar.output = Biến để ghi đơn vị được xuất ra.
control.of = Công trình được điều khiển.
control.of = Công trình được điều khiển.
control.unit = Đơn vị/Công trình để ngắm vào.
control.shoot = Có bắn hay không.
unitlocate.enemy = Có định vị công trình kẻ địch hay không.
unitlocate.enemy = Có định vị công trình kẻ địch hay không.
unitlocate.found = Đối tượng có tìm được hay không.
unitlocate.building = Biến xuất ra cho công trình đã định vị.
unitlocate.outx = Tọa độ X xuất ra.
unitlocate.outy = Tọa độ Y xuất ra.
unitlocate.group = Nhóm công trình để tìm kiếm.
playsound.limit = Nếu [accent]true[], ngăn âm thanh này phát\nnếu nó đã phát trong chung một khung hình.
lenum.idle = Không di chuyển, nhưng vẫn xây dựng/đào.\nTrạng thái mặc định.
lenum.stop = Dừng di chuyển/đào/xây dựng.
lenum.unbind = Vô hiệu hóa hoàn toàn điều khiển logic.\nKhôi phục AI tiêu chuẩn.
lenum.move = Di chuyển đến vị trí xác định.
@@ -3064,16 +3064,16 @@ lenum.build = Xây một công trình.
lenum.getblock = Lấy kiểu công trình, nền và khối tại tọa độ.\nĐơn vị phải nằm trong phạm vi của vị trí, ngược lại null được trả về.
lenum.within = Kiểm tra xem đơn vị có gần một vị trí không.
lenum.boost = Bắt đầu/Dừng tăng tốc.
lenum.flushtext = Đẩy nội dung của bộ đệm cho điểm đánh dấu, nếu có thể áp dụng.\nNếu [accent]fetch[] đặt là [accent]true[], sẽ cố truy vấn các thuộc tính từ gói ngôn ngữ của bản đồ hoặc trò chơi.
lenum.flushtext = Đẩy nội dung của bộ đệm cho điểm đánh dấu, nếu có thể áp dụng.\nNếu [accent]fetch[] đặt là [accent]true[], sẽ cố truy vấn các thuộc tính từ gói ngôn ngữ của bản đồ hoặc trò chơi.
lenum.texture = Tên kết cấu lấy thẳng từ bản khung kết cấu của trò chơi (dùng kiểu tên kebab-case, tên-chữ-thường-chứa-gạch-nối).\nNếu printFlush đặt là true, sẽ sử dụng nội dung bộ đệm văn bản làm tham số văn bản.
lenum.texturesize = Kích thước của kết cấu bằng ô. Giá trị 0 chia tỷ lệ chiều rộng của điểm đánh dấu theo kích thước của kết cấu ban đầu.
lenum.autoscale = Có chia tỷ lệ điểm đánh dấu tương ứng với mức thu phóng của người chơi hay không.
lenum.posi = Vị trí theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là vị trí đầu tiên.
lenum.uvi = Vị trí của kết cấu trong phạm vi từ 0 đến 1, dùng cho đánh dấu tứ giác.
lenum.colori = Màu theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là màu đầu tiên.
lenum.wavetimer = Lượt có tự động xuất hiện khi có bộ đếm ngược không. Nếu không, lượt sẽ xuất hiện khi nhấn nút tiếp.
lenum.wavetimer = Lượt có tự động xuất hiện khi có bộ đếm ngược không. Nếu không, lượt sẽ xuất hiện khi nhấn nút tiếp.
lenum.wave = Số lượt hiện tại. Có thể là bất kỳ thứ gì trong chế độ không phải lượt tấn công.
lenum.currentwavetime = Đếm ngược của lượt tính bằng tích-tắc.
lenum.waves = Liệu có thể tạo ra lượt hay không.
+66 -66
View File
@@ -1135,8 +1135,8 @@ unit.nobuild = [scarlet]无法建造
lastaccessed = [lightgray]上次操作:{0}
lastcommanded = [lightgray]上次指挥:{0}
block.unknown = [lightgray]???
stat.showinmap = < 进入地图后显示 >
stat.showinmap = < 进入地图后显示 >
stat.description = 介绍
stat.input = 输入
stat.output = 输出
@@ -1230,8 +1230,8 @@ stat.reactive = 反应
stat.immunities = 免疫
stat.healing = 治疗
stat.efficiency = [stat]{0}% 效率
ability.forcefield = 力墙场
ability.forcefield = 力墙场
ability.forcefield.description = 投射一个能吸收子弹的力场护盾
ability.repairfield = 修复场
ability.repairfield.description = 修复附近的单位
@@ -1260,8 +1260,8 @@ ability.spawndeath = 死亡产生单位
ability.spawndeath.description = 死亡时释放单位
ability.liquidexplode = 死亡溢液
ability.liquidexplode.description = 死亡时释放液体
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射速
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射速
ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
ability.stat.pulseregen = [stat]{0}[lightgray] 回盾/每次
ability.stat.shield = [stat]{0}[lightgray] 护盾
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] 伤害减免
ability.stat.minspeed = [stat]{0}格/秒[lightgray] 最低速度
ability.stat.duration = [stat]{0} 秒[lightgray] 持续时间
ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
bar.displaytoolarge = 尺寸太大\n(Max:{0}x{0})
bar.displaytoolarge = 尺寸太大\n(Max:{0}x{0})
bar.onlycoredeposit = 仅可将资源丢入核心
bar.drilltierreq = 需要更高级的钻头
bar.nobatterypower = 电池电力储存不足
@@ -1317,12 +1317,12 @@ bar.activationtimer = 在 {0} 后激活
bar.activated = 已激活
bar.upto = 至多{0}
bar.lerpwarmuptime = 受超速影响。非线性,而是呈指数衰减。\n例如,达到90%进度会花费{0}秒,而99%会花费{1}秒。
units.processorcontrol = [lightgray]由处理器控制
weapon.pointdefense = [stat]点防
bullet.damage = [stat]{0}[lightgray] 伤害
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格
bullet.incendiary = [stat]燃烧
bullet.homing = [stat]追踪
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}%[lightgray] 开火速率
bullet.range = [stat]{0}[lightgray] 射程(格)
bullet.notargetsmissiles = [stat] 忽略导弹
bullet.notargetsbuildings = [stat] 忽略建筑
unit.blocks = 格
unit.blocks = 格
unit.blockssquared = 格²
unit.powersecond = 电力/秒
unit.tilessecond = 格/秒
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = 不显示逻辑绘图
setting.hidedisplays.description = 隐藏逻辑显示屏内容,可能会提升性能。
setting.macnotch.name = 适应刘海显示
setting.macnotch.description = 需要重启才能应用更改
steam.friendsonly = 仅限好友
steam.friendsonly = 仅限好友
steam.friendsonly.tooltip = 是否只有 Steam 好友才能加入你的游戏。\n取消选中该选项将使你的游戏公开 - 任何人都可以加入。
setting.maxmagnificationmultiplierpercent.name = 最小视距
setting.minmagnificationmultiplierpercent.name = 最大视距
