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|
98d4130222 |
@@ -19,8 +19,6 @@ jobs:
|
||||
uses: actions/setup-java@v1
|
||||
with:
|
||||
java-version: 17
|
||||
- name: Fetch latest Arc
|
||||
run: git clone --depth=1 --branch=master https://github.com/Anuken/Arc ../Arc
|
||||
- name: Set env
|
||||
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
|
||||
- name: Add Arc release
|
||||
@@ -48,11 +46,11 @@ jobs:
|
||||
git add .
|
||||
git commit --allow-empty -m "Updating"
|
||||
git tag ${RELEASE_VERSION}
|
||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack ${RELEASE_VERSION}
|
||||
cd ../Mindustry
|
||||
- name: Create artifacts
|
||||
run: |
|
||||
./gradlew desktop:dist server:dist core:mergedJavadoc -Pbuildversion=${RELEASE_VERSION:1}
|
||||
./gradlew desktop:dist server:dist core:depsJar core:assetsJar core:mergedJavadoc -Pbuildversion=${RELEASE_VERSION:1}
|
||||
- name: Update docs
|
||||
run: |
|
||||
cd ../
|
||||
@@ -66,7 +64,7 @@ jobs:
|
||||
cd docs
|
||||
git add .
|
||||
git commit --allow-empty -m "Update ${RELEASE_VERSION:1}"
|
||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs
|
||||
git push https://Anuken:${{ secrets.API_TOKEN_ORG_GITHUB }}@github.com/MindustryGame/docs
|
||||
cd ../Mindustry
|
||||
- name: Update F-Droid build string
|
||||
run: |
|
||||
@@ -92,3 +90,18 @@ jobs:
|
||||
file: server/build/libs/server-release.jar
|
||||
tag: ${{ github.ref }}
|
||||
|
||||
- name: Upload dependency JAR
|
||||
uses: svenstaro/upload-release-action@v2
|
||||
with:
|
||||
repo_token: ${{ secrets.GITHUB_TOKEN }}
|
||||
file: core/build/libs/core-release-deps.jar
|
||||
asset_name: dependencies.jar
|
||||
tag: ${{ github.ref }}
|
||||
|
||||
- name: Upload assets JAR
|
||||
uses: svenstaro/upload-release-action@v2
|
||||
with:
|
||||
repo_token: ${{ secrets.GITHUB_TOKEN }}
|
||||
file: core/build/libs/core-release-assets.jar
|
||||
asset_name: assets.jar
|
||||
tag: ${{ github.ref }}
|
||||
|
||||
@@ -41,6 +41,18 @@ jobs:
|
||||
git commit -m "Automatic bundle update"
|
||||
git push
|
||||
fi
|
||||
- name: Update scripts and class mappings
|
||||
if: ${{ github.repository == 'Anuken/Mindustry' }}
|
||||
run: |
|
||||
./gradlew updateScripts
|
||||
|
||||
if [ -n "$(git status --porcelain)" ]; then
|
||||
git config --global user.name "Github Actions"
|
||||
git config --global user.email "actions@github.com"
|
||||
git add core/assets/scripts/* core/src/mindustry/mod/ClassMap.java
|
||||
git commit -m "Automatic class mapping update"
|
||||
git push
|
||||
fi
|
||||
- name: Update JITpack repo
|
||||
if: ${{ github.repository == 'Anuken/Mindustry' }}
|
||||
run: |
|
||||
|
||||
@@ -20,6 +20,12 @@ Yes, there are occurrences of trailing spaces, extra newlines, empty indents, an
|
||||
|
||||
I **especially** do not want to see PRs that apply any kind of automated analysis to the source code to "optimize" anything - my IDE can do that already. If the PR doesn't actually change anything useful, I'm not going to review or merge it.
|
||||
|
||||
### Do not make AI "contributions".
|
||||
|
||||
If I see a PR with significant amounts of code that's obviously written by AI, I will reject your PR, and you will be blocked. Don't waste my time with slop.
|
||||
|
||||
Asking AI questions, and using that information to help you write code? Fine. Using it to actually write code? No.
|
||||
|
||||
## Style Guidelines
|
||||
|
||||
### Follow the formatting guidelines.
|
||||
|
||||
@@ -14,7 +14,6 @@
|
||||
android:roundIcon="@mipmap/ic_launcher_round"
|
||||
android:isGame="true"
|
||||
android:theme="@style/ArcTheme"
|
||||
android:usesCleartextTraffic="true"
|
||||
android:appCategory="game"
|
||||
android:label="@string/app_name"
|
||||
android:fullBackupContent="@xml/backup_rules"
|
||||
|
||||
@@ -3,7 +3,6 @@ buildscript{
|
||||
mavenLocal()
|
||||
mavenCentral()
|
||||
google()
|
||||
maven{ url "https://oss.sonatype.org/content/repositories/snapshots/" }
|
||||
}
|
||||
|
||||
dependencies{
|
||||
@@ -17,7 +16,7 @@ configurations{ natives }
|
||||
|
||||
repositories{
|
||||
mavenCentral()
|
||||
maven{ url "https://maven.google.com" }
|
||||
maven{ url = "https://maven.google.com" }
|
||||
}
|
||||
|
||||
task deploy(type: Copy){
|
||||
@@ -40,9 +39,11 @@ android{
|
||||
renderscript.srcDirs = ['src']
|
||||
res.srcDirs = ['res']
|
||||
assets.srcDirs = ['assets', 'src/main/assets', '../core/assets/']
|
||||
jniLibs.srcDirs = ['libs']
|
||||
|
||||
if(localArc){
|
||||
jniLibs.srcDirs += ['../../Arc/natives/natives-android/libs', '../../Arc/natives/natives-freetype-android/libs']
|
||||
}else{
|
||||
jniLibs.srcDirs = ['libs']
|
||||
}
|
||||
}
|
||||
|
||||
@@ -70,12 +71,12 @@ android{
|
||||
}
|
||||
props.store(file('../core/assets/version.properties').newWriter(), null)
|
||||
|
||||
multiDexEnabled true
|
||||
multiDexEnabled = true
|
||||
}
|
||||
|
||||
compileOptions{
|
||||
sourceCompatibility JavaVersion.VERSION_1_8
|
||||
targetCompatibility JavaVersion.VERSION_1_8
|
||||
sourceCompatibility JavaVersion.VERSION_17
|
||||
targetCompatibility JavaVersion.VERSION_17
|
||||
}
|
||||
|
||||
flavorDimensions = ["google"]
|
||||
@@ -113,7 +114,7 @@ android{
|
||||
if(project.hasProperty("RELEASE_STORE_FILE") || System.getenv("CI") == "true"){
|
||||
buildTypes{
|
||||
release{
|
||||
signingConfig signingConfigs.release
|
||||
signingConfig = signingConfigs.release
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,20 +5,22 @@ import android.app.*;
|
||||
import android.content.*;
|
||||
import android.content.pm.*;
|
||||
import android.net.*;
|
||||
import android.os.Build.*;
|
||||
import android.os.*;
|
||||
import android.os.Build.*;
|
||||
import android.telephony.*;
|
||||
import arc.*;
|
||||
import arc.backend.android.*;
|
||||
import arc.files.*;
|
||||
import arc.func.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import dalvik.system.*;
|
||||
import mindustry.*;
|
||||
import mindustry.game.Saves.*;
|
||||
import mindustry.io.*;
|
||||
import mindustry.net.*;
|
||||
import mindustry.ui.*;
|
||||
import mindustry.ui.FileChooser.*;
|
||||
import mindustry.ui.dialogs.*;
|
||||
|
||||
import java.io.*;
|
||||
@@ -30,7 +32,7 @@ import static mindustry.Vars.*;
|
||||
public class AndroidLauncher extends AndroidApplication{
|
||||
public static final int PERMISSION_REQUEST_CODE = 1;
|
||||
boolean doubleScaleTablets = true;
|
||||
FileChooser chooser;
|
||||
FileChooserDialog chooser;
|
||||
Runnable permCallback;
|
||||
|
||||
@Override
|
||||
@@ -97,8 +99,7 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
}
|
||||
};
|
||||
}catch(SecurityException e){
|
||||
//`setReadOnly` to jar file in `/sdcard/Android/data/...` does not work on some Android 14 device
|
||||
//But in `/data/...` it works
|
||||
//`setReadOnly` to jar file in `/sdcard/Android/data/...` does not work on some Android 14 devices, but in `/data/...`, it does
|
||||
|
||||
if(Build.VERSION.SDK_INT < VERSION_CODES.O_MR1){
|
||||
throw e;
|
||||
@@ -127,27 +128,34 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
}
|
||||
|
||||
@Override
|
||||
public void showFileChooser(boolean open, String title, String extension, Cons<Fi> cons){
|
||||
showFileChooser(open, title, cons, extension);
|
||||
}
|
||||
|
||||
void showFileChooser(boolean open, String title, Cons<Fi> cons, String... extensions){
|
||||
public void showFileChooser(FileChooserParams params){
|
||||
try{
|
||||
String extension = extensions[0];
|
||||
String extension = params.extensions[0];
|
||||
|
||||
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
||||
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||
Intent intent = new Intent(params.open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
||||
intent.putExtra(Intent.EXTRA_TITLE, "export." + extension);
|
||||
intent.setType(extension.equals("zip") && !params.open && params.extensions.length == 1 ? "application/zip" : "*/*");
|
||||
intent.putExtra(Intent.EXTRA_TITLE, params.fileName);
|
||||
if(params.allowMultiple){
|
||||
intent.putExtra(Intent.EXTRA_ALLOW_MULTIPLE, true);
|
||||
}
|
||||
|
||||
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
||||
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
||||
Uri uri = in.getData();
|
||||
Uri[] uris;
|
||||
if(in.getClipData() != null){
|
||||
uris = new Uri[in.getClipData().getItemCount()];
|
||||
for(int i = 0; i < uris.length; i++){
|
||||
uris[i] = in.getClipData().getItemAt(i).getUri();
|
||||
}
|
||||
}else{
|
||||
uris = new Uri[]{in.getData()};
|
||||
}
|
||||
|
||||
if(uri.getPath().contains("(invalid)")) return;
|
||||
if(uris.length == 0 || uris[0].getPath().contains("(invalid)")) return;
|
||||
|
||||
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
||||
Fi[] files = Seq.with(uris).map(uri -> new Fi(uri.getPath()){
|
||||
@Override
|
||||
public InputStream read(){
|
||||
try{
|
||||
@@ -165,18 +173,14 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
throw new ArcRuntimeException(e);
|
||||
}
|
||||
}
|
||||
})));
|
||||
}).toArray(Fi.class);
|
||||
|
||||
Core.app.post(() -> Core.app.post(() -> params.handleChooseResult(files)));
|
||||
}
|
||||
});
|
||||
}else if(VERSION.SDK_INT >= VERSION_CODES.M && !(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED &&
|
||||
checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED)){
|
||||
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
||||
if(!open){
|
||||
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
||||
}else{
|
||||
cons.get(file);
|
||||
}
|
||||
});
|
||||
chooser = FileChooser.createFallbackFileChooser(params);
|
||||
|
||||
ArrayList<String> perms = new ArrayList<>();
|
||||
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||
@@ -187,22 +191,13 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
}
|
||||
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
||||
}else{
|
||||
if(open){
|
||||
new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
|
||||
}else{
|
||||
super.showFileChooser(open, "@open", extension, cons);
|
||||
}
|
||||
FileChooser.showFallbackFileChooser(params);
|
||||
}
|
||||
}catch(Throwable error){
|
||||
Core.app.post(() -> Vars.ui.showException(error));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void showMultiFileChooser(Cons<Fi> cons, String... extensions){
|
||||
showFileChooser(true, "@open", cons, extensions);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void beginForceLandscape(){
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE);
|
||||
@@ -235,7 +230,6 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
Log.err("Failed to delete cached folder", t);
|
||||
}
|
||||
|
||||
|
||||
//move to internal storage if there's no file indicating that it moved
|
||||
if(!Core.files.local("files_moved").exists()){
|
||||
Log.info("Moving files to external storage...");
|
||||
|
||||
@@ -5,6 +5,21 @@ import java.lang.annotation.*;
|
||||
public class Annotations{
|
||||
//region entity interfaces
|
||||
|
||||
@Repeatable(BuildingListDefs.class)
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
@Target({ElementType.TYPE})
|
||||
public @interface BuildingListDef{
|
||||
String qualifiedType() default "";
|
||||
Class<?> type() default void.class;
|
||||
String method();
|
||||
}
|
||||
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
@Target({ElementType.TYPE})
|
||||
public @interface BuildingListDefs{
|
||||
BuildingListDef[] value();
|
||||
}
|
||||
|
||||
/** Indicates that a method overrides other methods. */
|
||||
@Target({ElementType.METHOD})
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
@@ -35,6 +50,10 @@ public class Annotations{
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
public @interface NoSync{}
|
||||
|
||||
/** Indicates that a field should be synced, but not serialized */
|
||||
@Target({ElementType.FIELD})
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
public @interface NoSerialize{}
|
||||
|
||||
/** Indicates that a component field is imported from other components. This means it doesn't actually exist. */
|
||||
@Target({ElementType.FIELD})
|
||||
@@ -84,6 +103,7 @@ public class Annotations{
|
||||
boolean collide() default false;
|
||||
boolean spatial() default false;
|
||||
boolean mapping() default false;
|
||||
boolean update() default false;
|
||||
}
|
||||
|
||||
/** Indicates an entity definition. */
|
||||
@@ -103,6 +123,8 @@ public class Annotations{
|
||||
boolean genio() default true;
|
||||
/** Whether I made a massive mistake by merging two different class branches */
|
||||
boolean legacy() default false;
|
||||
/** Groups to exclude. */
|
||||
String[] excludeGroups() default {};
|
||||
}
|
||||
|
||||
/** Indicates an internal interface for entity components. */
|
||||
|
||||
@@ -232,7 +232,7 @@ public abstract class BaseProcessor extends AbstractProcessor{
|
||||
|
||||
@Override
|
||||
public SourceVersion getSupportedSourceVersion(){
|
||||
return SourceVersion.RELEASE_8;
|
||||
return SourceVersion.RELEASE_17;
|
||||
}
|
||||
|
||||
public void process(RoundEnvironment env) throws Exception{
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
package mindustry.annotations.entity;
|
||||
|
||||
import mindustry.annotations.Annotations.*;
|
||||
import mindustry.annotations.*;
|
||||
|
||||
import javax.annotation.processing.*;
|
||||
import javax.lang.model.type.*;
|
||||
import javax.tools.*;
|
||||
import java.io.*;
|
||||
|
||||
@SupportedAnnotationTypes("mindustry.annotations.Annotations.BuildingListDefs")
|
||||
public class BuildingListProcess extends BaseProcessor{
|
||||
static final String template = """
|
||||
package mindustry.gen;
|
||||
|
||||
import ELEMENT_TYPE;
|
||||
|
||||
public class CLASS_NAME{
|
||||
public ELEMENT_TYPE[] values = new ELEMENT_TYPE[50];
|
||||
public int size, index;
|
||||
|
||||
public void update(){
|
||||
for(index = 0; index < size; index++){
|
||||
values[index].UPDATE_METHOD_NAME();
|
||||
}
|
||||
}
|
||||
|
||||
public void add(ELEMENT_TYPE building){
|
||||
ELEMENT_TYPE[] items = values;
|
||||
if(size == items.length){
|
||||
int newLength = (int)(size * 1.75f);
|
||||
ELEMENT_TYPE[] newItems = new ELEMENT_TYPE[newLength];
|
||||
System.arraycopy(items, 0, newItems, 0, size);
|
||||
values = items = newItems;
|
||||
}
|
||||
items[building.buildingArrayIndex = size++] = building;
|
||||
}
|
||||
|
||||
public void remove(ELEMENT_TYPE type){
|
||||
int position = type.buildingArrayIndex;
|
||||
|
||||
if(position != -1 && position < size){
|
||||
|
||||
//rarely the entity index is wrong; fallback to slow implementation
|
||||
if(values[position] != type){
|
||||
type.buildingArrayIndex = -1;
|
||||
for(int i = 0; i < size; i++){
|
||||
if(values[position] == type){
|
||||
type.buildingArrayIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
//not found in the array (attempt to remove a building that does not exist?)
|
||||
if(type.buildingArrayIndex == -1) return;
|
||||
}
|
||||
|
||||
//swap head with current
|
||||
if(size > 1){
|
||||
var head = values[size - 1];
|
||||
head.buildingArrayIndex = position;
|
||||
values[position] = head;
|
||||
}
|
||||
|
||||
size--;
|
||||
values[size] = null;
|
||||
|
||||
//fix iteration index when removing
|
||||
if(index >= position){
|
||||
index--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
""";
|
||||
|
||||
@Override
|
||||
public void process(RoundEnvironment env) throws Exception{
|
||||
var types = types(BuildingListDefs.class);
|
||||
for(var type : types){
|
||||
for(var listDef : type.annotation(BuildingListDefs.class).value()){
|
||||
String fullName;
|
||||
|
||||
if(!listDef.qualifiedType().isEmpty()){
|
||||
fullName = listDef.qualifiedType();
|
||||
}else{
|
||||
try{
|
||||
fullName = listDef.type().getCanonicalName();
|
||||
}catch(MirroredTypeException e){
|
||||
fullName = e.getTypeMirror().toString();
|
||||
}
|
||||
}
|
||||
|
||||
String simpleName = simpleName(fullName);
|
||||
|
||||
var listMethod = listDef.method();
|
||||
|
||||
String listClassName = (simpleName.endsWith("Build") ? simpleName.replace("Build","") : simpleName) + "List";
|
||||
String resultClass = template
|
||||
.replaceAll("ELEMENT_TYPE", fullName)
|
||||
.replaceAll("CLASS_NAME", listClassName)
|
||||
.replaceAll("UPDATE_METHOD_NAME", listMethod)
|
||||
;
|
||||
|
||||
JavaFileObject object = filer.createSourceFile(packageName + "." + listClassName);
|
||||
Writer stream = object.openWriter();
|
||||
stream.write(resultClass);
|
||||
stream.close();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -13,6 +13,8 @@ import mindustry.annotations.util.TypeIOResolver.*;
|
||||
|
||||
import javax.lang.model.element.*;
|
||||
|
||||
import java.lang.annotation.*;
|
||||
|
||||
import static mindustry.annotations.BaseProcessor.instanceOf;
|
||||
|
||||
public class EntityIO{
|
||||
@@ -56,7 +58,8 @@ public class EntityIO{
|
||||
Seq<FieldSpec> fields = typeFields.select(spec ->
|
||||
!spec.hasModifier(Modifier.TRANSIENT) &&
|
||||
!spec.hasModifier(Modifier.STATIC) &&
|
||||
!spec.hasModifier(Modifier.FINAL)/* &&
|
||||
!spec.hasModifier(Modifier.FINAL)
|
||||
/* &&
|
||||
(spec.type.isPrimitive() || serializer.has(spec.type.toString()))*/);
|
||||
|
||||
//sort to keep order
|
||||
@@ -77,7 +80,7 @@ public class EntityIO{
|
||||
}
|
||||
}
|
||||
|
||||
void write(MethodSpec.Builder method, boolean write) throws Exception{
|
||||
void write(MethodSpec.Builder method, boolean write, Seq<Svar> allFields) throws Exception{
|
||||
this.method = method;
|
||||
this.write = write;
|
||||
|
||||
@@ -89,6 +92,7 @@ public class EntityIO{
|
||||
st("write.s($L)", revisions.peek().version);
|
||||
//write uses most recent revision
|
||||
for(RevisionField field : revisions.peek().fields){
|
||||
if(fieldHasAnno(field, allFields, NoSerialize.class)) continue;
|
||||
io(field.type, "this." + field.name, false);
|
||||
}
|
||||
}else{
|
||||
@@ -106,6 +110,7 @@ public class EntityIO{
|
||||
|
||||
//add code for reading revision
|
||||
for(RevisionField field : rev.fields){
|
||||
if(fieldHasAnno(field, allFields, NoSerialize.class)) continue;
|
||||
//if the field doesn't exist, the result will be an empty string, it won't get assigned
|
||||
io(field.type, presentFields.contains(field.name) ? "this." + field.name + " = " : "", false);
|
||||
}
|
||||
@@ -118,6 +123,11 @@ public class EntityIO{
|
||||
}
|
||||
}
|
||||
|
||||
boolean fieldHasAnno(RevisionField field, Seq<Svar> allFields, Class<? extends Annotation> type){
|
||||
Svar var = allFields.find(s -> s.name().equals(field.name));
|
||||
return var != null && var.has(type);
|
||||
}
|
||||
|
||||
void writeSync(MethodSpec.Builder method, boolean write, Seq<Svar> allFields) throws Exception{
|
||||
this.method = method;
|
||||
this.write = write;
|
||||
@@ -125,8 +135,7 @@ public class EntityIO{
|
||||
if(write){
|
||||
//write uses most recent revision
|
||||
for(RevisionField field : revisions.peek().fields){
|
||||
Svar var = allFields.find(s -> s.name().equals(field.name));
|
||||
if(var == null || var.has(NoSync.class)) continue;
|
||||
if(fieldHasAnno(field, allFields, NoSync.class)) continue;
|
||||
|
||||
io(field.type, "this." + field.name, true);
|
||||
}
|
||||
@@ -237,8 +246,8 @@ public class EntityIO{
|
||||
st("$L(write, $L)", network ? serializer.getNetWriter(type, null) : serializer.writers.get(type), field);
|
||||
}else if(serializer.mutatorReaders.containsKey(type) && !write && !field.replace(" = ", "").contains(" ") && !field.isEmpty()){
|
||||
st("$L$L(read, $L)", field, serializer.mutatorReaders.get(type), field.replace(" = ", ""));
|
||||
}else if(serializer.readers.containsKey(type) && !write){
|
||||
st("$L$L(read)", field, serializer.readers.get(type));
|
||||
}else if((serializer.readers.containsKey(type) || (network && serializer.netReaders.containsKey(type))) && !write){
|
||||
st("$L$L(read)", field, network ? serializer.getNetReader(type, null) : serializer.readers.get(type));
|
||||
}else if(type.endsWith("[]")){ //it's a 1D array
|
||||
String rawType = type.substring(0, type.length() - 2);
|
||||
|
||||
|
||||
@@ -242,7 +242,7 @@ public class EntityProcess extends BaseProcessor{
|
||||
|
||||
boolean collides = an.collide();
|
||||
groupDefs.add(new GroupDefinition(name,
|
||||
ClassName.bestGuess(packageName + "." + groupType), types, an.spatial(), an.mapping(), collides));
|
||||
ClassName.bestGuess(packageName + "." + groupType), types, an.spatial(), an.mapping(), collides, an.update()));
|
||||
|
||||
TypeSpec.Builder accessor = TypeSpec.interfaceBuilder("IndexableEntity__" + name);
|
||||
accessor.addMethod(MethodSpec.methodBuilder("setIndex__" + name).addModifiers(Modifier.ABSTRACT, Modifier.PUBLIC).addParameter(int.class, "index").returns(void.class).build());
|
||||
@@ -258,7 +258,7 @@ public class EntityProcess extends BaseProcessor{
|
||||
|
||||
//all component classes (not interfaces)
|
||||
Seq<Stype> components = allComponents(type);
|
||||
Seq<GroupDefinition> groups = groupDefs.select(g -> (!g.components.isEmpty() && !g.components.contains(s -> !components.contains(s))) || g.manualInclusions.contains(type));
|
||||
Seq<GroupDefinition> groups = groupDefs.select(g -> (!g.components.isEmpty() && !Structs.contains(ann.excludeGroups(), g.name) && !g.components.contains(s -> !components.contains(s))) || g.manualInclusions.contains(type));
|
||||
ObjectMap<String, Seq<Smethod>> methods = new ObjectMap<>();
|
||||
ObjectMap<FieldSpec, Svar> specVariables = new ObjectMap<>();
|
||||
ObjectSet<String> usedFields = new ObjectSet<>();
|
||||
@@ -505,7 +505,7 @@ public class EntityProcess extends BaseProcessor{
|
||||
//SPECIAL CASE: I/O code
|
||||
//note that serialization is generated even for non-serializing entities for manual usage
|
||||
if((first.name().equals("read") || first.name().equals("write"))){
|
||||
io.write(mbuilder, first.name().equals("write"));
|
||||
io.write(mbuilder, first.name().equals("write"), allFields);
|
||||
specialIO = true;
|
||||
}
|
||||
|
||||
@@ -700,7 +700,11 @@ public class EntityProcess extends BaseProcessor{
|
||||
}
|
||||
}
|
||||
|
||||
groupUpdate.addStatement("all.update()");
|
||||
for(GroupDefinition group : groupDefs){
|
||||
if(group.updates){
|
||||
groupUpdate.addStatement("$L.update()", group.name);
|
||||
}
|
||||
}
|
||||
|
||||
for(GroupDefinition group : groupDefs){
|
||||
if(group.collides){
|
||||
@@ -985,16 +989,17 @@ public class EntityProcess extends BaseProcessor{
|
||||
final String name;
|
||||
final ClassName baseType;
|
||||
final Seq<Stype> components;
|
||||
final boolean spatial, mapping, collides;
|
||||
final boolean spatial, mapping, collides, updates;
|
||||
final ObjectSet<Selement> manualInclusions = new ObjectSet<>();
|
||||
|
||||
public GroupDefinition(String name, ClassName bestType, Seq<Stype> components, boolean spatial, boolean mapping, boolean collides){
|
||||
public GroupDefinition(String name, ClassName bestType, Seq<Stype> components, boolean spatial, boolean mapping, boolean collides, boolean updates){
|
||||
this.baseType = bestType;
|
||||
this.components = components;
|
||||
this.name = name;
|
||||
this.spatial = spatial;
|
||||
this.mapping = mapping;
|
||||
this.collides = collides;
|
||||
this.updates = updates;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -142,6 +142,19 @@ public class AssetsProcess extends BaseProcessor{
|
||||
.addParameter(int.class, "id")
|
||||
.returns(Sound.class)
|
||||
.addStatement("return (Sound)idToSound.get(id, () -> Sounds.none)").build());
|
||||
|
||||
type.addMethod(MethodSpec.methodBuilder("registerSound")
|
||||
.addModifiers(Modifier.PUBLIC, Modifier.STATIC)
|
||||
.addParameter(Sound.class, "sound")
|
||||
.addParameter(int.class, "id")
|
||||
.returns(void.class)
|
||||
.addStatement("idToSound.put(id, sound); soundToId.put(sound, id);").build());
|
||||
|
||||
type.addMethod(MethodSpec.methodBuilder("unregisterSound")
|
||||
.addModifiers(Modifier.PUBLIC, Modifier.STATIC)
|
||||
.addParameter(Sound.class, "sound")
|
||||
.returns(void.class)
|
||||
.addStatement("int id = soundToId.get(sound); if(id != 0){ soundToId.remove(sound); idToSound.remove(id); }").build());
|
||||
}
|
||||
|
||||
HashSet<String> names = new HashSet<>();
|
||||
|
||||
@@ -56,6 +56,15 @@ public class CallGenerator{
|
||||
packet.addMethod(writeHandleMethod(ent, true));
|
||||
}
|
||||
|
||||
if(!(ent.where.isClient && ent.where.isServer)){
|
||||
packet.addMethod( MethodSpec.methodBuilder("allow")
|
||||
.addModifiers(Modifier.PUBLIC)
|
||||
.addParameter(boolean.class, "server")
|
||||
.addAnnotation(Override.class)
|
||||
.returns(boolean.class)
|
||||
.addCode("return " + (ent.where.isClient ? "server" : "!server") + ";").build());
|
||||
}
|
||||
|
||||
//register packet
|
||||
register.addStatement("mindustry.net.Net.registerPacket($L.$L::new)", packageName, ent.packetClassName);
|
||||
|
||||
@@ -193,7 +202,7 @@ public class CallGenerator{
|
||||
builder.addStatement("$L = READ.$L()", varName, pname);
|
||||
}else{
|
||||
//else, try and find a serializer
|
||||
String ser = serializer.readers.get(typeName.replace("mindustry.gen.", ""), SerializerResolver.locate(ent.element.e, var.mirror(), false));
|
||||
String ser = serializer.getNetReader(typeName.replace("mindustry.gen.", ""), SerializerResolver.locate(ent.element.e, var.mirror(), false));
|
||||
|
||||
if(ser == null){ //make sure a serializer exists!
|
||||
BaseProcessor.err("No read method to read class type '" + typeName + "' in method " + ent.targetMethod + "; " + serializer.readers, var);
|
||||
|
||||
@@ -16,7 +16,7 @@ public class TypeIOResolver{
|
||||
* Maps fully qualified class names to their serializers.
