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@@ -50,7 +50,7 @@ jobs:
|
||||
cd ../Mindustry
|
||||
- name: Create artifacts
|
||||
run: |
|
||||
./gradlew desktop:dist server:dist core:depsJar 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 ../
|
||||
@@ -64,7 +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: |
|
||||
@@ -96,4 +96,12 @@ jobs:
|
||||
repo_token: ${{ secrets.GITHUB_TOKEN }}
|
||||
file: core/build/libs/core-release-deps.jar
|
||||
asset_name: dependencies.jar
|
||||
tag: ${{ github.ref }}
|
||||
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 }}
|
||||
|
||||
@@ -75,8 +75,8 @@ android{
|
||||
}
|
||||
|
||||
compileOptions{
|
||||
sourceCompatibility JavaVersion.VERSION_1_8
|
||||
targetCompatibility JavaVersion.VERSION_1_8
|
||||
sourceCompatibility JavaVersion.VERSION_17
|
||||
targetCompatibility JavaVersion.VERSION_17
|
||||
}
|
||||
|
||||
flavorDimensions = ["google"]
|
||||
|
||||
@@ -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<>();
|
||||
|
||||
@@ -202,7 +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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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}]}
|
||||
@@ -39,7 +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'
|
||||
@@ -193,7 +193,7 @@ allprojects{
|
||||
}
|
||||
|
||||
tasks.withType(JavaCompile){
|
||||
targetCompatibility = 8
|
||||
targetCompatibility = JavaVersion.VERSION_17
|
||||
sourceCompatibility = JavaVersion.VERSION_17
|
||||
options.encoding = "UTF-8"
|
||||
options.compilerArgs += ["-Xlint:deprecation"]
|
||||
@@ -214,16 +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){
|
||||
@@ -254,7 +270,6 @@ project(":desktop"){
|
||||
implementation "com.github.Anuken:steamworks4j:$steamworksVersion"
|
||||
|
||||
implementation arcModule("backends:backend-sdl")
|
||||
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
||||
}
|
||||
}
|
||||
|
||||
@@ -266,7 +281,7 @@ project(":core"){
|
||||
kapt{
|
||||
javacOptions{
|
||||
option("-source", "17")
|
||||
option("-target", "1.8")
|
||||
option("-target", "17")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -330,17 +345,26 @@ project(":core"){
|
||||
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'
|
||||
}
|
||||
}
|
||||
|
||||
@@ -358,7 +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")
|
||||
}
|
||||
@@ -403,7 +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'
|
||||
}
|
||||
}
|
||||
|
||||
@@ -450,7 +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'
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 |
|
After Width: | Height: | Size: 2.1 KiB |
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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.
|
||||
@@ -242,6 +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.
|
||||
@@ -325,7 +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!
|
||||
@@ -342,6 +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
|
||||
@@ -477,14 +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.
|
||||
@@ -506,8 +517,78 @@ 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
|
||||
@@ -522,10 +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
|
||||
@@ -552,7 +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
|
||||
@@ -628,6 +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.
|
||||
|
||||
@@ -691,6 +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:
|
||||
@@ -997,6 +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
|
||||
@@ -1016,6 +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
|
||||
@@ -1048,6 +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
|
||||
@@ -1070,6 +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
|
||||
@@ -1216,6 +1317,9 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1284,7 +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
|
||||
@@ -1521,6 +1624,7 @@ 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
|
||||
@@ -1562,7 +1666,7 @@ 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
|
||||
@@ -2086,6 +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
|
||||
@@ -2632,6 +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.
|
||||
@@ -2644,6 +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.
|
||||
@@ -2662,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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.
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]Пробождане на броня
|
||||
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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = Безкрайни ресурси за компютъра (Ч
|
||||
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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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}[]!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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!
|
||||
@@ -174,6 +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.
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]perforador d’armadures
|
||||
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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ 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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ 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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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.
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]panzerbrechend
|
||||
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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ 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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -15,10 +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 = This server wants to copy text to your clipboard. Are you sure you want to continue?\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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -125,11 +129,12 @@ maps.none = [lightgray]¡No se han encontrado mapas!
|
||||
invalid = No es válido
|
||||
pickcolor = Selección de color
|
||||
color = Color
|
||||
import = Import
|
||||
export = Export
|
||||
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
|
||||
@@ -151,7 +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.
|
||||
|
||||
@@ -174,6 +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.
|
||||
@@ -215,8 +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 = 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.
|
||||
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
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -364,7 +380,7 @@ confirm = Confirmar
|
||||
delete = Borrar
|
||||
view.workshop = Ver en Steam Workshop
|
||||
workshop.listing = Editar el listado del Worshop
|
||||
hide = Hide
|
||||
hide = Ocultar
|
||||
ok = OK
|
||||
open = Abrir
|
||||
customize = Personalizar reglas
|
||||
@@ -386,9 +402,9 @@ stance.shoot = Acción: Disparar
|
||||
stance.holdfire = Acción: No disparar
|
||||
stance.pursuetarget = Acción: Seguir al objetivo
|
||||
stance.patrol = Acción: Patrullar ruta
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.holdposition = Acción: Mantener la posición
|
||||
stance.ram = Acción: Embestir\n[lightgray]Movimiento en linea recta, sin pathfinding
|
||||
stance.boost = Boost
|
||||
stance.boost = Sobrevolar
|
||||
stance.mineauto = Minar automáticamente
|
||||
stance.mine = Minar objeto: {0}
|
||||
openlink = Abrir enlace
|
||||
@@ -435,7 +451,7 @@ saveimage = Guardar imagen
|
||||
unknown = Desconocido
|
||||
custom = Personalizado
|
||||
builtin = Incorporado
|
||||
modded = Modded
|
||||
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.
