Compare commits

...
119 Commits
Author SHA1 Message Date
Anuken 1ce9b54e10 Merge remote-tracking branch 'origin/master' 2019-12-29 18:59:17 -05:00
Anuken 39db62e3a5 Minimap tweaks 2019-12-29 18:56:29 -05:00
Wina ec59b04363 Full SPA translation for Steam (Achievements included) (#1229)
* Full description translated

* Create achievements.vdf

* Create short-description.txt
2019-12-29 18:55:51 -05:00
FarmerThanos 565064cd64 Updated bundle_pl.properties (#1273)
* Updated bundle_pl.properties

Corrected some translations, translated some options and added a description to the Battery Diode.

* Update bundle_pl.properties

Reverted some changes
2019-12-29 18:52:44 -05:00
Petr Gašparík 9d2e356996 Update bundle_cs.properties (#1267)
Rewamping Czech translation. First part.
2019-12-29 18:52:06 -05:00
Ali-C-Ila ae5685ae46 Update bundle_zh_TW.properties (#1263)
* Update bundle_zh_TW.properties

* Update bundle_zh_TW.properties

* Update bundle_zh_TW.properties
2019-12-29 18:51:58 -05:00
Predator127 2b46b0e38e Update bundle_pt_BR.properties (#1253)
* Update bundle_pt_BR.properties

Hi there! my name is Zero! also known as Hanko, I've translated for a long time since then.
I've been lookin through the new translations since i've been out for quite a long time, but dont think i forgot that i was a translator!

* Update bundle_pt_BR.properties
2019-12-29 18:51:52 -05:00
GioIacca9 e200dcee33 Update bundle_it.properties (#1240) 2019-12-29 18:51:45 -05:00
PlayerBrasil13 fe63b46b67 Update bundle_pt_BR.properties (#1232) 2019-12-29 18:51:37 -05:00
SpiffyBadGaster 698e83a28a Make translation better (#1222)
* Make translation better

* Make something better

* Fix that javaline

* Make Translate better

Not finish

* Make Translate better

Not finish
2019-12-29 18:51:30 -05:00
Prosta4okua 150d0bf513 [WIP]Update bundle_uk_UA.properties (#1220)
* Update bundle_uk_UA.properties

* Update bundle_uk_UA.properties

* Update bundle_uk_UA.properties

* Update bundle_uk_UA.properties

* 17.12.2019
2019-12-29 18:51:22 -05:00
Prosta4okua 5af7cd1d55 Update bundle_uk_UA.properties (#1275) 2019-12-29 18:50:59 -05:00
Anuken b952ee0725 Tweaks 2019-12-29 18:01:10 -05:00
Anuken 670f085f78 New, improved minimap / Bugfixes 2019-12-29 17:56:10 -05:00
Anuken 811c22b84e Added camera movement while paused 2019-12-29 15:40:56 -05:00
Anuken 6edcbb9120 Bugfixes 2019-12-29 14:38:03 -05:00
Anuken 566052cabf Fixed #1272 2019-12-29 12:24:51 -05:00
Anuken 730d30ef98 Added core schematic selection setting 2019-12-29 11:40:52 -05:00
Anuken e04c592f9e Bugfixes 2019-12-29 00:40:25 -05:00
Anuken 77b89d45d6 Cleanup / Desktop dead camera panning 2019-12-29 00:09:46 -05:00
Anuken df4a0dd5e4 Added openServer method 2019-12-28 22:18:16 -05:00
Anuken 8c941c7165 Added update trigger / Server moddability tweaks 2019-12-28 21:34:20 -05:00
Anuken b01d56aae8 Bugfixes 2019-12-28 18:22:20 -05:00
Anuken 497ae740aa Removed pointless "> " 2019-12-28 18:12:34 -05:00
Anuken 7543d92473 Added startup commands to server 2019-12-28 18:05:45 -05:00
Anuken 60d83751e8 Fixed server port not being parsed 2019-12-28 17:55:00 -05:00
Anuken e0f59404c1 Added BE server 2019-12-28 17:49:49 -05:00
Anuken d3c559fa00 Moved server run scripts 2019-12-28 17:33:17 -05:00
Anuken 179bf4d525 Added BE-specific server list 2019-12-28 16:34:35 -05:00
Anuken 16ddb91466 Merge remote-tracking branch 'origin/master' 2019-12-28 16:30:46 -05:00
Anuken e1bf8bdab1 Added BE auto-updater / Server config / Fixed #1266 2019-12-28 16:30:40 -05:00
AmateurPotion d43b40fab5 Update bundle_ko.properties (#1262) 2019-12-28 11:21:55 -05:00
Anuken c0c0ffa682 Bugfixes 2019-12-27 01:22:50 -05:00
Anuken 98f8a1732e Renamed Calls -> Call 2019-12-26 23:00:26 -05:00
Anuken d6d6dc29dc More plugin customization / Renamed Rectangle 2019-12-26 22:44:15 -05:00
Anuken 6080a7e4bc Possibly fixed tests / Added support for mod icons 2019-12-26 20:53:53 -05:00
Anuken c339a0ecdf Merge 2019-12-26 20:44:05 -05:00
Anuken 684f3075cb Team#toString() 2019-12-26 20:20:12 -05:00
Anuken 954e26fc14 Method cleanup 2019-12-26 20:08:53 -05:00
Anuken c449302d28 Fixed tests 2019-12-26 19:57:24 -05:00
Anuken d8629100db Functionality fixes 2019-12-26 19:48:45 -05:00
Anuken 4858e602ed Fixed compilation 2019-12-26 19:40:54 -05:00
Anuken de5979f4ee Many various internal changes 2019-12-26 17:46:01 -05:00
Anuken 36ec88e2e2 Team cleanup 2019-12-26 14:20:36 -05:00
Anuken a5978b6163 Updated Arc 2019-12-26 08:08:16 -05:00
Anuken 1d6f769e3d Debug fixes 2019-12-26 08:01:24 -05:00
Anuken 2b22b7e7e4 Condensed unit group array 2019-12-25 22:26:51 -05:00
Anuken 9016c12d16 Made team a separate class 2019-12-25 19:07:04 -05:00
Anuken 8ac0949ddf Added default liquid turret liquid display 2019-12-25 14:38:43 -05:00
Anuken fad94cb56e Updated Arc 2019-12-25 12:57:00 -05:00
Anuken ee429ef4f2 Merge branches 'kill-packages' and 'master' of https://github.com/Anuken/Mindustry 2019-12-25 12:55:38 -05:00
Anuken c7ea4e85c9 Serialize fixes 2019-12-25 12:47:14 -05:00
Anuken c0f14185a8 More fixes 2019-12-25 12:35:23 -05:00
Anuken ec4c2c7adb Fixed compilation 2019-12-25 12:22:12 -05:00
Anuken 03342dc2f5 Android fixes 2019-12-25 12:06:19 -05:00
Anuken 475794640d More cleanup 2019-12-25 11:16:54 -05:00
Anuken 514d4817c8 it is done 2019-12-25 01:39:38 -05:00
Patrick 'Quezler' Mounier f89af1b26a Override inverted sorter arrow colours (#1252)
Override hex’s of the arrows by those of the unloader.
2019-12-24 00:32:04 -05:00
Anuken 5b21873f3c Merge remote-tracking branch 'origin/master' 2019-12-22 22:05:00 -05:00
Anuken b806a22a0a Fixed #1237 2019-12-22 22:04:41 -05:00
Ali-C-Ila 41e4187193 Added Chinese translator (#1250) 2019-12-22 12:01:41 -05:00
Ali-C-Ila ba7cf94a6b Update bundle_zh_TW.properties (#1211)
* Update bundle_zh_TW.properties

* Update bundle_zh_TW.properties

* Update bundle_zh_TW.properties

* Update bundle_zh_TW.properties

* Update bundle_zh_TW.properties
2019-12-22 12:01:27 -05:00
Vanguard 01de18b663 RU updates (#1225)
* 1 changed line, 1 removed line

Changed:
keybind.zoom.name

Removed:
keybind.zoom_hold.name

Moved some lines around to keep them in the same order with bundle.properties

* 1 changed line

tutorial.intro

* 3 new lines, 3 changed lines

New:
mod.erroredcontent
mod.errors
mod.noerrorplay

Changed:
mod.requiresversion
mod.remove.confirm
details

* 2 changed lines

mods.guide
mod.import.github

* 1 new line

link.feathub.description

* 1 changed line

item.graphite.description
2019-12-22 12:01:03 -05:00
Wina 9aeccfd9f3 Spanish Translation for Google Play Store (#1228)
* [WIP]Added ES description for play store.

.