|
||||
*/
|
||||
public static ClassSerializer resolve(BaseProcessor processor){
|
||||
ClassSerializer out = new ClassSerializer(new ObjectMap<>(), new ObjectMap<>(), new ObjectMap<>(), new ObjectMap<>());
|
||||
ClassSerializer out = new ClassSerializer(new ObjectMap<>(), new ObjectMap<>(), new ObjectMap<>(), new ObjectMap<>(), new ObjectMap<>());
|
||||
for(Stype type : processor.types(TypeIOHandler.class)){
|
||||
//look at all TypeIOHandler methods
|
||||
Seq<Smethod> methods = type.methods();
|
||||
@@ -27,11 +27,11 @@ public class TypeIOResolver{
|
||||
if(params.size == 2 && params.first().tname().toString().equals("arc.util.io.Writes")){
|
||||
//Net suffix indicates that this should only be used for sync operations
|
||||
ObjectMap<String, String> targetMap = meth.name().endsWith("Net") ? out.netWriters : out.writers;
|
||||
|
||||
targetMap.put(fix(params.get(1).tname().toString()), type.fullName() + "." + meth.name());
|
||||
}else if(params.size == 1 && params.first().tname().toString().equals("arc.util.io.Reads") && !meth.isVoid()){
|
||||
//1 param, one is reader, returns type
|
||||
out.readers.put(fix(meth.retn().toString()), type.fullName() + "." + meth.name());
|
||||
}else if(params.size == 1 && params.first().tname().toString().equals("arc.util.io.Reads") && !meth.isVoid()){ //1 param, one is reader, returns type
|
||||
//Net suffix indicates that this should only be used for sync operations
|
||||
ObjectMap<String, String> targetMap = meth.name().endsWith("Net") ? out.netReaders : out.readers;
|
||||
targetMap.put(fix(meth.retn().toString()), type.fullName() + "." + meth.name());
|
||||
}else if(params.size == 2 && params.first().tname().toString().equals("arc.util.io.Reads") && !meth.isVoid() && meth.ret().equals(meth.params().get(1).mirror())){
|
||||
//2 params, one is reader, other is type, returns type - these are made to reduce garbage allocated
|
||||
out.mutatorReaders.put(fix(meth.retn().toString()), type.fullName() + "." + meth.name());
|
||||
@@ -50,17 +50,22 @@ public class TypeIOResolver{
|
||||
|
||||
/** Information about read/write methods for class types. */
|
||||
public static class ClassSerializer{
|
||||
public final ObjectMap<String, String> writers, readers, mutatorReaders, netWriters;
|
||||
public final ObjectMap<String, String> writers, readers, mutatorReaders, netWriters, netReaders;
|
||||
|
||||
public ClassSerializer(ObjectMap<String, String> writers, ObjectMap<String, String> readers, ObjectMap<String, String> mutatorReaders, ObjectMap<String, String> netWriters){
|
||||
public ClassSerializer(ObjectMap<String, String> writers, ObjectMap<String, String> readers, ObjectMap<String, String> mutatorReaders, ObjectMap<String, String> netWriters, ObjectMap<String, String> netReaders){
|
||||
this.writers = writers;
|
||||
this.readers = readers;
|
||||
this.mutatorReaders = mutatorReaders;
|
||||
this.netWriters = netWriters;
|
||||
this.netReaders = netReaders;
|
||||
}
|
||||
|
||||
public String getNetWriter(String type, String fallback){
|
||||
return netWriters.get(type, writers.get(type, fallback));
|
||||
}
|
||||
|
||||
public String getNetReader(String type, String fallback){
|
||||
return netReaders.get(type, readers.get(type, fallback));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@ mindustry.entities.comp.DecalComp=8
|
||||
mindustry.entities.comp.EffectStateComp=9
|
||||
mindustry.entities.comp.FireComp=10
|
||||
mindustry.entities.comp.LaunchCoreComp=11
|
||||
mindustry.entities.comp.LocationPingComp=48
|
||||
mindustry.entities.comp.PlayerComp=12
|
||||
mindustry.entities.comp.PosTeam=27
|
||||
mindustry.entities.comp.PosTeamDef=28
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
{version:1,fields:[{name:flags,type:byte},{name:fontSize,type:float},{name:parent,type:mindustry.gen.Posc},{name:text,type:java.lang.String},{name:x,type:float},{name:y,type:float},{name:z,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:4,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:5,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:4,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:5,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:4,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:5,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:9,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:9,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:1,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:2,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:9,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:4,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:5,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:1,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:2,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:9,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:2,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:building,type:Building},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:3,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:building,type:Building},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:6,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:7,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:2,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:lifetime,type:float},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:time,type:float},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:3,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:lifetime,type:float},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:time,type:float},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:7,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:6,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:7,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:6,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:7,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:6,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:7,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:4,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:5,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:7,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:payloads,type:arc.struct.Seq<mindustry.world.blocks.payloads.Payload>},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:4,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:5,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:baseRotation,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:9,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:7,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:8,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:1,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:2,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:4,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -0,0 +1 @@
|
||||
{version:5,fields:[{name:abilities,type:"mindustry.entities.abilities.Ability[]"},{name:aimX,type:float},{name:aimY,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
|
||||
@@ -4,7 +4,7 @@ buildscript{
|
||||
ext{
|
||||
arcHash = property("archash")
|
||||
|
||||
localArc = !project.hasProperty("release") && new File(rootDir.parent, 'Arc').exists() && !project.hasProperty("noLocalArc")
|
||||
localArc = new File(rootDir.parent, 'Arc').exists() && !project.hasProperty("noLocalArc")
|
||||
|
||||
arcModule = { String name ->
|
||||
//skip to last submodule
|
||||
@@ -17,8 +17,7 @@ buildscript{
|
||||
mavenLocal()
|
||||
mavenCentral()
|
||||
google()
|
||||
maven{ url "https://oss.sonatype.org/content/repositories/snapshots/" }
|
||||
maven{ url 'https://jitpack.io' }
|
||||
maven{ url = 'https://jitpack.io' }
|
||||
}
|
||||
|
||||
dependencies{
|
||||
@@ -28,8 +27,8 @@ buildscript{
|
||||
}
|
||||
|
||||
plugins{
|
||||
id "org.jetbrains.kotlin.jvm" version "2.1.10"
|
||||
id "org.jetbrains.kotlin.kapt" version "2.1.10"
|
||||
id "org.jetbrains.kotlin.jvm" version "2.3.20"
|
||||
id "org.jetbrains.kotlin.kapt" version "2.3.20"
|
||||
}
|
||||
|
||||
allprojects{
|
||||
@@ -40,7 +39,7 @@ allprojects{
|
||||
|
||||
ext{
|
||||
versionNumber = '8'
|
||||
if(!project.hasProperty("versionModifier")) versionModifier = 'beta'
|
||||
if(!project.hasProperty("versionModifier")) versionModifier = 'release'
|
||||
if(!project.hasProperty("versionType")) versionType = 'official'
|
||||
appName = 'Mindustry'
|
||||
steamworksVersion = '0b86023401880bb5e586bc404bedbaae9b1f1c94'
|
||||
@@ -181,9 +180,8 @@ allprojects{
|
||||
repositories{
|
||||
mavenLocal()
|
||||
mavenCentral()
|
||||
maven{ url "https://oss.sonatype.org/content/repositories/snapshots/" }
|
||||
maven{ url "https://oss.sonatype.org/content/repositories/releases/" }
|
||||
maven{ url 'https://jitpack.io' }
|
||||
maven{ url = "https://central.sonatype.com/repository/maven-snapshots" }
|
||||
maven{ url = 'https://jitpack.io' }
|
||||
}
|
||||
|
||||
task clearCache{
|
||||
@@ -195,7 +193,7 @@ allprojects{
|
||||
}
|
||||
|
||||
tasks.withType(JavaCompile){
|
||||
targetCompatibility = 8
|
||||
targetCompatibility = JavaVersion.VERSION_17
|
||||
sourceCompatibility = JavaVersion.VERSION_17
|
||||
options.encoding = "UTF-8"
|
||||
options.compilerArgs += ["-Xlint:deprecation"]
|
||||
@@ -216,16 +214,32 @@ allprojects{
|
||||
|
||||
configure(project(":annotations")){
|
||||
tasks.withType(JavaCompile){
|
||||
targetCompatibility = 8
|
||||
sourceCompatibility = 8
|
||||
targetCompatibility = JavaVersion.VERSION_17
|
||||
sourceCompatibility = JavaVersion.VERSION_17
|
||||
options.fork = true
|
||||
|
||||
options.compilerArgs.addAll([
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.code=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.api=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.code=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.model=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.processing=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.parser=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.util=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.tree=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.file=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.main=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.jvm=ALL-UNNAMED",
|
||||
"--add-exports", "jdk.compiler/com.sun.tools.javac.comp=ALL-UNNAMED",
|
||||
"--add-exports", "java.base/sun.reflect.annotation=ALL-UNNAMED"
|
||||
])
|
||||
}
|
||||
}
|
||||
|
||||
//compile with java 8 compatibility for everything except the annotation project
|
||||
configure(subprojects - project(":annotations") - project(":tests")){
|
||||
tasks.withType(JavaCompile){
|
||||
options.compilerArgs.addAll(['--release', '8'])
|
||||
options.compilerArgs.addAll(['--release', '17'])
|
||||
}
|
||||
|
||||
tasks.withType(Javadoc){
|
||||
@@ -246,6 +260,8 @@ project(":desktop"){
|
||||
implementation project(":core")
|
||||
implementation arcModule("extensions:profiling")
|
||||
implementation arcModule("extensions:discord")
|
||||
implementation arcModule("natives:natives-filedialogs")
|
||||
implementation arcModule("extensions:filedialogs")
|
||||
implementation arcModule("natives:natives-desktop")
|
||||
implementation arcModule("natives:natives-freetype-desktop")
|
||||
|
||||
@@ -253,8 +269,7 @@ project(":desktop"){
|
||||
|
||||
implementation "com.github.Anuken:steamworks4j:$steamworksVersion"
|
||||
|
||||
implementation arcModule("backends:backend-sdl3")
|
||||
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
||||
implementation arcModule("backends:backend-sdl")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -266,7 +281,7 @@ project(":core"){
|
||||
kapt{
|
||||
javacOptions{
|
||||
option("-source", "17")
|
||||
option("-target", "1.8")
|
||||
option("-target", "17")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -304,22 +319,52 @@ project(":core"){
|
||||
}
|
||||
}
|
||||
|
||||
task depsJar(type: Jar, dependsOn: [classes, ":server:dist"]){
|
||||
archiveClassifier = 'deps'
|
||||
from files(sourceSets.main.output.classesDirs)
|
||||
from{ configurations.runtimeClasspath.collect{ it.isDirectory() ? it : zipTree(it) } }
|
||||
from zipTree("../server/build/libs/server-release.jar")
|
||||
from files("src/")
|
||||
from files("../../Arc/arc-core/src/")
|
||||
from files("../../Arc/extensions/arcnet/src/")
|
||||
from files("../../Arc/extensions/g3d/src/")
|
||||
from files("../../Arc/extensions/flabel/src/")
|
||||
from files("../../Arc/extensions/freetype/src/")
|
||||
from files("../server/src/")
|
||||
|
||||
exclude("META-INF/**")
|
||||
exclude("vfxshaders/**")
|
||||
exclude("maps/**")
|
||||
exclude("baseparts/**")
|
||||
exclude("vfxshaders/**")
|
||||
duplicatesStrategy = DuplicatesStrategy.EXCLUDE
|
||||
}
|
||||
|
||||
task sourcesJar(type: Jar, dependsOn: classes){
|
||||
archiveClassifier = 'sources'
|
||||
from sourceSets.main.allSource
|
||||
}
|
||||
|
||||
task assetsJar(type: Jar, dependsOn: ":tools:pack"){
|
||||
task assetsJar(type: Jar){
|
||||
archiveClassifier = 'assets'
|
||||
from files("assets"){
|
||||
exclude "config", "cache", "music", "sounds", "sprites/fallback"
|
||||
|
||||
into('assets'){
|
||||
from 'assets'
|
||||
exclude 'config', 'cache', 'music', 'sounds', 'sprites/fallback'
|
||||
}
|
||||
|
||||
into('assets-raw/sprites'){
|
||||
from 'assets-raw/sprites_out'
|
||||
include '**/*.png'
|
||||
}
|
||||
}
|
||||
|
||||
task musicJar(type: Jar){
|
||||
archiveClassifier = 'music'
|
||||
from files("assets"){
|
||||
include "music/*", "sounds/*"
|
||||
|
||||
into('assets'){
|
||||
from 'assets'
|
||||
include '**/*.ogg', '**/*.mp3'
|
||||
}
|
||||
}
|
||||
|
||||
@@ -337,7 +382,6 @@ project(":core"){
|
||||
if(localArc && debugged()) api arcModule("extensions:recorder")
|
||||
if(localArc) api arcModule(":extensions:packer")
|
||||
|
||||
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
||||
compileOnly project(":annotations")
|
||||
if(!project.hasProperty("noKapt")) kapt project(":annotations")
|
||||
}
|
||||
@@ -382,7 +426,7 @@ project(":server"){
|
||||
dependencies{
|
||||
implementation project(":core")
|
||||
implementation arcModule("backends:backend-headless")
|
||||
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
||||
implementation 'org.jline:jline:4.0.0'
|
||||
}
|
||||
}
|
||||
|
||||
@@ -396,6 +440,7 @@ project(":tests"){
|
||||
testImplementation arcModule("backends:backend-headless")
|
||||
testImplementation "org.json:json:20230618"
|
||||
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
||||
testRuntimeOnly "org.junit.platform:junit-platform-launcher"
|
||||
}
|
||||
|
||||
tasks.withType(JavaCompile){
|
||||
@@ -407,6 +452,7 @@ project(":tests"){
|
||||
test{
|
||||
//fork every test so mods don't interact with each other
|
||||
forkEvery = 1
|
||||
jvmArgs = ["-XX:+HeapDumpOnOutOfMemoryError"]
|
||||
useJUnitPlatform()
|
||||
workingDir = new File("../core/assets")
|
||||
testLogging{
|
||||
@@ -427,7 +473,6 @@ project(":tools"){
|
||||
implementation arcModule("backends:backend-headless")
|
||||
|
||||
implementation("com.google.guava:guava:33.3.1-jre")
|
||||
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
||||
}
|
||||
}
|
||||
|
||||
@@ -450,10 +495,6 @@ configure([":core", ":server"].collect{project(it)}){
|
||||
publications{
|
||||
maven(MavenPublication){
|
||||
from components.java
|
||||
//TODO: uncomment this once the jitpack packing is fixed (currently depends on a newer glibc version)
|
||||
//if(project.name == "core"){
|
||||
// artifact(tasks.named("assetsJar"))
|
||||
//}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -474,7 +515,6 @@ task deployAll{
|
||||
dependsOn cleanDeployOutput
|
||||
dependsOn "desktop:packrLinux64"
|
||||
dependsOn "desktop:packrWindows64"
|
||||
dependsOn "desktop:packrWindows32"
|
||||
dependsOn "desktop:packrMacOS"
|
||||
if(versionModifier != "steam"){
|
||||
dependsOn "server:deploy"
|
||||
|
||||
@@ -308,12 +308,6 @@
|
||||
"discord-logo-white"
|
||||
]
|
||||
},
|
||||
{
|
||||
"uid": "dd6df3b754e8d0dbf09d9b24088f0442",
|
||||
"css": "box",
|
||||
"code": 59422,
|
||||
"src": "iconic"
|
||||
},
|
||||
{
|
||||
"uid": "f08ba9f0e8f9b426a92efcaa59c1e932",
|
||||
"css": "reddit-alien",
|
||||
@@ -1083,6 +1077,186 @@
|
||||
"search": [
|
||||
"arrow-note"
|
||||
]
|
||||
},
|
||||
{
|
||||
"uid": "9ea0a737ccc45d6c510dcbae56058849",
|
||||
"css": "music",
|
||||
"code": 59402,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "81db033e704eb7c586a365559d7c0f36",
|
||||
"css": "file-audio",
|
||||
"code": 61895,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "e44601720c64e6bb6a2d5cba6b0c588c",
|
||||
"css": "volume-off",
|
||||
"code": 59404,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "fee6e00f36e8ca8ef3e4a62caa213bf6",
|
||||
"css": "volume-down",
|
||||
"code": 59423,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "76857a03fbaa6857fe063b6c25aa98ed",
|
||||
"css": "volume-up",
|
||||
"code": 59424,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "3db5347bd219f3bce6025780f5d9ef45",
|
||||
"css": "tag",
|
||||
"code": 59425,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "a3f89e106175a5c5c4e9738870b12e55",
|
||||
"css": "tags",
|
||||
"code": 59432,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "69bd9dfe950d07d910f39c6988364e49",
|
||||
"css": "battery-4",
|
||||
"code": 62016,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "7ab4ec24078133effbc4e923b65ef835",
|
||||
"css": "battery-3",
|
||||
"code": 62017,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "e430a168b45ba40aa988ca1a5034a553",
|
||||
"css": "battery-2",
|
||||
"code": 62018,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "99f4ea74adc24022106932d84a49b055",
|
||||
"css": "battery-1",
|
||||
"code": 62019,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "9983d2489e028d659d196915a25ef3ca",
|
||||
"css": "battery-0",
|
||||
"code": 62020,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "26613a2e6bc41593c54bead46f8c8ee3",
|
||||
"css": "file-code",
|
||||
"code": 61897,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "dd69d9aa589ea7bc0a82a3fe67039f4b",
|
||||
"css": "file-video",
|
||||
"code": 61896,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "e80ae555c1413a4ec18b33fb348b4049",
|
||||
"css": "file-archive",
|
||||
"code": 61894,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "c95735c17a10af81448c7fed98a04546",
|
||||
"css": "folder-open",
|
||||
"code": 59438,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "b091a8bd0fdade174951f17d936f51e4",
|
||||
"css": "folder-empty",
|
||||
"code": 61716,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "6533bdc16ab201eb3f3b27ce989cab33",
|
||||
"css": "folder-open-empty",
|
||||
"code": 61717,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "c7a75a25880928fe76981a53eca4f926",
|
||||
"css": "inbox",
|
||||
"code": 59439,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "6fe95ffc3c807e62647d4f814a96e0d7",
|
||||
"css": "sitemap",
|
||||
"code": 61672,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "2c413e78faf1d6631fd7b094d14c2253",
|
||||
"css": "cloud",
|
||||
"code": 59441,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "de2fc7a5c986ab8c622f63455d7cf814",
|
||||
"css": "upload-cloud",
|
||||
"code": 61678,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "f5999a012fc3752386635ec02a858447",
|
||||
"css": "download-cloud",
|
||||
"code": 61677,
|
||||
"src": "fontawesome"
|
||||
},
|
||||
{
|
||||
"uid": "e7a4824e79002c2d8ce3047b2da8b5a2",
|
||||
"css": "rain",
|
||||
"code": 59442,
|
||||
"src": "typicons"
|
||||
},
|
||||
{
|
||||
"uid": "ac10a3a3077eab1b9d66509eb25fb9b4",
|
||||
"css": "cloud-sun",
|
||||
"code": 59448,
|
||||
"src": "typicons"
|
||||
},
|
||||
{
|
||||
"uid": "6f200a5a449259c51cd0ccf56b4c1e93",
|
||||
"css": "drizzle",
|
||||
"code": 59452,
|
||||
"src": "typicons"
|
||||
},
|
||||
{
|
||||
"uid": "3cac7625657b10cf706e7f332749c912",
|
||||
"css": "cloud-flash",
|
||||
"code": 59456,
|
||||
"src": "typicons"
|
||||
},
|
||||
{
|
||||
"uid": "364cc69fb3edb8fb21caa6a2c0489589",
|
||||
"css": "cloud-wind",
|
||||
"code": 59457,
|
||||
"src": "typicons"
|
||||
},
|
||||
{
|
||||
"uid": "cc05df515bebe11df3ada0a5910a8f6d",
|
||||
"css": "box",
|
||||
"code": 59422,
|
||||
"src": "entypo"
|
||||
},
|
||||
{
|
||||
"uid": "d5f287ad8e3a2db8f808bc09980ec3dc",
|
||||
"css": "chart-alt",
|
||||
"code": 59459,
|
||||
"src": "typicons"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
||||
|
Before Width: | Height: | Size: 751 B After Width: | Height: | Size: 393 B |
|
Before Width: | Height: | Size: 468 B After Width: | Height: | Size: 428 B |
|
Before Width: | Height: | Size: 633 B After Width: | Height: | Size: 505 B |
|
Before Width: | Height: | Size: 426 B After Width: | Height: | Size: 425 B |
|
Before Width: | Height: | Size: 119 B After Width: | Height: | Size: 219 B |
|
Before Width: | Height: | Size: 149 B After Width: | Height: | Size: 251 B |
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 359 B |
|
Before Width: | Height: | Size: 364 B After Width: | Height: | Size: 400 B |
|
Before Width: | Height: | Size: 442 B After Width: | Height: | Size: 403 B |
|
Before Width: | Height: | Size: 560 B After Width: | Height: | Size: 424 B |
|
Before Width: | Height: | Size: 413 B After Width: | Height: | Size: 405 B |
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1010 B |
|
Before Width: | Height: | Size: 244 B After Width: | Height: | Size: 1.1 KiB |
|
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@@ -15,9 +15,11 @@ link.wiki.description = Official Mindustry wiki
|
||||
link.suggestions.description = Suggest new features
|
||||
link.bug.description = Found one? Report it here
|
||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
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.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Game Over
|
||||
gameover.disconnect = Disconnect
|
||||
gameover.pvp = The[accent] {0}[] team is victorious!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Waiting for next map...
|
||||
highscore = [accent]New highscore!
|
||||
copied = Copied.
|
||||
indev.notready = This part of the game isn't ready yet
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Sounds
|
||||
load.map = Maps
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = View Releases
|
||||
mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
|
||||
mods.browser.latest = [lightgray][Latest]
|
||||
mods.browser.releases = Releases
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repo
|
||||
mods.github.open-release = Release Page
|
||||
mods.browser.sortdate = Sort by recent
|
||||
mods.browser.sortstars = Sort by stars
|
||||
|
||||
export.file = Export File
|
||||
import.file = Import File
|
||||
copy.clipboard = Copy to Clipboard
|
||||
import.clipboard = Import from Clipboard
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Share on Workshop
|
||||
|
||||
schematic = Schematic
|
||||
schematic.add = Save Schematic...
|
||||
schematics = Schematics
|
||||
@@ -61,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = A schematic by that name already exists. Replace it?
|
||||
schematic.exists = A schematic by that name already exists.
|
||||
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.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]No maps found!
|
||||
invalid = Invalid
|
||||
pickcolor = Pick Color
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Committing Changes
|
||||
done = Done
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = This mod is unable to be loaded due to inva
|
||||
mod.requiresversion = Requires game version: [red]{0}
|
||||
|
||||
mod.errors = Errors have occurred loading content.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [red]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
||||
mod.enable = Enable
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
@@ -212,6 +221,10 @@ campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at
|
||||
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nMore difficult. Higher quality maps and overall experience.
|
||||
campaign.serpulo = Older content; the classic experience. More open-ended, more content.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||
campaign.difficulty = Difficulty
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\n\
|
||||
Sector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\n\
|
||||
For a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Researched
|
||||
techtree = Tech Tree
|
||||
techtree.select = Tech Tree Selection
|
||||
@@ -235,6 +248,7 @@ server.kicked.vote = You have been vote-kicked. Goodbye.
|
||||
server.kicked.clientOutdated = Outdated client! Update your game!
|
||||
server.kicked.serverOutdated = Outdated server! Ask the host to update!
|
||||
server.kicked.banned = You are banned on this server.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
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.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
@@ -318,7 +332,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
connecting = [accent]Connecting...
|
||||
reconnecting = [accent]Reconnecting...
|
||||
connecting.data = [accent]Loading world data...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = I/O error occurred while receiving assets.
|
||||
|
||||
server.port = Port:
|
||||
server.invalidport = Invalid port number!
|
||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||
@@ -335,6 +354,13 @@ save.export = Export Save
|
||||
save.import.invalid = [accent]This save is invalid!
|
||||
save.import.fail = [scarlet]Failed to import save: [accent]{0}
|
||||
save.export.fail = [scarlet]Failed to export save: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n\
|
||||
[lightgray]This is likely because the save file was not properly exported.\n\
|
||||
[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n\
|
||||
[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Import Save
|
||||
save.newslot = Save name:
|
||||
save.rename = Rename
|
||||
@@ -354,16 +380,12 @@ save.mode = Gamemode: {0}
|
||||
save.date = Last Saved: {0}
|
||||
save.playtime = Playtime: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\n\
|
||||
As newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\n\
|
||||
Please upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\n\
|
||||
If you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||
warning = Warning.
|
||||
warning = Warning!
|
||||
confirm = Confirm
|
||||
delete = Delete
|
||||
view.workshop = View In Workshop
|
||||
workshop.listing = Edit Workshop Listing
|
||||
hide = Hide
|
||||
ok = OK
|
||||
open = Open
|
||||
customize = Customize Rules
|
||||
@@ -375,7 +397,6 @@ command.repair = Repair
|
||||
command.rebuild = Rebuild
|
||||
command.assist = Assist Player
|
||||
command.move = Move
|
||||
command.boost = Boost
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
@@ -386,7 +407,9 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
stance.mine = Mine Item: {0}
|
||||
openlink = Open Link
|
||||
@@ -433,6 +456,7 @@ saveimage = Save Image
|
||||
unknown = Unknown
|
||||
custom = Custom
|
||||
builtin = Built-In
|
||||
modded = Modded
|
||||
map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone!
|
||||
map.random = [accent]Random Map
|
||||
map.nospawn = This map does not have any cores for the player to spawn in! Add a {0} core to this map in the editor.
|
||||
@@ -472,14 +496,6 @@ editor.rules = Rules
|
||||
editor.generation = Generation
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Data Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||
editor.patch.fields = {0} fields
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
@@ -493,12 +509,86 @@ editor.center = Center
|
||||
editor.search = Search maps...
|
||||
editor.filters = Filter Maps
|
||||
editor.filters.mode = Gamemodes:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Map Type:
|
||||
editor.filters.search = Search In:
|
||||
editor.filters.author = Author
|
||||
editor.filters.description = Description
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Shift X
|
||||
editor.shifty = Shift Y
|
||||
|
||||
asset.patch = Patches
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundles
|
||||
asset.image = Images
|
||||
asset.sound = Sounds
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Data Patches
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No patchsets found.
|
||||
patch.errors = Patchset Errors
|
||||
patch.importerror = Failed to import patchset
|
||||
patch.delete.confirm = Are you sure you want to delete this patchset?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} fields
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Image Zip
|
||||
asset.image.exportzip = Export Image Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Workshop
|
||||
waves.title = Waves
|
||||
waves.team = Team
|
||||
@@ -513,10 +603,10 @@ waves.spawn = spawn:
|
||||
waves.spawn.all = <all>
|
||||
waves.spawn.select = Spawn Select
|
||||
waves.spawn.none = [scarlet]no spawns found in map
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = max units
|
||||
waves.guardian = Guardian
|
||||
waves.preview = Preview
|
||||
waves.edit = Edit...
|
||||
waves.random = Random
|
||||
waves.copy = Copy to Clipboard
|
||||
waves.load = Load from Clipboard
|
||||
@@ -532,6 +622,7 @@ waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.units.hide = Hide All
|
||||
waves.units.show = Show All
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = counts
|
||||
@@ -542,7 +633,9 @@ all = All
|
||||
editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit
|
||||
edit.menu = Edit...
|
||||
variables = Vars
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.restart = Restart
|
||||
logic.globals = Built-in Variables
|
||||
@@ -618,6 +711,8 @@ toolmode.drawteams.description = Draw teams instead of blocks.
|
||||
#unused
|
||||
toolmode.underliquid = Under Liquids
|
||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]No filters! Add one with the button below.
|
||||
|
||||
@@ -681,6 +776,8 @@ locales.showsame = Show properties that have same values in different locales
|
||||
locales.viewproperty = View in all locales
|
||||
locales.viewing = Viewing property "{0}"
|
||||
locales.addicon = Add Icon
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Width:
|
||||
height = Height:
|
||||
@@ -752,8 +849,10 @@ objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production begins in [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Destroy Enemy Core
|
||||
objective.command = [accent]Command Units
|
||||
objective.nuclearlaunch = [accent]\u26A0 Missile launch detected: [lightgray]{0}
|
||||
@@ -840,7 +939,8 @@ sector.changeicon = Change Icon
|
||||
sector.noswitch.title = Unable to Switch Sectors
|
||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||
sector.view = View Sector
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required Nearby
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Low
|
||||
threat.medium = Medium
|
||||
@@ -848,6 +948,10 @@ threat.high = High
|
||||
threat.extreme = Extreme
|
||||
threat.eradication = Eradication
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Easy
|
||||
difficulty.normal = Normal
|
||||
@@ -867,7 +971,7 @@ planet.sun.name = Sun
|
||||
|
||||
sector.impact0078.name = Impact 0078
|
||||
sector.groundZero.name = Ground Zero
|
||||
sector.craters.name = The Craters
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Frozen Forest
|
||||
sector.ruinousShores.name = Ruinous Shores
|
||||
sector.stainedMountains.name = Stained Mountains
|
||||
@@ -886,7 +990,6 @@ sector.infestedCanyons.name = Infested Canyons
|
||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||
sector.coastline.name = Humid Coastline
|
||||
sector.navalFortress.name = Naval Fortress
|
||||
sector.polarAerodrome.name = Polar Aerodrome
|
||||
sector.atolls.name = Atolls
|
||||
sector.testingGrounds.name = Testing Grounds
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -895,27 +998,39 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Mycelial Bastion
|
||||
sector.frontier.name = Frontier
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
|
||||
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
|
||||
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\n\nGather as much lead and copper as possible.\nMove on.
|
||||
sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
||||
sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing.
|
||||
sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\n\nContinue the expansion outwards. Rediscover the technology.
|
||||
sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units.
|
||||
sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Mace units. Destroy it.
|
||||
sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible.
|
||||
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Build air and ground defenses as soon as possible. Do not be fooled by the long spacing between enemy attacks.
|
||||
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
|
||||
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger units. Take out the enemy core.
|
||||
sector.overgrowth.description = This area is overgrown, closer to the origin of the spores.\n\nThe enemy has established an outpost here. Build Mace units. Destroy it.
|
||||
sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\nResearch oil processing technology if possible.
|
||||
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction.\n\nBuild air and ground defenses as soon as possible. Do not be fooled by the infrequent nature of enemy attacks.
|
||||
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\nResearch the Thorium Reactor, and utilize it for advanced power generation.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
|
||||
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\n\nUtilize Dagger units. Destroy the enemy outpost.
|
||||
sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism.
|
||||
sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
|
||||
sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had structures producing Plastanium.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
|
||||
sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads.
|
||||
sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology.
|
||||
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
|
||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||
sector.planetaryTerminal.description = The final objective.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
|
||||
sector.coastline.description = Remnants of alloy synthesis technology have been detected at this location.\n\nRepel the enemy attacks, capture this sector, and acquire the technology.
|
||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = The Onset
|
||||
sector.aegis.name = Aegis
|
||||
@@ -969,6 +1084,10 @@ status.blasted.name = Blasted
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Unmoving
|
||||
status.boss.name = Guardian
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Language
|
||||
settings.data = Game Data
|
||||
@@ -988,6 +1107,13 @@ settings.clearresearch = Clear Research
|
||||
settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research?
|
||||
settings.clearcampaignsaves = Clear Campaign Saves
|
||||
settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Paused >
|
||||
clear = Clear
|
||||
banned = [scarlet]Banned
|
||||
@@ -1020,6 +1146,7 @@ stat.targetsground = Targets Ground
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Move Speed
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Time Between Launches
|
||||
stat.shootrange = Range
|
||||
stat.size = Size
|
||||
@@ -1042,6 +1169,8 @@ stat.weapons = Weapons
|
||||
stat.bullet = Bullet
|
||||
stat.moduletier = Module Tier
|
||||
stat.unittype = Unit Type
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Speed Increase
|
||||
stat.range = Range
|
||||
stat.drilltier = Drillables
|
||||
@@ -1050,6 +1179,7 @@ stat.boosteffect = Boost Effect
|
||||
stat.maxunits = Max Active Units
|
||||
stat.health = Health
|
||||
stat.armor = Armor
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Build Time
|
||||
stat.maxconsecutive = Max Consecutive
|
||||
stat.buildcost = Build Cost
|
||||
@@ -1184,9 +1314,12 @@ bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor pierce
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1255,7 +1388,6 @@ setting.shadows.name = Shadows
|
||||
setting.blockreplace.name = Automatic Block Suggestions
|
||||
setting.linear.name = Linear Filtering
|
||||
setting.hints.name = Hints
|
||||
setting.logichints.name = Logic Hints
|
||||
setting.backgroundpause.name = Pause In Background
|
||||
setting.buildautopause.name = Auto-Pause Building
|
||||
setting.doubletapmine.name = Double-Tap to Mine
|
||||
@@ -1265,6 +1397,8 @@ setting.modcrashdisable.name = Disable Mods On Startup Crash
|
||||
setting.animatedwater.name = Animated Surfaces
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.playerindicators.name = Player Indicators
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Enemy Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
setting.keyboard.name = Mouse+Keyboard Controls (Experimental)
|
||||
@@ -1274,6 +1408,8 @@ setting.fpscap.none = None
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = UI Scaling
|
||||
setting.uiscale.description = Restart required to apply changes.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Always Diagonal Placement
|
||||
setting.screenshake.name = Screen Shake
|
||||
setting.bloomintensity.name = Bloom Intensity
|
||||
@@ -1287,9 +1423,6 @@ setting.saveinterval.name = Save Interval
|
||||
setting.seconds = {0} seconds
|
||||
setting.milliseconds = {0} milliseconds
|
||||
setting.fullscreen.name = Fullscreen
|
||||
setting.borderlesswindow.name = Borderless Window
|
||||
setting.borderlesswindow.name.windows = Borderless Fullscreen
|
||||
setting.borderlesswindow.description = Restart may be required to apply changes.
|
||||
setting.fps.name = Show FPS & Ping
|
||||
setting.console.name = Enable Console
|
||||
setting.smoothcamera.name = Smooth Camera
|
||||
@@ -1308,7 +1441,6 @@ setting.ambientvol.name = Ambient Volume
|
||||
setting.mutemusic.name = Mute Music
|
||||
setting.sfxvol.name = SFX Volume
|
||||
setting.mutesound.name = Mute Sound
|
||||
setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.communityservers.name = Fetch Community Server List
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
@@ -1339,6 +1471,8 @@ category.command.name = Unit Command
|
||||
category.multiplayer.name = Multiplayer
|
||||
category.blocks.name = Block Select
|
||||
placement.blockselectkeys = \n[lightgray]Key: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Respawn
|
||||
keybind.control.name = Control Unit
|
||||
keybind.clear_building.name = Clear Building
|
||||
@@ -1362,13 +1496,14 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
@@ -1488,6 +1623,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = Infinite Enemy Team Resources
|
||||
rules.blockhealthmultiplier = Block Health Multiplier
|
||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
@@ -1529,8 +1666,9 @@ rules.invasions = Enemy Sector Invasions
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||
rules.showspawns = Show Enemy Spawns
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Unpredictable Wave AI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Fire
|
||||
rules.anyenv = <Any>
|
||||
rules.explosions = Block/Unit Explosion Damage
|
||||
@@ -2010,8 +2148,8 @@ block.radar.name = Radar
|
||||
block.build-tower.name = Build Tower
|
||||
block.regen-projector.name = Regen Projector
|
||||
block.shockwave-tower.name = Shockwave Tower
|
||||
block.shield-projector.name = Shield Projector
|
||||
block.large-shield-projector.name = Large Shield Projector
|
||||
block.shield-projector.name = Barrier Projector
|
||||
block.large-shield-projector.name = Large Barrier Projector
|
||||
block.armored-duct.name = Armored Duct
|
||||
block.overflow-duct.name = Overflow Duct
|
||||
block.underflow-duct.name = Underflow Duct
|
||||
@@ -2052,6 +2190,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech Refabricator
|
||||
block.ship-refabricator.name = Ship Refabricator
|
||||
@@ -2063,6 +2204,7 @@ block.reinforced-payload-router.name = Reinforced Payload Router
|
||||
block.payload-mass-driver.name = Payload Mass Driver
|
||||
block.small-deconstructor.name = Deconstructor
|
||||
block.canvas.name = Canvas
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = World Processor
|
||||
block.world-cell.name = World Cell
|
||||
block.tank-fabricator.name = Tank Fabricator
|
||||
@@ -2125,7 +2267,6 @@ hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick
|
||||
hint.payloadDrop = Press [accent]][] to drop a payload.
|
||||
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
|
||||
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
|
||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||
hint.serpuloCoreZone = Additional :core-shard: [accent]Cores[] may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2157,6 +2298,16 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||
gz.zone3 = A wave will begin now.\nGet ready.
|
||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2513,6 +2664,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Fires standard bullets at enemy targets.
|
||||
unit.mace.description = Fires streams of flame at enemy targets.
|
||||
@@ -2587,6 +2739,7 @@ lst.radar = Locate units around a building with range.
|
||||
lst.sensor = Get data from a building or unit.
|
||||
lst.set = Set a variable.
|
||||
lst.operation = Perform an operation on 1-2 variables.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Jump to the top of the instruction stack.
|
||||
lst.wait = Wait a certain number of seconds.
|
||||
lst.stop = Halt execution of this processor.
|
||||
@@ -2599,6 +2752,7 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
|
||||
lst.getblock = Get tile data at any location.
|
||||
lst.setblock = Set tile data at any location.
|
||||
lst.spawnunit = Spawn unit at a location.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Apply or clear a status effect from a unit.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2617,9 +2771,11 @@ lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]\"game1\"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.\n[accent]null []values are ignored.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Официално Mindustry ръководство
|
||||
link.suggestions.description = Предложете Вашата идея
|
||||
link.bug.description = Намерихте грешка? Съобщете тук
|
||||
linkopen = Този сървър Ви изпрати линк. Сигурни ли сте, че искате да го отворите?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = Неуспех при отваряне на връзка!\nURL адресът е копиран в клипборда ви.
|
||||
screenshot = Записана екранна снимка в {0}
|
||||
screenshot.invalid = Картата е твърде голяма, възможно е да не достига памет за екранната снимка.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Играта свърши.
|
||||
gameover.disconnect = Прекъснете връзката
|
||||
gameover.pvp = [accent]{0}[] отбор спечели!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Изчакване за следваща карта..
|
||||
highscore = [accent]Нов рекорд!
|
||||
copied = Копирано.
|
||||
indev.notready = Тази част от играта все още е в разработка
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Звук
|
||||
load.map = Карти
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Вижте издания
|
||||
mods.browser.noreleases = [scarlet]Не са открити издания\n[accent]Не бяха открити издания за тази модификация. Проверете дали хранилището на модификацията има публикувани издания.
|
||||
mods.browser.latest = <Latest>
|
||||
mods.browser.releases = Издания
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Сайт
|
||||
mods.github.open-release = Страница на изданията
|
||||
mods.browser.sortdate = Сортирай по дата
|
||||
mods.browser.sortstars = Сортирай по рейтинг
|
||||
|
||||
export.file = Изнасяне във файл
|
||||
import.file = Внасяне от файл
|
||||
copy.clipboard = Копирай в Клипборда
|
||||
import.clipboard = Внеси от Клипборда
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Сподели в Работилницата
|
||||
|
||||
schematic = Схема
|
||||
schematic.add = Запази Схема...
|
||||
schematics = Схеми
|
||||
@@ -61,12 +72,6 @@ schematic.search = Търсене из схемите...
|
||||
schematic.replace = Вече съществува схема с това име. Да бъде ли заместена?
|
||||
schematic.exists = Вече съществува схема с това име.
|
||||
schematic.import = Внасяне на Схема...
|
||||
schematic.exportfile = Изнасяне във файл
|
||||
schematic.importfile = Внасяне от файл
|
||||
schematic.browseworkshop = Работилница
|
||||
schematic.copy = Копирай в Клипборда
|
||||
schematic.copy.import = Внеси от Клипборда
|
||||
schematic.shareworkshop = Сподели в Работилницата
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Обърни схемата
|
||||
schematic.saved = Схемате беше запазена.
|
||||
schematic.delete.confirm = Тази схема ще бъде напълно унищожена.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]Няма намерени карти!
|
||||
invalid = Невалидно
|
||||
pickcolor = Избери цвят
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Подготовка на Настройки
|
||||
preparingcontent = Подготовка на Съдържание
|
||||
uploadingcontent = Качване на Съдържание
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Качване на Изображение за визуализация
|
||||
committingchanges = Запазване на Промени
|
||||
done = Готово
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = Тази модификация не мож
|
||||
mod.requiresversion = Нужна е версия на играта: [red]{0}
|
||||
|
||||
mod.errors = Възникнаха грешки при зареждане на съдържанието.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]Има грешки в някои от модовете, които използвате.[] Трябва да деактивирате тези модове или да поправите грешките преди да играете.
|
||||
mod.enable = Активирай
|
||||
mod.requiresrestart = Играта ще се затвори за да приложи промените в модовете.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Изберете на коя планета да за
|
||||
campaign.erekir = По-ново полирано съдържание. Напредъкът в кампанията е линеен.\n\nКартите са с по-високо качество за по-добро изживяване.
|
||||
campaign.serpulo = По-старо съдържание; класическото преживяване. По-отворена игра.\n\nВъзможно е картите и механиките на кампанията да са небалансирани и с по-ниско качество.
|
||||
campaign.difficulty = Difficulty
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Завършено
|
||||
techtree = Технологичен план
|
||||
techtree.select = Избиране на технологичен план
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Бяхте изгонени чрез гласуване. Д
|
||||
server.kicked.clientOutdated = Остарял клиент!\nАктуализирайте играта си!
|
||||
server.kicked.serverOutdated = Остарял сървър!\nПоискайте от собственика да го актуализира!
|
||||
server.kicked.banned = Вие сте баннат в този сървър.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Този сървър не е съвместим с вашата компилация.
|
||||
server.kicked.playerLimit = Сървърът е пълен.\nИзчакайте някой да излезе.
|
||||
server.kicked.recentKick = Вие сте били изхвърлени наскоро.\nОпитайте отново по-късно.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Неуспех при свързване към игра ([accent]{0}[]).
|
||||
connecting = [accent]Свързване...
|
||||
reconnecting = [accent]Повторно свързване...
|
||||
connecting.data = [accent]Зареждане на информация за света...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Порт:
|
||||
server.invalidport = Невалиден порт!
|
||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||
@@ -335,6 +352,10 @@ save.export = Изнеси Запис
|
||||
save.import.invalid = [accent]Този запис е невалиден!
|
||||
save.import.fail = [scarlet]Грешка при внасяне на запис: [accent]{0}
|
||||
save.export.fail = [scarlet]Грешка при изнасяне на запис: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Внеси Запис
|
||||
save.newslot = Име на запис:
|
||||
save.rename = Преименувай
|
||||
@@ -354,13 +375,12 @@ save.mode = Решим на игра: {0}
|
||||
save.date = Последно Записан: {0}
|
||||
save.playtime = Играно време: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||
warning = Тревога.
|
||||
confirm = Потвърди
|
||||
delete = Изтрий
|
||||
view.workshop = Отвори в Работилницата
|
||||
workshop.listing = Редактирай в Работилницата
|
||||
hide = Hide
|
||||
ok = OK
|
||||
open = Отвори
|
||||
customize = Персонализирай правилата
|
||||
@@ -372,7 +392,6 @@ command.repair = Ремонт
|
||||
command.rebuild = Възстановяване
|
||||
command.assist = Помогни на играч
|
||||
command.move = Движение
|
||||
command.boost = Ускоряване
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
stance.mine = Mine Item: {0}
|
||||
openlink = Отвори Линк
|
||||
@@ -430,6 +451,7 @@ saveimage = Запази Изображение
|
||||
unknown = Неизвестно
|
||||
custom = Персонализирано
|
||||
builtin = Вградено
|
||||
modded = Modded
|
||||
map.delete.confirm = Сигурни ли сте, че искате да изтриете тази карта? Това действие не може да бъде отменено!
|
||||
map.random = [accent]Случайна Карта
|
||||
map.nospawn = Тази карта няма позиция за ядро на играча! Добавете поне едно {0} ядро от редактора на карти.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Правила:
|
||||
editor.generation = Генериране:
|
||||
editor.objectives = Задачи
|
||||
editor.locales = Locale Bundles
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Content Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||
editor.patch.fields = {0} fields
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
@@ -490,12 +504,86 @@ editor.center = Център
|
||||
editor.search = Търсене на карти...
|
||||
editor.filters = Фелтриране на карти
|
||||
editor.filters.mode = Режими на игра:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Тип карта:
|
||||
editor.filters.search = Търсене в:
|
||||
editor.filters.author = Автор
|
||||
editor.filters.description = Описание
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Shift X
|
||||
editor.shifty = Shift Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Content Patches
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No patchsets loaded.
|
||||
patch.errors = Patchset Errors
|
||||
patch.importerror = Failed to import patchset
|
||||
patch.delete.confirm = Are you sure you want to delete this patchset?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} fields
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Работилница
|
||||
waves.title = Вълни от нападатели
|
||||
waves.team = Team
|
||||
@@ -510,10 +598,10 @@ waves.spawn = пускане:
|
||||
waves.spawn.all = <all>
|
||||
waves.spawn.select = Пускане на единици
|
||||
waves.spawn.none = [scarlet]няма открити единици на картата
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = макс. единици
|
||||
waves.guardian = Пазител
|
||||
waves.preview = Преглед
|
||||
waves.edit = Редактирай...
|
||||
waves.random = Случаен брой
|
||||
waves.copy = Кобирай в Клипборд
|
||||
waves.load = Зареди от Клипборда
|
||||
@@ -529,6 +617,7 @@ waves.search = Търсене на вълни...
|
||||
waves.filter = Филтър за единици
|
||||
waves.units.hide = Скриване на всички
|
||||
waves.units.show = Показване на всички
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = бройки
|
||||
@@ -539,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Стандартно>
|
||||
details = Детайли...
|
||||
edit = Редактирай...
|
||||
edit.menu = Edit...
|
||||
variables = Променливи
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.restart = Restart
|
||||
logic.globals = Built-in Variables
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Променя отбора, не типа на
|
||||
#unused
|
||||
toolmode.underliquid = Под течности
|
||||
toolmode.underliquid.description = Рисува повърхности под течни полета.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Няма избран филтър! Изберете чрез бутона отдолу.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Show properties that have same values in different locales
|
||||
locales.viewproperty = View in all locales
|
||||
locales.viewing = Viewing property "{0}"
|
||||
locales.addicon = Add Icon
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Дължина:
|
||||
height = Височина:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Построете: [][lightgray]{0}[]x\n{1}[lightgray
|
||||
objective.buildunit = [accent]Постройте единица: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Унищожете: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]Враговете наближават след [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Вражеската продукция се увеличава след [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Вражеското производство на въздушни сили започва след [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Унищожете вражеско ядро
|
||||
objective.command = [accent]Командвайте единици
|
||||
objective.nuclearlaunch = [accent]⚠ Засечен е ядрен изстрел: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Невъзможно е превключването н
|
||||
sector.noswitch = Не можете да смените секторите, докато вече съществуващ сектор е под нападение.\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||
sector.view = Виж сектор
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Ниска
|
||||
threat.medium = Средна
|
||||
@@ -845,6 +943,10 @@ threat.high = Висока
|
||||
threat.extreme = Екстремна
|
||||
threat.eradication = Унищожителна
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Easy
|
||||
difficulty.normal = Normal
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Слънце
|
||||
|
||||
sector.impact0078.name = Сблъсък 0078
|
||||
sector.groundZero.name = Епицентър
|
||||
sector.craters.name = Кратерите
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Замръзнала гора
|
||||
sector.ruinousShores.name = Брегови руини
|
||||
sector.stainedMountains.name = Зацапаните планини
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Infested Canyons
|
||||
sector.planetaryTerminal.name = Терминал за космически мисии
|
||||
sector.coastline.name = Крайбрежие
|
||||
sector.navalFortress.name = Крайморска крепост
|
||||
sector.polarAerodrome.name = Polar Aerodrome
|
||||
sector.atolls.name = Atolls
|
||||
sector.testingGrounds.name = Testing Grounds
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -892,13 +993,14 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Mycelial Bastion
|
||||
sector.frontier.name = Frontier
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
|
||||
sector.groundZero.description = Перфектното място за започване отначало. Ниска заплаха. Малко ресурси.\nСъберете колкото се може повече мед и олово.\nПродължете напред.
|
||||
sector.frozenForest.description = Дори тук, близо до планините, спорите са се разпространили. Мразовитите температури не могат да ги задържат вечно.\n\nОвладейте електричеството. Постройте горивни генератори. Научете се да ползвате възстановители.
|
||||
sector.saltFlats.description = На покрайнините на пустинята лежат Солените равнини. Няма много ресурси на това място.\n\nВрагът е издигнал комплекс за съхранение на ресурси тук. Изкоренете ядрото му. Сравнете всичко със земята.
|
||||
sector.craters.description = В този кратер се е събрала вода, спомен от забравени войни. Възстановете региона. Съберете пясък. Помиришете метастъклото. Използвайте вода за да охлаждате вашите оръдия и свредели.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Сред отпадъците е и бреговата линия. Някога тук е стояла бреговата защитна линия. Няма много следи от нея. Останали са само някои елементарни защитни механизми, всичко останало е сведено до скрап.\nПродължете разширяването навън. Преоткрийте технологията.