|
||||
@@ -475,14 +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.
|
||||
@@ -496,16 +504,86 @@ editor.center = Centrar
|
||||
editor.search = Buscar mapas...
|
||||
editor.filters = Filtrar mapas
|
||||
editor.filters.mode = Modos de juego:
|
||||
editor.filters.priorities = Priorities:
|
||||
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 = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
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
|
||||
@@ -520,11 +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.
|
||||
@@ -539,7 +617,7 @@ waves.search = Buscar oleadas...
|
||||
waves.filter = Filtro de unidades
|
||||
waves.units.hide = Ocultar todo
|
||||
waves.units.show = Mostrar todo
|
||||
pause.disabled = [scarlet]Pause is disabled
|
||||
pause.disabled = [scarlet]La pausa está desactivada
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = limitadas
|
||||
@@ -550,7 +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
|
||||
@@ -566,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -761,9 +845,9 @@ objective.buildunit = [accent]Ensambla unidades: [][lightgray]{0}[]x\n{1}[lightg
|
||||
objective.destroyunits = [accent]Destruye: [][lightgray]{0}[]x Unidades
|
||||
objective.enemiesapproaching = [accent]Se aproximan enemigos a [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.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}
|
||||
@@ -825,7 +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
|
||||
@@ -851,7 +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] Shielded
|
||||
sector.shielded = [lightgray] Protegido con un escudo
|
||||
|
||||
threat.low = Baja
|
||||
threat.medium = Media
|
||||
@@ -859,14 +943,14 @@ threat.high = Alta
|
||||
threat.extreme = Extrema
|
||||
threat.eradication = Erradicación
|
||||
|
||||
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.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}
|
||||
@@ -913,35 +997,35 @@ 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.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 = 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 = 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.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
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1044,8 +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
|
||||
@@ -1061,13 +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
|
||||
@@ -1076,7 +1174,7 @@ stat.boosteffect = Efecto de potenciador
|
||||
stat.maxunits = Máximo de unidades activas
|
||||
stat.health = Vida
|
||||
stat.armor = Armadura
|
||||
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
||||
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
|
||||
@@ -1105,7 +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
|
||||
@@ -1120,20 +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
|
||||
@@ -1214,13 +1312,16 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1262,10 +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
|
||||
@@ -1282,7 +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
|
||||
@@ -1292,8 +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 = Show Pings
|
||||
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
||||
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
|
||||
@@ -1367,7 +1467,7 @@ category.multiplayer.name = Multijugador
|
||||
category.blocks.name = Seleccionar bloque
|
||||
placement.blockselectkeys = \n[lightgray]Teclas: [{0},
|
||||
ping.text = Ping:
|
||||
keybind.ping.name = Ping Location
|
||||
keybind.ping.name = Posicionar Ping
|
||||
keybind.respawn.name = Reaparecer
|
||||
keybind.control.name = Controlar unidad
|
||||
keybind.clear_building.name = Eliminar construcción
|
||||
@@ -1391,8 +1491,8 @@ 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 = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
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
|
||||
@@ -1479,8 +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
|
||||
@@ -1511,23 +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 = Unit Factory Activation Delay
|
||||
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
|
||||
@@ -1557,12 +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.pauseDisabled = Disable Pausing
|
||||
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
|
||||
@@ -2084,6 +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
|
||||
@@ -2095,7 +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 = Large Canvas
|
||||
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
|
||||
@@ -2206,9 +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.
|
||||
@@ -2222,10 +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.
|
||||
@@ -2555,7 +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 = Displays a simple image with a pre-defined palette. 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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
@@ -2765,9 +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.
|
||||
@@ -2897,7 +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.
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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.
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ 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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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.
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]armadura zulatzea
|
||||
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
|
||||
@@ -1282,7 +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.
|
||||
@@ -1519,6 +1619,7 @@ 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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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.
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]haarniskan läpäisevä
|
||||
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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ 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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
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!
|
||||
@@ -26,6 +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
|
||||
@@ -50,11 +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
|
||||
@@ -62,12 +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.
|
||||
@@ -130,6 +134,7 @@ 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
|
||||
@@ -174,6 +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.
|
||||
@@ -240,6 +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.
|
||||
@@ -323,7 +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!
|
||||
@@ -340,6 +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
|
||||
@@ -475,14 +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.
|
||||
@@ -504,8 +512,78 @@ 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
|
||||
@@ -520,10 +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
|
||||
@@ -550,7 +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
|
||||
@@ -626,6 +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.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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
|
||||
@@ -1014,6 +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!
|
||||
@@ -1046,6 +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
|
||||
@@ -1068,6 +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
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ 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
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = Ez a kiszolgáló szöveget szeretne másolni a vágólapra. Biz
|
||||
linkfail = Nem sikerült megnyitni a hivatkozást!\nA webcím a vágólapra lett másolva.