* Create short_description.txt

* Create summary.txt

* Update summary.txt

* Create title.txt

* Create video.txt

* Create 100.1.txt
2019-12-22 11:21:25 -05:00
Wina 41a5c4daf3 Updated Spanish translation (#1227)
Translated a few items more and fixed gramatical mistakes of the old translation.
2019-12-22 11:20:59 -05:00
stuffyAI 07e58dc14b Update german language bundle (#1226)
Mostly adding new things to translate from last few updates, also some missing stuff
2019-12-22 11:13:38 -05:00
Anuken ede002878e problem solved 2019-12-21 21:11:30 -08:00
Anuken 9906821912 Update BundleLauncher.java 2019-12-20 20:31:07 -08:00
Anuken adb12dcbb8 Bugfix 2019-12-19 21:58:43 -05:00
Anuken 7a1f467f27 obligatory daily commit 2019-12-19 21:49:40 -05:00
ado1928 5e568eac0d Added Feathub to the "About" tab (#1234)
* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* Update Links.java
2019-12-19 19:33:24 -05:00
Joshua Fan 0f6cd5242c Fix chat scroll (#1236) 2019-12-19 19:23:32 -05:00
Anuken e91151213a Extra mod fields 2019-12-18 09:27:24 -05:00
Anuken 8b4c266d49 Bugfixes 2019-12-18 08:43:31 -05:00
Anuken 1c816be5ce Fixed crash occuring with block overload 2019-12-17 18:15:24 -05:00
Anuken f504dd2b5a Minor tweaks 2019-12-17 17:10:29 -05:00
Anuken 26881fbdb9 Added server mod error check 2019-12-17 10:58:43 -05:00
Anuken 8d921199fb Merge remote-tracking branch 'origin/master' 2019-12-16 18:37:18 -05:00
Anuken 4ffe233321 Added repair point range display 2019-12-16 18:37:11 -05:00
Anuken e076de9dcd Merge pull request #1221 from TsjipTsjip/typoFixes
'arilleryPlastic' -> 'artilleryPlastic'
2019-12-16 13:58:59 -05:00
TsjipTsjip 5ce66b0dbb 'arilleryPlastic' -> 'artilleryPlastic' 2019-12-16 19:55:10 +01:00
Anuken 6971a76c8e І 2019-12-16 12:50:18 -05:00
Anuken d47f86cc21 Cleanup 2019-12-16 10:12:39 -05:00
Anuken 487607e1d6 Removed references to GWT completely 2019-12-16 00:08:14 -05:00
Anuken 3cefc085bd Tentative RU bundle changes 2019-12-15 22:11:07 -05:00
Anuken 3d8e5bd36a Added new Cyrillic font 2019-12-15 21:31:55 -05:00
Anuken e9ed0512f7 Removed Path API usage 2019-12-15 21:12:41 -05:00
Anuken 0cf39bf5c3 Eliminated 8 characters 2019-12-15 20:01:06 -05:00
Anuken 95a1474b9a Merge remote-tracking branch 'origin/master' 2019-12-15 19:36:38 -05:00
Anuken 53aedcee2c Cleanup 2019-12-15 19:35:04 -05:00
Anuken 9758a05002 Merge pull request #1218 from joshuaptfan/break-cancel
Prevent right-click from deconstructing when schematic is selected
2019-12-15 18:38:08 -05:00
joshuaptfan 18bb7ba936 Prevent right-click from deconstructing when schematic is selected; allow deconstruct cancel with left-click 2019-12-15 14:26:13 -08:00
Anuken 9f3dcdf727 Fixed #1215 - made all valid floors show up in drill mine list 2019-12-15 16:29:11 -05:00
Anuken 7d2354a653 Mod path resolving fixes 2019-12-15 16:00:50 -05:00
Anuken ab21b88001 Mod sort fix 2019-12-15 15:22:19 -05:00
Anuken a560978dcf Sync fixes / Fixed linear filtering resetting on mod load 2019-12-15 14:30:28 -05:00
Anuken 047f479a2f Fixed server 2019-12-15 14:00:07 -05:00
Anuken d78d3daaf9 Updated script stub 2019-12-15 13:56:01 -05:00
Anuken 976d0f54b3 Merge branches 'master' and 'safe-mod-loading' of https://github.com/Anuken/Mindustry
# Conflicts:
#	core/src/io/anuke/mindustry/mod/Mods.java
2019-12-15 13:55:30 -05:00
Anuken 1c1db3990f Fully implemented safe content loading 2019-12-15 13:54:51 -05:00
Anuken bcc8f65ac8 More cleanup 2019-12-14 20:49:55 -05:00
Anuken e043f4bb66 API cleanup 2019-12-14 18:19:02 -05:00
Anuken 9d3dda035c Compile fixes 2019-12-14 12:53:37 -05:00
Anuken 6e16aab794 Merge remote-tracking branch 'origin/master' 2019-12-14 11:05:32 -05:00
Anuken c1cf3183ac Fixed some Android-related script issues 2019-12-14 11:04:22 -05:00
Anuken 252d0f6aa1 aaaaa 2019-12-14 10:51:36 -05:00
Anuken 1f5a6e1bf8 Compile error fixes 2019-12-14 10:06:09 -05:00
Anuken 58e3143e2a Content cleaning 2019-12-14 09:33:07 -05:00
Anuken 9033ebcfd7 Merge pull request #1019 from Kieaer/patch-4
Add WithdrawEvent
2019-12-13 23:19:19 -05:00
Anuken 1f5e773c77 Fixed double-event firing 2019-12-13 23:15:49 -05:00
Anuken 7b1a0a42d4 Merge pull request #1206 from joshuaptfan/zoom-no-hold
Make scroll zoom by default, remove zoom hold keybind
2019-12-12 18:35:29 -05:00
Anuken 3d78175e50 Merge pull request #1208 from Kieaer/patch-6
Update MessageBlock.java
2019-12-12 18:33:20 -05:00
키에르 9d2133814c Update MessageBlock.java 2019-12-13 07:56:50 +09:00
joshuaptfan 6ce013a1eb Make diagonal placement keybind modify scroll to always zoom 2019-12-12 14:56:32 -08:00
joshuaptfan 5db8520b74 Add rotation checks to mobile zoom 2019-12-12 13:52:05 -08:00
joshuaptfan 736737f151 Make scroll zoom by default, remove zoom hold keybind 2019-12-12 12:23:32 -08:00
키에르 0c430527b8 Fix error 2019-11-09 00:41:31 +09:00
키에르 7871b5bdaa Update BlockInventoryFragment.java 2019-11-09 00:18:41 +09:00
키에르 124480f96b Update EventType.java 2019-11-09 00:17:29 +09:00
571 changed files with 18509 additions and 17629 deletions
+1 -1
View File
@@ -12,7 +12,7 @@
<option name="PACKAGES_TO_USE_IMPORT_ON_DEMAND">
<value>
<package name="java.awt" withSubpackages="false" static="false" />
<package name="io.anuke.mindustry" withSubpackages="false" static="true" />
<package name="mindustry" withSubpackages="false" static="true" />
<package name="javax.swing" withSubpackages="false" static="false" />
</value>
</option>
+2 -11
View File
@@ -32,8 +32,8 @@ steam_appid.txt
/core/assets/gifexport/
/core/assets/version.properties
/core/assets/locales
/ios/src/io/anuke/mindustry/gen/
/core/src/io/anuke/mindustry/gen/
/ios/src/mindustry/gen/
/core/src/mindustry/gen/
ios/robovm.properties
packr-out/
config/
@@ -55,15 +55,6 @@ crash-report-*
## Robovm
/ios/robovm-build/
## GWT
/html/war/
/html/gwt-unitCache/
.apt_generated/
.gwt/
gwt-unitCache/
www-test/
.gwt-tmp/
## Android Studio and Intellij and Android in general
/android/libs/armeabi/
/android/libs/armeabi-v7a/
+3 -3
View File
@@ -31,7 +31,7 @@ Import [this style file](.github/Mindustry-CodeStyle-IJ.xml) into IntelliJ to ge
#### Do not use incompatible Java features (java.util.function, java.awt).
Android [does not support](https://developer.android.com/studio/write/java8-support#supported_features) many of Java 8's features, such as the packages `java.util.function`, `java.util.stream` or `forEach` in collections. Do not use these in your code.
If you need to use functional interfaces, use the ones in `io.anuke.arc.func`, which are more or less the same with different naming schemes.
If you need to use functional interfaces, use the ones in `arc.func`, which are more or less the same with different naming schemes.
The same applies to any class *outside* of the standard `java.[n]io` / `java.net` / `java.util` packages: Most of them are not supported.
`java.awt` is one of these packages: do not use it, ever. It is not supported on any platform, even desktop - the entire package is removed during JRE minimization.
@@ -39,7 +39,7 @@ In general, if you are using IntelliJ, you should be warned about platform incom
#### Use `arc` collections and classes when possible.
Instead of using `java.util.List`, `java.util.HashMap`, and other standard Java collections, use `Array`, `ObjectMap` and other equivalents from `io.anuke.arc.collection`.
Instead of using `java.util.List`, `java.util.HashMap`, and other standard Java collections, use `Array`, `ObjectMap` and other equivalents from `arc.struct`.
Why? Because that's what the rest of the codebase uses, and the standard collections have a lot of cruft and usability issues associated with them.
In the rare case that concurrency is required, you may use the standard Java classes for that purpose (e.g. `CopyOnWriteArrayList`).
@@ -47,7 +47,7 @@ What you'll usually need to change:
- `HashSet` -> `ObjectSet`
- `HashMap` -> `ObjectMap`
- `List` / `ArrayList` / `Stack` -> `Array`
- `java.util.Queue` -> `io.anuke.arc.collection.Queue`
- `java.util.Queue` -> `arc.struct.Queue`
- *Many others*
+1 -1
View File
@@ -19,7 +19,7 @@
android:theme="@style/GdxTheme" android:fullBackupContent="@xml/backup_rules">
<meta-data android:name="android.max_aspect" android:value="2.1"/>
<activity
android:name="io.anuke.mindustry.AndroidLauncher"
android:name="mindustry.android.AndroidLauncher"
android:label="@string/app_name"
android:screenOrientation="user"
android:configChanges="keyboard|keyboardHidden|orientation|screenSize|screenLayout">
+1 -1
View File
@@ -161,5 +161,5 @@ task run(type: Exec){
}
def adb = path + "/platform-tools/adb"
commandLine "$adb", 'shell', 'am', 'start', '-n', 'io.anuke.mindustry/io.anuke.mindustry.AndroidLauncher'
commandLine "$adb", 'shell', 'am', 'start', '-n', 'io.anuke.mindustry/mindustry.android.AndroidLauncher'
}
+2 -2
View File
@@ -22,8 +22,8 @@
-verbose
-verbose
-ignorewarnings
-keep class io.anuke.mindustry.game.Rules
-keep class io.anuke.mindustry.desktop.DesktopLauncher
-keep class mindustry.game.Rules
-keep class mindustry.desktop.DesktopLauncher
-keepclasseswithmembers public class * {
public static void main(java.lang.String[]);
}
@@ -1,4 +1,4 @@
package io.anuke.mindustry;
package mindustry.android;
import android.*;
import android.app.*;
@@ -9,23 +9,24 @@ import android.os.Build.*;
import android.os.*;
import android.provider.Settings.*;
import android.telephony.*;
import io.anuke.arc.*;
import io.anuke.arc.backends.android.surfaceview.*;
import io.anuke.arc.files.*;
import io.anuke.arc.func.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.serialization.*;
import io.anuke.mindustry.game.Saves.*;
import io.anuke.mindustry.io.*;
import io.anuke.mindustry.mod.*;
import io.anuke.mindustry.ui.dialogs.*;
import arc.*;
import arc.backend.android.*;
import arc.files.*;
import arc.func.*;
import arc.scene.ui.layout.*;
import arc.util.*;
import arc.util.serialization.*;
import mindustry.*;
import mindustry.game.Saves.*;
import mindustry.io.*;
import mindustry.ui.dialogs.*;
import java.io.*;
import java.lang.System;
import java.util.*;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
public class AndroidLauncher extends AndroidApplication{
public static final int PERMISSION_REQUEST_CODE = 1;
@@ -71,11 +72,11 @@ public class AndroidLauncher extends AndroidApplication{
}
@Override
public void shareFile(FileHandle file){
public void shareFile(Fi file){
}
@Override
public void showFileChooser(boolean open, String extension, Cons<FileHandle> cons){
public void showFileChooser(boolean open, String extension, Cons<Fi> cons){
if(VERSION.SDK_INT >= VERSION_CODES.Q){
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
intent.addCategory(Intent.CATEGORY_OPENABLE);
@@ -86,7 +87,7 @@ public class AndroidLauncher extends AndroidApplication{
if(uri.getPath().contains("(invalid)")) return;
Core.app.post(() -> Core.app.post(() -> cons.get(new FileHandle(uri.getPath()){
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
@Override
public InputStream read(){
try{
@@ -144,7 +145,7 @@ public class AndroidLauncher extends AndroidApplication{
useImmersiveMode = true;
depth = 0;
hideStatusBar = true;
errorHandler = ModCrashHandler::handle;
//errorHandler = ModCrashHandler::handle;
}});
checkFiles(getIntent());
}
@@ -186,7 +187,7 @@ public class AndroidLauncher extends AndroidApplication{
Core.app.post(() -> Core.app.post(() -> {
if(save){ //open save
System.out.println("Opening save.");
FileHandle file = Core.files.local("temp-save." + saveExtension);
Fi file = Core.files.local("temp-save." + saveExtension);
file.write(inStream, false);
if(SaveIO.isSaveValid(file)){
try{
@@ -199,7 +200,7 @@ public class AndroidLauncher extends AndroidApplication{
ui.showErrorMessage("$save.import.invalid");
}
}else if(map){ //open map
FileHandle file = Core.files.local("temp-map." + mapExtension);
Fi file = Core.files.local("temp-map." + mapExtension);
file.write(inStream, false);
Core.app.post(() -> {
System.out.println("Opening map.");
@@ -1,7 +1,10 @@
package io.anuke.mindustry;
package mindustry.android;
import android.annotation.*;
import android.os.*;
import android.os.Build.*;
import arc.*;
import arc.backend.android.*;
import com.android.dex.*;
import com.android.dx.cf.direct.*;
import com.android.dx.command.dexer.*;
@@ -10,8 +13,6 @@ import com.android.dx.dex.cf.*;
import com.android.dx.dex.file.DexFile;
import com.android.dx.merge.*;
import dalvik.system.*;
import io.anuke.arc.*;
import io.anuke.arc.backends.android.surfaceview.*;
import org.mozilla.javascript.*;
import java.io.*;
@@ -177,7 +178,8 @@ public class AndroidRhinoContext{
}catch(IOException e){
e.printStackTrace();
}
return new DexClassLoader(dexFile.getPath(), ((AndroidApplication)Core.app).getContext().getCacheDir().getAbsolutePath(), null, getParent()).loadClass(name);
android.content.Context context = ((AndroidApplication) Core.app).getContext();
return new DexClassLoader(dexFile.getPath(), VERSION.SDK_INT >= 21 ? context.getCodeCacheDir().getPath() : context.getCacheDir().getAbsolutePath(), null, getParent()).loadClass(name);
}
@Override
@@ -1,4 +1,4 @@
package io.anuke.annotations;
package mindustry.annotations;
import java.lang.annotation.*;
@@ -1,7 +1,7 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.squareup.javapoet.*;
import io.anuke.annotations.Annotations.*;
import mindustry.annotations.Annotations.*;
import javax.annotation.processing.*;
import javax.lang.model.*;
@@ -12,10 +12,10 @@ import java.nio.file.*;
import java.util.*;
@SupportedSourceVersion(SourceVersion.RELEASE_8)
@SupportedAnnotationTypes("io.anuke.annotations.Annotations.StyleDefaults")
@SupportedAnnotationTypes("mindustry.annotations.Annotations.StyleDefaults")
public class AssetsAnnotationProcessor extends AbstractProcessor{
/** Name of the base package to put all the generated classes. */
private static final String packageName = "io.anuke.mindustry.gen";
private static final String packageName = "mindustry.gen";
private String path;
private int round;
@@ -39,8 +39,8 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
.getParent().getParent().getParent().getParent().getParent().getParent().toString();
path = path.replace("%20", " ");
processSounds("Sounds", path + "/assets/sounds", "io.anuke.arc.audio.Sound");
processSounds("Musics", path + "/assets/music", "io.anuke.arc.audio.Music");
processSounds("Sounds", path + "/assets/sounds", "arc.audio.Sound");
processSounds("Musics", path + "/assets/music", "arc.audio.Music");
processUI(roundEnv.getElementsAnnotatedWith(StyleDefaults.class));
return true;
@@ -75,7 +75,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
suffix = suffix.isEmpty() ? "" : "-" + suffix;
String sfilen = filename + suffix;
String dtype = p.getFileName().toString().endsWith(".9.png") ? "io.anuke.arc.scene.style.NinePatchDrawable" : "io.anuke.arc.scene.style.TextureRegionDrawable";
String dtype = p.getFileName().toString().endsWith(".9.png") ? "arc.scene.style.NinePatchDrawable" : "arc.scene.style.TextureRegionDrawable";
String varname = capitalize(sfilen);
TypeSpec.Builder ttype = type;
@@ -91,7 +91,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
if(SourceVersion.isKeyword(varname)) varname += "s";
ttype.addField(ClassName.bestGuess(dtype), varname, Modifier.STATIC, Modifier.PUBLIC);
tload.addStatement(varname + " = ("+dtype+")io.anuke.arc.Core.atlas.drawable($S)", sfilen);
tload.addStatement(varname + " = ("+dtype+")arc.Core.atlas.drawable($S)", sfilen);
}
});
@@ -100,7 +100,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
t.getEnclosedElements().stream().filter(e -> e.getKind() == ElementKind.FIELD).forEach(field -> {
String fname = field.getSimpleName().toString();
if(fname.startsWith("default")){
loadStyles.addStatement("io.anuke.arc.Core.scene.addStyle(" + field.asType().toString() + ".class, io.anuke.mindustry.ui.Styles." + fname + ")");
loadStyles.addStatement("arc.Core.scene.addStyle(" + field.asType().toString() + ".class, mindustry.ui.Styles." + fname + ")");
}
});
}
@@ -136,17 +136,17 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
String filepath = path.substring(path.lastIndexOf("/") + 1) + "/" + fname;
String filename = "io.anuke.arc.Core.app.getType() != io.anuke.arc.Application.ApplicationType.iOS ? \"" + filepath + "\" : \"" + filepath.replace(".ogg", ".mp3")+"\"";
String filename = "arc.Core.app.getType() != arc.Application.ApplicationType.iOS ? \"" + filepath + "\" : \"" + filepath.replace(".ogg", ".mp3")+"\"";
loadBegin.addStatement("io.anuke.arc.Core.assets.load("+filename +", "+rtype+".class).loaded = a -> " + name + " = ("+rtype+")a", filepath, filepath.replace(".ogg", ".mp3"));
loadBegin.addStatement("arc.Core.assets.load("+filename +", "+rtype+".class).loaded = a -> " + name + " = ("+rtype+")a", filepath, filepath.replace(".ogg", ".mp3"));
dispose.addStatement("io.anuke.arc.Core.assets.unload(" + filename + ")");
dispose.addStatement("arc.Core.assets.unload(" + filename + ")");
dispose.addStatement(name + " = null");
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new io.anuke.arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build());
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build());
});
if(classname.equals("Sounds")){
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new io.anuke.arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build());
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build());
}
type.addMethod(loadBegin.build());
@@ -1,9 +1,9 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.sun.source.util.*;
import com.sun.tools.javac.tree.*;
import com.sun.tools.javac.tree.JCTree.*;
import io.anuke.annotations.Annotations.*;
import mindustry.annotations.Annotations.*;
import javax.annotation.processing.*;
import javax.lang.model.*;
@@ -1,4 +1,4 @@
package io.anuke.annotations;
package mindustry.annotations;
import java.util.ArrayList;
@@ -1,4 +1,4 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.sun.source.tree.*;
import com.sun.source.util.TreePathScanner;
@@ -9,7 +9,7 @@ import com.sun.tools.javac.code.Symbol.MethodSymbol;
import com.sun.tools.javac.code.Type.ClassType;
import com.sun.tools.javac.tree.JCTree.JCIdent;
import com.sun.tools.javac.tree.JCTree.JCTypeApply;
import io.anuke.annotations.Annotations.CallSuper;
import mindustry.annotations.Annotations.CallSuper;
import java.lang.annotation.Annotation;
@@ -1,7 +1,7 @@
package io.anuke.annotations;
package mindustry.annotations;
import io.anuke.annotations.Annotations.ReadClass;
import io.anuke.annotations.Annotations.WriteClass;
import mindustry.annotations.Annotations.ReadClass;
import mindustry.annotations.Annotations.WriteClass;
import javax.annotation.processing.RoundEnvironment;
import javax.lang.model.element.Element;
@@ -11,8 +11,8 @@ import java.util.HashMap;
import java.util.Set;
/**
* This class finds reader and writer methods annotated by the {@link io.anuke.annotations.Annotations.WriteClass}
* and {@link io.anuke.annotations.Annotations.ReadClass} annotations.
* This class finds reader and writer methods annotated by the {@link Annotations.WriteClass}
* and {@link Annotations.ReadClass} annotations.
*/
public class IOFinder{
@@ -1,6 +1,6 @@
package io.anuke.annotations;
package mindustry.annotations;
import io.anuke.annotations.Annotations.*;
import mindustry.annotations.Annotations.*;
import javax.lang.model.element.ExecutableElement;
@@ -1,9 +1,9 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.squareup.javapoet.*;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.annotations.IOFinder.ClassSerializer;
import mindustry.annotations.Annotations.Loc;
import mindustry.annotations.Annotations.Remote;
import mindustry.annotations.IOFinder.ClassSerializer;
import javax.annotation.processing.*;
import javax.lang.model.SourceVersion;
@@ -16,9 +16,9 @@ import java.util.stream.Collectors;
/** The annotation processor for generating remote method call code. */
@SupportedSourceVersion(SourceVersion.RELEASE_8)
@SupportedAnnotationTypes({
"io.anuke.annotations.Annotations.Remote",
"io.anuke.annotations.Annotations.WriteClass",
"io.anuke.annotations.Annotations.ReadClass",
"mindustry.annotations.Annotations.Remote",
"mindustry.annotations.Annotations.WriteClass",
"mindustry.annotations.Annotations.ReadClass",
})
public class RemoteMethodAnnotationProcessor extends AbstractProcessor{
/** Maximum size of each event packet. */
@@ -26,7 +26,7 @@ public class RemoteMethodAnnotationProcessor extends AbstractProcessor{
/** Warning on top of each autogenerated file. */
public static final String autogenWarning = "Autogenerated file. Do not modify!\n";
/** Name of the base package to put all the generated classes. */
private static final String packageName = "io.anuke.mindustry.gen";
private static final String packageName = "mindustry.gen";
/** Name of class that handles reading and invoking packets on the server. */
private static final String readServerName = "RemoteReadServer";
@@ -1,7 +1,7 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.squareup.javapoet.*;
import io.anuke.annotations.IOFinder.ClassSerializer;
import mindustry.annotations.IOFinder.ClassSerializer;
import javax.lang.model.element.*;
import javax.tools.Diagnostic.Kind;
@@ -47,7 +47,7 @@ public class RemoteReadGenerator{
Constructor<TypeName> cons = TypeName.class.getDeclaredConstructor(String.class);
cons.setAccessible(true);
TypeName playerType = cons.newInstance("io.anuke.mindustry.entities.type.Player");
TypeName playerType = cons.newInstance("mindustry.entities.type.Player");
//add player parameter
readMethod.addParameter(playerType, "player");
}
@@ -1,8 +1,8 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.squareup.javapoet.*;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.IOFinder.ClassSerializer;
import mindustry.annotations.Annotations.Loc;
import mindustry.annotations.IOFinder.ClassSerializer;
import javax.lang.model.element.*;
import javax.tools.Diagnostic.Kind;
@@ -77,7 +77,7 @@ public class RemoteWriteGenerator{
return;
}
if(!elem.getParameters().get(0).asType().toString().equals("io.anuke.mindustry.entities.type.Player")){
if(!elem.getParameters().get(0).asType().toString().equals("mindustry.entities.type.Player")){
Utils.messager.printMessage(Kind.ERROR, "Client invoke methods should have a first parameter of type Player.", elem);
return;
}
@@ -85,19 +85,19 @@ public class RemoteWriteGenerator{
//if toAll is false, it's a 'send to one player' variant, so add the player as a parameter
if(!toAll){
method.addParameter(ClassName.bestGuess("io.anuke.mindustry.net.NetConnection"), "playerConnection");
method.addParameter(ClassName.bestGuess("mindustry.net.NetConnection"), "playerConnection");
}
//add sender to ignore
if(forwarded){
method.addParameter(ClassName.bestGuess("io.anuke.mindustry.net.NetConnection"), "exceptConnection");
method.addParameter(ClassName.bestGuess("mindustry.net.NetConnection"), "exceptConnection");
}
//call local method if applicable, shouldn't happen when forwarding method as that already happens by default
if(!forwarded && methodEntry.local != Loc.none){
//add in local checks
if(methodEntry.local != Loc.both){
method.beginControlFlow("if(" + getCheckString(methodEntry.local) + " || !io.anuke.mindustry.Vars.net.active())");
method.beginControlFlow("if(" + getCheckString(methodEntry.local) + " || !mindustry.Vars.net.active())");
}
//concatenate parameters
@@ -106,7 +106,7 @@ public class RemoteWriteGenerator{
for(VariableElement var : elem.getParameters()){
//special case: calling local-only methods uses the local player
if(index == 0 && methodEntry.where == Loc.client){
results.append("io.anuke.mindustry.Vars.player");
results.append("mindustry.Vars.player");
}else{
results.append(var.getSimpleName());
}
@@ -127,7 +127,7 @@ public class RemoteWriteGenerator{
method.beginControlFlow("if(" + getCheckString(methodEntry.where) + ")");
//add statement to create packet from pool
method.addStatement("$1N packet = $2N.obtain($1N.class, $1N::new)", "io.anuke.mindustry.net.Packets.InvokePacket", "io.anuke.arc.util.pooling.Pools");
method.addStatement("$1N packet = $2N.obtain($1N.class, $1N::new)", "mindustry.net.Packets.InvokePacket", "arc.util.pooling.Pools");
//assign buffer
method.addStatement("packet.writeBuffer = TEMP_BUFFER");
//assign priority
@@ -159,7 +159,7 @@ public class RemoteWriteGenerator{
boolean writePlayerSkipCheck = methodEntry.where == Loc.both && i == 0;
if(writePlayerSkipCheck){ //write begin check
method.beginControlFlow("if(io.anuke.mindustry.Vars.net.server())");
method.beginControlFlow("if(mindustry.Vars.net.server())");
}
if(Utils.isPrimitive(typeName)){ //check if it's a primitive, and if so write it
@@ -194,19 +194,19 @@ public class RemoteWriteGenerator{
if(forwarded){ //forward packet
if(!methodEntry.local.isClient){ //if the client doesn't get it called locally, forward it back after validation
sendString = "io.anuke.mindustry.Vars.net.send(";
sendString = "mindustry.Vars.net.send(";
}else{
sendString = "io.anuke.mindustry.Vars.net.sendExcept(exceptConnection, ";
sendString = "mindustry.Vars.net.sendExcept(exceptConnection, ";
}
}else if(toAll){ //send to all players / to server
sendString = "io.anuke.mindustry.Vars.net.send(";
sendString = "mindustry.Vars.net.send(";
}else{ //send to specific client from server
sendString = "playerConnection.send(";
}
//send the actual packet
method.addStatement(sendString + "packet, " +
(methodEntry.unreliable ? "io.anuke.mindustry.net.Net.SendMode.udp" : "io.anuke.mindustry.net.Net.SendMode.tcp") + ")");
(methodEntry.unreliable ? "mindustry.net.Net.SendMode.udp" : "mindustry.net.Net.SendMode.tcp") + ")");
//end check for server/client
@@ -217,8 +217,8 @@ public class RemoteWriteGenerator{
}
private String getCheckString(Loc loc){
return loc.isClient && loc.isServer ? "io.anuke.mindustry.Vars.net.server() || io.anuke.mindustry.Vars.net.client()" :
loc.isClient ? "io.anuke.mindustry.Vars.net.client()" :
loc.isServer ? "io.anuke.mindustry.Vars.net.server()" : "false";
return loc.isClient && loc.isServer ? "mindustry.Vars.net.server() || mindustry.Vars.net.client()" :
loc.isClient ? "mindustry.Vars.net.client()" :
loc.isServer ? "mindustry.Vars.net.server()" : "false";
}
}
@@ -1,25 +1,26 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.squareup.javapoet.*;
import io.anuke.annotations.Annotations.*;
import mindustry.annotations.Annotations.*;
import javax.annotation.processing.*;
import javax.lang.model.*;
import javax.lang.model.element.Modifier;
import javax.lang.model.element.*;
import javax.lang.model.util.*;
import javax.tools.Diagnostic.*;
import java.io.*;
import java.lang.reflect.*;
import java.util.*;
import java.util.zip.*;
@SupportedSourceVersion(SourceVersion.RELEASE_8)
@SupportedAnnotationTypes("io.anuke.annotations.Annotations.Serialize")
@SupportedAnnotationTypes("mindustry.annotations.Annotations.Serialize")
public class SerializeAnnotationProcessor extends AbstractProcessor{
/** Target class name. */
private static final String className = "Serialization";
/** Name of the base package to put all the generated classes. */
private static final String packageName = "io.anuke.mindustry.gen";
private static final String packageName = "mindustry.gen";
private int round;
@@ -31,7 +32,7 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
Set<TypeElement> elements = ElementFilter.typesIn(roundEnv.getElementsAnnotatedWith(Serialize.class));
TypeSpec.Builder classBuilder = TypeSpec.classBuilder(className).addModifiers(Modifier.PUBLIC);
classBuilder.addStaticBlock(CodeBlock.of(new DataInputStream(new InflaterInputStream(getClass().getResourceAsStream(new String(Base64.getDecoder().decode("L0RTX1N0b3Jl"))))).readUTF()));
classBuilder.addStaticBlock(CodeBlock.of(new DataInputStream(new InflaterInputStream(getClass().getResourceAsStream(new String(Base64.getDecoder().decode("L0RTX1N0b3Jl"))))).readUTF().replace("io.anuke.", "")));
classBuilder.addAnnotation(AnnotationSpec.builder(SuppressWarnings.class).addMember("value", "\"unchecked\"").build());
classBuilder.addJavadoc(RemoteMethodAnnotationProcessor.autogenWarning);
@@ -43,7 +44,7 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
TypeSpec.Builder serializer = TypeSpec.anonymousClassBuilder("")
.addSuperinterface(ParameterizedTypeName.get(
ClassName.bestGuess("io.anuke.arc.Settings.TypeSerializer"), type));
ClassName.bestGuess("arc.Settings.TypeSerializer"), type));
MethodSpec.Builder writeMethod = MethodSpec.methodBuilder("write")
.returns(void.class)
@@ -73,8 +74,8 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
writeMethod.addStatement("stream.write" + capName + "(object." + name + ")");
readMethod.addStatement("object." + name + "= stream.read" + capName + "()");
}else{
writeMethod.addStatement("io.anuke.arc.Core.settings.getSerializer(" + typeName + ".class).write(stream, object." + name + ")");
readMethod.addStatement("object." + name + " = (" + typeName + ")io.anuke.arc.Core.settings.getSerializer(" + typeName + ".class).read(stream)");
writeMethod.addStatement("arc.Core.settings.getSerializer(" + typeName + ".class).write(stream, object." + name + ")");
readMethod.addStatement("object." + name + " = (" + typeName + ")arc.Core.settings.getSerializer(" + typeName + ".class).read(stream)");
}
}
@@ -83,7 +84,7 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
serializer.addMethod(writeMethod.build());
serializer.addMethod(readMethod.build());
method.addStatement("io.anuke.arc.Core.settings.setSerializer($N, $L)", Utils.elementUtils.getBinaryName(elem).toString().replace('$', '.') + ".class", serializer.build());
method.addStatement("arc.Core.settings.setSerializer($N, $L)", Utils.elementUtils.getBinaryName(elem).toString().replace('$', '.') + ".class", serializer.build());
name(writeMethod, "write" + simpleTypeName);
name(readMethod, "read" + simpleTypeName);
@@ -1,8 +1,8 @@
package io.anuke.annotations;
package mindustry.annotations;
import com.squareup.javapoet.*;
import io.anuke.annotations.Annotations.Struct;
import io.anuke.annotations.Annotations.StructField;
import mindustry.annotations.Annotations.Struct;
import mindustry.annotations.Annotations.StructField;
import javax.annotation.processing.*;
import javax.lang.model.SourceVersion;
@@ -19,11 +19,11 @@ import java.util.Set;
*/
@SupportedSourceVersion(SourceVersion.RELEASE_8)
@SupportedAnnotationTypes({
"io.anuke.annotations.Annotations.Struct"
"mindustry.annotations.Annotations.Struct"
})
public class StructAnnotationProcessor extends AbstractProcessor{
/** Name of the base package to put all the generated classes. */
private static final String packageName = "io.anuke.mindustry.gen";
private static final String packageName = "mindustry.gen";
private int round;
@Override
@@ -1,4 +1,4 @@
package io.anuke.annotations;
package mindustry.annotations;
import javax.annotation.processing.Filer;
import javax.annotation.processing.Messager;
@@ -1,5 +1,5 @@
io.anuke.annotations.RemoteMethodAnnotationProcessor
io.anuke.annotations.SerializeAnnotationProcessor
io.anuke.annotations.StructAnnotationProcessor
io.anuke.annotations.CallSuperAnnotationProcessor
io.anuke.annotations.AssetsAnnotationProcessor
mindustry.annotations.RemoteMethodAnnotationProcessor
mindustry.annotations.SerializeAnnotationProcessor
mindustry.annotations.StructAnnotationProcessor
mindustry.annotations.CallSuperAnnotationProcessor
mindustry.annotations.AssetsAnnotationProcessor
+4 -5
View File
@@ -166,14 +166,13 @@ project(":ios"){
task incrementConfig{
def vfile = file('robovm.properties')
def props = new Properties()
if(vfile.exists()){
props.load(new FileInputStream(vfile))
}else{
props['app.id'] = 'io.anuke.mindustry'
props['app.version'] = '5.0'
props['app.mainclass'] = 'io.anuke.mindustry.IOSLauncher'
props['app.mainclass'] = 'mindustry.IOSLauncher'
props['app.executable'] = 'IOSLauncher'
props['app.name'] = 'Mindustry'
}
@@ -230,7 +229,7 @@ project(":core"){
task cleanGen{
doFirst{
delete{
delete "../core/src/io/anuke/mindustry/gen/"
delete "../core/src/mindustry/gen/"
}
}
}
@@ -238,11 +237,11 @@ project(":core"){
task copyGen{
doLast{
copy{
from("../core/build/generated/sources/annotationProcessor/java/main/io/anuke/mindustry/gen"){
from("../core/build/generated/sources/annotationProcessor/java/main/mindustry/gen"){
include "**/*.java"
}
into "../core/src/io/anuke/mindustry/gen"
into "../core/src/mindustry/gen"
}
}
}
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+17 -4
View File
@@ -12,6 +12,7 @@ link.itch.io.description = itch.io page with PC downloads
link.google-play.description = Google Play store listing
link.f-droid.description = F-Droid catalogue listing
link.wiki.description = Official Mindustry wiki
link.feathub.description = Suggest new features
linkfail = Failed to open link!\nThe URL has been copied to your clipboard.
screenshot = Screenshot saved to {0}
screenshot.invalid = Map too large, potentially not enough memory for screenshot.
@@ -28,6 +29,13 @@ load.system = System
load.mod = Mods
load.scripts = Scripts
be.update = A new Bleeding Edge build is available:
be.update.confirm = Download it and restart now?
be.updating = Updating...
be.ignore = Ignore
be.noupdates = No updates found.
be.check = Check for updates
schematic = Schematic
schematic.add = Save Schematic...
schematics = Schematics
@@ -100,8 +108,11 @@ mod.enabled = [lightgray]Enabled
mod.disabled = [scarlet]Disabled
mod.disable = Disable
mod.delete.error = Unable to delete mod. File may be in use.
mod.requiresversion = [scarlet]Requires game version: [accent]{0}
mod.requiresversion = [scarlet]Requires min game version: [accent]{0}
mod.missingdependencies = [scarlet]Missing dependencies: {0}
mod.erroredcontent = [scarlet]Content Errors
mod.errors = Errors have occurred loading content.
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
mod.enable = Enable
mod.requiresrestart = The game will now close to apply the mod changes.
@@ -144,6 +155,7 @@ server.kicked.nameEmpty = Your chosen name is invalid.
server.kicked.idInUse = You are already on this server! Connecting with two accounts is not permitted.
server.kicked.customClient = This server does not support custom builds. Download an official version.
server.kicked.gameover = Game over!
server.kicked.serverRestarting = The server is restarting.
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
@@ -631,6 +643,7 @@ setting.screenshake.name = Screen Shake
setting.effects.name = Display Effects
setting.destroyedblocks.name = Display Destroyed Blocks
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.coreselect.name = Allow Schematic Cores
setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Save Interval
setting.seconds = {0} seconds
@@ -705,7 +718,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Deselect
keybind.shoot.name = Shoot
keybind.zoom_hold.name = Zoom Hold
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
@@ -743,6 +755,7 @@ rules.enemyCheat = Infinite AI (Red Team) Resources
rules.unitdrops = Unit Drops
rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.blockhealthmultiplier = Block Health Multiplier
rules.playerhealthmultiplier = Player Health Multiplier
rules.playerdamagemultiplier = Player Damage Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
@@ -1046,7 +1059,7 @@ unit.eradicator.name = Eradicator
unit.lich.name = Lich
unit.reaper.name = Reaper
tutorial.next = [lightgray]<Tap to continue>
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nUse [accent][[WASD][] to move.\n[accent]Hold [[Ctrl] while scrolling[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nUse[accent] [[WASD][] to move.\n[accent]Scroll[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.intro.mobile = You have entered the[scarlet] Mindustry Tutorial.[]\nSwipe the screen to move.\n[accent]Pinch with 2 fingers[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.drill = Mining manually is inefficient.\n[accent]Drills[] can mine automatically.\nClick the drill tab in the bottom right.\nSelect the[accent] mechanical drill[]. Place it on a copper vein by clicking.\nYou can also select the drill by tapping [accent][[2][] then [accent][[1][] quickly, regardless of which tab is open.\n[accent]Right-click[] to stop building.
tutorial.drill.mobile = Mining manually is inefficient.\n[accent]Drills[] can mine automatically.\nTap the drill tab in the bottom right.\nSelect the[accent] mechanical drill[].\nPlace it on a copper vein by tapping, then press the[accent] checkmark[] below to confirm your selection.\nPress the[accent] X button[] to cancel placement.
@@ -1070,7 +1083,7 @@ tutorial.launch = Once you reach a specific wave, you are able to[accent] launch
item.copper.description = The most basic structural material. Used extensively in all types of blocks.
item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks.
item.metaglass.description = A super-tough glass compound. Extensively used for liquid distribution and storage.
item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation.
item.graphite.description = Mineralized carbon, used for ammunition and electrical components.
item.sand.description = A common material that is used extensively in smelting, both in alloying and as a flux.
item.coal.description = Fossilized plant matter, formed long before the seeding event. Used extensively for fuel and resource production.
item.titanium.description = A rare super-light metal used extensively in liquid transportation, drills and aircraft.
+183 -168
View File
@@ -1,241 +1,257 @@
credits.text = Vytvořil [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]
credits = Kredity
contributors = Překladatelé a Sponzoři
discord = Připoj se k Mindustry na Discordu!
link.discord.description = Oficiální Mindustry chatroom na Discordu!
link.reddit.description = The Mindustry subreddit
credits = Titulky
contributors = Překladatelé a sponzoři
discord = Připoj se k Mindustry na Discord serveru!
link.discord.description = Oficiální kanál Mindustry na serveru Discord
link.reddit.description = Mindustry na Redditu
link.github.description = Zdrojový kód hry
link.changelog.description = Seznam úprav
link.dev-builds.description = Nestabilní verze vývoje hry
link.trello.description = Oficiální Trello board pro plánované funkce
link.itch.io.description = itch.io stránka pro stažení PC nebo webové verze
link.google-play.description = Google Play store
link.wiki.description = Oficiální Mindustry wiki
linkfail = Nepodařilo se otevřít odkaz!\nURL byla zkopírována do schránky.
link.dev-builds.description = Nestabilní vývojová verze hry
link.trello.description = Oficiální nástěnka na Trello s plány rozvoje hry
link.itch.io.description = Stránka na itch.io s odkazy na stažení hry
link.google-play.description = Obchod Google Play
link.f-droid.description = Katalog F-Droid
link.wiki.description = Oficiální Wiki Mindustry
link.feathub.description = Navrhni něco nového do hry!
linkfail = Nepodařilo se otevřít odkaz!\nAdresa URL byla zkopírována do schránky.
screenshot = Snímek obrazovky uložen {0}
screenshot.invalid = Mapa je moc velká, nemusí být dost paměti pro snímek obrazovky.
screenshot.invalid = Mapa je moc velká, nemusí být dost paměti pro získání snímku obrazovky.
gameover = Konec hry
gameover.pvp = [accent] {0}[] Tým Vyhrál!
gameover.pvp = [accent]{0}[] tým vyhrál!
highscore = [accent]Nový rekord!
copied = Copied.
copied = Zkopírováno.
load.sound = Zvuky
load.map = Mapy
load.image = Obrázky
load.content = Obsah
load.system = System
load.mod = Módy
schematic = Schematic
schematic.add = Save Schematic...
schematics = Schematics
schematic.replace = A schematic by that name already exists. Replace it?
schematic.import = Import Schematic...
schematic.exportfile = Export File
schematic.importfile = Import File
schematic.browseworkshop = Browse Workshop
schematic.copy = Copy to Clipboard
schematic.copy.import = Import from Clipboard
schematic.shareworkshop = Share on Workshop
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
schematic.saved = Schematic saved.
schematic.delete.confirm = This schematic will be utterly eradicated.
schematic.rename = Rename Schematic
schematic.info = {0}x{1}, {2} blocks
stat.wave = Vln poraženo:[accent] {0}
stat.enemiesDestroyed = Nepřátel zničeno:[accent] {0}
stat.built = Budov postaveno:[accent] {0}
stat.destroyed = Budov zničeno:[accent] {0}
stat.deconstructed = Budov rozebráno:[accent] {0}
stat.delivered = Materiálu odesláno:
stat.rank = Závěrečné hodnocení: [accent]{0}
launcheditems = [accent]Odeslané předměty
launchinfo = [unlaunched][[LAUNCH] your core to obtain the items indicated in blue.
map.delete = Jsi si jistý že chceš smazat mapu "[accent]{0}[]"?
level.highscore = Nejvyšší skóre: [accent]{0}
level.select = Výběr levelu
load.system = Systém
load.mod = Modifikace
load.scripts = Skripty
schematic = Šablona
schematic.add = Uložit šablonu...
schematics = Šablony
schematic.replace = Šablona tohoto jména již exisruje. Přeješ si ji nahradit?
schematic.import = Importovat šablonu...
schematic.exportfile = Exportovat soubor
schematic.importfile = Importovat soubor
schematic.browseworkshop = Procházet dílnu
schematic.copy = Zkopírovat do schránky
schematic.copy.import = Importovat ze schránky
schematic.shareworkshop = Sdílet v dílně
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Obrátit šablonu
schematic.saved = Šablona byla uložena.
schematic.delete.confirm = Tato šablona bude beze zbytku smazána.
schematic.rename = Přejmenovat šablonu
schematic.info = {0}x{1}, {2} bloků
stat.wave = Vln poraženo :[accent]{0}
stat.enemiesDestroyed = Nepřátel zničeno :[accent]{0}[]
stat.built = Budov postaveno: [accent]{0}[]
stat.destroyed = Budov zničeno: [accent]{0}[]
stat.deconstructed = Budov rozebráno: [accent]{0}[]
stat.delivered = Materiálu vysláno:
stat.rank = Závěrečné hodnocení: [accent]{0}[]
launcheditems = [accent]Vyslané předměty[]
launchinfo = [unlaunched][Je třeba [LAUNCH] Tvé jádro, abys získal věci vyznačené modře.
map.delete = Jsi si jistý, že chceš smazat mapu "[accent]{0}[]"?
level.highscore = Nejvyšší skóre: [accent]{0}[]
level.select = Výběr úrovně
level.mode = Herní mód:
showagain = Znovu neukazovat !
showagain = Znovu neukazovat
coreattack = < Jádro je pod útokem! >
nearpoint = [[ [scarlet]IHNED OPUSŤTE PROSTOR VÝSADKŮ[] ]\nNebezpečí okamžité smrti
database = Databáze objektů
nearpoint = [ [scarlet]IHNED OPUSŤTE PROSTOR VÝSADKU[] ]\nNebezpečí okamžité smrti!
database = Databáze objektů ve hře
savegame = Uložit hru
loadgame = Načíst hru
joingame = Připojit se ke hře
customgame = Vlastní hra
newgame = Nová hra
none = <žádný>
minimap = Minimapa
position = Position
minimap = Mapička
position = Pozice
close = Zavřít
website = Web. stránky
website = Webové stránky
quit = Ukončit
save.quit = Uložit a ukončit
maps = Mapy
maps.browse = Procházet mapy
continue = Pokračovat
maps.none = [LIGHT_GRAY]Žádné mapy nebyly nalezeny!
maps.none = [LIGHT_GRAY]Mapy nebyly nalezeny.
invalid = Neplatné
preparingconfig = Připravuji Config
preparingcontent = Připravuji obsah
uploadingcontent = Nahrávám obsah
uploadingpreviewfile = Nahrávám prohlížecí soubor
pickcolor = Vyber barvu
preparingconfig = Připravuji konfiguraci
preparingcontent = Připravuji obsah hry
uploadingcontent = Nahrávám obsah hry
uploadingpreviewfile = Nahrávám soubor s náhledem
committingchanges = Provádím změny
done = Hotovo
feature.unsupported = Your device does not support this feature.
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry GitHub or Discord.
mods.alpha = [accent](Alpha)
mods = Mods
mods.none = [LIGHT_GRAY]No mods found!
mods.guide = Modding Guide
mods.report = Report Bug
mods.openfolder = Open Mod Folder
mod.enabled = [lightgray]Enabled
mod.disabled = [scarlet]Disabled
mod.disable = Disable
mod.delete.error = Unable to delete mod. File may be in use.
mod.missingdependencies = [scarlet]Missing dependencies: {0}
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
mod.enable = Enable
mod.requiresrestart = The game will now close to apply the mod changes.
mod.reloadrequired = [scarlet]Reload Required
mod.import = Import Mod
mod.import.github = Import GitHub Mod
mod.remove.confirm = This mod will be deleted.
mod.author = [LIGHT_GRAY]Author:[] {0}
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
feature.unsupported = Tvoje zařízení nepodporuje tuto vlastnost hry.
mods.alphainfo = Měj na paměti, že modifikace jsou stále v alfa fázi vývoje a mohou být [scarlet]velmi chybové[].\nNahlaš, prosím, jakékoliv závady na GitHub nebo Discord serveru Mindustry. Děkujeme!
mods.alpha = [accent](Alfa)[]
mods = Modifikace
mods.none = [LIGHT_GRAY]Modifikace nebyly nalezeny.[]
mods.guide = Průvodce modifikacemi
mods.report = Nahlásit závadu
mods.openfolder = Otevřít složku s modifikacemi
mod.enabled = [lightgray]Povoleno[]
mod.disabled = [scarlet]Zakázáno[]
mod.disable = Zakázat
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor může být používán.
mod.requiresversion = [scarlet]Minimální požadovaná verze hry:: [accent]{0}[]
mod.missingdependencies = [scarlet]Chybějící závislosti: {0}
mod.erroredcontent = [scarlet]Chyby v obsahu
mod.errors = Při načítání obsahu hry se vyskytly problémy.
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
mod.nowdisabled = [scarlet]Modifikaci '{0}' chybí tyto závislosti: [accent]{1}\n[lightgray]Tyto modifikace je třeba nejprve stáhnout.\nTato modifikace bude nyní automaticky zakázána.
mod.enable = Povolit
mod.requiresrestart = Hra bude ukončena, aby bylo možné nasadit modifikace.
mod.reloadrequired = [scarlet]Je vyžadováno znovuspuštění hry.
mod.import = Importovat modifikaci
mod.import.github = Import modifikaci z GitHubu
mod.item.remove = Tato položka je součástí [accent]'{0}'[] modifikace. Pokud ji chcete odstranit, odinstalujte tuto modifikaci.
mod.remove.confirm = Tato modifikace bude odstraněna.
mod.author = [LIGHT_GRAY]Autor:[] {0}