|
||||
sector.stainedMountains.description = По-навътре в континента се намират планините, все още незамърсени от спорите.\nИзвлечете изоставеният титан в тази зона. Научете се да го използвате.\n\nПрисъствието на врагове тук е по-високо. Не им оставяйте време да изпратят тежката артилерия.
|
||||
sector.overgrowth.description = Обладана от висока растителност, тази зона се намира изключително близо до източника на спорите. Врагът е установил военен лагер тук. Постройте единици модел 'Боздуган' и унищожете вражеската база.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Тук лежат останките от пър
|
||||
sector.planetaryTerminal.description = Крайна цел.\n\nТази крайбрежна база съдържа структура, създадена с цел междупланетарен транспорт на ядра, макар и само в рамките на локалната звездна система. Тази локация има изключително висока защита.\n\nИзползвайте военноморски единици. Елиминирайте врага възможно най-бързо. Проучете изстрелващата структура.
|
||||
sector.coastline.description = На това място са засечени останките от технология за производството на морски единици. Отблъснете вражеските атаки, завладейте този сектор и присвоете технологията.
|
||||
sector.navalFortress.description = Врагът е установил база на отдалечен, естествено укрепен остров. Унищожете базите им. Придобийте напредналата им морска технология и я проучете.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = Началото
|
||||
sector.aegis.name = Егида
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Взривоопасен
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Неподвижен
|
||||
status.boss.name = Пазител
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Език
|
||||
settings.data = Данни на играта
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Изчисти проучванията
|
||||
settings.clearresearch.confirm = Сигурни ли сте, че искате да изчистите всичките си проучвания от кампанията?
|
||||
settings.clearcampaignsaves = Изчисти запазените игри в кампанията
|
||||
settings.clearcampaignsaves.confirm = Сигурни ли сте, че искате да изтриете всичките си записи от кампанията?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Играта е в пауза >
|
||||
clear = Изчисти
|
||||
banned = [scarlet]Баннат
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Напада по земя
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Скорост на движение
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Време между изстрелванията
|
||||
stat.shootrange = Обхват
|
||||
stat.size = Размер
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Оръжия
|
||||
stat.bullet = Муниции
|
||||
stat.moduletier = Ниво на модул
|
||||
stat.unittype = Вид единица
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Ускорение
|
||||
stat.range = Обхват
|
||||
stat.drilltier = Изкопаеми ресурси
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Ефект на усилване
|
||||
stat.maxunits = Максимални активни единици
|
||||
stat.health = Точки живот
|
||||
stat.armor = Броня
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Време за построяване
|
||||
stat.maxconsecutive = Максимално последователни
|
||||
stat.buildcost = Разходи за изграждане
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[li
|
||||
bullet.incendiary = [stat]Подпалване
|
||||
bullet.homing = [stat]Самонасочване
|
||||
bullet.armorpierce = [stat]Пробождане на броня
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
|
||||
bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Сенки
|
||||
setting.blockreplace.name = Автоматични предложения за блокове
|
||||
setting.linear.name = Линейно филтриране
|
||||
setting.hints.name = Съвети
|
||||
setting.logichints.name = Логически съвети
|
||||
setting.backgroundpause.name = Пауза при загуба на фокус
|
||||
setting.buildautopause.name = Автоматична пауза на изграждането
|
||||
setting.doubletapmine.name = Двоен клик за добив на ресурс
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Забрани Модовете При Старт
|
||||
setting.animatedwater.name = Анимирани повърхности
|
||||
setting.animatedshields.name = Анимирани щитове
|
||||
setting.playerindicators.name = Индикатори за играчите
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Индикатори за враговете
|
||||
setting.autotarget.name = Автоматичен прицел
|
||||
setting.keyboard.name = Управление: мишка/клавиатура
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = Няма
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Размер на интерфейса[lightgray] (изисква рестарт)[]
|
||||
setting.uiscale.description = Нужен е рестарт, за да се приложат промените.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Винаги диагонално поставяне
|
||||
setting.screenshake.name = Клатене на екрана
|
||||
setting.bloomintensity.name = Интензитет на сиянията
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Време между автоматичен зап
|
||||
setting.seconds = {0} секунди
|
||||
setting.milliseconds = {0} милисекунди
|
||||
setting.fullscreen.name = Цял екран
|
||||
setting.borderlesswindow.name = Прозорец без рамка[lightgray] (може да изисква рестарт)
|
||||
setting.borderlesswindow.name.windows = Цял екран без рамка
|
||||
setting.borderlesswindow.description = Може да е нужен рестарт, за да се приложат промените.
|
||||
setting.fps.name = Показвай FPS & пинг
|
||||
setting.console.name = Включване на конзолата
|
||||
setting.smoothcamera.name = Гладка камера
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Сила на звука на околната сре
|
||||
setting.mutemusic.name = Заглуши музиката
|
||||
setting.sfxvol.name = Сила на звуковите ефекти
|
||||
setting.mutesound.name = Заглуши звука
|
||||
setting.crashreport.name = Изпращай анонимни отчети за сривове
|
||||
setting.communityservers.name = Fetch Community Server List
|
||||
setting.savecreate.name = Автоматични записи
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Управление на единици
|
||||
category.multiplayer.name = Мрежова игра
|
||||
category.blocks.name = Избор на блок
|
||||
placement.blockselectkeys = \n[lightgray]Клавиш: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Връщане при ядрото
|
||||
keybind.control.name = Управляване на единица
|
||||
keybind.clear_building.name = Изчистване на строежен план
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Поведение: Не стреляй
|
||||
keybind.unit_stance_pursue_target.name = Поведение: Преследвай целта
|
||||
keybind.unit_stance_patrol.name = Поведение: Патрул
|
||||
keybind.unit_stance_ram.name = Поведение: Забий се
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Команда: Движение
|
||||
keybind.unit_command_repair.name = Команда: Поправка
|
||||
keybind.unit_command_rebuild.name = Команда: Ремонт
|
||||
keybind.unit_command_assist.name = Команда: Съдействие
|
||||
keybind.unit_command_mine.name = Команда: Копаене
|
||||
keybind.unit_command_boost.name = Команда: Подсилване
|
||||
keybind.unit_command_load_units.name = Команда: Натовари единици
|
||||
keybind.unit_command_load_blocks.name = Команда: Натовари блокове
|
||||
keybind.unit_command_unload_payload.name = Команда: Разтовари
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = Безкрайни ресурси за компютъра (Червеният отбор)
|
||||
rules.blockhealthmultiplier = Множител на точките живот на блокове
|
||||
rules.blockdamagemultiplier = Множител на щетите на блокове
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Множител на скоростта на производство на единици
|
||||
rules.unitcostmultiplier = Множител на цената за единици
|
||||
rules.unithealthmultiplier = Множител на точките живот на единици
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Enemy Sector Invasions
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||
rules.showspawns = Show Enemy Spawns
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Unpredictable Wave AI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Огън
|
||||
rules.anyenv = <Any>
|
||||
rules.explosions = Блокирай/Единици вреда от експлозия
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Разпръсък
|
||||
block.afflict.name = Мъчител
|
||||
block.lustre.name = Блясък
|
||||
block.scathe.name = Поражение
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Рефабрикатор за танкове
|
||||
block.mech-refabricator.name = Рефабрикатор за машини
|
||||
block.ship-refabricator.name = Рефабрикатор за кораби
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Подсилен рутер за това
|
||||
block.payload-mass-driver.name = Масиран двигател за товари
|
||||
block.small-deconstructor.name = Малък разглобител
|
||||
block.canvas.name = Платно
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = Световен процесор
|
||||
block.world-cell.name = Световна клетка
|
||||
block.tank-fabricator.name = Фабрикатор за танкове
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Докоснете и задръжте[] в
|
||||
hint.payloadDrop = Натиснете [accent]][], за да оставите товара си.
|
||||
hint.payloadDrop.mobile = [accent]Докоснете и задръжте[] върху празна позиция, за да оставите товара си там.
|
||||
hint.waveFire = Оръдията [accent]Вълна[] заредени със вода ще действат и като пожарогасители.
|
||||
hint.generator = \uf879 [accent]Горивните генератори[] горят въглища и зареждат с електроенергия съседни блокове.\n\nРазстоянието за предаване на енергия може да се увеличи чрез \uf87f [accent]Електрически възли[].
|
||||
hint.guardian = [accent]Пазителите[] са единици с повече броня. Слаби боеприпаси като [accent]Мед[] и [accent]Олово[] са [scarlet]неподходящи[] срещу тях.\n\nИзползвайте по-мощни оръдия или заредете Вашите \uf861Дуо/\uf859Салво с \uf835 [accent]Графит[], за да ги повалите.
|
||||
hint.coreUpgrade = Ядрата могат да бъдат подобрявани като [accent]поставите по-добро ядро върху тях[].\n\nПоставете \uf868 [accent]Фондация[] върху \uf869 ядрото [accent]Частица[]. Уверете се че няма други препятствия там, където поставяте ядрото.
|
||||
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Всичко построено в нейния радиус ще б
|
||||
gz.zone3 = Сега ще започне една такава вълна.\nПригответе се.
|
||||
gz.finish = Издигнете още оръдия, изкопайте повече ресурси\nи се защитете от всички прииждащи вълни, за да [accent]завладеете този сектор[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Поправя всички единици
|
||||
block.radar.description = Постепенно разкрива терена и вражески единици в широк радиус. Нуждае се от електричество.
|
||||
block.shockwave-tower.description = Поврежда и унищожава вражески снаряди в обхвата си. Нуждае се от цианоген.
|
||||
block.canvas.description = Показва просто изображение с предзададена палитра. Може да се редактира.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Изстрелва стандартни боеприпаси по всички близки врагове.
|
||||
unit.mace.description = Изстрелва поток от пламък по всички близки врагове.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Изстрелва залпове от ракети и
|
||||
unit.minke.description = Изстрелва сачми и стандартни муниции по наземни мишени.
|
||||
unit.bryde.description = Изстрелва далекообхватни боеприпаси и ракети по врагове.
|
||||
unit.sei.description = Изстрелва поредица от ракети и бронебойни куршуми по врагове.
|
||||
unit.omura.description = Изстрелва далечни пробивни релсови лазери по врагове. Изгражда единици модел Факел.
|
||||
unit.omura.description = Изстрелва далечни пробивни релсови лазери по врагове.
|
||||
unit.alpha.description = Защитава ядро Частица от врагове. Строи сгради.
|
||||
unit.beta.description = Защитава ядро Фондация от врагове. Строи сгради.
|
||||
unit.gamma.description = Защитава ядро Център от врагове. Строи сгради.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Намира единици около сграда в обхват.
|
||||
lst.sensor = Взима информация от сграда или единица.
|
||||
lst.set = Задава променлива.
|
||||
lst.operation = Изпълнява операция с 1 или 2 променливи.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Започва списъка с инструкции от начало.
|
||||
lst.wait = Изчаква определен брой секунди.
|
||||
lst.stop = Спира изпълнението на този процесор.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Намира конкретен тип постройка/по
|
||||
lst.getblock = Получаване на данни за повърхност от всяка локация.
|
||||
lst.setblock = Задаване на данни за повърхност от всяка локация.
|
||||
lst.spawnunit = Създава единица върху дадена повърхност.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Прилага или премахва определено състояние от единица.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Поставя притежанието на единица или
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Синхронизира променлива през мрежата.\nПредизвиква се най-много 10 пъти в секунда.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Viquipèdia oficial del Mindustry
|
||||
link.suggestions.description = Suggereix canvis
|
||||
link.bug.description = Heu trobat un error. Informeu-ne aquí!
|
||||
linkopen = Aquest servidor us ha enviat un enllaç. Esteu segur que el voleu obrir?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = No s’ha pogut obrir l’enllaç!\nLa direcció URL s’ha copiat al porta-retalls.
|
||||
screenshot = S’ha desat la captura de pantalla a {0}.
|
||||
screenshot.invalid = El mapa és massa gran. No hi ha prou memòria per a fer la captura de pantalla.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Fi de la partida
|
||||
gameover.disconnect = Desconnecta
|
||||
gameover.pvp = Ha guanyat l’equip[accent] {0}[]!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]S’espera el proper mapa…
|
||||
highscore = [accent]Nova puntuació rècord!
|
||||
copied = S’ha copiat.
|
||||
indev.notready = Aquesta part del joc encara no està preparada.
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Sons
|
||||
load.map = Mapes
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Veure versions publicades
|
||||
mods.browser.noreleases = [scarlet]No s’han trobat versions publicades.\n[accent]No s’ha trobat cap versió publicada d’aquest mod. Comproveu si el dipòsit del mod n’ha publicat alguna.
|
||||
mods.browser.latest = [lightgray][La versió més recent]
|
||||
mods.browser.releases = Versions
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Dipòsit de GitHub
|
||||
mods.github.open-release = Pàgina de versions publicades
|
||||
mods.browser.sortdate = Ordena per data
|
||||
mods.browser.sortstars = Ordena per valoració
|
||||
|
||||
export.file = Exporta un fitxer
|
||||
import.file = Importa un fitxer
|
||||
copy.clipboard = Copia al porta-retalls
|
||||
import.clipboard = Importa del porta-retalls
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Comparteix al Workshop de l’Steam
|
||||
|
||||
schematic = Esquema
|
||||
schematic.add = Desa l’esquema…
|
||||
schematics = Esquemes
|
||||
@@ -61,12 +72,6 @@ schematic.search = Cerca esquemes…
|
||||
schematic.replace = Ja hi ha un esquema amb aquest nom. Voleu reemplaçar-lo?
|
||||
schematic.exists = Ja hi ha un esquema amb aquest nom.
|
||||
schematic.import = Importa un esquema
|
||||
schematic.exportfile = Exporta un fitxer
|
||||
schematic.importfile = Importa un fitxer
|
||||
schematic.browseworkshop = Explora el Workshop de l’Steam
|
||||
schematic.copy = Copia al porta-retalls
|
||||
schematic.copy.import = Importa del porta-retalls
|
||||
schematic.shareworkshop = Comparteix al Workshop de l’Steam
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Dóna la volta a l’esquema
|
||||
schematic.saved = L’esquema s’ha desat.
|
||||
schematic.delete.confirm = Aquest esquema s’esborrarà.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]No s’ha trobat cap mapa!
|
||||
invalid = No vàlid
|
||||
pickcolor = Tria un color
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Es prepara la configuració…
|
||||
preparingcontent = Es prepara el contingut…
|
||||
uploadingcontent = Es puja el contingut…
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Es puja el fitxer de previsualització…
|
||||
committingchanges = S’apliquen els canvis…
|
||||
done = Fet!
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = Aquest mod no es pot carregar perquè té u
|
||||
mod.requiresversion = Cal la versió [red]{0}[] del joc.
|
||||
|
||||
mod.errors = S’han produït errors quan es carregava el contingut.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]S’executen mods amb errors.[] Desactiveu els mods afectats o arregleu les errades abans de jugar.
|
||||
mod.enable = Activa
|
||||
mod.requiresrestart = El programa es tancarà per a aplicar els canvis.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Trieu en quin planeta voleu començar.\nEs pot canvia
|
||||
campaign.erekir = [accent]Recomanat per a jugadors novells.[]\n\nContingut revisat nou. Una campanya de progressió més o menys lineal.\n\nMapes de qualitat més alta i experiència més satisfactòria.
|
||||
campaign.serpulo = [scarlet]No recomanat per a jugadors novells.[]\n\nContingut antic: l’experiència clàssica. Campanya més oberta.\n\nPotser els mapes i mecàniques de la campanya no estan massa equilibrats. Contingut en general menys polit que el d’Erekir.
|
||||
campaign.difficulty = Dificultat
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Completat
|
||||
techtree = Arbre tecnològic
|
||||
techtree.select = Selecció de l’arbre tecnològic
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Us han expulsat per votació. Adéu.
|
||||
server.kicked.clientOutdated = El client s’ha d’actualitzar.
|
||||
server.kicked.serverOutdated = El servidor s’ha d’actualitzar. Demaneu-li a l’amfitrió que l’actualitzi.
|
||||
server.kicked.banned = Se us ha bandejat d’aquest servidor.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = El servidor no és compatible amb el tipus de compilació actual.
|
||||
server.kicked.playerLimit = El servidor està ple. Espereu que hi hagi una ranura buida.
|
||||
server.kicked.recentKick = Us han expulsat fa poc.\nEspereu abans de connectar-vos.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = S’ha esgotat el temps d’espera mentre es rebien
|
||||
cantconnect = No és possible unir-se a la partida ([accent]{0}[]).
|
||||
connecting = [accent]Es connecta…
|
||||
reconnecting = [accent]Es torna a connectar…
|
||||
connecting.data = [accent]Es carreguen les dades del món…
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Port:
|
||||
server.invalidport = El número de port no és vàlid!
|
||||
server.error.addressinuse = [scarlet]El port 6567 no s’ha pogut obrir.[]\n\nAssegureu-vos que no s’executen altres servidors del Mindustry a la xarxa o dispositiu!
|
||||
@@ -335,6 +352,10 @@ save.export = Exporta la desada
|
||||
save.import.invalid = [accent]Aquesta desada no és vàlida!
|
||||
save.import.fail = [scarlet]La desada no s’ha pogut importar: [accent]{0}
|
||||
save.export.fail = [scarlet]La desada no s’ha pogut exportar: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Importa una partida desada
|
||||
save.newslot = Nom del fitxer de la desada:
|
||||
save.rename = Reanomena
|
||||
@@ -354,13 +375,12 @@ save.mode = Mode de joc: {0}
|
||||
save.date = Data de l’última desada: {0}
|
||||
save.playtime = Temps de joc: {0}
|
||||
dontshowagain = No ho mostris més
|
||||
warn.32bit.title = Avís d’obsolescència dels 32 bits
|
||||
warn.32bit = Feu servir una versió del Mindustry de [red]32 bits[].\nCom que les versions noves de Java ja no suporten les versions de Windows de 32 bits, [red]no es donarà suport per a 32 bits[].\n\nCanvieu a una màquina de 64 bits i assegureu-vos que teniu la versió del Mindustry de 64 bits.\n\nSi executeu el Mindustry com a fitxer JAR, assegureu-vos que feu servir el Java de 64 bits.
|
||||
warning = Avís.
|
||||
confirm = Confirmació
|
||||
delete = Esborra
|
||||
view.workshop = Mostra-ho al Workshop
|
||||
workshop.listing = Edita el llistat del Workshop
|
||||
hide = Hide
|
||||
ok = D’acord
|
||||
open = Obre
|
||||
customize = Personalitza les regles
|
||||
@@ -372,7 +392,6 @@ command.repair = Repara
|
||||
command.rebuild = Reconstrueix
|
||||
command.assist = Assisteix al jugador
|
||||
command.move = Mou
|
||||
command.boost = Sobrevola
|
||||
command.enterPayload = Entra bloc
|
||||
command.loadUnits = Carrega unitats
|
||||
command.loadBlocks = Carrega blocs
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Comportament: Dispara
|
||||
stance.holdfire = Comportament: Mantén el foc
|
||||
stance.pursuetarget = Comportament: Persegueix l’objectiu
|
||||
stance.patrol = Comportament: Patrulla el camí
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Comportament: Senzill\n[lightgray]Mou-te en línia recta, sense encaminador
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Extracció automàtica
|
||||
stance.mine = Extrau l’element: {0}
|
||||
openlink = Obre l’enllaç
|
||||
@@ -430,6 +451,7 @@ saveimage = Desa la imatge
|
||||
unknown = Desconegut
|
||||
custom = Personalitzat
|
||||
builtin = *Integrat*
|
||||
modded = Modded
|
||||
map.delete.confirm = Esteu segur que voleu esborrar aquest mapa? Aquesta acció no es pot desfer!
|
||||
map.random = [accent]Mapa aleatori
|
||||
map.nospawn = Aquest mapa no té cap nucli per tal que el jugador hi pugui aparèixer! Afegiu-hi un nucli {0} amb l’editor.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Regles
|
||||
editor.generation = Generació
|
||||
editor.objectives = Objectius
|
||||
editor.locales = Paquet de traduccions
|
||||
editor.patches.guide = Guia de pedaços
|
||||
editor.patches = Pedaços de continguts
|
||||
editor.patch = Conjunt de pedaços: {0}
|
||||
editor.patches.none = [lightgray]No s’han carregat pedaços.
|
||||
editor.patches.errors = Errors del conjunt de pedaços
|
||||
editor.patches.importerror = No s’ha pogut importar el conjunt de pedaços.
|
||||
editor.patches.delete.confirm = Esteu segur que voleu esborrar aquest conjunt de pedaços?
|
||||
editor.patch.fields = {0} camps
|
||||
editor.worldprocessors = Processadors integrats
|
||||
editor.worldprocessors.editname = Edita el nom
|
||||
editor.worldprocessors.none = [lightgray]No s’han trobat blocs de processadors integrats!\nAfegiu-ne un a l’editor de mapes o feu servir el botó \ue813 de sota.
|
||||
@@ -490,12 +504,86 @@ editor.center = Centra
|
||||
editor.search = Cerca mapes
|
||||
editor.filters = Filtra els mapes
|
||||
editor.filters.mode = Modes de partida:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Tipus de mapa:
|
||||
editor.filters.search = Cerca a:
|
||||
editor.filters.author = Autor
|
||||
editor.filters.description = Descripció
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Desplaça en l’eix X
|
||||
editor.shifty = Desplaça en l’eix Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Pedaços de continguts
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No s’han carregat pedaços.
|
||||
patch.errors = Errors del conjunt de pedaços
|
||||
patch.importerror = No s’ha pogut importar el conjunt de pedaços.
|
||||
patch.delete.confirm = Esteu segur que voleu esborrar aquest conjunt de pedaços?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} camps
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Workshop
|
||||
waves.title = Onades
|
||||
waves.team = Equip
|
||||
@@ -510,10 +598,10 @@ waves.spawn = aparèixer:
|
||||
waves.spawn.all = <tots>
|
||||
waves.spawn.select = Selecciona la zona d’aparició
|
||||
waves.spawn.none = [scarlet]No s’han trobat zones d’aparició al mapa.
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = nombre màxim d’unitats
|
||||
waves.guardian = Guardià
|
||||
waves.preview = Previsualització
|
||||
waves.edit = Edita
|
||||
waves.random = Aleatori
|
||||
waves.copy = Copia al porta-retalls
|
||||
waves.load = Carrega del porta-retalls
|
||||
@@ -529,6 +617,7 @@ waves.search = Es busquen onades…
|
||||
waves.filter = Filtre d'unitats
|
||||
waves.units.hide = Amaga-les totes
|
||||
waves.units.show = Mostra-les totes
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = comptades
|
||||
@@ -539,7 +628,9 @@ all = Tots
|
||||
editor.default = [lightgray]<Per defecte>
|
||||
details = Detalls
|
||||
edit = Edita
|
||||
edit.menu = Edit...
|
||||
variables = Variables
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Esteu segur que voleu esborrar tot el codi d’aquest processador?
|
||||
logic.restart = Reinicia
|
||||
logic.globals = Variables internes
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Dibuixa els equips en lloc de dibuixar blocs.
|
||||
#unused
|
||||
toolmode.underliquid = Sota els líquids
|
||||
toolmode.underliquid.description = Dibuixa el terra a sota de les caselles de líquids.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Sense filtres! Afegiu-ne un amb el botó de sota.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Mostra les propietats que tenen els mateixos valors en traduc
|
||||
locales.viewproperty = Mostra en totes les traduccions
|
||||
locales.viewing = Es mostra la propietat «{0}»
|
||||
locales.addicon = Afegeix una icona
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Amplada:
|
||||
height = Alçada:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Construïu: [][lightgray]{0}[]×\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Construïu unitats: [][lightgray]{0}[]×\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Destruïu [][lightgray]{0}[] unitats.
|
||||
objective.enemiesapproaching = [accent]Arribaran enemics d’aquí [lightgray]{0}[].
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]La producció enemiga augmentarà d’aquí [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]L’enemic començarà a produir unitats aèries d’aquí [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Destruïu el nucli enemic.
|
||||
objective.command = [accent]Dirigiu les unitats.
|
||||
objective.nuclearlaunch = [accent]⚠ S’ha detectat un llançament nuclear: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Els sectors no es poden canviar.
|
||||
sector.noswitch = Potser no podeu canviar de sector perquè n’ataquen un altre.\n\nSector: [accent]{0}[] de [accent]{1}[]
|
||||
sector.view = Veure el sector
|
||||
sector.foundationrequired = [lightgray] Nucli: Calen fonaments
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Baixa
|
||||
threat.medium = Mitjana
|
||||
@@ -845,6 +943,10 @@ threat.high = Alta
|
||||
threat.extreme = Extrema
|
||||
threat.eradication = Erradicació
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Molt fàcil
|
||||
difficulty.easy = Fàcil
|
||||
difficulty.normal = Normal
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Sol
|
||||
|
||||
sector.impact0078.name = Impacte 0078
|
||||
sector.groundZero.name = Zona zero
|
||||
sector.craters.name = Els cràters
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = El bosc gelat
|
||||
sector.ruinousShores.name = Costes en ruïnes
|
||||
sector.stainedMountains.name = Muntanyes tacades
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Les gorges infestades
|
||||
sector.planetaryTerminal.name = Terminal de llançament interplanetari
|
||||
sector.coastline.name = Línia de costa
|
||||
sector.navalFortress.name = Fortalesa naval
|
||||
sector.polarAerodrome.name = Aeròdrom polar
|
||||
sector.atolls.name = Els atol·lons
|
||||
sector.testingGrounds.name = Camps de proves
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -892,13 +993,14 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Bastió micelial
|
||||
sector.frontier.name = La frontera
|
||||
sector.sunkenPier.name = Moll afonat
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscapada
|
||||
sector.geothermalStronghold.name = Fortalesa geotèrmica
|
||||
|
||||
sector.groundZero.description = El lloc adequat per a començar de nou. Amenaça enemiga baixa. Pocs recursos.\nRecolliu tot el coure i plom que pugueu.\nDesprés, continueu en un altre sector.
|
||||
sector.frozenForest.description = Les espores han arribat fins aquí, prop de les muntanyes. Les temperatures baixes no les podran contenir per sempre.\n\nComenceu el camí del poder. Construïu generadors a combustió. Apreneu a fer servir els reparadors.
|
||||
sector.saltFlats.description = Als límits del desert hi ha les Salines. Aquesta regió té pocs recursos.\n\nL’enemic hi ha aixecat un complex d’emmagatzematge de recursos. Elimineu el seu nucli i no en deixeu cap rastre.
|
||||
sector.craters.description = L’aigua s’ha acumulat en aquest cràter, relíquia de les guerres passades. Reclameu l’àrea, recolliu sorra i foneu metavidre. Bombegeu aigua per a refredar les torretes i les perforadores.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Més enllà dels erms, hi ha la costa. En el seu temps, hi havia una línia de defensa costera. No en queda molt. Només hi queden intactes les estructures de defensa més bàsiques; de la resta només en queda ferralla.\nContinueu l’expansió i redescobriu tecnologies perdudes.
|
||||
sector.stainedMountains.description = Terra endins, hi ha muntanyes que no han estat contaminades per les espores.\nExtraieu el titani que abunda a l’àrea. Apreneu a usar-lo.\n\nEn aquesta zona hi ha més presència enemiga. No els deixeu temps per a enviar-vos les unitats més fortes.
|
||||
sector.overgrowth.description = En aquesta àrea s’ha produït un creixement desmesurat i està a prop de la font de les espores.\nL’enemic hi ha establit un post avançat. Construïu unitats [accent]Maça[] i destruïu-lo.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Aquí hi ha les restes de la primera nau de tran
|
||||
sector.planetaryTerminal.description = L’objectiu final.\n\nAquesta base costera conté una estructura capaç de llançar nuclis a altres planetes. Està molt ben vigilida.\n\nProduïu unitats navals, elimineu l’enemic tan aviat com pugueu i investigueu l’estructura de llançament.
|
||||
sector.coastline.description = S’han detectat restes de tecnologia naval a prop. Repel·liu els atacs enemics, captureu el sector i aconseguiu la tecnologia.
|
||||
sector.navalFortress.description = L’enemic ha establert una base en una illa distant amb defenses geològiques naturals. Destruïu el post avançat i aconseguiu i investigueu les seves tecnologies navals avançades.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = El principi
|
||||
sector.aegis.name = L’ègida
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Explosionat
|
||||
status.corroded.name = Oxidat
|
||||
status.unmoving.name = Immòbil
|
||||
status.boss.name = Guardià
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Idioma
|
||||
settings.data = Dades del joc
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Esborra la recerca
|
||||
settings.clearresearch.confirm = Esteu segur que voleu esborrar tota la recerca feta en el mode campanya?
|
||||
settings.clearcampaignsaves = Esborra les desades de la campanya
|
||||
settings.clearcampaignsaves.confirm = Esteu segur que voleu esborrar totes les desades de la campanya?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< En pausa >
|
||||
clear = Esborra
|
||||
banned = [scarlet]Expulsat
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Dispara objectius terrestres
|
||||
stat.crushdamage = Dany per aixafament
|
||||
stat.legsplashdamage = Dany per aixafament
|
||||
stat.itemsmoved = Velocitat de moviment
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Temps entre llançaments
|
||||
stat.shootrange = Abast
|
||||
stat.size = Mida
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Armes
|
||||
stat.bullet = Bala
|
||||
stat.moduletier = Nivell del mòdul
|
||||
stat.unittype = Tipus d’unitat
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Augment de velocitat
|
||||
stat.range = Abast
|
||||
stat.drilltier = Perforables
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Efecte del potenciador
|
||||
stat.maxunits = Unitats actives màximes
|
||||
stat.health = Salut
|
||||
stat.armor = Armadura
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Temps de construcció
|
||||
stat.maxconsecutive = Màxim consecutiu
|
||||
stat.buildcost = Cost de construcció
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[light
|
||||
bullet.incendiary = [stat]incendiari
|
||||
bullet.homing = [stat]munició guiada
|
||||
bullet.armorpierce = [stat]perforador d’armadures
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit
|
||||
bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Ombres
|
||||
setting.blockreplace.name = Suggeriments de bloc automàtics
|
||||
setting.linear.name = Filtrat lineal
|
||||
setting.hints.name = Consells
|
||||
setting.logichints.name = Consells de blocs lògics
|
||||
setting.backgroundpause.name = Pausa automàtica quan s’estigui en segon pla
|
||||
setting.buildautopause.name = Pausa automàtica quan es construeixi
|
||||
setting.doubletapmine.name = Dos tocs/clics per a extreure recursos
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Desactiva els mods quan no es pugui iniciar el jo
|
||||
setting.animatedwater.name = Animacions del terreny
|
||||
setting.animatedshields.name = Animacions dels escuts
|
||||
setting.playerindicators.name = Indicadors de jugadors
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Indicadors d’enemics
|
||||
setting.autotarget.name = Apunta automàticament
|
||||
setting.keyboard.name = Controls amb ratolí i teclat
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = Cap
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Escala de la interfície
|
||||
setting.uiscale.description = Cal reiniciar perquè s’apliquin els canvis.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Permet sempre construir en diagonal
|
||||
setting.screenshake.name = Sacseig de pantalla
|
||||
setting.bloomintensity.name = Intensitat de l’efecte «bloom»
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Interval de les desades automàtiques
|
||||
setting.seconds = {0} s
|
||||
setting.milliseconds = {0} ms
|
||||
setting.fullscreen.name = Pantalla completa
|
||||
setting.borderlesswindow.name = Finestra sense vora
|
||||
setting.borderlesswindow.name.windows = Pantalla completa sense vora
|
||||
setting.borderlesswindow.description = Potser caldrà reiniciar el joc per a aplicar els canvis.
|
||||
setting.fps.name = Mostra els FPS i el ping
|
||||
setting.console.name = Activa la consola
|
||||
setting.smoothcamera.name = Moviment de càmera suau
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Volum del so ambiental
|
||||
setting.mutemusic.name = Silencia la música
|
||||
setting.sfxvol.name = Volums dels efectes de so
|
||||
setting.mutesound.name = Silencia el so
|
||||
setting.crashreport.name = Envia informes d’error anònims
|
||||
setting.communityservers.name = Cerca la llista de servidors de la comunitat
|
||||
setting.savecreate.name = Desa automàticament la partida
|
||||
setting.steampublichost.name = Visibilitat de la partida pública
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Ordre d’unitat
|
||||
category.multiplayer.name = Multijugador
|
||||
category.blocks.name = Selecció d’estructures per construir
|
||||
placement.blockselectkeys = \n[lightgray]Tecles: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Reapareix
|
||||
keybind.control.name = Controla una unitat
|
||||
keybind.clear_building.name = Desmunta una estructura
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
|
||||
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
||||
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
||||
keybind.unit_stance_ram.name = Comportament: Senzill
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Ordre d’unitat: Mou
|
||||
keybind.unit_command_repair.name = Ordre d’unitat: Repara
|
||||
keybind.unit_command_rebuild.name = Ordre d’unitat: Reconstrueix
|
||||
keybind.unit_command_assist.name = Ordre d’unitat: Assisteix
|
||||
keybind.unit_command_mine.name = Ordre d’unitat: Extrau
|
||||
keybind.unit_command_boost.name = Ordre d’unitat: Sobrevola
|
||||
keybind.unit_command_load_units.name = Ordre d’unitat: Carrega unitats
|
||||
keybind.unit_command_load_blocks.name = Ordre d’unitat: Carrega blocs
|
||||
keybind.unit_command_unload_payload.name = Ordre d’unitat: Descarrega blocs
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = Mentre estigui desactivat, les estructures d’aques
|
||||
rules.enemyCheat = Recursos infinits per a la IA (equip vermell)
|
||||
rules.blockhealthmultiplier = Multiplicador de la salut dels blocs
|
||||
rules.blockdamagemultiplier = Multiplicador del dany dels blocs
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Multiplicador de la velocitat de producció d’unitats
|
||||
rules.unitcostmultiplier = Multiplicador del cost de les unitats
|
||||
rules.unithealthmultiplier = Multiplicador de la salut de les unitats
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Invasions de setors enemics
|
||||
rules.legacylaunchpads = Mecàniques de plataformes de llançament antigues
|
||||
rules.legacylaunchpads.info = Permet fer servir plataformes de llançament sense plataformes d’aterratge, com a la versió 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Desactivat[lightgray] (plataformes de llançament antigues activades)
|
||||
rules.showspawns = Mostra l’aparició d’enemics
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = IA d’onades immprevisible
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Foc
|
||||
rules.anyenv = <Qualsevol>
|
||||
rules.explosions = Dany de les explosions als blocs/unitats
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Milloradora de tancs
|
||||
block.mech-refabricator.name = Milloradora de meques
|
||||
block.ship-refabricator.name = Milloradora de naus
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Encaminador de blocs reforçat
|
||||
block.payload-mass-driver.name = Transportador a distància de blocs
|
||||
block.small-deconstructor.name = Desconstructor petit
|
||||
block.canvas.name = Llenç
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = Processador integrat
|
||||
block.world-cell.name = Cel·la de memòria integrada
|
||||
block.tank-fabricator.name = Fabricadora de tancs
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Manteniu premut[] un bloc petit per a recoll
|
||||
hint.payloadDrop = Premeu [accent]][] per a deixar el bloc o la unitat.
|
||||
hint.payloadDrop.mobile = [accent]Manteniu premuda[] una posició buida per a deixar-hi un bloc o una unitat.
|
||||
hint.waveFire = Les torretes de tipus [accent]Wave[] que usin aigua com munició apagaran els focs propers automàticament.
|
||||
hint.generator = Els :combustion-generator: [accent]Generadors a combustió[] cremen carbó i transmeten energia als blocs adjacents.\n\nL’abast de la transmissió d’energia es pot expandir amb :power-node: [accent]node d’energia[].
|
||||
hint.guardian = Les unitats de tipus [accent]Guardià[] són unitats blindades. La munició dèbil com ara el [accent]Coure[] i el [accent]Plom[] [scarlet]no és efectiva[].\n\nEmpreu torretes de nivell més alt o carregueu torretes :duo:Duo/:salvo:Salvo amb :graphite: [accent]Grafit[] per a destruir-los.
|
||||
hint.coreUpgrade = Els nuclis es poden millorar [accent]construint-hi a sobre nuclis amb millors característiques[].\n\nSitueu un nucli de tipus [accent]Fonament[] a sobre del nucli [accent]Estella[]. Assegureu-vos que no hi hagin obstruccions properes.
|
||||
hint.serpuloCoreZone = Additional :core-shard: [accent]Cores[] may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Tot el que es construeixi a dins es destruirà quan comenci la proper
|
||||
gz.zone3 = Ara comença una onada.\nPrepareu-vos.
|
||||
gz.finish = Construïu més torretes, extraieu més recursos \ni defense-vos contra totes les onades per a [accent]capturar el sector[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Repara totes les unitats a prop. Necessita
|
||||
block.radar.description = Escaneja el terreny gradualment i localitza unitats enemigues a gran distància. Necessita energia.
|
||||
block.shockwave-tower.description = Danya i destrueix projectils enemics dintre del seu abast. Requereix cianogen.
|
||||
block.canvas.description = Mostra una imatge senzilla amb una paleta predefinida. Es pot editar.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Dispara munició estàndard a tots els enemics propers.
|
||||
unit.mace.description = Dispara flames a tots els enemics propers.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Dispara una pluja de míssils i bales a tots els enemic
|
||||
unit.minke.description = Dispara projectils i bales estàndard als objectius terrestres.
|
||||
unit.bryde.description = Dispara projectils d’artilleria i míssils de llarg abast als enemics.
|
||||
unit.sei.description = Dispara una pluja de míssils i bales capaces de perforar escuts als enemics.
|
||||
unit.omura.description = Dispara projectils perforadors de llarg abast amb un canó electromagnètic. Construeix unitats «Flare».
|
||||
unit.omura.description = Dispara projectils perforadors de llarg abast amb un canó electromagnètic.
|
||||
unit.alpha.description = Defensa el nucli «Estella» dels enemics. Construeix estructures.
|
||||
unit.beta.description = Defensa el nucli «Fonament» des enemics. Construeix estructures.
|
||||
unit.gamma.description = Defensa el nucli «Punt neuràlgic» des enemics. Construeix estructures.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Localitza unitats al voltant d’un bloc amb l’abast indicat.
|
||||
lst.sensor = Obtén dades d’una estructura o unitat.
|
||||
lst.set = Estableix una variable.
|
||||
lst.operation = Executa una operació amb 1 o 2 variables.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Salta al principi de la llista d’instruccions.
|
||||
lst.wait = Espera el nombre indicat de segons.
|
||||
lst.stop = Para l’execució d’aquest processador.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Localitza un tipus específic de posició/estructura en qualsev
|
||||
lst.getblock = Obtén les dades d’un bloc en qualsevol posició.
|
||||
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
||||
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
||||
lst.weathersense = Comprova si un tipus de temps meteorològics està actiu.
|
||||
lst.weatherset = Estableix l’estat actual per a un tipus de temps meteorològic.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Estableix una propietat d’una unitat o estructura.
|
||||
lst.effect = Crea un efecte de partícula.
|
||||
lst.sync = Sincronitza una variable a través de la xarxa.\nS’invoca com a molt 10 vegades per segon.
|
||||
lst.playsound = Reprodueix un so.\nEl volum i la panoramització (pan) poden ser un valor global o calculat segons la posició.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
||||
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
||||
lst.localeprint = Afegeix el valor d’una propietat de la traducció d’un mapa a la cua d’impressió.\nPer a establir paquets de traducció de mapes a l’editor de mapes, comproveu [accent]Informació del mapa > Paquets de traducció[].\nSi el client és un dispositiu mòbil, primer intenta imprimir una propietat que acabi en «.mobile».