|
||||
screenshot = Képernyőkép mentve ide: {0}
|
||||
screenshot.invalid = A pálya túl nagy és nem áll rendelkezésre elegendő memória a képernyőkép elkészítéséhez.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = A játéknak vége
|
||||
gameover.disconnect = A kapcsolat megszakadt
|
||||
gameover.pvp = A(z)[accent] {0}[] csapat nyert!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Várakozás a következő pályára…
|
||||
highscore = [accent]Új rekord!
|
||||
copied = Másolva.
|
||||
indev.notready = A játéknak ez a része még nincs kész
|
||||
bundle.external = Megjegyzés: Egy külső fordítási csomag sikeresen be lett töltve.\n[accent]{0}
|
||||
|
||||
load.sound = Hangok
|
||||
load.map = Pályák
|
||||
@@ -50,11 +52,19 @@ mods.browser.view-releases = Kiadások megtekintése
|
||||
mods.browser.noreleases = [scarlet]Nem találhatók a kiadások\n[accent]Nem találhatók kiadások ehhez a modhoz. Nézd meg a tárolóját, hogy vannak-e kiadásai.
|
||||
mods.browser.latest = [lightgray][Legújabb]
|
||||
mods.browser.releases = Kiadások
|
||||
mods.browser.fetching = Kiadások lekérése…
|
||||
mods.github.open = Tároló
|
||||
mods.github.open-release = Kiadások oldala
|
||||
mods.browser.sortdate = Legutóbbiak
|
||||
mods.browser.sortstars = Legjobbra értékeltek
|
||||
|
||||
export.file = Exportálás fájlba
|
||||
import.file = Importálás fájlból
|
||||
copy.clipboard = Másolás a vágólapra
|
||||
import.clipboard = Importálás a vágólapról
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Megosztás a Steam Műhelyben
|
||||
|
||||
schematic = Vázlat
|
||||
schematic.add = Vázlat mentése…
|
||||
schematics = Vázlatok
|
||||
@@ -62,12 +72,6 @@ schematic.search = Vázlat keresése…
|
||||
schematic.replace = Már létezik ilyen nevű vázlat. Lecseréled?
|
||||
schematic.exists = Már létezik ilyen nevű vázlat.
|
||||
schematic.import = Vázlat importálása…
|
||||
schematic.exportfile = Exportálás fájlba
|
||||
schematic.importfile = Importálás fájlból
|
||||
schematic.browseworkshop = Steam Műhely megtekintése
|
||||
schematic.copy = Másolás a vágólapra
|
||||
schematic.copy.import = Importálás a vágólapról
|
||||
schematic.shareworkshop = Megosztás a Steam Műhelyben
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Vázlat tükrözése
|
||||
schematic.saved = Vázlat mentve.
|
||||
schematic.delete.confirm = Ez a vázlat törölve lesz.
|
||||
@@ -130,6 +134,7 @@ export = Exportálás
|
||||
preparingconfig = Konfiguráció előkészítése
|
||||
preparingcontent = Tartalom előkészítése
|
||||
uploadingcontent = Tartalom feltöltése
|
||||
content.createdby = Készítette: {0}
|
||||
uploadingpreviewfile = Előnézeti fájl feltöltése
|
||||
committingchanges = Módosítások véglegesítése
|
||||
done = Kész
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = Ez a mod nem tölthető be az érvénytelen
|
||||
mod.requiresversion = Szükséges játékverzió: [red]{0}[]
|
||||
|
||||
mod.errors = Hiba történt a tartalom betöltésekor.
|
||||
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]Hibákkal rendelkező modjaid vannak.[] Kapcsold ki, vagy javítsd ki őket a játék elindítása előtt.
|
||||
mod.enable = Engedélyezés
|
||||
mod.requiresrestart = A játék most kilép, hogy a módosítások érvénybe lépjenek a következő indításkor.
|
||||
@@ -216,7 +222,7 @@ campaign.erekir = Újabb, csiszoltabb tartalom. Többnyire lineáris játékmene
|
||||
campaign.serpulo = Régebbi tartalom. A klasszikus élmény. Nyíltabb végű, több tartalommal.\n\nPotenciálisan kiegyensúlyozatlan pályák és hadjárat. Kevésbé csiszolt.
|
||||
campaign.difficulty = Nehézségi szint
|
||||
campaign.rework.title = Értesítés a hadjárat megújulásáról
|
||||
campaign.rework.serpulo = [accent]⚠ A Serpulo bolygó hadjárata átdolgozásra került.[]\n\nA szektorok elhelyezkedése és a nehézségi szintek megváltoztak. A régi elrendezésből megmaradt mentések hibákat okozhatnak.\n\nA zavartalan játékélmény érdekében fontold meg a hadjáratmentések alaphelyzetbe állítását a beállítások menüben.
|
||||
campaign.rework.serpulo = [accent]⚠ A Serpulo bolygó hadjárata át lett dolgozva.[]\n\nA szektorok elhelyezkedése és a nehézségi szintek megváltoztak. A régi elrendezésből megmaradt mentések hibákat okozhatnak.\n\nA zavartalan játékélmény érdekében fontold meg a hadjáratmentések alaphelyzetbe állítását a beállítások menüben.
|
||||
completed = [accent]Kifejlesztve
|
||||
techtree = Technológiafa
|
||||
techtree.select = Technológiafa kiválasztása
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Ki lettél szavazva. Viszlát.
|
||||
server.kicked.clientOutdated = Elavult játékverziót használsz! Frissítsd a játékot!