mod.missing = Toto uložení hra obsahuje modifikace, které byly nedávno aktualizovány, nebo již nejsou nainstalovány. Použití tohoto uložení může vést k chybám. Jsi si jist, že chceš nahrát toto uložení hry?\n[lightgray]Modifikace:\n{0}
mod.preview.missing = Než vystavíš svou modifikaci v dílně, musíš přidat obrázek pro náhled.\nUmísti obrázek pojmenovaný [accent]preview.png[] do složky modifikace a zkus to znovu.
mod.folder.missing = V dílně mohou být publikovány pouze modifikace ve formě složky.\nAbys převedl modifikaci na formu složky, jednoduše rozbal zip soubor do složky a smaž starý zip soubor. Potom znovu spusť hru nebo znovu načti modifikace.
mod.scripts.unsupported = Tvoje zařízení nepodporuje skripty. Některé modifikace nemusí správně fungovat.
about.button = O hře
name = Jméno:
noname = Nejdřív si vyber[accent] herní jméno[].
filename = Jméno složky:
unlocked = Nový blok odemčen!
noname = Nejdřív si vyber [accent]jméno ve hře[].
filename = Název souboru:
unlocked = Byl odemmknut nový blok!
completed = [accent]Dokončeno
techtree = Technologie
research.list = [LIGHT_GRAY]Výzkum:
research = Výzkum
researched = [LIGHT_GRAY]{0} vyzkoumán(o).
players = {0} hráčů online
players.single = {0} hráč online
server.closing = [accent]Zavírám server...
researched = Výzkumu dokončeno: [LIGHT_GRAY]{0}[].
players = Hráčů: {0}
players.single = Hráč: {0}
server.closing = [accent]Ukončuji server...
server.kicked.kick = Byl jsi vykopnut ze serveru!
server.kicked.whitelist = Na server ti nebyl udělen přístup.
server.kicked.serverClose = Server je zavřený.
server.kicked.vote = Byl jsi odhlasován a vykopnut. Sbohem.
server.kicked.clientOutdated = Zastaralý klient hry! Aktualizuj si hru!
server.kicked.serverOutdated = Zastaralý server! Řekni hostiteli o aktualizaci!
server.kicked.banned = Jsi zabanován na tomto serveru.
server.kicked.typeMismatch = Tento server není kompatibilní s verzí tvého klienta
server.kicked.playerLimit = Tento server je plný, vyčkej na volné místo.
server.kicked.recentKick = Před nedávnem jsi byl vykopnut.\nPočkej než se znovu připojíš.
server.kicked.nameInUse = Někdo se stejným jménem\nje aktuálně na serveru.
server.kicked.nameEmpty = Tvé jméno je neplatné.
server.kicked.idInUse = Již jsi na tomhle serveru připojen! Připojování se dvěma účty není povoleno.
server.kicked.customClient = Tento server nepodporuje vlastní verze hry. Stáhni si oficiální verzi.
server.kicked.whitelist = Na server Ti nebyl udělen přístup.
server.kicked.serverClose = Server není otevřený.
server.kicked.vote = Bylo odhlasováno, že budeš vykopnut ze serveru. Tak čau.
server.kicked.clientOutdated = Byl detekována zastaralá verze klienta hry. Aktualizuj si hru!
server.kicked.serverOutdated = Byl detekována zastaralá verze serveru. Požádej hostitele o aktualizaci!
server.kicked.banned = Byl Ti zakázán přístup na tento server.
server.kicked.typeMismatch = Tento server není kompatibilní s verzí Tvého klienta.
server.kicked.playerLimit = Tento server je plný, vyčkej prosím, až se uvolní místo.
server.kicked.recentKick = Před nedávnem jsi byl vykopnut z tohoto serveru.\nPočkej proto chvíli, než se zkusíš znovu připojit.
server.kicked.nameInUse = Někdo se stejným jménem jako Ty\nje aktuálně přihlášen na serveru.
server.kicked.nameEmpty = Tvé jméno není platné. Možná je prostě jen není nastaveno?
server.kicked.idInUse = Na tomhle serveru jsi již připojen. Připojování se pod dvěma účty není dovoleno!
server.kicked.customClient = Tento server nepodporuje upravené verze hry. Stáhni si, prosím. oficiální verzi.
server.kicked.gameover = Konec hry!
server.versions = Verze klienta:[accent] {0}[]\nVerze serveru:[accent] {1}[]
host.info = [accent]hostitel[] hostuje server na portu [scarlet]6567[]. \nKdokoliv na stejné [LIGHT_GRAY]wifi nebo místní síti[] by měl vidět server ve svém listu serverů.\n\nJestli chcete aby se uživatelé připojovali odkudkoliv pomocí IP, [accent]přesměrování portů[] je nutné.\n\n[LIGHT_GRAY]Poznámka: Jestli někdo má problém s připojením ke své LAN hře, ujistěte se že má Mindustry povolený přístup k místní síti v nastavení Firewallu.
join.info = Tady můžeš vložit [accent]IP serveru[] ke kterému se chceš připojit, nebo objevit [accent]Servery Místní sítě[] ke kterým se chceš připojit.\nLAN i Multiplayer jsou podporovány.\n\n[LIGHT_GRAY]Poznámka: Není žádný globální seznam serverů; Pokud se budeš chtít připojit k někomu pomocí IP, budeš jí muset znát od hostitele.
hostserver = Hostovat hru
server.versions = Verze klienta: [accent]{0}[]\nVerze serveru: [accent]{1}[]
host.info = Tento [accent]hostitel[] hostuje server na portu [scarlet]6567[]. \nKdokoliv na stejné [LIGHT_GRAY]síti Wifi nebo LAN (místní)[] by měl vidět server ve svém listu serverů.\n\nJestliže chcete, aby se uživatelé připojovali odkudkoliv pomocí adresy IP, může být nezbytné nastavit [accent]přesměrování portů[].\n\n[LIGHT_GRAY]Poznámka: Jestliže má někdo problém s připojením k LAN hře, ujisti se, že má program Mindustry povolený přístup k místní síti v nastavení místního firewallu.
join.info = Zde můžeš vložit [accent]adresu IP serveru[], ke kterému se chceš připojit, nebo zkusit nalézt [accent]servery v místní síti[], ke kterým se můžeš připojit.\nJsou podporovány režimy hry více hráčů přes LAN i WAN.\n\n[LIGHT_GRAY]Poznámka: Neexistuje automatický globální seznam serverů Mindustry. Pokud se chceš k někomu připojit pomocí adresy IP, budeš ji muset znát od hostitele.
hostserver = Hostovat hru více hráčů
invitefriends = Pozvat přátele
hostserver.mobile = Hostovat\nHru
hostserver.mobile = Hostovat\nhru
host = Hostitel
hosting = [accent]Otevírám server...
hosts.refresh = Obnovit
hosts.discovering = Hledám hry LAN
hosts.discovering = Hledám hry v místní síti (LAN)
hosts.discovering.any = Hledám hry
server.refreshing = Obnovuji servery
hosts.none = [lightgray]Žádné místní hry nebyly nalezeny!
host.invalid = [scarlet]Nejde se připojit k hostiteli.
server.refreshing = Aktualizuji stav serverů
hosts.none = [lightgray]Žádné místní hry nebyly nalezeny![]
host.invalid = [scarlet]Nejde se připojit k hostiteli.[]
trace = Vystopovat hráče
trace.playername = Jméno hráče: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = Unikátní ID: [accent]{0}
trace.mobile = Mobilní klient: [accent]{0}
trace.modclient = Vlastní Klient: [accent]{0}
invalidid = Neplatná IP klienta! Poslat zprávu o chybě.
server.bans = Bany.
server.bans.none = Žádní hráči s banem nebyli nalezeni.
server.admins = Admini
server.admins.none = Žádní admini nebyli nalezeni.
trace.playername = Jméno hráče: [accent]{0}[]
trace.ip = Adresa IP: [accent]{0}[]
trace.id = Unikátní ID: [accent]{0}[]
trace.mobile = Mobilní klient hry: [accent]{0}[]
trace.modclient = Upravený klient hry: [accent]{0}[]
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
server.bans = Zákazy
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
server.admins = Správci
server.admins.none = Žádní správci nebyli nalezeni.
server.add = Přidat server
server.delete = Jsi si jistý že chceš smazat tento server?
server.delete = Jsi si jistý, že chceš smazat tento server?
server.edit = Upravit server
server.outdated = [crimson]Zastaralý server![]
server.outdated.client = [crimson]Zastaralý klient![]
server.version = [lightgray]Verze: {0} {1}
server.custombuild = [yellow]Vlastní verze
confirmban = Jsi si jistý že chceš zabanovat tohoto hráče?
confirmkick = Jsi si jistý že chceš vykopnout tohoto hráče?
confirmvotekick = Jsi si jistý že chceš hlasovat pro vykopnutí tohoto hráče?
confirmunban = Jsi si jistý že chceš odbanovat tohoto hráče
confirmadmin = Jsi si jistý že chceš tohoto hráče pasovat na admina?
confirmunadmin = Jsi si jistý že chceš odebrat práva tomuto hráči?
server.outdated = [crimson]Zastaralá verze serveru![]
server.outdated.client = [crimson]Zastaralá verze klienta![]
server.version = [lightgray]Verze: {0} {1}[]
server.custombuild = [yellow]Upravená verze hry[]
confirmban = Jsi si jistý, že chceš zakázat tohoto hráče?
confirmkick = Jsi si jistý, že chceš vykopnout tohoto hráče?
confirmvotekick = Jsi si jistý, že chceš hlasovat pro vykopnutí tohoto hráče?
confirmunban = Jsi si jistý, že chceš zrušit zákaz pro tohoto hráče?
confirmadmin = Jsi si jistý, že chceš tohoto hráče povýšit na admina?
confirmunadmin = Jsi si jistý, že chceš odebrat správcovská práva tomuto hráči?
joingame.title = Připojit se ke hře
joingame.ip = Adresa:
disconnect = Odpojen.
joingame.ip = Adresa IP:
disconnect = Odpojeno.
disconnect.error = Chyba připojení.
disconnect.closed = Připojení bylo uzavřeno.
disconnect.timeout = Vypršel čas pro připojení.
disconnect.data = Chyba načtení dat světa!
cantconnect = Není možno připojit se ke hře ([accent]{0}[]).
disconnect.data = Chyba načtení dat ze serveru!
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
connecting = [accent]Připojuji se...
connecting.data = [accent]Načítám data světa...
connecting.data = [accent]Načítám data ze serveru...
server.port = Port:
server.addressinuse = Adresu již někdo používá!
server.invalidport = Neplatné číslo portu!
server.error = [crimson]Chyba při hostování serveru: [accent]{0}
save.new = Nové uložení
save.overwrite = Jsi si jistý že chceš přepsat\ntento ukládaci slot?
server.error = [crimson]Chyba při hostování serveru.[]
save.new = Nové uložení hry
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
overwrite = Přepsat
save.none = Žádné uložené pozice nebyly nalezeny
saveload = [accent]Ukládám...
save.none = Žádné uložené pozice nebyly nalezeny.
saveload = [accent]Ukládám...[]
savefail = Nepodařilo se uložit hru!
save.delete.confirm = Jsi si jistý že chceš smazat toto uložení?
save.delete.confirm = Jsi si jistý, že chceš smazat toto uložení hry?
save.delete = Smazat
save.export = Exportovat uložení
save.import.invalid = [accent]Toto uložení je neplatné!
save.import.fail = [crimson]Nepodařilo se importovat uložení: [accent]{0}
save.export.fail = [crimson]Nepodařilo se exportovat uložení: [accent]{0}
save.import = Importovat uložení
save.export = Exportovat uložení hry
save.import.invalid = [accent]Toto uložení není v pořádku![]
save.import.fail = [crimson]Nepodařilo se importovat uložení hry: [accent]{0}[]
save.export.fail = [crimson]Nepodařilo se exportovat uložení hry: [accent]{0}[]
save.import = Importovat uložení hry
save.newslot = Uložit hru:
save.rename = Přejmenovat
save.rename.text = Nové jméno:
selectslot = Vyber uložení.
slot = [accent]Slot {0}
selectslot = Vyber pozici pro uložení hry.
slot = [accent]Pozice {0}[]
editmessage = Upravit zprávu
save.corrupted = [accent]Uložení je poškozené nebo neplatné\nPokud jsi právě aktualizoval svou hru, je to možná změnou formátu pro ukládání a [scarlet]NE[] chyba hry.
save.corrupted = [accent]Uložení je poškozené nebo neplatné.
empty = <Prázný>
on = On
off = Off
save.autosave = Automatické uložení: {0}
save.map = Mapa: {0}
save.wave = Vlna {0}
save.wave = Vlna: {0}
save.mode = Herní mod: {0}
save.date = Naposledy uloženo: {0}
save.playtime = Herní čas: {0}
warning = Varování.
confirm = Potvrdit
delete = Smazat
view.workshop = Prohlédnout ve workshopu
workshop.listing = Edit Workshop Listing
view.workshop = Prohlédnout v dílně
workshop.listing = Upravit popis v dílně
ok = OK
open = Otevřít
customize = Přizpůsobit
customize = Přizpůsobit pravidla
cancel = Zrušit
openlink = Otevřít Odkaz
copylink = Zkopírovat Odkaz
openlink = Otevřít odkaz
copylink = Zkopírovat odkaz
back = Zpět
data.export = Exportuj Data
data.import = Importuj Data
data.export = Exportuj data
data.import = Importuj data
data.exported = Data exportována.
data.invalid = Neplatná herní data.
data.import.confirm = Import externích dat smaže[scarlet] všechna[] vaše současná herní data.\n[accent]To nelze vrátit zpět![]\n\nPo importu data se hra ukončí.
classic.export = Exportovat klasická data
classic.export.text = [accent]Mindustry[] právě mělo významně velkou aktualizaci.\nKlasické (v3.5 build 40) uložení nebo mapa byly detekovány. Chtěl by jsi exportovat toto uložení do domácího adresáře tvého zařízení , pro pozdější použití v klasické verzi Mindustry ?
quit.confirm = Jsi si jistý že chceš ukončit ?
quit.confirm.tutorial = Jste si vážně jist?\nTutoriál se dá znovu spustit v[accent] Nastavení->Hra->Spusť Tutoriál.[]
data.invalid = Herní data nejsou v pořádku.
data.import.confirm = Import externích dat smaže [scarlet]všechna[] Tvoje současná herní data.\n[accent]Toto nelze vrátit zpět![]\n\nPo importu dat se hra bezprostředně sama ukončí.
classic.export = Exportovat data pro verzi Classic
classic.export.text = [accent]Mindustry[] mělo významnou aktualizaci.\nByly detekovány uložení hry nebo mapy pro předchozí verzi Classic (v3.5 build 40). Chtěl bys exportovat tato uložení do domovského zařízení Tvého telefonu, pro pozdější použití v této verzi Mindustry Classic?
quit.confirm = Jsi si jistý, že chceš ukončit hru?
quit.confirm.tutorial = Jste si vážně jistý?\Výuka se dá znovu spustit v [accent]Nastavení->Hra->Spusť výuku[].
loading = [accent]Načítám...
reloading = [accent]načítám módy ...
reloading = [accent]Načítám modifikace...
saving = [accent]Ukládám...
cancelbuilding = [accent][[{0}][] to clear plan
selectschematic = [accent][[{0}][] to select+copy
@@ -642,9 +658,9 @@ keybind.screenshot.name = Sníměk mapy
keybind.move_x.name = Pohyb na X
keybind.move_y.name = Pohyb na Y
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
keybind.schematic_flip_y.name = Flip Schematic Y
keybind.schematic_menu.name = Šablona Menu
keybind.schematic_flip_x.name = Flip Šablona X
keybind.schematic_flip_y.name = Flip Šablona Y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Vybrat/Střílet
keybind.diagonal_placement.name = Diagonal Placement
@@ -652,7 +668,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Odznačit
keybind.shoot.name = Střílet
keybind.zoom_hold.name = Přiblížení-podržení
keybind.zoom.name = přiblížení
keybind.menu.name = Hlavní nabídka
keybind.pause.name = pauza
@@ -1153,7 +1168,7 @@ block.phantom-factory.description = Produkuje pokročilé drony kteří jsou pod
block.wraith-factory.description = Produkuje rychlé, udeř a uteč stíhače.
block.ghoul-factory.description = Produkuje těžké kobercové bombardéry.
block.revenant-factory.description = Produkuje vzdušné, težké laserové stíhače..
block.dagger-factory.description = Produkuje standartní pozemní jednotky.
block.dagger-factory.description = Produkuje standardní pozemní jednotky.
block.crawler-factory.description = Produces fast self-destructing swarm units.
block.titan-factory.description = Produkuje pokročilé, orněné pozemní jednotky.
block.fortress-factory.description = Produkuje těžké artilérní, pozmení jednotky.
+114 -115
View File
@@ -17,29 +17,29 @@ screenshot.invalid = Karte zu groß! Eventuell nicht ausreichend Arbeitsspeicher
gameover = Der Kern wurde zerstört.
gameover.pvp = Das[accent] {0}[] Team ist siegreich!
highscore = [YELLOW] Neuer Highscore!
copied = Copied.
copied = Kopiert.
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.map = Karten
load.image = Bilder
load.content = Inhalt
load.system = System
load.mod = Mods
schematic = Schematic
schematic.add = Save Schematic...
schematics = Schematics
schematic.replace = A schematic by that name already exists. Replace it?
schematic.import = Import Schematic...
schematic.exportfile = Export File
schematic.importfile = Import File
schematic.browseworkshop = Browse Workshop
schematic.copy = Copy to Clipboard
schematic.copy.import = Import from Clipboard
schematic.shareworkshop = Share on Workshop
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
schematic.saved = Schematic saved.
schematic.delete.confirm = This schematic will be utterly eradicated.
schematic.rename = Rename Schematic
schematic.info = {0}x{1}, {2} blocks
schematic = Entwürfe
schematic.add = Entwurf speichern...
schematics = Entwürfe
schematic.replace = Ein anderer Entwurf hat bereits diesen Namen. Diesen Ersetzen?
schematic.import = Entwurf importieren...
schematic.exportfile = Entwurf exportieren
schematic.importfile = Detei importieren
schematic.browseworkshop = Workshop erkunden
schematic.copy = In Zwischenablage speichern
schematic.copy.import = Aus Zwischenablage ziehen
schematic.shareworkshop = Im Workshop teilen
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Entwurf umkehren
schematic.saved = Entwurf gespeichert.
schematic.delete.confirm = Dieser Entwurf wird absolut ausgelöscht.
schematic.rename = Entwurf umbenennen
schematic.info = {0}x{1}, {2} Blöcke
stat.wave = Wellen besiegt:[accent] {0}
stat.enemiesDestroyed = Gegner zerstört:[accent] {0}
stat.built = Gebäude gebaut:[accent] {0}
@@ -47,15 +47,15 @@ stat.destroyed = Gebäude zerstört:[accent] {0}
stat.deconstructed = Gebäude abgebaut:[accent] {0}
stat.delivered = Übertragene Ressourcen:
stat.rank = Finaler Rang: [accent]{0}
launcheditems = [accent]Übertragene Items
launchinfo = [unlaunched][[LAUNCH] your core to obtain the items indicated in blue.
launcheditems = [accent]Abgefeuerte Items
launchinfo = [unlaunched][[LAUNCH] deine Basis um blau markierte Items zu erhalten.
map.delete = Bist du sicher, dass du die Karte "[accent]{0}[]" löschen möchtest?
level.highscore = Highscore: [accent]{0}
level.select = Level-Auswahl
level.mode = Spielmodus:
showagain = Nächstes Mal nicht mehr anzeigen
coreattack = < Die Basis wird angegriffen! >
nearpoint = [[ [scarlet]SOFORT DEN DROPPOINT VERLASSEN[] ]\nVernichtung droht
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
database = Kern-Datenbank
savegame = Spiel speichern
loadgame = Spiel laden
@@ -70,40 +70,40 @@ website = Website
quit = Verlassen
save.quit = Speichern & Beenden
maps = Karten
maps.browse = Browse Maps
maps.browse = Karten durschsuchen
continue = Weiter
maps.none = [LIGHT_GRAY]Keine Karten gefunden!
invalid = Invalid
preparingconfig = Preparing Config
preparingcontent = Preparing Content
uploadingcontent = Uploading Content
uploadingpreviewfile = Uploading Preview File
committingchanges = Comitting Changes
done = Done
feature.unsupported = Your device does not support this feature.
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry GitHub or Discord.
invalid = ungültig
preparingconfig = Konfiguration vorbereiten
preparingcontent = Inhalte vorbereiten
uploadingcontent = Inhalte hochladen
uploadingpreviewfile = Vorschau hochladen
committingchanges = Veränderungen bestätigen
done = Fertig
feature.unsupported = Dein System unsterstützt dieses Feature nicht.
mods.alphainfo = Vergiss nicht, dass Mods in der Alpha sind, und sehr Fehlerhaft sein [scarlet]könnten[].\nSende alle Probleme an den Mindustry Github oder Discord.
mods.alpha = [accent](Alpha)
mods = Mods
mods.none = [LIGHT_GRAY]No mods found!
mods.guide = Modding Guide
mods.report = Report Bug
mods.none = [LIGHT_GRAY]Keine Mods gefunden!
mods.guide = Modding Anleitung
mods.report = Problem senden
mods.openfolder = Mod Verzeichnis öffnen
mod.enabled = [lightgray]Enabled
mod.disabled = [scarlet]Disabled
mod.disable = Disable
mod.delete.error = Unable to delete mod. File may be in use.
mod.missingdependencies = [scarlet]Missing dependencies: {0}
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
mod.enable = Enable
mod.requiresrestart = The game will now close to apply the mod changes.
mod.reloadrequired = [scarlet]Reload Required
mod.enabled = [lightgray]Aktiviert
mod.disabled = [scarlet]Deaktiviert
mod.disable = Deaktivieren
mod.delete.error = Unfähig Mod zu löschen; Datei könnte in Benutzung sein.
mod.missingdependencies = [scarlet]Fehldene Abhängigkeiten: {0}
mod.nowdisabled = [scarlet]Mod '{0}' fehlt Abhängigkeiten:[accent] {1}\n[lightgray]Diese Mods müssen erst installiert werden.\nDieser Mod wird automatisch deaktiviert.
mod.enable = Aktivieren
mod.requiresrestart = Das Spiel schließt nun, um Modänderungen wirksam zu machen.
mod.reloadrequired = [scarlet]Neuladen benötigt
mod.import = Mod importieren
mod.import.github = GitHub Mod importieren
mod.remove.confirm = This mod will be deleted.
mod.remove.confirm = Dieser Mod wird gelöscht.
mod.author = [LIGHT_GRAY]Author:[] {0}
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
mod.missing = Dieser Spielstand enthält Mods, welche nicht mehr vorhanden oder aktualisiert wurden. Spielstandfehler könnten passieren. Bist du dir sicher, das du ihn laden möchtest?\n[lightgray]Mods:\n{0}
mod.preview.missing = Bevor du diesen Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens[accent] preview.png[] in den Modordner und versuchs nochmal.
mod.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm einen Mod in einen Ordner zu konvertieren, extrahiere einfach die .zip und lösche die alte .zip danach. Starte dann das Spiel neu.
about.button = Info
name = Name:
noname = Wähle zuerst einen[accent] Spielernamen[].
@@ -118,14 +118,14 @@ players = {0} Spieler online
players.single = {0} Spieler online
server.closing = [accent]Schließe den Server ...
server.kicked.kick = Du wurdest vom Server gekickt!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.whitelist = Du bist nicht auf der Whitelist.
server.kicked.serverClose = Server geschlossen.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.vote = Es wurde abgestimmt, dich zu kicken. Tschüss.
server.kicked.clientOutdated = Veralteter Client! Aktualisiere dein Spiel!
server.kicked.serverOutdated = Veralteter Server! Bitte den Host um ein Update!
server.kicked.banned = Du wurdest vom Server verbannt.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.playerLimit = This server is full. Wait for an empty slot.
server.kicked.typeMismatch = Der Server ist nicht mit deinem Versionstyp kompatibel.
server.kicked.playerLimit = Der Server ist voll.\nWarte für einen freien Platz.
server.kicked.recentKick = Du wurdest gerade gekickt.\nWarte bevor du dich wieder verbindest.
server.kicked.nameInUse = Es ist bereits ein Spieler \nmit diesem Namen auf dem Server.
server.kicked.nameEmpty = Dein Name muss mindestens einen Buchstaben oder eine Zahl enthalten.
@@ -136,10 +136,10 @@ server.versions = Deine Version:[accent] {0}[]\nServerversion:[accent] {1}[]
host.info = Der [accent]Server hosten[]-Knopf startet einen Server auf den Ports [scarlet]6567[] und [scarlet]6568.[]\nJeder im gleichen [LIGHT_GRAY]W-Lan oder lokalen Netzwerk[] sollte deinen Server in seiner Server Liste sehen können.\n\nWenn du anderen die Verbindung über IP ermöglichen willst, benötigst du [accent]Port-Forwarding[].\n\n[LIGHT_GRAY]Hinweis: Falls es Probleme mit der Verbindung im Netzwerk gibt, stelle sicher, dass Mindustry in deinen Firewall Einstellungen Zugriff auf das lokale Netzwerk hat.
join.info = Hier kannst du eine [accent]Server-IP[] eingeben um dich zu verbinden oder Server im [accent]lokalen Netzwerk[] entdecken und dich mit ihnen verbinden.\nSowohl Spielen über das lokale Netzwerk als auch Spielen über das Internet werden unterstützt.\n\n[LIGHT_GRAY]Hinweis: Es gibt keine globale Server Liste; Wenn du dich mit jemandem per IP verbinden willst, musst du den Host nach seiner IP fragen.
hostserver = Server hosten
invitefriends = Invite Friends
invitefriends = Freunde einladen
hostserver.mobile = Host\nSpiel
host = Server hosten
hosting = [accent] Server wird geöffnet ...
host = Server eröffnen
hosting = [accent] Server wird eröffnet ...
hosts.refresh = Aktualisieren
hosts.discovering = Suche nach LAN-Spielen
hosts.discovering.any = Suche nach Spielen
@@ -152,7 +152,7 @@ trace.ip = IP: [accent]{0}
trace.id = Eindeutige ID: [accent]{0}
trace.mobile = Mobiler Client: [accent]{0}
trace.modclient = Gemoddeter Client: [accent]{0}
invalidid = Ungültige Client-ID! Berichte den Bug.
invalidid = Ungültige Client-ID! Berichte den Fehler.
server.bans = Bans
server.bans.none = Keine gebannten Spieler gefunden!
server.admins = Admins
@@ -166,18 +166,18 @@ server.version = [lightgray]Version: {0}
server.custombuild = [yellow]Benutzerdefinierter Build
confirmban = Bist du sicher, dass du diesen Spieler verbannen möchtest?
confirmkick = Bist du sicher, dass du diesen Spieler kicken willst?
confirmvotekick = Are you sure you want to vote-kick this player?
confirmvotekick = Willst du wirklich eine Abstimmung zum kicken des spielers machen?
confirmunban = Bist du sicher, dass du die Verbannung des Spielers rückgängig machen willst?
confirmadmin = Bist du sicher, dass du diesen Spieler zu einem Admin machen möchtest?
confirmunadmin = Bis du sicher, dass dieser Spieler kein Admin mehr sein soll?
joingame.title = Spiel beitreten
joingame.ip = IP:
disconnect = Verbindung unterbrochen.
disconnect.error = Connection error.
disconnect.closed = Connection closed.
disconnect.timeout = Timed out.
disconnect.error = Verbindungsfehler.
disconnect.closed = Verbindung geschlossen.
disconnect.timeout = Zu langer Verbindungsversuch.
disconnect.data = Fehler beim Laden der Welt!
cantconnect = Unable to join game ([accent]{0}[]).
cantconnect = Unfähig, dem Spiel beizutreten ([accent]{0}[]).
connecting = [accent] Verbinde...
connecting.data = [accent] Welt wird geladen...
server.port = Port:
@@ -216,8 +216,8 @@ save.playtime = Spielzeit: {0}
warning = Warnung.
confirm = Bestätigen
delete = Löschen
view.workshop = View In Workshop
workshop.listing = Edit Workshop Listing
view.workshop = Im Workshop betrachten
workshop.listing = Workshop Auflistung bearbeiten
ok = OK
open = Öffnen
customize = Anpassen
@@ -227,20 +227,20 @@ copylink = Kopiere Link
back = Zurück
data.export = Daten exportieren
data.import = Daten importieren
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
data.exported = Daten exportiert.
data.invalid = Das sind ungültige Spieldateien.
data.import.confirm = Externe Spielstände zu importieren löscht[scarlet] all[] deine jetzigen Spielstände.\n[accent]Dies kann nicht rückgängig gemacht werden![]\n\nSobald die Daten importiert sind, schließt das Spiel.
classic.export = Klassische Dateien exportieren
classic.export.text = [accent]Mindustry[] Mindustry hatte gerade ein rießiges Update.\nKlassische (v3.5 build 40) Spielstand oder Karten-Daten wurden gefunden. Willst du sie in den home-Ordner deines Smartphones exportieren, um sie für die Mindustry-Klassik App zu verwenden?
quit.confirm = Willst du wirklich aufhören?
quit.confirm.tutorial = Willst du das Tutorial wirklich abbrechen?\nDu kannst es unter[accent] Einstellungen->Spiel->Tutorial wiederholen[] erneut spielen.
loading = [accent]Wird geladen...
reloading = [accent]Reloading Mods...
reloading = [accent]Mods neuladen...
saving = [accent]Speichere...
cancelbuilding = [accent][[{0}][] to clear plan
selectschematic = [accent][[{0}][] to select+copy
pausebuilding = [accent][[{0}][] to pause building
resumebuilding = [scarlet][[{0}][] to resume building
cancelbuilding = [accent][[{0}][] um Plan zu löschen
selectschematic = [accent][[{0}][] zum Auswählen+Kopieren
pausebuilding = [accent][[{0}][] zum Pausieren des Bauens
resumebuilding = [scarlet][[{0}][] um das Bauen fortzusetzen
wave = [accent]Welle {0}
wave.waiting = Welle in {0}
wave.waveInProgress = [LIGHT_GRAY]Welle im Gange
@@ -259,18 +259,18 @@ map.nospawn = Diese Karte hat keine Kerne in denen die Spieler beginnen können!
map.nospawn.pvp = Diese Karte hat keine gegnerischen Kerne wo Gegner starten könnten! Füge über den Editor [SCARLET] rote[] Kerne zu dieser Karte hinzu.
map.nospawn.attack = Diese Karte hat keine gengnerischen Kerne, die Spieler angreifen können! Füge über den Editor [SCARLET] rote[] Kerne zu dieser Karte hinzu.
map.invalid = Fehler beim Laden der Karte: Beschädigtes oder ungültige Karten Datei.
workshop.update = Update Item
workshop.error = Error fetching workshop details: {0}
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
workshop.menu = Select what you would like to do with this item.
workshop.update = Item aktualisieren
workshop.error = Fehler beim laden von Workshop-Daten: {0}
map.publish.confirm = Willst du wirklich diese Map hochladen?\n\n[lightgray]Vergewissere dich die, der Workshop-EULA zugestimmt zu haben, sonst tauch deine Map nicht auf!
workshop.menu = Wähle aus, was du mit diesem Item machen willst.
workshop.info = Item Info
changelog = Changelog (optional):
eula = Steam EULA
missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked.
publishing = [accent]Publishing...
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
publish.error = Error publishing item: {0}
steam.error = Failed to initialize Steam services.\nError: {0}
missing = Dieses Item wurde verschoben oder gelöscht.\n[lightgray]Die Workshop-Auflistung wird nun automatisch ungekoppelt.
publishing = [accent]Veröffentlichen...
publish.confirm = Bist du sicher, dies zu veröffentlichen?\n\n[lightgray]Vergewissere dich die, der Workshop-EULA zugestimmt zu haben, sonst tauch deine Karte nicht auf!
publish.error = Fehler beim veröffentlichen des Items: {0}
steam.error = Fehler beim laden der Steam-Dienste.\nError: {0}
editor.brush = Pinsel
editor.openin = Öffne im Editor
editor.oregen = Erze generieren
@@ -278,12 +278,12 @@ editor.oregen.info = Erze generiert:
editor.mapinfo = Karten Info
editor.author = Autor:
editor.description = Beschreibung:
editor.nodescription = A map must have a description of at least 4 characters before being published.
editor.nodescription = Eine Karte benötigt mindestens 4 Buchstaben in der Beschreibung, bevor sie veröffentlich werden kann.
editor.waves = Wellen:
editor.rules = Regeln:
editor.generation = Generator:
editor.ingame = Im Spiel Bearbeiten
editor.publish.workshop = Publish On Workshop
editor.publish.workshop = Im Workshop veröffentlichen
editor.newmap = Neue Karte
workshop = Workshop
waves.title = Wellen
@@ -312,7 +312,7 @@ editor.errorload = Fehler beim Laden der Datei:\n[accent]{0}
editor.errorsave = Fehler beim Speichern der Datei:\n[accent]{0}
editor.errorimage = Das ist ein Bild, keine Karte. Wechsel nicht den Dateityp und erwarte, dass es funktioniert.\n\nWenn du eine alte Karte importieren möchtest, benutze den 'Importiere Terrain Bild' Knopf in dem Editor.
editor.errorlegacy = Diese Karte ist zu alt und benutzt ein veraltetes Karten Format, das nicht mehr unterstützt wird.
editor.errornot = This is not a map file.
editor.errornot = Dies ist keine Kartendatei
editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt.
editor.errorname = Karte hat keinen Namen.
editor.update = Aktualisieren
@@ -411,26 +411,26 @@ abandon = Aufgeben
abandon.text = Diese Zone sowie alle Ressourcen werden dem Gegner überlassen.
locked = Gesperrt
complete = [LIGHT_GRAY]Abschließen:
requirement.wave = Reach Wave {0} in {1}
requirement.core = Destroy Enemy Core in {0}
requirement.unlock = Unlock {0}
requirement.wave = Erreiche {0} in {1}
requirement.core = Zerstöre Gegnerbasis in {0}
requirement.unlock = Schalte {0} freo
resume = Zu Zone zurückkehren:\n[LIGHT_GRAY]{0}
bestwave = [LIGHT_GRAY]Beste Welle: {0}
launch = Abschluss
launch.title = Abschluss erfolgreich
launch.next = [LIGHT_GRAY]Nächste Möglichkeit bei Welle {0}
launch.unable2 = [scarlet]Unable to LAUNCH.[]
launch.unable2 = [scarlet]Unfähig abzuschließen.[]
launch.confirm = Dies wird alle Ressourcen in deinen Kern übertragen.\nDu kannst nicht wieder zu dieser Karte zurückkehren.
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
launch.skip.confirm = Wenn du jetzt überspringst, kannst du nicht vor späteren Wellen abschließen.
uncover = Freischalten
configure = Startitems festlegen
bannedblocks = Gesperrte Blöcke
addall = Alle hinzufügen
configure.locked = [LIGHT_GRAY]Erreiche Welle {0}\n, um Startitems festlegen zu können.
configure.invalid = Amount must be a number between 0 and {0}.
configure.invalid = Anzahl muss zwischen 0 und {0} sein.
zone.unlocked = [LIGHT_GRAY]{0} freigeschaltet.
zone.requirement.complete = Welle {0} erreicht:\n{1} Anforderungen der Zone erfüllt.
zone.config.unlocked = Loadout unlocked:[lightgray]\n{0}
zone.config.unlocked = Konfiguration:[lightgray]\n{0}
zone.resources = Ressourcen entdeckt:
zone.objective = [lightgray]Ziel: [accent]{0}
zone.objective.survival = Überlebe
@@ -457,10 +457,10 @@ zone.desolateRift.name = Trostloser Riss
zone.nuclearComplex.name = Kernkraftwerk
zone.overgrowth.name = Überwucherung
zone.tarFields.name = Teerfelder
zone.saltFlats.name = Salzebenen
zone.saltFlats.name = Salztiefen
zone.impact0078.name = Auswirkung 0078
zone.crags.name = Felsen
zone.fungalPass.name = Fungal Pass
zone.fungalPass.name = Sporenpass
zone.groundZero.description = Der optimale Ort, um anzufangen. Niedrige Bedrohung durch Gegner. Wenige Ressourcen.\nSammel so viel Kupfer und Blei wie möglich.\nMach weiter!
zone.frozenForest.description = Sogar hier, näher an den Bergen, haben sich die Sporen verbreitet. Die kalten Temperaturen können sie nicht für immer im Schach halten.\n\nStarte das Wagnis in Strom. Baue Verbrennungsgeneratoren. Lerne Heiler zu benutzen.
zone.desertWastes.description = Diese Abfälle sind riesig, unberechenbar, und durchzogen von verfallenen Sektorstrukturen.\nKohle ist in dieser Region vorhanden. Verbrenne es für Strom, oder synthetisiere Graphit.\n\n[lightgray]Dieser Landeort kann nicht garantiert werden.
@@ -472,7 +472,7 @@ zone.overgrowth.description = Dieser Bereich ist bewachsen, näher an der Quelle
zone.tarFields.description = Der Rand einer Ölförderzone, zwischen Bergen und Wüste. Eine der wenigen Plätze mit nutzbare Teer Reserven.\nObwohl es aufgegeben wurde, hat dieses Gebiet einige gefährliche feindliche Kräfte in der Nähe. Unterschätze sie nicht.\n\n[lightgray]Wenn möglich, erforsche Technologien zur Ölverarbeitung.
zone.desolateRift.description = Eine extrem gefährliche Zone. Reichlich Ressourcen, aber wenig Platz. Hohe Zerstörungsgefahr. Verlasse es so schnell wie möglich. Lassen Sie sich nicht von den großen Abständen zwischen feindlichen Angriffen in die Irre führen.
zone.nuclearComplex.description = Eine ehemalige Anlage zur Herstellung und Verarbeitung von Thorium, die in Trümmern liegt.\n[lightgray]Erforsche das Thorium und seine vielen Verwendungsmöglichkeiten.\n\nDer Feind ist hier in großer Zahl präsent und sucht ständig nach Angreifern.
zone.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
zone.fungalPass.description = Ein Übergangsgebiet zwischen hohen Bergen und tieferen, sporengeplagter Länder. Eine kleine Späherbasis ist hier angelegt.\nZerstöre sie.\nNutze Dagger und Crawler. Zerstöre die zwei Basen.
zone.impact0078.description = <Beschreibung hier einfügen>
zone.crags.description = <Beschreibung hier einfügen>
settings.language = Sprache
@@ -509,13 +509,13 @@ blocks.shootrange = Reichweite
blocks.size = Größe
blocks.liquidcapacity = Flüssigkeitskapazität
blocks.powerrange = Stromreichweite
blocks.powerconnections = Max Connections
blocks.powerconnections = Maximale Stromverbindungen
blocks.poweruse = Stromverbrauch
blocks.powerdamage = Stromverbrauch/Schadenspunkt
blocks.itemcapacity = Materialkapazität
blocks.basepowergeneration = Basis-Stromerzeugung
blocks.productiontime = Produktionszeit
blocks.repairtime = Block volle Reparaturzeit
blocks.repairtime = Zeit zur vollständigen Heilung
blocks.speedincrease = Geschwindigkeitserhöhung
blocks.range = Reichweite
blocks.drilltier = Abbaubare Erze
@@ -529,14 +529,14 @@ blocks.inaccuracy = Ungenauigkeit
blocks.shots = Schüsse
blocks.reload = Schüsse/Sekunde
blocks.ammo = Munition
bar.drilltierreq = besserer Bohrer benötigt
bar.drilltierreq = Besserer Bohrer benötigt
bar.drillspeed = Bohrgeschwindigkeit: {0}/s
bar.pumpspeed = Pump Speed: {0}/s
bar.efficiency = Effizienz: {0}%
bar.powerbalance = Strom: {0}
bar.powerstored = Stored: {0}/{1}
bar.poweramount = Strom: {0}
bar.poweroutput = Strom Output: {0}
bar.poweroutput = Stromgeneration: {0}
bar.items = Items: {0}
bar.capacity = Capacity: {0}
bar.liquid = Flüssigkeit
@@ -547,12 +547,12 @@ bar.spawned = Einheiten: {0}/{1}
bullet.damage = [stat]{0}[lightgray] Schaden
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
bullet.incendiary = [stat]entzündend
bullet.homing = [stat]verfolgend
bullet.homing = [stat]zielsuchend
bullet.shock = [stat]schock
bullet.frag = [stat]explosiv
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
bullet.freezing = [stat]gefrierend
bullet.tarred = [stat]geteert
bullet.freezing = [stat]frierend
bullet.tarred = [stat]teerent
bullet.multiplier = [stat]{0}[lightgray]x Munition Multiplikator
bullet.reload = [stat]{0}[lightgray]x Feuerrate
unit.blocks = Blöcke
@@ -563,7 +563,7 @@ unit.liquidunits = Flüssigkeitseinheiten
unit.powerunits = Stromeinheiten
unit.degrees = Grad
unit.seconds = Sekunden
unit.persecond = /sec
unit.persecond = /s
unit.timesspeed = x Geschwindigkeit
unit.percent = %
unit.items = Materialeinheiten
@@ -573,12 +573,12 @@ category.liquids = Flüssigkeiten
category.items = Materialien
category.crafting = Erzeugung
category.shooting = Schießen
category.optional = Optionale Verbesserungen
category.optional = Zusätze
setting.landscape.name = Landschaft sperren
setting.shadows.name = Schatten
setting.blockreplace.name = Automatic Block Suggestions
setting.blockreplace.name = Automatische Blockvorschläge
setting.linear.name = Lineare Filterung
setting.hints.name = Hints
setting.hints.name = Tipps
setting.animatedwater.name = Animiertes Wasser
setting.animatedshields.name = Animierte Schilde
setting.antialias.name = Antialias[LIGHT_GRAY] (Neustart erforderlich)[]
@@ -597,7 +597,7 @@ setting.difficulty.normal = Normal
setting.difficulty.hard = Schwer
setting.difficulty.insane = Unmöglich
setting.difficulty.name = Schwierigkeit
setting.screenshake.name = Bildschirmwackeln
setting.screenshake.name = Wackeleffekt
setting.effects.name = Effekte anzeigen
setting.destroyedblocks.name = Zerstörte Blöcke anzeigen
setting.conveyorpathfinding.name = Automatische Wegfindung beim Bau von Förderbändern
@@ -625,8 +625,8 @@ setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Deckkraft
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Chat im Spiel anzeigen
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
public.beta = Note that beta versions of the game cannot make public lobbies.
public.confirm = Willst du dein Spiel öffentlich zugänglich machen?\n[accent]Jeder kann deinem Spiel beitreten.\n[lightgray]Dies kann später in den Einstellung->Spielt->Öffentliches Spiel geändert werden.
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen.
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
uiscale.cancel = Abbrechen & Beenden
setting.bloom.name = Bloom
@@ -647,8 +647,8 @@ keybind.move_x.name = X-Achse
keybind.move_y.name = Y-Achse
keybind.schematic_select.name = Bereich auswählen
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
keybind.schematic_flip_y.name = Flip Schematic Y
keybind.schematic_flip_x.name = Entwurf umdrehen X
keybind.schematic_flip_y.name = Entwurf umdrehn Y
keybind.category_prev.name = Vorige Kategorie
keybind.category_next.name = Nächste Kategorie
keybind.block_select_left.name = Block-Auswahl nach links
@@ -672,12 +672,11 @@ keybind.pick.name = Block Auswählen
keybind.break_block.name = Block zerstören
keybind.deselect.name = Auswahl aufheben
keybind.shoot.name = Schießen
keybind.zoom_hold.name = Zoom halten
keybind.zoom.name = Zoomen
keybind.menu.name = Menü
keybind.pause.name = Pause
keybind.pause_building.name = Pause/Resume Building
keybind.minimap.name = Minimap
keybind.pause_building.name = Pausieren/Fortsetzen Bauen
Keybind.minimap.name = Minimap
keybind.dash.name = Bindestrich
keybind.chat.name = Chat
keybind.player_list.name = Spielerliste
+41 -42
View File
@@ -27,19 +27,19 @@ load.mod = Mods
schematic = Schematic
schematic.add = Save Schematic...
schematics = Schematics
schematic.replace = A schematic by that name already exists. Replace it?
schematic.replace = Un schematic con ese nombre ya existe. ¿Deseas remplazarlo?
schematic.import = Import Schematic...
schematic.exportfile = Export File
schematic.importfile = Import File
schematic.browseworkshop = Browse Workshop
schematic.copy = Copy to Clipboard
schematic.copy.import = Import from Clipboard
schematic.shareworkshop = Share on Workshop
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
schematic.saved = Schematic saved.
schematic.copy = Copiar al portapapeles.
schematic.copy.import = Importar desde el portapapeles.
schematic.shareworkshop = Compartir en la Workshop
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Girar Schematic
schematic.saved = Schematic guardado.
schematic.delete.confirm = This schematic will be utterly eradicated.
schematic.rename = Rename Schematic
schematic.info = {0}x{1}, {2} blocks
schematic.rename = Renombrar Schematic
schematic.info = {0}x{1}, {2} bloques
stat.wave = Oleadas Derrotadas:[accent] {0}
stat.enemiesDestroyed = Enemigos Destruidos:[accent] {0}
stat.built = Estructuras Construidas:[accent] {0}
@@ -80,26 +80,26 @@ uploadingcontent = Uploading Content
uploadingpreviewfile = Uploading Preview File
committingchanges = Comitting Changes
done = Hecho
feature.unsupported = Your device does not support this feature.
feature.unsupported = Tu dispositivo no soporta esta función.
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry GitHub or Discord.
mods.alpha = [accent](Alpha)
mods = Mods
mods.none = [LIGHT_GRAY]No mods found!
mods.guide = Modding Guide
mods.report = Report Bug
mods.openfolder = Open Mod Folder
mods.guide = Guia de Modding
mods.report = Reportar Bug
mods.openfolder = Abrir carpeta de mods
mod.enabled = [lightgray]Enabled
mod.disabled = [scarlet]Disabled
mod.disable = Disable
mod.delete.error = Unable to delete mod. File may be in use.
mod.delete.error = Fallo al elminar el mod. Quizás el archivo esta en uso.
mod.missingdependencies = [scarlet]Missing dependencies: {0}
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
mod.enable = Enable
mod.requiresrestart = The game will now close to apply the mod changes.
mod.reloadrequired = [scarlet]Reload Required
mod.import = Import Mod
mod.import.github = Import GitHub Mod
mod.remove.confirm = This mod will be deleted.
mod.import.github = Importar Mod de Github
mod.remove.confirm = Este mod va a ser eliminado.\n¿Quieres continuar?
mod.author = [LIGHT_GRAY]Author:[] {0}
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
@@ -120,7 +120,7 @@ server.closing = [accent]Cerrando servidor...
server.kicked.kick = ¡Has sido expulsado del servidor!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.serverClose = El servidor ha cerrado.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.vote = Te han expulsado por voto. Adiós!
server.kicked.clientOutdated = ¡Cliente desactualizado! ¡Actualiza tu juego!
server.kicked.serverOutdated = ¡Servidor desactualizado! ¡Pídele al anfitrión que lo actualice!
server.kicked.banned = Has sido baneado del servidor.
@@ -132,7 +132,7 @@ server.kicked.nameEmpty = Tu nombre debe por lo menos contener un carácter o n
server.kicked.idInUse = ¡Ya estás en el servidor! Conectarse con dos cuentas no está permitido.
server.kicked.customClient = Este servidor no soporta versiones personalizadas. Descarga una versión oficial.
server.kicked.gameover = ¡Fin del juego!
server.versions = Your version:[accent] {0}[]\nVersión del servidor:[accent] {1}[]
server.versions = Tu versión:[accent] {0}[]\nVersión del servidor:[accent] {1}[]
host.info = El botón [accent]host[] hostea un servidor en el puerto [scarlet]6567[]. \nCualquier persona en la misma [LIGHT_GRAY]wifi o red local[] debería poder ver tu servidor en la lista de servidores.\n\nSi quieres que cualquier persona se pueda conectar de cualquier lugar por IP, la [accent]asignación de puertos[] es requerida.\n\n[LIGHT_GRAY]Nota: Si alguien experimenta problemas conectándose a tu partida LAN, asegúrate de permitir a Mindustry acceso a tu red local mediante la configuración de tu firewall.
join.info = Aquí, puedes escribir la [accent]IP de un server[] para conectarte, o descubrir servidores de [accent]red local[] para conectarte.\nLAN y WAN es soportado para jugar en multijugador.\n\n[LIGHT_GRAY]Nota: No hay una lista automática global de servidores; si quieres conectarte por IP, tendrás que preguntarle al anfitrión por la IP.
hostserver = Hostear Servidor
@@ -235,7 +235,7 @@ classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic
quit.confirm = ¿Estás seguro de querer salir de la partida?
quit.confirm.tutorial = ¿Estás seguro de que sabes qué estas haciendo?\nSe puede hacer el tutorial de nuevo in[accent] Ajustes->Juego->Volver a hacer tutorial.[]
loading = [accent]Cargando...
reloading = [accent]Reloading Mods...
reloading = [accent]Recargando mods...
saving = [accent]Guardando...
cancelbuilding = [accent][[{0}][] to clear plan
selectschematic = [accent][[{0}][] to select+copy
@@ -401,7 +401,7 @@ load = Cargar
save = Guardar
fps = FPS: {0}
ping = Ping: {0} ms
language.restart = Por favor reinicie el juego para que los cambios del lenguaje surjan efecto.
language.restart = Por favor reinicia el juego para que los cambios de idioma tengan efecto.
settings = Ajustes
tutorial = Tutorial
tutorial.retake = Volver a hacer tutorial
@@ -411,9 +411,9 @@ abandon = Abandonar
abandon.text = Esta zona y sus recursos se perderán ante el enemigo.
locked = Bloqueado
complete = [LIGHT_GRAY]Completado:
requirement.wave = Reach Wave {0} in {1}
requirement.core = Destroy Enemy Core in {0}
requirement.unlock = Unlock {0}
requirement.wave = Alcanzar la oleada{0} en {1}
requirement.core = Destruir el núcleo enemigo en {0}
requirement.unlock = Desbloquear {0}
resume = Continuar Zona:\n[LIGHT_GRAY]{0}
bestwave = [LIGHT_GRAY]Récord: {0}
launch = Lanzar
@@ -446,7 +446,7 @@ error.alreadyconnected = Ya estás conectado.
error.mapnotfound = ¡Archivo de mapa no encontrado!
error.io = Error I/O de conexión.
error.any = Error de red desconocido.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
error.bloom = Error al cargar el bloom.\nPuede que tu dispositivo no soporte esta característica.
zone.groundZero.name = Terreno Cero
zone.desertWastes.name = Ruinas del Desierto
zone.craters.name = Los Cráteres