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Det officielle Mindustry-wiki
|
||||
link.suggestions.description = Foreslå nye ændringer
|
||||
link.bug.description = Found one? Report it here
|
||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = Kunne ikke åbne link!\n Linkets URL er kopieret til din udklipsholder.
|
||||
screenshot = Screenshot gemt i {0}
|
||||
screenshot.invalid = Banen er for stor; der er ikke nok hukommelse til et skærmbillede.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Game Over
|
||||
gameover.disconnect = Disconnect
|
||||
gameover.pvp = [accent] {0}[] hold har vundet!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Waiting for next map...
|
||||
highscore = [accent]Ny highscore!
|
||||
copied = Kopieret.
|
||||
indev.notready = Denne del af spillet er ikke klar endnu.
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Lyd
|
||||
load.map = Bane
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = View Releases
|
||||
mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
|
||||
mods.browser.latest = <Latest>
|
||||
mods.browser.releases = Releases
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repo
|
||||
mods.github.open-release = Release Page
|
||||
mods.browser.sortdate = Sort by recent
|
||||
mods.browser.sortstars = Sort by stars
|
||||
|
||||
export.file = Exporter fil
|
||||
import.file = Importer fil
|
||||
copy.clipboard = Kopier til udklipsholder
|
||||
import.clipboard = Importer fra udklipsholder
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Del på Workshop
|
||||
|
||||
schematic = Skabelon
|
||||
schematic.add = Gem skabelon...
|
||||
schematics = Skabeloner
|
||||
@@ -61,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = En skabelon med det navn eksisterer allerede - vil du erstatte denne?
|
||||
schematic.exists = En skabelon med det navn eksisterer allerede.
|
||||
schematic.import = Importer skabelon ...
|
||||
schematic.exportfile = Exporter fil
|
||||
schematic.importfile = Importer fil
|
||||
schematic.browseworkshop = Søg i Workshop
|
||||
schematic.copy = Kopier til udklipsholder
|
||||
schematic.copy.import = Importer fra udklipsholder
|
||||
schematic.shareworkshop = Del på Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Vend skabelon
|
||||
schematic.saved = Skabelon gemt.
|
||||
schematic.delete.confirm = Denne skabelon vil være væk for altid.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]Ingen baner fundet!
|
||||
invalid = Ugyldig
|
||||
pickcolor = Vælg farve
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Klargører konfiguration
|
||||
preparingcontent = Klargører indhold
|
||||
uploadingcontent = Uploading indhold
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Uploader forhåndsvisnings-fil
|
||||
committingchanges = Sender ændringer
|
||||
done = Færdig
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = This mod is unable to be loaded due to inva
|
||||
mod.requiresversion = Requires game version: [red]{0}
|
||||
|
||||
mod.errors = Fejl ved afhentning af indhold.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]Du har mods med fejl.[] Deaktiver det eller løs fejl før du starter spillet.
|
||||
mod.enable = Aktiver
|
||||
mod.requiresrestart = Spillet vil nu lukke for at tilføje mod ændringerne
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at
|
||||
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||
campaign.difficulty = Difficulty
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Færdiggjort
|
||||
techtree = Teknologi træ
|
||||
techtree.select = Tech Tree Selection
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Du er blevet stemt ud af serveren. Hygge-hejsa.
|
||||
server.kicked.clientOutdated = Forældet klient! Opdater dit spil!
|
||||
server.kicked.serverOutdated = Forældet server! Få værten til at opdatere serveren!
|
||||
server.kicked.banned = Du er banlyst fra denne server.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Denne server er ikke kompatibel med din version.
|
||||
server.kicked.playerLimit = Denne server er fuld - vent på en ledig plads.
|
||||
server.kicked.recentKick = Du er blevet sparket ud for nylig.\nVent før du forsøger at forbinde igen.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Kunne ikke deltage i spil ([accent]{0}[]).
|
||||
connecting = [accent]Forbinder...
|
||||
reconnecting = [accent]Reconnecting...
|
||||
connecting.data = [accent]Indlæser bane-data...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Port:
|
||||
server.invalidport = Ugyldigt port-nummer!
|
||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||
@@ -335,6 +352,10 @@ save.export = Eksporter gem
|
||||
save.import.invalid = [accent]Dette gem er i stykker!
|
||||
save.import.fail = [crimson]Kunne ikke importere gem: [accent]{0}
|
||||
save.export.fail = [crimson]Kunne ikke eksportere gem: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Import Gem
|
||||
save.newslot = Gem-navn:
|
||||
save.rename = Omdøb
|
||||
@@ -354,13 +375,12 @@ save.mode = Spil-tilstand: {0}
|
||||
save.date = Sidste gem: {0}
|
||||
save.playtime = Spiltid: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||
warning = Advarsel.
|
||||
confirm = Bekræft
|
||||
delete = Slet
|
||||
view.workshop = Se på Workshop
|
||||
workshop.listing = Ændr Workshop-indlæg
|
||||
hide = Hide
|
||||
ok = Okay
|
||||
open = Åben
|
||||
customize = Customize Rules
|
||||
@@ -372,7 +392,6 @@ command.repair = Repair
|
||||
command.rebuild = Rebuild
|
||||
command.assist = Assist Player
|
||||
command.move = Move
|
||||
command.boost = Boost
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
stance.mine = Mine Item: {0}
|
||||
openlink = Åben Link
|
||||
@@ -430,6 +451,7 @@ saveimage = Gem billede
|
||||
unknown = Ukendt
|
||||
custom = Brugerdefineret
|
||||
builtin = Indbygget
|
||||
modded = Modded
|
||||
map.delete.confirm = Er du sikker på, at du vil slette dette spil? Dette kan ikke blive genskabt!
|
||||
map.random = [accent]Tilfældig bane
|
||||
map.nospawn = Denne bane har ikke nogen kerne, spillere kan opstå fra! Tilføj en {0} kerne til denne bane via bane-editoren.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Regler:
|
||||
editor.generation = Generering:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Content Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||
editor.patch.fields = {0} fields
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
@@ -490,12 +504,86 @@ editor.center = Center
|
||||
editor.search = Search maps...
|
||||
editor.filters = Filter Maps
|
||||
editor.filters.mode = Gamemodes:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Map Type:
|
||||
editor.filters.search = Search In:
|
||||
editor.filters.author = Author
|
||||
editor.filters.description = Description
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Shift X
|
||||
editor.shifty = Shift Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Content Patches
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No patchsets loaded.
|
||||
patch.errors = Patchset Errors
|
||||
patch.importerror = Failed to import patchset
|
||||
patch.delete.confirm = Are you sure you want to delete this patchset?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} fields
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Workshop
|
||||
waves.title = Bølger
|
||||
waves.team = Team
|
||||
@@ -510,10 +598,10 @@ waves.spawn = spawn:
|
||||
waves.spawn.all = <all>
|
||||
waves.spawn.select = Spawn Select
|
||||
waves.spawn.none = [scarlet]no spawns found in map
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = max units
|
||||
waves.guardian = Vogter
|
||||
waves.preview = Forhåndsvisning
|
||||
waves.edit = Rediger...
|
||||
waves.random = Random
|
||||
waves.copy = Kopier til udklipsholder
|
||||
waves.load = Indlæs fra udklipsholder
|
||||
@@ -529,6 +617,7 @@ waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.units.hide = Hide All
|
||||
waves.units.show = Show All
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = tal
|
||||
@@ -539,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<standard>
|
||||
details = Detaljer...
|
||||
edit = Rediger...
|
||||
edit.menu = Edit...
|
||||
variables = Vars
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.restart = Restart
|
||||
logic.globals = Built-in Variables
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Tegner hold i stedet for blokke.
|
||||
#unused
|
||||
toolmode.underliquid = Under Liquids
|
||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Ingen filtre! Tilføj filter nedenfor.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Show properties that have same values in different locales
|
||||
locales.viewproperty = View in all locales
|
||||
locales.viewing = Viewing property "{0}"
|
||||
locales.addicon = Add Icon
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Bredde:
|
||||
height = Højde:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Destroy Enemy Core
|
||||
objective.command = [accent]Command Units
|
||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Unable to Switch Sectors
|
||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||
sector.view = View Sector
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Low
|
||||
threat.medium = Medium
|
||||
@@ -845,6 +943,10 @@ threat.high = High
|
||||
threat.extreme = Extreme
|
||||
threat.eradication = Eradication
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Easy
|
||||
difficulty.normal = Normal
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Solen
|
||||
|
||||
sector.impact0078.name = Impact 0078
|
||||
sector.groundZero.name = Ground Zero
|
||||
sector.craters.name = Kraterne
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Den Frosne Skov
|
||||
sector.ruinousShores.name = Ruinous Shores
|
||||
sector.stainedMountains.name = Stained Mountains
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Infested Canyons
|
||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||
sector.coastline.name = Humid Coastline
|
||||
sector.navalFortress.name = Naval Fortress
|
||||
sector.polarAerodrome.name = Polar Aerodrome
|
||||
sector.atolls.name = Atolls
|
||||
sector.testingGrounds.name = Testing Grounds
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -892,13 +993,14 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Mycelial Bastion
|
||||
sector.frontier.name = Frontier
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
|
||||
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
|
||||
sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
||||
sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing.
|
||||
sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
|
||||
sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units.
|
||||
sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Titan units. Destroy it. Reclaim that which was lost.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
||||
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
|
||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = The Onset
|
||||
sector.aegis.name = Aegis
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Blasted
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Unmoving
|
||||
status.boss.name = Guardian
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Sprog
|
||||
settings.data = Spildata
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Ryd research
|
||||
settings.clearresearch.confirm = Er du sikker på, at du vil rydde alt din research?
|
||||
settings.clearcampaignsaves = Ryd kampagne-gem
|
||||
settings.clearcampaignsaves.confirm = Er du sikker på at du vil slette alt kampagne-fremskridt?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Pauset >
|
||||
clear = Ryd
|
||||
banned = [scarlet]Banlyst
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Skyder fodgængere
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Bevægelseshastighed
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Tid mellem affyringer
|
||||
stat.shootrange = Rækkevidde
|
||||
stat.size = Størrelse
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Weapons
|
||||
stat.bullet = Bullet
|
||||
stat.moduletier = Module Tier
|
||||
stat.unittype = Unit Type
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Hastigheds-forøgelse
|
||||
stat.range = Rækkevidde
|
||||
stat.drilltier = Kan bores
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Boost-effekt
|
||||
stat.maxunits = Max aktive enheder
|
||||
stat.health = Helbred
|
||||
stat.armor = Armor
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Bygge-tid
|
||||
stat.maxconsecutive = Max fortløbende
|
||||
stat.buildcost = Bygge-pris
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] f
|
||||
bullet.incendiary = [stat]brændfarlig
|
||||
bullet.homing = [stat]målsøgende
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Skygger
|
||||
setting.blockreplace.name = Automatiske Blok-forslag
|
||||
setting.linear.name = Lineær Filtrering
|
||||
setting.hints.name = Hints
|
||||
setting.logichints.name = Logic Hints
|
||||
setting.backgroundpause.name = Pause In Background
|
||||
setting.buildautopause.name = Auto-pause af bygning
|
||||
setting.doubletapmine.name = Double-Tap to Mine
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Disable Mods On Startup Crash
|
||||
setting.animatedwater.name = Animeret vand
|
||||
setting.animatedshields.name = Animeret skjold
|
||||
setting.playerindicators.name = Player-indikatorer
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Fjende-/venne-indikatorer
|
||||
setting.autotarget.name = Auto-mål
|
||||
setting.keyboard.name = Mus- og Tasatur-styring
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = None
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = UI-skalering[lightgray] (genstart kræves)[]
|
||||
setting.uiscale.description = Restart required to apply changes.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Altid diagonal placering
|
||||
setting.screenshake.name = Skærm-ryst
|
||||
setting.bloomintensity.name = Bloom Intensity
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Gemme-interval
|
||||
setting.seconds = {0} sekunder
|
||||
setting.milliseconds = {0} millesekunder
|
||||
setting.fullscreen.name = Fuldskærm
|
||||
setting.borderlesswindow.name = Kantløst vindue[lightgray] (kræver nok genstart)
|
||||
setting.borderlesswindow.name.windows = Borderless Fullscreen
|
||||
setting.borderlesswindow.description = Restart may be required to apply changes.
|
||||
setting.fps.name = Vis FPS & Ping
|
||||
setting.console.name = Enable Console
|
||||
setting.smoothcamera.name = Blødt kamera
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Stemningslyde-volumen
|
||||
setting.mutemusic.name = Forstum musik
|
||||
setting.sfxvol.name = SFX-volumen
|
||||
setting.mutesound.name = Forstum lyde
|
||||
setting.crashreport.name = Send anonyme fejlrapporter
|
||||
setting.communityservers.name = Fetch Community Server List
|
||||
setting.savecreate.name = Gem automatisk
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Unit Command
|
||||
category.multiplayer.name = Spil med andre
|
||||
category.blocks.name = Blokvalg
|
||||
placement.blockselectkeys = \n[lightgray]Tast: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Genopstå
|
||||
keybind.control.name = Kontroller enhed
|
||||
keybind.clear_building.name = Ryd bygning
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = Uendelig AI (rødt hold) resurser.
|
||||
rules.blockhealthmultiplier = Blok-helbreds-forstærker.
|
||||
rules.blockdamagemultiplier = Blok-skade-forstærker.
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Enheds-produktionshastigheds-forstærker
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Enheds-helbreds-forstærker
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Enemy Sector Invasions
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||
rules.showspawns = Show Enemy Spawns
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Unpredictable Wave AI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Ild
|
||||
rules.anyenv = <Any>
|
||||
rules.explosions = Blok/Enheds-eksplosionsskade
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech Refabricator
|
||||
block.ship-refabricator.name = Ship Refabricator
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Reinforced Payload Router
|
||||
block.payload-mass-driver.name = Payload Mass Driver
|
||||
block.small-deconstructor.name = Small Deconstructor
|
||||
block.canvas.name = Canvas
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = World Processor
|
||||
block.world-cell.name = World Cell
|
||||
block.tank-fabricator.name = Tank Fabricator
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick
|
||||
hint.payloadDrop = Press [accent]][] to drop a payload.
|
||||
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
|
||||
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
|
||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||
gz.zone3 = A wave will begin now.\nGet ready.
|
||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Fires a barrage of missiles and bullets at all nearby e
|
||||
unit.minke.description = Fires shells and standard bullets at nearby ground targets.
|
||||
unit.bryde.description = Fires long-range artillery shells and missiles at enemies.
|
||||
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemies.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Constructs flare units.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies.
|
||||
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
||||
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
||||
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Locate units around a building with range.
|
||||
lst.sensor = Get data from a building or unit.
|
||||
lst.set = Set a variable.
|
||||
lst.operation = Perform an operation on 1-2 variables.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Jump to the top of the instruction stack.
|
||||
lst.wait = Wait a certain number of seconds.
|
||||
lst.stop = Halt execution of this processor.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
|
||||
lst.getblock = Get tile data at any location.
|
||||
lst.setblock = Set tile data at any location.
|
||||
lst.spawnunit = Spawn unit at a location.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Offizielles Mindustry-Wiki
|
||||
link.suggestions.description = Neue Ideen vorschlagen
|
||||
link.bug.description = Hast du einen Bug gefunden? Melde ihn hier!
|
||||
linkopen = Dieser Server hat dir einen Link geschickt. Möchtest du ihn öffnen?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = Fehler beim Öffnen des Links!\nDie URL wurde in die Zwischenablage kopiert.
|
||||
screenshot = Screenshot gespeichert unter {0}
|
||||
screenshot.invalid = Karte zu groß! Eventuell nicht ausreichend Arbeitsspeicher für Screenshot.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Der Kern wurde zerstört.
|
||||
gameover.disconnect = Verbindung trennen
|
||||
gameover.pvp = Das[accent] {0}[] Team ist siegreich!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Warte auf neue Karte...
|
||||
highscore = [accent]Neuer Highscore!
|
||||
copied = Kopiert.
|
||||
indev.notready = Dieser Teil vom Spiel ist noch nicht fertig.
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Audio
|
||||
load.map = Karten
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Versionen ansehen
|
||||
mods.browser.noreleases = [scarlet]Keine Versionen gefunden\n[accent]Konnte für diese Mod keine Versionen finden. Überprüfe, ob die Mod auf GitHub Releases hat.
|
||||
mods.browser.latest = [lightgray][Neueste]
|
||||
mods.browser.releases = Versionen
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = GitHub-Repo
|
||||
mods.github.open-release = Versionen Webseite
|
||||
mods.browser.sortdate = Nach neuesten sortieren
|
||||
mods.browser.sortstars = Nach Sternen sortieren
|
||||
|
||||
export.file = Datei exportieren
|
||||
import.file = Datei importieren
|
||||
copy.clipboard = In Zwischenablage kopieren
|
||||
import.clipboard = Aus Zwischenablage importieren
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Im Workshop teilen
|
||||
|
||||
schematic = Entwurf
|
||||
schematic.add = Entwurf speichern...
|
||||
schematics = Entwürfe
|
||||
@@ -61,12 +72,6 @@ schematic.search = Suche nach Entwürfen...
|
||||
schematic.replace = Es gibt bereits einen Entwurf mit diesem Namen. Diesen ersetzen?
|
||||
schematic.exists = Es gibt schon einen Entwurf mit diesem Namen.
|
||||
schematic.import = Entwurf importieren...
|
||||
schematic.exportfile = Datei exportieren
|
||||
schematic.importfile = Datei importieren
|
||||
schematic.browseworkshop = Workshop durchsuchen
|
||||
schematic.copy = In Zwischenablage kopieren
|
||||
schematic.copy.import = Aus Zwischenablage importieren
|
||||
schematic.shareworkshop = Im Workshop teilen
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Entwurf umkehren
|
||||
schematic.saved = Entwurf gespeichert.
|
||||
schematic.delete.confirm = Dieser Entwurf wird vollständig vernichtet.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]Keine Karten gefunden!
|
||||
invalid = Ungültig
|
||||
pickcolor = Farbe wählen
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Konfiguration vorbereiten
|
||||
preparingcontent = Inhalt vorbereiten
|
||||
uploadingcontent = Inhalt hochladen
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Vorschaudatei hochladen
|
||||
committingchanges = Veränderungen werden übernommen
|
||||
done = Fertig
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = Diese Mod kann aufgrund fehlenden oder ung
|
||||
mod.requiresversion = Benötigt Spielversion: [red]{0}
|
||||
|
||||
mod.errors = Beim Laden von Inhalt sind Fehler aufgetreten.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [red]Du hast Mods mit Fehlern.[] Deaktiviere die Mods oder behebe die Fehler, bevor du spielst.
|
||||
mod.enable = Aktivieren
|
||||
mod.requiresrestart = Das Spiel wird jetzt beendet, um die Mod-Änderungen anzuwenden.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Wähle einen Planeten, auf dem du starten möchtest.\
|
||||
campaign.erekir = Neuerer, besserer Inhalt. Größtenteils linearer Fortschritt.\n\nSchwieriger. Höhere Karten- und Spielqualität.
|
||||
campaign.serpulo = Älterer Inhalt; das klassische Spiel. Offener, mehr Inhalt. \n\nKarten und Spielmechanismen möglicherweise qualitativ schlechter und ohne Balance.
|
||||
campaign.difficulty = Difficulty
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Abgeschlossen
|
||||
techtree = Forschungsbaum
|
||||
techtree.select = Forschungsbaum auswählen
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Es wurde abgestimmt, dich rauszuwerfen. 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.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Dieser Server ist nicht mit deinem Buildtyp kompatibel.
|
||||
server.kicked.playerLimit = Dieser Server ist voll. Warte auf einen freien Platz.
|
||||
server.kicked.recentKick = Du wurdest gerade gekickt.\nWarte, bevor du dich wieder verbindest.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Zeitüberschreitung beim Empfangen von UDP-Snapshot
|
||||
cantconnect = Nicht möglich beizutreten ([accent]{0}[]).
|
||||
connecting = [accent] Verbinde...
|
||||
reconnecting = [accent]Verbindung wird wiederhergestellt...
|
||||
connecting.data = [accent] Welt wird geladen...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Port:
|
||||
server.invalidport = Falscher Port!
|
||||
server.error.addressinuse = [scarlet]Fehler beim Öffnen des Servers auf Port 6567.[]\n\nStelle sicher, dass keine anderen Mindustry-Server auf deinem Gerät oder Netzwerk laufen!
|
||||
@@ -335,6 +352,10 @@ save.export = Spielstand exportieren
|
||||
save.import.invalid = [accent]Dieser Spielstand ist ungültig!
|
||||
save.import.fail = [crimson]Spielstand konnte nicht importiert werden: [accent]{0}
|
||||
save.export.fail = [crimson]Spielstand konnte nicht exportiert werden: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Spielstand importieren
|
||||
save.newslot = Name:
|
||||
save.rename = Umbenennen
|
||||
@@ -354,13 +375,12 @@ save.mode = Spielmodus: {0}
|
||||
save.date = Zuletzt gespeichert: {0}
|
||||
save.playtime = Spielzeit: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||
warning = Warnung
|
||||
confirm = Bestätigen
|
||||
delete = Löschen
|
||||
view.workshop = Im Workshop ansehen
|
||||
workshop.listing = Workshop-Auflistung bearbeiten
|
||||
hide = Hide
|
||||
ok = OK
|
||||
open = Öffnen
|
||||
customize = Anpassen
|
||||
@@ -372,7 +392,6 @@ command.repair = Reparieren
|
||||
command.rebuild = Wiederaufbauen
|
||||
command.assist = Spieler unterstützen
|
||||
command.move = Bewegen
|
||||
command.boost = Boost
|
||||
command.enterPayload = Frachtblock betreten
|
||||
command.loadUnits = Einheiten laden
|
||||
command.loadBlocks = Blöcke laden
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Stellung: schießen
|
||||
stance.holdfire = Stellung: nicht schießen
|
||||
stance.pursuetarget = Stellung: Ziel verfolgen
|
||||
stance.patrol = Stellung: Pfad patroullieren
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stellung: rammen[lightgray]in einer geraden Linie bewegen, gegen Wände laufen
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
stance.mine = Mine Item: {0}
|
||||
openlink = Link öffnen
|
||||
@@ -430,6 +451,7 @@ saveimage = Bild speichern
|
||||
unknown = Unbekannt
|
||||
custom = Benutzerdefiniert
|
||||
builtin = Enthalten
|
||||
modded = Modded
|
||||
map.delete.confirm = Bist du sicher, dass du diese Karte löschen willst? Dies kann nicht rückgängig gemacht werden!
|
||||
map.random = [accent]Zufällige Karte
|
||||
map.nospawn = Diese Karte hat keine Kerne, in denen die Spieler beginnen können! Füge einen {0} Kern zu dieser Karte im Editor hinzu.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Regeln
|
||||
editor.generation = Generator
|
||||
editor.objectives = Ziele
|
||||
editor.locales = Sprach-Bundle
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Content Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||
editor.patch.fields = {0} fields
|
||||
editor.worldprocessors = Weltprozessoren
|
||||
editor.worldprocessors.editname = Name bearbeiten
|
||||
editor.worldprocessors.none = [lightgray]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
||||
@@ -490,12 +504,86 @@ editor.center = Zur Mitte
|
||||
editor.search = Karten durchsuchen...
|
||||
editor.filters = Karten filtern
|
||||
editor.filters.mode = Spielmodi:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Kartentyp:
|
||||
editor.filters.search = Suchen nach:
|
||||
editor.filters.author = Autor
|
||||
editor.filters.description = Beschreibung
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Verschieben X
|
||||
editor.shifty = Verschieben Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Content Patches
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No patchsets loaded.
|
||||
patch.errors = Patchset Errors
|
||||
patch.importerror = Failed to import patchset
|
||||
patch.delete.confirm = Are you sure you want to delete this patchset?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} fields
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Workshop
|
||||
waves.title = Wellen
|
||||
waves.team = Team
|
||||
@@ -510,10 +598,10 @@ waves.spawn = Startpunkte:
|
||||
waves.spawn.all = <alle>
|
||||
waves.spawn.select = Startpunktauswahl
|
||||
waves.spawn.none = [scarlet]keine Startpunkte gefunden
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = maximale Einheiten
|
||||
waves.guardian = Boss
|
||||
waves.preview = Vorschau
|
||||
waves.edit = Bearbeiten...
|
||||
waves.random = Zufällig
|
||||
waves.copy = In die Zwischenablage kopieren
|
||||
waves.load = Aus der Zwischenablage laden
|
||||
@@ -529,6 +617,7 @@ waves.search = Wellen durchsuchen...
|
||||
waves.filter = Einheiten Filter
|
||||
waves.units.hide = Alle verstecken
|
||||
waves.units.show = Alle anzeigen
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = Menge
|
||||
@@ -539,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Standard>
|
||||
details = Details
|
||||
edit = Bearbeiten
|
||||
edit.menu = Edit...
|
||||
variables = Variablen
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Willst du wirklich den gesamten Code aus diesem Prozessor löschen?
|
||||
logic.restart = Restart
|
||||
logic.globals = Eingebaute Variablen
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Zeichnet Teams statt Blöcke.
|
||||
#unused
|
||||
toolmode.underliquid = Unter Flüssigkeiten
|
||||
toolmode.underliquid.description = Malt Boden unter Flüssigkeiten.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Keine Filter! Füge einen mit dem unteren Knopf hinzu.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Show properties that have same values in different locales
|
||||
locales.viewproperty = View in all locales
|
||||
locales.viewing = Viewing property "{0}"
|
||||
locales.addicon = Add Icon
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Breite:
|
||||
height = Höhe:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Baue: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Baue Einheit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Zerstöre: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]Gegner in [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Gegnerische Einheit-Produktion steigert sich in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Gegnerische Lufteinheit-Produktion startet in [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Gegnerischen Kern zerstören
|
||||
objective.command = [accent]Einheiten Steuern
|
||||
objective.nuclearlaunch = [accent]⚠ Atomraketenstart festgestellt: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Kann Sektoren nicht wechseln
|
||||
sector.noswitch = Du kannst nicht zwischen Sektoren wechseln, wenn ein anderer angegriffen wird.\n\nSektor: [accent]{0}[] auf [accent]{1}[]
|
||||
sector.view = Sektor ansehen
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Niedrig
|
||||
threat.medium = Mittel
|
||||
@@ -845,6 +943,10 @@ threat.high = Hoch
|
||||
threat.extreme = Extrem
|
||||
threat.eradication = Zerstörung
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Easy
|
||||
difficulty.normal = Normal
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Sonne
|
||||
|
||||
sector.impact0078.name = Einschlag 0078
|
||||
sector.groundZero.name = Nullpunkt
|
||||
sector.craters.name = Die Krater
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Gefrorener Wald
|
||||
sector.ruinousShores.name = Trümmerstrände
|
||||
sector.stainedMountains.name = Beflecktes Gebirge
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Verseuchter Canyon
|
||||
sector.planetaryTerminal.name = Planetares Launchterminal
|
||||
sector.coastline.name = Küstenlinie
|
||||
sector.navalFortress.name = Marinefestung
|
||||
sector.polarAerodrome.name = Polarer Flugplatz
|
||||
sector.atolls.name = Atolle
|
||||
sector.testingGrounds.name = Testgelände
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -892,13 +993,14 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Myzel-Festung
|
||||
sector.frontier.name = Frontlinie
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
|
||||
sector.groundZero.description = Der optimale Ort, um anzufangen. Schwache Gegner und weniger Ressourcen.\nSammele so viel Kupfer und Blei wie möglich.\nGeh weiter.
|
||||
sector.frozenForest.description = Auch hier, näher an den Bergen, sind die Sporen. Sogar die niedrigen Temperaturen können sie nicht zurückhalten.\n\nLerne, Strom zu verwenden. Baue Verbrennungsgeneratoren und Reparateure.
|
||||
sector.saltFlats.description = Du befindest dich in der Nähe der Wüste. Hier gibt es nur wenige Ressourcen.\n\nDer Gegner hat hier ein Lager aufgestellt. Zerstöre es. Lasse nichts stehen.
|
||||
sector.craters.description = Wasser hat sich hier, in diesem Überbleibsel aus dem alten Krieg, versammelt. Sammele Sand. Stelle Metaglas her. Benutze Wasser, um Bohrer und Geschütze zu kühlen.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Hinter der Wüste ist das Ufer. Es gab hier vor langer Zeit ein Uferabwehrsystem. Heute sind nur noch die einfachsten Abwehrgeschütze vorhanden, der Rest wurde verschrottet.\nBreite dich weiter aus. Finde die verlorenen Technologien wieder.
|
||||
sector.stainedMountains.description = Im Landesinneren sind die Berge, noch unversehrt von den Sporen.\nNutze das reichliche vorhandene Titan und lerne, es zu benutzen.\n\nDie Gegner hier sind stärker. Gib ihnen keine Zeit, um ihre stärksten Einheiten zu schicken.
|
||||
sector.overgrowth.description = Dieser Bereich ist überwuchert, näher an die Quelle der Sporen.\nDer Gegner hat hier einen Außenposten errichtet. Baue Mace-Einheiten. Zerstöre ihn.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Hier liegen Reste der interplanetarischen Transp
|
||||
sector.planetaryTerminal.description = Das Endziel.\n\nDiese Uferbasis besitzt ein Gerät, mit dem es möglich ist, Kerne auf andere Planeten zu schicken. Es ist [accent]sehr[] gut beschützt.\n\nStelle Wassereinheiten her. Eliminiere den Gegner so schnell wie möglich. Erforsche das Launchgerät.
|
||||
sector.coastline.description = Überreste alter Schiffstechnologien wurden hier entdeckt. Wehre dich gegen die gegnischen Angriffe, erobere den Sektor und erforsche diese Technologie.
|
||||
sector.navalFortress.description = Der Gegner hat auf einer abgelegenen, von Natur aus sicheren Insel eine Basis aufgebaut. Zerstöre diesen Außenposten. Finde deren fortgeschrittene Schiffstechnologien und erforsche diese weiter.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = Der Anfang
|
||||
sector.aegis.name = Aegis
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Sprengend
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Unbeweglich
|
||||
status.boss.name = Boss
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Sprache
|
||||
settings.data = Spieldaten
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Erforschungen löschen
|
||||
settings.clearresearch.confirm = Möchtest du wirklich alle Erforschungen löschen?
|
||||
settings.clearcampaignsaves = Kampagne-Speicherstände löschen
|
||||
settings.clearcampaignsaves.confirm = Möchtest du wirklich alle Kampagne-Speicherstände löschen?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Pausiert >
|
||||
clear = Leeren
|
||||
banned = [scarlet]Verbannt
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Visiert Bodeneinheiten an
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Zeit zwischen Starts
|
||||
stat.shootrange = Reichweite
|
||||
stat.size = Größe
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Waffen
|
||||
stat.bullet = Geschoss
|
||||
stat.moduletier = Modulstufe
|
||||
stat.unittype = Einheitentyp
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Geschwindigkeitserhöhung
|
||||
stat.range = Reichweite
|
||||
stat.drilltier = Abbaubare Erze
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Verstärkungseffekt
|
||||
stat.maxunits = Max. aktive Einheiten
|
||||
stat.health = Lebenspunkte
|
||||
stat.armor = Rüstung
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Baudauer
|
||||
stat.maxconsecutive = Max. Konsekutive
|
||||
stat.buildcost = Baukosten
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray
|
||||
bullet.incendiary = [stat]entzündend
|
||||
bullet.homing = [stat]zielsuchend
|
||||
bullet.armorpierce = [stat]panzerbrechend
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Schatten
|
||||
setting.blockreplace.name = Automatische Blockvorschläge
|
||||
setting.linear.name = Lineare Filterung
|
||||
setting.hints.name = Tipps
|
||||
setting.logichints.name = Logiktipps
|
||||
setting.backgroundpause.name = Im Hintergrund pausieren
|
||||
setting.buildautopause.name = Bauen automatisch pausieren
|
||||
setting.doubletapmine.name = Doppeltippen zum Abbauen
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Mods bei Absturz deaktivieren
|
||||
setting.animatedwater.name = Animierte Oberflächen
|
||||
setting.animatedshields.name = Animierte Schilde
|
||||
setting.playerindicators.name = Spieler-Indikatoren
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Verbündeten-Indikatoren
|
||||
setting.autotarget.name = Auto-Zielauswahl
|
||||
setting.keyboard.name = Maus+Tastatur-Steuerung
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = Kein(e)
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = UI-Skalierung
|
||||
setting.uiscale.description = Neustart erforderlich.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Immer diagonale Platzierung
|
||||
setting.screenshake.name = Wackeleffekt
|
||||
setting.bloomintensity.name = Bloomstärke
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Autosave-Häufigkeit
|
||||
setting.seconds = {0} Sekunden
|
||||
setting.milliseconds = {0} Millisekunden
|
||||
setting.fullscreen.name = Vollbild
|
||||
setting.borderlesswindow.name = Randloses Fenster
|
||||
setting.borderlesswindow.name.windows = Randloses Vollbild
|
||||
setting.borderlesswindow.description = Neustart vielleicht erforderlich.
|
||||
setting.fps.name = FPS anzeigen
|
||||
setting.console.name = Konsole freigeben
|
||||
setting.smoothcamera.name = Sanfte Kamerabewegungen
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Ambient-Lautstärke
|
||||
setting.mutemusic.name = Musik stummschalten
|
||||
setting.sfxvol.name = Audioeffekt-Lautstärke
|
||||
setting.mutesound.name = Audioeffekte stummschalten
|
||||
setting.crashreport.name = Anonyme Absturzberichte senden
|
||||
setting.communityservers.name = Community-Server-Liste abrufen
|
||||
setting.savecreate.name = Automatisch speichern
|
||||
setting.steampublichost.name = Spiel öffentlich sichtbar
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Einheitenbefehle
|
||||
category.multiplayer.name = Mehrspieler
|
||||
category.blocks.name = Blockauswahl
|
||||
placement.blockselectkeys = \n[lightgray]Taste: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Respawn
|
||||
keybind.control.name = Einheit steuern
|
||||
keybind.clear_building.name = Bauplan löschen
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Stellung: nicht schießen
|
||||
keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
|
||||
keybind.unit_stance_patrol.name = Stellung: patroullieren
|
||||
keybind.unit_stance_ram.name = Stellung: rammen
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Befehl: bewegen
|
||||
keybind.unit_command_repair.name = Befehl: reparieren
|
||||
keybind.unit_command_rebuild.name = Befehl: wiederaufbauen
|
||||
keybind.unit_command_assist.name = Befehl: Spieler helfen
|
||||
keybind.unit_command_mine.name = Befehl: Ressourcen abbauen
|
||||
keybind.unit_command_boost.name = Befehl: Boost
|
||||
keybind.unit_command_load_units.name = Befehl: Einheiten aufnehmen
|
||||
keybind.unit_command_load_blocks.name = Befehl: Blöcke aufnehmen
|
||||
keybind.unit_command_unload_payload.name = Befehl: Last abladen
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = Unbegrenzte gegnerische Ressourcen
|
||||
rules.blockhealthmultiplier = Block-Lebenspunkte-Multiplikator
|
||||
rules.blockdamagemultiplier = Block-Schaden-Multiplikator
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Einheiten-Baugeschwindigkeit Multiplikator
|
||||
rules.unitcostmultiplier = Einheit-Baukosten Multiplikator
|
||||
rules.unithealthmultiplier = Einheit-Lebenspunkte-Multiplikator
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Enemy Sector Invasions
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechaniken
|
||||
rules.legacylaunchpads.info = Launchpads können ohne Landepads benutzt werden, wie in Version 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Deaktiviert[lightgray] (Legacy Launch Pads aktiviert)
|
||||
rules.showspawns = Show Enemy Spawns
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Unvorhersehbare Wellen-KI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Feuer
|
||||
rules.anyenv = <Jede>
|
||||
rules.explosions = Explosionsschaden
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Streu
|
||||
block.afflict.name = Afflikt
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Skate
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Panzerverbesserer
|
||||
block.mech-refabricator.name = Mechverbesserer
|
||||
block.ship-refabricator.name = Schiffverbesserer
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Verstärkter Frachtverteiler
|
||||
block.payload-mass-driver.name = Frachtmassenbeschleuniger
|
||||
block.small-deconstructor.name = Dekonstruktor
|
||||
block.canvas.name = Kanvas
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = Weltprozessor
|
||||
block.world-cell.name = Weltzelle
|
||||
block.tank-fabricator.name = Panzerhersteller
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Halte deinen Finger[] auf eine kleine Einhei
|
||||
hint.payloadDrop = Drücke [accent]][], um etwas fallen zu lassen.
|
||||
hint.payloadDrop.mobile = [accent]Halte deinen Finger[] auf einen freien Ort, um eine Einheit oder einen Block da fallen zu lassen.
|
||||
hint.waveFire = [accent]Wellen[]-Geschütze mit Wassermunition löschen automatisch Feuer.
|
||||
hint.generator = :combustion-generator: [accent]Verbrennungsgeneratoren[] verbrennen Kohle und übertragen diesen Strom in angrenzende Blöcke.\n\nDie Reichweite der Stromübertragung kann mit :power-node: [accent]Stromknoten[] erweitert werden.
|
||||
hint.guardian = [accent]Boss[]-Einheiten sind gepanzert. Schwache Munition wie [accent]Kupfer[] und [accent]Blei[] sind [scarlet]nicht effektiv[].\n\nBenutze bessere Geschütze oder :graphite: [accent]Graphit[] als :duo:Duo-/:salvo:Salvenmunition um einen Boss zu besiegen.
|
||||
hint.coreUpgrade = Kerne können aufgerüstet werden, indem man [accent]bessere Kerne über sie platziert[].\n\nPlatziere einen :core-foundation: [accent]Fundament[]-Kern über einen :core-shard: [accent]Scherben[]-Kern. Stelle sicher, dass ausreichend Platz verfügbar ist.
|
||||
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
|
||||
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
|
||||
gz.finish = Baue mehr Geschütze, sammele mehr Ressourcen\nund besiege alle Wellen, um den [accent]Sektor zu erobern[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Heilt alle Einheiten in der Nähe. Benöti
|
||||
block.radar.description = Entdeckt schrittweise die Umgebung und gegnerische Einheiten in einem großen Radius. Benötigt Strom.
|
||||
block.shockwave-tower.description = Beschädigt und zerstört gegnerische Projektile in der Nähe.