|
||||
server.kicked.serverOutdated = Elavult a kiszolgáló! Kérd meg a tulajdonost, hogy frissítse!
|
||||
server.kicked.banned = Ki vagy tiltva erről a kiszolgálóról.
|
||||
server.kicked.steamBanned = Ki lettél tiltva a Steam-várótermekből a bomlasztó és szégyenletes magatartásod miatt.
|
||||
server.kicked.typeMismatch = Ez a kiszolgáló nem kompatibilis a jelenlegi játékverzióddal.
|
||||
server.kicked.playerLimit = Ez a kiszolgáló tele van. Várd ki a sorodat.
|
||||
server.kicked.recentKick = Nemrég lettél kirúgva.\nVárj egy kicsit az újbóli kapcsolódással.
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Időtúllépés történt az UDP-pillanatképek fog
|
||||
cantconnect = Nem sikerült kapcsolódni a(z) ([accent]{0}[]) játékhoz.
|
||||
connecting = [accent]Kapcsolódás…
|
||||
reconnecting = [accent]Újrakapcsolódás…
|
||||
connecting.data = [accent]Világadatok betöltése…
|
||||
|
||||
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 = Érvénytelen port!
|
||||
server.error.addressinuse = [scarlet]Nem sikerült megnyitni a kiszolgálót a 6567-es porton.[]\n\nGyőződj meg arról, hogy nem fut más Mindustry kiszolgáló az eszközön vagy a hálózaton!
|
||||
@@ -340,6 +352,10 @@ save.export = Mentés exportálása
|
||||
save.import.invalid = [accent]Ez a mentés érvénytelen!
|
||||
save.import.fail = [scarlet]Nem sikerült importálni a(z) [accent]{0}[] mentést
|
||||
save.export.fail = [scarlet]Nem sikerült exportálni a(z) [accent]{0}[] mentést
|
||||
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 = Mentés importálása
|
||||
save.newslot = Mentés neve:
|
||||
save.rename = Átnevezés
|
||||
@@ -412,7 +428,7 @@ saving = [accent]Mentés…
|
||||
respawn = [accent][[{0}][] az újjáéledéshez
|
||||
cancelbuilding = [accent][[{0}][] a tervrajz törléséhez
|
||||
selectschematic = [accent][[{0}][] a kijelöléshez és másoláshoz
|
||||
pausebuilding = [accent][[{0}][] az építkezés megállításához
|
||||
pausebuilding = [accent][[{0}][] az építkezés szüneteltetéséhez
|
||||
resumebuilding = [scarlet][[{0}][] az építkezés folytatásához
|
||||
enablebuilding = [scarlet][[{0}][] az építkezés jóváhagyásához
|
||||
showui = A kezelőfelület elrejtve.\nNyomd meg a(z) [accent][[{0}][] gombot a kezelőfelület megjelenítéséhez.
|
||||
@@ -475,19 +491,11 @@ editor.rules = Szabályok
|
||||
editor.generation = Előállítás
|
||||
editor.objectives = Célok
|
||||
editor.locales = Nyelvi csomagok
|
||||
editor.patches.guide = Útmutató a javítócsomagokhoz
|
||||
editor.patches = Javítócsomag-adatok
|
||||
editor.patch = Javítócsomagok: {0}
|
||||
editor.patches.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
||||
editor.patches.errors = Javítócsomag-hibák
|
||||
editor.patches.importerror = Nem sikerült importálni a javítócsomagot
|
||||
editor.patches.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
||||
editor.patch.fields = {0} mező
|
||||
editor.worldprocessors = Világprocesszorok
|
||||
editor.worldprocessors.editname = Név szerkesztése
|
||||
editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor-blokkok!\nAdj hozzá egyet a pályaszerkesztőben vagy használd az alábbi \ue813 hozzáadás gombot.
|
||||
editor.worldprocessors.nospace = Nincs szabad hely egy világprocesszor elhelyezéséhez!\nKitöltötted a pályát struktúrákkal? Miért tetted ezt?
|
||||
editor.worldprocessors.delete.confirm = Biztosan törölni akarod ezt a világprocesszort?\n\nHa falakkal van körülvéve, akkor egy környezeti fal fog a helyére kerülni.
|
||||
editor.worldprocessors.delete.confirm = Biztosan törölni akarod ezt a világprocesszort?\n\nHa falakkal van körülvéve, akkor egy környezeti fal váltja fel.
|
||||
editor.ingame = Szerkesztés a játékban
|
||||
editor.playtest = Tesztelés a játékban
|
||||
editor.publish.workshop = Közzététel a Steam Műhelyben
|
||||
@@ -504,8 +512,78 @@ editor.filters.description = Leírás
|
||||
editor.filters.modname = Mod neve
|
||||
editor.filters.prioritizemod = Mod előnyben részesítése
|
||||
editor.filters.prioritizecustom = Egyéni előnyben részesítés
|
||||
editor.filters.planetselect = Bolygóválasztás
|
||||
editor.shiftx = X-eltolás
|
||||
editor.shifty = Y-eltolás
|
||||
|
||||
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 = Javítócsomag-adatok
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
||||
patch.errors = Javítócsomag-hibák
|
||||
patch.importerror = Nem sikerült importálni a javítócsomagot
|
||||
patch.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} mező
|
||||
|
||||
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 Műhely
|
||||
waves.title = Hullámok
|
||||
waves.team = Csapat
|
||||
@@ -520,16 +598,16 @@ waves.spawn = kezdőpont:
|
||||
waves.spawn.all = <mind>
|
||||
waves.spawn.select = Kezdőpont kiválasztása
|
||||
waves.spawn.none = [scarlet]Nem találhatók kezdőpontok a pályán
|
||||
waves.spawn.first = [lightgray](első {0})
|
||||
waves.max = egységkorlát
|
||||
waves.guardian = Őrző
|
||||
waves.preview = Előnézet
|
||||
waves.edit = Szerkesztés…
|
||||
waves.random = Véletlenszerű
|
||||
waves.copy = Másolás a vágólapra
|
||||
waves.load = Betöltés a vágólapról
|
||||
waves.invalid = Érvénytelen hullámok a vágólapon.