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = 指挥模式
keybind.command_queue.name = 设置路径点
keybind.create_control_group.name = 创建操控队伍
keybind.cancel_orders.name = 取消指令
keybind.unit_stance_shoot.name = 姿态:警戒
keybind.unit_stance_shoot.name = 姿态:警戒
keybind.unit_stance_hold_fire.name = 姿态:停火
keybind.unit_stance_pursue_target.name = 姿态:追击
keybind.unit_stance_patrol.name = 姿态:巡逻
keybind.unit_stance_ram.name = 姿态:突进
keybind.unit_stance_boost.name = 姿态:助推
keybind.unit_stance_hold_position.name = 姿态:驻守
keybind.unit_command_move.name = 单位命令:移动
keybind.unit_command_move.name = 单位命令:移动
keybind.unit_command_repair.name = 单位命令:修复
keybind.unit_command_rebuild.name = 单位命令:重建
keybind.unit_command_assist.name = 单位命令:协助建造
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = 单位命令:拾取建筑
keybind.unit_command_unload_payload.name = 单位命令:卸载载荷
keybind.unit_command_enter_payload.name = 单位命令:进入载荷
keybind.unit_command_loop_payload.name = 单位命令:往返搬运单位
keybind.rebuild_select.name = 重建区域
keybind.rebuild_select.name = 重建区域
keybind.schematic_select.name = 选择区域
keybind.schematic_menu.name = 蓝图目录
keybind.schematic_flip_x.name = 水平翻转
@@ -1641,8 +1641,8 @@ mode.pvp.description = 与其他玩家对战。\n[gray]需要地图中至少有
mode.attack.name = 进攻
mode.attack.description = 摧毁敌人的基地。\n[gray]需要地图中有敌方队伍的核心。
mode.custom = 自定义模式
rules.invaliddata = 剪贴板数据无效。
rules.invaliddata = 剪贴板数据无效。
rules.hidebannedblocks = 隐藏禁用的建筑
rules.infiniteresources = 无限资源
rules.fillitems = 填满核心
@@ -1753,20 +1753,20 @@ rules.weather = 天气
rules.weather.frequency = 周期:
rules.weather.always = 永久
rules.weather.duration = 时长:
rules.randomwaveai.info = 使波次中生成的单位随机攻击建筑,而非直接攻击核心或发电建筑。
rules.randomwaveai.info = 使波次中生成的单位随机攻击建筑,而非直接攻击核心或发电建筑。
rules.placerangecheck.info = 防止玩家在敌方建筑附近放置建筑物。尝试放置炮塔时,范围增加,使炮塔无法攻击敌人。
rules.onlydepositcore.info = 限制单位仅能将物资丢入核心,不能丢入其他建筑物。
database-category.item = 物品
database-category.item = 物品
database-category.liquid = 流体
database-category.unit = 单位
database-category.block = 建筑
database-category.status = 状态效果
database-category.sector = 区块
database-category.team = 派系
database-tag.turret = 炮塔
database-tag.turret = 炮塔
database-tag.production = 生产
database-tag.distribution = 运输
database-tag.liquid = 流体
@@ -1779,10 +1779,10 @@ database-tag.logic = 逻辑
database-tag.unit-air = 空军
database-tag.unit-naval = 海军
database-tag.unit-ground = 陆军
wallore = (墙)
item.copper.name = 铜
item.lead.name = 铅
item.coal.name = 煤炭
item.graphite.name = 石墨
@@ -1804,8 +1804,8 @@ item.tungsten.name = 钨
item.oxide.name = 氧化物
item.carbide.name = 碳化物
item.dormant-cyst.name = 休眠囊肿
liquid.water.name = 水
liquid.water.name = 水
liquid.slag.name = 矿渣
liquid.oil.name = 石油
liquid.cryofluid.name = 冷冻液
@@ -1816,8 +1816,8 @@ liquid.ozone.name = 臭氧
liquid.hydrogen.name = 氢气
liquid.nitrogen.name = 氮气
liquid.cyanogen.name = 氰气
unit.dagger.name = 尖刀
unit.dagger.name = 尖刀
unit.mace.name = 战锤
unit.fortress.name = 堡垒
unit.nova.name = 新星
@@ -1855,8 +1855,8 @@ unit.scepter.name = 权杖
unit.reign.name = 王座
unit.vela.name = 灾星
unit.corvus.name = 死星
unit.stell.name = 围护
unit.stell.name = 围护
unit.locus.name = 循迹
unit.precept.name = 准绳
unit.vanquish.name = 征服
@@ -1878,8 +1878,8 @@ unit.manifold.name = 货运无人机
unit.assembly-drone.name = 装配无人机
unit.latum.name = Latum
unit.renale.name = Renale
block.parallax.name = 差扰
block.parallax.name = 差扰
block.cliff.name = 悬崖
block.sand-boulder.name = 砂岩块
block.basalt-boulder.name = 玄武岩块
@@ -2102,8 +2102,8 @@ block.container.name = 容器
block.launch-pad.name = 发射台[lightgray](旧版)
block.advanced-launch-pad.name = 发射台
block.landing-pad.name = 接收台
block.segment.name = 裂解
block.segment.name = 裂解
block.ground-factory.name = 陆军工厂
block.air-factory.name = 空军工厂
block.naval-factory.name = 海军工厂
@@ -2135,9 +2135,9 @@ block.payload-unloader.name = 载荷卸载器
block.payload-unloader.description = 从载荷方块卸载液体和物品。
block.heat-source.name = 热量源
block.heat-source.description = 无限输出热量,仅限沙盒。
block.empty.name = 空
#Erekir
block.empty.name = 空
block.rhyolite-crater.name = 流纹岩坑
block.rough-rhyolite.name = 粗糙流纹岩
block.regolith.name = 风化岩
@@ -2294,8 +2294,8 @@ block.smite.name = 天谴
block.malign.name = 魔灵
block.flux-reactor.name = 通量反应堆
block.neoplasia-reactor.name = 瘤变反应堆
block.switch.name = 开关
block.switch.name = 开关
block.micro-processor.name = 微型处理器
block.logic-processor.name = 逻辑处理器
block.hyper-processor.name = 超核处理器
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = 大型逻辑显示屏
block.tile-logic-display.name = 逻辑显示单元
block.memory-cell.name = 内存元
block.memory-bank.name = 内存库
team.malis.name = 紫
team.malis.name = 紫
team.crux.name = 红
team.sharded.name = 黄
team.derelict.name = 灰
team.green.name = 绿
team.blue.name = 蓝
hint.skip = 跳过
hint.skip = 跳过
hint.desktopMove = 使用[accent][[WASD][]键移动。
hint.zoom = 滚动[accent]鼠标滚轮[]放大或缩小。
hint.desktopShoot = [accent][[鼠标左键][]射击。
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = 这个区块受敌人[scarlet]威胁程度很高[]。\n
hint.coreIncinerate = 核心内一种物品达到容量上限后,同种物品再进入时会被[accent]销毁[]。
hint.factoryControl = 如果要设置某单位工厂的[accent]集合点[],在指挥模式下点击该单位工厂,然后右键点击某位置,由它制造的单位将会自动移动到那里。
hint.factoryControl.mobile = 如果要设置某单位工厂的[accent]集合点[],在指挥模式下点击该单位工厂,然后再点击某位置,由它制造的单位将会自动移动到那里。
gz.mine = 接近 :ore-copper: [accent]铜矿[]并点击以手动开采。
gz.mine = 接近 :ore-copper: [accent]铜矿[]并点击以手动开采。
gz.mine.mobile = 接近 :ore-copper: [accent]铜矿[]并点击以手动开采。