|
||||
block.canvas.description = Zeigt ein einfaches Bild mit einer vordefinierten Farbpalette. Bearbeitbar.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Schießt normale Kugeln auf nahe feindliche Ziele.
|
||||
unit.mace.description = Schießt Feuer auf nahe feindliche Ziele.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Schießt ein Sperrfeuer aus Raketen und Kugeln auf alle
|
||||
unit.minke.description = Schießt Geschosse und Kugeln auf Feinde.
|
||||
unit.bryde.description = Schießt Artilleriegeschosse und Raketen mit großer Reichweite auf alle feindlichen Ziele.
|
||||
unit.sei.description = Schießt ein Sperrfeuer aus Raketen und durchdringende Geschosse auf feindliche Ziele.
|
||||
unit.omura.description = Schießt eine Railgun mit hoher Reichweite, um Gegner zu zerstören. Stellt Flare-Einheiten her.
|
||||
unit.omura.description = Schießt eine Railgun mit hoher Reichweite, um Gegner zu zerstören.
|
||||
unit.alpha.description = Beschützt den Scherbenkern vor Feinden. Baut Blöcke.
|
||||
unit.beta.description = Beschützt den Fundamentkern vor Feinden. Baut Blöcke.
|
||||
unit.gamma.description = Beschützt den Nukleuskern vor Feinden. Baut Blöcke.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Findet Einheiten.
|
||||
lst.sensor = Gibt Daten über einen Block oder eine Einheit wieder.
|
||||
lst.set = Setzt eine Variable fest.
|
||||
lst.operation = Verändert eine Variable.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Springt wieder nach oben.
|
||||
lst.wait = Wartet eine bestimmte Zeit.
|
||||
lst.stop = Halte diesen Prozessor ganz an.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Findet mit [accent]@unit[] bestimmte Positionen / Blöcke auf d
|
||||
lst.getblock = Lese Tile-Daten von jedem Standort.
|
||||
lst.setblock = Setze Tile-Daten an jedem Standort.
|
||||
lst.spawnunit = Einheit an einem Standort erstellen.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Füge einer Einheit einen Effekt hinzu oder entferne ihn.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes.
|
||||
lst.effect = Erstelle einen Partikeleffekt
|
||||
lst.sync = Synchronisiert eine Variable im Netzwerk.\nWird maximal 10 Mal pro Sekunde ausgefürht.
|
||||
lst.playsound = Spielt einen Ton.\nDie Lautstärke kann ein fester Wert sein, oder anhand der Position berechnet werden. (weiter weg: leiser)
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Erstelle einen neuen Logikmarker in der Welt.\nEine ID zur Identifizierung muss angegeben werden.\nDerzeit können nur maximal 20.000 Marker pro Welt platziert werden.
|
||||
lst.setmarker = Lege eine Eigenschaft für einen Marker fest.\nDie ID muss die selbe wie bei der Erstellung des Markers sein.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Wiki oficial de Mindustry
|
||||
link.suggestions.description = Sugerir nuevas características
|
||||
link.bug.description = ¿Encontraste un error? Puedes reportarlo aquí
|
||||
linkopen = Este servidor te ha enviado un enlace. ¿Estás seguro de que quieres abrirlo?\n\n[sky]{0}
|
||||
clipboardcopy = Este servidor quiere copiar texto a tu portapapeles. ¿Estás seguro de querer continuar?\n\n[sky]{0}
|
||||
linkfail = ¡Error al abrir el enlace!\nLa URL se ha copiado al portapapeles.
|
||||
screenshot = Captura de pantalla guardada en {0}
|
||||
screenshot.invalid = El mapa es demasiado grande, no hay suficiente memoria para la captura de pantalla.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Fin de la partida
|
||||
gameover.disconnect = Desconectarse
|
||||
gameover.pvp = ¡El equipo[accent] {0}[] ha ganado!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Esperando el próximo mapa...
|
||||
highscore = [accent]¡Nuevo récord!
|
||||
copied = Copiado.
|
||||
indev.notready = Esta parte del juego no esta lista aún
|
||||
bundle.external = Nota: Has cargado correctamente un paquete de traducción externo.\n[accent]{0}
|
||||
|
||||
load.sound = Sonidos
|
||||
load.map = Mapas
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Versiones
|
||||
mods.browser.noreleases = [scarlet]No disponible.\n[accent]No se encontró ninguna versión publicada para este mod. Comprueba si el repositorio del mod ha publicado alguna versión.
|
||||
mods.browser.latest = <Última>
|
||||
mods.browser.releases = Versiones
|
||||
mods.browser.fetching = Buscando Versiones...
|
||||
mods.github.open = Repositorio de GitHub
|
||||
mods.github.open-release = Lista de versiones
|
||||
mods.browser.sortdate = Más recientes
|
||||
mods.browser.sortstars = Mejor valorados
|
||||
|
||||
export.file = Exportar archivo
|
||||
import.file = Importar archivo
|
||||
copy.clipboard = Copiar al portapapeles
|
||||
import.clipboard = Importar desde el portapapeles
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Compartir en Steam Workshop
|
||||
|
||||
schematic = Esquema
|
||||
schematic.add = Guardar esquema...
|
||||
schematics = Esquemas
|
||||
@@ -61,12 +72,6 @@ schematic.search = Buscar esquemas..
|
||||
schematic.replace = Ya existe un esquema con ese nombre. ¿Quieres reemplazarlo?
|
||||
schematic.exists = Ya existe un esquema con ese nombre.
|
||||
schematic.import = Importar esquema...
|
||||
schematic.exportfile = Exportar archivo
|
||||
schematic.importfile = Importar archivo
|
||||
schematic.browseworkshop = Buscar en Steam Workshop
|
||||
schematic.copy = Copiar al portapapeles
|
||||
schematic.copy.import = Importar desde el portapapeles
|
||||
schematic.shareworkshop = Compartir en Steam Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Invertir esquema
|
||||
schematic.saved = Esquema guardado.
|
||||
schematic.delete.confirm = Este esquema será absolutamente erradicado.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]¡No se han encontrado mapas!
|
||||
invalid = No es válido
|
||||
pickcolor = Selección de color
|
||||
color = Color
|
||||
import = Importar
|
||||
export = Exportar
|
||||
preparingconfig = Preparando configuración
|
||||
preparingcontent = Preparando contenido
|
||||
uploadingcontent = Subiendo contenido
|
||||
content.createdby = Creado por: {0}
|
||||
uploadingpreviewfile = Subiendo archivo de vista previa
|
||||
committingchanges = Sincronizando cambios
|
||||
done = Hecho
|
||||
@@ -148,7 +156,7 @@ mod.enabled = [lightgray]Activado
|
||||
mod.disabled = [scarlet]Desactivado
|
||||
mod.multiplayer.compatible = [gray]Compatible con multijugador
|
||||
mod.disable = Desactivar
|
||||
mod.version = Version:
|
||||
mod.version = Versión:
|
||||
mod.content = Contenido:
|
||||
mod.delete.error = No se pudo elminar el mod. Puede que el archivo esté en uso.
|
||||
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = Este mod no se puede cargar debido a depend
|
||||
mod.requiresversion = Requiere la versión del juego: [red]{0}
|
||||
|
||||
mod.errors = Ha ocurrido un fallo al cargar el contenido.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]Se están ejecutando algunos mods con fallos.[]Debes deshabilitarlos o arreglar los errores antes de jugar.
|
||||
mod.enable = Activar
|
||||
mod.requiresrestart = El juego se cerrará para aplicar los cambios del mod.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Elige un planeta donde empezar.\nPuedes cambiar en cu
|
||||
campaign.erekir = [accent]Recomendado para nuevos jugadores.[]\n\nContenido más reciente y pulido. Progresión de campaña lineal.\n\nNiveles y experiencia de mayor calidad.
|
||||
campaign.serpulo = [scarlet]No recomendado para jugadores novatos.[]\n\nContenido más antiguo; La experiencia clásica. More open-ended.\n\nNiveles y mecánicas de juego potencialmente desequilibrados.
|
||||
campaign.difficulty = Dificultad
|
||||
campaign.rework.title = Aviso de Cambios a la Campaña
|
||||
campaign.rework.serpulo = [accent]⚠ La campaña de Serpulo ha sido retrabajada.[]\n\nLas posiciones de los sectores y la dificultad han cambiado. Es posible que te encuentres problemas relacionados a archivos guardados de campaña que quedaron del diseño anterior.\n\nPara una experiencia más limpia, considera reiniciar tu campaña en los ajustes.
|
||||
completed = [accent]Completado
|
||||
techtree = Investigaciones tecnológicas
|
||||
techtree.select = Selección de esquemas de tecnologías
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Has sido expulsado por votación. Hasta luego.
|
||||
server.kicked.clientOutdated = ¡Cliente desactualizado! ¡Actualiza el juego!
|
||||
server.kicked.serverOutdated = ¡Servidor desactualizado! ¡Pídele al anfitrión que lo actualice!
|
||||
server.kicked.banned = Estás vetado en este servidor.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Este servidor no es compatible con el tipo de compilación de tu versión actual.
|
||||
server.kicked.playerLimit = Este servidor está lleno. Puedes esperar a que alguien deje un hueco.
|
||||
server.kicked.recentKick = Has sido expulsado recientemente.\nEspera antes de conectarte de nuevo.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Tiempo de espera agotado al recibir instantánea UD
|
||||
cantconnect = No es posible unirse a la partida ([accent]{0}[]).
|
||||
connecting = [accent]Conectando...
|
||||
reconnecting = [accent]Reconectado...
|
||||
connecting.data = [accent]Cargando datos del mundo...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Puerto:
|
||||
server.invalidport = ¡El número de puerto no es valido!
|
||||
server.error.addressinuse = [scarlet]Error al abrir servidor en puerto 6567.[]\n\n¡Asegúrate que no haya otros servidores Mindustry corriendo en tu dispositivo o red!
|
||||
@@ -335,6 +352,10 @@ save.export = Exportar archivo de guardado
|
||||
save.import.invalid = [accent]¡Este archivo no es válido!
|
||||
save.import.fail = [scarlet]Hubo un fallo al importar el archivo de guardado: [accent]{0}
|
||||
save.export.fail = [scarlet]Ha fallado la exportación del guardado: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Importar guardado
|
||||
save.newslot = Nombre del archivo de guardado:
|
||||
save.rename = Renombrar
|
||||
@@ -354,13 +375,12 @@ save.mode = Modo de juego: {0}
|
||||
save.date = Último guardado: {0}
|
||||
save.playtime = Tiempo de juego: {0}
|
||||
dontshowagain = No mostrar de nuevo
|
||||
warn.32bit.title = Advertencia de obsolencia 32-bit
|
||||
warn.32bit = Estas usando una versión [red]32-bit[] de Mindustry.\nDado que versiones mas nuevas de Java han abandonado el soporte 32-bit para Windows, [red]el soporte 32-bit será discontinuado a futuro[].\n\nPor favor, actualiza a una máquina 64-bit y asegúrate de tener la versión 64-bit de Mindustry descargada.\n\nSi estas ejecutando Mindustry como un JAR, asegúrate de usar Java 64-bit.
|
||||
warning = Aviso.
|
||||
confirm = Confirmar
|
||||
delete = Borrar
|
||||
view.workshop = Ver en Steam Workshop
|
||||
workshop.listing = Editar el listado del Worshop
|
||||
hide = Ocultar
|
||||
ok = OK
|
||||
open = Abrir
|
||||
customize = Personalizar reglas
|
||||
@@ -372,7 +392,6 @@ command.repair = Reparar
|
||||
command.rebuild = Reconstruir
|
||||
command.assist = Asistir al jugador
|
||||
command.move = Moverse
|
||||
command.boost = Sobrevolar
|
||||
command.enterPayload = Entrar a bloque de carga
|
||||
command.loadUnits = Cargar unidades
|
||||
command.loadBlocks = Cargar bloques
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Acción: Disparar
|
||||
stance.holdfire = Acción: No disparar
|
||||
stance.pursuetarget = Acción: Seguir al objetivo
|
||||
stance.patrol = Acción: Patrullar ruta
|
||||
stance.holdposition = Acción: Mantener la posición
|
||||
stance.ram = Acción: Embestir\n[lightgray]Movimiento en linea recta, sin pathfinding
|
||||
stance.boost = Sobrevolar
|
||||
stance.mineauto = Minar automáticamente
|
||||
stance.mine = Minar objeto: {0}
|
||||
openlink = Abrir enlace
|
||||
@@ -430,6 +451,7 @@ saveimage = Guardar imagen
|
||||
unknown = Desconocido
|
||||
custom = Personalizado
|
||||
builtin = Incorporado
|
||||
modded = De un Mod
|
||||
map.delete.confirm = ¿Quieres borrar este mapa? ¡Esta acción no se puede deshacer!
|
||||
map.random = [accent]Mapa aleatorio
|
||||
map.nospawn = ¡Este mapa no tiene ningún núcleo para que aparezca el jugador! Agrega un núcleo {0} al mapa desde el editor.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Normas:
|
||||
editor.generation = Generación:
|
||||
editor.objectives = Objetivos
|
||||
editor.locales = Paquetes de localización
|
||||
editor.patches.guide = Guia de parches
|
||||
editor.patches = Parches de datos
|
||||
editor.patch = Conjunto de parches: {0}
|
||||
editor.patches.none = [lightgray]No hay conjuntos de parches cargados.
|
||||
editor.patches.errors = Errores del conjunto de parches
|
||||
editor.patches.importerror = Error al importar el conjunto de parches
|
||||
editor.patches.delete.confirm = ¿Estas seguro de eliminar este conjunto de parches?
|
||||
editor.patch.fields = {0} campos
|
||||
editor.worldprocessors = Procesadores estáticos
|
||||
editor.worldprocessors.editname = Editar nombre
|
||||
editor.worldprocessors.none = [lightgray]¡No se encontraron procesadores estáticos!\nAñade uno en el editor del mapa, o usa el botón \ue813 Añadir.
|
||||
@@ -490,12 +504,86 @@ editor.center = Centrar
|
||||
editor.search = Buscar mapas...
|
||||
editor.filters = Filtrar mapas
|
||||
editor.filters.mode = Modos de juego:
|
||||
editor.filters.priorities = Prioridades:
|
||||
editor.filters.type = Tipo de mapa:
|
||||
editor.filters.search = Buscar en:
|
||||
editor.filters.author = Autor
|
||||
editor.filters.description = Descripción
|
||||
editor.filters.modname = Nombre del mod
|
||||
editor.filters.prioritizemod = Priorizar de un Mod
|
||||
editor.filters.prioritizecustom = Priorizar Personalizados
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Trasladar X
|
||||
editor.shifty = Trasladar Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Parches de datos
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No hay conjuntos de parches cargados.
|
||||
patch.errors = Errores del conjunto de parches
|
||||
patch.importerror = Error al importar el conjunto de parches
|
||||
patch.delete.confirm = ¿Estas seguro de eliminar este conjunto de parches?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} campos
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Steam Workshop
|
||||
waves.title = Oleadas
|
||||
waves.team = Equipo
|
||||
@@ -510,11 +598,11 @@ waves.spawn = generar:
|
||||
waves.spawn.all = <todo>
|
||||
waves.spawn.select = Seleccionar zona de aparición
|
||||
waves.spawn.none = [scarlet]No se encontraron zonas de aterrizaje en el mapa
|
||||
waves.spawn.first = [lightgray](primero {0})
|
||||
waves.max = máximo de unidades
|
||||
waves.guardian = Guardián
|
||||
waves.preview = Vista previa
|
||||
waves.edit = Editar...
|
||||
waves.random = Random
|
||||
waves.random = Aleatorizadas
|
||||
waves.copy = Copiar al portapapeles
|
||||
waves.load = Cargar del portapapeles
|
||||
waves.invalid = Los ajustes de oleadas copiados en el portapapeles no son válidos.
|
||||
@@ -529,6 +617,7 @@ waves.search = Buscar oleadas...
|
||||
waves.filter = Filtro de unidades
|
||||
waves.units.hide = Ocultar todo
|
||||
waves.units.show = Mostrar todo
|
||||
pause.disabled = [scarlet]La pausa está desactivada
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = limitadas
|
||||
@@ -539,7 +628,9 @@ all = Todos
|
||||
editor.default = [lightgray]<Por defecto>
|
||||
details = Detalles...
|
||||
edit = Editar...
|
||||
edit.menu = Edit...
|
||||
variables = Variables
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = ¿Seguro quieres limpiar todo el código de este procesador?
|
||||
logic.restart = Reiniciar
|
||||
logic.globals = Variables Integradas
|
||||
@@ -555,7 +646,7 @@ editor.errorlegacy = Este mapa es demasiado antiguo y usa un formato obsoleto.
|
||||
editor.errornot = Esto no es un fichero de mapa.
|
||||
editor.errorheader = Este mapa no es válido o está corrupto.
|
||||
editor.errorname = El mapa no tiene un nombre definido. ¿Estás intentando cargar un fichero de guardado?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.errorlocales = Error al leer paquetes de localización invalidos.
|
||||
editor.update = Actualizar
|
||||
editor.randomize = Aleatorizar
|
||||
editor.moveup = Subir
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Dibuja equipos en lugar de bloques.
|
||||
#unused
|
||||
toolmode.underliquid = Bajo líquidos
|
||||
toolmode.underliquid.description = Dibuja suelos bajo bloques con líquidos.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]¡No hay filtros! Añade uno con el botón de abajo.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Mostrar propiedades que tienen valores iguales en distintos p
|
||||
locales.viewproperty = Ver en todos los paquetes de localización
|
||||
locales.viewing = Viendo propiedad "{0}"
|
||||
locales.addicon = Añadir ícono
|
||||
locales.property.name = Nombre
|
||||
locales.property.text = Texto
|
||||
|
||||
width = Ancho:
|
||||
height = Alto:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Construye: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Ensambla unidades: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Destruye: [][lightgray]{0}[]x Unidades
|
||||
objective.enemiesapproaching = [accent]Se aproximan enemigos a [lightgray]{0}[]
|
||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]La produccion enemiga escalará en [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]La producción de unidades aereas enemigas iniciará en [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]La producción de unidades enemigas iniciará en [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Destruye el núcleo enemigo
|
||||
objective.command = [accent]Dirige unidades
|
||||
objective.nuclearlaunch = [accent]⚠ Lanzamiento nuclear detectado: [lightgray]{0}
|
||||
@@ -812,7 +909,7 @@ sectors.wave = Oleada:
|
||||
sectors.stored = Almacenado:
|
||||
sectors.resume = Reanudar
|
||||
sectors.launch = Lanzar
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.nolaunchcandidate = No hay sectores validos
|
||||
sectors.viewsubmission = \ue80d Ver propuestas
|
||||
sectors.select = Seleccionar
|
||||
sectors.launchselect = Seleccionar destino de lanzamiento
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = No se pueden cambiar los sectores
|
||||
sector.noswitch = Tal vez no puedas cambiar de sector mientras se encuentre bajo ataque.\n\nSector: [accent]{0}[] en [accent]{1}[]
|
||||
sector.view = Ver sector
|
||||
sector.foundationrequired = [lightgray] Núcleo: Foundation requerido
|
||||
sector.shielded = [lightgray] Protegido con un escudo
|
||||
|
||||
threat.low = Baja
|
||||
threat.medium = Media
|
||||
@@ -845,10 +943,14 @@ threat.high = Alta
|
||||
threat.extreme = Extrema
|
||||
threat.eradication = Erradicación
|
||||
|
||||
difficulty.guide.title = Aviso
|
||||
difficulty.guide = Si un sector te resulta demasiado difícil, puedes ajustar la dificultad de la campaña para que la experiencia sea más sencilla.
|
||||
difficulty.guide.confirm = Ajustar Dificultad
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Facil
|
||||
difficulty.easy = Fácil
|
||||
difficulty.normal = Normal
|
||||
difficulty.hard = Dificil
|
||||
difficulty.hard = Difícil
|
||||
difficulty.eradication = Erradicación
|
||||
|
||||
difficulty.enemyHealthMultiplier = Salud del enemigo: {0}
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Sol
|
||||
|
||||
sector.impact0078.name = Impacto 0078
|
||||
sector.groundZero.name = Zona de Impacto
|
||||
sector.craters.name = Los Cráteres
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Bosque Congelado
|
||||
sector.ruinousShores.name = Costas Ruinosas
|
||||
sector.stainedMountains.name = Montañas Manchadas
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Cañones Infestados
|
||||
sector.planetaryTerminal.name = Terminal de Lanzamiento Interplanetario
|
||||
sector.coastline.name = Litoral Húmedo
|
||||
sector.navalFortress.name = Fortaleza Naval
|
||||
sector.polarAerodrome.name = Aeródromo Polar
|
||||
sector.atolls.name = Atolones
|
||||
sector.testingGrounds.name = Campo de Pruebas
|
||||
sector.perilousHarbor.name = Puerto Peligroso
|
||||
@@ -892,27 +993,39 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Bastión Infestado
|
||||
sector.frontier.name = Frontera
|
||||
sector.sunkenPier.name = Muelle Hundido
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Fortaleza Geotérmica
|
||||
|
||||
sector.groundZero.description = La ubicación adecuada para empezar una vez más. Baja amenaza enemiga. Pocos recursos.\nReúne la mayor cantidad de plomo y cobre posible y sigue adelante.
|
||||
sector.groundZero.description = La ubicación adecuada para empezar una vez más. Baja amenaza enemiga. Pocos recursos.\n\nReúne la mayor cantidad de plomo y cobre posible.\nSigue adelante.
|
||||
sector.frozenForest.description = Incluso aquí, cerca de las montañas, se han extendido las esporas. Las gélidas temperaturas no las contendrán para siempre.\nDescubre la energía eléctrica. Construye generadores de combustión. Aprende a usar reparadores.
|
||||
sector.saltFlats.description = En los límites del desierto se encuentran las Salinas. No hay muchos recursos en esta ubicación.\n\nEl enemigo ha creado un complejo de almacenamiento de recursos aquí. Erradica su núcleo. No dejes nada en pie.
|
||||
sector.craters.description = El agua se ha acumulado en este cráter, reliquia de las antiguas guerras. Recupera la zona. Procesa la arena. Funde metacristal. Bombea agua para enfriar torretas y taladros.
|
||||
sector.ruinousShores.description = Más allá de los páramos, se encuentra la costa. Antaño, esta ubicación albergó todo un sistema de defensa costera. Ya no queda mucho de aquello. Solo las estructuras de defensa más básicas han quedado ilesas, todo lo demás está reducido a chatarra.\nContinúa la expansión. Redescubre la tecnología.
|
||||
sector.crateredBattleground.description = El agua se ha acumulado en este cráter, reliquia de las antiguas guerras. Recupera la zona. Recolecta arena. Funde metacristal. Bombea agua para enfriar torretas y taladros.
|
||||
sector.ruinousShores.description = Más allá de los páramos, se encuentra la costa. Antaño, esta ubicación albergó todo un sistema de defensa costera. Ya no queda mucho de aquello. Solo las estructuras de defensa más básicas han quedado ilesas, todo lo demás está reducido a chatarra.\n\nContinúa la expansión. Redescubre la tecnología.
|
||||
sector.stainedMountains.description = Más allá se encuentran las montañas, aún intactas por las esporas.\nExtrae el titanio que abunda en esta zona. Aprende a usarlo.\n\nLa presencia enemiga es mayor aquí. No les des tiempo para enviar sus unidades más fuertes.
|
||||
sector.overgrowth.description = El área está cubierta de maleza, próxima a la fuente de las esporas.\nEl enemigo ha establecido un puesto de avanzada aquí. Construye unidades Mace. Destrúyelo.
|
||||
sector.tarFields.description = Las afueras de una zona de producción de petróleo, entre las montañas y el desierto. Una de las pocas áreas con reservas de alquitrán utilizables.\nAunque está abandonada, esta zona tiene algunos escuadrones enemigos peligrosos cerca. No los subestimes.\n\n[lightgray]Investiga la tecnología de procesamiento de petróleo si es posible.
|
||||
sector.desolateRift.description = Una zona extremadamente peligrosa. Recursos abundantes, y poco espacio. Alto riesgo de destrucción. Abandona el lugar lo antes posible. No te dejes engañar por el intervalo entre los ataques enemigos.
|
||||
sector.nuclearComplex.description = Antigua instalación de producción y procesamiento de torio, reducida a ruinas.\n[lightgray] Investiga el torio y sus múltiples usos.\n\nGrandes cantidades de unidades enemigas patrullan la zona constantemente.
|
||||
sector.fungalPass.description = Un área de transición entre las altas montañas y las tierras plagadas de esporas. Aquí se encuentra una pequeña base de reconocimiento enemiga.\nDestrúyela.\nUsa unidades Dagger y Crawler. Acaba con los dos núcleos.
|
||||
sector.overgrowth.description = El área está cubierta de maleza, próxima al origen de las esporas.\n\nEl enemigo ha establecido un puesto de avanzada aquí. Construye unidades Mace. Destrúyelo.
|
||||
sector.tarFields.description = Las afueras de una zona de producción de petróleo, entre las montañas y el desierto. Una de las pocas áreas con reservas de alquitrán utilizables.\nAunque está abandonada, esta zona tiene algunos escuadrones enemigos peligrosos cerca. No los subestimes.\n\nInvestiga la tecnología de procesamiento de petróleo si es posible.
|
||||
sector.desolateRift.description = Una zona extremadamente peligrosa. Recursos abundantes, y poco espacio. Alto riesgo de destrucción.\n\nConstruye defensas terrestres y aereas lo antes posible. No te dejes engañar por la infrecuente naturaleza de los ataques enemigos.
|
||||
sector.nuclearComplex.description = Antigua instalación de producción y procesamiento de torio, reducida a ruinas.\nInvestiga el reactor de torio y utilizalo para generación avanzada de energía.\n\nGrandes cantidades de unidades enemigas patrullan la zona constantemente en busca de atacantes.
|
||||
sector.fungalPass.description = Un área de transición entre las altas montañas y las tierras plagadas de esporas. Aquí se encuentra una pequeña base de reconocimiento enemiga.\n\nUtiliza unidades Dagger. Destruye la base enemiga.
|
||||
sector.biomassFacility.description = El origen de las esporas. Este es el centro en el que se investigaron, y donde fueron incialmente producidas.\nDescubre la tecnología restante que contiene. Cultiva esporas para producir combustibles y plásticos.\n\n[lightgray]Tras la caída de este complejo, las esporas fueron liberadas. Nada en este ecosistema local pudo combatir semejante organismo tan invasivo.
|
||||
sector.windsweptIslands.description = Más allá de la costa, se encuentra esta remota cadena de islas. Las grabaciones muestran que aquí existieron estructuras relacionadas con la producción de [accent]Plastanio[].\n\nDefiéndete de las unidades navales enemigas. Establece una base en las islas. Investiga estas fábricas.
|
||||
sector.windsweptIslands.description = Más allá de la costa, se encuentra esta remota cadena de islas. Las grabaciones muestran que aquí existieron estructuras relacionadas con la producción de plastanio.\n\nDefiéndete de las unidades navales enemigas. Establece una base en las islas. Investiga estas fábricas.
|
||||
sector.extractionOutpost.description = Una base remota, construida por el enemigo con el propósito de lanzar recursos a otros sectores.\n\nLa tecnología de transporte de recursos entre sectores es esencial para la conquista a gran escala. Destruye la base. Investiga sus plataformas de lanzamiento.
|
||||
sector.impact0078.description = Aquí yacen las ruinas de la primera nave de transporte interestelar que entró en este sistema.\n\nRecupera todo lo posible entre los escombros. Investiga cualquier tecnología intacta.
|
||||
sector.planetaryTerminal.description = El objetivo final.\n\nEsta base costera alberga una estructura capaz de lanzar núcleos a planetas locales. Está extremadamente bien protegida.\n\nProduce unidades navales. Acaba con el enemigo lo antes posible. Analiza la estructura de lanzamiento.
|
||||
sector.coastline.description = Se han detectado restos de tecnología de unidades navales en esta ubicación. Repele los ataques enemigos, captura este sector, y consigue esa tecnología.
|
||||
sector.coastline.description = Se han detectado restos de tecnología de sintesís de aleación en esta ubicación. Repele los ataques enemigos, captura este sector, y consigue esa tecnología.
|
||||
sector.navalFortress.description = El enemigo ha establecido una base en una remota isla naturalmente fortificada. Destruye este puesto de avanzada. Hazte con su tecnología naval avanzada, e investígala.
|
||||
sector.facility32m.description = Este sector contiene las ruinas en descomposición de un puesto de fabricación de explosivos.\n\nCaptura esta área.Investiga el mezclador de explosivos. Produce compuesto explosivo para su uso como munición en torrretas.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRico en reservas de petróleo, este sector contiene una gran cantidad de esporas, haciendolo difícil de atravesar.\n\nUtiliza sus recursos para producir Plastanio. Repele al enemigo.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nHace tiempo una plataforma petrolera en alta mar, esta instalación ha estado mucho tiempo en abandono.\n\nGrandes cantidades de unidades navales enemigas detectadas. Preparate para ataques desde múltiples direcciones.
|
||||
sector.atolls.description = [gray][optional objective][]\nMúltiples bases navales enemigas han sido detectadas en esta ubicación.\n\nUtiliza la capacidad de carga de las unidades Mega para transportar fuerzas terrestres a posiciones de ataque. Construye unidades navales para destruir las bases en la periferia.
|
||||
sector.frontier.description = Una pequeña base enemiga ha sido detectada aquí.\n\nConstruye unidades Mono para extraer recursos de manera más efectiva. Utiliza los reconstructores aditivos para construir unidades más fuertes.
|
||||
sector.infestedCanyons.description = Mas allá de las montañas se extiende un río serpenteante, ahora cubierto por capas de musgo de esporas.\n\nResiste la ofensiva enemiga. Construye unidades navales. Elimina todos los núcleos.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nUn valle desértico plagado de cráteres, usado anteriormente como un campo de pruebas para proyectos militares.\n\nDebido a la falta de agua, establecer una base aquí puede suponer un reto. Preparate para ataques desde múltiples direcciones.
|
||||
sector.perilousHarbor.description = Múltiples bases enemigas se han establecido a lo largo de esta traicionera región costera.\n\nConstruye unidades navales y destruye sus fortificaciones.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nEste sistema de canales alberga una gran cantidad de recursos. Aterriza tu núcleo. Repele las oleadas enemigas para reclamarlos.\n\nEl enemigo tomará múltiples rutas para atacar tu infraestructura. Observa posibles señales de emboscadas y actúa en consideración.
|
||||
sector.mycelialBastion.description = Este fortificado complejo se extiende en lo más profundo de las regiones infectadas de esporas, amenazando sectores adyacentes con unidades insectoides avanzadas.\n\nAtaca el complejo. Obtén su tecnología. Utiliza unidades capaces de pasar sobre los muros.
|
||||
sector.littoralShipyard.description = Situado en los confines del mar central, esta base de producción naval contiene tecnología para construir unidades avanzadas.\n\nDestruyela y usa su tecnología para contribuir a alcanzar el objetivo final.
|
||||
|
||||
sector.onset.name = El Inicio
|
||||
sector.aegis.name = Égida
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Explosión
|
||||
status.corroded.name = Corrosión
|
||||
status.unmoving.name = Inmóvil
|
||||
status.boss.name = Guardián
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Idioma
|
||||
settings.data = Datos del juego
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Borrar investigaciones tecnológicas
|
||||
settings.clearresearch.confirm = ¿Quieres eliminar todo el progreso de las investigaciones tecnológicas del modo campaña?
|
||||
settings.clearcampaignsaves = Borrar datos de campaña
|
||||
settings.clearcampaignsaves.confirm = ¿Quieres borrar tus partidas guardadas en el modo campaña?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent] < Pausado >
|
||||
clear = Borrar
|
||||
banned = [scarlet]Vetado
|
||||
@@ -1015,8 +1139,9 @@ stat.frequency = Frecuencia
|
||||
stat.targetsair = Apunta al aire
|
||||
stat.targetsground = Apunta a tierra
|
||||
stat.crushdamage = Daño de aplastamiento
|
||||
stat.legsplashdamage = Daño de area por pisotón
|
||||
stat.legsplashdamage = Daño de área por pisotón
|
||||
stat.itemsmoved = Velocidad de movimiento
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Tiempo entre lanzamientos
|
||||
stat.shootrange = Alcance
|
||||
stat.size = Tamaño
|
||||
@@ -1032,13 +1157,15 @@ stat.itemcapacity = Capacidad de objetos
|
||||
stat.memorycapacity = Capacidad de memoria
|
||||
stat.basepowergeneration = Generación de energía
|
||||
stat.productiontime = Tiempo de producción
|
||||
stat.warmuptime = Warmup Time
|
||||
stat.warmuptime = Tiempo de calentamiento
|
||||
stat.repairtime = Tiempo de reparación completa de bloques
|
||||
stat.repairspeed = Velocidad de reparación
|
||||
stat.weapons = Armas
|
||||
stat.bullet = Proyectil
|
||||
stat.moduletier = Categoría de módulo
|
||||
stat.unittype = Tipo de unidad
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Aumento de velocidad
|
||||
stat.range = Alcance
|
||||
stat.drilltier = Taladrables
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Efecto de potenciador
|
||||
stat.maxunits = Máximo de unidades activas
|
||||
stat.health = Vida
|
||||
stat.armor = Armadura
|
||||
stat.armor.info = Daño aplicado = daño recibido - armadura.\nReducción del daño de hasta un 90%.
|
||||
stat.buildtime = Tiempo de construcción
|
||||
stat.maxconsecutive = Máximo consecutivo
|
||||
stat.buildcost = Coste de construcción
|
||||
@@ -1075,7 +1203,7 @@ stat.minetier = Nivel de taladro
|
||||
stat.payloadcapacity = Capacidad de transporte
|
||||
stat.abilities = Habilidades
|
||||
stat.canboost = Puede volar
|
||||
stat.boostingspeed = Boosting Speed
|
||||
stat.boostingspeed = Velocidad al sobrevolar
|
||||
stat.flying = Aéreo
|
||||
stat.ammouse = Uso de munición
|
||||
stat.ammocapacity = Capacidad de munición
|
||||
@@ -1090,20 +1218,20 @@ stat.healing = Curación
|
||||
stat.efficiency = [stat]{0}% Eficiencia
|
||||
|
||||
ability.forcefield = Área de Escudo
|
||||
ability.forcefield.description = Projecta un campo de fuerza que absorve balas
|
||||
ability.forcefield.description = Projecta un campo de fuerza que absorbe balas
|
||||
ability.repairfield = Área de Reparación
|
||||
ability.repairfield.description = Repara unidades cercanas
|
||||
ability.statusfield = Área de Potenciación
|
||||
ability.statusfield.description = Aplica un efecto de estado a unidades cercanas
|
||||
ability.unitspawn = Fábrica
|
||||
ability.unitspawn.description = Construye unidades
|
||||
ability.shieldregenfield = Área de Regeneración de Armaduras
|
||||
ability.shieldregenfield = Área de Regeneración de Armadura
|
||||
ability.shieldregenfield.description = Regenera el escudo de unidades cercanas
|
||||
ability.movelightning = Movimiento Relámpago
|
||||
ability.movelightning.description = Lanza rayos mientras se mueve
|
||||
ability.armorplate = Placa de blindaje
|
||||
ability.armorplate.description = Reduce el daño recibido al disparar
|
||||
ability.shieldarc = Area de Escudo
|
||||
ability.shieldarc = Área de Escudo
|
||||
ability.shieldarc.description = Proyecta un escudo de fuerza en forma de arco que absorbe balas
|
||||
ability.suppressionfield = Área de Bloqueo de Regeneración
|
||||
ability.suppressionfield.description = Detiene construcciones de reparación cercanas
|
||||
@@ -1181,16 +1309,19 @@ bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray]
|
||||
bullet.incendiary = [stat]incendiaria
|
||||
bullet.homing = [stat]rastreadora
|
||||
bullet.armorpierce = [stat]perforación de armadura
|
||||
bullet.armorweakness = [red]{0}%[lightgray] debilidad contra armadura
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] perforación de armadura
|
||||
bullet.armorweakness = [red]{0}x[lightgray] debilidad contra armadura
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] perforación de armadura
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armadura
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] daño límite
|
||||
bullet.suppression = [stat]{0} seg[lightgray] supresión de reparación ~ [stat]{1}[lightgray] casillas
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||
bullet.empradius = [stat]{0}[lightgray] radio PEM en bloques
|
||||
bullet.empboost = [stat]{0}%[lightgray] sobrecarga ~ [stat]{1}[lightgray]
|
||||
bullet.empdamage = [stat]{0}%[lightgray] potencia de daño
|
||||
bullet.empslowdown = [stat]{0}%[lightgray] sobrecarga de poder enemigo ~ [stat]{1}[lightgray]
|
||||
bullet.empunitdamage = [stat]{0}%[lightgray] daño a unidad
|
||||
bullet.interval = [stat]{0}/seg[lightgray] balas por intervalo:
|
||||
bullet.frags = [stat]{0}[lightgray]x proyectiles fragmentados:
|
||||
bullet.lightning = [stat]{0}[lightgray]x rayos ~ [stat]{1}[lightgray] daño
|
||||
@@ -1232,10 +1363,10 @@ unit.items = objetos
|
||||
unit.thousands = k
|
||||
unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = shots
|
||||
unit.shots = tiros
|
||||
unit.pershot = /disparo
|
||||
unit.perleg = por pata
|
||||
unit.perside = per side
|
||||
unit.perside = por lado
|
||||
category.purpose = Objetivo
|
||||
category.general = General
|
||||
category.power = Energía
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Sombras
|
||||
setting.blockreplace.name = Sugerencias de bloques
|
||||
setting.linear.name = Filtrado lineal
|
||||
setting.hints.name = Consejos
|
||||
setting.logichints.name = Consejos sobre "Bloques Lógicos"
|
||||
setting.backgroundpause.name = Pausar en segundo plano
|
||||
setting.buildautopause.name = Auto-pausar construcción
|
||||
setting.doubletapmine.name = Doble clic para extraer minerales
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Desactivar mods si el juego no puede iniciarse
|
||||
setting.animatedwater.name = Animaciones de terreno
|
||||
setting.animatedshields.name = Animación de escudos
|
||||
setting.playerindicators.name = Indicadores de jugadores
|
||||
setting.showpings.name = Mostrar Pings
|
||||
setting.showotherbuildplans.name = Mostrar planos de construcción de otros jugadores
|
||||
setting.indicators.name = Indicadores de enemigos
|
||||
setting.autotarget.name = Auto-apuntado
|
||||
setting.keyboard.name = Controles de teclado y ratón
|
||||
@@ -1270,8 +1402,10 @@ setting.fpscap.name = Límite de FPS
|
||||
setting.fpscap.none = No
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Escala de interfaz
|
||||
setting.uiscale.description = Es necesario reiniciar para aplicar los cambios.
|
||||
setting.swapdiagonal.name = Construir siempre en diagonal
|
||||
setting.uiscale.description = Se requiere reiniciar para aplicar los cambios.