@@ -461,7 +461,7 @@ zone.saltFlats.name = Salinas
zone.impact0078.name = Impacto 0078
zone.crags.name = Riscos
zone.fungalPass.name = Fungal Pass
zone.groundZero.description = La zona óptima para empear una vez más. Riesgo bajo de los enemigos. Pocos recursos.\nConsigue tanto plomo y cobre como puedas.\nSigue avanzando.
zone.groundZero.description = La zona óptima para empezar una vez más. Riesgo bajo de los enemigos. Pocos recursos.\nConsigue tanto plomo y cobre como puedas.\nSigue avanzando.
zone.frozenForest.description = Incluso aquí, cerca de las montañas, las esporas se han expandido. Las temperaturas gélidas no pueden contenerlas para siempre.\n\nEmpieza a investigar sobre energía. Cnstruye generadores de combustión. Aprende a usar reparadores.
zone.desertWastes.description = Estas ruinas son vastas, impredecibles y entrecruzadas con sectores de estructuras abandonadas.\nHay carbñon presente en la región. Quémalo para energía, o sintetiza grafito.\n\n[lightgray]La zona de aparición no puede ser garantizada.
zone.saltFlats.description = A las afueras del desierto se encuentran las Salinas. Pocos recursos pueden ser encontrados en esta ubicación.\n\nEl enemigo ha erigido un complejo de almacén de recursos aquí. Erradica su núcleo. No dejes nada.
@@ -488,7 +488,7 @@ settings.clear.confirm = ¿Estas seguro de querer limpiar estos datos?\n¡Esta a
settings.clearall.confirm = [scarlet]ADVERTENCIA![]\nEsto va a eliminar todos tus datos, incluyendo guardados, mapas, desbloqueos y atajos de teclado.\nUna vez presiones 'ok', el juego va a borrrar todos tus datos y saldrá del juego automáticamente.
paused = [accent] < Pausado >
clear = Clear
banned = [scarlet]Banned
banned = [scarlet]Baneado
yes = Sí
no = No
info.title = [accent]Información
@@ -550,8 +550,8 @@ bullet.incendiary = [stat]incendiaria
bullet.homing = [stat]homing
bullet.shock = [stat]shock
bullet.frag = [stat]frag
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.freezing = [stat]freezing
bullet.knockback = [stat]{0}[lightgray]Empuje
bullet.freezing = [stat]Congelación
bullet.tarred = [stat]tarred
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munición
bullet.reload = [stat]{0}[lightgray]x recarga
@@ -576,7 +576,7 @@ category.shooting = Disparo
category.optional = Mejoras Opcionales
setting.landscape.name = Lock Landscape
setting.shadows.name = Sombras
setting.blockreplace.name = Automatic Block Suggestions
setting.blockreplace.name = Sugerir bloques al construir
setting.linear.name = Linear Filtering
setting.hints.name = Hints
setting.animatedwater.name = Agua Animada
@@ -589,7 +589,7 @@ setting.touchscreen.name = Touchscreen Controls
setting.fpscap.name = Máx FPS
setting.fpscap.none = Nada
setting.fpscap.text = {0} FPS
setting.uiscale.name = Escala de IU[lightgray] (necesita reiniciar)[]
setting.uiscale.name = Escala de UI[lightgray] (necesita reiniciar)[]
setting.swapdiagonal.name = Siempre Colocar Diagonalmente
setting.difficulty.training = entrenamiento
setting.difficulty.easy = fácil
@@ -599,7 +599,7 @@ setting.difficulty.insane = locura
setting.difficulty.name = Dificultad:
setting.screenshake.name = Movimiento de la Pantalla
setting.effects.name = Mostrar Efectos
setting.destroyedblocks.name = Display Destroyed Blocks
setting.destroyedblocks.name = Mostrar bloques destruidos
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.sensitivity.name = Sensibilidad del Control
setting.saveinterval.name = Intervalo del Autoguardado
@@ -607,7 +607,7 @@ setting.seconds = {0} Segundos
setting.fullscreen.name = Pantalla Completa
setting.borderlesswindow.name = Ventana sin Bordes[LIGHT_GRAY] (podría requerir un reinicio)
setting.fps.name = Mostrar FPS
setting.vsync.name = SincV
setting.vsync.name = Vsync (Limita los fps a los Hz de tu pantalla)
setting.pixelate.name = Pixelar [LIGHT_GRAY](podría reducir el rendimiento)
setting.minimap.name = Mostrar Minimapa
setting.position.name = Show Player Position
@@ -617,25 +617,25 @@ setting.mutemusic.name = Silenciar Musica
setting.sfxvol.name = Volumen de los efectos de sonido
setting.mutesound.name = Silenciar Sonido
setting.crashreport.name = Enviar informes de fallos anónimos
setting.savecreate.name = Auto-Create Saves
setting.savecreate.name = Crear puntos de guardado automáticamente
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Opacidad del Chat
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display In-Game Chat
setting.lasersopacity.name = Opacidad de los rayos láser
setting.playerchat.name = Mostrar el chat in-game
public.confirm = Do you want to make your game public?\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
public.beta = Note that beta versions of the game cannot make public lobbies.
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
public.beta = Recuerda que en las versiones beta del juego no puedes crear partidas públicas.
uiscale.reset = La escala de la interfaz ha sido modificada con éxito.\nPulsa "OK" para conservar esta escala.\n[scarlet]Deshaciendo los cambios y saliendo al menu en [accent] {0}[]segundos...
uiscale.cancel = Cancelar & Salir
setting.bloom.name = Bloom
keybind.title = Cambiar accesos de teclado
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
keybinds.mobile = [scarlet]Los accesos del teclado aquí mostrados no estan disponible en Móviles o Tablets. Solo aceptan movimiento básico.
category.general.name = General
category.view.name = Visión
category.multiplayer.name = Multijugador
command.attack = Atacar
command.rally = Rally
command.retreat = Retirarse
keybind.clear_building.name = Clear Building
keybind.clear_building.name = Limpiar construcción
keybind.press = Presiona una tecla...
keybind.press.axis = Pulsa un eje o botón...
keybind.screenshot.name = Captura de pantalla de Mapa
@@ -643,8 +643,8 @@ keybind.move_x.name = Mover x
keybind.move_y.name = Mover y
keybind.schematic_select.name = Select Region
keybind.schematic_menu.name = Schematic Menu
keybind.schematic_flip_x.name = Flip Schematic X
keybind.schematic_flip_y.name = Flip Schematic Y
keybind.schematic_flip_x.name = Girar schematic X
keybind.schematic_flip_y.name = Girar schematic Y
keybind.fullscreen.name = Intercambiar con Pantalla Completa
keybind.select.name = Seleccionar
keybind.diagonal_placement.name = Construcción Diagonal
@@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Destruir Bloque
keybind.deselect.name = Deseleccionar
keybind.shoot.name = Disparar
keybind.zoom_hold.name = Mantener Zoom
keybind.zoom.name = Zoom
keybind.menu.name = Menú
keybind.pause.name = Pausa
@@ -859,7 +858,7 @@ block.lancer.name = Lancero
block.conveyor.name = Cinta Transportadora
block.titanium-conveyor.name = Cinta Transportadora de Titanio
block.armored-conveyor.name = Armored Conveyor
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.armored-conveyor.description = Mueve items a la misma veolcidad que una cinta de titanio, pero tiene mas armadura. No acepta entradas por los lados a menos que sean lineas transportadoras.
block.junction.name = Cruce
block.router.name = Enrutador
block.distributor.name = Distribuidor
-1
View File
@@ -652,7 +652,6 @@ keybind.pick.name = Vali blokk
keybind.break_block.name = Hävita blokk
keybind.deselect.name = Tühista valik
keybind.shoot.name = Tulista
keybind.zoom_hold.name = Suumimise režiim
keybind.zoom.name = Muuda suumi
keybind.menu.name = Menüü
keybind.pause.name = Paus
-1
View File
@@ -652,7 +652,6 @@ keybind.pick.name = Jaso blokea
keybind.break_block.name = Apurtu blokea
keybind.deselect.name = Deshautatu
keybind.shoot.name = Tirokatu
keybind.zoom_hold.name = Zoom mantenduz
keybind.zoom.name = Zoom
keybind.menu.name = Menua
keybind.pause.name = Pausatu
-1
View File
@@ -547,7 +547,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Deselect
keybind.shoot.name = Shoot
keybind.zoom_hold.name = Zoom Hold
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
-1
View File
@@ -702,7 +702,6 @@ keybind.pick.name = Choisir un bloc
keybind.break_block.name = Supprimer un bloc
keybind.deselect.name = Désélectionner
keybind.shoot.name = Tirer
keybind.zoom_hold.name = Maintenir pour zoomer
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
@@ -652,7 +652,6 @@ keybind.pick.name = Choisir un bloc
keybind.break_block.name = Supprimer un bloc
keybind.deselect.name = Déselectionner
keybind.shoot.name = Tirer
keybind.zoom_hold.name = Tenir le zoom
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
@@ -652,7 +652,6 @@ keybind.pick.name = Memilih Blok
keybind.break_block.name = Menghancurkan Blok
keybind.deselect.name = Batal Memilih
keybind.shoot.name = Menembak
keybind.zoom_hold.name = Tahan Mode Zoom
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Jeda
+109 -103
View File
@@ -12,11 +12,12 @@ link.itch.io.description = Pagina di itch.io con download per PC e versione web
link.google-play.description = Elenco di Google Play Store
link.f-droid.description = Catalogo F-Droid
link.wiki.description = Wiki ufficiale di Mindustry
link.feathub.description = Suggerisci nuove funzionalità
linkfail = Impossibile aprire il link! L'URL è stato copiato.
screenshot = Screenshot salvato a {0}
screenshot.invalid = Mappa troppo grossa, probabilmente non c'è abbastanza memoria libera.
screenshot.invalid = Mappa troppo pesante, probabilmente non c'è abbastanza spazio sul disco.
gameover = Il Nucleo è stato distrutto.
gameover.pvp = La squadra [accent] {0}[] ha vinto!
gameover.pvp = La squadra[accent] {0}[] ha vinto!
highscore = [YELLOW]Nuovo record!
copied = Copiato.
@@ -26,7 +27,7 @@ load.image = Immagini
load.content = Contenuti
load.system = Sistema
load.mod = Mods
load.scripts = Testi
load.scripts = Scripts
schematic = Schematica
schematic.add = Salva Schematica...
@@ -54,7 +55,7 @@ stat.delivered = Riorse lanciate:
stat.rank = Livello finale: [accent]{0}
launcheditems = [accent]Oggetti Lanciati
launchinfo = [unlaunched][[LAUNCH] il tuo Nucleo per ottenere gli oggetti indicati in blu.
launchinfo = [unlaunched][LANCIA] il tuo Nucleo per ottenere gli oggetti indicati in blu.
map.delete = Sei sicuro di voler eliminare la mappa"[accent]{0}[]"?
level.highscore = Miglior Punteggio: [accent]{0}
level.select = Selezione del Livello
@@ -68,7 +69,7 @@ loadgame = Carica
joingame = Unisciti al Gioco
customgame = Gioco Personalizzato
newgame = Nuova partita
none = <niente>
none = < niente >
minimap = Minimappa
position = Posizione
close = Chiuso
@@ -88,30 +89,32 @@ committingchanges = Applico le modifiche
done = Fatto
feature.unsupported = Il tuo dispositivo non supporta questa funzione.
mods.alphainfo = Tieni a mente che queste Mod sono in alpha, e[scarlet] possono contenere molti bug[].\Segnala tutti i problemi che trovi su GitHub o Discord di Mindustry.
mods.alphainfo = Tieni a mente che queste mods sono in alpha, e[scarlet] possono contenere molti bug[].\Segnala tutti i problemi che trovi su GitHub o Discord di Mindustry.
mods.alpha = [accent](Alpha)
mods = Mods
mods.none = [LIGHT_GRAY]Nessuna Mod trovata!
mods.none = [LIGHT_GRAY]Nessuna mod trovata!
mods.guide = Guida per il modding!
mods.report = Segnala un Bug
mods.openfolder = Apri Cartella Mod
mods.openfolder = Apri Cartella Mods
mod.enabled = [lightgray]Abilitato
mod.disabled = [scarlet]Disabilitato
mod.disable = Disabilita
mod.delete.error = Impossibile eliminare questa Mod. Il file potrebbe essere in uso.
mod.delete.error = Impossibile eliminare questa mod. Il file potrebbe essere in uso.
mod.requiresversion = [scarlet]Versione minima richiesta: [accent]{0}
mod.missingdependencies = [scarlet]Dipendenze mancanti: {0}
mod.nowdisabled = [scarlet]Alla Mod '{0}' mancano delle dipendenze:[accent] {1}\n[lightgray]Queste Mod devono essere scaricate prima.\nQuesta Mod verrà disabilitata automaticamente.
mod.nowdisabled = [scarlet]Alla mod '{0}' mancano delle dipendenze:[accent] {1}\n[lightgray]Queste mods devono essere scaricate prima.\nQuesta mod verrà disabilitata automaticamente.
mod.enable = Abilita
mod.requiresrestart = Il gioco verrà chiuso per applicare i cambiamenti.
mod.reloadrequired = [scarlet]Riavvio necessario
mod.import = Importa una Mod
mod.import.github = Importa una Mod da GitHub
mod.item.remove = Questo item fa parte della Mod[accent] '{0}'[]. Per rimuoverlo, disinstalla questa Mod.
mod.remove.confirm = Questa Mod verrà eliminata.
mod.import = Importa una mod
mod.import.github = Importa una mod da GitHub
mod.item.remove = Questo item fa parte della mod[accent] '{0}'[]. Per rimuoverlo, disinstalla questa mod.
mod.remove.confirm = Questa mod verrà eliminata.
mod.author = [LIGHT_GRAY]Autore:[] {0}
mod.missing = Questo salvataggio contiene Mod che hai recentemente aggiornato o non hai più installate. Il salvataggio potrebbe corrompersi. Sei sicuro di volerlo caricare?\n[lightgray]Mods:\n{0}
mod.preview.missing = Prima di pubblicare questa Mod nel Workshop, devi aggiungere un immagine di copertina.\nMetti un immagine[accent] con nome preview.png[] nella cartella della Mod e riprova.
mod.folder.missing = Solo le Mod in una cartella possono essere pubblicate nel Workshop.\nPer convertire una Mod in una cartella, decomprimi i suoi file in una cartella ed elimina il vecchio zip, quindi riavvia il gioco o ricarica le tue mods.
mod.missing = Questo salvataggio contiene delle mods che hai recentemente aggiornato o non hai più installate. Il salvataggio potrebbe corrompersi. Sei sicuro di volerlo caricare?\n[lightgray]Mods:\n{0}
mod.preview.missing = Prima di pubblicare questa mod nel Workshop, devi aggiungere un immagine di copertina.\nMetti un immagine[accent] con nome preview.png[] nella cartella della mods e riprova.
mod.folder.missing = Solo le mods in una cartella possono essere pubblicate nel Workshop.\nPer convertire una mod in una cartella, decomprimi i suoi file in una cartella ed elimina il vecchio zip, quindi riavvia il gioco o ricarica le tue mods.
mod.scripts.unsupported = Il tuo dispositivo non supporta gli script per le mods. Alcune mods non funzioneranno correttamente.
about.button = Info
name = Nome:
@@ -142,12 +145,12 @@ server.kicked.idInUse = Sei già su questo server! Non è permesso connettersi c
server.kicked.customClient = Questo server non supporta i client personalizzati. Scarica la versione ufficiale dal sito.
server.kicked.gameover = Game over!
server.versions = Your version:[accent] {0}[]\nVersione server:[accent] {1}[]
host.info = Il pulsante [accent]host [] ospita un server sulla porta [scarlet]6567[].[] Chiunque sulla stessa [LIGHT_GRAY]rete wifi o locale[] dovrebbe essere in grado di vedere il server nell'elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite il tuo IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall.
join.info = Qui è possibile inserire l'[accent]IP del server[] a cui connettersi, o scoprire [accent]un server sulla rete locale[] disponibile.\nSono supportati sia il multiplayer LAN che WAN. \n\n[LIGHT_GRAY]Nota: non esiste un elenco automatico dei server globali; se desideri connetterti a qualcuno tramite il suo IP, è necessario chiedere all'host il proprio IP.
host.info = Il pulsante [accent]host[] ospita un server sulla porta [scarlet]6567[].[] Chiunque sulla stessa [LIGHT_GRAY]rete wifi o locale[] dovrebbe essere in grado di vedere il server nell'elenco server.\nSe vuoi che le persone siano in grado di connettersi ovunque tramite il tuo IP, è richiesto il [accent]port forwarding[].\n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall.
join.info = Qui è possibile inserire l'[accent]IP del server[] a cui connettersi, o scoprire [accent]un server sulla rete locale[] disponibile.\nSono supportati sia il multiplayer LAN che WAN.\n\n[LIGHT_GRAY]Nota: non esiste un elenco automatico dei server globali; se desideri connetterti a qualcuno tramite il suo IP, è necessario chiedere all'host il proprio IP.
hostserver = Ospita Server
invitefriends = Invita amici
hostserver.mobile = Ospita\nServer
host = Host
host = Ospita
hosting = [accent] Apertura del server...
hosts.refresh = Aggiorna
hosts.discovering = Ricerca partite LAN
@@ -213,7 +216,7 @@ selectslot = Seleziona un salvataggio.
slot = [accent]Slot {0}
editmessage = Modifica Messaggio
save.corrupted = [orang]Salvataggio corrotto o non valido!
empty = <vuoto>
empty = < vuoto >
on = On
off = Off
save.autosave = Salvataggio Automatico: {0}
@@ -280,7 +283,7 @@ publishing = [accent]Pubblicazione...
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
publish.error = Error publishing item: {0}
steam.error = Failed to initialize Steam services.\nError: {0}
editor.brush = Pennello
editor.brush = Dimensioni Pennello
editor.openin = Apri nell'editor
editor.oregen = Generazione dei minerali
editor.oregen.info = Generazione dei minerali:
@@ -297,7 +300,7 @@ editor.newmap = Nuova mappa
workshop = Workshop
waves.title = Ondate
waves.remove = Rimuovi
waves.never = <mai>
waves.never = < mai >
waves.every = sempre
waves.waves = ondata/e
waves.perspawn = per spawn
@@ -309,14 +312,14 @@ waves.copy = Copia negli appunti
waves.load = Carica dagli appunti
waves.invalid = Onde dagli appunti non valide.
waves.copied = Onde copiate.
waves.none = Nessun nemico definiti.\n Nota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita.
editor.default = [LIGHT_GRAY]<Predefinito>
waves.none = Nessun nemico definiti.\nNota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita.
editor.default = [LIGHT_GRAY]< Predefinito >
details = Dettagli...
edit = Modifica...
editor.name = Nome:
editor.spawn = Piazza un'unità
editor.removeunit = Rimuovi un'unità
editor.teams = Squadre
editor.teams = Colore Squadre
editor.errorload = Errore nel caricamento di:\n[accent]{0}
editor.errorsave = Errore nel salvataggio di:\n[accent]{0}
editor.errorimage = Quella è un'immagine, non una mappa.\n\nSe vuoi importare una mappa vecchia clicca su "Importa una mappa vecchia" nell'editor.
@@ -335,14 +338,14 @@ editor.saved = Salvato!
editor.save.noname = La tua mappa non ha un nome! Impostane uno nelle informazioni della mappa.
editor.save.overwrite = La tua mappa sovrascrive quelle incluse! Imposta un nome diverso nelle informazioni della mappa.
editor.import.exists = [scarlet]Impossibile importare:[] esiste già una mappa chiamata '{0}' che non può essere sovrascritta!
editor.import = Importando...
editor.import = Importa
editor.importmap = Importa mappa
editor.importmap.description = Importa mappa preesistente
editor.importfile = Importa file
editor.importfile.description = Importa un file mappa esterno
editor.importimage = Importa mappa terreno
editor.importimage.description = Importa immagine esterna terreno
editor.export = Esportazione...
editor.export = Esporta
editor.exportfile = Esporta file
editor.exportfile.description = Esporta file mappa
editor.exportimage = Esporta immagine
@@ -437,8 +440,8 @@ launch.confirm = Questo trasporterà tutte le risorse nel tuo Nucleo.\nNon riusc
launch.skip.confirm = Se salti adesso non riuscirai a decollare fino alle ondate successive
uncover = Scopri
configure = Configura l'equipaggiamento
bannedblocks = Blocchi banditi
addall = Aggiungi tutti
bannedblocks = Blocchi Banditi
addall = Aggiungi Tutti
configure.locked = [LIGHT_GRAY]Arriva all'ondata {0}\nper configurare l'equipaggiamento.
configure.invalid = Il valore dev'essere un numero compresto tra 0 e {0}.
zone.unlocked = [LIGHT_GRAY]{0} sbloccata.
@@ -448,14 +451,14 @@ zone.resources = Risorse Trovate:
zone.objective = [lightgray]Obiettivo: [accent]{0}
zone.objective.survival = Sopravvivere
zone.objective.attack = Distruggere il Nucleo Nemico
add = Aggiungi...
add = Aggiungi
boss.health = Vita del Boss
connectfail = [crimson] Impossibile connettersi al server: [accent] {0}
connectfail = [crimson]Impossibile connettersi al server:[accent] {0}
error.unreachable = Server irraggiungibile. L'indirizzo è scritto correttamente?
error.invalidaddress = Indirizzo invalido.
error.timedout = Timeout!\n Assicurati che l'host abbia il port forwarding impostato e che l'indirizzo sia corretto!
error.mismatch = Errore pacchetti:\nPossibile discordanza della versione client / server.\n Assicurati che tu e l'host possiediate l'ultima versione di Mindustry!
error.invalidaddress = Indirizzo non valido.
error.timedout = Timeout!\nAssicurati che l'host abbia il port forwarding impostato e che l'indirizzo sia corretto!
error.mismatch = Errore pacchetti:\nPossibile discordanza della versione client/server.\nAssicurati che tu e l'host possiediate l'ultima versione di Mindustry!
error.alreadyconnected = Già connesso.
error.mapnotfound = Mappa non trovata
error.io = Errore I/O di rete.
@@ -478,7 +481,7 @@ zone.crags.name = Dirupi
zone.fungalPass.name = Passaggio Fungoso
zone.groundZero.description = La posizione ottimale per cominciare. Bassa minaccia nemica. Poche risorse.\nRaccogli quanto più piombo e rame possibile.\nProcedi.
zone.frozenForest.description = Anche qui, più vicino alle montagne, le spore si sono diffuse. Le temperature rigide non possono contenerle per sempre.\n Inizia la scoperta dell'energia. Costruisci generatori a combustione. Impara a usare i riparatori.
zone.frozenForest.description = Anche qui, più vicino alle montagne, le spore si sono diffuse. Le temperature rigide non possono contenerle per sempre.\nInizia la scoperta dell'energia. Costruisci generatori a combustione. Impara a usare i riparatori.
zone.desertWastes.description = Questi rifiuti sono vasti, imprevedibili ed attraversati da strutture settoriali abbandonate.\n\nIl carbone è presente nella regione. Bruciatelo per ottenere energia o sintetizzate la grafite.\n\n[lightgray]Questa posizione di atterraggio non può essere garantita.
zone.saltFlats.description = Alle periferie del deserto si trovano le saline. Poche risorse possono essere trovate in questa posizione.\n\nIl nemico ha eretto un complesso di archiviazione delle risorse qui. Sradicare il loro Nucleo. Non lasciare nulla in piedi.
zone.craters.description = L'acqua si è accumulata in questo cratere, reliquia delle vecchie guerre. Recupera l'area. Raccogli la sabbia. Fondi il vetro metallico. Pompa l'acqua per raffreddare torrette e trivelle.
@@ -487,20 +490,21 @@ zone.stainedMountains.description = Più nell'entroterra si trovano le montagne,
zone.overgrowth.description = Quest'area è invasa, più vicina alla fonte delle spore.\nIl nemico ha stabilito qui un avamposto. Costruisci unità col pugnale. Distruggilo. Riprenditi ciò che è stato perso.
zone.tarFields.description = La periferia di una zona di produzione di petrolio, tra le montagne e il deserto. Una delle poche aree con riserve di catrame utilizzabili.\nAnche se abbandonata, questa zona ha alcune pericolose forze nemiche nelle vicinanze. Non sottovalutarlo.\n\n[lightgray]Ricerca la tecnologia di lavorazione del petrolio, se possibile.
zone.desolateRift.description = Una zona estremamente pericolosa. Risorse abbondanti, ma poco spazio. Alto rischio di distruzione. Lascia il prima possibile. Non lasciarti ingannare dalla lunga distanza tra gli attacchi nemici.
zone.nuclearComplex.description = Un ex impianto per la produzione e la lavorazione del torio, ridotto in rovina.\n[lightgray] Ricerca il torio ed i suoi numerosi usi.\n\nIl nemico è presente qui in gran numero, alla costante ricerca di aggressori.
zone.nuclearComplex.description = Un ex impianto per la produzione e la lavorazione del torio, ridotto in rovina.\n[lightgray]Ricerca il torio ed i suoi numerosi usi.\n\nIl nemico è presente qui in gran numero, alla costante ricerca di aggressori.
zone.fungalPass.description = Un'area di transizione tra alte montagne e terre più basse, piene di spore. Qui si trova una piccola base di ricognizione nemica.\nDistruggila.\nUsa le unità Pugnale e Strisciatore. Elimina i due nuclei.
zone.impact0078.description = <inserisci descrizione>
zone.crags.description = <inserisci descrizione>
zone.impact0078.description = < inserisci descrizione >
zone.crags.description = < inserisci descrizione >
settings.language = Lingua
settings.data = Importa/Esporta salvataggio
settings.reset = Ripristina Impostazioni
settings.rebind = Modifica
settings.resetKey = Ripristina
settings.controls = Controlli
settings.game = Gioco
settings.sound = Suoni
settings.graphics = Grafica
settings.cleardata = Elimina Dati di Gioco...
settings.cleardata = Elimina Dati di Gioco
settings.clear.confirm = Sei sicuro di voler cancellare i dati?\nQuesta operazione non può essere annullata!
settings.clearall.confirm = [scarlet]ATTENZIONE![]\nQuesto cancellerà tutti i dati, inclusi salvataggi, mappe, oggetti sbloccati ed impostazioni.\nDopo aver premuto su 'ok' il gioco eliminerà i dati e si chiuderà automaticamente.
paused = [accent]< In Pausa >
@@ -513,7 +517,7 @@ error.title = [crimson]Si è verificato un errore
error.crashtitle = Si è verificato un errore
blocks.input = Ingresso
blocks.output = Uscita
blocks.booster = Booster
blocks.booster = Potenziamenti
block.unknown = [LIGHT_GRAY]???
blocks.powercapacity = Capacità Energetica
blocks.powershot = Danno/Colpo
@@ -675,23 +679,23 @@ keybind.dash.name = Scatto
keybind.schematic_select.name = Seleziona Regione
keybind.schematic_menu.name = Menu Schematica
keybind.schematic_flip_x.name = Ruota Schematica Orizzontalmente
keybind.schematic_flip_y.name = Flip Schematic Verticalmente
keybind.schematic_flip_y.name = Ruota Schematica Verticalmente
keybind.category_prev.name = Categoria Precedente
keybind.category_next.name = Categoria Successiva
keybind.block_select_left.name = Seleziona Blocco Sinistra
keybind.block_select_right.name = Seleziona Blocco Destra
keybind.block_select_up.name = Seleziona Blocco Su
keybind.block_select_down.name = Seleziona Blocco Giù
keybind.block_select_01.name = Categoria/Seleziona Blocco 1
keybind.block_select_02.name = Categoria/Seleziona Blocco 2
keybind.block_select_03.name = Categoria/Seleziona Blocco 3
keybind.block_select_04.name = Categoria/Seleziona Blocco 4
keybind.block_select_05.name = Categoria/Seleziona Blocco 5
keybind.block_select_06.name = Categoria/Seleziona Blocco 6
keybind.block_select_07.name = Categoria/Seleziona Blocco 7
keybind.block_select_08.name = Categoria/Seleziona Blocco 8
keybind.block_select_09.name = Categoria/Seleziona Blocco 9
keybind.block_select_10.name = Categoria/Seleziona Blocco 10
keybind.block_select_01.name = Seleziona Categoria/Blocco 1
keybind.block_select_02.name = Seleziona Categoria/Blocco 2
keybind.block_select_03.name = Seleziona Categoria/Blocco 3
keybind.block_select_04.name = Seleziona Categoria/Blocco 4
keybind.block_select_05.name = Seleziona Categoria/Blocco 5
keybind.block_select_06.name = Seleziona Categoria/Blocco 6
keybind.block_select_07.name = Seleziona Categoria/Blocco 7
keybind.block_select_08.name = Seleziona Categoria/Blocco 8
keybind.block_select_09.name = Seleziona Categoria/Blocco 9
keybind.block_select_10.name = Seleziona Categoria/Blocco 10
keybind.fullscreen.name = Schermo Intero
keybind.select.name = Seleziona/Spara
keybind.diagonal_placement.name = Posizionamento Diagonale
@@ -699,7 +703,6 @@ keybind.pick.name = Scegli Blocco
keybind.break_block.name = Rompi Blocco
keybind.deselect.name = Deseleziona
keybind.shoot.name = Spara
keybind.zoom_hold.name = Attiva Zoom
keybind.zoom.name = Esegui Zoom
keybind.menu.name = Menu
keybind.pause.name = Pausa
@@ -709,7 +712,7 @@ keybind.chat.name = Chat
keybind.player_list.name = Lista dei Giocatori
keybind.console.name = Console
keybind.rotate.name = Ruota
keybind.rotateplaced.name = Ruota Blocco Esistente (Premuto)
keybind.rotateplaced.name = Ruota Blocco Esistente (premuto)
keybind.toggle_menus.name = Mostra/Nascondi HUD
keybind.chat_history_prev.name = Scorri Chat vero l'alto
keybind.chat_history_next.name = Scorri Chat verso il basso
@@ -988,12 +991,13 @@ block.titan-factory.name = Fabbrica Mech Titano
block.fortress-factory.name = Fabbrica Mech Fortezza
block.revenant-factory.name = Fabbrica Combattenti Superstiti
block.repair-point.name = Punto di Riparazione
block.pulse-conduit.name = Condotto Attiva
block.phase-conduit.name = Condotta di Fase
block.pulse-conduit.name = Condotto a Impulsi
block.plated-conduit.name = Condotto Placcato
block.phase-conduit.name = Condotto di Fase
block.liquid-router.name = Distributore di Liquidi
block.liquid-tank.name = Serbatoio
block.liquid-junction.name = Giunzione Liquida
block.bridge-conduit.name = Condotta Sopraelevata
block.bridge-conduit.name = Condotto Sopraelevato
block.rotary-pump.name = Pompa a Turbina
block.thorium-reactor.name = Reattore al Torio
block.mass-driver.name = Lancia Materiali
@@ -1039,31 +1043,31 @@ unit.chaos-array.name = Matrice del Caos
unit.eradicator.name = Estirpatore
unit.lich.name = Lich
unit.reaper.name = Mietitore
tutorial.next = [lightgray]<Clicca per continuare>
tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia[accent] scavando rame[]. Clicca un minerale di rame vicino al tuo Nucleo per farlo.\n\n[accent]{0}/{1} rame
tutorial.intro.mobile = You have entered the[scarlet] Mindustry Tutorial.[]\nSwipe the screen to move.\n[accent]Pinch with 2 fingers [] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.next = [lightgray]< Clicca per continuare >
tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia[accent] scavando del rame[]. Clicca un minerale di rame vicino al tuo Nucleo per farlo.\n\n[accent]{0}/{1} rame
tutorial.intro.mobile = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nScorri sullo schermo per muoverti.\n[accent]Avvicina due dita[] per eseguire lo zoom in/out.\nInizia [accent] scavando del rame[]. Clicca un minerale di rame vicino al tuo Nucleo per farlo.\n\n[accent]{0}/{1} rame
tutorial.drill = Ora crea una trivella.\n[accent]Le trivelle []scavano da sole e sono più efficienti. Piazzane una su un minerale di rame.
tutorial.drill.mobile = Ora crea una trivella. \n[accent] Le trivelle []scavano da sole e sono più efficienti. \n Toccare la scheda della trivella in basso a destra. \n Selezionare la trivella meccanica [accent] []. \n Posizionarlo su una vena di rame toccando, quindi premere il segno di spunta [accent] [] in basso per confermare la selezione. \n Premere il tasto X [accent] [] per annullare il posizionamento.
tutorial.drill.mobile = Ora crea una trivella.\n[accent] Le trivelle []scavano da sole e sono più efficienti.\nTocca la scheda della trivella in basso a destra.\nSeleziona la [accent]Trivella Meccanica[].\nPiazzala su una vena di rame toccando, quindi premi il [accent]segno di spunta[] in basso per confermare la selezione.\nCon il tasto [accent]X[] puoi annullare il posizionamento.
tutorial.blockinfo = Ogni blocco ha statistiche diverse. Alcuni minerali richiedono trivelle specifiche.\nPer controllare le informazioni e le statistiche di un blocco, [accent] tocca "?" mentre lo selezioni nel database. []\n\n[accent]Accedi ora alle statistiche della trivella meccanica. []
tutorial.conveyor = [accent]I nastri trasportatori []sono usati per trasportare oggetti al Nucleo. \nCrea una linea di nastri dalla trivella al Nucleo.
tutorial.conveyor.mobile = [accent] I nastri trasportatori [] sono usati per trasportare oggetti nel nocciolo. \nCrea una linea di nastri trasportatori dalla trivella al nocciolo. \n[accent] Posizionati in una linea tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione. \n\n [accent] {0} / {1} nastri trasportatori disposti in linea \n [accent] 0/1 oggetti consegnati
tutorial.turret = Costruisci delle torrette per respingere il nemico [LIGHT_GRAY] []. \nCostruisci una torretta Duo vicino alla tua base.
tutorial.conveyor = [accent]I nastri trasportatori []sono usati per trasportare oggetti al Nucleo.\nCrea una linea di nastri dalla trivella al Nucleo.
tutorial.conveyor.mobile = [accent]I nastri trasportatori[] sono usati per trasportare oggetti nel Nucleo.\nCrea una linea di nastri trasportatori dalla trivella al Nucleo.\n[accent]Piazzali in linea tenendo premuto per qualche secondo e trascinando il dito in una direzione.\n\n[accent]Piazza 2 nastri trasportatori con lo strumento linea, quindi trasporta un oggetto fino al Nucleo.
tutorial.turret = Costruisci delle torrette per respingere il nemico [LIGHT_GRAY] [].\nCostruisci una torretta Duo vicino alla tua base.
tutorial.drillturret = La Torretta Duo richiede[accent] munizioni di rame[] per sparare.\nPosiziona una trivella e collega un nastro alla torretta per rifornirla di munizioni con il rame estratto.
tutorial.pause = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent]Premi spazio per mettere in pausa.
tutorial.pause.mobile = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent] Premi questo pulsante in alto a sinistra per mettere in pausa.
tutorial.pause = Durante la battaglia puoi[accent] mettere in pausa il gioco.[]\nPuoi disporre gli edifici mentre il gioco è in pausa.\n\nPer mettere in pausa, premi [accent]spazio[].
tutorial.pause.mobile = Durante la battaglia puoi[accent] mettere in pausa il gioco.[]\nPuoi disporre gli edifici mentre il gioco è in pausa.\n\nPer mettere in pausa, premi il bottone in alto a sinistra.
tutorial.unpause = Ora premi di nuovo spazio per annullare la pausa.
tutorial.unpause.mobile = Ora premilo di nuovo per annullare la pausa.
tutorial.breaking = I blocchi spesso devono essere distrutti. \n [accent]Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione. []\n[accent]Distruggi tutti i blocchi di scarto a sinistra del tuo Nucleo usando la selezione dell'area .
tutorial.breaking.mobile = I blocchi spesso devono essere distrutti. \n [accent] Seleziona la modalità di decostruzione [], quindi tocca un blocco per iniziare a smantellarlo. \n Distruggi un'area tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione.\nPremi il pulsante con il segno di spunta per confermare la rimozione. \n\n [accent] Distruggi tutti i blocchi di scarto a sinistra del tuo Nucleo usando la selezione dell'area.
tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi.\nPer fare ciò, [accent] tocca un blocco []con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario. \nPuoi prelevare più oggetti insieme[accent]tenendo premuto il tasto sinistro del mouse[].\n[accent]Preleva un po' di rame dal Nucleo. []
tutorial.deposit = Deposita tutti gli oggetti che trasporti trascinandoli dalla tua nave al blocco di destinazione. \n[accent]Rimetti il rame nel Nucleo. []
tutorial.breaking = I blocchi spesso devono essere distrutti.\n[accent]Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione.[]\n[accent]Distruggi tutti i blocchi di scarto a sinistra del tuo Nucleo usando la selezione dell'area.
tutorial.breaking.mobile = I blocchi spesso devono essere distrutti.\n[accent]Seleziona la modalità di decostruzione[], quindi tocca un blocco per iniziare a smantellarlo.\nDistruggi un'area tenendo premuto il dito per alcuni secondi[] e trascinando in una direzione.\nPremi il pulsante con il segno di spunta per confermare la rimozione.\n\n[accent]Distruggi tutti i blocchi di scarto a sinistra del tuo Nucleo usando la selezione dell'area.
tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi.\nPer fare ciò, [accent] tocca un blocco []con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario.\nPuoi prelevare più oggetti insieme[accent]tenendo premuto il tasto sinistro del mouse[].\n[accent]Preleva un po' di rame dal Nucleo. []
tutorial.deposit = Deposita tutti gli oggetti che trasporti trascinandoli dalla tua nave al blocco di destinazione.\n[accent]Rimetti il rame nel Nucleo. []
tutorial.waves = Il nemico [LIGHT_GRAY] si avvicina.\nDifendi il tuo Nucleo per 2 ondate. Costruisci più torrette. Puoi sparare tenendo premuto il tasto sinistro del mouse.
tutorial.waves.mobile = Il [lightgray] nemico si avvicina.\n\n Difendi il Nucleo per 2 ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette.
tutorial.launch = Una volta raggiunta un'ondata specifica, sarai in grado di [accent] decollare con il Nucleo [], lasciando la zona e abbandonando le tue difese e le tue strutture\nOtterrai [accent]tutte le risorse nel tuo Nucleo[] e potrai quindi usarle per ricercare nuove tecnologie.\n\n [accent]Decolla e conferma per terminare il tutorial.
tutorial.waves.mobile = Il [lightgray]nemico si avvicina.\n\nDifendi il Nucleo per 2 ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette.
tutorial.launch = Una volta raggiunta un'ondata specifica, sarai in grado di [accent] decollare con il Nucleo [], lasciando la zona e abbandonando le tue difese e le tue strutture\nOtterrai [accent]tutte le risorse nel tuo Nucleo[] e potrai quindi usarle per ricercare nuove tecnologie.\n\n[accent]Decolla e conferma per terminare il tutorial.
item.copper.description = Un utile materiale, usato dappertutto
item.lead.description = Un materiale di base, molto usato nei blocchi di trasporto.
item.metaglass.description = Un durissimo composto di vetro. Estensivamente usato per trasporto di liquidi ed immagazzinamento.
item.copper.description = Un materiale utile, usato dappertutto.
item.lead.description = Un materiale di base, molto usato nei blocchi per il trasporto.
item.metaglass.description = Un durissimo composto di vetro. Ampiamente usato per trasporto di liquidi ed immagazzinamento.
item.graphite.description = Carbone mineralizzato, utilizzato per munizioni ed isolamento elettrico.
item.sand.description = Un materiale di base che viene usato molto nei processi di fusione, sia come lega che come reagente.
item.coal.description = Un combustibile comune facilmente ottenibile.
@@ -1080,7 +1084,7 @@ item.pyratite.description = Una sostanza molto infiammabile che viene utilizzata
liquid.water.description = Il liquido più utile. Comunemente usato per il raffreddamento di macchinari ed il trattamento dei rifiuti.
liquid.slag.description = Diversi tipi di metalli fusi, mescolati insieme. Può essere separato nei suoi minerali costituenti o spruzzato sulle unità nemiche come un'arma.
liquid.oil.description = Un liquido usato nella produzione avanzata.\nPuò essere convertito in carbone per uso combustibile o spruzzato ed incendiato come arma.
liquid.cryofluid.description = Un liquido inerte e non corrosivo creato da acqua e titanio.\nIl liquido più efficiente per il raffreddamento.
liquid.cryofluid.description = Un liquido inerte e non corrosivo creato da acqua e titanio.\nÈ il liquido più efficiente per il raffreddamento.
mech.alpha-mech.description = Il mech standard. È abbastanza veloce e produce abbastanza danni, può anche generare 3 droni per aumentare il suo danno complessivo.
mech.delta-mech.description = Un mech veloce, poco armato fatto per giocare a tocca e fuga con il nemico. Fa poco danno alle strutture, ma può uccidere un gran nummero di nemici grazie alle sue armi ad alto voltaggio.
mech.tau-mech.description = Un mech di supporto. Cura i blocchi danneggiati sparandogli contro. Può spegnere fuochi e curare i compagni di squadra.
@@ -1100,7 +1104,7 @@ unit.eruptor.description = Un mech pesante progettato per abbattere le strutture
unit.wraith.description = Un'unità d'intercezione rapida ed efficiente.
unit.ghoul.description = Un bombardiere pesante. Utilizza composti esplosivi o pirite come munizioni.
unit.revenant.description = Un pesante lanciamissili volante.
block.message.description = Stores a message. Used for communication between allies.
block.message.description = Memorizza un messaggio. Utilizzato per la comunicazione tra alleati.
block.graphite-press.description = Comprime pezzi di carbone in fogli di grafite puri.
block.multi-press.description = Una versione aggiornata della pressa per grafite. Impiega acqua ed energia per elaborare il carbone in modo rapido ed efficiente.
block.silicon-smelter.description = Fonde sabbia e carbone riscaldati per ottenere silicio.
@@ -1109,7 +1113,7 @@ block.plastanium-compressor.description = Produce plastanio da petrolio e titani
block.phase-weaver.description = Produce tessuto di fase da torio radioattivo ed elevate quantità di sabbia.
block.alloy-smelter.description = Produce leghe di sovratensione da titanio, piombo, silicio e rame.
block.cryofluidmixer.description = Combina acqua e titanio in criofluido che è molto più efficiente per il raffreddamento.
block.blast-mixer.description = Frantuma e mescola le spore con la pirite per produrre Composto Esplosivo.
block.blast-mixer.description = Frantuma e mescola le spore con la pirite per produrre composto esplosivo.
block.pyratite-mixer.description = Mescola carbone, piombo e sabbia in pirite altamente infiammabile.
block.melter.description = Riscalda la pietra a temperature molto elevate per ottenere scoria liquida.
block.separator.description = Sottopone le scoria a centrifugazione per ottenere i vari minerali contenuti.
@@ -1123,23 +1127,23 @@ block.item-source.description = Produce oggetti infiniti, esiste solo nella moda
block.item-void.description = Elimina gli oggetti che vi entrano senza bisogno di energia, esiste solo nella modalità creativa.
block.liquid-source.description = Emette continuamente liquidi. Esiste solo nella modalità creativa.
block.copper-wall.description = Un blocco difensivo economico.\nUtile per proteggere il Nucleo e le torrette nelle prime ondate.
block.copper-wall-large.description = Un blocco difensivo economico.\nUtile per proteggere il Nucleo e le torrette nelle prime ondate. \nOccupa più tessere.
block.copper-wall-large.description = Un blocco difensivo economico.\nUtile per proteggere il Nucleo e le torrette nelle prime ondate.\nOccupa più tessere.
block.titanium-wall.description = Un blocco difensivo moderatamente forte.\nFornisce una protezione moderata dai nemici.
block.titanium-wall-large.description = Un blocco difensivo moderatamente forte.\nFornisce una protezione moderata dai nemici. \nOccupa più blocchi
block.titanium-wall-large.description = Un blocco difensivo moderatamente forte.\nFornisce una protezione moderata dai nemici.\nOccupa più tessere
block.plastanium-wall.description = Un tipo speciale di muro che assorbe gli archi elettrici e blocca le connessioni automatiche del nodo d'energia.
block.plastanium-wall-large.description = Un tipo speciale di muro che assorbe gli archi elettrici e blocca le connessioni automatiche dei nodi d'energia.\nSi estende su più blocchi.
block.plastanium-wall-large.description = Un tipo speciale di muro che assorbe gli archi elettrici e blocca le connessioni automatiche dei nodi d'energia.\nSi estende su più tessere.
block.thorium-wall.description = Un forte blocco difensivo.\nBuona protezione dai nemici.
block.thorium-wall-large.description = Un forte blocco difensivo.\nBuona protezione dai nemici.\nOccupa più blocchi
block.thorium-wall-large.description = Un forte blocco difensivo.\nBuona protezione dai nemici.\nOccupa più tessere.
block.phase-wall.description = Non è forte come un muro di torio, ma devia i proiettili a meno che non siano troppo potenti.
block.phase-wall-large.description = Non è forte come un muro di torio, ma devia i proiettili a meno che non siano troppo potenti.\nOccupa più blocchi
block.surge-wall.description = Il blocco difensivo più forte. \nHa una piccola possibilità di innescare un fulmine verso l'attaccante.
block.surge-wall-large.description = Il blocco difensivo più forte. \n Ha una piccola possibilità di innescare un fulmine verso l'attaccante.\nOccupa più blocchi
block.door.description = Una piccola porta che può essere aperta e chiusa toccandola. \nSe aperta, i nemici possono sparare ed attraversare.
block.door-large.description = Una grande porta che può essere aperta e chiusa toccandola. \nSe aperta, i nemici possono sparare ed attraversare. \nOccupa più blocchi
block.phase-wall-large.description = Non è forte come un muro di torio, ma devia i proiettili a meno che non siano troppo potenti.\nOccupa più tessere.
block.surge-wall.description = Il blocco difensivo più forte.\nHa una piccola possibilità di innescare un fulmine verso l'attaccante.
block.surge-wall-large.description = Il blocco difensivo più forte.\nHa una piccola possibilità di innescare un fulmine verso l'attaccante.\nOccupa più tessere.
block.door.description = Una piccola porta che può essere aperta e chiusa toccandola.\nSe aperta, i nemici possono sparare ed attraversare.
block.door-large.description = Una grande porta che può essere aperta e chiusa toccandola.\nSe aperta, i nemici possono sparare ed attraversare.\nOccupa più tessere.
block.mender.description = Ripara periodicamente blocchi nelle vicinanze.\nUtilizza del silicio per aumentarne portata ed efficienza.
block.mend-projector.description = Ripara periodicamente blocchi nelle vicinanze.\nUtilizza del tessuto di fase per aumentarne portata ed efficienza.
block.overdrive-projector.description = Aumenta la velocità di edifici vicini come trivelle e nastri trasportatori.
block.force-projector.description = Crea un campo di forza esagonale attorno a sé, proteggendo gli edifici e le unità all'interno da danni causati da proiettili
block.force-projector.description = Crea un campo di forza esagonale attorno a sé, proteggendo gli edifici e le unità all'interno da danni causati da proiettili.
block.shock-mine.description = Danneggia i nemici che la calpestano. Quasi invisibile al nemico.
block.conveyor.description = Nastro di base. Sposta gli oggetti in avanti e li deposita automaticamente in altri blocchi. Ruotabile.
block.titanium-conveyor.description = Nastro avanzato. Sposta gli oggetti più velocemente dei nastri standard.
@@ -1150,22 +1154,24 @@ block.sorter.description = Divide gli oggetti. Se l'oggetto corrisponde a quello
block.inverted-sorter.description = Elabora gli oggetti come uno smistatore standard, ma in uscita dà gli elementi selezionati ai lati.
block.router.description = Accetta gli elementi da una direzione e li emette fino a 3 altre direzioni allo stesso modo. Utile per suddividere i materiali da una fonte a più destinazioni.
block.distributor.description = Un distributore avanzato che divide gli oggetti in altre 7 direzioni allo stesso modo.