gz.research = 打开 :tree: 科技树。\n研究 :mechanical-drill: [accent]机械钻头[],然后在右下角的菜单中将其选中。\n点击铜矿放置钻头。
gz.research.mobile = 打开 :tree: 科技树。\n研究 :mechanical-drill: [accent]机械钻头[],然后在右下角的菜单中将其选中。\n点击铜矿放置钻头。\n\n点击右下角的 \ue800 [accent]勾[]以确认。
@@ -2373,8 +2373,8 @@ gz.zone1 = 这是敌人的出生点。
gz.zone2 = 波次开始时,范围内的所有建筑都会被摧毁。
gz.zone3 = 波次即将开始。\n做好准备。
gz.finish = 建造更多炮塔,挖掘更多资源,\n击退所有波次以[accent]占领区块[]。
ff.coal = 使用 :mechanical-drill: [accent]机械钻头[]来开采:ore-coal: [accent]煤炭[]、
ff.coal = 使用 :mechanical-drill: [accent]机械钻头[]来开采:ore-coal: [accent]煤炭[]、
ff.graphitepress = :tree: 研究并放置 :graphite-press: [accent]石墨压缩机[]。
ff.craft = 将 :coal: 煤炭放入 :graphite-press: [accent]石墨压缩机[]。\n它将会向邻近传送带输出 :graphite: 石墨。\n将 :graphite: 石墨从 :graphite-press: [accent]石墨压缩机[]中移至核心。
ff.generator = :coal: 煤炭也可以充当 :combustion-generator: [accent]火力发电机[]的燃料。\n研究并放置一个 :combustion-generator: [accent]火力发电机[]。
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: 产出电力
ff.node = :power-node: [accent]电力节点[]可以将电力传输到附近的方块。\n研究并在发电机旁放置一个 :power-node: [accent]电力节点[]。
ff.battery = :battery: [accent]电池[]可以存储电力。\n研究并在电力节点旁放置一个 :battery: [accent]电池[]。
ff.arc = :arc: [accent]电弧[]需要电力才能工作。研究并在电力节点旁放置一个 :arc: [accent]电弧[]。
fungalpass.tutorial1 = 使用[accent]单位[]来防御建筑并攻击敌人。\n研究并放置一个 :ground-factory: [accent]陆军工厂[]。
fungalpass.tutorial2 = 在陆军工厂中选择 :dagger: [accent]尖刀[]单位。\n 生产三个尖刀。
frontier.tutorial1 = :additive-reconstructor: [accent]数增级单位重构工厂[]\n使用 :silicon: 硅和 :graphite: 石墨\n将输入的单位从一级升至二级。\n\n研究 :mace: [accent]战锤[]并将一个 :dagger: [accent]尖刀[]重构为 :mace: [accent]战锤[]。
frontier.tutorial1 = :additive-reconstructor: [accent]数增级单位重构工厂[]\n使用 :silicon: 硅和 :graphite: 石墨\n将输入的单位从一级升至二级。\n\n研究 :mace: [accent]战锤[]并将一个 :dagger: [accent]尖刀[]重构为 :mace: [accent]战锤[]。
frontier.tutorial2 = 敌人波次将会[accent]无限刷新[],直至摧毁所有敌方核心。
frontier.tutorial3 = [accent]抓紧进攻敌人基地,以防波次过于凶猛。[]
atolls.destroy1 = 先摧毁敌人的两个[accent]次代[]核心。
atolls.destroy1 = 先摧毁敌人的两个[accent]次代[]核心。
atolls.mega1 = 进入[accent]指挥模式[]并选择 :mega: [accent]巨像[]单位。
atolls.mega2 = 选择 \ue87b [accent]拾取单位[]命令,让巨像拾起地面单位。
atolls.mega3 = 将巨像移动到单位[accent]上方[]来拾起它。
@@ -2411,8 +2411,8 @@ atolls.carry6 = 可以再[accent]回顾这些步骤[]。
atolls.carry7 = 跟随指示,在敌人基地旁空降单位。
atolls.noairunit = 这座基地防守森严,无法用空军单位攻破。
atolls.2strategies = 有两种策略可以摧毁这座基地。
onset.mine = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。\n\n使用[accent][[WASD]移动。
onset.mine = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。\n\n使用[accent][[WASD]移动。
onset.mine.mobile = 点击墙壁上的 :beryllium: [accent]铍矿[]以手动开采。
onset.research = 打开 :tree: 科技树。\n研究 :turbine-condenser: [accent]涡轮冷凝器[],并放置在喷口上。\n它可以产生[accent]电力[]。
onset.bore = 研究并放置 :plasma-bore: [accent]等离子钻机[]。\n它可以自动挖掘墙上的资源。
@@ -2437,14 +2437,14 @@ onset.detect = 两分钟后敌人来袭。\n设立防御,挖掘矿物,并建
onset.commandmode = 按住[accent]shift[]键进入[accent]指挥模式[]。\n按住[accent]鼠标左键[]框选单位。\n[accent]右键[]指挥所选单位移动或攻击。
onset.commandmode.mobile = 点击左下角的[accent]指挥[]进入[accent]指挥模式[]。\n按住屏幕,[accent]拖动[]框选单位。\n[accent]点击[]指挥所选单位移动或攻击。
aegis.tungsten = 钨可以使用[accent]冲击钻[]进行开采。\n该结构需要[accent]水[]和[accent]电力[]。
split.pickup = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(默认使用快捷键“[”拾取载荷,“]”放下载荷)
split.pickup = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(默认使用快捷键“[”拾取载荷,“]”放下载荷)
split.pickup.mobile = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(长按以拾取或放下载荷)
split.acquire = 你需要获取钨来生产单位。
split.build = 单位必须被运输到墙的另一侧。\n在墙壁两侧各放置一个[accent]载荷质量驱动器[]。\n点击其中一个,然后点击另一个以连接它们。
split.container = 与强化容器类似,单位也可以使用[accent]载荷质量驱动器[]运输。\n在载荷质量驱动器旁放置单位工厂以向其装载单位,然后将单位运输到墙的另一侧,摧毁敌方基地。
item.copper.description = 用于建造大多数建筑,或作为弹药使用。
item.copper.description = 用于建造大多数建筑,或作为弹药使用。
item.copper.details = 铜,塞普罗星球上异常丰富的金属。不经处理的话,结构较脆弱。
item.lead.description = 用于建造液体输送和电力相关的建筑。
item.lead.details = 密度大。惰性。广泛用于电池。\n注意:可能对生命体有毒,虽说这里已经没有多少生物了。
@@ -2465,28 +2465,28 @@ item.spore-pod.description = 用于转化成石油、爆炸混合物或作为燃
item.spore-pod.details = 孢子。可能是人工合成的生命形式,释放对其他生物有毒的气体,极具侵略性。在某些条件下高度易燃。
item.blast-compound.description = 用作炸弹或爆炸性弹药。
item.pyratite.description = 用于火焰发射类武器和使用燃料的发电设备。
item.beryllium.description = 用于埃里克尔的多种建筑和弹药。
#Erekir
item.beryllium.description = 用于埃里克尔的多种建筑和弹药。
item.tungsten.description = 用于钻头、装甲和弹药。用于建造更先进的建筑。
item.oxide.description = 用作热导体和绝缘体。
item.carbide.description = 用于先进的建筑、重型单位和弹药。
liquid.water.description = 用于冷却机器和废物处理。
liquid.water.description = 用于冷却机器和废物处理。
liquid.slag.description = 在分离器中提炼成金属成分,或作为武器弹药喷向敌人。
liquid.oil.description = 用于先进材料生产和喷射类武器。
liquid.cryofluid.description = 用作反应堆、炮塔和工厂的冷却剂。
liquid.arkycite.description = 用于发电和合成材料的化学反应。
#Erekir
liquid.arkycite.description = 用于发电和合成材料的化学反应。
liquid.ozone.description = 用作材料生产的氧化剂和燃料。有一定爆炸性。
liquid.hydrogen.description = 用于资源开采、单位生产和结构修复。易燃。
liquid.cyanogen.description = 用于构建高级建筑和单位,也用作弹药。高度易燃。
liquid.nitrogen.description = 用于资源开采、气体生产和单位生产。
liquid.neoplasm.description = 瘤变反应堆产出的危险生物性副产物。会很快扩散至它能接触到的含水方块并破坏它们。有粘性。
liquid.neoplasm.details = 瘤液。由一种无法控制并快速分裂的合成细胞团组成,具有污泥状的粘稠度。耐热。对任何含有水的结构极为危险。\n\n从标准分析来看过于复杂和不稳定,潜在的应用未知。建议在矿渣池中焚毁。
block.derelict = \uf77e [lightgray]废墟
block.derelict = \uf77e [lightgray]废墟
block.armored-conveyor.description = 向前运输物品,不接受侧面输入,除非来自其他传送带。
block.illuminator.description = 提供照明。
block.message.description = 保存文字信息,用于队友间进行交流。
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = 显示处理器中绘制的各种图像
block.tile-logic-display.description = 显示处理器中绘制的各种图像。\n图像能无缝显示到附近的逻辑显示单元。