|
||||
waves.copied = Hullámok másolva.
|
||||
waves.none = Nincs ellenség megadva.\nVedd figyelembe, hogy az üresen hagyott hullám-elrendezések automatikusan le lesznek cserélve az alapértelmezett elrendezésre.
|
||||
waves.none = Nincs ellenség megadva.\nVedd figyelembe, hogy az üresen hagyott hullámelrendezések automatikusan le lesznek cserélve az alapértelmezett elrendezésre.
|
||||
waves.sort = Rendezési szempont
|
||||
waves.sort.reverse = Rendezés visszafelé
|
||||
waves.sort.begin = Kezdés
|
||||
@@ -550,7 +628,9 @@ all = Összes
|
||||
editor.default = [lightgray]<Alapértelmezett>
|
||||
details = Részletek…
|
||||
edit = Szerkesztés
|
||||
edit.menu = Edit...
|
||||
variables = Változók
|
||||
logic.error.toolong = A processzorkód túl hosszú (Korlát: {0} tömörített bájt, tényleges hossz: {1} bájt)
|
||||
logic.clear.confirm = Biztosan törölni akarod az összes kódot ebből a processzorból?
|
||||
logic.restart = Újraindítás
|
||||
logic.globals = Beépített változók
|
||||
@@ -624,8 +704,10 @@ toolmode.fillcliffs.description = A falakat sziklákká alakítja.
|
||||
toolmode.drawteams = Csapatok rajzolása
|
||||
toolmode.drawteams.description = Csapatok rajzolása blokkok helyett.
|
||||
#unused
|
||||
toolmode.underliquid = Folyadékok alá
|
||||
toolmode.underliquid.description = Padlók rajzolása a folyadékblokkok alá.
|
||||
toolmode.underliquid = Rajzolás folyadékok alatt
|
||||
toolmode.underliquid.description = Padlók rajzolása a folyadékblokkok alatt.
|
||||
toolmode.fillunderliquid = Kitöltés folyadékok alatt
|
||||
toolmode.fillunderliquid.description = Padlók kitöltése folyadékcsempék alatt.
|
||||
|
||||
filters.empty = [lightgray]Még nincs szűrő! Adj hozzá egyet a lenti gombra kattintva.
|
||||
|
||||
@@ -689,6 +771,8 @@ locales.showsame = Azon tulajdonságok megjelenítése, amelyek azonos értékek
|
||||
locales.viewproperty = Megtekintés minden nyelvi csomagban
|
||||
locales.viewing = A(z) „{0}” tulajdonság megtekintése
|
||||
locales.addicon = Ikon hozzáadása
|
||||
locales.property.name = név
|
||||
locales.property.text = szöveg
|
||||
|
||||
width = Szélesség:
|
||||
height = Magasság:
|
||||
@@ -710,7 +794,7 @@ editor = Szerkesztő
|
||||
mapeditor = Pályaszerkesztő
|
||||
|
||||
abandon = Feladás
|
||||
abandon.text = Ez a szektor és minden nyersanyaga az ellenség kezére kerül.
|
||||
abandon.text = Ez a szektor és minden nyersanyaga az ellenség birtokába jut.
|
||||
locked = Lezárva
|
||||
complete = [lightgray]Feltételek:
|
||||
requirement.wave = Juss el a(z) {0}. hullámig a(z) {1} szektorban
|
||||
@@ -820,7 +904,7 @@ sectors.production = Termelés:
|
||||
sectors.export = Export:
|
||||
sectors.import = Import:
|
||||
sectors.time = Játékidő a szektorban:
|
||||
sectors.threat = Fenyegetés:
|
||||
sectors.threat = Ellenállás:
|
||||
sectors.wave = Hullám:
|
||||
sectors.stored = Tárolt nyersanyagok:
|
||||
sectors.resume = Folytatás
|
||||
@@ -913,7 +997,7 @@ sector.littoralShipyard.name = Part menti hajógyár
|
||||
sector.cruxscape.name = Crux-vidék
|
||||
sector.geothermalStronghold.name = Geotermikus erődítmény
|
||||
|
||||
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést.
|
||||
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges ellenállás. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést.
|
||||
sector.frozenForest.description = Még itt, a hegyekhez közel is elterjedtek a spórák. A fagypont alatti hőmérséklet nem tudja örökké fogva tartani őket.\n\nFedezd fel az elektromosság erejét. Építs égetőerőműveket. Tanuld meg, hogyan használd a foltozókat.