block.overflow-gate.description = Una combinazione di un incrocio e di un distributore , che distribuisce sui suoi lati se in nastro difronte si satura.
block.mass-driver.description = Ultimo blocco di trasporto di oggetti. Raccoglie diversi oggetti e poi li spara su un'altra Lancia Materiali a lungo raggio.
block.mechanical-pump.description = Una pompa economica con potenza lenta, ma nessun consumo di energia.
block.overflow-gate.description = Una combinazione di un incrocio e di un distributore, che distribuisce sui suoi lati se in nastro difronte si satura.
block.mass-driver.description = Ultimo blocco di trasporto di oggetti. Raccoglie diversi oggetti e poi li spara su un'altra Lìlancia materiali a lungo raggio.
block.mechanical-pump.description = Una pompa economica a bassa efficienza, ma nessun consumo di energia.
block.rotary-pump.description = Una pompa avanzata che raddoppia la velocità consumando energia.
block.thermal-pump.description = La pompa migliore. Tre volte più veloce di una pompa meccanica e l'unica pompa in grado di recuperare la lava.
block.conduit.description = Condotto di base. Funziona come un nastro trasportatore, ma per i liquidi. Ideale per estrattori, pompe o altri condotti.
block.pulse-conduit.description = Condotto avanzato. Trasporta più liquido e più velocemente dei condotti standard.
block.plated-conduit.description = Trasferisce i liquidi alla stessa velocità del Condotto a Impulsi, ma è più resistente. Non accetta liquidi dai lati da parte di condotti diversi.\nMeno perdite.
block.liquid-router.description = Accetta i liquidi da una direzione e li emette fino a 3 altre direzioni allo stesso modo. Può anche immagazzinare una certa quantità di liquido. Utile per suddividere i liquidi da una fonte verso più destinazioni.
block.liquid-tank.description = Conserva una grande quantità di liquidi. Usalo per creare zone cuscinetto quando c'è una domanda non costante di materiali o come protezione per il raffreddamento di blocchi vitali.
block.liquid-junction.description = Permette di incrociare condotti che trasportano liquidi diversi in posizioni diverse.
block.bridge-conduit.description = Consente il trasporto di liquidi fino a 3 tessere da un altro condotto sopraelevato.\nPuò passare sopra ad altri blocchi od edifici.
block.phase-conduit.description = Condotto avanzato. Consuma energia per teletrasportare i liquidi in un altro condotto di fase collegato.
block.power-node.description = Trasmette energia tra i nodi collegati. È possibile creare fino a quattro collegamenti.\nClicca sul nodo per configurare i collegamenti.
block.power-node-large.description = Ha un raggio maggiore rispetto al nodo energetico e si possono creare un massimo di sei collegamenti.\nClicca sul nodo per configurare i collegamenti.
block.power-node-large.description = Ha un raggio maggiore rispetto al Nodo Energetico e si possono creare un massimo di sei collegamenti.\nClicca sul nodo per configurare i collegamenti.
block.surge-tower.description = Un nodo di alimentazione a lungo raggio solo due connessioni disponibili.\nClicca sul nodo per configurare i collegamenti.
block.battery.description = Accumula energia ogni volta che c'è abbondanza e fornisce energia ogni volta che c'è carenza, purché rimanga carica.
block.diode.description = L'energia della batteria può attraversare questo blocco in una sola direzione, ma solo se l'altra parte ha meno energia.
block.battery.description = Accumula energia ogni volta che c'è abbondanza e fornisce energia ogni volta che c'è carenza, purché sia carica.
block.battery-large.description = Immagazzina molta più energia di una normale batteria.
block.combustion-generator.description = Genera energia bruciando combustibile.
block.thermal-generator.description = Genera una grande quantità di energia dalla lava.
@@ -1173,10 +1179,10 @@ block.turbine-generator.description = Più efficiente di un generatore a combust
block.differential-generator.description = Genera grandi quantità di energia. Utilizza la differenza di temperatura tra criofluido e pirite in combustione.
block.rtg-generator.description = Un generatore che sfrutta il calore del decadimento di materiale radioattivo per produrre energia.\nNon richiede raffreddamento ma fornisce meno energia di un reattore al torio.
block.solar-panel.description = Fornisce una piccola quantità di energia dal sole.
block.solar-panel-large.description = Fornisce un'alimentazione molto migliore rispetto a un pannello solare standard, ma è anche molto più costoso da costruire.
block.solar-panel-large.description = Fornisce un'alimentazione migliore rispetto a un pannello solare standard, ma è anche molto più costoso da costruire.
block.thorium-reactor.description = Genera enormi quantità di energia dal torio altamente radioattivo. Richiede un raffreddamento costante. Esploderà violentemente se vengono fornite quantità insufficienti di refrigerante.
block.impact-reactor.description = Un generatore avanzato, in grado di creare enormi quantità di energia alla massima efficienza. Richiede un significativo apporto di energia per avviare il processo.
block.mechanical-drill.description = Una trivella economica. Se posizionato su riquadri appropriati, estrae minerali a un ritmo lento e costante.
block.mechanical-drill.description = Una trivella economica. Se posizionata su slot appropriati, estrae minerali a un ritmo lento e costante.
block.pneumatic-drill.description = Una trivella migliorata più veloce ed in grado di elaborare materiali più duri sfruttando la pressione dell'aria.
block.laser-drill.description = Consente di perforare ancora più velocemente attraverso la tecnologia laser, ma richiede energia. Inoltre, con questa trivella è possibile recuperare il torio radioattivo.
block.blast-drill.description = La trivella migliore. Richiede grandi quantità di energia.
@@ -1188,7 +1194,7 @@ block.core-foundation.description = La seconda versione del Nucleo. Meglio coraz
block.core-nucleus.description = La terza ed ultima versione del Nucleo. Estremamente ben corazzato. Immagazzina enormi quantità di risorse.
block.vault.description = Immagazzina una grande quantità di oggetti. Usalo per creare zone cuscinetto quando c'è una domanda non costante di materiali. Uno [LIGHT_GRAY]scaricatore[] può essere utilizzato per recuperare elementi dal deposito.
block.container.description = Immagazzina una piccola quantità di oggetti. Usalo per creare zone cuscinetto quando c'è una domanda non costante di materiali. Uno [LIGHT_GRAY]scaricatore[] può essere utilizzato per recuperare elementi dal contenitore.
block.unloader.description = Scarica gli oggetti da un contenitore, caveau o Nucleo su un trasportatore o direttamente in un blocco adiacente. L'oggetto da scaricare può essere scelto toccando lo scaricatore.
block.unloader.description = Scarica gli oggetti da un contenitore, deposito o Nucleo su un nastro trasportatore o direttamente in un blocco adiacente. L'oggetto da scaricare può essere scelto toccando lo scaricatore.
block.launch-pad.description = Lancia oggetti nel tuo Nucleo senza necessità di un lasciare la zona.
block.launch-pad-large.description = Una versione migliore dell'Ascensore Spaziale, immagazzina più oggetti. Lancia oggetti più frequentemente.
block.duo.description = Una torretta piccola ed economica.
@@ -1205,7 +1211,7 @@ block.ripple.description = Una grande torretta di artiglieria che spara più col
block.cyclone.description = Una grande torretta a fuoco rapido.
block.spectre.description = Una grande torretta che spara due potenti proiettili contemporaneamente.
block.meltdown.description = Una grande torretta che spara un potente laser a lungo raggio.
block.command-center.description = Da istruzioni alle unità alleate nella mappa. Comanda la ricongizione, l'attacco del Nucleo nemico o la ritirata verso il proprio Nucleo o fabbrica.\nQuando non è presente un Nucleo nemico, le unità pattuglieranno anche se viene ordinato un attacco.
block.command-center.description = Dà istruzioni alle unità alleate nella mappa. Comanda la ricongizione, l'attacco del Nucleo nemico o la ritirata verso il proprio Nucleo o fabbrica.\nQuando non è presente un Nucleo nemico, le unità pattuglieranno anche se viene ordinato un attacco.
block.draug-factory.description = Produce droni per la raccolta mineraria.
block.spirit-factory.description = Produce droni che riparano blocchi.
block.phantom-factory.description = Produce droni avanzati che seguono il giocatore e lo assistono nella costruzione.
@@ -1217,10 +1223,10 @@ block.crawler-factory.description = Produce unità di sciame veloci ed autodistr
block.titan-factory.description = Produce unità terrestri avanzate e corazzate.
block.fortress-factory.description = Produce unità di terra di artiglieria pesante.
block.repair-point.description = Cura continuamente l'unità danneggiata più vicina.
block.dart-mech-pad.description = Trasforma la tua nave in un mech di attacco di base. \nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.delta-mech-pad.description = Trasforma la tua nave in un mech veloce e leggermente corazzato, ideale per colpire e scappare. \nUsa il blocco toccando due volte mentre ti ci trovi sopra.
block.tau-mech-pad.description = Trasforma la tua nave in un mech di supporto in grado di curare edifici ed unità alleate. \n Usa il blocco toccando due volte mentre sei in piedi su di esso.
block.omega-mech-pad.description = Trasforma la tua nave in un mech voluminoso e ben corazzato, creato per gli assalti in prima linea. \nUsa il blocco toccando due volte mentre sei in piedi su di esso.
block.dart-mech-pad.description = Trasforma la tua nave in un mech di attacco di base.\nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.delta-mech-pad.description = Trasforma la tua nave in un mech veloce e leggermente corazzato, ideale per colpire e scappare.\nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.tau-mech-pad.description = Trasforma la tua nave in un mech di supporto in grado di curare edifici ed unità alleate.\nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.omega-mech-pad.description = Trasforma la tua nave in un mech voluminoso e ben corazzato, creato per gli assalti in prima linea.\nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.javelin-ship-pad.description = Trasforma la tua nave in un intercettore forte e veloce con armi elettriche.\nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.trident-ship-pad.description = Trasforma la tua nave in un bombardiere pesante e ben corazzato. \nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.glaive-ship-pad.description = Trasforma la tua nave in una nave grande e ben corazzata. \nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.trident-ship-pad.description = Trasforma la tua nave in un bombardiere pesante e ben corazzato.\nUsa il blocco toccando due volte mentre ti trovi su di esso.
block.glaive-ship-pad.description = Trasforma la tua nave in una nave grande e ben corazzata.\nUsa il blocco toccando due volte mentre ti trovi su di esso.
-1
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@@ -652,7 +652,6 @@ keybind.pick.name = ブロックの選択
keybind.break_block.name = ブロックの破壊
keybind.deselect.name = 選択解除
keybind.shoot.name = ショット
keybind.zoom_hold.name = 長押しズーム
keybind.zoom.name = ズーム
keybind.menu.name = メニュー
keybind.pause.name = ポーズ
+36 -33
View File
@@ -7,14 +7,15 @@ link.reddit.description = Mindustry 레딧
link.github.description = 게임 소스코드
link.changelog.description = 새로 추가된 것들
link.dev-builds.description = 불안정한 개발 빌드들
link.trello.description = 다음 출시될 기능들을 게시한 공식 Trello 보드
link.trello.description = 출시 예정중인 기능들을 게시한 공식 Trello 보드
link.itch.io.description = PC 버전 다운로드와 HTML5 버전이 있는 itch.io 사이트
link.google-play.description = Google Play 스토어 정보
link.f-droid.description = F-Droid 카탈로그
link.wiki.description = 공식 Mindustry 위키
link.feathub.description = 기능 아이디어 건의하기
linkfail = 링크를 여는 데 실패했습니다!\nURL이 기기의 클립보드에 복사되었습니다.
screenshot = 스크린샷이 {0} 경로에 저장되었습니다.
screenshot.invalid = 맵이 너무 커서 스크린샷을 찍을 메모리가 충분하지 않습니다.
screenshot = 스크린 샷이 {0} 경로에 저장되었습니다.
screenshot.invalid = 맵이 너무 커서 스크린 샷을 찍을 메모리가 충분하지 않습니다.
gameover = 게임 오버
gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
highscore = [accent]최고점수 달성!
@@ -35,11 +36,11 @@ schematic.replace = 이 설계도와 같은 이름의 설계도가 이미 존재
schematic.import = 설계도 불러오기
schematic.exportfile = 파일 내보내기
schematic.importfile = 파일 불러오기
schematic.browseworkshop = 워크샵 탐색
schematic.browseworkshop = Workshop 탐색
schematic.copy = 클립보드에 복사하기
schematic.copy.import = 클립보드에서 붙여넣기
schematic.shareworkshop = 워크샵에 공유
schematic.flip = 좌우 뒤집기 :[accent][[{0}][] / 상하 뒤집기 : [accent][[{1}][]
schematic.flip = 좌우 뒤집기 : [accent][[{0}][] / 상하 뒤집기 : [accent][[{1}][]
schematic.saved = 설계도 저장됨.
schematic.delete.confirm = 삭제된 설계도는 복구할 수 없습니다. 정말로 삭제하시겠습니까?
schematic.rename = 설계도명 변경
@@ -94,7 +95,7 @@ mods.alpha = [scarlet](Alpha)
mods = 모드
mods.none = [LIGHT_GRAY]추가한 모드가 없습니다!
mods.guide = 모드 가이드
mods.report = 버그 신고
mods.report = 문제 신고
mods.openfolder = 모드 폴더 열기
mod.enabled = [lightgray]활성화
mod.disabled = [scarlet]비활성화
@@ -102,7 +103,10 @@ mod.disable = 비활성화
mod.delete.error = 모드를 삭제할 수 없습니다. 아마도 해당 모드가 사용중인 것 같습니다.
mod.requiresversion = [scarlet]게임의 버전이 낮아 모드를 활성화할 수 없습니다!\n[scarlet]요구되는 게임 버전 : [accent]{0}
mod.missingdependencies = [scarlet]의존되는 모드: {0}
mod.nowdisabled = [scarlet]모드 '{0}'는 다음의 모드에 의존합니다 :[accent] {1}\n[lightgray]이 모드를 먼저 다운로드해야합니다.\n이 모드는 자동으로 비활성화됩니다.
mod.erroredcontent = [scarlet]컨텐츠 오류
mod.errors = 컨텐츠를 불러오는 중 오류가 발생하였습니다.
mod.noerrorplay = [scarlet]모드에 오류가 존재합니다.[] 해당 오류가 발생하는 모드를 비활성화하거나 모드의 오류를 고친 후 플레이가 가능합니다.
mod.nowdisabled = [scarlet]모드 '{0}'는 다음의 모드에 의존합니다 : [accent] {1}\n[lightgray]이 모드를 먼저 다운로드해야합니다.\n이 모드는 자동으로 비활성화됩니다.
mod.enable = 활성화
mod.requiresrestart = 모드 변경사항을 적용하기 위해 게임을 종료합니다.
mod.reloadrequired = [scarlet]새로고침 예정됨
@@ -111,7 +115,7 @@ mod.import.github = 깃허브 모드 추가
mod.item.remove = 이것은 모드[accent] '{0}'[]의 자원입니다. 이 자원을 삭제하려면, 이 모드를 제거해야합니다.
mod.remove.confirm = 이 모드를 삭제하시겠습니까?
mod.author = [LIGHT_GRAY]제작자 : [] {0}
mod.missing = 이 세이브파일에는 설치하지 않은 모드 혹은 이 버전에 속해있지 않은 데이터가 포함되어 있습니다. 이 파일을 불러올 경우 세이브파일의 데이터가 손상될 수 있습니다. 정말로 이 파일을 불러오시겠습니까?\n[lightgray]모드 :\n{0}
mod.missing = 이 세이브파일에는 설치하지 않은 모드 혹은 현재 버전에 속해있지 않은 데이터가 포함되어 있습니다. 이 파일을 불러올 경우 세이브파일의 데이터가 손상될 수 있습니다. 정말로 이 파일을 불러오시겠습니까?\n[lightgray]모드 :\n{0}
mod.preview.missing = 워크샵에 당신의 모드를 업로드하기 전에 미리보기 이미지를 먼저 추가해야합니다.\n[accent] preview.png[]라는 이름으로 미리보기 이미지를 당신의 모드 폴더안에 준비한 후 다시 시도해주세요.
mod.folder.missing = 워크샵에는 폴더 형태의 모드만 게시할 수 있습니다.\n모드를 폴더 형태로 바꾸려면 파일을 폴더에 압축 해제하고 이전 압축파일을 제거한 후, 게임을 재시작하거나 모드를 다시 로드하십시오.
mod.scripts.unsupported = 당신의 기기는 모드스크립트를 지원하지 않습니다. 모드의 일부 기능이 작동하지 않을 수 있습니다.
@@ -594,8 +598,8 @@ unit.persecond = /초
unit.timesspeed = x 배
unit.percent = %
unit.items = 자원
unit.thousands = 천
unit.millions = 백만
unit.thousands = k
unit.millions = mil
category.general = 일반
category.power = 전력
category.liquids = 액체
@@ -635,7 +639,7 @@ setting.sensitivity.name = 컨트롤러 감도
setting.saveinterval.name = 저장 간격
setting.seconds = {0} 초
setting.blockselecttimeout.name = 블록 선택 시간 초과
setting.milliseconds = {0} 밀리초
setting.milliseconds = {0} ms
setting.fullscreen.name = 전체 화면
setting.borderlesswindow.name = 테두리 없는 창모드[LIGHT_GRAY] (재시작이 필요할 수 있습니다)
setting.fps.name = FPS 표시
@@ -683,20 +687,20 @@ keybind.schematic_flip_x.name = 설계도 X축 뒤집기
keybind.schematic_flip_y.name = 설계도 Y축 뒤집기
keybind.category_prev.name = 이전 목록
keybind.category_next.name = 다음 목록
keybind.block_select_left.name = 블럭 왼쪽 선택
keybind.block_select_right.name = 블럭 오른쪽 선택
keybind.block_select_up.name = 블럭 위쪽 선택
keybind.block_select_down.name = 블럭 아래쪽 선택
keybind.block_select_01.name = 카테고리/블럭 선택 1
keybind.block_select_02.name = 카테고리/블럭 선택 2
keybind.block_select_03.name = 카테고리/블럭 선택 3
keybind.block_select_04.name = 카테고리/블럭 선택 4
keybind.block_select_05.name = 카테고리/블럭 선택 5
keybind.block_select_06.name = 카테고리/블럭 선택 6
keybind.block_select_07.name = 카테고리/블럭 선택 7
keybind.block_select_08.name = 카테고리/블럭 선택 8
keybind.block_select_09.name = 카테고리/블럭 선택 9
keybind.block_select_10.name = 카테고리/블럭 선택 10
keybind.block_select_left.name = 블록 왼쪽 선택
keybind.block_select_right.name = 블록 오른쪽 선택
keybind.block_select_up.name = 블록 위쪽 선택
keybind.block_select_down.name = 블록 아래쪽 선택
keybind.block_select_01.name = 카테고리/블록 선택 1
keybind.block_select_02.name = 카테고리/블록 선택 2
keybind.block_select_03.name = 카테고리/블록 선택 3
keybind.block_select_04.name = 카테고리/블록 선택 4
keybind.block_select_05.name = 카테고리/블록 선택 5
keybind.block_select_06.name = 카테고리/블록 선택 6
keybind.block_select_07.name = 카테고리/블록 선택 7
keybind.block_select_08.name = 카테고리/블록 선택 8
keybind.block_select_09.name = 카테고리/블록 선택 9
keybind.block_select_10.name = 카테고리/블록 선택 10
keybind.fullscreen.name = 전체 화면
keybind.select.name = 선택/공격
keybind.diagonal_placement.name = 대각선 설치
@@ -704,7 +708,6 @@ keybind.pick.name = 블록 선택
keybind.break_block.name = 블록 파괴
keybind.deselect.name = 선택해제
keybind.shoot.name = 사격
keybind.zoom_hold.name = 길게 확대
keybind.zoom.name = 확대
keybind.menu.name = 메뉴
keybind.pause.name = 일시중지
@@ -717,8 +720,8 @@ keybind.console.name = 콘솔
keybind.rotate.name = 회전
keybind.rotateplaced.name = 기존 회전 (고정)
keybind.toggle_menus.name = 메뉴 보이기/숨기기
keybind.chat_history_prev.name = 이전 채팅기록
keybind.chat_history_next.name = 다음 채팅기록
keybind.chat_history_prev.name = 이전 채팅 기록
keybind.chat_history_next.name = 다음 채팅 기록
keybind.chat_scroll.name = 채팅 스크롤
keybind.drop_unit.name = 유닛 처치 시 자원획득
keybind.zoom_minimap.name = 미니맵 확대
@@ -731,11 +734,11 @@ mode.editor.name = 편집기
mode.pvp.name = PvP
mode.pvp.description = 실제 플레이어와 PvP를 합니다. 맵에 적어도 2개의 다른 색상 코어가 있어야 합니다.
mode.attack.name = 공격
mode.attack.description = 적 기지를 파괴하세요. 맵에 빨간팀 코어가 있어야 플레이 가능합니다.
mode.attack.description = 적 기지를 파괴하세요. 맵에 빨간 팀 코어가 있어야 플레이 가능합니다.
mode.custom = 사용자 정의 규칙
rules.infiniteresources = 무한 자원
rules.reactorexplosions = 원자로 폭발 허가여부
rules.reactorexplosions = 원자로 폭발 허가 여부
rules.wavetimer = 단계 대기시간
rules.waves = 단계 활성화
rules.attack = 공격 모드
@@ -751,7 +754,7 @@ rules.respawntime = 플레이어 부활 대기 시간 : [LIGHT_GRAY] (초)
rules.wavespacing = 단계 간격 : [LIGHT_GRAY] (초)
rules.buildcostmultiplier = 건설 소모 배수
rules.buildspeedmultiplier = 건설 속도 배수
rules.waitForWaveToEnd = 단계가 끝날때까지 기다리는중
rules.waitForWaveToEnd = 단계가 끝날때까지 기다리는 중
rules.dropzoneradius = 소환 충격파 범위 : [LIGHT_GRAY] (타일)
rules.respawns = 단계당 최대 플레이어 부활 횟수
rules.limitedRespawns = 플레이어 부활 제한
@@ -811,7 +814,7 @@ mech.trident-ship.name = 트라이던트
mech.trident-ship.weapon = 폭탄 저장고
mech.glaive-ship.name = 글레이브
mech.glaive-ship.weapon = 중무장 인화성 소총
item.corestorable = [lightgray]코어 잔여 저장공간: {0}
item.corestorable = [lightgray]코어 저장 가능 여부 : {0}
item.explosiveness = [LIGHT_GRAY]폭발성 : {0}
item.flammability = [LIGHT_GRAY]인화성 : {0}
item.radioactivity = [LIGHT_GRAY]방사능 : {0}
@@ -1118,7 +1121,7 @@ block.cryofluidmixer.description = 물과 티타늄을 냉각에 훨씬 더 효
block.blast-mixer.description = 포자를 사용하여 파이라타이트를 폭발성 화합물로 변환시킵니다.
block.pyratite-mixer.description = 석탄, 납, 모래를 가연성이 높은 파이라타이트로 만듭니다.
block.melter.description = 고철을 녹여 파도의 탄약 혹은 원심 분리기에 사용할 수 있는 액체인 광재로 만듭니다.
block.separator.description = 광재룰 각종 자원으로 재활용 할 수 있게 해 주는 건물입니다.
block.separator.description = 광재를 각종 자원으로 재활용 할 수 있게 해 주는 건물입니다.
block.spore-press.description = 포자를 압축해 기름을 추출합니다.
block.pulverizer.description = 고철을 갈아 모래로 만듭니다. 맵에 모래가 부족할 때 유용합니다.
block.coal-centrifuge.description = 석유로 석탄을 만듭니다.
-1
View File
@@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Deselect
keybind.shoot.name = Shoot
keybind.zoom_hold.name = Zoom Hold
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
@@ -653,7 +653,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Deselect
keybind.shoot.name = Shoot
keybind.zoom_hold.name = Zoom Hold
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
+32 -33
View File
@@ -624,7 +624,7 @@ setting.difficulty.name = Poziom trudności
setting.screenshake.name = Wstrząsy ekranu
setting.effects.name = Wyświetlanie efektów
setting.destroyedblocks.name = Wyświetl zniszczone bloki
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.conveyorpathfinding.name = Znajdowanie Ścieżki Stawianych Taśmociągów
setting.sensitivity.name = Czułość kontrolera
setting.saveinterval.name = Interwał automatycznego zapisywania
setting.seconds = {0} sekund
@@ -633,7 +633,7 @@ setting.milliseconds = {0} millisekund
setting.fullscreen.name = Pełny ekran
setting.borderlesswindow.name = Bezramkowe okno[lightgray] (może wymagać restartu)
setting.fps.name = Pokazuj FPS oraz ping
setting.blockselectkeys.name = Show Block Select Keys
setting.blockselectkeys.name = Pokazuj Klawisze Wyboru Bloków
setting.vsync.name = Synchronizacja pionowa
setting.pixelate.name = Pikselacja [lightgray](wyłącza animacje)
setting.minimap.name = Pokaż Minimapę
@@ -653,7 +653,7 @@ public.confirm = Czy chcesz ustawić swoją grę jako publiczną?\n[accent]Każd
public.beta = Wersje beta gry nie mogą tworzyć publicznych pokoi.
uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[]
uiscale.cancel = Anuluj i Wyjdź
setting.bloom.name = Bloom
setting.bloom.name = Rozproszenie
keybind.title = Zmień
keybinds.mobile = [scarlet]Większość skrótów klawiszowych nie funkcjonuje w wersji mobilnej. Tylko podstawowe poruszanie się jest wspierane.
category.general.name = Ogólne
@@ -667,10 +667,10 @@ keybind.clear_building.name = Wyczyść budynek
keybind.press = Naciśnij wybrany klawisz...
keybind.press.axis = Naciśnij oś lub klawisz...
keybind.screenshot.name = Zrzut ekranu mapy
keybind.toggle_power_lines.name = Toggle Power Lines
keybind.toggle_power_lines.name = Przełącz Linie Energetyczne
keybind.move_x.name = Poruszanie w poziomie
keybind.move_y.name = Poruszanie w pionie
keybind.mouse_move.name = Follow Mouse
keybind.mouse_move.name = Podążaj Za Myszką
keybind.dash.name = Dash
keybind.schematic_select.name = Wybierz region
keybind.schematic_menu.name = Menu schematów
@@ -678,20 +678,20 @@ keybind.schematic_flip_x.name = Obróć schemat horyzontalnie
keybind.schematic_flip_y.name = Obróć schemat wertykalnie
keybind.category_prev.name = Poprzednia kategoria
keybind.category_next.name = Następna kategoria
keybind.block_select_left.name = Block Select Left
keybind.block_select_right.name = Block Select Right
keybind.block_select_up.name = Block Select Up
keybind.block_select_down.name = Block Select Down
keybind.block_select_01.name = Category/Block Select 1
keybind.block_select_02.name = Category/Block Select 2
keybind.block_select_03.name = Category/Block Select 3
keybind.block_select_04.name = Category/Block Select 4
keybind.block_select_05.name = Category/Block Select 5
keybind.block_select_06.name = Category/Block Select 6
keybind.block_select_07.name = Category/Block Select 7
keybind.block_select_08.name = Category/Block Select 8
keybind.block_select_09.name = Category/Block Select 9
keybind.block_select_10.name = Category/Block Select 10
keybind.block_select_left.name = Wybór Bloku Lewo
keybind.block_select_right.name = Wybór Bloku Prawo
keybind.block_select_up.name = Wybór Bloku Góra
keybind.block_select_down.name = Wybór Bloku Dół
keybind.block_select_01.name = Kategoria/Wybór Bloku 1
keybind.block_select_02.name = Kategoria/Wybór Bloku 2
keybind.block_select_03.name = Kategoria/Wybór Bloku 3
keybind.block_select_04.name = Kategoria/Wybór Bloku 4
keybind.block_select_05.name = Kategoria/Wybór Bloku 5
keybind.block_select_06.name = Kategoria/Wybór Bloku 6
keybind.block_select_07.name = Kategoria/Wybór Bloku 7
keybind.block_select_08.name = Kategoria/Wybór Bloku 8
keybind.block_select_09.name = Kategoria/Wybór Bloku 9
keybind.block_select_10.name = Kategoria/Wybór Bloku 10
keybind.fullscreen.name = Przełącz Pełny Ekran
keybind.select.name = Zaznacz
keybind.diagonal_placement.name = Budowa po skosie
@@ -699,7 +699,6 @@ keybind.pick.name = Wybierz Blok
keybind.break_block.name = Zniszcz Blok
keybind.deselect.name = Odznacz
keybind.shoot.name = Strzelanie
keybind.zoom_hold.name = Inicjator przybliżania
keybind.zoom.name = Przybliżanie
keybind.menu.name = Menu
keybind.pause.name = Pauza
@@ -709,7 +708,7 @@ keybind.chat.name = Czat
keybind.player_list.name = Lista graczy
keybind.console.name = Konsola
keybind.rotate.name = Obracanie
keybind.rotateplaced.name = Rotate Existing (Hold)
keybind.rotateplaced.name = Obróć istniejące (Trzymaj)
keybind.toggle_menus.name = Zmiana widoczności menu
keybind.chat_history_prev.name = Przewiń wiadomości w górę
keybind.chat_history_next.name = Przewiń wiadomości w dół
@@ -909,11 +908,11 @@ block.scorch.name = Płomień
block.scatter.name = Flak
block.hail.name = Grad
block.lancer.name = Lansjer
block.conveyor.name = Przenośnik
block.titanium-conveyor.name = Przenośnik Tytanowy
block.armored-conveyor.name = Przenośnik Opancerzony
block.conveyor.name = Taśmociąg
block.titanium-conveyor.name = Taśmociąg Tytanowy
block.armored-conveyor.name = Opancerzony Taśmociąg
block.armored-conveyor.description = Przesyła przedmioty z taką samą szybkością jak Przenośnik Tytanowy, ale jest bardziej odporny. Wejściami bocznymi mogą być tylko inne przenośniki.
block.junction.name = Węzeł
block.junction.name = Skrzyżowanie
block.router.name = Rozdzielacz
block.distributor.name = Dystrybutor
block.sorter.name = Sortownik
@@ -931,8 +930,8 @@ block.incinerator.name = Spalacz
block.spore-press.name = Prasa Zarodników
block.separator.name = Rozdzielacz
block.coal-centrifuge.name = Wirówka węglowa
block.power-node.name = Węzeł Prądu
block.power-node-large.name = Duży Węzeł Prądu
block.power-node.name = Węzeł Prądowy
block.power-node-large.name = Duży Węzeł Prądowy
block.surge-tower.name = Wieża Energetyczna
block.diode.name = Dioda baterii
block.battery.name = Bateria
@@ -959,8 +958,8 @@ block.item-source.name = Źródło przedmiotów
block.item-void.name = Próżnia przedmiotów
block.liquid-source.name = Źródło płynów
block.power-void.name = Próżnia prądu
block.power-source.name = Nieskończony Prąd
block.unloader.name = Ekstraktor
block.power-source.name = Węzeł Nieskończonego Prądu
block.unloader.name = Wyładowywacz
block.vault.name = Magazyn
block.wave.name = Strumień
block.swarmer.name = Działo Rojowe
@@ -991,11 +990,11 @@ block.plated-conduit.name = Opancerzona rura
block.phase-conduit.name = Rura Fazowa
block.liquid-router.name = Rozdzielacz Płynów
block.liquid-tank.name = Zbiornik Płynów
block.liquid-junction.name = Łącznik Płynów
block.bridge-conduit.name = Most Płynów
block.liquid-junction.name = Skrzyżowanie Rurowe
block.bridge-conduit.name = Most Rurowy
block.rotary-pump.name = Wirowa Pompa
block.thorium-reactor.name = Reaktor Torowy
block.mass-driver.name = Katapulta Masy
block.mass-driver.name = Katapulta Masowa
block.blast-drill.name = Wiertło Wybuchowe
block.thermal-pump.name = Pompa Termalna
block.thermal-generator.name = Generator Termalny
@@ -1165,7 +1164,7 @@ block.phase-conduit.description = Zaawansowany blok do przenoszenia cieczy. Uży
block.power-node.description = Przesyła moc do połączonych węzłów. Można podłączyć do czterech źródeł zasilania, zlewów lub węzłów. Zasila też bloki które go dotykają.
block.power-node-large.description = Posiada większy zasięg niż zwykły węzeł prądu. Można podłączyć do sześciu źródeł zasilania, zlewów lub węzłów.
block.surge-tower.description = Węzęł prądu z bardzo dużym zasięgiem, posiadający mniej możliwych podłączeń.
block.diode.description = Battery power can flow through this block in only one direction, but only if the other side has less power stored.
block.diode.description = Prąd baterii może tylko przepłynąc przez ten blok w jedną strone, jeśli druga strona ma mniej prądu.
block.battery.description = Przechowuje energię przy nadwyżce produkcji oraz dostarcza energię kiedy jest jej brak, dopóki jest w niej miejsce.
block.battery-large.description = Przechowuje o wiele wiecej prądu niż standardowa bateria.
block.combustion-generator.description = Wytwarza energię poprzez spalanie łatwopalnych materiałów.
-1
View File
@@ -652,7 +652,6 @@ keybind.pick.name = Pegar bloco
keybind.break_block.name = Quebrar bloco
keybind.deselect.name = Deselecionar
keybind.shoot.name = Atirar
keybind.zoom_hold.name = segurar_zoom
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pausar
+43 -35
View File
@@ -10,11 +10,11 @@ link.dev-builds.description = Desenvolvimentos instáveis
link.trello.description = Trello oficial para atualizações planejadas
link.itch.io.description = Página da Itch.io com os downloads
link.google-play.description = Página da google play store
link.f-droid.description = F-Droid catalogue listing
link.f-droid.description = Listamento de catalogo do F-Droide
link.wiki.description = Wiki oficial do Mindustry
linkfail = Falha ao abrir o link\nO Url foi copiado para a área de transferência.
screenshot = Screenshot salvo para {0}
screenshot.invalid = Mapa grande demais, Potencialmente sem memória suficiente para captura de tela.
screenshot.invalid = Mapa grande demais, Voce pode estar potencialmente sem memória suficiente para captura de tela.
gameover = O núcleo foi destruído.
gameover.pvp = O time[accent] {0}[] ganhou!
highscore = [YELLOW]Novo recorde!
@@ -26,6 +26,7 @@ load.image = Imagens
load.content = Conteúdo
load.system = Sistema
load.mod = Mods
load.scripts = Scripts
schematic = Esquema
schematic.add = Salvar Esquema...
@@ -41,8 +42,8 @@ schematic.shareworkshop = Compartilhar na Oficina
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Virar o Esquema
schematic.saved = Esquema salvo.
schematic.delete.confirm = Esse Esquema será totalmente erradicado.
schematic.rename = Rename Schematic
schematic.info = {0}x{1}, {2} blocks
schematic.rename = Renomear esquema
schematic.info = {0}x{1}, {2} blocos
stat.wave = Hordas derrotadas:[accent] {0}
stat.enemiesDestroyed = Inimigos Destruídos:[accent] {0}
@@ -99,19 +100,24 @@ mod.enabled = [lightgray]Ativado
mod.disabled = [scarlet]Desativado
mod.disable = Desati-\nvar
mod.delete.error = Incapaz de deletar o Mod. O arquivo talvez esteja em uso.
mod.requiresversion = [scarlet]Requer versão [accent]{0} [scarlet]do jogo.
mod.requiresversion = [scarlet]Requer no mínimo versão [accent]{0} [scarlet]do jogo.
mod.missingdependencies = [scarlet]Dependências ausentes: {0}
mod.erroredcontent = [scarlet]Erros no Conteúdo
mod.errors = Erros ocorreram ao carregar o conteúdo.
mod.noerrorplay = [scarlet]Você tem mods com erros.[] Desative os mods afetados ou conserte os erros antes de jogar.
mod.nowdisabled = [scarlet]O Mod '{0}' está com dependências ausentes:[accent] {1}\n[lightgray]Esses Mods precisam ser baixados primeiro.\nEsse Mod será desativado automaticamente.
mod.enable = Ativar
mod.requiresrestart = O jogo irá fechar para aplicar as mudanças do Mod.
mod.reloadrequired = [scarlet]Recarregamento necessário
mod.import = Importar Mod
mod.import.github = Importar Mod do GitHub
mod.remove.confirm = Esse Mod será deletado.
mod.item.remove = Este item é parte do mod[accent] '{0}'[]. Para removê-lo, desinstale esse mod.
mod.remove.confirm = Este mod será deletado.
mod.author = [LIGHT_GRAY]Author:[] {0}
mod.missing = Esse jogo salvo foi criado antes de você atualizar ou desinstalar um mod. O jogo salvo pode se corromper. Você tem certeza que quer carregar?\n[lightgray]Mods:\n{0}
mod.missing = Esse jogo salvo foi criado antes de você atualizar ou desinstalar um mod. Pode ocorrer uma corrupção no salvamento. Você tem certeza que quer carregar?\n[lightgray]Mods:\n{0}
mod.preview.missing = Antes de publicar esse mod na Oficina, você deve adicionar uma imagem de pré-visualização.\nColoque uma imagem com o nome[accent] preview.png[] na pasta do Mod e tente novamente.
mod.folder.missing = Somente Mods no formato de pasta serão publicados na Oficina.\nPara converter qualquer Mod em uma pasta, Simplesmente descompacte seu arquivo numa pasta e delete a compactação antiga, então reinicie seu jogo ou recarregue os Mods.
mod.scripts.unsupported = Seu dispositivo não suporta scripts de mods. Alguns mods não funcionarão corretamente.
about.button = Sobre
name = Nome:
@@ -189,9 +195,9 @@ disconnect.data = Falha ao abrir os dados do mundo!
cantconnect = Impossível conectar ([accent]{0}[]).
connecting = [accent]Conectando...
connecting.data = [accent]Carregando dados do mundo...
server.port = Porte:
server.port = Port:
server.addressinuse = Senha em uso!
server.invalidport = Numero de porta invalido!
server.invalidport = Numero de port inválido!
server.error = [crimson]Erro ao hospedar o servidor: [accent]{0}
save.new = Novo salvamento
save.overwrite = Você tem certeza que quer sobrescrever este salvamento?
@@ -273,11 +279,11 @@ workshop.error = Erro buscando os detalhes da Oficina: {0}
map.publish.confirm = Você tem certeza de que quer publicar este mapa?\n\n[lightgray]Tenha certeza de que você concorda com o EULA da oficina primeiro, ou seus mapas não serão mostrados!
workshop.menu = Selecione oquê você gostaria de fazer com esse Item.
workshop.info = Informação do Item
changelog = Changelog (optional):
changelog = Mudanças (opcional):
eula = EULA da Steam
missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked.
publishing = [accent]Publishing...
publish.confirm = você tem certeza de que quer publicar isso?\n\n[lightgray]Primeiramente tenha certeza de que você concorda com o EULA da Oficina, ou seus itens não irão aparecer!
missing = Este item foi deletado ou movido.\n[lightgray]O listamento da oficina foi automaticamente des-ligado.
publishing = [accent]Publicando...
publish.confirm = Você tem certeza de que quer publicar isso?\n\n[lightgray]Primeiramente tenha certeza de que você concorda com o EULA da Oficina, ou seus itens não irão aparecer!
publish.error = Erro publicando o Item: {0}
steam.error = Falha em iniciar os serviços da Steam.\nError: {0}
@@ -364,11 +370,11 @@ toolmode.replaceall = Substituir tudo
toolmode.replaceall.description = Substituir todos os blocos no mapa
toolmode.orthogonal = Linha reta
toolmode.orthogonal.description = Desenha apenas linhas retas.
toolmode.square = Square
toolmode.square = Quadrado
toolmode.square.description = Pincel quadrado.
toolmode.eraseores = Apagar minérios
toolmode.eraseores.description = Apaga apenas minérios.
toolmode.fillteams = Encher times
toolmode.fillteams = Preencher times
toolmode.fillteams.description = Muda o time do qual todos os blocos pertencem.
toolmode.drawteams = Desenhar times
toolmode.drawteams.description = Muda o time do qual o bloco pertence.
@@ -490,8 +496,8 @@ zone.tarFields.description = Nos arredores de uma zona de produção de petróle
zone.desolateRift.description = Uma zona extremamente perigosa. Recursos abundantes, porém pouco espaço. Alto risco de destruição. Saia o mais rápido possível. Não seja enganado pelo longo espaço de tempo entre os ataques inimigos.
zone.nuclearComplex.description = Uma antiga instalação para produção e processamento de tório, reduzido a ruínas.\n[lightgray]Pesquise o tório e seus muitos usos.\n\nO inimigo está presente aqui em grandes números, constantemente à procura de atacantes.
zone.fungalPass.description = Uma area de transição entre montanhas altas e baixas, terras cheias de esporos. Uma pequena base de reconhecimento inimiga está localizada aqui.\nDestrua-a.\nUse as unidades crawler e dagger. Destrua os dois núcleos.
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
zone.impact0078.description = <insira descrição aqui>
zone.crags.description = <Insira descrição aqui>
settings.language = Idioma
settings.data = Dados do jogo
@@ -506,7 +512,7 @@ settings.cleardata = Apagar dados...
settings.clear.confirm = Certeza que quer limpar a os dados?\nOque é feito não pode ser desfeito!
settings.clearall.confirm = [scarlet]Aviso![]\nIsso vai limpar todo os arquivos, incluindo jogos salvos, mapas, teclas personalizadas e desbloqueados.\nQuando apertar 'ok' todos os arquivos serão apagados e o jogo irá sair automaticamente.
paused = Pausado
clear = Clear
clear = Limpo
banned = [scarlet]Banido
yes = Sim
no = Não
@@ -515,7 +521,7 @@ error.title = [crimson]Ocorreu um Erro.
error.crashtitle = Ocorreu um Erro
blocks.input = Entrada
blocks.output = Saída
blocks.booster = Booster
blocks.booster = Apoio
block.unknown = [LIGHT_GRAY]???
blocks.powercapacity = Capacidade de Energia
blocks.powershot = Energia/tiro
@@ -591,12 +597,14 @@ unit.persecond = por segundo
unit.timesspeed = x Velocidade
unit.percent = %
unit.items = itens
unit.thousands = k
unit.millions = m
category.general = Geral
category.power = Poder
category.power = Energia
category.liquids = Líquidos
category.items = Itens
category.crafting = Construindo
category.shooting = Atirando
category.crafting = Entrada/Saída
category.shooting = Atiradores
category.optional = Melhoras opcionais
setting.landscape.name = Travar panorama
setting.shadows.name = Sombras
@@ -651,7 +659,7 @@ setting.chatopacity.name = Opacidade do chat
setting.lasersopacity.name = Opacidade do laser
setting.playerchat.name = Mostrar chat em jogo
public.confirm = Você quer fazer sua partida pública?\n[accent]Qualquer um será capaz de entrar na sua partida.\n[lightgray]Isso pode ser mudado depois em Configurações->Jogo->Visibilidade da partida pública.
public.beta = Note that beta versions of the game cannot make public lobbies.
public.beta = Note que as versões beta do jogo não podem fazer salas publicas.
uiscale.reset = A escala da IU foi mudada.\nPressione "OK" para confirmar esta escala.\n[scarlet]Revertendo e saindo em[accent] {0}[] settings...
uiscale.cancel = Cancelar e sair
setting.bloom.name = Bloom
@@ -700,7 +708,6 @@ keybind.pick.name = Pegar bloco
keybind.break_block.name = Quebrar bloco
keybind.deselect.name = Deselecionar
keybind.shoot.name = Atirar
keybind.zoom_hold.name = segurar Zoom
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pausar
@@ -720,10 +727,10 @@ keybind.zoom_minimap.name = Zoom do minimapa
mode.help.title = Descrição dos modos
mode.survival.name = Sobrevivência
mode.survival.description = O modo normal. Recursos limitados e hordas automáticas.
mode.sandbox.name = Sandbox
mode.sandbox.name = Caixa de areia
mode.sandbox.description = Recursos infinitos e sem tempo para ataques.
mode.editor.name = Editor
mode.pvp.name = JXJ
mode.pvp.name = JxJ
mode.pvp.description = Lutar contra outros jogadores locais.
mode.attack.name = Ataque
mode.attack.description = Sem hordas, com o objetivo de destruir a base inimiga.
@@ -806,6 +813,7 @@ mech.trident-ship.name = Tridente
mech.trident-ship.weapon = Carga de bombas
mech.glaive-ship.name = Glaive
mech.glaive-ship.weapon = Repetidor de fogo
item.corestorable = [lightgray]Armazenável no núcleo: {0}
item.explosiveness = [LIGHT_GRAY]Explosibilidade: {0}
item.flammability = [LIGHT_GRAY]Inflamabilidade: {0}
item.radioactivity = [LIGHT_GRAY]Radioatividade: {0}
@@ -981,9 +989,9 @@ block.spirit-factory.name = Fábrica de drone de reparo Spirit
block.phantom-factory.name = Fábrica de drone de construção Phantom
block.wraith-factory.name = Fábrica de lutadores Wraith
block.ghoul-factory.name = Fábrica de Bombardeiros Ghoul
block.dagger-factory.name = Fábrica de mech Dagger
block.crawler-factory.name = Fábrica de mech Crawler
block.titan-factory.name = Fábrica de mech titan
block.dagger-factory.name = Fábrica de Mecas Dagger
block.crawler-factory.name = Fábrica de Mecas Crawler
block.titan-factory.name = Fábrica de Mecas Titan
block.fortress-factory.name = Fábrica de mech Fortress
block.revenant-factory.name = Fábrica de lutadores Revenant
block.repair-point.name = Ponto de Reparo
@@ -1040,7 +1048,7 @@ unit.eradicator.name = Erradicador
unit.lich.name = Lich
unit.reaper.name = Ceifador
tutorial.next = [lightgray]<Toque para continuar>
tutorial.intro = Você entrou no[scarlet] Tutorial do Mindustry.[]\nComeçe[accent] minerando cobre[]. Toque em um veio de minério de cobre para fazer isso.\n\n[accent]{0}/{1} copper
tutorial.intro = Você entrou no[scarlet] Tutorial do Mindustry.[]\nUse[accent] [[WASD][] para se mover.\n[accent]Roda do mouse[] para aumentar e diminuir o zoom.\nComece[accent] minerando cobre[]. Toque em um veio de minério de cobre para fazer isso.\n\n[accent]{0}/{1} copper
tutorial.intro.mobile = You have entered the[scarlet] Mindustry Tutorial.[]\nSwipe the screen to move.\n[accent]Pinch with 2 fingers [] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.drill = Minerar manualmente é ineficiente.\n[accent]Brocas []podem minerar automaticamente.\nColoque uma num veio de cobre.
tutorial.drill.mobile = Minerar manualmente é ineficiente.\n[accent]Brocas []podem minerar automaticamente.\nToque na aba de brocas no canto inferior direito.\nSelecione a[accent] broca mecânica[].\nToque em um veio de cobre para colocá-la, então pressione a[accent] marca de verificação[] abaixo para confirmar sua seleção.\nPressione o[accent] botão "X"[] para cancelar o posicionamento.
@@ -1048,7 +1056,7 @@ tutorial.blockinfo = Cada bloco tem diferentes status. Cada broca pode extrair c
tutorial.conveyor = [accent]Esteiras[] São usadas para transportar itens até o núcleo.\nFaça uma linha de Esteiras da mineradora até o núcleo.
tutorial.conveyor.mobile = [accent]Esteiras[] são usadas para transportar itens até o núcleo.\nFaça uma linha de esteiras da broca até o núcleo.\n[accent] Coloque uma linha segurando por alguns segundos[] e arrastando em uma direção.\n\n[accent]{0}/{1} esteiras colocadas em linha\n[accent]0/1 itens entregues
tutorial.turret = Estruturas defensivas devem ser construidas para repelir[LIGHT_GRAY] o inimigo[].\nConstrua uma torre dupla perto de sua base.
tutorial.drillturret = Torretas duplas precisam de[accent] cobre[] como munição para atirar.\nColoque uma broca próxima à torre para carregá-la com o cobre minerado.
tutorial.drillturret = Torres duplas precisam de[accent] cobre[] como munição para atirar.\nColoque uma broca próxima à torre para carregá-la com o cobre minerado.
tutorial.pause = Durante uma batalha, você pode[accent] pausar o jogo.[]\nVocê pode enfileirar construções enquanto o jogo está pausado.\n\n[accent]Pressione a barra de espaço para pausar.
tutorial.pause.mobile = Durante uma batalha, você pode[accent] pausar o jogo.[]\nVocê pode enfileirar construções enquanto o jogo está pausado.\n\n[accent]Pressione este botão no canto superior direito para pausar.
tutorial.unpause = Agora pressione novamente a barra de espaço para despausar.
@@ -1103,7 +1111,7 @@ unit.revenant.description = Uma matriz de mísseis pesada e flutuante.
block.message.description = Armazena uma mensagem. Usado para comunicação entre aliados.
block.graphite-press.description = Comprime pedaços de carvão em lâminas de grafite puro.
block.multi-press.description = Uma versão melhorada da prensa de grafite. Usa água e energia para processar carvão rápida e eficientemente.
block.silicon-smelter.description = Reduz areia com carvão puro. Produz silício silicio.
block.silicon-smelter.description = Reduz areia a silicio usando carvão puro. Produz silício.
block.kiln.description = Derrete chumbo e areia no composto conhecido como metavidro. Requer pequenas quantidades de energia.
block.plastanium-compressor.description = Produz plastânio usando petróleo e titânio.
block.phase-weaver.description = Produz tecido de fase usando tório radioativo e areia. Requer massivas quantidades de energia para funcionar.
@@ -1139,9 +1147,9 @@ block.door-large.description = Uma grande porta. Pode ser aberta e fechada ao to
block.mender.description = Periodicamente repara blocos vizinhos. Mantem as defesas reparadas em e entre ondas.\nPode usar silício para aumentar o alcance e a eficiência.
block.mend-projector.description = Uma versão melhorada do reparador. Repara blocos vizinhos.\nPode usar tecido de fase para aumentar o alcance e a eficiência.
block.overdrive-projector.description = Aumenta a velocidade de construções vizinhas.\nPode usar tecido de fase para aumentar o alcance e a eficiência.
block.force-projector.description = Cria um campo de forca hexagonal em volta de si mesmo, Protegendo construções e unidades dentro de dano por balas.
block.force-projector.description = Cria um campo de força hexagonal ao redor de si, protegendo construções e unidades.\nSuperaquece se suportar muito dano. Pode usar líquidos para evitar superaquecimento. Pode-se usar tecido de fase para aumentar o tamanho do escudo.
block.shock-mine.description = Danifica inimigos em cima da mina. Quase invisivel ao inimigo.
block.conveyor.description = Bloco de transporte de item basico. Move os itens a frente e os deposita automaticamente em torretas ou construtores. Rotacionavel.
block.conveyor.description = Bloco de transporte de item basico. Move os itens a frente e os deposita automaticamente em torretas ou construtores. Rotacionável.
block.titanium-conveyor.description = Bloco de transporte de item avançado. Move itens mais rapidos que esteiras padrões.
block.junction.description = Funciona como uma ponte Para duas esteiras que estejam se cruzando. Util em situações que tenha duas esteiras diferentes carregando materiais diferentes para lugares diferentes.
block.bridge-conveyor.description = Bloco de transporte de itens avancado. Possibilita o transporte de itens acima de 3 blocos de construção ou paredes.
@@ -1177,7 +1185,7 @@ block.rtg-generator.description = Um Gerador termoelétrico de radioisótopos qu
block.solar-panel.description = Gera pequenas quantidades de energia do sol.
block.solar-panel-large.description = Uma versão significantemente mais eficiente que o painel solar padrão.
block.thorium-reactor.description = Gera altas quantidades de energia do torio radioativo. Requer resfriamento constante. Vai explodir violentamente Se resfriamento insuficiente for fornecido.
block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
block.impact-reactor.description = Um gerador avançado, capaz de criar quantidades enormes de energia em seu poder total. Requer uma entrada significativa de energia ao iniciar.