block.interplanetary-accelerator.description = 一个巨大的电磁轨道加速器。将核心加速至逃逸速度以进行星际部署。
block.repair-turret.description = 持续修复范围内受损的单位。可以用冷却液强化。
block.core-bastion.description = 基地的核心。拥有装甲。一旦被摧毁,该区块就会丢失。
#Erekir
block.core-bastion.description = 基地的核心。拥有装甲。一旦被摧毁,该区块就会丢失。
block.core-citadel.description = 基地的核心。装甲优良。容量比城堡核心更大。
block.core-acropolis.description = 基地的核心。装甲极佳。容量比堡垒核心更大。
block.breach.description = 向敌人发射铍或钨穿透子弹。
@@ -2746,8 +2746,8 @@ block.radar.description = 逐渐探索范围内的地形和敌人单位以及建
block.shockwave-tower.description = 破坏和摧毁半径范围内的敌人炮弹。需要氰气。
block.canvas.description = 显示使用预定义的调色板绘制的图像。可手动编辑。
block.large-canvas.description = 显示使用预定义的调色板绘制的图像。可手动编辑。
unit.dagger.description = 向敌人发射标准子弹。
unit.dagger.description = 向敌人发射标准子弹。
unit.mace.description = 向敌人喷射火焰。
unit.fortress.description = 向地面敌人发射远程火炮。
unit.scepter.description = 向敌人快速发射带电子弹。
@@ -2785,9 +2785,9 @@ unit.oxynoe.description = 向敌人发射火焰束,并修复己方建筑。搭
unit.cyerce.description = 向敌人发射追踪集束导弹,并修复己方单位。
unit.aegires.description = 产生能量场,使范围内的敌方建筑与单位受到电击,对己方则进行修复。
unit.navanax.description = 发射大型电磁爆弹,对敌方电网造成重大破坏,同时可修复友军建筑,压制敌方修复建筑。搭载4台自动激光炮台,能熔化靠近的敌人。
unit.stell.description = 向敌人发射普通子弹。
#Erekir
unit.stell.description = 向敌人发射普通子弹。
unit.locus.description = 向敌人交替发射子弹。
unit.precept.description = 向敌人发射穿透性集束子弹。
unit.vanquish.description = 向敌人发射大型穿透性分裂子弹。
@@ -2805,8 +2805,8 @@ unit.disrupt.description = 向敌人发射远程压制性追踪导弹。能够
unit.evoke.description = 保护城堡核心,可建造建筑。使用激光束修复建筑。
unit.incite.description = 保护堡垒核心,可建造建筑。使用激光束修复建筑。
unit.emanate.description = 保护卫城核心,可建造建筑。使用一对激光束修复建筑。
lst.read = 从连接的内存读取数字。
lst.read = 从连接的内存读取数字。
lst.write = 向连接的内存写入数字。
lst.print = 添加文字到打印缓存\n使用 [accent]Print Flush[] 后才会真正显示。
lst.printchar = 向打印缓存添加一个 UTF-16 字符或内容图标。\n直到使用 [accent]Print Flush[] 后才会真正显示。
@@ -2857,16 +2857,16 @@ lst.makemarker = 在世界中创建一个新的逻辑标记。\n必须提供一
lst.setmarker = 为标记设置属性。\n使用的 ID 必须与制作标记指令中的相同。
lst.localeprint = 将地图本地化文本属性值添加到文本缓冲区中。\n要在地图编辑器中设置地图本地化包,请检查 [accent]地图信息 > 本地化包[]。\n如果客户端是移动设备,则尝试首先打印以 “.mobile” 结尾的属性。
lst.query = 在特定区域查询单位或建筑。\n结果输出在[accent]@queries[]中\n可以在[accent]Read[]指令中使用编号从[accent]@queries[]中读取结果\n[accent]@queries[]的长度可以用[accent]@size[]作为参数获得。
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = 数学常数 pi (3.141…)
lglobal.@e = 数学常数 e (2.718…)
lglobal.@degToRad = 将角度制转换为弧度制
lglobal.@radToDeg = 将弧度制转换为角度制
lglobal.@time = 当前存档的游戏时间,以毫秒为单位
lglobal.@time = 当前存档的游戏时间,以毫秒为单位
lglobal.@tick = 当前存档的游戏时间,以 tick 为单位(每秒 60 个 ticks)
lglobal.@second = 当前存档的游戏时间,以秒为单位
lglobal.@minute = 当前存档的游戏时间,以分钟为单位
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = 当前波数(如果波次已启用)
lglobal.@waveTime = 波次的倒计时计时器,以秒为单位
lglobal.@mapw = 地图宽度(单位:格)
lglobal.@maph = 地图高度(单位:格)
lglobal.sectionMap = 地图
lglobal.sectionMap = 地图
lglobal.sectionGeneral = 通用
lglobal.sectionNetwork = 网络/客户端 [仅限世界处理器]
lglobal.sectionProcessor = 处理器
lglobal.sectionLookup = 查找
lglobal.@this = 执行代码的逻辑块
lglobal.@this = 执行代码的逻辑块
lglobal.@thisx = 执行代码的逻辑块的 X 坐标
lglobal.@thisy = 执行代码的逻辑块的 Y 坐标
lglobal.@links = 连接到该处理器的总块数
lglobal.@ipt = 处理器的执行速度,以每个 tick 的指令数为单位(每秒 60 个 ticks)
lglobal.@unitCount = 游戏中单位内容的类型总数;与查找指令一起使用
lglobal.@unitCount = 游戏中单位内容的类型总数;与查找指令一起使用
lglobal.@blockCount = 游戏中块内容的类型总数;与查找指令一起使用
lglobal.@itemCount = 游戏中物品内容的类型总数;与查找指令一起使用
lglobal.@liquidCount = 游戏中液体内容的类型总数;与查找指令一起使用
lglobal.@server = 如果代码正在服务器上运行或单人游戏中运行,则为 true,否则为 false
lglobal.@client = 如果代码正在连接到服务器的客户端上运行,则为 true
lglobal.@clientLocale = 运行代码的客户端的区域设置。例如:en_US
lglobal.@clientLocale = 运行代码的客户端的区域设置。例如:en_US
lglobal.@clientUnit = 运行代码的客户端的单位
lglobal.@clientName = 运行代码的客户端的玩家名称
lglobal.@clientTeam = 运行代码的客户端的队伍 ID
lglobal.@clientMobile = 如果运行代码的客户端是移动端,则为 true,否则为 false
lglobal.@clientMusicPlaying = 如果当前正在播放任何音乐,则为True
lglobal.@clientCurrentMusic = 正在播放的当前音乐的名称,或为null
lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
lenum.type = 建筑和单位的类型,返回一个“类型”而非字符串\n例如对路由器使用,会返回[accent]@router[]
lenum.shoot = 向某个位置瞄准/射击
lenum.shootp = 根据提前量向某个单位或建筑瞄准/射击
lenum.config = 建筑设置,例如分类器所设置的筛选物品种类
lenum.enabled = 建筑是否已启用
laccess.currentammotype = 炮塔当前的弹药/液体
laccess.currentammotype = 炮塔当前的弹药/液体
laccess.memorycapacity = 内存块中的单元数量
laccess.color = 照明器发光的颜色
laccess.controller = 单位的控制方\n如果单位由处理器控制,返回对应的处理器\n如果单位在编队中,返回编队的领队\n其他情况,返回单位自身
@@ -2924,8 +2924,8 @@ laccess.displayheight = 显示屏的高度(以像素为单位)。
laccess.buffersize = 显示器图形缓冲区中未处理的命令数。
laccess.operations = 方块执行操作的次数。\n对于显示屏,返回 drawflush 调用次数。
laccess.maxunits = 队伍能拥有的最大单位数。\n只能从核心中读取。
lcategory.unknown = 未知
lcategory.unknown = 未知
lcategory.unknown.description = 未分类的指令
lcategory.io = 输入 & 输出
lcategory.io.description = 修改内存块和处理器内存的内容
@@ -2939,8 +2939,8 @@ lcategory.unit = 控制单位
lcategory.unit.description = 指挥单位
lcategory.world = 世界
lcategory.world.description = 控制世界的各类设置
graphicstype.clear = 用指定的颜色填充整个显示屏
graphicstype.clear = 用指定的颜色填充整个显示屏
graphicstype.color = 设置后续画图操作所使用的颜色
graphicstype.col = 颜色代码。\n为以 [accent]%[] 开头的十六进制代码形式。\n举例:[accent]%ff0000[] 为[red]红色
graphicstype.stroke = 设置线条宽度
@@ -2952,8 +2952,8 @@ graphicstype.linepoly = 绘制正多边形轮廓
graphicstype.triangle = 绘制实心三角形
graphicstype.image = 画出某个游戏内容的图像\n例如 [accent]@router[] 或者 [accent]@dagger[]
graphicstype.print = 从打印缓冲区绘制文本。\n清除打印缓冲区。
lenum.always = 无条件跳转
lenum.always = 无条件跳转
lenum.idiv = 整数除法,返回不带小数的商
lenum.div = 除法,除以 0 时返回 [accent]null[]
lenum.mod = 求除法的余数
@@ -2969,30 +2969,30 @@ lenum.land = 逻辑与
lenum.and = 按位与
lenum.not = 按位非