|
||||
sector.saltFlats.description = A sivatag peremén terülnek el a Sós síkságok. Kevés nyersanyag található errefelé.\n\nAz ellenség egy raktárkomplexumot létesített itt. Pusztítsd el a támaszpontjukat. Kő kövön ne maradjon.
|
||||
sector.crateredBattleground.description = Víz gyűlt össze ebben a kráterben, amely régi háborúk emlékét őrzi. Szerezd vissza a területet. Gyűjts homokot. Olvassz üveget, és szivattyúzz vizet a fúróid és lövegtornyaid hűtéséhez.
|
||||
@@ -931,17 +1015,17 @@ sector.impact0078.description = Itt nyugszanak az ebbe a csillagrendszerbe érke
|
||||
sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison egy olyan építmény található, amely képes támaszpontokat kilőni a közeli bolygókra. Rendkívül jól őrzik.\n\nGyárts vízi egységeket, és semmisítsd meg az ellenséget a lehető leggyorsabban. Találd meg a kilövőszerkezetet.
|
||||
sector.coastline.description = Ezen a helyen egy haditengerészeti egység technológiájának maradványait azonosították. Verd vissza az ellenséges támadásokat, foglald el ezt a szektort, és szerezd meg a technológiát.
|
||||
sector.navalFortress.description = Az ellenség bázist létesített egy távoli, természetes erődítményes szigeten. Pusztítsd el ezt az előőrsöt. Szerezd meg a fejlett hadihajó-technológiájukat, és fejleszd ki te is.
|
||||
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.facility32m.description = Ez a szektor egy robbanóelegy-keverő málladozó maradványait tartalmazza.\n\nFoglald el a területet. Fejleszd ki a robbanóelegy-keverőt. Állíts elő robbanóelegyet a tornyok lőszereként.
|
||||
sector.taintedWoods.description = [gray][Mellékküldetés][]\nEz az olajtartalékokban gazdag szektor hatalmas gombatelepeket tartalmaz, ami megnehezíti az áthaladást.\n\nHasználd fel az erőforrásait műanyag gyártására. Verd vissza az ellenséget.
|
||||
sector.sunkenPier.description = [gray][Mellékküldetés][]\nEz a létesítmény, amely régen egy tengeri olajfúró torony volt, mára tönkrement.\n\nNagy számú ellenséges vízi egység észlelhető a szektorban. Készülj fel a több irányból érkező támadásokra.
|
||||
sector.atolls.description = [gray][Mellékküldetés][]\nEzen a helyszínen több ellenséges vízi bázis észlelhető.\n\nHasználj Mega szállító egységeket a szárazföldi erők támadóállásokba szállításához. Építs vízi egységeket a külső őrhelyek elpusztításához.
|
||||
sector.frontier.description = Ebben a szektorban egy kisebb ellenséges őrhely észlelhető.\n\nÉpíts Mono egységeket az erőforrások hatékonyabb begyűjtéséhez. Használd az additív újratervezőt az erősebb egységek létrehozásához.
|
||||
sector.infestedCanyons.description = A hegyeken túl egy kanyargós folyóvölgy fekszik, amelyet mára spóramoha-rétegek borítanak.\n\nTartsd a pozíciódat az ellenséges rohammal szemben. Építs vízi egységeket. Semmisítsd meg az összes ellenséges támaszpontot.
|
||||
sector.testingGrounds.description = [gray][Mellékküldetés][]\nEgy kráterekkel szabdalt sivatagi völgy, amelyet korábban katonai projektek gyakorlótereként használtak.\n\nA vízhiány miatt a bázis kiépítése ezen a helyszínen kihívást jelenthet. Készülj fel a több irányból érkező támadásokra.
|
||||
sector.perilousHarbor.description = Ezen a veszélyes partvidéken számos ellenséges támaszpontot hoztak létre.\n\nÉpíts vízi egységeket, és zúzd szét az erődítményeiket.
|
||||
sector.weatheredChannels.description = [gray][Mellékküldetés][]\nEz a csatornarendszer bőséges erőforrásokat rejt. Szállj le a támaszpontoddal. Verd vissza az ellenséges hullámokat, hogy megszerezd a nyersanyagokat.\n\nAz ellenség több útvonalon is támadni fogja az infrastruktúrádat. Figyelj a lehetséges csapdákra, és védekezz megfelelően.
|
||||
sector.mycelialBastion.description = Ez a megerősített komplexum mélyen a gombás régiókban található, fejlett rovarszerű egységekkel fenyegetve a szomszédos szektorokat.\n\nTámadd meg a komplexumot. Szerezd meg a benne lévő technológiát. Használj olyan egységeket, amelyek képesek áthaladni a falakon.
|
||||
sector.littoralShipyard.description = A központi tenger távoli részén található vízi gyártóüzem a fejlett egységek építéséhez szükséges technológiát tartalmaz.\n\nPusztítsd el ezt a létesítményt, és használd a technológiáját a végső cél elérésének elősegítésére.
|
||||
|
||||
sector.onset.name = A kezdet
|
||||
sector.aegis.name = Égisz
|
||||
@@ -962,7 +1046,7 @@ sector.karst.name = Karszt
|
||||
sector.origin.name = Eredet
|
||||
|
||||
sector.onset.description = Kezdd meg az Erekir meghódítását. Gyűjts nyersanyagokat, állíts elő egységeket, és kezdd el a technológiai fejlesztéseket.
|
||||
sector.aegis.description = Ez a szektor volfrám-lelőhelyeket tartalmaz.\nFejleszd ki az [accent]ütvefúrót[], hogy ki tudd bányászni ezt a nyersanyagot, és pusztítsd el az ellenséges bázist a szektorban.
|
||||
sector.aegis.description = Ez a szektor volfrámlelőhelyeket tartalmaz.\nFejleszd ki az [accent]ütvefúrót[], hogy ki tudd bányászni ezt a nyersanyagot, és pusztítsd el az ellenséges bázist a szektorban.
|
||||
sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
|
||||
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél gyorsabban.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
|
||||
sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]elektrolizátort[] és a [accent]Tankújratervezőt[].