|
||||
setting.uiEdgePadding.name = Espaciado de bordes de UI
|
||||
setting.uiEdgePadding.description = Añade espaciado a los bordes de la UI. Útil para pantallas con esquinas redondeadas o muescas.
|
||||
setting.swapdiagonal.name = Colocación siempre diagonal
|
||||
setting.screenshake.name = Vibración de pantalla
|
||||
setting.bloomintensity.name = Intensidad de desenfoque de Bloom
|
||||
setting.bloomblur.name = Difuminado de puntos de luz (Bloom)
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Intervalo de autoguardado
|
||||
setting.seconds = {0} segundos
|
||||
setting.milliseconds = {0} milisegundos
|
||||
setting.fullscreen.name = Pantalla completa
|
||||
setting.borderlesswindow.name = Ventana sin bordes
|
||||
setting.borderlesswindow.name.windows = Ventana a pantalla completa
|
||||
setting.borderlesswindow.description = Aplicar los cambios podría requerir un reinicio.
|
||||
setting.fps.name = Mostrar FPS y ping
|
||||
setting.console.name = Activar consola
|
||||
setting.smoothcamera.name = Movimiento de cámara suave
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Volumen del ambiente
|
||||
setting.mutemusic.name = Silenciar música
|
||||
setting.sfxvol.name = Volumen del sonido
|
||||
setting.mutesound.name = Silenciar sonido
|
||||
setting.crashreport.name = Enviar registros de errores anónimos
|
||||
setting.communityservers.name = Buscar lista de servidores de la comunidad
|
||||
setting.savecreate.name = Guardado automático
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Comandar unidades
|
||||
category.multiplayer.name = Multijugador
|
||||
category.blocks.name = Seleccionar bloque
|
||||
placement.blockselectkeys = \n[lightgray]Teclas: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Posicionar Ping
|
||||
keybind.respawn.name = Reaparecer
|
||||
keybind.control.name = Controlar unidad
|
||||
keybind.clear_building.name = Eliminar construcción
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Acción de unidad: No disparar
|
||||
keybind.unit_stance_pursue_target.name = Acción de unidad: Seguir objetivo
|
||||
keybind.unit_stance_patrol.name = Acción de unidad: Patrullar
|
||||
keybind.unit_stance_ram.name = Acción de unidad: Embestir
|
||||
keybind.unit_stance_boost.name = Acción de unidad: Sobrevolar
|
||||
keybind.unit_stance_hold_position.name = Acción de unidad: Mantener la posición
|
||||
|
||||
keybind.unit_command_move.name = Comando de unidad: Moverse
|
||||
keybind.unit_command_repair.name = Comando de unidad: Reparar
|
||||
keybind.unit_command_rebuild.name = Comando de unidad: Reconstruir
|
||||
keybind.unit_command_assist.name = Comando de unidad: Asistir al jugador
|
||||
keybind.unit_command_mine.name = Comando de unidad: Minar
|
||||
keybind.unit_command_boost.name = Comando de unidad: Sobrevolar
|
||||
keybind.unit_command_load_units.name = Comando de unidad: Cargar unidades
|
||||
keybind.unit_command_load_blocks.name = Comando de unidad: Cargar bloques
|
||||
keybind.unit_command_unload_payload.name = Comando de unidad: Soltar carga
|
||||
@@ -1446,8 +1579,8 @@ rules.hidebannedblocks = Ocultar bloques prohibidos
|
||||
rules.infiniteresources = Recursos infinitos
|
||||
rules.fillitems = Llenar el núcleo con recursos
|
||||
rules.onlydepositcore = Sólo permitir depositar recursos en el núcleo
|
||||
rules.coreunloaders = Allow Core Unloaders
|
||||
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
||||
rules.coreunloaders = Permitir descargadores en núcleo
|
||||
rules.coreunloaders.info = Cuando está activado, Los descargadores de Serpulo pueden tomar recursos del núcleo.\nNo afecta a los descargadores de Erekir.
|
||||
rules.derelictrepair = Permitir reparar bloques abandonados
|
||||
rules.reactorexplosions = Explosiones de reactores
|
||||
rules.coreincinerates = Incinerar exceso de recursos en el núcleo
|
||||
@@ -1478,22 +1611,24 @@ rules.cleanupdeadteams = Eliminar estructuras de equipos derrotados (JcJ)
|
||||
rules.corecapture = Capturar núcleo al destruirlo
|
||||
rules.polygoncoreprotection = Protección de núcleo poligonal
|
||||
rules.placerangecheck = Comprobar rango de construcción
|
||||
rules.protectcores = Protect Cores
|
||||
rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams.
|
||||
rules.checkplacement = Check Placement
|
||||
rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks.
|
||||
rules.protectcores = Proteger Núcleos
|
||||
rules.protectcores.info = Cuando está desactivada, el radio de no construcción del núcleo no afectará a este equipo.\nLos jugadores no serán asignados a equipos desprotegidos.
|
||||
rules.checkplacement = Verficar Colocación
|
||||
rules.checkplacement.info = Cuando está desactivada, las construcciones de este equipo son ignoradas en los rangos de colocación.
|
||||
rules.enemyCheat = La IA (Equipo Rojo) tiene recursos infinitos
|
||||
rules.blockhealthmultiplier = Multiplicador de vida de estructuras
|
||||
rules.blockdamagemultiplier = Multiplicador de daño de estructuras
|
||||
rules.unitfactoryactivation = Retardo de activación de las fabricas de unidades
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Multiplicador de velocidad de producción de unidades
|
||||
rules.unitcostmultiplier = Multiplicador de costo de unidades
|
||||
rules.unithealthmultiplier = Multiplicador de vida de unidades
|
||||
rules.unitdamagemultiplier = Multiplicador de daño de unidades
|
||||
rules.unitcrashdamagemultiplier = Multiplicador de daño de colisión de unidades
|
||||
rules.unitminespeedmultiplier = Multiplicador de velocidad de mineria de unidades
|
||||
rules.logicunitcontrol = Logic Unit Control
|
||||
rules.logicunitbuild = Logic Unit Building
|
||||
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
||||
rules.logicunitcontrol = Control de unidades usando lógica
|
||||
rules.logicunitbuild = Construción por unidades controladas con lógica
|
||||
rules.logicunitdeconstruct = Deconstrucción por unidades controladas con lógica
|
||||
rules.solarmultiplier = Multiplicador de energía solar
|
||||
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
||||
rules.unitpayloadsexplode = Las cargas transportadas explotan con la unidad
|
||||
@@ -1523,11 +1658,12 @@ rules.title.planet = Planeta
|
||||
rules.lighting = Iluminación
|
||||
rules.fog = Ocultar terreno inexplorado (Fog of War)
|
||||
rules.invasions = Invasiones de sector enemigo
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||
rules.showspawns = Mostrar puntos de aparición de unidades enemigas
|
||||
rules.randomwaveai = Oleada impredecible de IA
|
||||
rules.legacylaunchpads = Mecánicas antiguas de la plataforma de lanzamiento
|
||||
rules.legacylaunchpads.info = Permite usar plataformas de lanzamiento sin plataformas de aterrizaje, como en la versión 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Desactivado[lightgray] (Plataformas de lanzamiento antiguas activadas)
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = IA de las oleadas impredecible
|
||||
rules.pauseDisabled = Desactivar la pausa
|
||||
rules.fire = Fuego
|
||||
rules.anyenv = <Cualquiera>
|
||||
rules.explosions = Daño de explosiones a bloques/unidades
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Refabricador de tanques
|
||||
block.mech-refabricator.name = Refabricador de mechs
|
||||
block.ship-refabricator.name = Refabricador de aeronaves
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Enrutador de carga reforzado
|
||||
block.payload-mass-driver.name = Catapulta electromagnética de carga
|
||||
block.small-deconstructor.name = Deconstructor pequeño
|
||||
block.canvas.name = Lienzo
|
||||
block.large-canvas.name = Lienzo grande
|
||||
block.world-processor.name = Procesador estático
|
||||
block.world-cell.name = Unidad de memoria estática
|
||||
block.tank-fabricator.name = Fabricador de tanques
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Mantén[] sobre un bloque o unidad para reco
|
||||
hint.payloadDrop = Pulsa [accent]][] para soltar la carga.
|
||||
hint.payloadDrop.mobile = [accent]Mantén[] sobre un lugar vacío para soltar la carga.
|
||||
hint.waveFire = Cuando las torretas [accent]Wave[] usen agua como munición, apagarán fuego e incendios cercanos automáticamente.
|
||||
hint.generator = Los [accent]Generadores de combustión[] querman carbón para transmitir energía a bloques adyacentes.\n\nEl alcance de transmisión de energía se puede extender usando [accent]Nodos de energía[].
|
||||
hint.guardian = Los [accent]Guardianes[] poseen una robusta armadura. Municiones débiles como el [accent]Cobre[] o el [accent]Plomo[] no son [scarlet]effectivas[] contra él.\n\nUsa torretas de mayor categoría o por ejemplo, munición de [accent]Grafito[] en torretas [accent]Salvo[] para derribar a los Guardianes con más facilidad.
|
||||
hint.coreUpgrade = Los núcleos se pueden mejorar [accent]construyendo núcleos de mayor calidad encima[].\n\nColoca un núcleo [accent]Foundation[] sobre el núcleo [accent]Shard[]. Asegúrate de que no hay obstáculos cerca.
|
||||
hint.serpuloCoreZone = :core-shard: [accent]Núcleos[] Adicionales pueden ser construidos en: Casillas de[accent]Núcleo[].
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Cualquier estructura en el área será destruida al comenzar una olea
|
||||
gz.zone3 = Ahora comenzará una oleada.\nPrepárate.
|
||||
gz.finish = Construye más torretas, extrae más recursos,\ny defiéndete de todas las oleadas para [accent]capturar este sector[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Usa [accent]unidades[] para defender construcciones y atacar al enemigo.\nInvestiga y construye una :ground-factory: [accent]fábrica terrestre[].
|
||||
fungalpass.tutorial2 = Selecciona unidades :dagger: [accent]Dagger[] en la fábrica.\nProduce 3 unidades.
|
||||
|
||||
@@ -2161,9 +2310,9 @@ frontier.tutorial1 = El :additive-reconstructor: [accent]Reconstructor aditivo[]
|
||||
frontier.tutorial2 = Oleadas enemigas enviadas [accent]indefinidamente[] hasta que todos los núcleos enemigos sean [unlaunched]destruidos.
|
||||
frontier.tutorial3 = [accent]Ataca rápidamente la base enemiga para evitar que las oleadas se vuelvan demasiado altas[].
|
||||
|
||||
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
||||
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
||||
atolls.mega2 = Select the \ue87b [accent]Load Units[] command to have Mega units to pick up ground units.
|
||||
atolls.destroy1 = Destruye los 2 [accent]núcleos foundation[] enemigos primero.\n[accent]Obtén acceso a torio[].
|
||||
atolls.mega1 = Accede al [accent]modo comando[] y elige las unidades :mega:[accent]Mega[].
|
||||
atolls.mega2 = Usa el comando \ue87b [accent]Load Units[] para que los Mega transporten unidades terrestres.
|
||||
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
||||
atolls.mega4 = [accent]Drop ground units here to attack.
|
||||
atolls.mega5 = Select the \ue879 [accent]Unload Payload[] command to have Mega units drop their carried units.
|
||||
@@ -2177,10 +2326,10 @@ atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
||||
atolls.carry3 = 2: Select the \ue87b [accent]Load Units[] command in order to pick up the ground units with the Mega units.
|
||||
atolls.carry4 = 3: Command and move the Mega carriers [accent]loaded with units[].
|
||||
atolls.carry5 = 4: Select the \ue879 [accent]'Unload Payload'[] command in order for the Mega units to drop the ground units.
|
||||
atolls.carry6 = These steps can be reviewed [accent]here[].
|
||||
atolls.carry7 = Follow these instructions to airdrop more units near the enemy base.
|
||||
atolls.noairunit = This base is too well-fortified to destroy with air units.
|
||||
atolls.2strategies = There are two strategies to destroy this base.
|
||||
atolls.carry6 = Estos pasos se pueden revisar [acento]aquí[].
|
||||
atolls.carry7 = Sigue estas instrucciones para lanzar más unidades por aire cerca de la base enemiga.
|
||||
atolls.noairunit = Esta base está demasiado fortificada como para ser destruida con unidades aéreas.
|
||||
atolls.2strategies = Existen dos estrategias para destruir esta base.
|
||||
|
||||
onset.mine = Haz clic para minar :beryllium: [accent]berilio[] de las paredes.\n\nUsa [accent][[WASD] para moverte.
|
||||
onset.mine.mobile = Toca para minar :beryllium: [accent]berilio[] de las paredes.
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Repara todas las unidades en su área. Req
|
||||
block.radar.description = Descubre gradualmente el terreno y las unidades enemigas en un amplio radio. Requiere energía.
|
||||
block.shockwave-tower.description = Daña y destruye proyectiles enemigos dentro de su radio de acción. Requiere cianógeno.
|
||||
block.canvas.description = Muestra una imagen simple con una paleta predefinida. Editable.
|
||||
block.large-canvas.description = Muestra una imagen simple con una paleta predefinida. Editable.
|
||||
|
||||
unit.dagger.description = Dispara proyectiles básicos a enemigos cercanos.
|
||||
unit.mace.description = Ataca con llamaradas a enemigos cercanos.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Localiza unidades alrededor de una estructura con rango de detecció
|
||||
lst.sensor = Recopila datos de una estructura o unidad.
|
||||
lst.set = Establece una variable.
|
||||
lst.operation = Realiza una operación sobre 1-2 variables.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Salta al inicio de la lista de instrucciones.
|
||||
lst.wait = Espera unos segundos.
|
||||
lst.stop = Detiene la ejecución de este procesador.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Localiza un tipo específico de posición/estructura en cualqui
|
||||
lst.getblock = Obtiene los datos de un bloque en cualquier lugar.
|
||||
lst.setblock = Cambia los datos de un bloque en cualquier lugar.
|
||||
lst.spawnunit = Crea una unidad en una localización.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Aplica o elimina un efecto de alteración de estado a una unidad.
|
||||
lst.weathersense = Comprueba si un tipo de clima está activo.
|
||||
lst.weatherset = Establece el estado actual de un tipo de clima.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Establece una propiedad de una unidad o construcción.
|
||||
lst.effect = Crea un efecto de partículas.
|
||||
lst.sync = Sincroniza una variable a través de la red.\nSolo se invoca 10 veces por segundo como máximo.
|
||||
lst.playsound = Reproduce un sonido.\nEl volumen y la panorámica pueden ser valores globales, o pueden ser calculados basados en posición.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Crea un nuevo marcador lógico en el mundo.\nUna ID para identificar este marcador debe proporcionarse.\nLos marcadores se limitan actualmente a 20,000 por mapa.
|
||||
lst.setmarker = Establece una propiedad para un marcador.\nLa ID usada debe ser la misma que se uso en la instrucción Make Marker.
|
||||
lst.localeprint = Añade el valor de una propiedad de localización al buffer de texto.\nPara establecer conjuntos de localización en el editor del mapa, revisa [accent]Información del mapa > Paquetes de localización[].\nSi el cliente es un dispositivo móvil, trata de imprimir primero una propiedad con terminación ".mobile".
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
@@ -2719,9 +2873,9 @@ lenum.emod = Modulo verdadero, el signo del resultado viene del divisor.
|
||||
lenum.equal = Igual. Coacciona tipos.\nObjetos no-nulos coaccionados con números pasan a 1, si no coinciden pasan a 0.
|
||||
lenum.notequal = No igual. Coacciona tipos.
|
||||
lenum.strictequal = Igualdad estricta. No coacciona tipos.\nSe puede usar para comprobar si un resultado es [accent]null[].
|
||||
lenum.shl = Cambia bits a izquierda.
|
||||
lenum.shr = Cambia bits a derecha.
|
||||
lenum.ushr = Unsigned bit-shift right.
|
||||
lenum.shl = Desplaza bits a la izquierda.
|
||||
lenum.shr = Desplaza bits a la derecha.
|
||||
lenum.ushr = Desplazamiento de bits sin signo a la derecha.
|
||||
lenum.or = Comprobación bit a bit OR.
|
||||
lenum.land = Comprobación lógica AND.
|
||||
lenum.and = Comprobación bit a bit AND.
|
||||
@@ -2851,7 +3005,7 @@ lenum.blockhealth = Con cuanta salud los bloques empiezan.
|
||||
lenum.blockdamage = Cuanto daño los bloques (torretas) realizan.
|
||||
lenum.rtsminweight = Ventaja mínima necesaria para que un escuadrón ataque. Mayor -> más cautelosa.
|
||||
lenum.rtsminsquad = Tamaño mínimo de un escuadrón de ataque.
|
||||
lenum.maparea = Area jugable del mapa. Cualquier cosa fuera de esta area no será interactuable.
|
||||
lenum.maparea = Área jugable del mapa. Cualquier cosa fuera de esta área no será interactuable.
|
||||
lenum.ambientlight = Color de la iluminación ambiental. Usado cuando la iluminación está activada.
|
||||
lenum.solarmultiplier = Multiplica la salida de energía de los paneles solares.
|
||||
lenum.dragmultiplier = Multiplicador de arrastre del ambiente.
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Mängu ametlik viki
|
||||
link.suggestions.description = Anna soovitusi
|
||||
link.bug.description = Leidsid vea? Kirjuta siia
|
||||
linkopen = See server saatis sulle lingi. Oled kindel, et tahad avada?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = Lingi avamine ebaõnnestus!\nVeebiaadress kopeeriti.
|
||||
screenshot = Kuvatõmmis salvestati: {0}
|
||||
screenshot.invalid = Maailm on liiga suur: kuvatõmmise salvestamiseks ei pruugi olla piisavalt mälu.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Mäng läbi!
|
||||
gameover.disconnect = Lahku
|
||||
gameover.pvp = Võistkond[accent] {0}[] võitis!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Ootan järgmist kaarti...
|
||||
highscore = [accent]Uus rekord!
|
||||
copied = Kopeeritud.
|
||||
indev.notready = See osa mängust ei ole veel valmis
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Helid
|
||||
load.map = Maailmad
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Kuva Versioonid
|
||||
mods.browser.noreleases = [scarlet]Ei leidnud versioone\n[accent]Ei leidnud selle modi jaoks ühtegi väljaannet. Kontrollige, kas modi repositooriumis on avaldatud versioone.
|
||||
mods.browser.latest = <Uusim>
|
||||
mods.browser.releases = Versioonid
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repo
|
||||
mods.github.open-release = Väljastusleht
|
||||
mods.browser.sortdate = Sorteeri uusimad enne
|
||||
mods.browser.sortstars = Sorteeri tähtede järgi
|
||||
|
||||
export.file = Ekspordi Fail
|
||||
import.file = Impordi Fail
|
||||
copy.clipboard = Kopeeri Lõikelauale
|
||||
import.clipboard = Impordi Lõikelaualt
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Jaga Workshop'is
|
||||
|
||||
schematic = Skeem
|
||||
schematic.add = Salvesta Skeem...
|
||||
schematics = Skeemid
|
||||
@@ -61,12 +72,6 @@ schematic.search = Otsi skeemide hulgast...
|
||||
schematic.replace = Selle nimega skeem juba eksisteerib. Asenda?
|
||||
schematic.exists = Selle nimega skeem juba eksisteerib.
|
||||
schematic.import = Impordi Skeem...
|
||||
schematic.exportfile = Ekspordi Fail
|
||||
schematic.importfile = Impordi Fail
|
||||
schematic.browseworkshop = Lehitse Workshop'i
|
||||
schematic.copy = Kopeeri Lõikelauale
|
||||
schematic.copy.import = Impordi Lõikelaualt
|
||||
schematic.shareworkshop = Jaga Workshop'is
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Peegelda Skeem
|
||||
schematic.saved = Skeem salvestatud.
|
||||
schematic.delete.confirm = See skeem hävitatakse täielikult.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]Ühtegi maailma ei leitud!
|
||||
invalid = Kehtetu
|
||||
pickcolor = Vali Värv
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Konfiguratsiooni Ettevalmistamine
|
||||
preparingcontent = Sisu Ettevalmistamine
|
||||
uploadingcontent = Sisu Üleslaadimine
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Eelvaate Faili Üleslaadimine
|
||||
committingchanges = Muudatuste Teostamine
|
||||
done = Valmis
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = This mod is unable to be loaded due to inva
|
||||
mod.requiresversion = Requires game version: [red]{0}
|
||||
|
||||
mod.errors = Errors have occurred loading content.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
||||
mod.enable = Enable
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at
|
||||
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||
campaign.difficulty = Difficulty
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Olemas
|
||||
techtree = Uurimispuu
|
||||
techtree.select = Tech Tree Selection
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Sind hääletati mängust välja. Hüvasti!
|
||||
server.kicked.clientOutdated = Aegunud versioon. Uuenda mängu!
|
||||
server.kicked.serverOutdated = Aegunud server. Palu omanikul serverit uuendada!
|
||||
server.kicked.banned = Sulle on keelatud selles serveris mängida.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = See server ei ühildu sinu platvormiga.
|
||||
server.kicked.playerLimit = Selle serveri mängijate limiit on täis. Oota, kuni koht vabaneb.
|
||||
server.kicked.recentKick = Sind visati hiljuti mängust välja.\nOota enne uuesti proovimist.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Mänguga ei saanud liituda ([accent]{0}[]).
|
||||
connecting = [accent]Ühendamine...
|
||||
reconnecting = [accent]Reconnecting...
|
||||
connecting.data = [accent]Maailma andmete allalaadimine...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Port:
|
||||
server.invalidport = Ebasobiv pordi number!
|
||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||
@@ -335,6 +352,10 @@ save.export = Ekspordi
|
||||
save.import.invalid = [accent]See salvestis on kehtetu!
|
||||
save.import.fail = [crimson]Salvestise importimine ebaõnnestus: [accent]{0}
|
||||
save.export.fail = [crimson]Salvestise eksportimine ebaõnnestus: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Impordi
|
||||
save.newslot = Salvestise nimi:
|
||||
save.rename = Nimeta ümber
|
||||
@@ -354,13 +375,12 @@ save.mode = Mänguviis: {0}
|
||||
save.date = Viimati salvestatud: {0}
|
||||
save.playtime = Mänguaeg: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||
warning = Hoiatus
|
||||
confirm = Kinnita
|
||||
delete = Kustuta
|
||||
view.workshop = Vaata Workshop'is
|
||||
workshop.listing = Edit Workshop Listing
|
||||
hide = Hide
|
||||
ok = OK
|
||||
open = Ava
|
||||
customize = Kohanda reegleid
|
||||
@@ -372,7 +392,6 @@ command.repair = Repair
|
||||
command.rebuild = Rebuild
|
||||
command.assist = Assist Player
|
||||
command.move = Move
|
||||
command.boost = Boost
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
stance.mine = Mine Item: {0}
|
||||
openlink = Ava link
|
||||
@@ -430,6 +451,7 @@ saveimage = Salvesta pilt
|
||||
unknown = <puudub>
|
||||
custom = Mängija loodud
|
||||
builtin = Sisse-ehitatud
|
||||
modded = Modded
|
||||
map.delete.confirm = Oled kindel, et soovid maailma kustutada? Seda ei saa tagasi võtta!
|
||||
map.random = [accent]Suvaline maailm
|
||||
map.nospawn = Selles maailmas ei ole mängijate tuumikuid!\nLisa redaktoris sellele maailmale {0} tuumik.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Reeglid:
|
||||
editor.generation = Genereerimine:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Content Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||
editor.patch.fields = {0} fields
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
@@ -490,12 +504,86 @@ editor.center = Center
|
||||
editor.search = Search maps...
|
||||
editor.filters = Filter Maps
|
||||
editor.filters.mode = Gamemodes:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Map Type:
|
||||
editor.filters.search = Search In:
|
||||
editor.filters.author = Author
|
||||
editor.filters.description = Description
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Shift X
|
||||
editor.shifty = Shift Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Content Patches
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No patchsets loaded.
|
||||
patch.errors = Patchset Errors
|
||||
patch.importerror = Failed to import patchset
|
||||
patch.delete.confirm = Are you sure you want to delete this patchset?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} fields
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Workshop
|
||||
waves.title = Lahingulained
|
||||
waves.team = Team
|
||||
@@ -510,10 +598,10 @@ waves.spawn = spawn:
|
||||
waves.spawn.all = <all>
|
||||
waves.spawn.select = Spawn Select
|
||||
waves.spawn.none = [scarlet]no spawns found in map
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = max units
|
||||
waves.guardian = Guardian
|
||||
waves.preview = Eelvaade
|
||||
waves.edit = Muuda...
|
||||
waves.random = Random
|
||||
waves.copy = Kopeeri puhvrisse
|
||||
waves.load = Lae puhvrist
|
||||
@@ -529,6 +617,7 @@ waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.units.hide = Hide All
|
||||
waves.units.show = Show All
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = counts
|
||||
@@ -539,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Vaikimisi>
|
||||
details = Üksikasjad...
|
||||
edit = Muuda...
|
||||
edit.menu = Edit...
|
||||
variables = Vars
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.restart = Restart
|
||||
logic.globals = Built-in Variables
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Joonista blokkide asemel võistkondi.
|
||||
#unused
|
||||
toolmode.underliquid = Under Liquids
|
||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Filtrid puuduvad! Lisa filtreid alloleva nupuga.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Show properties that have same values in different locales
|
||||
locales.viewproperty = View in all locales
|
||||
locales.viewing = Viewing property "{0}"
|
||||
locales.addicon = Add Icon
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Laius:
|
||||
height = Kõrgus:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Destroy Enemy Core
|
||||
objective.command = [accent]Command Units
|
||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Unable to Switch Sectors
|
||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||
sector.view = View Sector
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Low
|
||||
threat.medium = Medium
|
||||
@@ -845,6 +943,10 @@ threat.high = High
|
||||
threat.extreme = Extreme
|
||||
threat.eradication = Eradication
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Easy
|
||||
difficulty.normal = Normal
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Sun
|
||||
|
||||
sector.impact0078.name = Impact 0078
|
||||
sector.groundZero.name = Ground Zero
|
||||
sector.craters.name = The Craters
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Frozen Forest
|
||||
sector.ruinousShores.name = Ruinous Shores
|
||||
sector.stainedMountains.name = Stained Mountains
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Infested Canyons
|
||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||
sector.coastline.name = Humid Coastline
|
||||
sector.navalFortress.name = Naval Fortress
|
||||
sector.polarAerodrome.name = Polar Aerodrome
|
||||
sector.atolls.name = Atolls
|
||||
sector.testingGrounds.name = Testing Grounds
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -892,13 +993,14 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Mycelial Bastion
|
||||
sector.frontier.name = Frontier
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
|
||||
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
|
||||
sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
||||
sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing.
|
||||
sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
|
||||
sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units.
|
||||
sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Titan units. Destroy it. Reclaim that which was lost.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
||||
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
|
||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = The Onset
|
||||
sector.aegis.name = Aegis
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Blasted
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Unmoving
|
||||
status.boss.name = Guardian
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Keel
|
||||
settings.data = Mänguandmed
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Clear Research
|
||||
settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research?
|
||||
settings.clearcampaignsaves = Clear Campaign Saves
|
||||
settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Paus >
|
||||
clear = Clear
|
||||
banned = [scarlet]Banned
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Sihib maapinnale
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Transportimise kiirus
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Aeg lendutõusude vahel
|
||||
stat.shootrange = Ulatus
|
||||
stat.size = Suurus
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Weapons
|
||||
stat.bullet = Bullet
|
||||
stat.moduletier = Module Tier
|
||||
stat.unittype = Unit Type
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Kiiruse suurenemine
|
||||
stat.range = Ulatus
|
||||
stat.drilltier = Kaevandatav
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Kiirendaja mõju
|
||||
stat.maxunits = Maks. aktiivseid väeüksuseid
|
||||
stat.health = Elud
|
||||
stat.armor = Armor
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Ehitamise aeg
|
||||
stat.maxconsecutive = Max Consecutive
|
||||
stat.buildcost = Ehitamise maksumus
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray]
|
||||
bullet.incendiary = [stat]süttiv
|
||||
bullet.homing = [stat]isesihtiv
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Varjud
|
||||
setting.blockreplace.name = Automatic Block Suggestions
|
||||
setting.linear.name = Lineaarne tekstuurivastendus
|
||||
setting.hints.name = Hints
|
||||
setting.logichints.name = Logic Hints
|
||||
setting.backgroundpause.name = Pause In Background
|
||||
setting.buildautopause.name = Auto-Pause Building
|
||||
setting.doubletapmine.name = Double-Tap to Mine
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Disable Mods On Startup Crash
|
||||
setting.animatedwater.name = Animeeritud vesi
|
||||
setting.animatedshields.name = Animeeritud kilbid
|
||||
setting.playerindicators.name = Player Indicators
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Vaenlaste/Liitlaste osutid
|
||||
setting.autotarget.name = Automaatne sihtimine
|
||||
setting.keyboard.name = Hiire ja klaviatuuri juhtnupud
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = Puudub
|
||||
setting.fpscap.text = {0} kaadrit/s
|
||||
setting.uiscale.name = Kasutajaliidese suurus[lightgray] (vajab mängu taaskäivitamist)[]
|
||||
setting.uiscale.description = Restart required to apply changes.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Paiguta alati diagonaalselt
|
||||
setting.screenshake.name = Ekraani värisemine
|
||||
setting.bloomintensity.name = Bloom Intensity
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Salvestamise intervall
|
||||
setting.seconds = {0} sekundit
|
||||
setting.milliseconds = {0} milliseconds
|
||||
setting.fullscreen.name = Täisekraan
|
||||
setting.borderlesswindow.name = Äärteta ekraan[lightgray] (võib vajada mängu taaskäivitamist)
|
||||
setting.borderlesswindow.name.windows = Borderless Fullscreen
|
||||
setting.borderlesswindow.description = Restart may be required to apply changes.
|
||||
setting.fps.name = Näita kaadrite arvu sekundis
|
||||
setting.console.name = Enable Console
|
||||
setting.smoothcamera.name = Smooth Camera
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Taustahelide tugevus
|
||||
setting.mutemusic.name = Vaigista muusika
|
||||
setting.sfxvol.name = Heliefektide tugevus
|
||||
setting.mutesound.name = Vaigista heli
|
||||
setting.crashreport.name = Saada automaatseid veateateid
|
||||
setting.communityservers.name = Fetch Community Server List
|
||||
setting.savecreate.name = Loo automaatseid salvestisi
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Unit Command
|
||||
category.multiplayer.name = Mitmikmäng
|
||||
category.blocks.name = Block Select
|
||||
placement.blockselectkeys = \n[lightgray]Key: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Respawn
|
||||
keybind.control.name = Control Unit
|
||||
keybind.clear_building.name = Clear Building
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = [scarlet]Vaenlastel[] on lõputult ressursse
|
||||
rules.blockhealthmultiplier = Block Health Multiplier
|
||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Väeüksuste tootmiskiiruse kordaja
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Väeüksuste elude kordaja
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Enemy Sector Invasions
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||
rules.showspawns = Show Enemy Spawns
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Unpredictable Wave AI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Fire
|
||||
rules.anyenv = <Any>
|
||||
rules.explosions = Block/Unit Explosion Damage
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech Refabricator
|
||||
block.ship-refabricator.name = Ship Refabricator
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Reinforced Payload Router
|
||||
block.payload-mass-driver.name = Payload Mass Driver
|
||||
block.small-deconstructor.name = Small Deconstructor
|
||||
block.canvas.name = Canvas
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = World Processor
|
||||
block.world-cell.name = World Cell
|
||||
block.tank-fabricator.name = Tank Fabricator
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick
|
||||
hint.payloadDrop = Press [accent]][] to drop a payload.
|
||||
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
|
||||
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
|
||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||
gz.zone3 = A wave will begin now.\nGet ready.
|
||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Fires a barrage of missiles and bullets at all nearby e
|
||||
unit.minke.description = Fires shells and standard bullets at nearby ground targets.
|
||||
unit.bryde.description = Fires long-range artillery shells and missiles at enemies.
|
||||
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemies.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Constructs flare units.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies.
|
||||
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
||||
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
||||
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Locate units around a building with range.
|
||||
lst.sensor = Get data from a building or unit.
|
||||
lst.set = Set a variable.
|
||||
lst.operation = Perform an operation on 1-2 variables.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Jump to the top of the instruction stack.
|
||||
lst.wait = Wait a certain number of seconds.
|
||||
lst.stop = Halt execution of this processor.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
|
||||
lst.getblock = Get tile data at any location.
|
||||
lst.setblock = Set tile data at any location.
|
||||
lst.spawnunit = Spawn unit at a location.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Mindustry wiki ofiziala
|
||||
link.suggestions.description = Proposatu ezaugarri berriak
|
||||
link.bug.description = Akatsen bat aurkitu duzu? Eman berri hemen
|
||||
linkopen = Zerbitzari honek esteka bat bidali dizu. Ziur ireki nahi duzula?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = Huts egin du esteka irekitzean!\nURL-a zure arbelera kopiatu da.
|
||||
screenshot = Pantaila-argazkia {0} helbidean gorde da
|
||||
screenshot.invalid = Mapa handiegia, baliteke pantaila-argazkirako memoria nahiko ez egotea.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Partida amaitu da
|
||||
gameover.disconnect = Deskonektatu
|
||||
gameover.pvp = [accent] {0}[] taldeak irabazi du!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Hurrengo maparen zain...
|
||||
highscore = [accent]Marka berria!
|
||||
copied = Kopiatuta.
|
||||
indev.notready = Jolasaren atal hau ez dago prest
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Soinuak
|
||||
load.map = Mapak
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Ikusi bertsioak
|
||||
mods.browser.noreleases = [scarlet]Ez da bertsiorik aurkitu\n[accent]Ez da mod honen bertsiorik aurkitu. Egiaztatu mod-aren biltegian bertsiorik argitaratu ote den.
|
||||
mods.browser.latest = <Azkena>
|
||||
mods.browser.releases = Bersioak
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Biltegia
|
||||
mods.github.open-release = Bertsioaren orria
|
||||
mods.browser.sortdate = Ordenatu dataren arabera
|
||||
mods.browser.sortstars = Ordenatu izarren arabera
|
||||
|
||||
export.file = Esportatu fitxategia
|
||||
import.file = Inportatu fitxategia
|
||||
copy.clipboard = Kopiatu arbelera
|
||||
import.clipboard = Inportatu arbeletik
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Partekatu tailerrean
|
||||
|
||||
schematic = Eskema
|
||||
schematic.add = Gorde eskema...
|
||||
schematics = Eskemak
|
||||
@@ -61,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = Badago izen bereko eskema bat. Ordeztu nahi duzu?
|
||||
schematic.exists = Badago izen bereko eskema bat.
|
||||
schematic.import = Inportatu eskema...
|
||||
schematic.exportfile = Esportatu fitxategia
|
||||
schematic.importfile = Inportatu fitxategia
|
||||
schematic.browseworkshop = Arakatu tailerra
|
||||
schematic.copy = Kopiatu arbelera
|
||||
schematic.copy.import = Inportatu arbeletik
|
||||
schematic.shareworkshop = Partekatu tailerrean
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: itzulbiratu eskema
|
||||
schematic.saved = Eskema gordeta.
|
||||
schematic.delete.confirm = Eskema hau behin betiko suntsituko da.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]Ez da maparik aurkitu!
|
||||
invalid = Baliogabea
|
||||
pickcolor = Hautatu kolorea
|
||||
color = Kolorea
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Konfigurazioa prestatzen
|
||||
preparingcontent = Edukia prestatzen
|
||||
uploadingcontent = Edukia igotzen
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Aurrebista fitxategia igotzen
|
||||
committingchanges = Aldaketak aplikatzen
|
||||
done = Egina
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = Mod hau ezin da kargatu dependentzia elbarr
|
||||
mod.requiresversion = Beharrezko joko bertsioa: [red]{0}
|
||||
|
||||
mod.errors = Erroreak gertatu dira edukia kargatzean.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]Erroreak dituzten mod-ak dituzu.[] Desgaitu kaltetutako mod-ak edo konpondu erroreak jolastu aurretik.
|
||||
mod.enable = Gaitu
|
||||
mod.requiresrestart = Jolasa itxi egingo da mod-aren aldaketak aplikatzeko.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]hautatu hasteko planeta.\nHau edonoiz aldatu daiteke.
|
||||
campaign.erekir = [accent]Jokalari berrientzak aholkatua.[]\n\nEduki berriagoa eta landuagoa. Kanpaina aurreratze lineala.\n\nKalitate hobeko mapak eta esperientzia orokorra.
|
||||
campaign.serpulo = [scarlet]Ez aholkatua jokalari berrientzat.[]\n\nEduki zaharra; esperientzia klasikoa. Irekiagoa.\n\nAgian desorekatuak dauden mapak eta kanpainaren mekanikak. Ez horren landua.
|
||||
campaign.difficulty = Difficulty
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Ikertua
|
||||
techtree = Teknologia zuhaitza
|
||||
techtree.select = Teknologia zuhaitzeko hautaketa
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Botoen bidez kanporatu zaituzte. Agur.
|
||||
server.kicked.clientOutdated = Bezero zaharkitua! Eguneratu zure jolasa!
|
||||
server.kicked.serverOutdated = Zerbitzari zaharkitua! Eskatu ostalariari eguneratzeko!
|
||||
server.kicked.banned = Zerbitzari honetan debekatuta zaude.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Zerbitzari hau ez da zure konpilazio motarekin bateragarria.
|
||||
server.kicked.playerLimit = Zerbitzari hau beteta dago. Itxaron zirrikitu bat libratu arte.
|
||||
server.kicked.recentKick = Duela gutxi kanporatu zaituzte.\nItxaron berriro konektatzeko.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Denbora agortuta UDPren argazkiak jasotzen zituen b
|
||||
cantconnect = Ezin izan da partidara elkartu ([accent]{0}[]).
|
||||
connecting = [accent]Konektatzen...
|
||||
reconnecting = [accent]Birkonektatzen...
|
||||
connecting.data = [accent]Munduaren datuak kargatzen...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Ataka:
|
||||
server.invalidport = Ataka zenbaki baliogabea!
|
||||
server.error.addressinuse = [scarlet]Errorea zerbitzaria 6567 portuan konektatzerakoan.[]\n\nZiurtatu beste Mindustry zerbitzaririk ez dabilela zure gailuan edo sarean!
|
||||
@@ -335,6 +352,10 @@ save.export = Esportatu gordetako partida
|
||||
save.import.invalid = [accent]Gordetako partida hau baliogabea da!
|
||||
save.import.fail = [crimson]Huts egin du gordetako partida inportatzean: [accent]{0}
|
||||
save.export.fail = [crimson]Huts egin du gordetako partida esportatzean: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Inportatu gordetako partida
|
||||
save.newslot = Gordetako partidaren izena:
|
||||
save.rename = Aldatu izena
|
||||
@@ -354,13 +375,12 @@ save.mode = Jolas-modua: {0}
|
||||
save.date = Azkenekoz gordeta: {0}
|
||||
save.playtime = Jolastua: {0}
|
||||
dontshowagain = Ez erakutsi berriro
|
||||
warn.32bit.title = 32 biteko deprekuzioaren abisua
|
||||
warn.32bit = [red]32-bit[] eko Mindustry bertsioa erabiltzen zabiltza.\nJavaren bertsio berrienek 32-biteko Windowsen soportea alde batera utzi dutenez, [red]32-biteko bertsioaren soportea ez da eguneratuko etorkizunean[].\n\nMesedez, eguneratu 64 biteko makina batera eta ziurtatu Mindustryren 64 biteko bertsioa deskargatuta duzula.\n\nMindustry exekutatzen ari bazara JAR fitxategi gisa, ziurtatu 64 biteko Java erabiltzen ari zarela.