lenum.xor = 按位异或
lenum.min = 取较小值
lenum.min = 取较小值
lenum.max = 取较大值
lenum.angle = 返回向量的辐角(角度制)
lenum.anglediff = 返回两个角度之间的绝对距离(角度制)。
lenum.len = 返回向量的长度
lenum.sin = 正弦(角度制)
lenum.sin = 正弦(角度制)
lenum.cos = 余弦(角度制)
lenum.tan = 正切(角度制)
lenum.asin = 反正弦(角度制)
lenum.asin = 反正弦(角度制)
lenum.acos = 反余弦(角度制)
lenum.atan = 反正切(角度制)
lenum.rand = 取 [0, 参数)范围内的一个随机数
#not a typo, look up 'range notation'
lenum.rand = 取 [0, 参数)范围内的一个随机数
lenum.log = 自然对数(ln)
lenum.log10 = 以 10 为底的对数
lenum.noise = 二维单形噪声
lenum.abs = 绝对值
lenum.sqrt = 开平方
lenum.any = 任意单位
lenum.any = 任意单位
lenum.ally = 己方单位
lenum.attacker = 有武器的单位
lenum.enemy = 敌方单位
@@ -3000,13 +3000,13 @@ lenum.boss = Boss 单位
lenum.flying = 空中单位
lenum.ground = 地面单位
lenum.player = 玩家控制的单位
lenum.ore = 矿脉
lenum.ore = 矿脉
lenum.damaged = 受损的己方建筑
lenum.spawn = 敌人出生点\n可以是核心或者某个坐标
lenum.building = 建筑
lenum.core = 核心
lenum.core = 核心
lenum.storage = 仓储建筑(容器/仓库)
lenum.generator = 发电建筑
lenum.factory = 生产物品的工厂
@@ -3015,36 +3015,36 @@ lenum.battery = 电池
lenum.resupply = 补给点\n仅当启用了[accent]“单位有弹药限制”[]时生效
lenum.reactor = 钍反应堆/冲击反应堆
lenum.turret = 炮塔
sensor.in = 所获取数据的建筑或单位
radar.from = 以哪个建筑为中心展开搜寻\n搜寻距离受限于该建筑的感知范围
radar.target = 筛选搜寻的单位类型
radar.and = 额外的筛选条件
radar.order = 排序方式:1/true 从小到大,0/false 反之
radar.sort = 排序标准
radar.output = 找到的单位存入该变量
unitradar.target = 筛选搜寻的单位类型
unitradar.target = 筛选搜寻的单位类型
unitradar.and = 额外的筛选条件
unitradar.order = 排序方式:1/true 从小到大,0/false 反之
unitradar.sort = 排序标准
unitradar.output = 找到的单位存入该变量
control.of = 要控制的建筑
control.of = 要控制的建筑
control.unit = 要瞄准的单位或建筑
control.shoot = 是否射击
unitlocate.enemy = 是否搜寻敌方建筑(0 或 false 则搜寻己方建筑)
unitlocate.enemy = 是否搜寻敌方建筑(0 或 false 则搜寻己方建筑)
unitlocate.found = 若找到,在该变量中存入 true;未找到则存入 false
unitlocate.building = 找到的建筑存入该变量
unitlocate.outx = 存入找到的 X 轴坐标
unitlocate.outy = 存入找到的 Y 轴坐标
unitlocate.group = 所搜寻的建筑分类
playsound.limit = 如果为真,则阻止该声音在同一帧内重复播放。
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
lenum.stop = 停止
lenum.unbind = 停用单位的逻辑控制\n恢复常规 AI
lenum.move = 移动到某个位置
@@ -3064,16 +3064,16 @@ lenum.build = 建造建筑
lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n坐标必须在单位的雷达范围内,否则返回空值。
lenum.within = 检查单位是否接近了某个位置
lenum.boost = 开始/停止助推
lenum.flushtext = 如果适用,将打印缓冲区的内容刷新到标记。\n如果[accent]Fetch[]设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
lenum.flushtext = 如果适用,将打印缓冲区的内容刷新到标记。\n如果[accent]Fetch[]设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果[accent]Print Flush[]设置为 true,则将文本缓冲区内容作为文本参数消耗。
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
lenum.autoscale = 标记是否根据玩家屏幕的缩放级别缩放
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
lenum.wavetimer = 波次是否自动出现在计时器上。如果没有,按下播放按钮时会出现波次
lenum.wavetimer = 波次是否自动出现在计时器上。如果没有,按下播放按钮时会出现波次
lenum.wave = 当前波数,可以是非波次模式下的任何值
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
lenum.waves = 波次是否可以生成
+66 -66
View File
@@ -1135,8 +1135,8 @@ 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.showinmap = <加載地圖以顯示>
stat.description = 用途
stat.input = 輸入
stat.output = 輸出
@@ -1230,8 +1230,8 @@ stat.reactive = 狀態傷害加成
stat.immunities = 免疫
stat.healing = 治癒
stat.efficiency = [stat]{0}% 效率
ability.forcefield = 防護力場
ability.forcefield = 防護力場
ability.forcefield.description = 投射一個可以吸收子彈的防護力場
ability.repairfield = 維修力場
ability.repairfield.description = 修復周圍的單位
@@ -1260,8 +1260,8 @@ ability.spawndeath = 死亡產生單位
ability.spawndeath.description = 在死亡時產生單位
ability.liquidexplode = 死亡溢液
ability.liquidexplode.description = 在死亡時產生液體
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射擊速率
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射擊速率
ability.stat.regen = [stat]{0}[lightgray] 生命/秒
ability.stat.pulseregen = [stat]{0}[lightgray] 生命/脈衝
ability.stat.shield = [stat]{0}[lightgray] 護盾上限
@@ -1275,8 +1275,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray]傷害減免
ability.stat.minspeed = [stat]{0} 格/秒[lightgray]最低速度
ability.stat.duration = [stat]{0} 秒[lightgray]持續時間
ability.stat.buildtime = [stat]{0} 秒[lightgray]建造時間
bar.displaytoolarge = 尺寸過大\n(上限:{0}x{0})
bar.displaytoolarge = 尺寸過大\n(上限:{0}x{0})
bar.onlycoredeposit = 僅允許向核心放置物品
bar.drilltierreq = 需要更好的鑽頭
bar.nobatterypower = 蓄電池電量不足
@@ -1317,12 +1317,12 @@ bar.activationtimer = 將於 {0} 後啟動
bar.activated = 已啟動
bar.upto = 最高 {0}
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
units.processorcontrol = [lightgray]由微處理器控制
weapon.pointdefense = [stat]定點防禦
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
@@ -1357,8 +1357,8 @@ bullet.reload = [stat]{0}[lightgray]×射擊速率
bullet.range = [stat]{0}[lightgray]射程(格)
bullet.notargetsmissiles = [stat] 忽略飛彈
bullet.notargetsbuildings = [stat] 忽略建築
unit.blocks = 格
unit.blocks = 格
unit.blockssquared = 格²
unit.powersecond = 能量單位/秒
unit.tilessecond = 格/秒
@@ -1514,8 +1514,8 @@ setting.hidedisplays.name = 隱藏邏輯顯示
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
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 = 僅限好友
steam.friendsonly = 僅限好友
steam.friendsonly.tooltip = 是否只有 Steam 好友可以加入您的遊戲。\n取消勾選後,遊戲為公開的,任何人都可以加入。
setting.maxmagnificationmultiplierpercent.name = 最小鏡頭距離
setting.minmagnificationmultiplierpercent.name = 最大鏡頭距離
@@ -1551,16 +1551,16 @@ keybind.command_mode.name = 指揮模式
keybind.command_queue.name = 單位指揮隊列
keybind.create_control_group.name = 創建操控隊伍
keybind.cancel_orders.name = 取消指令
keybind.unit_stance_shoot.name = 單位狀態:射擊