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = Felrobbant
|
||||
status.corroded.name = Korrodált
|
||||
status.unmoving.name = Mozdulatlan
|
||||
status.boss.name = Őrző
|
||||
status.slow.name = Lassú
|
||||
status.fast.name = Gyors
|
||||
status.shielded.name = Pajzzsal védett
|
||||
status.disarmed.name = Fegyvertelen
|
||||
|
||||
settings.language = Nyelvek
|
||||
settings.data = Játékadatok
|
||||
@@ -1014,6 +1102,13 @@ settings.clearresearch = Fejlesztések törlése
|
||||
settings.clearresearch.confirm = Biztosan törlöd az összes fejlesztést?
|
||||
settings.clearcampaignsaves = Hadjáratmentések törlése
|
||||
settings.clearcampaignsaves.confirm = Biztosan törlöd az összes hadjáratmentést?
|
||||
settings.clearplanetdata = Bolygóadatok törlése
|
||||
settings.planetselect = Bolygó: {0}
|
||||
settings.clearplanetresearch = Bolygó fejlesztéseinek törlése
|
||||
settings.clearplanetresearch.confirm = Biztosan törölni szeretnéd a(z) {0} bolygó fejlesztéseit?
|
||||
settings.clearplanetcampaignsaves = Bolygó hadjáratmentéseinek törlése
|
||||
settings.clearplanetcampaignsaves.confirm = Biztosan törölni szeretnéd a(z) {0} bolygó hadjáratmentéseit?
|
||||
|
||||
paused = [accent]< Szünet >
|
||||
clear = Törlés
|
||||
banned = [scarlet]Kitiltva
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Földi célpontok
|
||||
stat.crushdamage = Zúzó sebzés
|
||||
stat.legsplashdamage = Lábbal okozott területi sebzés
|
||||
stat.itemsmoved = Szállítási sebesség
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Kilövések közötti idő
|
||||
stat.shootrange = Hatótávolság
|
||||
stat.size = Méret
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = Fegyverzet
|
||||
stat.bullet = Lövedék
|
||||
stat.moduletier = Modul szintje
|
||||
stat.unittype = Egység típusa
|
||||
stat.receiverate = Fogadási sebesség
|
||||
stat.receiverate.info = A túlhajtás befolyásolja a sebességét. Az áteresztőképessége további kirakodók elhelyezésével növelhető.
|
||||
stat.speedincrease = Gyorsítás
|
||||
stat.range = Hatótávolság
|
||||
stat.drilltier = Kitermelhetők
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]páncélátütő
|
||||
bullet.armorweakness = [red]{0}x[lightgray] páncélgyengítés
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] páncélátütés
|
||||
bullet.antiarmor = [stat]{0} db[lightgray] páncélelhárító lövedék
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] épületpáncél-gyengítés
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] épületpáncél-átütés
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] épületpáncél-elhárító lövedék
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
|
||||
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
|
||||
bullet.empradius = [stat]{0}[lightgray] csempés EMP-hatókör
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Árnyékok
|
||||
setting.blockreplace.name = Automatikus blokkjavaslatok
|
||||
setting.linear.name = Lineáris szűrés
|
||||
setting.hints.name = Tanácsok
|
||||
setting.logichints.name = Logikai tanácsok
|
||||
setting.backgroundpause.name = Szüneteltetés a háttérben
|
||||
setting.buildautopause.name = Automatikus szüneteltetés építéskor
|
||||
setting.doubletapmine.name = Bányászás dupla kattintással/koppintással
|
||||
@@ -1512,13 +1612,14 @@ rules.corecapture = Támaszpont elfoglalása megsemmisítéskor
|
||||
rules.polygoncoreprotection = Poligonális támaszpontvédelem
|
||||
rules.placerangecheck = Elhelyezési tartomány ellenőrzése
|
||||
rules.protectcores = Támaszpontok védelme
|
||||
rules.protectcores.info = Ha le van tiltva, akkor a „Támaszpont körüli tiltott építkezési zóna sugara” beállítás nem vonatkozik erre a csapatra.\nA játékosok nem kerülnek védelem nélküli csapatokba.
|
||||
rules.protectcores.info = Ha le van tiltva, akkor a „Támaszpont körüli tiltott építkezési zóna sugara” beállítás nem vonatkozik erre a csapatra.\nA játékosok nem lesznek védelem nélküli csapatokba osztva.
|
||||
rules.checkplacement = Elhelyezés ellenőrzése
|
||||
rules.checkplacement.info = Ha le van tiltva, akkor ennek a csapatnak az épületei mellőzve lesznek az elhelyezési tartomány ellenőrzésekor.