|
||||
warning = Abisua.
|
||||
confirm = Baieztatu
|
||||
delete = Ezabatu
|
||||
view.workshop = Ikusi tailerrean
|
||||
workshop.listing = Editatu tailerreko zerrenda
|
||||
hide = Hide
|
||||
ok = Ados
|
||||
open = Ireki
|
||||
customize = Aldatu arauak
|
||||
@@ -372,7 +392,6 @@ command.repair = Konpondu
|
||||
command.rebuild = Berreraiki
|
||||
command.assist = Jokalaria lagundu
|
||||
command.move = Mugitu
|
||||
command.boost = Bultzatu
|
||||
command.enterPayload = Karga erabilgarriko blokea sartu
|
||||
command.loadUnits = Unitateak kargatu
|
||||
command.loadBlocks = Blokeak kargatu
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Jarrera: Tiro egin
|
||||
stance.holdfire = Jarrera: Su-etena
|
||||
stance.pursuetarget = Jarrera: Objetiboa jarraitu
|
||||
stance.patrol = Jarrera: Patruila bidea
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Jarrera: Ram\n[lightgray]Mugimendua lerro zuzenean, biderik bilatu gabe
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Meatzaritza automatikoa
|
||||
stance.mine = Minatutako objektua: {0}
|
||||
openlink = Ireki esteka
|
||||
@@ -430,6 +451,7 @@ saveimage = Gorde irudia
|
||||
unknown = Ezezaguna
|
||||
custom = Pertsonalizatua
|
||||
builtin = Jolas barnekoa
|
||||
modded = Modded
|
||||
map.delete.confirm = Ziur mapa hau ezabatu nahi duzula? Ekintza hau ezin da desegin!
|
||||
map.random = [accent]Ausazko mapa
|
||||
map.nospawn = Mapa honek ez du muinik jokalaria sortu dadin! Gehitu muin {0} bat mapa honi editorean.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Arauak:
|
||||
editor.generation = Sorrarazi:
|
||||
editor.objectives = Helburuak
|
||||
editor.locales = Eskualde-konfigurazioko paketeak
|
||||
editor.patches.guide = Adabakien gida
|
||||
editor.patches = Eduki adabakiak
|
||||
editor.patch = Adabaki multzoa: {0}
|
||||
editor.patches.none = [lightgray]Ez dago adabaki multzorik kargatuta.
|
||||
editor.patches.errors = Adabaki multzoen erroreak
|
||||
editor.patches.importerror = Errorea adabakien multzoa inportatzean
|
||||
editor.patches.delete.confirm = Ziur zaude adabaki multzo hau ezabatu nahi duzula?
|
||||
editor.patch.fields = {0} eremuak
|
||||
editor.worldprocessors = Munduko prozesadoreak
|
||||
editor.worldprocessors.editname = Izena editatu
|
||||
editor.worldprocessors.none = [lightgray]Ez dira munduko prozesadore blokeak aurkitu!\nGehitu bat mapa-editorean edo erabili \ue813 Gehitu botoia segituan.
|
||||
@@ -490,12 +504,86 @@ editor.center = Zentroa
|
||||
editor.search = Bilatu mapak...
|
||||
editor.filters = Filtratu mapak
|
||||
editor.filters.mode = Joko moduak:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Mapa mota:
|
||||
editor.filters.search = Bilatu:
|
||||
editor.filters.author = Egilea
|
||||
editor.filters.description = Deskripzioa
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Shift X
|
||||
editor.shifty = Shift Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Eduki adabakiak
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]Ez dago adabaki multzorik kargatuta.
|
||||
patch.errors = Adabaki multzoen erroreak
|
||||
patch.importerror = Errorea adabakien multzoa inportatzean
|
||||
patch.delete.confirm = Ziur zaude adabaki multzo hau ezabatu nahi duzula?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} eremuak
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Lantegia
|
||||
waves.title = Boladak
|
||||
waves.team = Taldea
|
||||
@@ -510,10 +598,10 @@ waves.spawn = agerpen puntua:
|
||||
waves.spawn.all = <all>
|
||||
waves.spawn.select = Agerpen puntua aukeratu
|
||||
waves.spawn.none = [scarlet]ez da mapan agerpen punturik aurkitu
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = unitate maximoa
|
||||
waves.guardian = Zaindaria
|
||||
waves.preview = Aurrebista
|
||||
waves.edit = Editatu...
|
||||
waves.random = Ausaz
|
||||
waves.copy = Kopiatu arbelera
|
||||
waves.load = Kargatu arbeletik
|
||||
@@ -529,6 +617,7 @@ waves.search = Olatuak bilatu...
|
||||
waves.filter = Unitate-iragazkia
|
||||
waves.units.hide = Ezkutatu denak
|
||||
waves.units.show = Erakutsi denak
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = zenbaketak
|
||||
@@ -539,7 +628,9 @@ all = Denak
|
||||
editor.default = [lightgray]<Lehenetsia>
|
||||
details = Xehetasunak...
|
||||
edit = Editatu...
|
||||
edit.menu = Edit...
|
||||
variables = aldagaiak
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Ziur zaude prozesadore honen kode guztia garbitu nahi duzula?
|
||||
logic.restart = Berrabiarazi
|
||||
logic.globals = Sartutako aldagaiak
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Marraztu taldeak blokeen ordez.
|
||||
#unused
|
||||
toolmode.underliquid = Likidoen Azpian
|
||||
toolmode.underliquid.description = Mosaiko likidoen azpian solairuak marraztea.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Iragazkirik ez! Gehitu bat beheko botoiarekin.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Lokal desberdinetan balio berberak dituzten propietateak erak
|
||||
locales.viewproperty = Lokal guztietan erakutsi
|
||||
locales.viewing = "{0}" propietatea ikusten
|
||||
locales.addicon = Ikonoa erantsi
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Zabalera:
|
||||
height = Altuera:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Eraiki: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Unitatea eraiki: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Suntsitu: [][lightgray]{0}[]x Unitate
|
||||
objective.enemiesapproaching = [accent]Etsaiak gerturatzen [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Etsaien ekoizketa eskalatzen [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Etsaien aire unitateen ekoizketaren hasiera [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Suntsitu etsai nukleoa
|
||||
objective.command = [accent]Unitateak agindu
|
||||
objective.nuclearlaunch = [accent]⚠ Jaurtiketa nuklearra detektatuta: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Sektoreak ezin dira aldatu.
|
||||
sector.noswitch = Ezin duzu sektorez aldatu lehendik dagoen sektore bat erasopean dagoen bitartean.\n\nSektorea: [accent]{0}[] [accent]{1}[]-n
|
||||
sector.view = Ikusi sektorea
|
||||
sector.foundationrequired = [lightgray] Nukleoa: Fundazioa beharrezkoa
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Txikia
|
||||
threat.medium = Ertaina
|
||||
@@ -845,6 +943,10 @@ threat.high = Handia
|
||||
threat.extreme = Sekulakoa
|
||||
threat.eradication = Desagerrarazpena
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Kasuala
|
||||
difficulty.easy = Erraza
|
||||
difficulty.normal = Normala
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Sun
|
||||
|
||||
sector.impact0078.name = Impact 0078
|
||||
sector.groundZero.name = Ground Zero
|
||||
sector.craters.name = The Craters
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Frozen Forest
|
||||
sector.ruinousShores.name = Ruinous Shores
|
||||
sector.stainedMountains.name = Stained Mountains
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Infested Canyons
|
||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||
sector.coastline.name = Humid Coastline
|
||||
sector.navalFortress.name = Naval Fortress
|
||||
sector.polarAerodrome.name = Polar Aerodrome
|
||||
sector.atolls.name = Atolls
|
||||
sector.testingGrounds.name = Testing Grounds
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -892,13 +993,14 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Mycelial Bastion
|
||||
sector.frontier.name = Frontier
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
|
||||
sector.groundZero.description = Kokapen ezin hobea berriro hasteko. Etsaiaren mehatxu txikia. Baliabide gutxi.\nAhalik eta berun eta kobre gehien bildu.\nAurrera.
|
||||
sector.frozenForest.description = Hemen ere, mendietatik hurbilago, esporak zabaldu dira. Tenperatura hotzek ezin dituzte betiko eduki.\n\nHasi agintea lortzen. Eraiki errekuntza-sorgailuak. Konpontzaileak erabiltzen ikasi.
|
||||
sector.saltFlats.description = Basamortuaren kanpoaldean Gatz Etxeak daude. Leku honetan baliabide gutxi aurki daitezke.\n\nEtsaiak baliabideak gordetzeko gune bat eraiki du hemen. Nukleoa desagerrarazi. Ez utzi ezer zutik.
|
||||
sector.craters.description = Krater honetan ura metatu da, gerra zaharren erlikia. Eremua erreklamatu. Bildu hondarra. Metaglasa usaintsua. Ponpatu ura dorreak eta zulagailuak hozteko.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Hondakinak pasatuta, itsasertza dago. Behin, leku horretan kostaldeko defentsa bat zegoen. Ez da asko geratzen. Defentsa-egitura oinarrizkoenak bakarrik geratu dira zutik, gainerako guztia hondatuta.\nJarraitu kanpora zabaltzen. Teknologia berraurkitu.
|
||||
sector.stainedMountains.description = Barrurago daude mendiak, baina esporarik gabe.\nAtera hemen dagoen titanio ugaria. Ikasi erabiltzen.\n\nEtsaien presentzia handiagoa da hemen. Ez eman denborarik unitate indartsuenak bidaltzeko.
|
||||
sector.overgrowth.description = Eremu hau landarez gainezka dago, esporen jatorritik gertuago.\nEtsaiak postu bat ezarri du hemen. Titan unitateak eraiki. Suntsitu. Galdutakoa erreklamatu.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Sistema honetan lehen aldiz sartu zen izarrartek
|
||||
sector.planetaryTerminal.description = Azken helburua.\n\nKostaldeko base horrek nukleoak planeta lokaletara jaurtitzeko gai den egitura du. Oso ondo babestuta dago.\n\nItsasontzi-unitateak ekoiztu. Ezabatu etsaia ahalik eta azkarren. Jaurtiketa egitura ikertu.
|
||||
sector.coastline.description = Itsasontzi-unitateen teknologia-hondarrak hauteman dira toki horretan. Etsaien erasoei aurre egin, sektore hau harrapatu eta teknologia eskuratu.
|
||||
sector.navalFortress.description = Etsaiak base bat ezarri du uharte urrun eta gotortu batean. Suntsitu postu aurreratu hau. Ontzi-teknologia aurreratua eskuratu eta ikertu.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = The Onset
|
||||
sector.aegis.name = Aegis
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Madarikatuta
|
||||
status.corroded.name = Janda
|
||||
status.unmoving.name = Geldi
|
||||
status.boss.name = Zaindari
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Hizkuntza
|
||||
settings.data = Jolasaren datuak
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Ikerketa ezabatu
|
||||
settings.clearresearch.confirm = Ziur zaude zure kanpainaren ikerketa guztia ezabatu nahi duzula?
|
||||
settings.clearcampaignsaves = Ezabatu kanpainan gordetako partidak
|
||||
settings.clearcampaignsaves.confirm = Ziur zaude zure kanpaina guztiak ezabatu nahi dituzula?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Pausatuta >
|
||||
clear = Garbitu
|
||||
banned = [scarlet]Debekatuta
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Lurrera tirokatzen du
|
||||
stat.crushdamage = Zapalketak eragindako kaltea
|
||||
stat.legsplashdamage = Hanketako zipriztinek eragindako kalteak.
|
||||
stat.itemsmoved = Garraio-abiadura
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Egozketen arteko denbora
|
||||
stat.shootrange = Irismena
|
||||
stat.size = Neurria
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Armak
|
||||
stat.bullet = Bala
|
||||
stat.moduletier = Modulu maila
|
||||
stat.unittype = Unitate mota
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Abiadura areagotzea
|
||||
stat.range = Irismena
|
||||
stat.drilltier = Ustiagarriak
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Indartze-efektua
|
||||
stat.maxunits = Gehieneko unitate aktiboak
|
||||
stat.health = Osasuna
|
||||
stat.armor = Armadura
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Eraikitze-denbora
|
||||
stat.maxconsecutive = Elkarren segidako maximoa
|
||||
stat.buildcost = Eraikitze-kostua
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] ingurune-kaltea ~[stat] {1}[lightgray
|
||||
bullet.incendiary = [stat]su-eragilea
|
||||
bullet.homing = [stat]gidatua
|
||||
bullet.armorpierce = [stat]armadura zulatzea
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] kalteen muga
|
||||
bullet.suppression = [stat]{0} seg[lightgray] konponketa kentzea ~ [stat]{1}[lightgray] teilak
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Itzalak
|
||||
setting.blockreplace.name = Bloke proposamen automatikoak
|
||||
setting.linear.name = Iragazte lineala
|
||||
setting.hints.name = Pistak
|
||||
setting.logichints.name = Logika aholkuak
|
||||
setting.backgroundpause.name = Pausatu atzeko planoan
|
||||
setting.buildautopause.name = Eraikina automatikoki pausatu
|
||||
setting.doubletapmine.name = Ukitu bikoitza minatzeko.
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Modak desgaitu hasierako istripuan
|
||||
setting.animatedwater.name = Animatutako ura
|
||||
setting.animatedshields.name = Animatutako ezkutuak
|
||||
setting.playerindicators.name = Jokalariaren adierazleak
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Etsai/Aliatu adierazleak
|
||||
setting.autotarget.name = Punteria automatikoa
|
||||
setting.keyboard.name = Sagu+Teklatu kontrolak
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = Bat ere ez
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Interfaze-eskala[lightgray] (berrabiarazi behar da)[]
|
||||
setting.uiscale.description = Berrabiarazi egin behar da aldaketak aplikatzeko.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Kokatu beti diagonalean
|
||||
setting.screenshake.name = Pantailaren astindua
|
||||
setting.bloomintensity.name = Bloom intentsitatea
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Gordetzeko tartea
|
||||
setting.seconds = {0} segundo
|
||||
setting.milliseconds = {0} milisegundo
|
||||
setting.fullscreen.name = Pantaila osoa
|
||||
setting.borderlesswindow.name = Ertzik gabeko leihoa[lightgray] (berrabiaraztea behar lezake)
|
||||
setting.borderlesswindow.name.windows = Ertzik gabeko pantaila osoa
|
||||
setting.borderlesswindow.description = Berrabiarazi egin behar da aldaketak aplikatzeko.
|
||||
setting.fps.name = Erakutsi FPS
|
||||
setting.console.name = Gaitu kontsola
|
||||
setting.smoothcamera.name = Kamera leuna
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Giroaren bolumena
|
||||
setting.mutemusic.name = Isilarazi musika
|
||||
setting.sfxvol.name = Efektuen bolumena
|
||||
setting.mutesound.name = Isilarazi soinua
|
||||
setting.crashreport.name = Bidali kraskatze txosten automatikoak
|
||||
setting.communityservers.name = Eskuratu komunitate zerbitzarien zerrenda
|
||||
setting.savecreate.name = Gorde automatikoki
|
||||
setting.steampublichost.name = Jokoaren ikusgarritasun publikoa
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Unitateko Agintea
|
||||
category.multiplayer.name = Hainbat jokalari
|
||||
category.blocks.name = Blokea aukeratu
|
||||
placement.blockselectkeys = \n[lightgray]Giltza: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Berpizte puntua
|
||||
keybind.control.name = Kontrol unitatea
|
||||
keybind.clear_building.name = Garrbitu eraikina
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Unitatearen jarrera: Eutsi sua
|
||||
keybind.unit_stance_pursue_target.name = Unitatearen jarrera: Helburua jarraitu
|
||||
keybind.unit_stance_patrol.name = Unitatearen jarrera: Patruila
|
||||
keybind.unit_stance_ram.name = Unitatearen jarrera: Aharia
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unitateko agindua: Mugitu
|
||||
keybind.unit_command_repair.name = Unitateko agindua: Konponketa
|
||||
keybind.unit_command_rebuild.name = Unitateko agindua: Berreraiki
|
||||
keybind.unit_command_assist.name = Unitateko agindua: Laguntza
|
||||
keybind.unit_command_mine.name = Unitateko agindua: Minatu
|
||||
keybind.unit_command_boost.name = Unitateko agindua: Bultzatu
|
||||
keybind.unit_command_load_units.name = Unitateko agindua: Karga unitateak
|
||||
keybind.unit_command_load_blocks.name = Unitateko agindua: Kargatu blokeak
|
||||
keybind.unit_command_unload_payload.name = Unitateko agindua: Deskargatu karga erabilgarria
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = AI-k (talde gorriak) baliabide amaigabeak ditu
|
||||
rules.blockhealthmultiplier = Blokeen osasun biderkatzailea
|
||||
rules.blockdamagemultiplier = Blokeen kalte biderkatzailea
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Unitateen sorrerarako abiadura-biderkatzailea
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Unitateen osasun-biderkatzailea
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Etsaien sektorearen inbasioak
|
||||
rules.legacylaunchpads = Oinordetzan hartutako jaurtiketa-plataformaren mekanika
|
||||
rules.legacylaunchpads.info = 7.0 bertsioan bezala, lurreratze-plataformarik gabeko jaurtiketa-plataformak erabiltzea baimentzen du.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Desgaituta[lightgray] (Oinordetzan hartutako jaurtiketa plataforma gaitu)
|
||||
rules.showspawns = Etsaien spawn-ak erakutsi
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Olatu aurreikusezinen AI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Sua
|
||||
rules.anyenv = <Any>
|
||||
rules.explosions = Blokea/Unitateko leherketa kalteak
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Sakabanatu
|
||||
block.afflict.name = Atsekabetu
|
||||
block.lustre.name = Distira
|
||||
block.scathe.name = Astindu
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Tankeen berregituratzailea
|
||||
block.mech-refabricator.name = Mekaniko berregituratzailea
|
||||
block.ship-refabricator.name = Ontzi berregituratzailea
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Karga erabilgarriaren bideratzaile indart
|
||||
block.payload-mass-driver.name = Karga erabilgarriaren masa-gidaria
|
||||
block.small-deconstructor.name = Deseraikitzaile txikia
|
||||
block.canvas.name = Oihala
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = Munduko prozesadorea
|
||||
block.world-cell.name = Munduko zelula
|
||||
block.tank-fabricator.name = Tanke fabrikatzailea
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Sakatu eta eutsi[] bloke edo unitate txikia
|
||||
hint.payloadDrop = Sakatu [accent]][] karga erabilgarria botatzeko.
|
||||
hint.payloadDrop.mobile = [accent]Sakatu eta eutsi[] hutsik dagoen kokaleku bat karga erabilgarria hor botatzeko.
|
||||
hint.waveFire = Munizio gisa ura duten [accent]Olatu[] dorreak automatikoki itzaliko dituzte inguruko suteak.
|
||||
hint.generator = :combustion-generator: [accent]Errekuntza sorgailuak[] ikatza erre eta energia ondoko blokeetara garraiatzen dute.\n\nPotentziatransmisioaren irismena zabaldu daiteke :power-node: [accent]Potentzia nodoekin[].
|
||||
hint.guardian = [accent]Zaindari[] unitateak blindatuta daude. Munizio ahula, hala nola [accent]Kobrea[] edo [accent]Beruna[] [scarlet]ez eraginkorra[] da.\n\nErabili maila handiagoko dorreak edo :graphite: [accent]Grafitozko[] :duo:Duo/:salvo:Salba munizioa.
|
||||
hint.coreUpgrade = Nukleoak hobetzeko [accent]maila handiagoko nukleoak jar daitezke haien gainean[].\n\nKokatu :core-foundation: [accent]Fundazio[] nukleoa :core-shard: [accent]Shard[] nukleoaren gainean. Ziurtatu inguruko oztopoetatik libre dagoela.
|
||||
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Erradioan eraikitako edozer suntsitzen da olatu bat hasten denean.
|
||||
gz.zone3 = Bolada bat hasiko da orain\nPrestatu.
|
||||
gz.finish = Eraiki dorre gehiago, atera baliabide gehiago,\neta defendatu olatu guztien aurka [accent]sektorea konkistatzeko[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Fires a barrage of missiles and bullets at all nearby e
|
||||
unit.minke.description = Fires shells and standard bullets at nearby ground targets.
|
||||
unit.bryde.description = Fires long-range artillery shells and missiles at enemies.
|
||||
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemies.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Constructs flare units.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies.
|
||||
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
||||
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
||||
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Locate units around a building with range.
|
||||
lst.sensor = Get data from a building or unit.
|
||||
lst.set = Set a variable.
|
||||
lst.operation = Perform an operation on 1-2 variables.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Jump to the top of the instruction stack.
|
||||
lst.wait = Wait a certain number of seconds.
|
||||
lst.stop = Halt execution of this processor.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
|
||||
lst.getblock = Get tile data at any location.
|
||||
lst.setblock = Set tile data at any location.
|
||||
lst.spawnunit = Spawn unit at a location.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Virallinen Mindustry wiki
|
||||
link.suggestions.description = Ehdota uusia ominaisuuksia
|
||||
link.bug.description = Löysitkö bugin? Ilmoita se täällä
|
||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = Linkin avaaminen epäonnistui!\nOsoite on kopioitu leikepöydällesi.
|
||||
screenshot = Kuvankaappaus tallennettu sijaintiin {0}
|
||||
screenshot.invalid = Kartta liian laaja, levytila voi olla liian vähissä kuvankaappausta varten.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Peli ohi
|
||||
gameover.disconnect = Katkaise yhteys
|
||||
gameover.pvp = [accent] {0}[] joukkue voittaa!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Odotetaan seuraavaa karttaa...
|
||||
highscore = [accent]Uusi ennätys!
|
||||
copied = Kopioitu.
|
||||
indev.notready = Tämä osa peliä ei ole vielä valmis
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Ääniä
|
||||
load.map = Karttoja
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Näytä julkaistut versiot
|
||||
mods.browser.noreleases = [scarlet]Julkaistuja versioita ei löytynyt\n[accent]Tästä lisäosasta ei löytynyt julkaistuja versioita. Tarkista, onko lisäosan repositoriossa julkaistuja versioita.
|
||||
mods.browser.latest = <Viimeisin>
|
||||
mods.browser.releases = Julkaistut versiot
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repositorio
|
||||
mods.github.open-release = Julkaisusivu
|
||||
mods.browser.sortdate = Järjestä laskevaan aikajärjestykseen
|
||||
mods.browser.sortstars = Järjestä tähtien määrän perusteella
|
||||
|
||||
export.file = Vie tiedosto
|
||||
import.file = Tuo tiedosto
|
||||
copy.clipboard = Kopioi leikepöydälle
|
||||
import.clipboard = Tuo leikepöydältä
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Jaa Workshoppiin
|
||||
|
||||
schematic = Kaavio
|
||||
schematic.add = Tallenna kaavio...
|
||||
schematics = Kaaviot
|
||||
@@ -61,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = Kaavio tällä nimellä on jo olemassa. Haluatko korvata sen?
|
||||
schematic.exists = Kaavio tällä nimellä on jo olemassa.
|
||||
schematic.import = Tuo kaavio...
|
||||
schematic.exportfile = Vie tiedosto
|
||||
schematic.importfile = Tuo tiedosto
|
||||
schematic.browseworkshop = Selaa Steam Workshoppia
|
||||
schematic.copy = Kopioi leikepöydälle
|
||||
schematic.copy.import = Tuo leikepöydältä
|
||||
schematic.shareworkshop = Jaa Workshoppiin
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Käännä Kaavio
|
||||
schematic.saved = Kaavio tallennettu.
|
||||
schematic.delete.confirm = Tämä kaavio poistetaan.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]Karttoja ei löytynyt!
|
||||
invalid = Virheellinen
|
||||
pickcolor = Valitse väri
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Valmistellaan asetuksia
|
||||
preparingcontent = Valmistellaan sisältöä
|
||||
uploadingcontent = Julkaistaan sisältöä
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Julkaistaan esikatseltavaa tiedostoa
|
||||
committingchanges = Varmistetaan muutokset
|
||||
done = Valmis
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = This mod is unable to be loaded due to inva
|
||||
mod.requiresversion = Requires game version: [red]{0}
|
||||
|
||||
mod.errors = Virheitä on tapahtunut pelin ladatessa.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]Sinulla on virheellisiä modeja.[] Joko poista ne käytöstä tai korjaa virheet.
|
||||
mod.enable = Käytä
|
||||
mod.requiresrestart = Peli suljetaan jotta muutokset voisivat toteutua.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at
|
||||
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||
campaign.difficulty = Difficulty
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Suoritettu
|
||||
techtree = Edistyspuu
|
||||
techtree.select = Edistyspuun valinta
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Sinut on äänestetty pois. Hyvästi.
|
||||
server.kicked.clientOutdated = Pelisi on vanhentunut! Päivitä se!
|
||||
server.kicked.serverOutdated = Vanhentunut palvelin! Pyydä isäntää päivittämään!
|
||||
server.kicked.banned = Sinulla on porttikielto tälle palvelimelle.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Tämä palvelin ei ole yhteensopiva koontiversiosi kanssa.
|
||||
server.kicked.playerLimit = Tämä palvelin on täynnä. Odota vapaata tilaa.
|
||||
server.kicked.recentKick = Sinut on potkittu äskettäin.\nOdota ennen kuin yhdistät uudestaan.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Peliin ei voitu liittyä ([accent]{0}[]).
|
||||
connecting = [accent]Yhdistetään...
|
||||
reconnecting = [accent]Yhdistetään uudelleen...
|
||||
connecting.data = [accent]Ladataan maailman tietoja...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Portti:
|
||||
server.invalidport = Tällä portilla ei löytynyt peliä!
|
||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||
@@ -335,6 +352,10 @@ save.export = Vie tallennus
|
||||
save.import.invalid = [accent]Tämä tallennus on kelvoton!
|
||||
save.import.fail = [crimson]Tallennuksen tuominen epäonnistui: [accent]{0}
|
||||
save.export.fail = [crimson]Tallennuksen vieminen epäonnistui: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Tuo tallennus
|
||||
save.newslot = Tallennuksen nimi:
|
||||
save.rename = Nimeä uudelleen
|
||||
@@ -354,13 +375,12 @@ save.mode = Pelimuoto: {0}
|
||||
save.date = Viimeksi tallennettu: {0}
|
||||
save.playtime = Peliaika: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||
warning = Varoitus.
|
||||
confirm = Vahvista
|
||||
delete = Poista
|
||||
view.workshop = Näytä Workshopissa
|
||||
workshop.listing = Muokkaa Workshop-listausta
|
||||
hide = Hide
|
||||
ok = Ok
|
||||
open = Avaa
|
||||
customize = Muokkaa sääntöjä
|
||||
@@ -372,7 +392,6 @@ command.repair = Repair
|
||||
command.rebuild = Rebuild
|
||||
command.assist = Assist Player
|
||||
command.move = Move
|
||||
command.boost = Boost
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
stance.mine = Mine Item: {0}
|
||||
openlink = Avaa linkki
|
||||
@@ -430,6 +451,7 @@ saveimage = Tallenna kuva
|
||||
unknown = Tuntematon
|
||||
custom = Mukautettu
|
||||
builtin = Sisäänrakennettu
|
||||
modded = Modded
|
||||
map.delete.confirm = Oletko varma että haluat poistaa tämän kartan? Poistoa ei voi peruuttaa!
|
||||
map.random = [accent]Satunnainen kartta
|
||||
map.nospawn = Tässä kartassa ei ole ytimiä joihin syntyä! Lisää {0} ydin karttaan editorissa.
|
||||
@@ -469,14 +491,6 @@ editor.rules = Säännöt:
|
||||
editor.generation = Generaatio:
|
||||
editor.objectives = Tehtävät
|
||||
editor.locales = Locale Bundles
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Content Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||
editor.patch.fields = {0} fields
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
@@ -490,12 +504,86 @@ editor.center = Keskitä
|
||||
editor.search = Hae karttoja...
|
||||
editor.filters = Rajaa karttoja
|
||||
editor.filters.mode = Pelitilat:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Kartan tyyppi:
|
||||
editor.filters.search = Search in:
|
||||
editor.filters.author = Tekijä
|
||||
editor.filters.description = Kuvaus
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Siirrä X-akselin suunnassa
|
||||
editor.shifty = Siirrä Y-akselin suunnassa
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Content Patches
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No patchsets loaded.
|
||||
patch.errors = Patchset Errors
|
||||
patch.importerror = Failed to import patchset
|
||||
patch.delete.confirm = Are you sure you want to delete this patchset?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} fields
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Työpaja
|
||||
waves.title = Tasot
|
||||
waves.team = Team
|
||||
@@ -510,10 +598,10 @@ waves.spawn = syntypiste:
|
||||
waves.spawn.all = <kaikki>
|
||||
waves.spawn.select = Syntypisteen valinta
|
||||
waves.spawn.none = [scarlet]kartasta ei löytynyt syntypisteitä
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = maksimijoukot
|
||||
waves.guardian = Vartija
|
||||
waves.preview = Esikatselu
|
||||
waves.edit = Muokkaa...
|
||||
waves.random = Random
|
||||
waves.copy = Kopioi leikepöydälle
|
||||
waves.load = Lataa leikepöydältä
|
||||
@@ -529,6 +617,7 @@ waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.units.hide = Piilota kaikki
|
||||
waves.units.show = Näytä kaikki
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = lukumäärä
|
||||
@@ -539,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Oletus>
|
||||
details = Yksityiskohdat...
|
||||
edit = Muokkaa...
|
||||
edit.menu = Edit...
|
||||
variables = Muuttujat
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.restart = Restart
|
||||
logic.globals = Built-in Variables
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Piirrä joukkueita palikkojen sijaan.
|
||||
#unused
|
||||
toolmode.underliquid = Pinnanalainen tila
|
||||
toolmode.underliquid.description = Piirrä lattioita nestelaattojen alle.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Ei filttereitä! Lisää yksi alla olevasta napista.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Show properties that have same values in different locales
|
||||
locales.viewproperty = View in all locales
|
||||
locales.viewing = Viewing property "{0}"
|
||||
locales.addicon = Add Icon
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Leveys:
|
||||
height = Korkeus:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Rakenna: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Rakenna yksikkö: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Tuhoa: [][lightgray]{0}[]x yksikköä
|
||||
objective.enemiesapproaching = [accent]Vihollinen lähestyy ajassa [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Tuhoa vihollisydin
|
||||
objective.command = [accent]Komenna yksikköjä
|
||||
objective.nuclearlaunch = [accent]⚠ Ydinaseen laukaisu havaittu: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Sektoria ei voida vaihtaa
|
||||
sector.noswitch = Et voi vaihtaa sektoria, kun olemassaoleva sektori on hyökkäyksen kohteena.\n\nSektori: [accent]{0}[] planeetalla [accent]{1}[]
|
||||
sector.view = Näytä sektori
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Matala
|
||||
threat.medium = Kohtalainen
|
||||
@@ -845,6 +943,10 @@ threat.high = Korkea
|
||||
threat.extreme = Äärimmäinen
|
||||
threat.eradication = Täystuho
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Easy
|
||||
difficulty.normal = Normal
|
||||
@@ -864,7 +966,7 @@ planet.sun.name = Aurinko
|
||||
|
||||
sector.impact0078.name = Törmäys 0078
|
||||
sector.groundZero.name = Tapahtumahorisontti
|
||||
sector.craters.name = Kraatterit
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Jäätyneet metsät
|
||||
sector.ruinousShores.name = Taistelujen ranta
|
||||
sector.stainedMountains.name = Kalliovuoret
|
||||
@@ -883,7 +985,6 @@ sector.infestedCanyons.name = Infested Canyons
|
||||
sector.planetaryTerminal.name = Planetaarinen laukaisuterminaali
|
||||
sector.coastline.name = Rantaviiva
|
||||
sector.navalFortress.name = Laivastolinnoitus
|
||||
sector.polarAerodrome.name = Polar Aerodrome
|
||||
sector.atolls.name = Atolls
|
||||
sector.testingGrounds.name = Testing Grounds
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
@@ -892,13 +993,14 @@ sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Mycelial Bastion
|
||||
sector.frontier.name = Frontier
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
|
||||
sector.groundZero.description = Optimaalinen sijainti aloittaa jälleen kerran. Matala vihollisuhka. Vähän resursseja.\nKerää niin paljon kuparia ja lyijyä, kuin mahdollista.\nJatka matkaa.
|
||||
sector.frozenForest.description = Itiöt ovat levittäytyneet jopa tänne, lähemmäs vuoria. Jäätävät lämpötilat eivät voi torjua niitä ikuisesti.\n\nAloita seikkailusi virtaan. Rakenna polttogeneraattoreita. Opi käyttämään korjaajia.
|
||||
sector.saltFlats.description = Aavikon reunamilla sijaitsevat suolatasangot. Tässä sijainnissa resurssit ovat vähäisiä.\n\nVihollinen on pystyttänyt tänne varastokompleksin. Hävitä heidän ytimensä. Älä jätä mitään jäljelle.
|
||||
sector.craters.description = Vesi on kerääntynyt tähän kraatteriin, jäännökseen vanhoista sodista. Kunnosta alue. Kerää hiekkaa. Sulata metalasia. Pumppaa vettä jäähdyttääksesi tykkitorneja ja poria.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Autiomaiden jälkeen seuraa rantaviiva. Kerran tällä alueella oli rannikkopuolustusrivi. Vain vähän siitä on säilynyt. Vain kaikkein yksinkertaisimmat puolustusrakennukset ovat säilyneet vahingoittumattomina, ja kaikki muu on hävitetty romuksi.\nJatka laajenemista ulospäin. Tutki teknologia uudelleen.
|
||||
sector.stainedMountains.description = Kauempana sisämaassa sijaitsevat vuoret, jotka eivät vielä ole itiöiden saastuttamia.\nKaiva tällä alueella runsasta titaania. Opi, kuinka käyttää sitä.\n\nVihollisen läsnäolo on täällä suurempaa. Älä anna heille aikaa lähettää vahvimpia joukkojaan.
|
||||
sector.overgrowth.description = Tämä alue on umpeenkasvanut, ja on lähempänä itiöiden lähdettä.\nVihollinen on perustanut tänne vartioaseman. Rakenna Mace-yksikköjä. Tuho se. Ota takaisin se, mikä oli menetettyä.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Täällä lepäävät tähtienvälisen aluksen,
|
||||
sector.planetaryTerminal.description = Viimeinen kohde.\n\nTämä rannikkotukikohta sisältää rakennuksen, joka pystyy laukaisemaan ytimiä paikallisille planeetoille. Se on vartioitu äärimmäisen hyvin.\n\nRakenna laivayksiköitä. Eliminoi vihollinen mahdollisimman pian. Tutki laukaisurakennus.
|
||||
sector.coastline.description = Tällä alueella on havaittu jälkiä meriyksikköjen teknologiasta. Torju vihollisen hyökkäykset, valtaa tämä sektori ja hanki teknologia.
|
||||
sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäiselle, luonnostaan linnoitetulle saarelle. Tuhoa tämä etuvartioasema. Hanki heidän kehittynyt merialusteknologiansa ja tutki se.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = Alku
|
||||
sector.aegis.name = Aegis
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Räjähtänyt
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Liikkumaton
|
||||
status.boss.name = Vartija
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Kieli
|
||||
settings.data = Peli Data
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = Poista tutkimukset
|
||||
settings.clearresearch.confirm = Oletko varma, että haluat tyhjentää kaikki tutkimuksesi polussa?
|
||||
settings.clearcampaignsaves = Poista kampanjatallennukset
|
||||
settings.clearcampaignsaves.confirm = Oletko varma, että haluat poistaa kaikki kampanjatallennuksesi?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Pysäytetty >
|
||||
clear = Tyhjä
|
||||
banned = [scarlet]Kielletty
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Hyökkää maahan
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Liikkumisnopeus
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Aika laukaisujen välillä
|
||||
stat.shootrange = Kantama
|
||||
stat.size = Koko
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Aseet
|
||||
stat.bullet = Ammukset
|
||||
stat.moduletier = Moduulin taso
|
||||
stat.unittype = Unit Type
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Nopeuden kasvu
|
||||
stat.range = Etäisyys
|
||||
stat.drilltier = Porattavat
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Tehostamisem vaikutus
|
||||
stat.maxunits = Maksimimäärä yksikköjä
|
||||
stat.health = Elämäpisteet
|
||||
stat.armor = Haarniska
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Rakentamisaika
|
||||
stat.maxconsecutive = Max. peräkkäisiä
|
||||
stat.buildcost = Rakentamishinta
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] pa
|
||||
bullet.incendiary = [stat]sytyttävä
|
||||
bullet.homing = [stat]itseohjautuva
|
||||
bullet.armorpierce = [stat]haarniskan läpäisevä
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Varjot
|
||||
setting.blockreplace.name = Automaattisia Palikka Suosituksia
|
||||
setting.linear.name = Lineaarinen suodatus
|
||||
setting.hints.name = Vihjeet
|
||||
setting.logichints.name = Logiikkavihjeet
|
||||
setting.backgroundpause.name = Pysäytä taustalla
|
||||
setting.buildautopause.name = Automaattisest Pysäytä Rakentaessa
|
||||
setting.doubletapmine.name = Kaksoisklikkaa kaivaaksesi
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Poista lisäosat käytöstä käynnistyskaatumisi
|
||||
setting.animatedwater.name = Animoitu vesi
|
||||
setting.animatedshields.name = Animoidut kilvet
|
||||
setting.playerindicators.name = Pelaajaindikaattorit
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Vihollis/Puolulais Indikaattorit
|
||||
setting.autotarget.name = Automaatinen Tähtäys
|
||||
setting.keyboard.name = Hiiri+Näppäimistö -ohjaus
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = Ei Mitään
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = UI Koko[lightgray] (vaatii uudelleenkäynnistyksen)[]
|
||||
setting.uiscale.description = Muutosten toteuttaminen vaatii uudelleenkäynnistyksen
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Aina vino korvaus
|
||||
setting.screenshake.name = Näytön keikkuminen
|
||||
setting.bloomintensity.name = Bloom-intensiteetti
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Tallennuksen Aikaväli
|
||||
setting.seconds = {0} Sekuntia
|
||||
setting.milliseconds = {0} millisekuntia
|
||||
setting.fullscreen.name = Täysnäyttö
|
||||
setting.borderlesswindow.name = Reunaton Ikkuna[lightgray] (vaatii uudelleenkäynnistyksen)
|
||||
setting.borderlesswindow.name.windows = Reunaton koko näytön tila
|
||||
setting.borderlesswindow.description = Uudelleenkäynnistys saatetaan vaatia muutosten toteuttamiseksi.