keybind.unit_stance_shoot.name = 單位狀態:射擊
keybind.unit_stance_hold_fire.name = 單位狀態:停火
keybind.unit_stance_pursue_target.name = 單位狀態:追逐目標
keybind.unit_stance_patrol.name = 單位狀態:巡邏
keybind.unit_stance_ram.name = 單位狀態:衝鋒
keybind.unit_stance_boost.name = 單位狀態:加速
keybind.unit_stance_hold_position.name = 單位狀態:固守陣地
keybind.unit_command_move.name = 單位指令:移動
keybind.unit_command_move.name = 單位指令:移動
keybind.unit_command_repair.name = 單位指令:修理
keybind.unit_command_rebuild.name = 單位指令:重建
keybind.unit_command_assist.name = 單位指令:協助
@@ -1570,8 +1570,8 @@ keybind.unit_command_load_blocks.name = 單位指令:裝載方塊
keybind.unit_command_unload_payload.name = 單位指令:解除裝載
keybind.unit_command_enter_payload.name = 單位指令:輸入裝載
keybind.unit_command_loop_payload.name = 單位指令:循環單位轉移
keybind.rebuild_select.name = 重建區域
keybind.rebuild_select.name = 重建區域
keybind.schematic_select.name = 選擇區域
keybind.schematic_menu.name = 藍圖目錄
keybind.schematic_flip_x.name = X軸翻轉
@@ -1641,8 +1641,8 @@ mode.pvp.description = 和其他玩家競爭、戰鬥。\n[gray]地圖中需要
mode.attack.name = 進攻
mode.attack.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 = 無效的剪貼板數據
rules.invaliddata = 無效的剪貼板數據
rules.hidebannedblocks = 隱藏禁用的建築
rules.infiniteresources = 無限資源
rules.fillitems = 以物品填滿核心
@@ -1753,20 +1753,20 @@ rules.weather = 天氣
rules.weather.frequency = 頻率:
rules.weather.always = 永遠
rules.weather.duration = 持續時間:
rules.randomwaveai.info = 使波次中生成的單位隨機攻擊建築,而非直接攻擊核心或發電機。
rules.randomwaveai.info = 使波次中生成的單位隨機攻擊建築,而非直接攻擊核心或發電機。
rules.placerangecheck.info = 防止玩家在敵方建築附近放置任何東西。當嘗試放置砲塔時,範圍會增加,使砲塔無法攻擊到敵方。
rules.onlydepositcore.info = 防止單位將物品存入核心以外的任何建築。
database-category.item = 物品
database-category.item = 物品
database-category.liquid = 流體
database-category.unit = 單位
database-category.block = 方塊
database-category.status = 狀態效果
database-category.sector = 地區
database-category.team = 陣營
database-tag.turret = 砲塔
database-tag.turret = 砲塔
database-tag.production = 生產
database-tag.distribution = 配送
database-tag.liquid = 液體
@@ -1779,10 +1779,10 @@ database-tag.logic = 邏輯
database-tag.unit-air = 空中
database-tag.unit-naval = 海軍
database-tag.unit-ground = 地面
wallore = (牆)
item.copper.name = 銅
item.lead.name = 鉛
item.coal.name = 煤炭
item.graphite.name = 石墨
@@ -1804,8 +1804,8 @@ 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.water.name = 水
liquid.slag.name = 熔渣
liquid.oil.name = 原油
liquid.cryofluid.name = 冷凍液
@@ -1816,8 +1816,8 @@ 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.dagger.name = 匕首機甲
unit.mace.name = 重槌機甲
unit.fortress.name = 要塞
unit.nova.name = 超新星
@@ -1855,8 +1855,8 @@ 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.stell.name = 鐵蹄
unit.locus.name = 權威
unit.precept.name = 戒嚴
unit.vanquish.name = 擊潰
@@ -1878,8 +1878,8 @@ unit.manifold.name = 貨運無人機
unit.assembly-drone.name = 裝配無人機
unit.latum.name = 囊胞蟲
unit.renale.name = 子囊胞蟲
block.parallax.name = 視差
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
@@ -2102,8 +2102,8 @@ block.container.name = 容器
block.launch-pad.name = 小型發射台
block.advanced-launch-pad.name = 發射台
block.landing-pad.name = 著陸台
block.segment.name = 片段
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
@@ -2135,9 +2135,9 @@ 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。
block.empty.name = 虛無
#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
@@ -2294,8 +2294,8 @@ block.smite.name = 天譴
block.malign.name = 熱核
block.flux-reactor.name = 通量反應爐
block.neoplasia-reactor.name = 囊胞反應爐
block.switch.name = 開關
block.switch.name = 開關
block.micro-processor.name = 微型處理器
block.logic-processor.name = 邏輯處理器
block.hyper-processor.name = 超級處理器
@@ -2304,15 +2304,15 @@ block.large-logic-display.name = 大型邏輯顯示器
block.tile-logic-display.name = 鋪磚邏輯顯示器
block.memory-cell.name = 記憶體單元
block.memory-bank.name = 記憶體庫
team.malis.name = 紫
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 = 略過
hint.skip = 略過
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。
@@ -2352,8 +2352,8 @@ hint.presetDifficulty = 此地區為[scarlet]高危險等級[]區域。\n[accent
hint.coreIncinerate = 當任一物品的核心庫存滿了後,後續進入的同種資源會被[accent]銷毀[]。
hint.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 = 接近在地上的\uf8c4 [accent]銅礦[],然後點擊它來開始挖掘。
gz.mine = 接近在地上的\uf8c4 [accent]銅礦[],然後點擊它來開始挖掘。
gz.mine.mobile = 接近地上的\uf8c4[accent]銅礦[],然後點擊它來開始挖掘。
gz.research = 打開\ue875科技樹。\n研究\uf870[accent]機械鑽頭[],然後在右下角的選單中將其選取。\n點擊銅礦放置鑽頭。
gz.research.mobile = 打開\ue875科技樹。\n研究\uf870[accent]機械鑽頭[],然後在右下角的選單中將其選取。\n點擊銅礦放置鑽頭。\n\n點擊右下角的\ue800[accent]勾[]以確認。
@@ -2373,8 +2373,8 @@ gz.zone1 = 這是敵人的出生點。
gz.zone2 = 波次開始時,範圍內的所有建築都會被摧毀。
gz.zone3 = 波次即將開始。\n做好準備。
gz.finish = 建造更多砲塔,挖掘更多資源,\n擊退所有波次以[accent]佔領區域[]。
ff.coal = 使用 :mechanical-drill: [accent]機械鑽機[] 開採 :ore-coal: [accent]煤炭[]。
ff.coal = 使用 :mechanical-drill: [accent]機械鑽機[] 開採 :ore-coal: [accent]煤炭[]。
ff.graphitepress = :tree: 研究並放置 :graphite-press: [accent]石墨壓製機[]。
ff.craft = 將 :coal: 煤炭移入 :graphite-press: [accent]石墨壓製機[]。\n它將向附近所有傳送帶輸出 :graphite: 石墨。\n將 :graphite-press: [accent]石墨壓製機[] 輸出的 :graphite: 石墨移入核心。
ff.generator = :coal: 煤炭也可作為 :combustion-generator: [accent]燃燒發電機[] 的燃料。\n研究並放置 :combustion-generator: [accent]燃燒發電機[]。
@@ -2383,15 +2383,15 @@ ff.coalpower.objective = :combustion-generator: 產生電力
ff.node = :power-node: [accent]電力節點[] 可在範圍內向附近的方塊傳輸電力。\n研究並將 :power-node: [accent]電力節點[] 放置於發電機附近。
ff.battery = :battery: [accent]蓄電池[] 可儲存電力。\n研究並將 :battery: [accent]蓄電池[] 放置於節點附近。