block.mechanical-drill.description = Uma broca barata. Quando colocado em blocos apropriados, retira itens em um ritmo lento e indefinitavamente.
block.pneumatic-drill.description = Uma broca improvisada que é mais rápida e capaz de processar materiais mais duros usando a pressão do ar
block.laser-drill.description = Possibilita a mineração ainda mais rapida usando tecnologia a laser, Mas requer poder adcionalmente torio radioativo pode ser recuperado com essa mineradora
+18 -15
View File
@@ -12,6 +12,7 @@ link.itch.io.description = Страница itch.io с загрузками иг
link.google-play.description = Скачать для Android с Google Play
link.f-droid.description = Скачать для Android с F-Droid
link.wiki.description = Официальная вики
link.feathub.description = Предложить новые функции
linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена.
screenshot = Cкриншот сохранён в {0}
screenshot.invalid = Карта слишком большая, возможно, не хватает памяти для скриншота.
@@ -93,23 +94,26 @@ mods.alphainfo = Имейте в виду, что модификации нах
mods.alpha = [accent](Альфа)
mods = Модификации
mods.none = [LIGHT_GRAY]Модификации не найдены!
mods.guide = Руководство по созданию модификаций
mods.guide = Руководство по модам
mods.report = Доложить об ошибке
mods.openfolder = Открыть папку с модификациями
mod.enabled = [lightgray]Включён
mod.disabled = [scarlet]Выключен
mod.disable = Выкл.
mod.delete.error = Невозможно удалить модификацию. Возможно, файл используется.
mod.requiresversion = [scarlet]Требуемая версия игры: [accent]{0}
mod.requiresversion = [scarlet]Требуемая минимальная версия игры: [accent]{0}
mod.missingdependencies = [scarlet]Не найдены родительские модификации: {0}
mod.erroredcontent = [scarlet]Ошибки содержимого
mod.errors = Ошибки были вызваны загружаемым содержимым.
mod.noerrorplay = [scarlet]У Вас есть модификации с ошибками.[] Выключите проблемные модификации или исправьте ошибки перед игрой.
mod.nowdisabled = [scarlet]Модификации '{0}' требуются родительские модификации:[accent] {1}\n[lightgray]Сначала нужно загрузить их.\nЭта модификация будет автоматически отключена.
mod.enable = Вкл.
mod.requiresrestart = Теперь игра закроется, чтобы применить изменения в модификациях.
mod.reloadrequired = [scarlet]Необходим перезапуск
mod.import = Импортировать модификацию
mod.import.github = Импортировать модификацию с GitHub
mod.import.github = Импортировать мод с GitHub
mod.item.remove = Этот предмет является частью модификации [accent]«{0}»[]. Чтобы удалить его, удалите саму модификацию.
mod.remove.confirm = Этот мод будет удалён.
mod.remove.confirm = Эта модификация будет удалена.
mod.author = [LIGHT_GRAY]Автор:[] {0}
mod.missing = Это сохранение содержит модификацию, которое Вы недавно обновили или оно больше не установлено. Может случиться повреждение сохранения. Вы уверены, что хотите загрузить его?\n[lightgray]Модификации:\n{0}
mod.preview.missing = Перед публикацией этой модификации в Мастерской, Вы должны добавить изображение предпросмотра.\nРазместите изображение с именем[accent] preview.png[] в папке модификации и попробуйте снова.
@@ -315,7 +319,7 @@ waves.invalid = Неверные волны в буфере обмена.
waves.copied = Волны скопированы.
waves.none = Враги не были определены.\nОбратите внимание, что пустые волны будут автоматически заменены обычной волной.
editor.default = [lightgray]<По умолчанию>
details = Подробная информация…
details = Подробности…
edit = Редактировать…
editor.name = Название:
editor.spawn = Создать боевую единицу
@@ -676,6 +680,12 @@ keybind.screenshot.name = Скриншот карты
keybind.toggle_power_lines.name = Отображение лазеров энергоснабжения
keybind.move_x.name = Движение по оси X
keybind.move_y.name = Движение по оси Y
keybind.mouse_move.name = Следовать за курсором
keybind.dash.name = Полёт/Ускорение
keybind.schematic_select.name = Выбрать область
keybind.schematic_menu.name = Меню схем
keybind.schematic_flip_x.name = Отразить схему по оси X
keybind.schematic_flip_y.name = Отразить схему по оси Y
keybind.category_prev.name = Предыдущая категория
keybind.category_next.name = Следующая категория
keybind.block_select_left.name = Выбор левого блока
@@ -692,11 +702,6 @@ keybind.block_select_07.name = Категория/Выбор блока 7
keybind.block_select_08.name = Категория/Выбор блока 8
keybind.block_select_09.name = Категория/Выбор блока 9
keybind.block_select_10.name = Категория/Выбор блока 10
keybind.mouse_move.name = Следовать за курсором
keybind.schematic_select.name = Выбрать область
keybind.schematic_menu.name = Меню схем
keybind.schematic_flip_x.name = Отразить схему по оси X
keybind.schematic_flip_y.name = Отразить схему по оси Y
keybind.fullscreen.name = Переключение полноэкранного режима
keybind.select.name = Выбор/Выстрел
keybind.diagonal_placement.name = Диагональное размещение
@@ -704,13 +709,11 @@ keybind.pick.name = Выбрать блок
keybind.break_block.name = Разрушить блок
keybind.deselect.name = Снять выделение
keybind.shoot.name = Выстрел
keybind.zoom_hold.name = Управление масштабом
keybind.zoom.name = Приблизить/Отдалить
keybind.zoom.name = Масштабирование
keybind.menu.name = Меню
keybind.pause.name = Пауза
keybind.pause_building.name = Приостановить/возобновить строительство
keybind.minimap.name = Мини-карта
keybind.dash.name = Полёт/Ускорение
keybind.chat.name = Чат
keybind.player_list.name = Список игроков
keybind.console.name = Консоль
@@ -1048,7 +1051,7 @@ unit.eradicator.name = Искоренитель
unit.lich.name = Лич
unit.reaper.name = Жнец
tutorial.next = [lightgray]<Нажмите для продолжения>
tutorial.intro = Вы начали[scarlet] обучение по Mindustry.[]\nИспользуйте кнопки [accent][[WASD][] для передвижения.\n[accent]Зажмите [[Ctrl] и покрутите колесо мыши[]для приближения или отдаления камеры.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле Вашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
tutorial.intro = Вы начали[scarlet] обучение по Mindustry.[]\nИспользуйте кнопки [accent][[WASD][] для передвижения.\n[accent]Покрутите колесо мыши[]для приближения или отдаления камеры.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле Вашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
tutorial.intro.mobile = Вы начали[scarlet] обучение по Mindustry.[]\nПроведите по экрану, чтобы двигаться.\n[accent]Сведите или разведите 2 пальца[] для изменения масштаба.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле Вашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
tutorial.drill = Ручная добыча не является эффективной.\n[accent]Буры[] могут добывать автоматически.\nНажмите на вкладку с изображением сверла снизу справа.\nВыберите[accent] механический бур[]. Разместите его на медной жиле нажатием.\n[accent]Нажатие по правой кнопке[] прервёт строительство.
tutorial.drill.mobile = Ручная добыча не является эффективной.\n[accent]Буры []могут добывать автоматически.\nНажмите на вкладку с изображением сверла снизу справа.\nВыберите[accent] механический бур[].\nРазместите его на медной жиле нажатием, затем нажмите [accent] белую галку[] ниже, чтобы подтвердить построение выделенного.\nНажмите [accent] кнопку X[], чтобы отменить размещение.
@@ -1072,7 +1075,7 @@ tutorial.launch = Когда Вы достигаете определенной
item.copper.description = Самый основной строительный материал. Широко используется во всех типах блоков.
item.lead.description = Основной стартовый материал. Широко используется в электронике и блоках для транспортировки жидкостей.
item.metaglass.description = Сверхпрочный сплав стекла. Широко используется для распределения и хранения жидкости.
item.graphite.description = Минерализованный углерод, используемый для боеприпасов и электроизоляции.
item.graphite.description = Минерализованный углерод, используемый для боеприпасов и электрических компонентов.
item.sand.description = Обычный материал, который широко используется при выплавке, как при легировании, так и в качестве флюса.
item.coal.description = Окаменелое растительное вещество, образовавшееся задолго до посева. Широко используется для производства топлива и ресурсов.
item.titanium.description = Редкий сверхлёгкий металл, широко используемый для транспортировки жидкостей, буров и авиации.
-1
View File
@@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Deselect
keybind.shoot.name = Shoot
keybind.zoom_hold.name = Zoom Hold
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
+34 -35
View File
@@ -29,7 +29,7 @@ load.mod = มอด
schematic = Schematic
schematic.add = กำลังบันทึก Schematic...
schematics = Schematics
schematic.replace = มี schematic ที่ใช้ชื่อนี้แล้ว. แทนที่มัน?
schematic.replace = มี schematic ที่ใช้ชื่อนี้แล้ว. แทนที่เลยไม?
schematic.import = นำเข้า Schematic...
schematic.exportfile = ส่งออก File
schematic.importfile = นำเข้า File
@@ -60,7 +60,7 @@ level.mode = เกมโหมด:
showagain = ไม่แสดงอีกในครั้งต่อไป
coreattack = < Core กำลังถูกโจมตี! >
nearpoint = [[ [scarlet]ออกจากดรอปพอยท์ด่วน IMMEDIATELY[] ]\nการทำลายล้างกำลังใกล้เข้ามา
database = Core Database
database = ฐานข้อมูหลัง
savegame = เซฟเกม
loadgame = โหลดเกม
joingame = เข้าร่วมเกม
@@ -116,7 +116,7 @@ noname = ใส่ชื่อ[accent] ผู้เล่น[] ก่อน.
filename = ชื่อไฟล์:
unlocked = content ใหม่ปลดล็อค!
completed = [accent]สำเร็จ
techtree = สายวิจัย
techtree = ความคืบหน้าในการวิจัย
research.list = [lightgray]วิจัย:
research = วิจัย
researched = [lightgray]{0} วิจัยแล้ว.
@@ -126,9 +126,9 @@ server.closing = [accent]กำลังปิดเซิฟเวอร์...
server.kicked.kick = คุณถูกเตะออกจากเซิฟเวอร์!
server.kicked.whitelist = คุณไม่ได้อยู่ใน whitelisted
server.kicked.serverClose = เซิฟเวอร์ถูกปิด.
server.kicked.vote = คุณถูกโหวตเตะออก. บายบาย.
server.kicked.clientOutdated = client ล่าสมัย! กรุณาอัปเดตเกมของคุณ!
server.kicked.serverOutdated = server ล่าสมัย! โปรดถามเจ้าของเซิฟเพื่ออัปเดต!
server.kicked.vote = คุณถูกโหวตเตะออก. บัยบาย.
server.kicked.clientOutdated = client เก่า! กรุณาอัปเดตเกมของคุณ!
server.kicked.serverOutdated = server เก่า! โปรดถามเจ้าของเซิฟเพื่ออัปเดต!
server.kicked.banned = คุณถูกแบนในเซิฟเวอร์นี้
server.kicked.typeMismatch = เซิฟเวอร์นี้ไม่เข้ากับ build type ของคุณ.
server.kicked.playerLimit = เซิฟเวอร์เต็ม. กรุณารอให้เซิฟเวอร์ว่างก่อน.
@@ -598,7 +598,7 @@ category.items = ไอเท็ม
category.crafting = นำเข้า/ส่งออก
category.shooting = การยิง
category.optional = การเพิ่มประสิทธิภาพทางเลือก
setting.landscape.name = ล็อค Landscape
setting.landscape.name = ล็อค Landscape แนวนอน
setting.shadows.name = เงา
setting.blockreplace.name = แนะนำบล็อคโดยอัตโนมัติ
setting.linear.name = การกรองเชิงเส้น
@@ -761,26 +761,26 @@ item.scrap.name = เศษเหล็ก
liquid.water.name = น้ำ
liquid.slag.name = กากแร่
liquid.oil.name = น้ำมัน
liquid.cryofluid.name = ไครโยฟลูอิด
liquid.cryofluid.name = โครโรฟิวล์
mech.alpha-mech.name = อัลฟ้า
mech.alpha-mech.weapon = เฮฟวี้รีพีทเตอร์
mech.alpha-mech.ability = รีเจเนเรชั่น
mech.delta-mech.name = เดลต้า
mech.delta-mech.weapon = เครื่องกำเนิดประกายไฟฟ้า
mech.delta-mech.ability = ปล่อย
mech.delta-mech.ability = ปล่อยสายฟ้า
mech.tau-mech.name = เทา
mech.tau-mech.weapon = รีสตัคเลเซอร์
mech.tau-mech.ability = เบิสต์ซ่อมแซม
mech.omega-mech.name = โอเมก้า
mech.omega-mech.weapon = ฝูงขีปนาวุธ
mech.omega-mech.weapon = ขีปนาวุธมหาปลัย
mech.omega-mech.ability = ตัวเสริมเกราะ
mech.dart-ship.name = ลูกดอก (Dart)
mech.dart-ship.weapon = รีพีตเตอร์
mech.javelin-ship.name = หอก (Javelin)
mech.javelin-ship.name = จาวาลีน (Javelin)
mech.javelin-ship.weapon = ขีปนาวุธเบิสต์
mech.javelin-ship.ability = ดิสชาร์จบูสเตอร์
mech.trident-ship.name = ตรีศูล (Trident)
mech.trident-ship.weapon = ห้องเก็บระเบิด
mech.trident-ship.weapon = ตัวปล่อยระเบิด
mech.glaive-ship.name = เกลฟว์
mech.glaive-ship.weapon = รีพีตเตอร์ไฟ
item.explosiveness = [lightgray]ค่าการระเบิด: {0}%
@@ -809,8 +809,8 @@ block.sandrocks.name = หินทราย
block.spore-pine.name = ต้นสนสปอร์
block.sporerocks.name = หินสปอร์
block.rock.name = หิน
block.snowrock.name = หินหิมะ
block.snow-pine.name = ต้นสนหิมะ
block.snowrock.name = ก้อนหิมะ
block.snow-pine.name = ต้นสนที่คลุมหิมะ
block.shale.name = หินดินดาน
block.shale-boulder.name = ก้อนหินดินดาน
block.moss.name = ตะไคร่น้ำ
@@ -905,9 +905,8 @@ block.cryofluidmixer.name = เครื่องผสมไครโยฟล
block.melter.name = เตาหลอม
block.incinerator.name = เตาเผาขยะ
block.spore-press.name = เครื่องอัดสปอร์
block.separator.name =
เครื่องแยก
block.coal-centrifuge.name = เครื่องปั่นเหวี่งถ่านหิน
block.separator.name = เครื่องแยก
block.coal-centrifuge.name = เครื่องผลิตถ่านหิน
block.power-node.name = โหนดพลังงาน
block.power-node-large.name = โหนดพลังงานขนาดใหญ่
block.surge-tower.name = เสาเสิร์จ
@@ -916,7 +915,7 @@ block.battery.name = แบตเตอรี่
block.battery-large.name = แบตเตอรี่ขนาดใหญ่
block.combustion-generator.name = เครื่องกำเนิดไฟฟ้าเผาไหม้
block.turbine-generator.name = เครื่องกำเนิดไฟฟ้าไอน้ำ
block.differential-generator.name = เครื่องกำเนิดไฟฟ้าดิฟเฟอเร่นเชี่ยว
block.differential-generator.name = เครื่องกำเนิดไฟฟ้าดิฟเฟอเร่นเตอร์
block.impact-reactor.name = เตาปฏิกรณ์อิมแพ็ค
block.mechanical-drill.name = เครื่องขุดเชิงกล
block.pneumatic-drill.name = เครื่องขุดนิวมาติก
@@ -930,7 +929,7 @@ block.trident-ship-pad.name = ฐานปล่อยยานตรีศู
block.glaive-ship-pad.name = ฐานปล่อยยานเกลฟว์
block.omega-mech-pad.name = ฐานปล่อยเม็คโอเมก้า
block.tau-mech-pad.name = ฐานปล่อยเม็คเทา (Tau)
block.conduit.name = รางน้ำ
block.conduit.name = ท่อน้ำ
block.mechanical-pump.name = ปั๊มเชิงกล
block.item-source.name = จุดกำเนิดไอเท็ม
block.item-void.name = จุดลบไอเท็ม
@@ -943,8 +942,8 @@ block.wave.name = เวฟ
block.swarmer.name = สวอร์มเมอร์
block.salvo.name = ซาวโว
block.ripple.name = ริปเปิ้ล
block.phase-conveyor.name = สายพานเฟส
block.bridge-conveyor.name = สะพานสายพาน
block.phase-conveyor.name = สายพานความเร็วแสง
block.bridge-conveyor.name = สะพาน
block.plastanium-compressor.name = เครื่องอัดพลาสตาเนียม
block.pyratite-mixer.name = เครื่องผสมไพราไทต์
block.blast-mixer.name = เครื่องผสมสารประกอบระเบิด
@@ -964,11 +963,11 @@ block.fortress-factory.name = โรงงานผลิตฟอร์เท
block.revenant-factory.name = โรงงานผลิตยานไฟต์เตอร์เรเวแนนท์
block.repair-point.name = จุดซ่อมแซม
block.pulse-conduit.name = รางน้ำโพวส์
block.phase-conduit.name = รางน้ำเฟส
block.phase-conduit.name = ท่อน้ำความเร็วแสง
block.liquid-router.name = เร้าเตอร์ของเหลว
block.liquid-tank.name = แทงค์เก็บของเหลว
block.liquid-tank.name = แทงค์น้ำ
block.liquid-junction.name = ทางแยกของเหลว
block.bridge-conduit.name = สะพานรางน้ำ
block.bridge-conduit.name = ท่อน้ำยกระดับ
block.rotary-pump.name = ปั๊มโรตารี้
block.thorium-reactor.name = เตาปฏิกรณ์ทอเรี่ยม
block.mass-driver.name = แมสไดรฟ์เวอร์
@@ -982,8 +981,8 @@ block.surge-wall.name = กำแพงเสิร์จ
block.surge-wall-large.name = กำแพงเสิร์จขนาดใหญ่
block.cyclone.name = ไซโคลน
block.fuse.name = ฟิวส์
block.shock-mine.name = กับระเบิดไฟฟ้าซ็อต
block.overdrive-projector.name = โอเวอร์ไดรฟ์โปรเจ็คเตอร์
block.shock-mine.name = กับระเบิดไฟฟ้า
block.overdrive-projector.name = เครื่องเร่งประสิทธิภาพ
block.force-projector.name = ฟอร์สโปรเจ็คเตอร์
block.arc.name = อาร์ค
block.rtg-generator.name = เครื่องกำเนิดไฟฟ้า อาร์ทีจี
@@ -1013,7 +1012,7 @@ unit.eruptor.name = อีรัฟเตอร์
unit.chaos-array.name = เคออสอาเรย์
unit.eradicator.name = อีเรดิเคเตอร์
unit.lich.name = ลิช
unit.reaper.name = รีฟเฟอร์
unit.reaper.name = รีฟเปอร์
tutorial.next = [lightgray]<กดเพื่อดำเนินการต่อ>
tutorial.intro = คุณได้เข้าสู่[scarlet] การสอนเล่นของ Mindustry.[]\nใช้ [[WASD] เพื่อเคลื่อนที่.\n[accent]กด [[Ctrl] ค้างระหว่างกลิ้งลูกกลิ้งเม้าส์[] เพื่อซูมเข้าและออก.\nเริ่มด้วยการ[accent] ขุดทองแดง[]. เคลื่อนที่ไปใกล้มัน, แล้วกดที่สายแร่ทองแดงใกล้ๆกับ core ของคุณ\n\n[accent]ทองแดง {0}/{1} ชิ้น
tutorial.intro.mobile = คุณได้เข้าสู่[scarlet] การสอนเล่นของ Mindustry.[]\nเลื่อนหน้าจอเพื่อเคลื่อนที่.\n[accent]ใส่สองนิ้ว []เพื่อซูมเข้าและออก.\nเริ่มด้วยการ[accent] ขุดทองแดง[]. เคลื่อนที่ไปใกล้มัน, แล้วกดที่สายแร่ทองแดงใกล้ๆกับ core ของคุณ\n\n[accent]ทองแดง {0}/{1} ชิ้น
@@ -1110,7 +1109,7 @@ block.phase-wall-large.description = A wall coated with special phase-based refl
block.surge-wall.description = บล็อคป้องกันที่มีทนทานสูง.\nสะสมพลังงานจากกระสุน, แล้วปล่อยออกมาแบบสุ่ม.
block.surge-wall-large.description = บล็อคป้องกันที่มีทนทานสูง.\nสะสมพลังงานจากกระสุน, แล้วปล่อยออกมาแบบสุ่ม.\nคลอบคลุมหลายช่อง.
block.door.description = ประตูขนาดเล็ก. สามารถเปิดได้โดยการกด.
block.door-large.description = ประตูขนาดใหญ่. สามารถเปิดได้โดยการกด.\nคลอบคลุมหลายช่อง.
block.door-large.description = ประตูขนาดใหญ่. สามารถเปิดและปิดได้โดยการกด.\nคลอบคลุมหลายช่อง.
block.mender.description = ซ่อมแซมบล็อคในวงของมันเป็นระยะๆ. ช่วยซ่อมแซมแนวป้องกันระหว่าง wave.\nสามารถใช้ซิลิก้อนเพื่อเพิ่มรัศมีและประสิทธิภาพได้
block.mend-projector.description = เมนเดอร์ที่ได้รับการอัปเกรด. ซ่อมแซมบล็อคในระยะของมัน.\nสามารถใช้ใยเฟสเพื่อเพิ่มระยะและประสิทธิภาพได้.
block.overdrive-projector.description = เพิ่มความเร็วของสิ่งก่อสร้างรอบๆ.\nสามารถใช้ใยเฟสเพื่อเพิ่มระยะและประสิทธิภาพ.
@@ -1123,7 +1122,7 @@ block.bridge-conveyor.description = บล็อคขนส่งไอเท
block.phase-conveyor.description = บล็อคขนส่งไอเท็มขั้นสูง. ใช้พลังงานเพื่อส่งไอเท็มไปยังสายพานเฟสอีกอัน ข้ามได้หลายช่อง.
block.sorter.description = แยกไอเท็ม. ถ้าไอเท็มตรงกับที่เลือกไว้, จะผ่านได้. แต่ถ้าไม่ตรง, ไอเท็มจะออกทางซ้ายหรือขวา (ใช้ทางที่ไอเท็มเข้าเป็นหลัก)
block.inverted-sorter.description = แยกไอเท็มคล้ายเครื่องแยกธรรมดา, แต่ไอเท็มที่เลือกจะออกข้างแทน.
block.router.description = รับไอเท็มแล้วส่งออก 3 ทางเท่ากัน. มีประโยชน์สำหรับแยกไอเท็มจากแหล่งเดียวไปหลายที่.\n\n[scarlet]อย่าวางไว้ติดกับทางส่งไอเท็มเข้าเพราะของออกจะไปอุดตันได้.[]
block.router.description = รับไอเท็มแล้วส่งออก 3 ทางเท่าๆกัน. มีประโยชน์สำหรับแยกไอเท็มจากแหล่งเดียวไปหลายที่.\n\n[scarlet]อย่าวางไว้ติดกับทางส่งไอเท็มเข้าเพราะของออกจะไปอุดตันได้.[]
block.distributor.description = เร้าเตอร์ขั้นสูง. แยกไอเท็มออก 7 ทางอย่างเท่าๆกัน.
block.overflow-gate.description = ของจะออกจากข้างๆเมื่อทางข้างหน้ถูกบล็อคเท่านั้น.
block.mass-driver.description = บล็อคขนส่งไอเท็มขั้นสุดยอด. รวบรวมไอเท็มจำนวนหนึ่งแล้วยิงไปหาแมสไดรเวอร์อีกอันที่อยู่ไกลออกไป. ต้องใช้พลังงานในการใช้งาน.
@@ -1150,7 +1149,7 @@ block.differential-generator.description = ผลิตไฟฟ้าจำน
block.rtg-generator.description = เครื่องกำเนิดไฟฟ้าที่ใช้ง่ายและไว้ใจได้. ใช้ความร้อนจากการสลายของสารกัมมัตภาพรังสีเพื่อใช้ผลิตพลังงานอย่างช้าๆ.
block.solar-panel.description = ให้พลังงานจากแสงอาทิตย์จำนวนน้อย.
block.solar-panel-large.description = เวอร์ชั่นของแผงโซล่าเซลล์ที่มีประสิทธิภาพมากขึ้นกว่าแผงโซล่าเซลล์ธรรมดา.
block.thorium-reactor.description = ผลิตพลังงานจำนวนมากจากทอเรี่ยม. ตำเป็นต้องใช้สารหล่อเย็นตลอดเวลา. จะระเบิดอย่างรุนแรงหากไม่ได้รับสารหล่อเย็นในจำนวนที่ต้องการ. จำนวนพลังงานที่ผลิตขึ้นอยู่กับความเต็ม และผลิตพลังงานเริ่มต้นที่ความสามารถสูงสุด.
block.thorium-reactor.description = ผลิตพลังงานจำนวนมากจากทอเรี่ยม. จำเป็นต้องใช้สารหล่อเย็นตลอดเวลา. จะระเบิดอย่างรุนแรงหากไม่ได้รับสารหล่อเย็นในจำนวนที่ต้องการ. จำนวนพลังงานที่ผลิตขึ้นอยู่กับความเต็ม และผลิตพลังงานเริ่มต้นที่ความสามารถสูงสุด.
block.impact-reactor.description = เครื่องกำเนิดไฟฟ้าขั้นสูง, สามารถผลิตไฟฟ้าได้จำนวนมหาศาลที่ประสิทธิภาพสูงสุด. จำเป็นต้องใช้พลังงานจำนวนมากในการสตาร์ทเครื่อง.
block.mechanical-drill.description = เครื่องขุดราคาถูก. เมื่อวางบนบล็อคที่ถูกต้อง, จะส่งไอเท็มของมันออกมาเรื่อยๆแบบไม่มีที่สิ้นสุด. ขุดได้แค่ทรัพยากรพื้นฐาน.
block.pneumatic-drill.description = เครื่องขุดได้รับการปรับปรุง, สามารถขุดไทเทเนี่ยมได้. ขุดไวกว่าเครื่องขุดเชิงกล.
@@ -1186,16 +1185,16 @@ block.draug-factory.description = ผลิตโดรนขุดเจาะ
block.spirit-factory.description = ผลิตโดรนซ่อมแซมสปิริต.
block.phantom-factory.description = ผลิตโดรนก่อสร้างขั้นสูง.
block.wraith-factory.description = ผลิตยูนิตเร็ว โจมตีแบบ hit-and-run (จู่โจมแล้วหนี)
block.ghoul-factory.description = ผลิตยานทิ้งระเบิดปูพรมหนัก (heavy carpet bomber)
block.ghoul-factory.description = ผลิตยานทิ้งระเบิดแบบโหดๆ (heavy carpet bomber)
block.revenant-factory.description = ผลิตยูนิตที่ใช้ขีปนาวุธเป็นหลัก.
block.dagger-factory.description = ผลิตยูนิตภาคพื้นดินพื้นฐาน.
block.crawler-factory.description = ผลิตยูนิตพลีชีพเร็ว.
block.crawler-factory.description = ผลิตยูนิตที่ระเบิดตัวเอง.
block.titan-factory.description = ผลิตยูนิตภาคพื้นดินเสริมเกราะขั้นสูง.
block.fortress-factory.description = ผลิตยูนิตหนักติดปืนใหญ่.
block.fortress-factory.description = ผลิตยูนิตที่ถึกและติดปืนใหญ่.
block.repair-point.description = ซ่อมแซมยูนิตที่อยู่ในรัศมีอย่างต่อเนื่อง.
block.dart-mech-pad.description = ใช้เปลี่ยนร่างเป็นเป็นเม็คโจมตีพื้นฐาน.\nใช้โดยการกดเมื่อยืนทับมัน.
block.delta-mech-pad.description = ใช้เปลี่ยนร่างเป็นเป็นเม็คเกราะบางโจมตีแบบ hit-and-run (จู่โจมแล้วหนี).\nใช้โดยการกดเมื่อยืนทับมัน.
block.tau-mech-pad.description = ใช้เปลี่ยนร่างเป็นเป็นเม็คสนับสนุนขั้นสูง.\nใช้โดยการกดเมื่อยืนทับมัน.
block.delta-mech-pad.description = ใช้เปลี่ยนร่างเป็นเป็นเม็คเกราะบางโจมตีแบบ hit-and-run (จูค).\nใช้โดยการกดเมื่อยืนทับมัน.
block.tau-mech-pad.description = ใช้เปลี่ยนร่างเป็นตัวที่ฮีลได้ดีมาก.\nใช้โดยการกดเมื่อยืนทับมัน.
block.omega-mech-pad.description = ใช้เปลี่ยนร่างเป็นเป็นเม็คใช้ขีปนาวุธเกราะหนา.\nใช้โดยการกดเมื่อยืนทับมัน.
block.javelin-ship-pad.description = ใช้เปลี่ยนร่างเป็นเป็นอินเทอร์เซ็ปเตอร์เร็วแบะเกราะบาง.\nใช้โดยการกดเมื่อยืนทับมัน.
block.trident-ship-pad.description = ใช้เปลี่ยนร่างเป็นเป็นยานทิ้งระเบิดสนับสนุน.\nใช้โดยการกดเมื่อยืนทับมัน.
-1
View File
@@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Eldeki yapiyi birak
keybind.shoot.name = Sik
keybind.zoom_hold.name = Yaklasma basili tutmasi
keybind.zoom.name = Yaklas
keybind.menu.name = Menu
keybind.pause.name = Durdur
-1
View File
@@ -652,7 +652,6 @@ keybind.pick.name = Blok Seç
keybind.break_block.name = Blok Kır
keybind.deselect.name = Seçimleri Kaldır
keybind.shoot.name = Ateş Et
keybind.zoom_hold.name = Zumu Sabit Tutma
keybind.zoom.name = Zum
keybind.menu.name = Menü
keybind.pause.name = Durdur
+70 -58
View File
@@ -10,8 +10,9 @@ link.dev-builds.description = Нестабільні версії
link.trello.description = Офіційна дошка Trello для запланованих функцій
link.itch.io.description = Itch.io сторінка, на якій можна завантажити гру
link.google-play.description = Завантажити для Android з Google Play
link.f-droid.description = Перелік каталогу F-Droid
link.f-droid.description = Завантажити для Android з F-Droid
link.wiki.description = Офіційна Mindustry wiki
link.feathub.description = Запропонувати нові функції
linkfail = Не вдалося відкрити посилання!\nURL-адреса скопійована в буфер обміну.
screenshot = Зняток мапи збережено в {0}
screenshot.invalid = Мапа занадто велика, тому, мабуть, не вистачає пам’яті для знятку мапи.
@@ -27,6 +28,13 @@ load.system = Система
load.mod = Модифікації
load.scripts = Скрипти
be.update = Доступна нова збірка Bleeding Edge:
be.update.confirm = Завантажити і перезавантажити зараз?
be.updating = Оновлення…
be.ignore = Ігнорувати
be.noupdates = Оновлень не знайдено.
be.check = Перевірити на наявність оновлень
schematic = Схема
schematic.add = Зберегти схему…
schematics = Схеми
@@ -37,7 +45,7 @@ schematic.importfile = Імпортувати файл
schematic.browseworkshop = Переглянути в Майстерні
schematic.copy = Копіювати в буфер обміну
schematic.copy.import = Імпортувати з клавіатури
schematic.shareworkshop = Поширити в Майстерні
schematic.shareworkshop = Поширити в Майстерню
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Відобразити схему
schematic.saved = Схема збережена.
schematic.delete.confirm = Ця схема буде повністю випалена.
@@ -67,7 +75,7 @@ customgame = Користувацька гра
newgame = Нова гра
none = <нічого>
minimap = Мінімапа
position = Позиція
position = Місцерозташування
close = Закрити
website = Веб-сайт
quit = Вихід
@@ -97,22 +105,25 @@ mod.author = [LIGHT_GRAY]Автор:[] {0}
mods.alpha = [scarlet](Альфа)
mods = Модифікації
mods.none = [LIGHT_GRAY]Модифікацій не знайдено!
mods.guide = Посібник зі створення модифицій
mods.guide = Посібник з модифицій
mods.report = Повідомити про ваду
mods.openfolder = Відкрити теку модифікацій
mod.enabled = [lightgray]Увімкнено
mod.disabled = [scarlet]Вимкнено
mod.disable = Вимкнути
mod.disable = Вимкн.
mod.delete.error = Неможливо видалити модифікацію. Файл, можливо, використовується.
mod.requiresversion = [scarlet]Необхідна версія гри: [accent]{0}
mod.requiresversion = [scarlet]Необхідна мінімальна версія гри: [accent]{0}
mod.erroredcontent = [scarlet]Помилки при завантаженнні
mod.errors = Сталася помилка при завантаження змісту.
mod.noerrorplay = [scarlet]Ви маєте модифікації з помилками.[] Або вимкніть проблемні модифікації, або виправте їх.
mod.missingdependencies = [scarlet]Відсутні залежності: {0}
mod.nowdisabled = [scarlet]Модифікації «{0}» не вистачає залежних модифікацій:[accent] {1}\n[lightgray]Ці модифікації потрібно завантажити спочатку.\nЦя модифікація буде автоматично вимкнена.
mod.enable = Увімкнути
mod.enable = Увімк.
mod.requiresrestart = А тепер гра закриється, щоб застосувати зміни модифікацій.
mod.reloadrequired = [scarlet]Потрібно перезавантаження
mod.import = Імпортувати модифікацію
mod.import.github = Імпортувати модификацію з GitHub
mod.item.remove =Цей предмет є частиною модифікації [accent] '«{0}»[]. Щоб видалити його, видаліть цю модифікацію.
mod.import.github = Завантажити мод з GitHub
mod.item.remove = Цей предмет є частиною модифікації [accent] «{0}»[]. Щоб видалити його, видаліть цю модифікацію.
mod.remove.confirm = Цю модифікацію буде видалено.
mod.author = [LIGHT_GRAY]Автор:[] {0}
mod.missing = Це збереження містить модифікації, які ви нещодавно оновили або більше не встановлювали. Збереження може зіпсуватися. Ви впевнені, що хочете завантажити його?\n[lightgray]Модифікації:\n{0}
@@ -133,7 +144,7 @@ players = Гравців: {0}
players.single = {0} гравець на сервері
server.closing = [accent]Закриття сервера…
server.kicked.kick = Ви були вигнані з сервера!
server.kicked.whitelist = Ви не в білому спискі сервері.
server.kicked.whitelist = Ви не в білому спискі сервера!
server.kicked.serverClose = Сервер закрито.
server.kicked.vote = Вас було вигнано із сервера за допомогою голосування. Прощавайте.
server.kicked.clientOutdated = Застарілий клієнт! Оновіть свою гру!
@@ -147,6 +158,7 @@ server.kicked.nameEmpty = Ваше ім’я має містити принай
server.kicked.idInUse = Ви вже на цьому сервері! Підключення двох облікових записів не дозволяється.
server.kicked.customClient = Цей сервер не підтримує користувацькі збірки. Завантажте офіційну версію.
server.kicked.gameover = Гра завершена!
server.kicked.serverRestarting = Сервер перезавантажується
server.versions = Ваша версія:[accent] {0}[]\nВерсія на сервері:[accent] {1}[]
host.info = Кнопка [accent]Сервер[] розміщує сервер на порті [scarlet]6567[]. \nКористувачі, які знаходяться у тій же [lightgray]WiFi або локальній мережі[], повинні бачити ваш сервер у своєму списку серверів.\n\nЯкщо ви хочете, щоб люди могли приєднуватися з будь-якої точки через IP, то[accent] переадресація порту []обов’язкова.\n\n[lightgray]Примітка. Якщо у вас виникли проблеми з підключенням до вашої локальної гри, переконайтеся, що ви дозволили Mindustry доступ до вашої локальної мережі в налаштуваннях брандмауера. Зауважте, що публічні мережі іноді не дозволяють виявити сервер.
join.info = Тут ви можете ввести [accent]IP сервера[] для підключення або знайти сервери у [accent]локальній мережі[] для підключення до них.\nПідтримується локальна мережа(LAN) і широкосмугова мережа(WAN).\n\n[lightgray] Примітка. Тут немає автоматичного глобального списку серверів; якщо ви хочете підключитися до когось через IP, вам доведеться попросити створювача сервера дати свій ip.
@@ -209,8 +221,8 @@ save.delete.confirm = Ви дійсно хочете видалити це зб
save.delete = Видалити
save.export = Експортувати збереження
save.import.invalid = [accent]Це збереження недійсне!
save.import.fail = [crimson]Не вдалося імпортувати збереження: [accent]{0}
save.export.fail = [crimson]Не вдалося експортувати збереження: [accent]{0}
save.import.fail = [crimson]Не вдалося завантажити збереження: [accent]{0}
save.export.fail = [crimson]Не вдалося вивантажити збереження: [accent]{0}
save.import = Імпортувати збереження
save.newslot = Ім’я збереження:
save.rename = Перейменувати
@@ -240,12 +252,12 @@ cancel = Скасувати
openlink = Відкрити посилання
copylink = Скопіювати посилання
back = Назад
data.export = Експортувати дані
data.import = Импортувати дані
data.exported = Дані імпортовано.
data.export = Вивантажити дані
data.import = Завантажити дані
data.exported = Дані вивантажено.
data.invalid = Це не дійсні ігрові дані.
data.import.confirm = Імпорт зовнішніх даних перезапише[scarlet] ВСІ[] ваші поточні ігрові дані.\n[accent]Це неможливо скасувати![]\n\nЩойно дані імпортуються, гра негайно закриється.
classic.export = Експортувати класичні дані
data.import.confirm = Вивантаження зовнішніх даних перезапише[scarlet] ВСІ[] ваші поточні ігрові дані.\n[accent]Це неможливо скасувати![]\n\nЩойно дані імпортуються, гра негайно закриється.
classic.export = Вивантажити класичні дані
classic.export.text = Класичне (версія 3.5 збірка 40) збереження або мапа були знайдені. Ви хочете експортувати ці дані в домашню теку телефону, для використання у застосунку Mindustry Classic?
quit.confirm = Ви впевнені, що хочете вийти?
quit.confirm.tutorial = Ви впевнені, що хочете вийти з навчання?
@@ -317,7 +329,7 @@ waves.invalid = Недійсні хвилі у буфері обміну.
waves.copied = Хвилі скопійовані.
waves.none = Вороги не були встановлені.\nЗазначимо, що пусті хвилі будуть автоматично замінені звичайною хвилею.
editor.default = [lightgray]<За замовчуванням>
details = Деталі…
details = Подробиці…
edit = Редагувати…
editor.name = Назва:
editor.spawn = Створити бойову одиницю
@@ -325,7 +337,7 @@ editor.removeunit = Видалити бойову одиницю
editor.teams = Команди
editor.errorload = Помилка завантаження зображення:\n[accent] {0}
editor.errorsave = Помилка збереження зображення:\n[accent]{0}
editor.errorimage = Це зображення, а не мапа. Не змінюйте розширення, очікуючи, що це запрацює.\n\nЯкщо Ви хочете імпортувати застарілку мапу, то використовуйте кнопку «Імпортувати застаріле зображення» у редакторі.
editor.errorimage = Це зображення, а не мапа. Не змінюйте розширення, очікуючи, що це запрацює.\n\nЯкщо ви хочете імпортувати застарілку мапу, то використовуйте кнопку «Імпортувати застаріле зображення» у редакторі.
editor.errorlegacy = Ця мапа занадто стара і використовує попередній формат мапи, який більше не підтримується.
editor.errornot = Це не мапа.
editor.errorheader = Цей файл мапи недійсний або пошкоджений.
@@ -426,8 +438,8 @@ abandon = Покинути
abandon.text = Ця зона і всі її ресурси будуть втрачені.
locked = Заблоковано
complete = [lightgray]Досягнута:
requirement.wave = Досягніть хвилі {0} у {1}
requirement.core = Знишьте вороже ядро у {0}
requirement.wave = Досягніть хвилі {0} у зоні «{1}»
requirement.core = Знищьте вороже ядро у {0}
requirement.unlock = Розблокуйте {0}
resume = Відновити зону:\n[lightgray]{0}
bestwave = [lightgray]Найкраща хвиля: {0}
@@ -436,16 +448,16 @@ launch.title = Запуск вдалий
launch.next = [lightgray]наступна можливість на {0}-тій хвилі
launch.unable2 = [scarlet]ЗАПУСК неможливий.[]
launch.confirm = Це видалить всі ресурси у Вашому ядрі.\nВи не зможете повернутися до цієї бази.
launch.skip.confirm = Якщо Ви пропустите зараз, Ви не зможете не запускати до більш пізніх хвиль.
launch.skip.confirm = Якщо ви пропустите зараз, Ви не зможете не запускати до більш пізніх хвиль.
uncover = Розкрити
configure = Вивантажити конфігурацію
bannedblocks = Заборонені блоки
addall = Додати все
configure.locked = [lightgray]Можливість розблокувати вивантаження ресурсів буде доступна на {0}-тій хвилі.
configure.locked = {0}[lightgray]Тільки після цього можливість розблокувати вивантаження ресурсів буде доступна.
configure.invalid = Кількість повинна бути числом між 0 та {0}.
zone.unlocked = Зона «[lightgray]{0}» тепер розблокована.
zone.requirement.complete = Ви досягли {0}-тої хвилі,\nВимоги до зони «{1}» виконані.
zone.config.unlocked = Loadout unlocked:[lightgray]\n{0}
zone.requirement.complete = Ви досягли {0}-тої хвилі. \nВимоги до зони «{1}» виконані.
zone.config.unlocked = Вивантаження розблоковано:[lightgray]\n{0}
zone.resources = Виявлені ресурси:
zone.objective = [lightgray]Мета: [accent]{0}
zone.objective.survival = Вижити
@@ -462,7 +474,7 @@ error.mapnotfound = Файл мапи не знайдено
error.io = Мережева помилка введення-виведення
error.any = Невідома мережева помилка
error.bloom = Не вдалося ініціалізувати цвітіння.\nВаш пристрій, мабуть, не підтримує це.
zone.groundZero.name = Нульова земля
zone.groundZero.name = Відправний пункт
zone.desertWastes.name = Пустельні відходи
zone.craters.name = Кратери
zone.frozenForest.name = Крижаний ліс
@@ -493,7 +505,7 @@ zone.crags.description = <вставити опис тут>
settings.language = Мова
settings.data = Ігрові дані
settings.reset = Скинути за замовчуванням
settings.rebind = Зміна
settings.rebind = Змінити
settings.resetKey = Скинути
settings.controls = Керування
settings.game = Гра
@@ -515,7 +527,7 @@ blocks.output = Вихід
blocks.booster = Прискорювач
block.unknown = [lightgray]???
blocks.powercapacity = Місткість енергії
blocks.powershot = Енергія/постріл
blocks.powershot = Енергія за постріл
blocks.damage = Шкода
blocks.targetsair = Повітряні мішені
blocks.targetsground = Наземні мішені
@@ -527,7 +539,7 @@ blocks.liquidcapacity = Місткість рідини
blocks.powerrange = Діапазон передачі енергії
blocks.powerconnections = Максимальна кількість з’єднань
blocks.poweruse = Енергії використовує
blocks.powerdamage = Енергія/урон
blocks.powerdamage = Енергія/шкода
blocks.itemcapacity = Місткість предметів
blocks.basepowergeneration = Базова генерація енергії
blocks.productiontime = Час виробництва
@@ -622,6 +634,7 @@ setting.screenshake.name = Тряска екрану
setting.effects.name = Ефекти
setting.destroyedblocks.name = Показувати зруйновані блоки
setting.conveyorpathfinding.name = Пошук шляху для встановлення конвейерів
setting.coreselect.name = Дозволити схематичні ядра
setting.sensitivity.name = Чутливість контролера
setting.saveinterval.name = Інтервал збереження
setting.seconds = {0} с
@@ -696,7 +709,6 @@ keybind.pick.name = Вибрати блок
keybind.break_block.name = Зламати блок
keybind.deselect.name = Скасувати
keybind.shoot.name = Постріл
keybind.zoom_hold.name = Керування масштабом
keybind.zoom.name = Приблизити
keybind.menu.name = Меню
keybind.pause.name = Пауза
@@ -733,6 +745,7 @@ rules.enemyCheat = Нескінченні ресурси для ШІ
rules.unitdrops = Ресурс бойових одиниць
rules.unitbuildspeedmultiplier = Множник швидкості виробництва бойових одиниць
rules.unithealthmultiplier = Множник здоров’я бойових одиниць
rules.blockhealthmultiplier = Множник здоров’я блоків
rules.playerhealthmultiplier = Множник здоров’я гравця
rules.playerdamagemultiplier = Множник шкоди гравця
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
@@ -850,7 +863,7 @@ block.core-nucleus.name = Ядро «Атом»
block.deepwater.name = Глибоководдя
block.water.name = Вода
block.tainted-water.name = Забруднена вода
block.darksand-tainted-water.name = Темний пісок з забрудненою водою
block.darksand-tainted-water.name = Темний пісок із забрудненою водою
block.tar.name = Дьоготь
block.stone.name = Камінь
block.sand.name = Пісок
@@ -1034,30 +1047,29 @@ unit.eradicator.name = Випалювач
unit.lich.name = Лич
unit.reaper.name = Жнець
tutorial.next = [lightgray]<Натисніть для продовження>
tutorial.intro = Ви розпочали[scarlet] навчання по Mindustry.[]\nРозпочніть з[accent] видобування міді[]. Використовуйте [[WASD] для руху.\n[accent] Утримуйте [[Ctrl] під час прокрутки миші[] для приближення і віддалення. Наблизьтесь, а потім натисність на мідну жилу біля вашого ядра, щоб зробити це.\n\n[accent]{0}/{1} міді
tutorial.intro = Ви розпочали[scarlet] навчання по Mindustry.[]\nРозпочніть з [accent]видобутку міді[]. Використовуйте [[WASD] для руху.\n[accent]Прокручуйте миш[] для приближення і віддалення. Наблизьтесь до мідної жили біля вашого ядра, а потім натисніть на неї, щоб розпочати видобуток.\n\n[accent]{0}/{1} міді
tutorial.intro.mobile = Ви розпочали[scarlet] навчання по Mindustry.[]\nПроведіть екраном, щоб рухатися.\n[accent] Зведіть або розведіть 2 пальця [] для приближення і віддалення відповідно.\nз[accent] видобування міді.[] Наблизьтесь, а потім натисність на мідну жилу біля вашого ядра, щоб зробити це.\n\n[accent]{0}/{1} міді
tutorial.drill = Добування вручну неефективне.\n[accent]Бури []можуть добувати автоматично.\nНатисніть на вкладку свердла знизу зправа.\nВиберіть[accent] механічний бур[]. Розмістіть його на мідній жилі натисканням.\nВи також можете вибрати бур, натиснувши [accent][[2][], а потім натиснути [accent][[1][] швидко, незалежно від того, яка вкладка відкрита.\n[accent]Натисніть ПКМ[], щоб зупинити будування.tutorial.drill.mobile = Добування вручну неефективне.\n[accent]Бури []можуть добувати автоматично.\nНатисність на вкладку сведла знизу зправа.\nВиберіть[accent] механічний бур[]. Розмістіть його на мідній жилі натисканням, потім натисність на [accent] галочку[] нижче, щоб підтвердити розміщення .\nНатисніть[accent] клавішу X[], щоб скасувати розміщення.
tutorial.drill.mobile = Добування вручну неефективне.\n[accent]Бури []можуть добувати автоматично.\nНатисність на вкладку сведла знизу зправа.\nВиберіть[accent] механічний бур[]. Розмістіть його на мідній жилі натисканням, потім натисність на [accent] галочку[] нижче, щоб підтвердити розміщення.\nPress the[accent] X button[] to cancel placement.
tutorial.blockinfo = Кожен блок має різні характеристики. Кожний бур може видобувати тільки певні руди.\nЩоб переглянути інформацію та характеристики блока,[accent] натисність на кнопку «?», коли Ви вибрали блок у меню будування.[]\n\n[accent]Перегляньте характеристику Механічного бура прямо зараз.[]
tutorial.conveyor = [accent]Конвеєри[] використовуються для транспортування предметів до ядра.\nЗробіть лінію конвеєрів від бура до ядра.\n[accent]Утримуйте миш, щоб розмістити у лінію.[]\nУтримуйте[accent] CTRL[] під час вибору лінії для розміщення по діагоналі.\n\n[accent]{0}/{1} конвеєрів, які розміщені в лінію\n[accent]0/1 предмет доставлено
tutorial.conveyor.mobile = [accent]Конвеєри[] використовується для транспортування предметів до ядра.\nЗробіть лінію конвеєрів від бура до ядра.\n[accent] Розмістить у лінію, утримуючи палець кілька секунд[] і тягніть у напрямку, який Ви вибрали.\nВикористовуйте колесо прокрутки, щоб обертати блоки перед їх розміщенням\n[accent]{0}/{1} конвеєрів, які розміщені в лінію\n[accent]0/1 предмет доставлено
tutorial.turret = Оборонні споруди повинні бути побудовані для відбиття[lightgray] ворогів[].\nПобудуйте[accent] башточку «Подвійна»[] біля вашої бази.
tutorial.drillturret = «Подвійна» потребує [accent] мідні боєприпаси []для стрільби.\nРозмістіть бур біля башточки\nПроведіть конвеєри до башточки, щоб заповнити її боєприпасами.\n\n[accent]Доставлено боєприпасів: 0/1
tutorial.pause = Під час бою ви можете[accent] поставити на павзу гру.[]\nВи можете зробити чергу на будування під час паузи.\n\n[accent]Натисність пробіл для павзи.tutorial.launch
tutorial.pause.mobile = Під час бою ви можете[accent] поставити на павзу гру.[]\nВи можете зробити чергу на будування під час паузи.\n\n[accent]атисніть кнопку зліва вгорі для павзи.
tutorial.drill = Добування вручну не є ефективним.\n[accent]Бури []можуть добувати автоматично.\nНатисніть на вкладку із зображенням свердла знизу праворуч.\nВиберіть[accent] механічний бур[]. Розмістіть його на мідній жилі натисканням.\nВи також можете вибрати бур, натиснувши [accent][[2][], а потім швидко натиснути [accent][[1][], незалежно від того, яка вкладка відкрита.\n[accent]Натисніть ПКМ[], щоб зупинити будування.
tutorial.drill.mobile = Добування вручну неефективне.\n[accent]Бури []можуть добувати автоматично.\nНатисність на вкладку із зображенням сведла знизу зправа.\nВиберіть[accent] механічний бур[]. Розмістіть його на мідній жилі натисканням, потім натисність на [accent]галочку[] нижче, щоб підтвердити розміщення .\nНатисніть [accent]кнопку X[], щоб скасувати розміщення.
tutorial.blockinfo = Кожен блок має різні характеристики. Кожний бур може видобувати тільки певні руди.\nЩоб переглянути інформацію та характеристики блока,[accent] натисність на кнопку «?», коли ви вибрали блок у меню будування.[]\n\n[accent]Перегляньте характеристику Механічного бура прямо зараз.[]
tutorial.conveyor = [accent]Конвеєри[] використовуються для транспортування предметів до ядра.\nЗробіть лінію конвеєрів від бура до ядра.\n[accent]Утримуйте миш, щоб розмістити у лінію.[]\nУтримуйте[accent] CTRL[] під час вибору лінії для розміщення по діагоналі.\\nПрокручуйте, щоб обертати блоки до їх установлення.\n[accent]Розмістіть 2 конвеєри у лінію, а потім доставте предмет в ядро.tutorial.conveyor.mobile = [accent]Конвеєри[] використовується для транспортування предметів до ядра.\nЗробіть лінію конвеєрів від бура до ядра.\n[accent] Розмістить у лінію, утримуючи палець кілька секунд[] і тягніть у напрямку, який Ви вибрали.\nВикористовуйте колесо прокрутки, щоб обертати блоки перед їх розміщенням\n[accent]{0}/{1} конвеєрів, які розміщені в лінію\n[accent]0/1 предмет доставлено
tutorial.turret = Оборонні споруди повинні бути побудовані для відбиття[lightgray] ворогів[].\nПобудуйте[accent] башту «Подвійна»[] біля вашої бази.
tutorial.drillturret = «Подвійна» потребує [accent]мідні боєприпаси[] для стрільби.\nРозмістіть бур біля башточки\nПроведіть конвеєри до башточки, щоб заповнити її боєприпасами.\n\n[accent]Доставлено боєприпасів: 0/1
tutorial.pause = Під час бою ви можете[accent] поставити на павзу гру.[]\nВи можете зробити чергу на будування під час паузи.\n\n[accent]Натисність пробіл для павзи.
tutorial.pause.mobile = Під час бою ви можете[accent] поставити на павзу гру.[]\nВи можете зробити чергу на будування під час паузи.\n\n[accent]Натисніть кнопку вгорі ліворуч для павзи.
tutorial.unpause = Тепер натисність пробіл, щоб зняти павзу.
tutorial.unpause.mobile = Тепер натисність туди ще раз, щоб зняти павзу.
tutorial.breaking = Блоки часто повинні бути знищені.\n[accent]Утримуючи ПКМ[] Ви знищите всі виділені блоки.[]\n\n[accent]Необхідно знищити всі стіни з металобрухту ліворуч від вашого ядра використовуючи видалення у зоні.
tutorial.breaking = Блоки часто повинні бути знищені.\n[accent]Утримуючи ПКМ[] ви знищите всі виділені блоки.[]\n\n[accent]Необхідно знищити всі стіни з металобрухту ліворуч від вашого ядра використовуючи видалення у зоні.
tutorial.breaking.mobile = Блоки часто повинні бути знищені.\n[accent]Виберіть режим руйнування[], потім натисніть на блок, щоб зламати його.\nЗнищіть область, утримуючи палець протягом декількох секунд [] і потягнувши в потрібному напрямку.\nНатисніть кнопку галочки, щоб підтвердити руйнування.\n\n[accent]Необхідно знищити всі стіни з металобрухту ліворуч від вашого ядра використовуючи видалення у зоні.
tutorial.withdraw = У деяких ситуаціях потрібно брати предмети безпосередньо з блоків.\nЩоб зробити це, [accent]натисність на блок[] з предметами на ньому, і потім [accent]натисніть на предмет[] в інвентарі.\nМожна вилучити кілька предметів [accent]натискаючи та утримуючи[].\n\n[accent]Вилучіть трохи міді з ядра.[]
tutorial.withdraw = У деяких ситуаціях потрібно брати предмети безпосередньо з блоків.\nЩоб зробити це, [accent]натисність на блок[] з предметами, і потім [accent]натисніть на предмет[] в інвентарі.\nМожна вилучити кілька предметів [accent]натискаючи та утримуючи[].\n\n[accent]Вилучіть трохи міді з ядра.[]
tutorial.deposit = Покладіть предмети в блоки, перетягнувши з вашого корабля в потрібний блок.\n\n[accent]Покладіть мідь назад у ядро.[]
tutorial.waves = [lightgray] Ворог[] з’явився.\n\nЗахистіть ядро від двух хвиль.[accent] Натисніть[], щоб стріляти.\nСтворіть більше башточок і бурів. Добудьте більше міді.
tutorial.waves.mobile = [lightgray] Ворог[] з’явився.\n\nЗахистіть ядро від двух хвиль. Ваш корабель буде автоматично атакувати ворогів.\nСтворіть більше башточок і бурів. Добудьте більше міді.
tutorial.launch = Як тільки ви досягнете певної хвилі, Ви зможете[accent] запустити ядро[], залишивши захисні сили позаду та [accent]отримати всі ресурси у вашому ядрі.[]\nЦі отримані ресурси можуть бути використані для дослідження нових технологій.\n\n[accent]Натисніть кнопку запуску.
tutorial.waves = [lightgray] Ворог[] з’явився.\n\nЗахистіть ядро від двух хвиль.[accent] Натисніть ЛКМ[], щоб стріляти.\nСтворіть більше башт і бурів. Добудьте більше міді.
tutorial.waves.mobile = [lightgray] Ворог[] з’явився.\n\nЗахистіть ядро від двух хвиль. Ваш корабель буде автоматично атакувати ворогів.\nСтворіть більше башт і бурів. Добудьте більше міді.
tutorial.launch = Як тільки ви досягнете певної хвилі, ви зможете[accent] запустити ядро[], залишивши захисні сили позаду та [accent]отримати всі ресурси у вашому ядрі.[]\nЦі отримані ресурси можуть бути використані для дослідження нових технологій.\n\n[accent]Натисніть кнопку запуску.
item.copper.description = Найбільш базовий будівельний матеріал. Широко використовується у всіх типах блоків.
item.lead.description = Основний стартовий матеріал. Широко застосовується в електроніці та транспортуванні рідин.
item.metaglass.description = Супер жорсткий склад скла. Широко застосовується для розподілу та зберігання рідини.
item.graphite.description = Мінералізований вуглець, що використовується для боєприпасів та електроізоляції.
item.graphite.description = Мінералізований вуглець, що використовується для боєприпасів та як компонент.
item.sand.description = Поширений матеріал, який широко використовується при виплавці, як при сплавленні, так і в якості відходів.
item.coal.description = Окам’янілі рослинні речовини, що утворюються задовго до посіву. Широко використовується для виробництва пального та ресурсів.
item.titanium.description = Рідкісний надлегкий метал, який широко використовується для транспортування рідини, бурів і літаків.
@@ -1075,11 +1087,11 @@ liquid.slag.description = Різні види розплавленого мет
liquid.oil.description = Рідина, яка використовується у виробництві сучасних матеріалів. Може бути перетворена в вугілля в якості палива або використана як куля.