|
||||
setting.fps.name = Näytä FPS
|
||||
setting.console.name = Salli konsoli
|
||||
setting.smoothcamera.name = Pehmeä kamera
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Taustaäänet
|
||||
setting.mutemusic.name = Mykistä musiikki
|
||||
setting.sfxvol.name = SFX-voimakkuus
|
||||
setting.mutesound.name = Mykistä äänet
|
||||
setting.crashreport.name = Lähetä anonyymejä kaatumisilmoituksia
|
||||
setting.communityservers.name = Fetch Community Server List
|
||||
setting.savecreate.name = Luo tallenuksia automaattisesti
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Unit Command
|
||||
category.multiplayer.name = Moninpeli
|
||||
category.blocks.name = Palikan Valinta
|
||||
placement.blockselectkeys = \n[lightgray]Näppäin: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Synny Uudelleen
|
||||
keybind.control.name = Käytä Yksikköä
|
||||
keybind.clear_building.name = Tyhjennä rakennus
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = Loputtomat AI:n (punaisen joukkueen) resurssit
|
||||
rules.blockhealthmultiplier = Palikkojen elämäpistekerroin
|
||||
rules.blockdamagemultiplier = Palikkojen vahinkokerroin
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Yksikköjen tuotantonopeuskerroin
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Yksikköjen elämäpistekerroin
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Enemy Sector Invasions
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||
rules.showspawns = Show Enemy Spawns
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Unpredictable Wave AI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Tuli
|
||||
rules.anyenv = <mikä tahansa>
|
||||
rules.explosions = Palikkojen/Yksikköjen räjähdysvahinko
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Hälvennys
|
||||
block.afflict.name = Aiheuttaja
|
||||
block.lustre.name = Kiilto
|
||||
block.scathe.name = Vahinko
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Tankkijälleenrakentaja
|
||||
block.mech-refabricator.name = Robottijälleenrakentaja
|
||||
block.ship-refabricator.name = Ilma-alusjälleenrakentaja
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Vahvistettu lastireititin
|
||||
block.payload-mass-driver.name = Lastimassalinko
|
||||
block.small-deconstructor.name = Pieni hajottaja
|
||||
block.canvas.name = Kanvaasi
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = Maailmaprosessori
|
||||
block.world-cell.name = Maailmasolu
|
||||
block.tank-fabricator.name = Tankkirakentaja
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]Paina ja pidä pohjassa[] pientä palikkaa t
|
||||
hint.payloadDrop = Paina [accent]][] pudottaaksesi lastin.
|
||||
hint.payloadDrop.mobile = [accent]Paina ja pidä pohjassa[] tyhjässä kohdassa pudottaaksesi lastin sinne.
|
||||
hint.waveFire = [accent]Aalto[]-tykit, jotka on ladattu vedellä, sammuttavat kantamalla olevia tulipaloja automaattisesti.
|
||||
hint.generator = :combustion-generator: [accent]Aggregaatit[] polttavat hiiltä ja lähettävät energiaa viereisille palikoille.\n\nEnergiansiirtokantamaa voi laajentaa :power-node:[accent]Sähkötolpilla[].
|
||||
hint.guardian = [accent]Vartija[]yksiköt ovat haarniskoituja. Heikot ammukset kuten [accent]kupari[] ja [accent]lyijy[][scarlet]eivät ole tehokkaita[].\n\nKäytä korkeamman tason tykkejä tai :graphite:[accent]Grafiittia[] :duo:Duon/:salvo:Salvon ammuksena voittaaksesi vartijan.
|
||||
hint.coreUpgrade = Ytimen voi päivittää [accent]sijoittamalla suuremman tason ytimen niiden päälle[].\n\nSijoita :core-foundation:[accent]Pohjaus[]-ydin :core-shard:[accent]Siru[]-ytimen päälle. Varmista, että tiellä ei ole esteitä.
|
||||
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||
gz.zone3 = A wave will begin now.\nGet ready.
|
||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Ampuu normaaleja ammuksia kaikkiin läheisiin vihollisiin.
|
||||
unit.mace.description = Ampuu liekkisuihkuja kaikkiin läheisiin vihollisiin.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Ampuu ryöpyn ohjuksia ja ammuksia kaikkiin läheisiin
|
||||
unit.minke.description = Ampuu kranaatteja ja normaaleja ammuksia läheisiin maakohteisiin.
|
||||
unit.bryde.description = Ampuu pitkän kantaman tykistötulta ja ohjuksia vihollisiin.
|
||||
unit.sei.description = Ampuu ryöpyn ohjuksia ja haarniskan läpäiseviä ammuksia vihollisiin.
|
||||
unit.omura.description = Ampuu pitkän kantaman lävistävän raidetykin vasaman vihollisiin. Tuottaa Flare-yksiköitä.
|
||||
unit.omura.description = Ampuu pitkän kantaman lävistävän raidetykin vasaman vihollisiin.
|
||||
unit.alpha.description = Puolustaa Siru-ydintä vihollisilta. Rakentaa rakennuksia.
|
||||
unit.beta.description = Puolustaa Pohjaus-ydintä vihollisilta. Rakentaa rakennuksia.
|
||||
unit.gamma.description = Puolustaa Tuma-ydintä vihollisilta. Rakentaa rakennuksia.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Paikantaa yksiköitä kantamallisen rakennuksen ympärillä.
|
||||
lst.sensor = Selvitä rakennuksen tai yksikön data.
|
||||
lst.set = Aseta muuttuja.
|
||||
lst.operation = Suorita laskutoimitus 1-2 muuttujalla.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Hyppää ohjepinon alkuun.
|
||||
lst.wait = Odota tietty määrä sekunteja.
|
||||
lst.stop = Halt execution of this processor.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Paikanna tietyntyyppinen arvo/rakennus missä tahansa kartalla.
|
||||
lst.getblock = Selvitä laattadata missä tahansa sijainnissa.
|
||||
lst.setblock = Aseta laattadata missä tahansa sijainnissa.
|
||||
lst.spawnunit = Luo joukko tietyssä sijainnissa.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Lisää tai poista statusefekti yksiköltä.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -15,9 +15,11 @@ link.wiki.description = Opsiyal na ensiklopedya ng Mindustry.
|
||||
link.suggestions.description = Magmungkahi ng mga bagong feature.
|
||||
link.bug.description = Nakahanap ng isang sira? Ipaulat dito!
|
||||
linkopen = Ang server na ito ay nagbigay ng isang link. Gusto mo ba na ibuksan?\n\n[sky]{0}
|
||||
clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
|
||||
linkfail = Hindi mabuksan ang link!\nKinopya na sa iyong clipboard ang URL.
|
||||
screenshot = Kinunan na ang screenshot sa {0}
|
||||
screenshot.invalid = Masiyadong malaki ang lugar, maaaring kulang ang espasyo para sa screenshot.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Natapos ang laro.
|
||||
gameover.disconnect = Nawalan ka ng koneksyon.
|
||||
gameover.pvp = Ang[accent] {0}[] na pangkat ay nanalo!
|
||||
@@ -25,6 +27,7 @@ gameover.waiting = [accent]Hintayin ang bagong lugar...
|
||||
highscore = [accent]Panibagong mataas na Iskor!
|
||||
copied = Kinopya.
|
||||
indev.notready = Ang bahaging ito ng laro ay hindi pa handa
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Mga Tunog
|
||||
load.map = Mga Lugar
|
||||
@@ -49,11 +52,19 @@ mods.browser.view-releases = Tingan ang mga ipinalabas na bersyon
|
||||
mods.browser.noreleases = [scarlet]Walang ipinalabas na bersyon ang nahanap.\n[accent]Hindi makahanap ng bersyon sa pangbago na ito. Tingan kung may ipinalabas na bersyon ang repositoryo ng pangbago nito.
|
||||
mods.browser.latest = <Pinaka-bago>
|
||||
mods.browser.releases = Ipinalabas na bersyon
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repositoryo
|
||||
mods.github.open-release = Pahina ng mga ipinalabas na bersyon
|
||||
mods.browser.sortdate = Uriin sa pinakabago
|
||||
mods.browser.sortstars = Uriin sa kasikatan
|
||||
|
||||
export.file = Mag-export ng File
|
||||
import.file = Kumuha ng File
|
||||
copy.clipboard = Kopyahin sa Clipboard
|
||||
import.clipboard = Kunin mula sa Clipboard
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Ibahagi sa Workshop
|
||||
|
||||
schematic = Eskematiko
|
||||
schematic.add = I-adya ang Eskematiko...
|
||||
schematics = Mga Eskematiko
|
||||
@@ -61,12 +72,6 @@ schematic.search = Search eskematiko...
|
||||
schematic.replace = Ang eskematiko na ito ay magkaparehas ng pangalan. Gusto mo bang palitan ito?
|
||||
schematic.exists = Ang eskematiko na ito ay magkaparehas ng pangalan.
|
||||
schematic.import = Kunin ang eskematiko...
|
||||
schematic.exportfile = Mag-export ng File
|
||||
schematic.importfile = Kumuha ng File
|
||||
schematic.browseworkshop = Maghanap sa Workshop
|
||||
schematic.copy = Kopyahin sa Clipboard
|
||||
schematic.copy.import = Kunin mula sa Clipboard
|
||||
schematic.shareworkshop = Ibahagi sa Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Baligtarin ang eskematiko
|
||||
schematic.saved = Nabago na ang eskematiko.
|
||||
schematic.delete.confirm = Ang eskematiko na ito ay tuluyang mawawala.
|
||||
@@ -124,9 +129,12 @@ maps.none = [lightgray]Walang lugar na nahanap!
|
||||
invalid = Hindi Puwede
|
||||
pickcolor = Pumili ng Kulay
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
preparingconfig = Inihahanda ang Konpigurasyon
|
||||
preparingcontent = Inihahanda ang mga Nilalaman
|
||||
uploadingcontent = Pinag-uupload ang Nilalaman
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Pinag-uupload ang Preview File
|
||||
committingchanges = Gumagawa ng mga Pagbabago
|
||||
done = Tapos
|
||||
@@ -171,6 +179,7 @@ mod.incompletedependencies.details = Hindi ma-load ang mod na ito dahil sa di-wa
|
||||
mod.requiresversion = Nangangailangan ng bersyon ng laro: [red]{0}
|
||||
|
||||
mod.errors = May mga pagkamali na naitala habang binubuksan ang nilalaman.
|
||||
mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
|
||||
mod.noerrorplay = [scarlet]May mga pangbago kang may pagkamali.[] Maaaring huwag munang paganahin ang mga apektadong pangbago o hindi kaya ay ayusin ang mga pagkamali bago maglaro.
|
||||
mod.enable = Paganahin
|
||||
mod.requiresrestart = Ang laro ay magsasara upang mailagay ang mga pagbabago sa pangbago.
|
||||
@@ -212,6 +221,8 @@ campaign.none = [lightgray]Pumili ng planetang sisimulan.\nMaaari itong palitan
|
||||
campaign.erekir = Mas bago, mas pinakintab na content. Kadalasan ay linear na pag-unlad ng kampanya.\n\nMas mahirap. Mas mataas na kalidad at pangkalahatang karanasan.
|
||||
campaign.serpulo = Mas lumang nilalaman; ang klasikong karanasan. Mas open-ended.\n\nPotensyal na hindi balanseng mga mapa at mekaniko ng campaign. Hindi gaanong tapos.
|
||||
campaign.difficulty = Kahirapan
|
||||
campaign.rework.title = Campaign Changes Notice
|
||||
campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\nSector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\nFor a cleaner experience, consider resetting your campaign saves in the settings.
|
||||
completed = [accent]Nakumpleto
|
||||
techtree = Tech Tree
|
||||
techtree.select = Pagpili ng Tech Tree
|
||||
@@ -235,6 +246,7 @@ server.kicked.vote = Ipinagbotohan ka na itanggal sa server. Paalam.
|
||||
server.kicked.clientOutdated = Outdated na kliyente! I-Update mo ang iyong laro!
|
||||
server.kicked.serverOutdated = Lumang server! Hilingin sa may-ari na ibago!
|
||||
server.kicked.banned = Ikaw ay pinagbawalan sa server na ito.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Ang server na ito ay hindi tugma sa iyong uri ng build.
|
||||
server.kicked.playerLimit = Puno na ang server na ito. Maghintay ng libreng slot.
|
||||
server.kicked.recentKick = na-kick ka recently.\nMaghintay bago kumonekta muli.
|
||||
@@ -318,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Hindi kayant sumali sa larong ([accent]{0}[]).
|
||||
connecting = [accent]Connecting...
|
||||
reconnecting = [accent]Reconnecting...
|
||||
connecting.data = [accent]Loading world data...
|
||||
|
||||
connecting.establish = [accent]Establishing connection...
|
||||
receiving.world = [accent]Receiving world data ({0})...
|
||||
receiving.assets = [accent]Receiving assets ({0})...
|
||||
receiving.assets.fail = Error occurred while receiving assets.
|
||||
|
||||
server.port = Port:
|
||||
server.invalidport = Invalid port number!
|
||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||
@@ -335,6 +352,10 @@ save.export = Ipamigay ang Save
|
||||
save.import.invalid = [accent]Hindi puwede ang intong save!
|
||||
save.import.fail = [scarlet]Pumalya ang pag-kuha ng save: [accent]{0}
|
||||
save.export.fail = [scarlet]Pumalya ang pag-bigay ng save: [accent]{0}
|
||||
save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
|
||||
save.assets.missing = Missing Assets
|
||||
save.assets.missing.list = Asset List...
|
||||
save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n[lightgray]This is likely because the save file was not properly exported.\n[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
|
||||
save.import = Kumuha ng Save
|
||||
save.newslot = Pangalan ng save:
|
||||
save.rename = Ipangalan ulit
|
||||
@@ -354,13 +375,12 @@ save.mode = Gamemode: {0}
|
||||
save.date = Last Saved: {0}
|
||||
save.playtime = Playtime: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||
warning = Warning.
|
||||
confirm = Kumpirmahin
|
||||
delete = Tanggalin
|
||||
view.workshop = Tingnan Sa Workshop
|
||||
workshop.listing = I-edit ang Listahan sa Workshop
|
||||
hide = Hide
|
||||
ok = OK
|
||||
open = Buksan
|
||||
customize = I-customize ang Mga Panuntunan
|
||||
@@ -372,7 +392,6 @@ command.repair = Ipagawa
|
||||
command.rebuild = Itayo
|
||||
command.assist = Asistahan ang maglalaro
|
||||
command.move = Galaw
|
||||
command.boost = Magpabilis
|
||||
command.enterPayload = Pumasok sa payload
|
||||
command.loadUnits = Ipasok ang Unit
|
||||
command.loadBlocks = Ipasok ang tapak
|
||||
@@ -383,7 +402,9 @@ stance.shoot = Paninindigan: Barilan
|
||||
stance.holdfire = Paninindigan: Huwag Bumaril
|
||||
stance.pursuetarget = Paninindigan: Habulin ang Iaatake
|
||||
stance.patrol = Paninindigan: Patrolyang Lakarin
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Paninindigan: Daan\n[lightgray]Tuwid na linyang paggalaw, walang paghanag ng path
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
stance.mine = Mine Item: {0}
|
||||
openlink = Buksan Link
|
||||
@@ -430,6 +451,7 @@ saveimage = I-Save ng Imahe
|
||||
unknown = Di-alam
|
||||
custom = Di-karaniwan
|
||||
builtin = Gawa sa sistema
|
||||
modded = Modded
|
||||
map.delete.confirm = Sigurado ka bang gusto mong tanggalin ang mapang ito? Ang gawaing ito ay hindi pwedeng baguhin!
|
||||
map.random = [accent]Kung-ano-anong Map
|
||||
map.nospawn = Ang mapa na ito ay walang anumang mga core para sa player upang maipabuhay! Mag-dagdag ng {0} core sa editor ng mapa!
|
||||
@@ -469,14 +491,6 @@ editor.rules = Mga Alintuntunin:
|
||||
editor.generation = Pagbuo:
|
||||
editor.objectives = Mga Gawain
|
||||
editor.locales = Locale Bundles
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Content Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||
editor.patch.fields = {0} fields
|
||||
editor.worldprocessors = Proseso ng Map
|
||||
editor.worldprocessors.editname = Iedit ang pangalan
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
@@ -490,12 +504,86 @@ editor.center = Center
|
||||
editor.search = Search maps...
|
||||
editor.filters = I-filter ang Maps
|
||||
editor.filters.mode = Mode ng laro:
|
||||
editor.filters.priorities = Priorities:
|
||||
editor.filters.type = Uri ng Map:
|
||||
editor.filters.search = Hanapin Sa:
|
||||
editor.filters.author = Manggagawa
|
||||
editor.filters.description = Deskripsyon
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Shift ang X
|
||||
editor.shifty = Shift ang Y
|
||||
|
||||
asset.patch = Patch
|
||||
asset.content = Content
|
||||
asset.bundle = Translation Bundle
|
||||
asset.image = Image
|
||||
asset.sound = Sound
|
||||
asset.music = Music
|
||||
|
||||
content.unit = Unit
|
||||
content.item = Item
|
||||
content.liquid = Liquid
|
||||
content.block = Block
|
||||
content.planet = Planet
|
||||
content.weather = Weather
|
||||
content.status = Status Effect
|
||||
|
||||
patches = Content Patches
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]No patchsets loaded.
|
||||
patch.errors = Patchset Errors
|
||||
patch.importerror = Failed to import patchset
|
||||
patch.delete.confirm = Are you sure you want to delete this patchset?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} fields
|
||||
|
||||
bundle.lines = {0} lines
|
||||
|
||||
images = Images
|
||||
asset.guide = Usage Guide
|
||||
asset.bundle.exists = A bundle with path '{0}' already exists.
|
||||
asset.importzip = Import Asset Zip
|
||||
asset.exportzip = Export Asset Zip
|
||||
asset.image.importzip = Import Zip
|
||||
asset.image.exportzip = Export Zip
|
||||
asset.clearall = Clear All
|
||||
asset.clearall.confirm = Are you sure that you want to clear [red]all[] assets from this map?\nThis includes images, audio, content, etc.
|
||||
asset.imports = Import Results
|
||||
asset.imported = [accent]{0} assets imported.
|
||||
asset.import.none = No valid asset files found in zip archive.
|
||||
asset.content.errors = Content Errors
|
||||
asset.content.add = Add Content
|
||||
asset.content.type = Type:
|
||||
asset.content.exists = [red]Content with that name already exists!
|
||||
asset.content.badname = [red]Invalid name! Most symbols are not allowed.
|
||||
asset.content.import.file = Import File
|
||||
asset.content.import.clipboard = Import From Clipboard
|
||||
asset.exists = An asset of that type with the same path/name already exists:\n[lightgray]{0}
|
||||
asset.broken = This asset file could not be located.\nThis can be caused by improper import of data, or an incorrectly exported save.
|
||||
asset.audio.invalid = Audio file could not be loaded.\nEnsure that it is a valid OGG or MP3 file.
|
||||
asset.delete.confirm = Are you sure you want to delete this asset?
|
||||
asset.images = Data Patch Images
|
||||
asset.image.imports = Import Results
|
||||
asset.image.imported = [accent]{0} images imported.
|
||||
asset.image.none = No valid PNG files found in zip archive.
|
||||
asset.image.error = [red]The following errors were encountered:[]
|
||||
asset.image.clearall.confirm = Are you certain that you wish to clear all images?
|
||||
asset.image.info = Image Info
|
||||
asset.image.toolarge = Image ([lightgray]{0}x{1}[]) is too large. Maximum size is {2}x{3}.
|
||||
asset.image.exists = An image with that path/name already exists:\n[lightgray]{0}
|
||||
asset.image.delete.confirm = Are you certain that you wish to delete this image?
|
||||
asset.image.name = [accent]File Name: [lightgray]{0}
|
||||
asset.image.region.name = [accent]Region Name: [lightgray]{0}
|
||||
asset.image.path = [accent]Path: [lightgray]{0}
|
||||
asset.image.env = [accent]Uses Environment Atlas: [lightgray]{0}
|
||||
asset.image.size = [accent]Size: [lightgray]{0}x{1}
|
||||
asset.image.filesize = [accent]File Size: [lightgray]{0}
|
||||
asset.image.packfailed = [red]⚠ Failed to pack sprite![]
|
||||
asset.image.packfailed.env = This is likely caused by a lack of space in the environment atlas.\nNote that environment sprites are limited to a 512x512 total area.
|
||||
|
||||
workshop = Workshop
|
||||
waves.title = Magaatake
|
||||
waves.team = Pangkat
|
||||
@@ -510,10 +598,10 @@ waves.spawn = bubuhayan:
|
||||
waves.spawn.all = <lahat>
|
||||
waves.spawn.select = Pagpipilian sa pagbubuhayan
|
||||
waves.spawn.none = [scarlet]no spawns found in map
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = max units
|
||||
waves.guardian = Guardian
|
||||
waves.preview = Preview
|
||||
waves.edit = Edit...
|
||||
waves.random = Random
|
||||
waves.copy = I-Copy to Clipboard
|
||||
waves.load = I-Load mula sa Clipboard
|
||||
@@ -529,6 +617,7 @@ waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.units.hide = Itago lahat
|
||||
waves.units.show = Ipakita lahat
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = counts
|
||||
@@ -539,7 +628,9 @@ all = Lahat
|
||||
editor.default = [lightgray]<Default>
|
||||
details = Mga Detalya...
|
||||
edit = Edit...
|
||||
edit.menu = Edit...
|
||||
variables = Vars
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Sigurado ka bang na gusto mo itangal ang lahat na code sa itong processor?
|
||||
logic.restart = Iulitin
|
||||
logic.globals = Built-in Variables
|
||||
@@ -615,6 +706,8 @@ toolmode.drawteams.description = Draw teams instead of blocks.
|
||||
#unused
|
||||
toolmode.underliquid = Under Liquids
|
||||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Walang mga filter! Magdagdag ng isa gamit ang button sa ibaba.
|
||||
|
||||
@@ -678,6 +771,8 @@ locales.showsame = Show properties that have same values in different locales
|
||||
locales.viewproperty = View in all locales
|
||||
locales.viewing = Viewing property "{0}"
|
||||
locales.addicon = Add Icon
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Width:
|
||||
height = Height:
|
||||
@@ -749,8 +844,10 @@ objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||||
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Destroy Enemy Core
|
||||
objective.command = [accent]Command Units
|
||||
objective.nuclearlaunch = [accent]⚠ Nai-detect ang nuclear strike: [lightgray]{0}
|
||||
@@ -838,6 +935,7 @@ sector.noswitch.title = Hindi ka mapalit sa ibang Sectors
|
||||
sector.noswitch = Hindi ka pwede magpalit ng sectors habang ina-atake ang isang sector mo.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||
sector.view = Tingnan ang Sector
|
||||
sector.foundationrequired = [lightgray] Core: Foundation Required
|
||||
sector.shielded = [lightgray] Shielded
|
||||
|
||||
threat.low = Mababa
|
||||
threat.medium = Medium
|
||||
@@ -845,6 +943,10 @@ threat.high = Mataas
|
||||
threat.extreme = Sobra-sobra
|
||||
threat.eradication = Tiyak na talo sa hindi handa
|
||||
|
||||
difficulty.guide.title = Notice
|
||||
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
||||
difficulty.guide.confirm = Adjust Difficulty
|
||||
|
||||
difficulty.casual = Casual
|
||||
difficulty.easy = Madali
|
||||
difficulty.normal = Normal
|
||||
@@ -862,43 +964,43 @@ planet.serpulo.name = Serpulo
|
||||
planet.erekir.name = Erekir
|
||||
planet.sun.name = Araw
|
||||
|
||||
sector.impact0078.name = Impact 0078
|
||||
sector.groundZero.name = Ground Zero
|
||||
sector.craters.name = Mga Bunganga
|
||||
sector.frozenForest.name = Kagubatang Nagyelo
|
||||
sector.ruinousShores.name = Ruinous Shores
|
||||
sector.stainedMountains.name = Stained Mountains
|
||||
sector.desolateRift.name = Desolate Rift
|
||||
sector.nuclearComplex.name = Complex para sa Nuklear na Produksyon
|
||||
sector.overgrowth.name = Labis ng paglalaki
|
||||
sector.tarFields.name = Tar Fields
|
||||
sector.saltFlats.name = Salt Flats
|
||||
sector.fungalPass.name = Fungal Pass
|
||||
sector.impact0078.name = Impak 0078
|
||||
sector.groundZero.name = Panimulang Punto
|
||||
sector.crateredBattleground.name = Cratered Battleground
|
||||
sector.frozenForest.name = Nagyeyelong Kagubatan
|
||||
sector.ruinousShores.name = Warak Na Dalampasigan
|
||||
sector.stainedMountains.name = Mantsadong Bulubundukin
|
||||
sector.desolateRift.name = Desoladong Lambak
|
||||
sector.nuclearComplex.name = Nuklear Produksyon Kompleks
|
||||
sector.overgrowth.name = Kasukalan
|
||||
sector.tarFields.name = Pinaglalangisan
|
||||
sector.saltFlats.name = Kaasinan
|
||||
sector.fungalPass.name = Pungal Na Lagusan
|
||||
sector.biomassFacility.name = Biomass Synthesis Facility
|
||||
sector.windsweptIslands.name = Windswept Islands
|
||||
sector.windsweptIslands.name = Mahanging Kapuluan
|
||||
sector.extractionOutpost.name = Extraction Outpost
|
||||
sector.facility32m.name = Pasilidad 32 M
|
||||
sector.taintedWoods.name = Tainted Woods
|
||||
sector.infestedCanyons.name = Infested Canyons
|
||||
sector.taintedWoods.name = Namantsahang Kakahuyan
|
||||
sector.infestedCanyons.name = Pinamumugarang Kanyon
|
||||
sector.planetaryTerminal.name = Planetary Launch Terminal
|
||||
sector.coastline.name = Humid Coastline
|
||||
sector.navalFortress.name = Kutang Pantubig
|
||||
sector.polarAerodrome.name = Polar Aerodrome
|
||||
sector.atolls.name = Atolls
|
||||
sector.testingGrounds.name = Testing Grounds
|
||||
sector.perilousHarbor.name = Perilous Harbor
|
||||
sector.weatheredChannels.name = Weathered Channels
|
||||
sector.fallenVessel.name = Fallen Vessel
|
||||
sector.mycelialBastion.name = Mycelial Bastion
|
||||
sector.frontier.name = Frontier
|
||||
sector.sunkenPier.name = Sunken Pier
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||
sector.coastline.name = Mahalumigmig na Baybayin
|
||||
sector.navalFortress.name = Himpilang Pandagat
|
||||
sector.atolls.name = Mga Atoll
|
||||
sector.testingGrounds.name = Lupaing Eksperimental
|
||||
sector.perilousHarbor.name = Mapanganib Na Daungan
|
||||
sector.weatheredChannels.name = Napanahunang Mga Tsanel
|
||||
sector.fallenVessel.name = Bumagsak Na Besel
|
||||
sector.mycelialBastion.name = Tanggulang Sanghiblayanin
|
||||
sector.frontier.name = Unahan
|
||||
sector.sunkenPier.name = Lumubog Na Pantalan
|
||||
sector.littoralShipyard.name = Littoral Shipyard
|
||||
sector.cruxscape.name = Kruskapaligiran
|
||||
sector.geothermalStronghold.name = Tanggulang Heotermal
|
||||
|
||||
sector.groundZero.description = Ang pinakamainam na lokasyon upang magsimulang muli. Mababang banta ng kaaway. Kaunting mapagkukunan.\nMagtipon ng mas maraming tingga at tanso hangga't maaari.\nItuloy.
|
||||
sector.frozenForest.description = Kahit dito, mas malapit sa mga bundok, ang mga spore ay kumalat. Ang napakalamig na temperatura ay hindi maaaring maglaman ng mga ito magpakailanman.\n\nSimulan ang pakikipagsapalaran sa kapangyarihan. Bumuo ng mga generator ng pagkasunog. Matutong gumamit ng mga mender.
|
||||
sector.saltFlats.description = Sa labas ng disyerto ay matatagpuan ang Salt Flats. Ilang resource ang makikita sa lokasyong ito.\n\nNagtayo ang kaaway ng resource storage complex dito. Tanggalin ang kanilang core. Walang iwanan na nakatayo.
|
||||
sector.craters.description = Ang tubig ay naipon sa bunganga na ito, relic ng mga lumang digmaan. Bawiin ang lugar. Mangolekta ng buhangin. Gumawa ng metaglass. Magbomba ng tubig upang palamig ang mga turret at drill.
|
||||
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
sector.ruinousShores.description = Nakalipas ang mga basura, ay ang baybayin. Minsan, ang lokasyong ito ay mayroong hanay ng pagtatanggol sa baybayin. Hindi gaanong natitira. Tanging ang pinakapangunahing mga istruktura ng depensa ang nananatiling hindi nasaktan, lahat ng iba pa ay nabawasan sa scrap.\nIpagpatuloy ang pagpapalawak. Tuklasin muli ang teknolohiya.
|
||||
sector.stainedMountains.description = Sa kabilang bahagi ng lupain ay matatagpuan ang mga bundok, ngunit hindi nababahiran ng mga spores.\nI-extract ang masaganang titanium sa lugar na ito. Alamin kung paano ito gamitin.\n\nMas malaki ang presensya ng kaaway dito. Huwag silang bigyan ng oras na ipadala ang kanilang pinakamalakas na unit.
|
||||
sector.overgrowth.description = Ang lugar na ito ay tinutubuan, mas malapit sa pinagmumulan ng mga spores.\nNagtatag ang kalaban ng isang outpost dito. Bumuo ng mga yunit ng Titan. Sirain mo. Bawiin ang nawala.
|
||||
@@ -913,6 +1015,17 @@ sector.impact0078.description = Dito nakalatag ang mga labi ng interstellar tran
|
||||
sector.planetaryTerminal.description = Ang huling target.\n\nAng coastal base na ito ay naglalaman ng isang istraktura na may kakayahang maglunsad ng mga Core sa mga lokal na planeta. Ito ay napakahusay na binabantayan.\n\nGumawa ng mga yunit ng hukbong-dagat. Tanggalin ang kalaban sa lalong madaling panahon. Magsaliksik sa istraktura ng paglulunsad.
|
||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
||||
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
||||
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
||||
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
||||
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
||||
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
||||
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
||||
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
||||
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
||||
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
||||
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
||||
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
||||
|
||||
sector.onset.name = The Onset
|
||||
sector.aegis.name = Aegis
|
||||
@@ -966,6 +1079,10 @@ status.blasted.name = Blasted
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Di-magalaw
|
||||
status.boss.name = Namumuno
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Wika
|
||||
settings.data = Game Data
|
||||
@@ -985,6 +1102,13 @@ settings.clearresearch = I-Clear Research
|
||||
settings.clearresearch.confirm = Sigurado ka bang gusto mong i-clear ang lahat ng iyong campaign research?
|
||||
settings.clearcampaignsaves = Tanggalin ang mga Campaign Save
|
||||
settings.clearcampaignsaves.confirm = Sigurado ka bang gusto mong i-clear ang lahat ng iyong mga campaign save?
|
||||
settings.clearplanetdata = Clear Planet Data
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Clear Planet Research
|
||||
settings.clearplanetresearch.confirm = Are you sure you want to clear {0}'s research?
|
||||
settings.clearplanetcampaignsaves = Clear Planet Campaign Saves
|
||||
settings.clearplanetcampaignsaves.confirm = Are you sure you want to clear {0}'s campaign saves?
|
||||
|
||||
paused = [accent]< Paused >
|
||||
clear = Clear
|
||||
banned = [scarlet]Pinagbabawalan!
|
||||
@@ -1017,6 +1141,7 @@ stat.targetsground = Tinatarget ng mga Ground
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Bilis ng Pag-galaw
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Oras sa pagitan ng mga launches
|
||||
stat.shootrange = Saklaw
|
||||
stat.size = Laki
|
||||
@@ -1039,6 +1164,8 @@ stat.weapons = Armas
|
||||
stat.bullet = Bala
|
||||
stat.moduletier = Module Tier
|
||||
stat.unittype = Uri ng mga Unit
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Pag-taas ng bilis
|
||||
stat.range = Saklaw
|
||||
stat.drilltier = Mga Drillable
|
||||
@@ -1047,6 +1174,7 @@ stat.boosteffect = Epekto ng Lakas
|
||||
stat.maxunits = Max Active Units
|
||||
stat.health = Health
|
||||
stat.armor = Baluti
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
stat.buildtime = Oras ng pagbuo
|
||||
stat.maxconsecutive = Max Consecutive
|
||||
stat.buildcost = Gastos ng pagbuo
|
||||
@@ -1181,9 +1309,12 @@ bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armor weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] building armor weakness
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] building armor pierce
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] building anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1252,7 +1383,6 @@ setting.shadows.name = Shadows
|
||||
setting.blockreplace.name = Automatic Block Suggestions
|
||||
setting.linear.name = Linear Filtering
|
||||
setting.hints.name = Hints
|
||||
setting.logichints.name = Logic Hints
|
||||
setting.backgroundpause.name = Pause In Background
|
||||
setting.buildautopause.name = Auto-Pause Building
|
||||
setting.doubletapmine.name = Double-Tap to Mine
|
||||
@@ -1262,6 +1392,8 @@ setting.modcrashdisable.name = Huwag paganahin ang Mods Sa Startup Crash
|
||||
setting.animatedwater.name = Animated Fluids
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.playerindicators.name = Player Indicators
|
||||
setting.showpings.name = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
setting.indicators.name = Enemy Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
setting.keyboard.name = Mouse+Keyboard Controls
|
||||
@@ -1271,6 +1403,8 @@ setting.fpscap.none = None
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = UI Scaling[lightgray] (restart required)[]
|
||||
setting.uiscale.description = Kinakailangan ang pag-restart upang mailapat ang mga pagbabago.
|
||||
setting.uiEdgePadding.name = UI Edge Padding
|
||||
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
||||
setting.swapdiagonal.name = Palaging Diagonal na Placement
|
||||
setting.screenshake.name = Screen Shake
|
||||
setting.bloomintensity.name = Bloom Intensity
|
||||
@@ -1284,9 +1418,6 @@ setting.saveinterval.name = Save Interval
|
||||
setting.seconds = {0} segundo
|
||||
setting.milliseconds = {0} millisegundo
|
||||
setting.fullscreen.name = Fullscreen
|
||||
setting.borderlesswindow.name = Borderless Window[lightgray] (restart may be required)
|
||||
setting.borderlesswindow.name.windows = Borderless Fullscreen
|
||||
setting.borderlesswindow.description = Maaaring kailanganin ang pag-restart upang mailapat ang mga pagbabago.
|
||||
setting.fps.name = Ipakita ang FPS & Ping
|
||||
setting.console.name = Enable Console
|
||||
setting.smoothcamera.name = Smooth Camera
|
||||
@@ -1305,7 +1436,6 @@ setting.ambientvol.name = Ambient Volume
|
||||
setting.mutemusic.name = Mute Music
|
||||
setting.sfxvol.name = SFX Volume
|
||||
setting.mutesound.name = Mute Sound
|
||||
setting.crashreport.name = Mag-send ng Anonymous Crash Reports
|
||||
setting.communityservers.name = Fetch Community Server List
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
@@ -1336,6 +1466,8 @@ category.command.name = Unit Command
|
||||
category.multiplayer.name = Multiplayer
|
||||
category.blocks.name = Block Select
|
||||
placement.blockselectkeys = \n[lightgray]Key: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.respawn.name = Respawn
|
||||
keybind.control.name = Control Unit
|
||||
keybind.clear_building.name = Clear Building
|
||||
@@ -1359,13 +1491,14 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
@@ -1485,6 +1618,8 @@ rules.checkplacement.info = When disabled, buildings of this team are ignored in
|
||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||
rules.blockhealthmultiplier = Block Health Multiplier
|
||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
@@ -1526,8 +1661,9 @@ rules.invasions = Enemy Sector Invasions
|
||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||
rules.showspawns = Show Enemy Spawns
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Unpredictable Wave AI
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Fire
|
||||
rules.anyenv = <Any>
|
||||
rules.explosions = Block/Unit Explosion Damage
|
||||
@@ -2049,6 +2185,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Travels significantly faster.\nModerate damage at any range.
|
||||
block.scathe.surge-alloy.info = Splits into micro missiles.\nHeavy damage at close distance.
|
||||
block.scathe.phase-fabric.info = Equipped with a force field.\nLow damage, largest radius.
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech Refabricator
|
||||
block.ship-refabricator.name = Ship Refabricator
|
||||
@@ -2060,6 +2199,7 @@ block.reinforced-payload-router.name = Reinforced Payload Router
|
||||
block.payload-mass-driver.name = Payload Mass Driver
|
||||
block.small-deconstructor.name = Small Deconstructor
|
||||
block.canvas.name = Canvas
|
||||
block.large-canvas.name = Large Canvas
|
||||
block.world-processor.name = World Processor
|
||||
block.world-cell.name = World Cell
|
||||
block.tank-fabricator.name = Tank Fabricator
|
||||
@@ -2122,7 +2262,6 @@ hint.payloadPickup.mobile = [accent]I-tap nang matagal ang[] isang maliit na blo
|
||||
hint.payloadDrop = Pindutin ang [accent]][] para mag-drop ng payload.
|
||||
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
|
||||
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
|
||||
hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[].
|
||||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
||||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||||
hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
||||
@@ -2154,6 +2293,16 @@ gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||
gz.zone3 = A wave will begin now.\nGet ready.
|
||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||
|
||||
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
||||
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
||||
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
||||
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
||||
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
||||
ff.coalpower.objective = :combustion-generator: Produce Power
|
||||
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
||||
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
||||
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
||||
|
||||
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
||||
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
||||
|
||||
@@ -2510,6 +2659,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||
@@ -2540,7 +2690,7 @@ unit.risso.description = Fires a barrage of missiles and bullets at all nearby e
|
||||
unit.minke.description = Fires shells and standard bullets at nearby ground targets.
|
||||
unit.bryde.description = Fires long-range artillery shells and missiles at enemies.
|
||||
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemies.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Constructs flare units.
|
||||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies.
|
||||
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
||||
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
||||
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
||||
@@ -2584,6 +2734,7 @@ lst.radar = Locate units around a building with range.
|
||||
lst.sensor = Get data from a building or unit.
|
||||
lst.set = Set a variable.
|
||||
lst.operation = Perform an operation on 1-2 variables.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Jump to the top of the instruction stack.
|
||||
lst.wait = Wait a certain number of seconds.
|
||||
lst.stop = Halt execution of this processor.
|
||||
@@ -2596,6 +2747,7 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
|
||||
lst.getblock = Get tile data at any location.
|
||||
lst.setblock = Set tile data at any location.
|
||||
lst.spawnunit = Spawn unit at a location.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2614,9 +2766,11 @@ lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.playmusic = Plays a music track by name, e.g. [accent]"game1"[].\nIf [accent]interrupt[] is true, the previously playing music will be stopped.\nPlaying with null music and interrupt set to true will stop the current track.\nNote that music from data patches must be prefixed with [accent]dp-[].
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||