ff.arc = :arc: [accent]電弧[] 砲塔需要電力才能運作。研究並將 :arc: [accent]電弧[] 砲塔放置於電力節點附近。
fungalpass.tutorial1 = 使用 [accent]單位[] 來防禦建築並攻擊敵人。\n研究並放置 :ground-factory: [accent]地面工廠[]。
fungalpass.tutorial2 = 在工廠中選擇 :dagger: [accent]匕首[] 單位。\n生產 3 個單位。
frontier.tutorial1 = :additive-reconstructor: [accent]加法重建器[]\n使用 :silicon: 矽和 :graphite: 石墨\n將一階單位升級為二階單位。\n\n[accent]研究並將\n[]:dagger:[accent] 匕首重建為 []:mace:[accent] 長錘[]。
frontier.tutorial1 = :additive-reconstructor: [accent]加法重建器[]\n使用 :silicon: 矽和 :graphite: 石墨\n將一階單位升級為二階單位。\n\n[accent]研究並將\n[]:dagger:[accent] 匕首重建為 []:mace:[accent] 長錘[]。
frontier.tutorial2 = 敵方波次將[accent]無限[]持續,直到所有敵方核心被摧毀。
frontier.tutorial3 = [accent]快速攻擊敵方基地以防止波次數量過高[]。
atolls.destroy1 = 先摧毀 2 個敵方[accent]基礎核心[]。\n[accent]獲取釷礦資源[]。
atolls.destroy1 = 先摧毀 2 個敵方[accent]基礎核心[]。\n[accent]獲取釷礦資源[]。
atolls.mega1 = 進入[accent]指揮模式[]並選取 :mega:[accent]巨甲[] 單位。
atolls.mega2 = 選擇 \ue87b [accent]裝載單位[] 指令,讓巨甲單位拾取地面單位。
atolls.mega3 = 將巨甲單位移至地面單位[accent]上方[]以將其裝載。
@@ -2411,8 +2411,8 @@ atolls.carry6 = 可在[accent]此處[]複習這些步驟。
atolls.carry7 = 按照這些指示在敵方基地附近空投更多單位。
atolls.noairunit = 此基地防禦過於堅固,無法僅憑空中單位摧毀。
atolls.2strategies = 有兩種策略可摧毀此基地。
onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
onset.mine = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。\n\n使用[accent][[WASD]移動。
onset.mine.mobile = 點擊牆上的\uf748[accent]鈹礦[]進行手動開採。
onset.research = 打開\ue875科技樹。\n研究\uf73e[accent]渦輪冷凝器[],然後將其放置在噴口上。\n這將產生[accent]電力[]。
onset.bore = 研究並放置\uf741[accent]電漿鑽頭[]。\n它可以自動從牆壁上挖掘資源。
@@ -2437,14 +2437,14 @@ onset.detect = 敵軍將在 2 分鐘內發現您。\n設置防禦、開採礦物
onset.commandmode = 按住[accent]Shift[]進入[accent]指揮模式[]。\n[accent]左鍵點擊並拖曳[]以選擇單位。\n[accent]右鍵點擊[]以命令所選單位移動或進攻。
onset.commandmode.mobile = 按下[accent]指揮按鈕[]進入[accent]指揮模式[]。\n長按一秒,然後[accent]拖曳[]以選擇單位。\n[accent]點擊[]以命令所選單位移動或進攻。
aegis.tungsten = 鎢可以使用[accent]衝擊鑽頭[]來開採。\n此結構需要[accent]水[]和[accent]電力[]。
split.pickup = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到[accent]重物裝載機[]上。\n(預設撿起與放下的按鍵分別是 [[ 和 ] )
split.pickup = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到[accent]重物裝載機[]上。\n(預設撿起與放下的按鍵分別是 [[ 和 ] )
split.pickup.mobile = 某些物品可以被核心單位撿起。\n撿起這個[accent]容器[],然後放到 [accent]重物裝載機[] 上。\n(要撿起或放下東西,請長按該物品。)
split.acquire = 您必須獲取一些鎢才能建造單位。
split.build = 單位必須被運送到牆的另一邊。\n在牆的兩側各放一個[accent]重物質量驅動器[]。\n通過按壓其中一個來設置連結,然後選擇另一個。
split.container = 類似於容器,單位也可以使用[accent]重物質量驅動器[]進行運輸。\n將一個單位兵工廠放置在重物裝載機旁邊以裝載它們,然後將它們送到牆的另一側以進攻敵方基地。
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
item.copper.description = 最基本的結構材料。在各種類型的方塊中廣泛使用。
item.copper.details = 銅,蕈孢星上異常常見的金屬。加工前結構脆弱。
item.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。
@@ -2465,28 +2465,28 @@ item.spore-pod.description = 孢子莢,從大氣中汲取孢子而合成。用
item.spore-pod.details = 充滿孢子。很可能是人造生物。會釋放對其他生物有毒的氣體。極具侵略性。特定情況下極為易燃。
item.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 = 用於熾熱之境的建築和彈藥。
#Erekir
item.beryllium.description = 用於熾熱之境的建築和彈藥。
item.tungsten.description = 用於鑽頭、裝甲和彈藥。在建造更先進的建築有其必要性。
item.oxide.description = 作為熱導體和絕緣體。
item.carbide.description = 用於高級的建築、重型單位和彈藥。
liquid.water.description = 最常見的液體。常用於冷卻機器和廢物處理。
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 = 用於發電與合成材料的化學反應。
#Erekir
liquid.arkycite.description = 用於發電與合成材料的化學反應。
liquid.ozone.description = 用於材料製造的氧化劑,以及作為燃料。有中度爆炸性。
liquid.hydrogen.description = 用於資源開採、單位製造與建築修復。易燃。
liquid.cyanogen.description = 用於子彈、製造單位與在其他高級建築上的反應。高度易燃。
liquid.nitrogen.description = 用於資源開採、氣體生產與單位製造。相對惰性。
liquid.neoplasm.description = 囊胞反應爐所生產出的危險生物性副產物。如果遇到含有水的建築,囊胞液會擴散到那些建築上,並對其造成傷害。有粘性。
liquid.neoplasm.details = 囊胞液,由一種無法控制並快速分裂的合成細胞團組成,具有像淤泥般的黏稠度。耐熱。對含有水的建築及其危險。\n\n以現在的技術來說,由於其複雜性及其不穩定性,要進行標準分析十分困難。潛在的應用目前未知。建議在熔渣池中焚毀。
block.derelict = \uf77e [lightgray]殘骸
block.derelict = \uf77e [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。
@@ -2648,9 +2648,9 @@ block.large-logic-display.description = 顯示由處理器輸出的任意圖像
block.tile-logic-display.description = 顯示來自邏輯處理器的自訂圖形。\n可與附近的磁磚顯示方塊無縫連接。
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 = 基地的核心。具有裝甲。一旦所有基地核心被摧毀,此區域即戰敗。
#Erekir
block.core-bastion.description = 基地的核心。具有裝甲。一旦所有基地核心被摧毀,此區域即戰敗。
block.core-citadel.description = 基地的核心。裝甲厚實。儲存的資源比核心:碉堡更多。
block.core-acropolis.description = 基地的核心。裝甲極佳。儲存的資源比核心:壁壘更多。
block.breach.description = 對敵方單位發射穿透性的鈹或鎢砲彈。
@@ -2746,8 +2746,8 @@ block.radar.description = 逐漸顯示大範圍內的地形和敵方單位。需
block.shockwave-tower.description = 在一定範圍內破壞和摧毀敵方砲彈。需要氰氣。
block.canvas.description = 顯示使用預設調色板的簡單圖像。可編輯。
block.large-canvas.description = 以預定義的調色盤顯示簡單圖像。可編輯。
unit.dagger.description = 發射普通子彈攻擊附近敵人。
unit.dagger.description = 發射普通子彈攻擊附近敵人。
unit.mace.description = 噴發烈焰攻擊所有附近敵人。
unit.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。
@@ -2785,9 +2785,9 @@ 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 = 向敵方目標發射標準子彈。
#Erekir
unit.stell.description = 向敵方目標發射標準子彈。
unit.locus.description = 向敵方目標交替發射子彈。
unit.precept.description = 向敵方目標發射穿透性集束子彈。
unit.vanquish.description = 向敵方目標發射大型穿透分裂子彈。
@@ -2805,8 +2805,8 @@ unit.disrupt.description = 向敵方目標發射遠程導彈。抑制敵方建
unit.evoke.description = 建造建築以保護核心:碉堡。用光束修復建築。
unit.incite.description = 建造建築以保護核心:壁壘。用光束修復建築。
unit.emanate.description = 建造建築以保護核心:衛城。用光束修復建築。
lst.read = 從連結的記憶體單元[accent]讀取[]數值。\n也可以從其他處理器中的變數元[accent]讀取[]。
lst.read = 從連結的記憶體單元[accent]讀取[]數值。\n也可以從其他處理器中的變數元[accent]讀取[]。