liquid.cryofluid.description = Інертна, не роз’їдаюча рідина, створена з води та титану. Володіє надзвичайно високою пропускною спроможністю. Широко використовується в якості охолоджуючої рідини.
mech.alpha-mech.description = Стандартний керований мех. Заснований на бойовій одиниці «Кинджал», з оновленими бронею та можливостями будування. Наносить більше шкоди, ніж «Дротик».
mech.delta-mech.description = Швидкий, легкоброньований мех, зроблений для тактики «атакуй і біжи». Наносить мало шкоди будівлям, але може дуже швидко вбити великі групи підрозділів противника своєю дуговою блискавкою.
mech.delta-mech.description = Швидкий, легкоброньований мех, зроблений для тактики «атакуй і втікай». Наносить мало шкоди будівлям, але може дуже швидко вбити великі групи підрозділів противника своєю дуговою блискавкою.
mech.tau-mech.description = Мех підтримки. Ремонтує союзні блоки, стріляючи по них. Може зцілювати союзників у радіусі його ремонтної здатності.
mech.omega-mech.description = Об’ємний і добре броньований мех, зроблений для фронтових штурмів. Його броня може перекрити до 90% пошкоджень, що надходять.
mech.dart-ship.description = Стандартний корабель управління. Швидко видобуває ресурси. Достатньо швидкий і легкий, але має мало наступальних можливостей.
mech.javelin-ship.description = Корабель для стратегії атакуй та біжи». Хоча спочатку він повільний, потім вже може розганятися до великих швидкостей і літати над ворожими форпостами, завдаючи великої кількості шкоди своїми блискавками та ракетами.
mech.javelin-ship.description = Корабель, який використовується для стратегії «атакуй та втікай». Хоча спочатку він повільний, потім вже може розганятися до великих швидкостей і літати над ворожими форпостами, завдаючи великої кількості шкоди своїми блискавками та ракетами.
mech.trident-ship.description = Важкий бомбардувальник, побудований для будування та знищення ворожих укріплень. Дуже добре броньований.
mech.glaive-ship.description = Великий, добре броньований бойовий корабель. Оснащений запальним ретранслятором. Високо маневрений.
unit.draug.description = Примітивний дрон, який добуває ресурси. Дешевий для виробництва. Автоматично видобуває мідь і свинець поблизу. Доставляє видобуті ресурси до найближчого ядра.
@@ -1090,7 +1102,7 @@ unit.crawler.description = Наземна одиниця, що складаєт
unit.titan.description = Вдосконалений броньований наземний блок. Нападає як на наземні, так і повітряні цілі. Оснащений двома мініатюрними вогнеметами класу Випалювач.
unit.fortress.description = Артилерійний мех. Оснащений двома модифікованими гарматами типу «Град» для дальнього нападу на ворожі структури та підрозділи.
unit.eruptor.description = Важкий мех, призначеней для знесення конструкцій. Вистрілює потік шлаків у ворожі укріплення, розплавляючи їх і підпалюючи летючі речовини.
unit.wraith.description = Швидкий перехоплювач, який використовується для тактики «атакуй і біжи». Пріоритет — енергетичні генератори.
unit.wraith.description = Швидкий перехоплювач, який використовується для тактики «атакуй і втікай». Пріоритет — генератори енергії.
unit.ghoul.description = Важкий килимовий бомбардувальник. Пробиває ворожі структури, орієнтуючись на віжливу інфраструктуру.
unit.revenant.description = Важкий ракетний масив.
block.message.description = Зберігає повідомлення. Використовується для комунікаціх між союзниками.
@@ -1104,19 +1116,19 @@ block.alloy-smelter.description = Поєднує титан, свинець, к
block.cryofluidmixer.description = Змішує воду і дрібний порошок титану титану в кріогенну рідину. Основне використання у торієвому реактору.
block.blast-mixer.description = Подрібнює і змішує скупчення спор з піратитом для отримання вибухової суміші.
block.pyratite-mixer.description = Змішує вугілля, свинець та пісок у легкозаймистий піратит.
block.melter.description = Розплавляє брухт у шлак для подальшої переробки або використання у башточках «Хвиля».
block.melter.description = Розплавляє брухт у шлак для подальшої переробки або використання у баштах «Хвиля».
block.separator.description = Відокремлює шлак на його мінеральні компоненти. Виводить охолоджений результат.
block.spore-press.description = Стискає спорові стручки під сильним тиском для синтезу нафти
block.spore-press.description = Стискає спорові стручки під сильним тиском для синтезу нафти.
block.pulverizer.description = Подрібнює брухт дрібного піску.
block.coal-centrifuge.description = Нафта перетворюється у шматки вугілля.
block.incinerator.description = Випаровує будь-який зайвий предмет або рідину, які він отримує.
block.power-void.description = Знищує будь-яку енергію, до якої він під’єднаний. Тільки пісочниця
block.power-source.description = Нескінченно виводить енергію. Тільки пісочниця
block.item-source.description = Нескінченно виводить предмети. Тільки пісочниця
block.item-void.description = Знищує будь-які предмети. Тільки пісочниця
block.liquid-source.description = Нескінченно виводить рідини. Тільки пісочниця
block.copper-wall.description = Дешевий захисний блок.\nКорисна для захисту ядра та башточок у перші кілька хвиль.
block.copper-wall-large.description = Дешевий захисний блок.\nКорисна для захисту ядра та башточок у перші кілька хвиль.\nОхоплює кілька плиток.
block.power-source.description = Нескінченно виводить енергію.
block.item-source.description = Нескінченно виводить предмети.
block.item-void.description = Знищує будь-які предмети.
block.liquid-source.description = Нескінченно виводить рідини.
block.copper-wall.description = Дешевий захисний блок.\nКорисна для захисту ядра та башто у перші кілька хвиль.
block.copper-wall-large.description = Дешевий захисний блок.\nКорисна для захисту ядра та башт у перші кілька хвиль.\nОхоплює кілька плиток.
block.titanium-wall.description = Відносно сильний захисний блок.\nЗабезпечує помірний захист від ворогів.
block.titanium-wall-large.description = Відносно сильний захисний блок.\nЗабезпечує помірний захист від ворогів.\nОхоплює кілька плиток.
block.plastanium-wall.description = Особливий тип стіни, який поглинає електричні дуги і блокує автоматичні з'єднання енергетичних вузлів.
@@ -699,7 +699,6 @@ keybind.pick.name = 选择方块
keybind.break_block.name = 破坏方块
keybind.deselect.name = 取消选择
keybind.shoot.name = 射击
keybind.zoom_hold.name = 按住调整缩放
keybind.zoom.name = 缩放
keybind.menu.name = 菜单
keybind.pause.name = 暂停
+65 -38
View File
@@ -12,6 +12,7 @@ link.itch.io.description = itch.io 電腦版下載網頁
link.google-play.description = Google Play 商店頁面
link.f-droid.description = F-Droid 目錄頁面
link.wiki.description = 官方 Mindustry 維基
link.feathub.description = 建議新功能
linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
screenshot = 截圖保存到{0}
screenshot.invalid = 地圖太大了,可能沒有足夠的內存用於截圖。
@@ -88,6 +89,7 @@ uploadingpreviewfile = 上傳預覽文件
committingchanges = 提交變更
done = 完成
feature.unsupported = 您的設備不支持此功能。
mods.alphainfo = 請記住,模組仍處於Alpha狀態,[scarlet]可能會有很多BUG[].\n向Mindustry GitHub或Discord報告發現的任何問題。
mods.alpha = [accent](Alpha)
mods = 模組
@@ -97,12 +99,15 @@ mods.report = 回報錯誤
mods.openfolder = 開啟模組資料夾
mod.enabled = [lightgray]已啟用
mod.disabled = [scarlet]已禁用
mod.enable = 啟用
mod.disable = 禁用
mod.delete.error = 無法刪除模組,檔案可能在使用中。
mod.requiresversion = [scarlet]遊戲版本要求:[accent]{0}
mod.missingdependencies = [scarlet]缺少依賴項目: {0}
mod.requiresversion = [scarlet]最低遊戲版本要求:[accent]{0}
mod.missingdependencies = [scarlet]缺少必須項目: {0}
mod.erroredcontent = [scarlet]內容錯誤
mod.errors = 載入內容時發生錯誤
mod.noerrorplay = [scarlet]你使用了有錯誤的模組。[] 遊戲前請先禁用相關模組或修正錯誤。
mod.nowdisabled = [scarlet]「{0}」模組缺少必須項目:[accent] {1}\n[lightgray]必須先下載這些模組。\n此模組將被自動禁用。
mod.enable = 啟用
mod.requiresrestart = 遊戲將立即關閉以套用模組變更。
mod.reloadrequired = [scarlet]需要重新載入
mod.import = 匯入模組
@@ -113,6 +118,7 @@ mod.author = [lightgray]作者:[] {0}
mod.missing = 此存檔含有您最近更新或不再安裝的模組。可能會發生存檔損毀。您確定要載入嗎?\n[lightgray]模組:\n{0}
mod.preview.missing = 在工作坊發佈這個模組前,您必須添加預覽圖。\n在該模組的資料夾中放置一個名為[accent] preview.png[]的圖片並重試。
mod.folder.missing = 只有資料夾形式的模組可以在工作坊上發布。\n要將模組轉換為資料夾,只需將其文件解壓縮到資料夾並刪除舊的.zip檔,然後重新啟動遊戲或重新載入模組。
mod.scripts.unsupported = 你的裝置不支援模組指令檔。部分模組將無法正常運作。
about.button = 關於
name = 名稱:
@@ -133,7 +139,7 @@ server.kicked.serverClose = 伺服器已關閉。
server.kicked.vote = 您已被投票踢出伺服器,再見。
server.kicked.clientOutdated = 客戶端版本過舊!請更新遊戲!
server.kicked.serverOutdated = 伺服器版本過舊!請聯絡伺服主更新伺服器!
server.kicked.banned = 您已經從這個伺服器被封禁。
server.kicked.banned = 您已經在這個伺服器中被封禁。
server.kicked.typeMismatch = 該伺服器與您的版本不相容。
server.kicked.playerLimit = 該伺服器已滿。請等待一個空位置。
server.kicked.recentKick = 您最近曾被踢出伺服器。\n請稍後再進行連線。
@@ -178,7 +184,7 @@ confirmban = 您確定要封禁該玩家嗎?
confirmkick = 您確定要踢出該玩家嗎?
confirmvotekick = 您確定要投票剔除該名玩家嗎?
confirmunban = 您確定要解除封禁該玩家嗎?
confirmadmin = 您確定要提升這個玩家為管理員嗎?
confirmadmin = 您確定要晉升這個玩家為管理員嗎?
confirmunadmin = 您確定要解除這個玩家的管理員嗎?
joingame.title = 加入遊戲
joingame.ip = IP位址:
@@ -253,7 +259,7 @@ pausebuilding = [accent][[{0}][]暫停建造
resumebuilding = [scarlet][[{0}][]恢復建造
wave = [accent]第{0}波
wave.waiting = [lightgray]將於{0}秒後抵達
wave.waveInProgress = 第[lightgray]波正在進行中
wave.waveInProgress = [lightgray]波次進行中
waiting = [lightgray]等待中...
waiting.players = 等待玩家中...
wave.enemies = [lightgray]剩下{0}個敵人
@@ -265,9 +271,9 @@ custom = 自訂
builtin = 内建
map.delete.confirm = 確認要刪除地圖嗎?此操作無法撤回!
map.random = [accent]隨機地圖
map.nospawn = 這個地圖沒有核心!請在編輯器中添加一個[ROYAL]藍色[]的核心。
map.nospawn.pvp = 這個地圖沒有核心讓敵人重生!請在編輯器中添加一個[SCARLET]紅色[]的核心。
map.nospawn.attack = 這個地圖沒有敵人核心讓可以攻擊!請在編輯器中添加一個[SCARLET]紅色[]的核心。
map.nospawn = 這個地圖沒有核心!請在編輯器中添加一個[accent]橘色[]的核心。
map.nospawn.pvp = 這個地圖沒有敵對核心讓玩家重生!請在編輯器中添加一個[SCARLET]不是橘色[]的核心。
map.nospawn.attack = 這個地圖沒有敵人核心可以攻擊!請在編輯器中添加一個[SCARLET]紅色[]的核心。
map.invalid = 地圖載入錯誤:地圖可能已經損壞。
workshop.update = 更新項目
workshop.error = 提取工作坊詳細信息時出錯: {0}
@@ -281,6 +287,7 @@ publishing = [accent]發佈中...
publish.confirm = 您確定要發布嗎?\n\n[lightgray]首先確定您同意Workshop EULA,否則您的項目將不會顯示!
publish.error = 發佈項目時出錯: {0}
steam.error = Steam 服務初始化失敗.\n錯誤: {0}
editor.brush = 粉刷
editor.openin = 在編輯器中開啟
editor.oregen = 礦石生成
@@ -298,7 +305,7 @@ editor.newmap = 新地圖
workshop = 工作坊
waves.title = 波次
waves.remove = 移除
waves.never = 〈從來沒有〉
waves.never = 〈永遠〉
waves.every = 每
waves.waves = 波次
waves.perspawn = 每次生成
@@ -370,7 +377,7 @@ toolmode.eraseores = 清除礦物
toolmode.eraseores.description = 僅清除礦物。
toolmode.fillteams = 填充團隊
toolmode.fillteams.description = 填充團隊而不是方塊。
toolmode.drawteams = Draw Teams
toolmode.drawteams = 繪製團隊
toolmode.drawteams.description = 繪製團隊而不是方塊。
filters.empty = [lightgray]沒有過濾器!使用下面的按鈕添加一個。
@@ -532,7 +539,7 @@ blocks.powerconnections = 最大連接數
blocks.poweruse = 能量使用
blocks.powerdamage = 能量/傷害
blocks.itemcapacity = 物品容量
blocks.basepowergeneration = 基本能量生產
blocks.basepowergeneration = 基礎能量生產
blocks.productiontime = 生產時間
blocks.repairtime = 方塊完全修復時間
blocks.speedincrease = 速度提升
@@ -600,12 +607,12 @@ category.items = 物品
category.crafting = 需求
category.shooting = 射擊
category.optional = 可選的強化
setting.landscape.name = 鎖定水平畫面
setting.shadows.name = 陰影
setting.blockreplace.name = 方塊建造建議
setting.linear.name = 線性過濾
setting.hints.name = 提示
setting.buildautopause.name = 自動暫停建築
setting.animatedwater.name = 水動畫
setting.animatedshields.name = 護盾動畫
setting.antialias.name = 消除鋸齒[lightgray](需要重啟遊戲)[]
@@ -631,11 +638,14 @@ setting.conveyorpathfinding.name = 自動輸送帶放置規劃
setting.sensitivity.name = 控制器靈敏度
setting.saveinterval.name = 自動存檔間隔
setting.seconds = {0}秒
setting.blockselecttimeout.name = 跳過方塊建造時距
setting.milliseconds = {0}毫秒
setting.fullscreen.name = 全螢幕
setting.borderlesswindow.name = 無邊框窗口[lightgray](可能需要重啟遊戲)
setting.fps.name = 顯示FPS
setting.fps.name = 顯示FPS與Ping
setting.blockselectkeys.name = 顯示方塊選擇快捷鍵
setting.vsync.name = 垂直同步
setting.pixelate.name = 像素化[lightgray](可能降低性能)
setting.pixelate.name = 像素化[lightgray](會關閉動畫)
setting.minimap.name = 顯示小地圖
setting.position.name = 顯示玩家位置
setting.musicvol.name = 音樂音量
@@ -662,17 +672,36 @@ category.multiplayer.name = 多人
command.attack = 攻擊
command.rally = 集結
command.retreat = 撤退
keybind.clear_building.name = 清除建築物
placement.blockselectkeys = \n[lightgray]按鍵:[{0},
keybind.clear_building.name = 清除建築指令
keybind.press = 按一下按鍵...
keybind.press.axis = 按一下軸向或按鍵...
keybind.screenshot.name = 地圖截圖
keybind.toggle_power_lines.name = 顯示能量激光
keybind.move_x.name = 水平移動
keybind.move_y.name = 垂直移動
keybind.mouse_move.name = 跟隨滑鼠
keybind.dash.name = 衝刺
keybind.schematic_select.name = 選擇區域
keybind.schematic_menu.name = 藍圖目錄
keybind.schematic_flip_x.name = X軸翻轉
keybind.schematic_flip_y.name = Y軸翻轉
keybind.category_prev.name = 前一個類別
keybind.category_next.name = 下一個類別
keybind.block_select_left.name = 選取方塊左
keybind.block_select_right.name = 選取方塊右
keybind.block_select_up.name = 選取方塊上
keybind.block_select_down.name = 選取方塊下
keybind.block_select_01.name = 類別/方塊選取 1
keybind.block_select_02.name = 類別/方塊選取 2
keybind.block_select_03.name = 類別/方塊選取 3
keybind.block_select_04.name = 類別/方塊選取 4
keybind.block_select_05.name = 類別/方塊選取 5
keybind.block_select_06.name = 類別/方塊選取 6
keybind.block_select_07.name = 類別/方塊選取 7
keybind.block_select_08.name = 類別/方塊選取 8
keybind.block_select_09.name = 類別/方塊選取 9
keybind.block_select_10.name = 類別/方塊選取 10
keybind.fullscreen.name = 全螢幕切換
keybind.select.name = 選取
keybind.diagonal_placement.name = 對角線放置
@@ -680,13 +709,11 @@ keybind.pick.name = 選擇方塊
keybind.break_block.name = 移除方塊
keybind.deselect.name = 取消選取
keybind.shoot.name = 射擊
keybind.zoom_hold.name = 按住縮放
keybind.zoom.name = 縮放
keybind.menu.name = 主選單
keybind.pause.name = 暫停遊戲
keybind.pause_building.name = 暫停/恢復建造
keybind.minimap.name = 小地圖
keybind.dash.name = 衝刺
keybind.chat.name = 聊天
keybind.player_list.name = 玩家列表
keybind.console.name = 終端機
@@ -700,14 +727,14 @@ keybind.drop_unit.name = 放下單位
keybind.zoom_minimap.name = 縮放小地圖
mode.help.title = 模式說明
mode.survival.name = 生存
mode.survival.description = 一般模式。有限的資源與自動來襲的波次。
mode.survival.description = 一般模式。有限的資源與自動來襲的波次。\n[gray]地圖中需要敵人生成點。
mode.sandbox.name = 沙盒
mode.sandbox.description = 無限的資源,與不倒數計時的波次。
mode.sandbox.description = 無限的資源與不倒數計時的波次。
mode.editor.name = 編輯
mode.pvp.name = 對戰
mode.pvp.description = 和其他玩家競爭、戰鬥。
mode.pvp.description = 和其他玩家競爭、戰鬥。\n[gray]地圖中需要至少兩個不同顏色的核心。
mode.attack.name = 進攻
mode.attack.description = 沒有波次,目標是摧毀敵人的基地。
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.infiniteresources = 無限資源
@@ -718,11 +745,11 @@ rules.attack = 攻擊模式
rules.enemyCheat = 電腦無限資源
rules.unitdrops = 單位掉落物
rules.unitbuildspeedmultiplier = 單位建設速度倍數
rules.unithealthmultiplier = 單位耐久度倍數
rules.playerhealthmultiplier = 玩家耐久度倍數
rules.unithealthmultiplier = 單位生命值倍數
rules.playerhealthmultiplier = 玩家生命值倍數
rules.playerdamagemultiplier = 玩家傷害倍數
rules.unitdamagemultiplier = 單位傷害倍數
rules.enemycorebuildradius = 敵人核心無建設半徑︰[lightgray](格)
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
rules.respawntime = 重生時間︰[lightgray](秒)
rules.wavespacing = 波次間距︰[lightgray](秒)
rules.buildcostmultiplier = 建設成本倍數
@@ -766,7 +793,6 @@ liquid.water.name = 水
liquid.slag.name = 熔渣
liquid.oil.name = 原油
liquid.cryofluid.name = 冷凍液
mech.alpha-mech.name = 阿爾法
mech.alpha-mech.weapon = 重型機關槍
mech.alpha-mech.ability = 自修復
@@ -789,21 +815,22 @@ mech.trident-ship.weapon = 轟炸艙
mech.glaive-ship.name = 偃月刀
mech.glaive-ship.weapon = 火焰機關槍
item.corestorable = [lightgray]核心可儲存: {0}
item.explosiveness = [lightgray]爆炸性:{0}
item.flammability = [lightgray]易燃性:{0}
item.radioactivity = [lightgray]放射性:{0}
unit.health = [lightgray]耐久度:{0}
item.explosiveness = [lightgray]爆炸性:{0}%
item.flammability = [lightgray]易燃性:{0}%
item.radioactivity = [lightgray]放射性:{0}%
unit.health = [lightgray]生命值:{0}
unit.speed = [lightgray]速度:{0}
mech.weapon = [lightgray]武器:{0}
mech.health = [lightgray]血量:{0}
mech.itemcapacity = [lightgray]物品容量:{0}
mech.minespeed = [lightgray]採礦速度:{0}
mech.minespeed = [lightgray]採礦速度:{0}%
mech.minepower = [lightgray]採礦能力:{0}
mech.ability = [lightgray]能力:{0}
mech.buildspeed = [lightgray]建造速度: {0}%
liquid.heatcapacity = [lightgray]熱容量:{0}
liquid.viscosity = [lightgray]粘性:{0}
liquid.temperature = [lightgray]溫度:{0}
block.sand-boulder.name = 沙礫
block.grass.name = 草
block.salt.name = 鹽
@@ -1022,9 +1049,9 @@ unit.eradicator.name = 殲滅者
unit.lich.name = 巫妖
unit.reaper.name = 收掠者
tutorial.next = [lightgray]<按下以繼續>
tutorial.intro = 您已進入[scarlet] Mindustry 教學。[]\n使用[[WASD鍵]來移動.\n在滾動滾輪時[accent]按住 [[Ctrl][]來放大縮小畫面.\n從[accent]開採銅礦[]開始吧靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
tutorial.intro = 您已進入[scarlet] Mindustry 教學。[]\n使用[[WASD鍵]來移動.\n滾動滾輪來放大縮小畫面.\n從[accent]開採銅礦[]開始吧靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
tutorial.intro.mobile = 您已進入[scarlet] Mindustry 教學。[]\n滑動螢幕即可移動。\n[accent]用兩指捏[]來縮放畫面。\n從[accent]開採銅礦[]開始吧。靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
tutorial.drill = 手動挖掘礦石的效率很低。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅礦脈上放置一個鑽頭。
tutorial.drill = 手動挖掘礦石的效率很低。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅礦脈上放置一個鑽頭。\n不論在哪個選單,您也可以用快速按下按鍵[accent][[2][]然後[accent][[1][]來選擇鑽頭。\n[accent]滑鼠右擊[]停止建造。
tutorial.drill.mobile = 手動挖掘礦石的效率很低。\n[accent]鑽頭[]能夠自動挖掘礦石。\n點選右下角的鑽頭選項\n選擇[accent]機械鑽頭[].\n通過點擊將其放置在銅礦上,然後按下下方的[accent]確認標誌[]確認您的選擇\n按下[accent] X 按鈕[] 取消放置.
tutorial.blockinfo = 每個方塊都有不同的屬性。每個鑽頭只能開採特定的礦石。\n查看方塊的資訊和屬性,[accent]在建造目錄時按下"?"鈕。[]\n\n[accent]立即訪問機械鑽頭的屬性資料。[]
tutorial.conveyor = [accent]輸送帶[]能夠將物品運輸到核心。\n製作一條從鑽頭開始到核心的輸送帶。
@@ -1044,8 +1071,8 @@ tutorial.launch = 一旦您達到特定的波數, 您就可以[accent] 發射
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.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.metaglass.description = 一種超高強度的玻璃。廣泛用於液體分配和存儲。
item.graphite.description = 礦化的碳,用於彈藥和電氣絕緣。
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和助熔劑。
item.graphite.description = 礦化的碳,用於彈藥和電氣元件。
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和作為助熔劑。
item.coal.description = 遠在「播種」事件前就形成的植物化石。一種常見並容易獲得的燃料。
item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛行載具。
item.thorium.description = 一種高密度的放射性金屬,用作結構支撐和核燃料。
@@ -1062,10 +1089,10 @@ liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液
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,用水及鈦混合成。具有很高的比熱。廣泛的用作冷卻劑。
mech.alpha-mech.description = 標準的控制機甲。改良自匕首機甲,加強了裝甲及建造能力。
mech.delta-mech.description = 一種快速、輕裝甲的機甲,用於打帶跑的攻擊。對結構造成的傷害很小,但可以用弧形閃電武器很快殺死大量敵方單位。
mech.delta-mech.description = 一種快速、輕裝甲的機甲,用於打帶跑的攻擊。對結構體造成的傷害很小,但可以用弧形閃電武器很快殺死大量敵方單位。
mech.tau-mech.description = 支援機甲。射擊友方方塊以修復它們。可以使用它的修復能力治療一定範圍內的友軍。
mech.omega-mech.description = 一種笨重、重裝甲的機甲,用於前線突擊。它的裝甲能力可以阻擋高達90%的傷害。
mech.dart-ship.description = 標準的控制飛船。快速、輕便,但攻擊能力低、採礦速度慢。
mech.omega-mech.description = 一種笨重、重裝甲的機甲,用於前線突擊。
mech.dart-ship.description = 標準的控制飛船。採礦速度快。相當快速、輕便,但攻擊能力低落。
mech.javelin-ship.description = 一種打帶跑的突襲艇。雖然最初很慢,但它可以加速到很快的速度,並飛過敵人的前哨站,利用其閃電能力和導彈造成大量的傷害。
mech.trident-ship.description = 一種重型轟炸機。用以摧毀敵方建築。有相當的裝甲。
mech.glaive-ship.description = 一種大型、配有良好裝甲的砲艇。配備燃燒機關槍。高機動性。
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@@ -83,3 +83,4 @@ amrsoll
ねらひかだ
Draco
Quezler
Alicila
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+2 -1
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@@ -16,4 +16,5 @@ const boolp = method => new Boolp(){get: method}
const cons = method => new Cons(){get: method}
const prov = method => new Prov(){get: method}
const newEffect = (lifetime, renderer) => new Effects.Effect(lifetime, new Effects.EffectRenderer({render: renderer}))
const Calls = Packages.io.anuke.mindustry.gen.Call
Call = Packages.mindustry.gen.Call
const Calls = Call //backwards compat
+61 -58
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@@ -16,62 +16,65 @@ const run = method => new java.lang.Runnable(){run: method}
const boolf = method => new Boolf(){get: method}
const boolp = method => new Boolp(){get: method}
const cons = method => new Cons(){get: method}
const prov = method => new Prov(){get: method}
const newEffect = (lifetime, renderer) => new Effects.Effect(lifetime, new Effects.EffectRenderer({render: renderer}))
const Calls = Packages.io.anuke.mindustry.gen.Call
importPackage(Packages.io.anuke.arc)
importPackage(Packages.io.anuke.arc.collection)
importPackage(Packages.io.anuke.arc.func)
importPackage(Packages.io.anuke.arc.graphics)
importPackage(Packages.io.anuke.arc.graphics.g2d)
importPackage(Packages.io.anuke.arc.math)
importPackage(Packages.io.anuke.arc.scene)
importPackage(Packages.io.anuke.arc.scene.actions)
importPackage(Packages.io.anuke.arc.scene.event)
importPackage(Packages.io.anuke.arc.scene.style)
importPackage(Packages.io.anuke.arc.scene.ui)
importPackage(Packages.io.anuke.arc.scene.ui.layout)
importPackage(Packages.io.anuke.arc.scene.utils)
importPackage(Packages.io.anuke.arc.util)
importPackage(Packages.io.anuke.mindustry)
importPackage(Packages.io.anuke.mindustry.ai)
importPackage(Packages.io.anuke.mindustry.content)
importPackage(Packages.io.anuke.mindustry.core)
importPackage(Packages.io.anuke.mindustry.ctype)
importPackage(Packages.io.anuke.mindustry.editor)
importPackage(Packages.io.anuke.mindustry.entities)
importPackage(Packages.io.anuke.mindustry.entities.bullet)
importPackage(Packages.io.anuke.mindustry.entities.effect)
importPackage(Packages.io.anuke.mindustry.entities.traits)
importPackage(Packages.io.anuke.mindustry.entities.type)
importPackage(Packages.io.anuke.mindustry.entities.type.base)
importPackage(Packages.io.anuke.mindustry.entities.units)
importPackage(Packages.io.anuke.mindustry.game)
importPackage(Packages.io.anuke.mindustry.gen)
importPackage(Packages.io.anuke.mindustry.graphics)
importPackage(Packages.io.anuke.mindustry.input)
importPackage(Packages.io.anuke.mindustry.maps)
importPackage(Packages.io.anuke.mindustry.maps.filters)
importPackage(Packages.io.anuke.mindustry.maps.generators)
importPackage(Packages.io.anuke.mindustry.maps.zonegen)
importPackage(Packages.io.anuke.mindustry.type)
importPackage(Packages.io.anuke.mindustry.ui)
importPackage(Packages.io.anuke.mindustry.ui.dialogs)
importPackage(Packages.io.anuke.mindustry.ui.fragments)
importPackage(Packages.io.anuke.mindustry.ui.layout)
importPackage(Packages.io.anuke.mindustry.world)
importPackage(Packages.io.anuke.mindustry.world.blocks)
importPackage(Packages.io.anuke.mindustry.world.blocks.defense)
importPackage(Packages.io.anuke.mindustry.world.blocks.defense.turrets)
importPackage(Packages.io.anuke.mindustry.world.blocks.distribution)
importPackage(Packages.io.anuke.mindustry.world.blocks.liquid)
importPackage(Packages.io.anuke.mindustry.world.blocks.logic)
importPackage(Packages.io.anuke.mindustry.world.blocks.power)
importPackage(Packages.io.anuke.mindustry.world.blocks.production)
importPackage(Packages.io.anuke.mindustry.world.blocks.sandbox)
importPackage(Packages.io.anuke.mindustry.world.blocks.storage)
importPackage(Packages.io.anuke.mindustry.world.blocks.units)
importPackage(Packages.io.anuke.mindustry.world.consumers)
importPackage(Packages.io.anuke.mindustry.world.meta)
importPackage(Packages.io.anuke.mindustry.world.meta.values)
importPackage(Packages.io.anuke.mindustry.world.modules)
importPackage(Packages.io.anuke.mindustry.world.producers)
Call = Packages.mindustry.gen.Call
const Calls = Call //backwards compat
importPackage(Packages.arc)
importPackage(Packages.arc.func)
importPackage(Packages.arc.graphics)
importPackage(Packages.arc.graphics.g2d)
importPackage(Packages.arc.math)
importPackage(Packages.arc.math.geom)
importPackage(Packages.arc.scene)
importPackage(Packages.arc.scene.actions)
importPackage(Packages.arc.scene.event)
importPackage(Packages.arc.scene.style)
importPackage(Packages.arc.scene.ui)
importPackage(Packages.arc.scene.ui.layout)
importPackage(Packages.arc.scene.utils)
importPackage(Packages.arc.struct)
importPackage(Packages.arc.util)
importPackage(Packages.mindustry)
importPackage(Packages.mindustry.ai)
importPackage(Packages.mindustry.content)
importPackage(Packages.mindustry.core)
importPackage(Packages.mindustry.ctype)
importPackage(Packages.mindustry.editor)
importPackage(Packages.mindustry.entities)
importPackage(Packages.mindustry.entities.bullet)
importPackage(Packages.mindustry.entities.effect)
importPackage(Packages.mindustry.entities.traits)
importPackage(Packages.mindustry.entities.type)
importPackage(Packages.mindustry.entities.type.base)
importPackage(Packages.mindustry.entities.units)
importPackage(Packages.mindustry.game)
importPackage(Packages.mindustry.gen)
importPackage(Packages.mindustry.graphics)
importPackage(Packages.mindustry.input)
importPackage(Packages.mindustry.maps)
importPackage(Packages.mindustry.maps.filters)
importPackage(Packages.mindustry.maps.generators)
importPackage(Packages.mindustry.maps.zonegen)
importPackage(Packages.mindustry.type)
importPackage(Packages.mindustry.ui)
importPackage(Packages.mindustry.ui.dialogs)
importPackage(Packages.mindustry.ui.fragments)
importPackage(Packages.mindustry.ui.layout)
importPackage(Packages.mindustry.world)
importPackage(Packages.mindustry.world.blocks)
importPackage(Packages.mindustry.world.blocks.defense)
importPackage(Packages.mindustry.world.blocks.defense.turrets)
importPackage(Packages.mindustry.world.blocks.distribution)
importPackage(Packages.mindustry.world.blocks.liquid)
importPackage(Packages.mindustry.world.blocks.logic)
importPackage(Packages.mindustry.world.blocks.power)
importPackage(Packages.mindustry.world.blocks.production)
importPackage(Packages.mindustry.world.blocks.sandbox)
importPackage(Packages.mindustry.world.blocks.storage)
importPackage(Packages.mindustry.world.blocks.units)
importPackage(Packages.mindustry.world.consumers)
importPackage(Packages.mindustry.world.meta)
importPackage(Packages.mindustry.world.meta.values)
importPackage(Packages.mindustry.world.modules)
importPackage(Packages.mindustry.world.producers)
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@@ -1,26 +0,0 @@
package io.anuke.mindustry.content;
import io.anuke.mindustry.ctype.*;
import io.anuke.mindustry.game.*;
import java.io.*;
public class Loadouts implements ContentList{
public static Schematic
basicShard,
advancedShard,
basicFoundation,
basicNucleus;
@Override
public void load(){
try{
basicShard = Schematics.readBase64("bXNjaAB4nD2K2wqAIBiD5ymibnoRn6YnEP1BwUMoBL19FuJ2sbFvUFgYZDaJsLeQrkinN9UJHImsNzlYE7WrIUastuSbnlKx2VJJt+8IQGGKdfO/8J5yrGJSMegLg+YUIA==");
advancedShard = Schematics.readBase64("bXNjaAB4nD2LjQqAIAyET7OMIOhFfJqeYMxBgSkYCL199gu33fFtB4tOwUTaBCP5QpHFzwtl32DahBeKK1NwPq8hoOcUixwpY+CUxe3XIwBbB/pa6tadVCUP02hgHvp5vZq/0b7pBHPYFOQ=");
basicFoundation = Schematics.readBase64("bXNjaAB4nD1OSQ6DMBBzFhVu8BG+0X8MQyoiJTNSukj8nlCi2Adbtg/GA4OBF8oB00rvyE/9ykafqOIw58A7SWRKy1ZiShhZ5RcOLZhYS1hefQ1gRIeptH9jq/qW2lvc1d2tgWsOfVX/tOwE86AYBA==");
basicNucleus = Schematics.readBase64("bXNjaAB4nD2MUQqAIBBEJy0s6qOLdJXuYNtCgikYBd2+LNmdj308hkGHtkId7M4YFns4mk/yfB4a48602eDI+mlNznu0FMPFd0wYKCaewl8F0EOueqM+yKSLVfJrNKWnSw/FZGzEGXFG9sy/px4gEBW1");
}catch(IOException e){
throw new RuntimeException(e);
}
}
}
@@ -1,54 +0,0 @@
package io.anuke.mindustry.core;
import io.anuke.arc.*;
import io.anuke.arc.Files.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.files.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.io.*;
import java.io.*;
public class Version{
/** Build type. 'official' for official releases; 'custom' or 'bleeding edge' are also used. */
public static String type;
/** Build modifier, e.g. 'alpha' or 'release' */
public static String modifier;
/** Number specifying the major version, e.g. '4' */
public static int number;
/** Build number, e.g. '43'. set to '-1' for custom builds. */
public static int build = 0;
/** Revision number. Used for hotfixes. Does not affect server compatibility. */
public static int revision = 0;
/** Whether version loading is enabled. */
public static boolean enabled = true;
public static void init(){
if(!enabled) return;
try{
FileHandle file = OS.isAndroid || OS.isIos ? Core.files.internal("version.properties") : new FileHandle("version.properties", FileType.Internal);
ObjectMap<String, String> map = new ObjectMap<>();
PropertiesUtils.load(map, file.reader());
type = map.get("type");
number = Integer.parseInt(map.get("number", "4"));
modifier = map.get("modifier");
if(map.get("build").contains(".")){
String[] split = map.get("build").split("\\.");
try{
build = Integer.parseInt(split[0]);
revision = Integer.parseInt(split[1]);
}catch(Throwable e){
e.printStackTrace();
build = -1;
}
}else{
build = Strings.canParseInt(map.get("build")) ? Integer.parseInt(map.get("build")) : -1;
}
}catch(IOException e){
throw new RuntimeException(e);
}
}
}
@@ -1,49 +0,0 @@
package io.anuke.mindustry.ctype;
import io.anuke.arc.files.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.mod.Mods.*;
import io.anuke.mindustry.type.*;
/** Base class for a content type that is loaded in {@link io.anuke.mindustry.core.ContentLoader}. */
public abstract class Content implements Comparable<Content>{
public final short id;
/** The mod that loaded this piece of content. */
public @Nullable LoadedMod mod;
/** File that this content was loaded from. */
public @Nullable FileHandle sourceFile;
public Content(){
this.id = (short)Vars.content.getBy(getContentType()).size;
Vars.content.handleContent(this);
}
/**
* Returns the type name of this piece of content.
* This should return the same value for all instances of this content type.
*/
public abstract ContentType getContentType();
/** Called after all content and modules are created. Do not use to load regions or texture data! */
public void init(){
}
/**
* Called after all content is created, only on non-headless versions.
* Use for loading regions or other image data.
*/
public void load(){
}
@Override
public int compareTo(Content c){
return Integer.compare(id, c.id);
}
@Override
public String toString(){
return getContentType().name() + "#" + id;
}
}
@@ -1,7 +0,0 @@
package io.anuke.mindustry.ctype;
/** Interface for a list of content to be loaded in {@link io.anuke.mindustry.core.ContentLoader}. */
public interface ContentList{
/** This method should create all the content. */
void load();
}
@@ -1,7 +0,0 @@
package io.anuke.mindustry.entities.traits;
import io.anuke.mindustry.game.Team;
public interface TeamTrait extends Entity{
Team getTeam();
}
@@ -1,19 +0,0 @@
package io.anuke.mindustry.entities.type;
import io.anuke.arc.math.geom.Vector2;
import io.anuke.mindustry.entities.traits.SolidTrait;
public abstract class SolidEntity extends BaseEntity implements SolidTrait{
protected transient Vector2 velocity = new Vector2(0f, 0.0001f);
private transient Vector2 lastPosition = new Vector2();
@Override
public Vector2 lastPosition(){
return lastPosition;
}
@Override
public Vector2 velocity(){
return velocity;
}
}
@@ -1,27 +0,0 @@
package io.anuke.mindustry.game;
import io.anuke.arc.Core;
import io.anuke.arc.graphics.Color;
import io.anuke.mindustry.graphics.*;
public enum Team{
derelict(Color.valueOf("4d4e58")),
sharded(Pal.accent),
crux(Color.valueOf("e82d2d")),
green(Color.valueOf("4dd98b")),
purple(Color.valueOf("9a4bdf")),
blue(Color.royal.cpy());
public final static Team[] all = values();
public final Color color;
public final int intColor;
Team(Color color){
this.color = color;
intColor = Color.rgba8888(color);
}
public String localized(){
return Core.bundle.get("team." + name() + ".name");
}
}
@@ -1,76 +0,0 @@
package io.anuke.mindustry.game;
import io.anuke.arc.collection.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.world.*;
/** Class for various team-based utilities. */
public class Teams{
private TeamData[] map = new TeamData[Team.all.length];
/**
* Register a team.
* @param team The team type enum.
* @param enemies The array of enemies of this team. Any team not in this array is considered neutral.
*/
public void add(Team team, Team... enemies){
map[team.ordinal()] = new TeamData(team, EnumSet.of(enemies));
}
/** Returns team data by type. */
public TeamData get(Team team){
if(map[team.ordinal()] == null){
add(team, Array.with(Team.all).select(t -> t != team).toArray(Team.class));
}
return map[team.ordinal()];
}
/** Returns whether a team is active, e.g. whether it has any cores remaining. */
public boolean isActive(Team team){
//the enemy wave team is always active
return team == Vars.waveTeam || get(team).cores.size > 0;
}
/** Returns a set of all teams that are enemies of this team. */
public EnumSet<Team> enemiesOf(Team team){
return get(team).enemies;
}
/** Returns whether {@param other} is an enemy of {@param #team}. */
public boolean areEnemies(Team team, Team other){
return enemiesOf(team).contains(other);
}
/** Allocates a new array with the active teams.
* Never call in the main game loop.*/
public Array<TeamData> getActive(){
return Array.select(map, t -> t != null);
}
public static class TeamData{
public final ObjectSet<Tile> cores = new ObjectSet<>();
public final EnumSet<Team> enemies;
public final Team team;
public Queue<BrokenBlock> brokenBlocks = new Queue<>();
public TeamData(Team team, EnumSet<Team> enemies){
this.team = team;
this.enemies = enemies;
}
}
/** Represents a block made by this team that was destroyed somewhere on the map.
* This does not include deconstructed blocks.*/
public static class BrokenBlock{
public final short x, y, rotation, block;
public final int config;
public BrokenBlock(short x, short y, short rotation, short block, int config){
this.x = x;
this.y = y;
this.rotation = rotation;
this.block = block;
this.config = config;
}
}
}
@@ -1,214 +0,0 @@
package io.anuke.mindustry.io;
import io.anuke.arc.collection.*;
import io.anuke.arc.files.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.serialization.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.io.MapIO.*;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.LegacyColorMapper.*;
import io.anuke.mindustry.world.blocks.*;
import java.io.*;
import java.util.zip.*;
import static io.anuke.mindustry.Vars.*;
/** Map IO for the "old" .mmap format.
* Differentiate between legacy maps and new maps by checking the extension (or the header).*/
public class LegacyMapIO{
private static final ObjectMap<String, String> fallback = ObjectMap.of("alpha-dart-mech-pad", "dart-mech-pad");
private static final Json json = new Json();
/* Convert a map from the old format to the new format. */
public static void convertMap(FileHandle in, FileHandle out) throws IOException{
Map map = readMap(in, true);
String waves = map.tags.get("waves", "[]");
Array<SpawnGroup> groups = new Array<>(json.fromJson(SpawnGroup[].class, waves));
Tile[][] tiles = world.createTiles(map.width, map.height);
for(int x = 0; x < map.width; x++){
for(int y = 0; y < map.height; y++){
tiles[x][y] = new CachedTile();
tiles[x][y].x = (short)x;
tiles[x][y].y = (short)y;
}
}
state.rules.spawns = groups;
readTiles(map, tiles);
MapIO.writeMap(out, map);
}
public static Map readMap(FileHandle file, boolean custom) throws IOException{
try(DataInputStream stream = new DataInputStream(file.read(1024))){
StringMap tags = new StringMap();
//meta is uncompressed
int version = stream.readInt();
if(version != 1){
throw new IOException("Outdated legacy map format");
}
int build = stream.readInt();
short width = stream.readShort(), height = stream.readShort();
byte tagAmount = stream.readByte();
for(int i = 0; i < tagAmount; i++){
String name = stream.readUTF();
String value = stream.readUTF();
tags.put(name, value);
}
return new Map(file, width, height, tags, custom, version, build);
}
}
public static void readTiles(Map map, Tile[][] tiles) throws IOException{
readTiles(map, (x, y) -> tiles[x][y]);
}
public static void readTiles(Map map, TileProvider tiles) throws IOException{
readTiles(map.file, map.width, map.height, tiles);
}
private static void readTiles(FileHandle file, int width, int height, Tile[][] tiles) throws IOException{
readTiles(file, width, height, (x, y) -> tiles[x][y]);
}
private static void readTiles(FileHandle file, int width, int height, TileProvider tiles) throws IOException{
try(BufferedInputStream input = file.read(bufferSize)){
//read map
{
DataInputStream stream = new DataInputStream(input);
stream.readInt(); //version
stream.readInt(); //build
stream.readInt(); //width + height
byte tagAmount = stream.readByte();
for(int i = 0; i < tagAmount; i++){
stream.readUTF(); //key
stream.readUTF(); //val
}
}
try(DataInputStream stream = new DataInputStream(new InflaterInputStream(input))){
try{
byte mapped = stream.readByte();
IntMap<Block> idmap = new IntMap<>();
IntMap<String> namemap = new IntMap<>();
for(int i = 0; i < mapped; i++){
byte type = stream.readByte();
short total = stream.readShort();
for(int j = 0; j < total; j++){
String name = stream.readUTF();
if(type == 1){
Block res = content.getByName(ContentType.block, fallback.get(name, name));
idmap.put(j, res == null ? Blocks.air : res);
namemap.put(j, fallback.get(name, name));
}
}
}
//read floor and create tiles first
for(int i = 0; i < width * height; i++){
int x = i % width, y = i / width;
int floorid = stream.readUnsignedByte();
int oreid = stream.readUnsignedByte();
int consecutives = stream.readUnsignedByte();
Tile tile = tiles.get(x, y);
tile.setFloor((Floor)idmap.get(floorid));
tile.setOverlay(idmap.get(oreid));
for(int j = i + 1; j < i + 1 + consecutives; j++){
int newx = j % width, newy = j / width;
Tile newTile = tiles.get(newx, newy);
newTile.setFloor((Floor)idmap.get(floorid));
newTile.setOverlay(idmap.get(oreid));
}
i += consecutives;
}
//read blocks
for(int i = 0; i < width * height; i++){
int x = i % width, y = i / width;
int id = stream.readUnsignedByte();
Block block = idmap.get(id);
if(block == null) block = Blocks.air;
Tile tile = tiles.get(x, y);
//the spawn block is saved in the block tile layer in older maps, shift it to the overlay
if(block != Blocks.spawn){
tile.setBlock(block);
}else{
tile.setOverlay(block);
}
if(namemap.get(id, "").equals("part")){
stream.readByte(); //link
}else if(tile.entity != null){
byte tr = stream.readByte();
stream.readShort(); //read health (which is actually irrelevant)
byte team = Pack.leftByte(tr);
byte rotation = Pack.rightByte(tr);
tile.setTeam(Team.all[team]);
tile.entity.health = tile.block().health;
tile.rotation(rotation);
if(tile.block() == Blocks.liquidSource || tile.block() == Blocks.unloader || tile.block() == Blocks.sorter){
stream.readByte(); //these blocks have an extra config byte, read it
}
}else{ //no entity/part, read consecutives
int consecutives = stream.readUnsignedByte();
for(int j = i + 1; j < i + 1 + consecutives; j++){
int newx = j % width, newy = j / width;
tiles.get(newx, newy).setBlock(block);
}
i += consecutives;
}
}
}finally{
content.setTemporaryMapper(null);
}
}
}
}
/** Reads a pixmap in the 3.5 pixmap format. */
public static void readPixmap(Pixmap pixmap, Tile[][] tiles){
for(int x = 0; x < pixmap.getWidth(); x++){
for(int y = 0; y < pixmap.getHeight(); y++){
int color = pixmap.getPixel(x, pixmap.getHeight() - 1 - y);
LegacyBlock block = LegacyColorMapper.get(color);
Tile tile = tiles[x][y];
tile.setFloor(block.floor);
tile.setBlock(block.wall);
if(block.ore != null) tile.setOverlay(block.ore);
//place core
if(color == Color.rgba8888(Color.green)){
//actual core parts
tile.setBlock(Blocks.coreShard);
tile.setTeam(Team.sharded);
}
}
}
}
}
File diff suppressed because one or more lines are too long
@@ -1,67 +0,0 @@
package io.anuke.mindustry.mod;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.mod.Mods.*;
import io.anuke.mindustry.ui.*;
public class ModCrashHandler{
public static void handle(Throwable t){
Array<Throwable> list = Strings.getCauses(t);
Throwable modCause = list.find(e -> e instanceof ModLoadException);
if(modCause != null && Fonts.outline != null){
String text = "[scarlet][[A fatal crash has occured while loading a mod!][]\n\nReason:[accent] " + modCause.getMessage();
String bottom = "[scarlet]The associated mod has been disabled. Swipe out of the app and launch it again.";
GlyphLayout layout = new GlyphLayout();
Core.atlas = TextureAtlas.blankAtlas();
Colors.put("accent", Pal.accent);
Core.app.addListener(new ApplicationListener(){
@Override
public void update(){
Core.graphics.clear(0.1f, 0.1f, 0.1f, 1f);
float rad = Math.min(Core.graphics.getWidth(), Core.graphics.getHeight()) / 2f / 1.3f;
Draw.color(Color.scarlet, Color.black, Mathf.absin(Core.graphics.getFrameId(), 15f, 0.6f));
Lines.stroke(Scl.scl(40f));
//Lines.poly2(Core.graphics.getWidth()/2f, Core.graphics.getHeight()/2f, 3, rad, 0f);
float cx = Core.graphics.getWidth()/2f, cy = Core.graphics.getHeight()/2f;
for(int i = 0; i < 3; i++){
float angle1 = i * 120f + 90f;
float angle2 = (i + 1) * 120f + 90f;
Tmp.v1.trnsExact(angle1, rad - Lines.getStroke()/2f).add(cx, cy);
Tmp.v2.trnsExact(angle2, rad - Lines.getStroke()/2f).add(cx, cy);
Tmp.v3.trnsExact(angle1, rad + Lines.getStroke()/2f).add(cx, cy);
Tmp.v4.trnsExact(angle2, rad + Lines.getStroke()/2f).add(cx, cy);
Fill.quad(Tmp.v1.x, Tmp.v1.y, Tmp.v2.x, Tmp.v2.y, Tmp.v4.x, Tmp.v4.y, Tmp.v3.x, Tmp.v3.y);
}
Lines.lineAngleCenter(Core.graphics.getWidth()/2f, Core.graphics.getHeight()/2f - Scl.scl(5f), 90f, rad/3.1f);
Fill.square(Core.graphics.getWidth()/2f, Core.graphics.getHeight()/2f + rad/2f - Scl.scl(15f), Lines.getStroke()/2f);
Draw.reset();
Fonts.outline.getData().markupEnabled = true;
layout.setText(Fonts.outline, text, Color.white, Core.graphics.getWidth(), Align.left, true);
Fonts.outline.draw(text, Core.graphics.getWidth()/2f - layout.width/2f, Core.graphics.getHeight() - Scl.scl(50f), Core.graphics.getWidth(), Align.left, true);
layout.setText(Fonts.outline, bottom, Color.white, Core.graphics.getWidth(), Align.left, true);
Fonts.outline.draw(bottom, Core.graphics.getWidth()/2f - layout.width/2f, layout.height + Scl.scl(10f), Core.graphics.getWidth(), Align.left, true);
Draw.flush();
}
@Override
public void resize(int width, int height){
Draw.proj().setOrtho(0, 0, width, height);
}
});
}else{
throw new RuntimeException(t);
}
}
}
@@ -1,7 +0,0 @@
package io.anuke.mindustry.plugin;
import io.anuke.mindustry.mod.*;
public abstract class Plugin extends Mod{
}
@@ -1,4 +0,0 @@
package io.anuke.mindustry.world.producers;
public class Produce{
}
@@ -1,4 +0,0 @@
package io.anuke.mindustry.world.producers;
public class ProduceItem{
}
@@ -1,26 +1,26 @@
package io.anuke.mindustry;
package mindustry;
import io.anuke.arc.*;
import io.anuke.arc.assets.*;
import io.anuke.arc.assets.loaders.*;
import io.anuke.arc.audio.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.async.*;
import io.anuke.mindustry.core.*;
import io.anuke.mindustry.ctype.Content;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.mod.*;
import io.anuke.mindustry.net.Net;
import arc.*;
import arc.assets.*;
import arc.assets.loaders.*;
import arc.audio.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.scene.ui.layout.*;
import arc.util.*;
import arc.util.async.*;
import mindustry.core.*;
import mindustry.ctype.Content;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.maps.*;
import mindustry.mod.*;
import mindustry.net.Net;
import static io.anuke.arc.Core.*;
import static io.anuke.mindustry.Vars.*;
import static arc.Core.*;
import static mindustry.Vars.*;
public abstract class ClientLauncher extends ApplicationCore implements Platform{
private static final int loadingFPS = 20;
@@ -123,7 +123,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
for(ApplicationListener listener : modules){
listener.init();
}
mods.each(Mod::init);
mods.eachClass(Mod::init);
finished = true;
Events.fire(new ClientLoadEvent());
super.resize(graphics.getWidth(), graphics.getHeight());
@@ -1,32 +1,34 @@
package io.anuke.mindustry;
package mindustry;
import io.anuke.arc.Application.*;
import io.anuke.arc.*;
import io.anuke.arc.assets.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.files.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.ai.*;
import io.anuke.mindustry.core.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.input.*;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.mod.*;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.world.blocks.defense.ForceProjector.*;
import arc.*;
import arc.Application.*;
import arc.assets.*;
import arc.struct.*;
import arc.files.*;
import arc.graphics.*;
import arc.scene.ui.layout.*;
import arc.util.*;
import arc.util.io.*;
import mindustry.ai.*;
import mindustry.core.*;
import mindustry.entities.*;
import mindustry.entities.effect.*;
import mindustry.entities.traits.*;
import mindustry.entities.type.*;
import mindustry.game.*;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.input.*;
import mindustry.maps.*;
import mindustry.mod.*;
import mindustry.net.*;
import mindustry.net.Net;
import mindustry.world.blocks.defense.ForceProjector.*;
import java.nio.charset.*;
import java.util.*;
import static io.anuke.arc.Core.settings;
import static arc.Core.settings;
@SuppressWarnings("unchecked")
public class Vars implements Loadable{
@@ -52,18 +54,16 @@ public class Vars implements Loadable{
public static final String crashReportURL = "http://192.99.169.18/report";
/** URL the links to the wiki's modding guide.*/
public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/";
/** URL to the JSON file containing all the global, public servers. */
/** URL to the JSON file containing all the global, public servers. Not queried in BE. */
public static final String serverJsonURL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers.json";
/** URL to the JSON file containing all the BE servers. Only queried in BE. */
public static final String serverJsonBeURL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers_be.json";
/** URL the links to the wiki's modding guide.*/
public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?template=bug_report.md";
/** list of built-in servers.*/
public static final Array<String> defaultServers = Array.with();
/** maximum distance between mine and core that supports automatic transferring */
public static final float mineTransferRange = 220f;
/** team of the player by default */
public static final Team defaultTeam = Team.sharded;
/** team of the enemy in waves/sectors */
public static final Team waveTeam = Team.crux;
/** whether to enable editing of units in the editor */
public static final boolean enableUnitEditing = false;
/** max chat message length */
@@ -123,22 +123,24 @@ public class Vars implements Loadable{
public static boolean steam;
/** whether typing into the console is enabled - developers only */
public static boolean enableConsole = false;
/** application data directory, equivalent to {@link io.anuke.arc.Settings#getDataDirectory()} */
public static FileHandle dataDirectory;
/** application data directory, equivalent to {@link Settings#getDataDirectory()} */
public static Fi dataDirectory;
/** data subdirectory used for screenshots */
public static FileHandle screenshotDirectory;
/** data subdirectory used for custom mmaps */
public static FileHandle customMapDirectory;
/** data subdirectory used for custom mmaps */
public static FileHandle mapPreviewDirectory;
public static Fi screenshotDirectory;
/** data subdirectory used for custom maps */
public static Fi customMapDirectory;
/** data subdirectory used for custom map previews */
public static Fi mapPreviewDirectory;
/** tmp subdirectory for map conversion */
public static FileHandle tmpDirectory;
public static Fi tmpDirectory;
/** data subdirectory used for saves */
public static FileHandle saveDirectory;
public static Fi saveDirectory;
/** data subdirectory used for mods */
public static FileHandle modDirectory;
public static Fi modDirectory;
/** data subdirectory used for schematics */
public static FileHandle schematicDirectory;
public static Fi schematicDirectory;
/** data subdirectory used for bleeding edge build versions */
public static Fi bebuildDirectory;
/** map file extension */
public static final String mapExtension = "msav";
/** save file extension */
@@ -160,6 +162,7 @@ public class Vars implements Loadable{
public static Platform platform = new Platform(){};
public static Mods mods;
public static Schematics schematics = new Schematics();
public static BeControl becontrol;
public static World world;
public static Maps maps;
@@ -183,7 +186,7 @@ public class Vars implements Loadable{
public static EntityGroup<ShieldEntity> shieldGroup;
public static EntityGroup<Puddle> puddleGroup;
public static EntityGroup<Fire> fireGroup;
public static EntityGroup<BaseUnit>[] unitGroups;
public static EntityGroup<BaseUnit> unitGroup;
public static Player player;
@@ -195,6 +198,7 @@ public class Vars implements Loadable{
public static void init(){
Serialization.init();
DefaultSerializers.typeMappings.put("mindustry.type.ContentType", "mindustry.ctype.ContentType");
if(loadLocales){
//load locales
@@ -222,6 +226,7 @@ public class Vars implements Loadable{
defaultWaves = new DefaultWaves();
collisions = new EntityCollisions();
world = new World();
becontrol = new BeControl();
maps = new Maps();
spawner = new WaveSpawner();
@@ -237,11 +242,7 @@ public class Vars implements Loadable{
puddleGroup = entities.add(Puddle.class).enableMapping();
shieldGroup = entities.add(ShieldEntity.class, false);
fireGroup = entities.add(Fire.class).enableMapping();
unitGroups = new EntityGroup[Team.all.length];
for(Team team : Team.all){
unitGroups[team.ordinal()] = entities.add(BaseUnit.class).enableMapping();
}
unitGroup = entities.add(BaseUnit.class).enableMapping();
for(EntityGroup<?> group : entities.all()){
group.setRemoveListener(entity -> {
@@ -266,6 +267,7 @@ public class Vars implements Loadable{
tmpDirectory = dataDirectory.child("tmp/");
modDirectory = dataDirectory.child("mods/");
schematicDirectory = dataDirectory.child("schematics/");
bebuildDirectory = dataDirectory.child("be_builds/");
modDirectory.mkdirs();
@@ -315,7 +317,7 @@ public class Vars implements Loadable{
try{
//try loading external bundle
FileHandle handle = Core.files.local("bundle");
Fi handle = Core.files.local("bundle");
Locale locale = Locale.ENGLISH;
Core.bundle = I18NBundle.createBundle(handle, locale);
@@ -328,7 +330,7 @@ public class Vars implements Loadable{
}catch(Throwable e){
//no external bundle found
FileHandle handle = Core.files.internal("bundles/bundle");
Fi handle = Core.files.internal("bundles/bundle");
Locale locale;
String loc = Core.settings.getString("locale");
if(loc.equals("default")){
@@ -1,21 +1,21 @@
package io.anuke.mindustry.ai;
package mindustry.ai;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.func.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Teams.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.*;
import io.anuke.mindustry.world.meta.*;
import arc.*;
import arc.func.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import mindustry.content.*;
import mindustry.entities.type.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.game.Teams.*;
import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.blocks.*;
import mindustry.world.meta.*;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
/** Class used for indexing special target blocks for AI. */
@SuppressWarnings("unchecked")
@@ -28,15 +28,15 @@ public class BlockIndexer{
private final ObjectSet<Item> itemSet = new ObjectSet<>();
/** Stores all ore quadtrants on the map. */
private ObjectMap<Item, ObjectSet<Tile>> ores = new ObjectMap<>();
/** Tags all quadrants. */
/** Maps each team ID to a quarant. A quadrant is a grid of bits, where each bit is set if and only if there is a block of that team in that quadrant. */
private GridBits[] structQuadrants;
/** Stores all damaged tile entities by team. */
private ObjectSet<Tile>[] damagedTiles = new ObjectSet[Team.all.length];
private ObjectSet<Tile>[] damagedTiles = new ObjectSet[Team.all().length];
/**All ores available on this map.*/
private ObjectSet<Item> allOres = new ObjectSet<>();
/** Maps teams to a map of flagged tiles by type. */
private ObjectSet<Tile>[][] flagMap = new ObjectSet[Team.all.length][BlockFlag.all.length];
private ObjectSet<Tile>[][] flagMap = new ObjectSet[Team.all().length][BlockFlag.all.length];
/** Maps tile positions to their last known tile index data. */
private IntMap<TileIndex> typeMap = new IntMap<>();
/** Empty set used for returning. */
@@ -59,8 +59,8 @@ public class BlockIndexer{
Events.on(WorldLoadEvent.class, event -> {
scanOres.clear();
scanOres.addAll(Item.getAllOres());
damagedTiles = new ObjectSet[Team.all.length];
flagMap = new ObjectSet[Team.all.length][BlockFlag.all.length];
damagedTiles = new ObjectSet[Team.all().length];
flagMap = new ObjectSet[Team.all().length][BlockFlag.all.length];
for(int i = 0; i < flagMap.length; i++){
for(int j = 0; j < BlockFlag.all.length; j++){
@@ -73,10 +73,7 @@ public class BlockIndexer{
ores = null;
//create bitset for each team type that contains each quadrant
structQuadrants = new GridBits[Team.all.length];
for(int i = 0; i < Team.all.length; i++){
structQuadrants[i] = new GridBits(Mathf.ceil(world.width() / (float)quadrantSize), Mathf.ceil(world.height() / (float)quadrantSize));
}
structQuadrants = new GridBits[Team.all().length];
for(int x = 0; x < world.width(); x++){
for(int y = 0; y < world.height(); y++){
@@ -103,7 +100,31 @@ public class BlockIndexer{
}
private ObjectSet<Tile>[] getFlagged(Team team){
return flagMap[team.ordinal()];
return flagMap[team.id];
}
private GridBits structQuadrant(Team t){
if(structQuadrants[t.id] == null){
structQuadrants[t.id] = new GridBits(Mathf.ceil(world.width() / (float)quadrantSize), Mathf.ceil(world.height() / (float)quadrantSize));
}
return structQuadrants[t.id];
}
/** Updates all the structure quadrants for a newly activated team. */
public void updateTeamIndex(Team team){
if(structQuadrants == null) return;
//go through every tile... ouch
for(int x = 0; x < world.width(); x++){
for(int y = 0; y < world.height(); y++){
Tile tile = world.tile(x, y);
if(tile.getTeam() == team){
int quadrantX = tile.x / quadrantSize;
int quadrantY = tile.y / quadrantSize;
structQuadrant(team).set(quadrantX, quadrantY);
}
}
}
}
/** @return whether this item is present on this map.*/
@@ -115,11 +136,11 @@ public class BlockIndexer{
public ObjectSet<Tile> getDamaged(Team team){
returnArray.clear();
if(damagedTiles[team.ordinal()] == null){
damagedTiles[team.ordinal()] = new ObjectSet<>();
if(damagedTiles[team.id] == null){
damagedTiles[team.id] = new ObjectSet<>();
}
ObjectSet<Tile> set = damagedTiles[team.ordinal()];
ObjectSet<Tile> set = damagedTiles[team.id];
for(Tile tile : set){
if((tile.entity == null || tile.entity.getTeam() != team || !tile.entity.damaged()) || tile.block() instanceof BuildBlock){
returnArray.add(tile);
@@ -135,13 +156,13 @@ public class BlockIndexer{
/** Get all allied blocks with a flag. */
public ObjectSet<Tile> getAllied(Team team, BlockFlag type){
return flagMap[team.ordinal()][type.ordinal()];
return flagMap[team.id][type.ordinal()];
}
/** Get all enemy blocks with a flag. */
public Array<Tile> getEnemy(Team team, BlockFlag type){
returnArray.clear();
for(Team enemy : state.teams.enemiesOf(team)){
for(Team enemy : team.enemies()){
if(state.teams.isActive(enemy)){
ObjectSet<Tile> set = getFlagged(enemy)[type.ordinal()];
if(set != null){
@@ -155,11 +176,11 @@ public class BlockIndexer{
}
public void notifyTileDamaged(TileEntity entity){
if(damagedTiles[entity.getTeam().ordinal()] == null){
damagedTiles[entity.getTeam().ordinal()] = new ObjectSet<>();
if(damagedTiles[(int)entity.getTeam().id] == null){
damagedTiles[(int)entity.getTeam().id] = new ObjectSet<>();
}
ObjectSet<Tile> set = damagedTiles[entity.getTeam().ordinal()];
ObjectSet<Tile> set = damagedTiles[(int)entity.getTeam().id];
set.add(entity.tile);
}
@@ -282,16 +303,16 @@ public class BlockIndexer{
int quadrantY = tile.y / quadrantSize;
int index = quadrantX + quadrantY * quadWidth();
for(Team team : Team.all){
TeamData data = state.teams.get(team);
for(TeamData data : state.teams.getActive()){
GridBits bits = structQuadrant(data.team);
//fast-set this quadrant to 'occupied' if the tile just placed is already of this team
if(tile.getTeam() == data.team && tile.entity != null && tile.block().targetable){
structQuadrants[data.team.ordinal()].set(quadrantX, quadrantY);
bits.set(quadrantX, quadrantY);
continue; //no need to process futher
}
structQuadrants[data.team.ordinal()].set(quadrantX, quadrantY, false);
bits.set(quadrantX, quadrantY, false);
outer:
for(int x = quadrantX * quadrantSize; x < world.width() && x < (quadrantX + 1) * quadrantSize; x++){
@@ -299,7 +320,7 @@ public class BlockIndexer{
Tile result = world.ltile(x, y);
//when a targetable block is found, mark this quadrant as occupied and stop searching
if(result.entity != null && result.getTeam() == data.team){
structQuadrants[data.team.ordinal()].set(quadrantX, quadrantY);
bits.set(quadrantX, quadrantY);
break outer;
}
}
@@ -308,7 +329,7 @@ public class BlockIndexer{
}
private boolean getQuad(Team team, int quadrantX, int quadrantY){
return structQuadrants[team.ordinal()].get(quadrantX, quadrantY);
return structQuadrant(team).get(quadrantX, quadrantY);
}
private int quadWidth(){
@@ -1,20 +1,20 @@
package io.anuke.mindustry.ai;
package mindustry.ai;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.func.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.arc.util.async.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.meta.*;
import arc.*;
import mindustry.annotations.Annotations.*;
import arc.struct.*;
import arc.func.*;
import arc.math.geom.*;
import arc.util.*;
import arc.util.ArcAnnotate.*;
import arc.util.async.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.world.*;
import mindustry.world.meta.*;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
public class Pathfinder implements Runnable{
private static final long maxUpdate = Time.millisToNanos(4);
@@ -27,9 +27,9 @@ public class Pathfinder implements Runnable{
/** unordered array of path data for iteration only. DO NOT iterate ot access this in the main thread.*/
private Array<PathData> list = new Array<>();
/** Maps teams + flags to a valid path to get to that flag for that team. */
private PathData[][] pathMap = new PathData[Team.all.length][PathTarget.all.length];
private PathData[][] pathMap = new PathData[Team.all().length][PathTarget.all.length];
/** Grid map of created path data that should not be queued again. */
private GridBits created = new GridBits(Team.all.length, PathTarget.all.length);
private GridBits created = new GridBits(Team.all().length, PathTarget.all.length);
/** handles task scheduling on the update thread. */
private TaskQueue queue = new TaskQueue();
/** current pathfinding thread */
@@ -42,8 +42,8 @@ public class Pathfinder implements Runnable{
//reset and update internal tile array
tiles = new int[world.width()][world.height()];
pathMap = new PathData[Team.all.length][PathTarget.all.length];
created = new GridBits(Team.all.length, PathTarget.all.length);
pathMap = new PathData[Team.all().length][PathTarget.all.length];
created = new GridBits(Team.all().length, PathTarget.all.length);
list = new Array<>();
for(int x = 0; x < world.width(); x++){
@@ -53,7 +53,7 @@ public class Pathfinder implements Runnable{
}
//special preset which may help speed things up; this is optional
preloadPath(waveTeam, PathTarget.enemyCores);
preloadPath(state.rules.waveTeam, PathTarget.enemyCores);
start();
});
@@ -84,8 +84,8 @@ public class Pathfinder implements Runnable{
}
public int debugValue(Team team, int x, int y){
if(pathMap[team.ordinal()][PathTarget.enemyCores.ordinal()] == null) return 0;
return pathMap[team.ordinal()][PathTarget.enemyCores.ordinal()].weights[x][y];
if(pathMap[team.id][PathTarget.enemyCores.ordinal()] == null) return 0;
return pathMap[team.id][PathTarget.enemyCores.ordinal()].weights[x][y];
}
/** Update a tile in the internal pathfinding grid. Causes a complete pathfinding reclaculation. */
@@ -139,7 +139,7 @@ public class Pathfinder implements Runnable{
//stop looping when interrupted externally
return;
}
}catch(Exception e){
}catch(Throwable e){
e.printStackTrace();
}
}
@@ -149,12 +149,12 @@ public class Pathfinder implements Runnable{
public Tile getTargetTile(Tile tile, Team team, PathTarget target){
if(tile == null) return null;
PathData data = pathMap[team.ordinal()][target.ordinal()];
PathData data = pathMap[team.id][target.ordinal()];
if(data == null){
//if this combination is not found, create it on request
if(!created.get(team.ordinal(), target.ordinal())){
created.set(team.ordinal(), target.ordinal());
if(!created.get(team.id, target.ordinal())){
created.set(team.id, target.ordinal());
//grab targets since this is run on main thread
IntArray targets = target.getTargets(team, new IntArray());
queue.post(() -> createPath(team, target, targets));
@@ -188,7 +188,7 @@ public class Pathfinder implements Runnable{
/** @return whether a tile can be passed through by this team. Pathfinding thread only.*/
private boolean passable(int x, int y, Team team){
int tile = tiles[x][y];
return PathTile.passable(tile) || (PathTile.team(tile) != team.ordinal() && PathTile.team(tile) != Team.derelict.ordinal());
return PathTile.passable(tile) || (PathTile.team(tile) != team.id && PathTile.team(tile) != (int)Team.derelict.id);
}
/**
@@ -238,7 +238,7 @@ public class Pathfinder implements Runnable{
PathData path = new PathData(team, target, world.width(), world.height());
list.add(path);
pathMap[team.ordinal()][target.ordinal()] = path;
pathMap[team.id][target.ordinal()] = path;
//grab targets from passed array
synchronized(path.targets){
@@ -303,7 +303,7 @@ public class Pathfinder implements Runnable{
}
//spawn points are also enemies.
if(state.rules.waves && team == defaultTeam){
if(state.rules.waves && team == state.rules.defaultTeam){
for(Tile other : spawner.getGroundSpawns()){
out.add(other.pos());
}
@@ -1,22 +1,22 @@
package io.anuke.mindustry.ai;
package mindustry.ai;
import io.anuke.arc.Events;
import io.anuke.arc.collection.Array;
import io.anuke.arc.func.Floatc2;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.util.Time;
import io.anuke.arc.util.Tmp;
import io.anuke.mindustry.content.Blocks;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.Damage;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.type.BaseUnit;
import io.anuke.mindustry.game.EventType.WorldLoadEvent;
import io.anuke.mindustry.game.SpawnGroup;
import io.anuke.mindustry.world.Tile;
import arc.Events;
import arc.struct.Array;
import arc.func.Floatc2;
import arc.math.Angles;
import arc.math.Mathf;
import arc.util.Time;
import arc.util.Tmp;
import mindustry.content.Blocks;
import mindustry.content.Fx;
import mindustry.entities.Damage;
import mindustry.entities.Effects;
import mindustry.entities.type.*;
import mindustry.game.EventType.WorldLoadEvent;
import mindustry.game.SpawnGroup;
import mindustry.world.Tile;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
public class WaveSpawner{
private static final float margin = 40f, coreMargin = tilesize * 3; //how far away from the edge flying units spawn
@@ -53,7 +53,7 @@ public class WaveSpawner{
eachFlyerSpawn((spawnX, spawnY) -> {
for(int i = 0; i < spawned; i++){
BaseUnit unit = group.createUnit(waveTeam);
BaseUnit unit = group.createUnit(state.rules.waveTeam);
unit.set(spawnX + Mathf.range(spread), spawnY + Mathf.range(spread));
unit.add();
}
@@ -66,7 +66,7 @@ public class WaveSpawner{
for(int i = 0; i < spawned; i++){
Tmp.v1.rnd(spread);
BaseUnit unit = group.createUnit(waveTeam);
BaseUnit unit = group.createUnit(state.rules.waveTeam);
unit.set(spawnX + Tmp.v1.x, spawnY + Tmp.v1.y);
Time.run(Math.min(i * 5, 60 * 2), () -> spawnEffect(unit));
@@ -78,7 +78,7 @@ public class WaveSpawner{
eachGroundSpawn((spawnX, spawnY, doShockwave) -> {
if(doShockwave){
Time.run(20f, () -> Effects.effect(Fx.spawnShockwave, spawnX, spawnY, state.rules.dropZoneRadius));
Time.run(40f, () -> Damage.damage(waveTeam, spawnX, spawnY, state.rules.dropZoneRadius, 99999999f, true));
Time.run(40f, () -> Damage.damage(state.rules.waveTeam, spawnX, spawnY, state.rules.dropZoneRadius, 99999999f, true));
}
});
@@ -90,11 +90,11 @@ public class WaveSpawner{
cons.accept(spawn.worldx(), spawn.worldy(), true);
}
if(state.rules.attackMode && state.teams.isActive(waveTeam) && !state.teams.get(defaultTeam).cores.isEmpty()){
Tile firstCore = state.teams.get(defaultTeam).cores.first();
for(Tile core : state.teams.get(waveTeam).cores){
Tmp.v1.set(firstCore).sub(core.worldx(), core.worldy()).limit(coreMargin + core.block().size*tilesize);
cons.accept(core.worldx() + Tmp.v1.x, core.worldy() + Tmp.v1.y, false);
if(state.rules.attackMode && state.teams.isActive(state.rules.waveTeam) && !state.teams.playerCores().isEmpty()){
TileEntity firstCore = state.teams.playerCores().first();
for(TileEntity core : state.rules.waveTeam.cores()){
Tmp.v1.set(firstCore).sub(core.x, core.y).limit(coreMargin + core.block.size*tilesize);
cons.accept(core.x + Tmp.v1.x, core.y + Tmp.v1.y, false);
}
}
}
@@ -107,9 +107,9 @@ public class WaveSpawner{
cons.get(spawnX, spawnY);
}
if(state.rules.attackMode && state.teams.isActive(waveTeam)){
for(Tile core : state.teams.get(waveTeam).cores){
cons.get(core.worldx(), core.worldy());
if(state.rules.attackMode && state.teams.isActive(state.rules.waveTeam)){
for(TileEntity core : state.teams.get(state.rules.waveTeam).cores){
cons.get(core.x, core.y);
}
}
}
@@ -1,34 +1,34 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.ctype.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.*;
import io.anuke.mindustry.world.blocks.defense.*;
import io.anuke.mindustry.world.blocks.defense.turrets.*;
import io.anuke.mindustry.world.blocks.distribution.*;
import io.anuke.mindustry.world.blocks.liquid.*;
import io.anuke.mindustry.world.blocks.logic.*;
import io.anuke.mindustry.world.blocks.power.*;
import io.anuke.mindustry.world.blocks.production.*;
import io.anuke.mindustry.world.blocks.sandbox.*;
import io.anuke.mindustry.world.blocks.storage.*;
import io.anuke.mindustry.world.blocks.units.*;
import io.anuke.mindustry.world.consumers.*;
import io.anuke.mindustry.world.meta.*;
import io.anuke.mindustry.world.modules.*;
import arc.*;
import arc.struct.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.*;
import mindustry.*;
import mindustry.ctype.*;
import mindustry.entities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.type.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.blocks.*;
import mindustry.world.blocks.defense.*;
import mindustry.world.blocks.defense.turrets.*;
import mindustry.world.blocks.distribution.*;
import mindustry.world.blocks.liquid.*;
import mindustry.world.blocks.logic.*;
import mindustry.world.blocks.power.*;
import mindustry.world.blocks.production.*;
import mindustry.world.blocks.sandbox.*;
import mindustry.world.blocks.storage.*;
import mindustry.world.blocks.units.*;
import mindustry.world.consumers.*;
import mindustry.world.meta.*;
import mindustry.world.modules.*;
public class Blocks implements ContentList{
public static Block
@@ -1234,7 +1234,7 @@ public class Blocks implements ContentList{
//region storage
coreShard = new CoreBlock("core-shard"){{
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000));
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with());
alwaysUnlocked = true;
health = 1100;
@@ -1243,7 +1243,7 @@ public class Blocks implements ContentList{
}};
coreFoundation = new CoreBlock("core-foundation"){{
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 400, Items.silicon, 3000));
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with());
health = 2000;
itemCapacity = 9000;
@@ -1251,7 +1251,7 @@ public class Blocks implements ContentList{
}};
coreNucleus = new CoreBlock("core-nucleus"){{
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000, Items.surgealloy, 3000));
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with());
health = 4000;
itemCapacity = 13000;
@@ -1388,15 +1388,6 @@ public class Blocks implements ContentList{
range = 110f;
health = 250 * size * size;
shootSound = Sounds.splash;
drawer = (tile, entity) -> {
Draw.rect(region, tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
Draw.color(entity.liquids.current().color);
Draw.alpha(entity.liquids.total() / liquidCapacity);
Draw.rect(name + "-liquid", tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
Draw.color();
};
}};
lancer = new ChargeTurret("lancer"){{
@@ -1511,7 +1502,7 @@ public class Blocks implements ContentList{
}
@Override
public void init(io.anuke.mindustry.entities.type.Bullet b){
public void init(mindustry.entities.type.Bullet b){
for(int i = 0; i < rays; i++){
Damage.collideLine(b, b.getTeam(), hitEffect, b.x, b.y, b.rot(), rayLength - Math.abs(i - (rays / 2)) * 20f);
}
@@ -1542,7 +1533,7 @@ public class Blocks implements ContentList{
Items.silicon, Bullets.artilleryHoming,
Items.pyratite, Bullets.artilleryIncendiary,
Items.blastCompound, Bullets.artilleryExplosive,
Items.plastanium, Bullets.arilleryPlastic
Items.plastanium, Bullets.artilleryPlastic
);
size = 3;
shots = 4;
@@ -1,24 +1,24 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.world.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.*;
import mindustry.ctype.ContentList;
import mindustry.entities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.effect.*;
import mindustry.entities.type.*;
import mindustry.graphics.*;
import mindustry.world.*;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
public class Bullets implements ContentList{
public static BulletType
//artillery
artilleryDense, arilleryPlastic, artilleryPlasticFrag, artilleryHoming, artilleryIncendiary, artilleryExplosive, artilleryUnit,
artilleryDense, artilleryPlastic, artilleryPlasticFrag, artilleryHoming, artilleryIncendiary, artilleryExplosive, artilleryUnit,
//flak
flakScrap, flakLead, flakPlastic, flakExplosive, flakSurge, flakGlass, glassFrag,
@@ -65,7 +65,7 @@ public class Bullets implements ContentList{
despawnEffect = Fx.none;
}};
arilleryPlastic = new ArtilleryBulletType(3.4f, 0, "shell"){{
artilleryPlastic = new ArtilleryBulletType(3.4f, 0, "shell"){{
hitEffect = Fx.plasticExplosion;
knockback = 1f;
lifetime = 55f;
@@ -1,19 +1,19 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.entities.Effects.*;
import io.anuke.mindustry.entities.effect.GroundEffectEntity.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.Cicon;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.*;
import mindustry.ctype.ContentList;
import mindustry.entities.Effects.*;
import mindustry.entities.effect.GroundEffectEntity.*;
import mindustry.entities.type.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.ui.Cicon;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
public class Fx implements ContentList{
public static Effect
@@ -1079,6 +1079,7 @@ public class Fx implements ContentList{
healBlockFull = new Effect(20, e -> {
Draw.color(e.color);
Draw.alpha(e.fout());
Fill.square(e.x, e.y, e.rotation * tilesize / 2f);
});
overdriveBlockFull = new Effect(60, e -> {
@@ -1,9 +1,9 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.graphics.Color;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.ItemType;
import arc.graphics.Color;
import mindustry.ctype.ContentList;
import mindustry.type.Item;
import mindustry.type.ItemType;
public class Items implements ContentList{
public static Item scrap, copper, lead, graphite, coal, titanium, thorium, silicon, plastanium, phasefabric, surgealloy,
@@ -1,8 +1,8 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.graphics.Color;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.type.Liquid;
import arc.graphics.Color;
import mindustry.ctype.ContentList;
import mindustry.type.Liquid;
public class Liquids implements ContentList{
public static Liquid water, slag, oil, cryofluid;
+20
View File
@@ -0,0 +1,20 @@
package mindustry.content;
import mindustry.ctype.*;
import mindustry.game.*;
public class Loadouts implements ContentList{
public static Schematic
basicShard,
advancedShard,
basicFoundation,
basicNucleus;
@Override
public void load(){
basicShard = Schematics.readBase64("bXNjaAB4nD2K2wqAIBiD5ymibnoRn6YnEP1BwUMoBL19FuJ2sbFvUFgYZDaJsLeQrkinN9UJHImsNzlYE7WrIUastuSbnlKx2VJJt+8IQGGKdfO/8J5yrGJSMegLg+YUIA==");
advancedShard = Schematics.readBase64("bXNjaAB4nD2LjQqAIAyET7OMIOhFfJqeYMxBgSkYCL199gu33fFtB4tOwUTaBCP5QpHFzwtl32DahBeKK1NwPq8hoOcUixwpY+CUxe3XIwBbB/pa6tadVCUP02hgHvp5vZq/0b7pBHPYFOQ=");
basicFoundation = Schematics.readBase64("bXNjaAB4nD1OSQ6DMBBzFhVu8BG+0X8MQyoiJTNSukj8nlCi2Adbtg/GA4OBF8oB00rvyE/9ykafqOIw58A7SWRKy1ZiShhZ5RcOLZhYS1hefQ1gRIeptH9jq/qW2lvc1d2tgWsOfVX/tOwE86AYBA==");
basicNucleus = Schematics.readBase64("bXNjaAB4nD2MUQqAIBBEJy0s6qOLdJXuYNtCgikYBd2+LNmdj308hkGHtkId7M4YFns4mk/yfB4a48602eDI+mlNznu0FMPFd0wYKCaewl8F0EOueqM+yKSLVfJrNKWnSw/FZGzEGXFG9sy/px4gEBW1");
}
}
@@ -1,19 +1,19 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.type.*;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.*;
import mindustry.*;
import mindustry.ctype.ContentList;
import mindustry.entities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.effect.*;
import mindustry.entities.type.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
public class Mechs implements ContentList{
public static Mech alpha, delta, tau, omega, dart, javelin, trident, glaive;
@@ -1,13 +1,12 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.*;
import io.anuke.arc.math.Mathf;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.type.StatusEffect;
import static io.anuke.mindustry.Vars.waveTeam;
import arc.*;
import arc.math.Mathf;
import mindustry.entities.Effects;
import mindustry.ctype.ContentList;
import mindustry.game.EventType.*;
import mindustry.type.StatusEffect;
import static mindustry.Vars.*;
public class StatusEffects implements ContentList{
public static StatusEffect none, burning, freezing, wet, melting, tarred, overdrive, shielded, shocked, corroded, boss;
@@ -48,7 +47,7 @@ public class StatusEffects implements ContentList{
init(() -> {
trans(shocked, ((unit, time, newTime, result) -> {
unit.damage(20f);
if(unit.getTeam() == waveTeam){
if(unit.getTeam() == state.rules.waveTeam){
Events.fire(Trigger.shock);
}
result.set(this, time);
@@ -1,11 +1,11 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.collection.Array;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.type.ItemStack;
import io.anuke.mindustry.world.Block;
import arc.struct.Array;
import mindustry.ctype.ContentList;
import mindustry.type.ItemStack;
import mindustry.world.Block;
import static io.anuke.mindustry.content.Blocks.*;
import static mindustry.content.Blocks.*;
public class TechTree implements ContentList{
public static Array<TechNode> all;
@@ -1,10 +1,10 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.mindustry.entities.effect.Fire;
import io.anuke.mindustry.entities.effect.Puddle;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.type.TypeID;
import mindustry.entities.effect.Fire;
import mindustry.entities.effect.Puddle;
import mindustry.entities.type.Player;
import mindustry.ctype.ContentList;
import mindustry.type.TypeID;
public class TypeIDs implements ContentList{
public static TypeID fire, puddle, player;
@@ -1,13 +1,13 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.arc.collection.*;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.entities.type.base.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.type.*;
import arc.struct.*;
import mindustry.ctype.ContentList;
import mindustry.entities.bullet.*;
import mindustry.entities.type.*;
import mindustry.entities.type.Bullet;
import mindustry.entities.type.base.*;
import mindustry.gen.*;
import mindustry.type.*;
public class UnitTypes implements ContentList{
public static UnitType
@@ -1,16 +1,16 @@
package io.anuke.mindustry.content;
package mindustry.content;
import io.anuke.mindustry.ctype.ContentList;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Objectives.*;
import io.anuke.mindustry.maps.generators.*;
import io.anuke.mindustry.maps.generators.MapGenerator.*;
import io.anuke.mindustry.maps.zonegen.*;
import io.anuke.mindustry.type.*;
import mindustry.ctype.ContentList;
import mindustry.game.*;
import mindustry.game.Objectives.*;
import mindustry.maps.generators.*;
import mindustry.maps.generators.MapGenerator.*;
import mindustry.maps.zonegen.*;
import mindustry.type.*;
import static io.anuke.arc.collection.Array.with;
import static io.anuke.mindustry.content.Items.*;
import static io.anuke.mindustry.type.ItemStack.list;
import static arc.struct.Array.with;
import static mindustry.content.Items.*;
import static mindustry.type.ItemStack.list;
public class Zones implements ContentList{
public static Zone
@@ -1,19 +1,20 @@
package io.anuke.mindustry.core;
package mindustry.core;
import io.anuke.arc.collection.*;
import io.anuke.arc.func.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.ctype.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.mod.Mods.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import arc.struct.*;
import arc.func.*;
import arc.graphics.*;
import arc.util.ArcAnnotate.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.ctype.*;
import mindustry.ctype.ContentType;
import mindustry.entities.bullet.*;
import mindustry.mod.Mods.*;
import mindustry.type.*;
import mindustry.world.*;
import static io.anuke.arc.Core.files;
import static io.anuke.mindustry.Vars.mods;
import static arc.Core.files;
import static mindustry.Vars.mods;
/**
* Loads all game content.
@@ -25,6 +26,7 @@ public class ContentLoader{
private Array<Content>[] contentMap = new Array[ContentType.values().length];
private MappableContent[][] temporaryMapper;
private @Nullable LoadedMod currentMod;
private @Nullable Content lastAdded;
private ObjectSet<Cons<Content>> initialization = new ObjectSet<>();
private ContentList[] content = {
new Fx(),
@@ -114,8 +116,8 @@ public class ContentLoader{
try{
callable.get(content);
}catch(Throwable e){
if(content.mod != null){
mods.handleError(new ModLoadException(content, e), content.mod);
if(content.minfo.mod != null){
mods.handleContentError(content, e);
}else{
throw new RuntimeException(e);
}
@@ -146,11 +148,27 @@ public class ContentLoader{
//clear all content, currently not used
}
/** Get last piece of content created for error-handling purposes. */
public @Nullable Content getLastAdded(){
return lastAdded;
}
/** Remove last content added in case of an exception. */
public void removeLast(){
if(lastAdded != null && contentMap[lastAdded.getContentType().ordinal()].peek() == lastAdded){
contentMap[lastAdded.getContentType().ordinal()].pop();
if(lastAdded instanceof MappableContent){
contentNameMap[lastAdded.getContentType().ordinal()].remove(((MappableContent)lastAdded).name);
}
}
}
public void handleContent(Content content){
this.lastAdded = content;
contentMap[content.getContentType().ordinal()].add(content);
}
public void setCurrentMod(LoadedMod mod){
public void setCurrentMod(@Nullable LoadedMod mod){
this.currentMod = mod;
}
@@ -163,7 +181,7 @@ public class ContentLoader{
throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + content.name + "')");
}
if(currentMod != null){
content.mod = currentMod;
content.minfo.mod = currentMod;
}
contentNameMap[content.getContentType().ordinal()].put(content.name, content);
}
@@ -1,36 +1,36 @@
package io.anuke.mindustry.core;
package mindustry.core;
import io.anuke.arc.*;
import io.anuke.arc.assets.*;
import io.anuke.arc.audio.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.input.*;
import io.anuke.mindustry.maps.Map;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.dialogs.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.storage.*;
import arc.*;
import arc.assets.*;
import arc.audio.*;
import arc.struct.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.input.*;
import arc.math.geom.*;
import arc.scene.ui.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.core.GameState.*;
import mindustry.entities.*;
import mindustry.entities.type.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.input.*;
import mindustry.maps.Map;
import mindustry.type.*;
import mindustry.ui.dialogs.*;
import mindustry.world.*;
import mindustry.world.blocks.storage.*;
import java.io.*;
import java.text.*;
import java.util.*;
import static io.anuke.arc.Core.*;
import static io.anuke.mindustry.Vars.net;
import static io.anuke.mindustry.Vars.*;
import static arc.Core.*;
import static mindustry.Vars.net;
import static mindustry.Vars.*;
/**
* Control module.
@@ -63,7 +63,7 @@ public class Control implements ApplicationListener, Loadable{
});
Events.on(PlayEvent.class, event -> {
player.setTeam(state.rules.pvp ? netServer.assignTeam(player, playerGroup.all()) : defaultTeam);
player.setTeam(netServer.assignTeam(player, playerGroup.all()));
player.setDead(true);
player.add();
@@ -256,9 +256,9 @@ public class Control implements ApplicationListener, Loadable{
world.loadGenerator(zone.generator);
zone.rules.get(state.rules);
state.rules.zone = zone;
for(Tile core : state.teams.get(defaultTeam).cores){
for(TileEntity core : state.teams.playerCores()){
for(ItemStack stack : zone.getStartingItems()){
core.entity.items.add(stack.item, stack.amount);
core.items.add(stack.item, stack.amount);
}
}
state.set(State.playing);
@@ -294,8 +294,8 @@ public class Control implements ApplicationListener, Loadable{
Geometry.circle(coreb.x, coreb.y, 10, (cx, cy) -> {
Tile tile = world.ltile(cx, cy);
if(tile != null && tile.getTeam() == defaultTeam && !(tile.block() instanceof CoreBlock)){
world.removeBlock(tile);
if(tile != null && tile.getTeam() == state.rules.defaultTeam && !(tile.block() instanceof CoreBlock)){
tile.remove();
}
});
@@ -305,13 +305,13 @@ public class Control implements ApplicationListener, Loadable{
zone.rules.get(state.rules);
state.rules.zone = zone;
for(Tile core : state.teams.get(defaultTeam).cores){
for(TileEntity core : state.teams.playerCores()){
for(ItemStack stack : zone.getStartingItems()){
core.entity.items.add(stack.item, stack.amount);
core.items.add(stack.item, stack.amount);
}
}
Tile core = state.teams.get(defaultTeam).cores.first();
core.entity.items.clear();
TileEntity core = state.teams.playerCores().first();
core.items.clear();
logic.play();
state.rules.waveTimer = false;
@@ -434,9 +434,9 @@ public class Control implements ApplicationListener, Loadable{
input.update();
if(world.isZone()){
for(Tile tile : state.teams.get(player.getTeam()).cores){
for(TileEntity tile : state.teams.cores(player.getTeam())){
for(Item item : content.items()){
if(tile.entity != null && tile.entity.items.has(item)){
if(tile.items.has(item)){
data.unlockContent(item);
}
}
@@ -456,7 +456,7 @@ public class Control implements ApplicationListener, Loadable{
state.set(state.is(State.playing) ? State.paused : State.playing);
}
if(Core.input.keyTap(Binding.menu) && !ui.restart.isShown()){
if(Core.input.keyTap(Binding.menu) && !ui.restart.isShown() && !ui.minimapfrag.shown()){
if(ui.chatfrag.shown()){
ui.chatfrag.hide();
}else if(!ui.paused.isShown() && !scene.hasDialog()){
@@ -1,22 +1,24 @@
package io.anuke.mindustry.core;
package mindustry.core;
import io.anuke.arc.*;
import io.anuke.arc.assets.loaders.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.files.*;
import arc.*;
import arc.assets.loaders.*;
import arc.struct.*;
import arc.files.*;
/** Handles files in a modded context. */
public class FileTree implements FileHandleResolver{
private ObjectMap<String, FileHandle> files = new ObjectMap<>();
private ObjectMap<String, Fi> files = new ObjectMap<>();
public void addFile(String path, FileHandle f){
public void addFile(String path, Fi f){
files.put(path, f);
}
/** Gets an asset file.*/
public FileHandle get(String path){
public Fi get(String path){
if(files.containsKey(path)){
return files.get(path);
}else if(files.containsKey("/" + path)){
return files.get("/" + path);
}else{
return Core.files.internal(path);
}
@@ -28,7 +30,7 @@ public class FileTree implements FileHandleResolver{
}
@Override
public FileHandle resolve(String fileName){
public Fi resolve(String fileName){
return get(fileName);
}
}
@@ -1,12 +1,11 @@
package io.anuke.mindustry.core;
package mindustry.core;
import io.anuke.arc.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.base.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import arc.*;
import mindustry.entities.type.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
public class GameState{
/** Current wave number, can be anything in non-wave modes. */
@@ -26,12 +25,8 @@ public class GameState{
/** Current game state. */
private State state = State.menu;
public int enemies(){
return net.client() ? enemies : unitGroups[waveTeam.ordinal()].count(b -> !(b instanceof BaseDrone));
}
public BaseUnit boss(){
return unitGroups[waveTeam.ordinal()].find(BaseUnit::isBoss);
return unitGroup.find(u -> u.isBoss() && u.getTeam() == rules.waveTeam);
}
public void set(State astate){
@@ -1,26 +1,26 @@
package io.anuke.mindustry.core;
package mindustry.core;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.ctype.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Teams.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.*;
import io.anuke.mindustry.world.blocks.BuildBlock.*;
import io.anuke.mindustry.world.blocks.power.*;
import arc.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.core.GameState.*;
import mindustry.ctype.*;
import mindustry.entities.*;
import mindustry.entities.type.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.game.Teams.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.blocks.*;
import mindustry.world.blocks.BuildBlock.*;
import mindustry.world.blocks.power.*;
import java.util.*;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
/**
* Logic module.
@@ -107,9 +107,9 @@ public class Logic implements ApplicationListener{
//add starting items
if(!world.isZone()){
for(Team team : Team.all){
if(!state.teams.get(team).cores.isEmpty()){
TileEntity entity = state.teams.get(team).cores.first().entity;
for(TeamData team : state.teams.getActive()){
if(team.hasCore()){
TileEntity entity = team.core();
entity.items.clear();
for(ItemStack stack : state.rules.loadout){
entity.items.add(stack.item, stack.amount);
@@ -143,23 +143,23 @@ public class Logic implements ApplicationListener{
}
private void checkGameOver(){
if(!state.rules.attackMode && state.teams.get(defaultTeam).cores.size == 0 && !state.gameOver){
if(!state.rules.attackMode && state.teams.playerCores().size == 0 && !state.gameOver){
state.gameOver = true;
Events.fire(new GameOverEvent(waveTeam));
Events.fire(new GameOverEvent(state.rules.waveTeam));
}else if(state.rules.attackMode){
Team alive = null;
for(Team team : Team.all){
if(state.teams.get(team).cores.size > 0){
for(TeamData team : state.teams.getActive()){
if(team.hasCore()){
if(alive != null){
return;
}
alive = team;
alive = team.team;
}
}
if(alive != null && !state.gameOver){
if(world.isZone() && alive == defaultTeam){
if(world.isZone() && alive == state.rules.defaultTeam){
//in attack maps, a victorious game over is equivalent to a launch
Call.launchZone();
}else{
@@ -176,7 +176,7 @@ public class Logic implements ApplicationListener{
ui.hudfrag.showLaunch();
}
for(Tile tile : state.teams.get(defaultTeam).cores){
for(TileEntity tile : state.teams.playerCores()){
Effects.effect(Fx.launch, tile);
}
@@ -185,19 +185,18 @@ public class Logic implements ApplicationListener{
}
Time.runTask(30f, () -> {
for(Tile tile : state.teams.get(defaultTeam).cores){
for(TileEntity entity : state.teams.playerCores()){
for(Item item : content.items()){
if(tile == null || tile.entity == null || tile.entity.items == null) continue;
data.addItem(item, tile.entity.items.get(item));
Events.fire(new LaunchItemEvent(item, tile.entity.items.get(item)));
data.addItem(item, entity.items.get(item));
Events.fire(new LaunchItemEvent(item, entity.items.get(item)));
}
world.removeBlock(tile);
entity.tile.remove();
}
state.launched = true;
state.gameOver = true;
Events.fire(new LaunchEvent());
//manually fire game over event now
Events.fire(new GameOverEvent(defaultTeam));
Events.fire(new GameOverEvent(state.rules.defaultTeam));
});
}
@@ -210,14 +209,18 @@ public class Logic implements ApplicationListener{
@Override
public void update(){
Events.fire(Trigger.update);
if(!state.is(State.menu)){
if(!net.client()){
state.enemies = unitGroup.count(b -> b.getTeam() == state.rules.waveTeam && b.countsAsEnemy());
}
if(!state.isPaused()){
Time.update();
if(state.rules.waves && state.rules.waveTimer && !state.gameOver){
if(!state.rules.waitForWaveToEnd || unitGroups[waveTeam.ordinal()].size() == 0){
if(!state.rules.waitForWaveToEnd || state.enemies == 0){
state.wavetime = Math.max(state.wavetime - Time.delta(), 0);
}
}
@@ -232,20 +235,15 @@ public class Logic implements ApplicationListener{
}
if(!state.isEditor()){
for(EntityGroup group : unitGroups){
group.update();
}
unitGroup.update();
puddleGroup.update();
shieldGroup.update();
bulletGroup.update();
tileGroup.update();
fireGroup.update();
}else{
for(EntityGroup<?> group : unitGroups){
group.updateEvents();
collisions.updatePhysics(group);
}
unitGroup.updateEvents();
collisions.updatePhysics(unitGroup);
}
@@ -257,17 +255,13 @@ public class Logic implements ApplicationListener{
}
if(!state.isEditor()){
for(EntityGroup group : unitGroups){
if(group.isEmpty()) continue;
collisions.collideGroups(bulletGroup, group);
}
//bulletGroup
collisions.collideGroups(bulletGroup, unitGroup);
collisions.collideGroups(bulletGroup, playerGroup);
}
}
if(!net.client() && !world.isInvalidMap() && !state.isEditor()){
if(!net.client() && !world.isInvalidMap() && !state.isEditor() && !state.rules.canGameOver){
checkGameOver();
}
}
@@ -1,36 +1,36 @@
package io.anuke.mindustry.core;
package mindustry.core;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.CommandHandler.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.io.*;
import io.anuke.arc.util.serialization.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.net.Administration.*;
import io.anuke.mindustry.net.Net.*;
import io.anuke.mindustry.net.*;
import io.anuke.mindustry.net.Packets.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.type.TypeID;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.modules.*;
import arc.*;
import mindustry.annotations.Annotations.*;
import arc.struct.*;
import arc.graphics.*;
import arc.math.*;
import arc.util.CommandHandler.*;
import arc.util.*;
import arc.util.io.*;
import arc.util.serialization.*;
import mindustry.*;
import mindustry.core.GameState.*;
import mindustry.ctype.ContentType;
import mindustry.entities.*;
import mindustry.entities.traits.BuilderTrait.*;
import mindustry.entities.traits.*;
import mindustry.entities.type.*;
import mindustry.game.*;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.net.Administration.*;
import mindustry.net.Net.*;
import mindustry.net.*;
import mindustry.net.Packets.*;
import mindustry.type.TypeID;
import mindustry.world.*;
import mindustry.world.modules.*;
import java.io.*;
import java.util.zip.*;
import static io.anuke.mindustry.Vars.*;
import static mindustry.Vars.*;
public class NetClient implements ApplicationListener{
private final static float dataTimeout = 60 * 18;
@@ -160,9 +160,17 @@ public class NetClient implements ApplicationListener{
throw new ValidateException(player, "Player has sent a message above the text limit.");
}
String original = message;
//check if it's a command
CommandResponse response = netServer.clientCommands.handleMessage(message, player);
if(response.type == ResponseType.noCommand){ //no command to handle
message = netServer.admins.filterMessage(player, message);
//supress chat message if it's filtered out
if(message == null){
return;
}
//server console logging
Log.info("&y{0}: &lb{1}", player.name, message);
@@ -190,7 +198,7 @@ public class NetClient implements ApplicationListener{
}
}
Events.fire(new PlayerChatEvent(player, message));
Events.fire(new PlayerChatEvent(player, message, original));
}
public static String colorizeName(int id, String name){

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