lst.write = 將數值[accent]寫入[]連結的記憶體單元。\n也可以值[accent]寫入[]到其他處理器中的變數。
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
lst.printchar = 將 UTF-16 字元或內容圖示加入列印緩衝區。\n在使用 [accent]列印刷新[] 之前不會顯示任何內容。
@@ -2857,16 +2857,16 @@ lst.makemarker = 在世界中建立新的邏輯標記。\n必須提供用於識
lst.setmarker = 設定標記的屬性。\n所使用的 ID 必須與建立標記指令中的相同。
lst.localeprint = 將地圖語言屬性值加入文字緩衝區。\n若要在地圖編輯器中設定地圖語言包,請查看 [accent]地圖資訊 > 語言包[]。\n若客戶端為行動裝置,會優先嘗試列印以「.mobile」結尾的屬性。
lst.query = 查詢指定區域內的單位/建築。\n結果會輸出至 [accent]@queries[]。\n可以使用 [accent]Read[] 指令與索引從 [accent]@queries[] 讀取結果。\n[accent]@queries[] 的長度可以使用 [accent]@size[] 作為參數來感測。
lglobal.false = 0
lglobal.false = 0
lglobal.true = 1
lglobal.null = null
lglobal.@pi = 數學常數 pi(3.141……)
lglobal.@e = 數學常數 e(2.718……)
lglobal.@degToRad = 乘以此數值可將角度轉換為弳度
lglobal.@radToDeg = 乘以此數值可將弳度轉換為角度
lglobal.@time = 目前存檔的遊玩時間,單位為毫秒
lglobal.@time = 目前存檔的遊玩時間,單位為毫秒
lglobal.@tick = 目前存檔的遊玩時間,單位為刻(1 秒 = 60 刻)
lglobal.@second = 目前存檔的遊玩時間,單位為秒
lglobal.@minute = 目前存檔的遊玩時間,單位為分鐘
@@ -2874,42 +2874,42 @@ lglobal.@waveNumber = 目前波次編號(若已啟用波次)
lglobal.@waveTime = 波次倒數計時器,單位為秒
lglobal.@mapw = 地圖寬度,單位為格
lglobal.@maph = 地圖高度,單位為格
lglobal.sectionMap = 地圖
lglobal.sectionMap = 地圖
lglobal.sectionGeneral = 一般
lglobal.sectionNetwork = 網路/客戶端 [僅限世界處理器]
lglobal.sectionProcessor = 處理器
lglobal.sectionLookup = 查找
lglobal.@this = 執行程式碼的邏輯方塊
lglobal.@this = 執行程式碼的邏輯方塊
lglobal.@thisx = 執行程式碼之方塊的 X 座標
lglobal.@thisy = 執行程式碼之方塊的 Y 座標
lglobal.@links = 連結至此處理器的方塊總數
lglobal.@ipt = 處理器的執行速度,單位為每刻指令數(60 刻 = 1 秒)
lglobal.@unitCount = 遊戲中單位內容的種類總數;用於查找指令
lglobal.@unitCount = 遊戲中單位內容的種類總數;用於查找指令
lglobal.@blockCount = 遊戲中方塊內容的種類總數;用於查找指令
lglobal.@itemCount = 遊戲中物品內容的種類總數;用於查找指令
lglobal.@liquidCount = 遊戲中液體內容的種類總數;用於查找指令
lglobal.@server = 若程式碼在伺服器或單人遊戲中執行則為 true,否則為 false
lglobal.@client = 若程式碼在連線至伺服器的客戶端上執行則為 true
lglobal.@clientLocale = 執行程式碼之客戶端的語言地區,例如:en_US
lglobal.@clientLocale = 執行程式碼之客戶端的語言地區,例如:en_US
lglobal.@clientUnit = 執行程式碼之客戶端的單位
lglobal.@clientName = 執行程式碼之客戶端的玩家名稱
lglobal.@clientTeam = 執行程式碼之客戶端的隊伍 ID
lglobal.@clientMobile = 若執行程式碼之客戶端為行動裝置則為 true,否則為 false
lglobal.@clientMusicPlaying = 若當前正在播放任何音樂,則為 True
lglobal.@clientCurrentMusic = 當前正在播放的軌道名稱,若無則為 null
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.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,例如分類器篩選的物品種類
lenum.enabled = 確認該建築是否啟用
laccess.currentammotype = 砲塔當前的彈藥物品/液體類型。
laccess.currentammotype = 砲塔當前的彈藥物品/液體類型。
laccess.memorycapacity = 記憶體方塊中的儲存格數量。
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。
@@ -2924,8 +2924,8 @@ laccess.displayheight = 顯示方塊的高度(像素)。
laccess.buffersize = 顯示器圖形緩衝區中尚未處理的指令數量。
laccess.operations = 對該方塊執行的操作次數。\n對於顯示器,回傳 drawflush 操作的次數。
laccess.maxunits = 一支隊伍可擁有的最大單位數量。\n只能從核心感應取得。
lcategory.unknown = 未知
lcategory.unknown = 未知
lcategory.unknown.description = 未分類的指令。
lcategory.io = 輸入和輸出
lcategory.io.description = 修改記憶體與處理器快取。
@@ -2939,8 +2939,8 @@ lcategory.unit = 單位控制
lcategory.unit.description = 給予單位指令。
lcategory.world = 世界
lcategory.world.description = 控制世界的行為
graphicstype.clear = 重製版面為指定顏色
graphicstype.clear = 重製版面為指定顏色
graphicstype.color = 為後續所有圖畫指令設定顏色
graphicstype.col = 整合後的色彩信息\n以十六進制 [accent]%[] 開頭\n例如: 紅色為 [accent]%ff0000[]
graphicstype.stroke = 為後續所有圖畫指令設定直線寬度
@@ -2952,8 +2952,8 @@ 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 = 從列印緩衝區繪製文字。\n並清空列印緩衝區。
lenum.always = 永遠 true (直接跳).
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
@@ -2969,30 +2969,30 @@ 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.min = 兩數取小
lenum.max = 兩數取大
lenum.angle = 向量與X軸夾角
lenum.anglediff = 兩個角度之間的絕對差值,單位為度。
lenum.len = 向量長度
lenum.sin = 度數sin值
lenum.sin = 度數sin值
lenum.cos = 度數cos值
lenum.tan = 度數tan值
lenum.asin = Arc sin,輸出度數
lenum.asin = Arc sin,輸出度數
lenum.acos = Arc cos,輸出度數
lenum.atan = Arc tan,輸出度數
lenum.rand = 產生隨機數值: [0, 值)
#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.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
@@ -3000,13 +3000,13 @@ 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.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.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
@@ -3015,36 +3015,36 @@ 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.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.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.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
playsound.limit = 若為 true,則當該音效在同一幀內已播放過時,\n阻止其再次播放。
lenum.idle = 預設AI \n不要移動,但繼續建造/採礦。
lenum.stop = 停止 移動/採礦/建造。
lenum.unbind = 完全停用邏輯控制\n恢復為原始AI
lenum.move = 移動到指定位置
@@ -3064,16 +3064,16 @@ lenum.build = 建造一個建築
lenum.getblock = 取得指定座標的建築、樓層與方塊類型。\n單位必須在該位置的範圍內,否則將回傳 null。
lenum.within = 單位是否在指定範圍內
lenum.boost = 使用推進器
lenum.flushtext = 將列印緩衝區的內容刷新至標記(若適用)。\n若 fetch 設為 true,則嘗試從地圖語言包或遊戲語言包中獲取屬性。
lenum.flushtext = 將列印緩衝區的內容刷新至標記(若適用)。\n若 fetch 設為 true,則嘗試從地圖語言包或遊戲語言包中獲取屬性。
lenum.texture = 直接取自遊戲材質圖集的材質名稱(使用 kebab-case 命名風格)。\n若 printFlush 設為 true,則消耗文字緩衝區內容作為文字參數。
lenum.texturesize = 材質的大小,單位為格。數值為零時,標記寬度將縮放至原始材質的大小。
lenum.autoscale = 是否根據玩家的縮放級別對應縮放標記。
lenum.posi = 索引位置,用於線段與四邊形標記,索引零為第一個位置。
lenum.uvi = 材質位置,範圍從零到一,用於四邊形標記。
lenum.colori = 索引顏色,用於線段與四邊形標記,索引零為第一個顏色。
lenum.wavetimer = 波次是否自動按計時器觸發。若否,則在按下播放按鈕時觸發波次。
lenum.wavetimer = 波次是否自動按計時器觸發。若否,則在按下播放按鈕時觸發波次。
lenum.wave = 當前波次編號。在非波次模式下可為任意值。
lenum.currentwavetime = 波次倒數計時,單位為刻。
lenum.waves = 是否可生成波次。