|
||||
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
||||
rules.blockhealthmultiplier = Épületek életpontszorzója
|
||||
rules.blockdamagemultiplier = Épületek sebzésszorzója
|
||||
rules.unitfactoryactivation = Egységgyár aktiválásának késleltetése
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Egységek gyártási sebességszorzója
|
||||
rules.unitcostmultiplier = Egységek költségszorzója
|
||||
rules.unithealthmultiplier = Egységek életpontszorzója
|
||||
@@ -1560,7 +1661,7 @@ rules.invasions = Ellenséges szektorokból érkező inváziók
|
||||
rules.legacylaunchpads = Hagyományos kilövőállás-mechanizmus
|
||||
rules.legacylaunchpads.info = Lehetővé teszi a kilövőállások használatát landolóállások nélkül, mint a v7.0-ban.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Letiltva[lightgray] (Hagyományos kilövőállás engedélyezve)
|
||||
rules.showspawns = Ellenséges kezdőpontok megjelenítése a minitérképen
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Kiszámíthatatlan ellenséges támadások (MI)
|
||||
rules.pauseDisabled = Szüneteltetés letiltása
|
||||
rules.fire = Tűz
|
||||
@@ -2084,6 +2185,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Nagy gyorsaságú lövedék.\nKözepes sebzést okoz a teljes hatótávolságán belül.
|
||||
block.scathe.surge-alloy.info = Mikrorakétákra szétváló lövedék.\nSúlyos sebzést okoz kis hatótávolságon belül.
|
||||
block.scathe.phase-fabric.info = Erőtérrel rendelkező lövedék.\nAlacsony sebzést okoz nagy hatótávolságon belül.
|
||||
block.tank-refabricator.name = Tankújratervező
|
||||
block.mech-refabricator.name = Mechújratervező
|
||||
block.ship-refabricator.name = Repülőgép-újratervező
|
||||
@@ -2129,7 +2233,7 @@ team.blue.name = Kék
|
||||
|
||||
hint.skip = Kihagyás
|
||||
hint.desktopMove = Használd a [accent][[WASD][] gombokat a mozgáshoz.
|
||||
hint.zoom = [accent]Görgess[] a nagyításhoz és kicsinyítéshez.
|
||||
hint.zoom = Használd az egér [accent]görgőjét[] a nagyításhoz és a kicsinyítéshez.
|
||||
hint.desktopShoot = Használd a [accent]bal egérgombot[] a lövéshez.
|
||||
hint.depositItems = A nyersanyagokat húzással helyezheted át a drónból a támaszpontba.
|
||||
hint.respawn = Ahhoz, hogy drónként újjáéledj, nyomd meg a [accent][[V][] gombot.
|
||||
@@ -2145,8 +2249,8 @@ hint.unitControl = Nyomd le a [accent][[bal ctrl][] gombot, és kattints [accent
|
||||
hint.unitControl.mobile = [accent][[Dupla koppintással][] a szövetséges egységek vagy lövegtornyok kézileg irányíthatók.
|
||||
hint.unitSelectControl = Az egységek irányításához lépj be a [accent]parancsmódba[] a [accent]bal shift[] nyomva tartásával.\nParancsmódban az egységek kijelöléséhez kattints, és húzd az egeret. A [accent]jobb egérgombbal[] küldd az egységeket a helyszínre vagy a célponthoz.
|
||||
hint.unitSelectControl.mobile = Az egységek irányításához lépj be a [accent]parancsmódba[] a bal alsó sarokban lévő [accent]parancs[] gombbal.\nParancsmódban az egységek kiválasztásához érintsd meg a kijelzőt és húzással jelöld ki az egységeket. Koppintással küldd az egységeket a helyszínre vagy a célponthoz.
|
||||
hint.launch = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]bolygótérképet[] a jobb alsó sarokban, és átforgatod az új helyszínre.
|
||||
hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot egy közeli szektorba, úgy, hogy kiválasztasz egy szektort a :menu: [accent]menüben[] a \ue827 [accent]bolygótérképről[].
|
||||
hint.launch = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]bolygótérképet[] a jobb alsó sarokban lévő ikonnal, és átforgatod a bolygót az egér húzásával és a bal egérgomb nyomva tartásának segítségével az új szektorhoz.
|
||||
hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]bolygótérképet[] a :menu: [accent]menüből[], és átforgatod a bolygót koppintással és húzással az új szektorhoz.
|
||||
hint.schematicSelect = Tartsd nyomva az [accent][[F][] gombot több épület kijelöléséhez és másolásához.\n\n[accent][[Középső kattintással][] egy adott blokktípus másolható.
|
||||
hint.rebuildSelect = Tartsd nyomva a [accent][[B][] gombot, majd húzással jelöld ki a megsemmisített blokkterveket.\nEz automatikusan újjáépíti őket.
|
||||
hint.rebuildSelect.mobile = Válaszd a :copy: másolás gombot, majd koppints az :wrench: újjáépítés gombra, és húzd a megsemmisült blokktervek kijelöléséhez.\nEz automatikusan újjáépíti őket.
|
||||
@@ -2164,7 +2268,7 @@ hint.serpuloCoreZone = A :core-zone: [accent]támaszpontzónákra[] további :co
|
||||
hint.cannotUpgrade = Egy [red]:tree:[] ikon azt jelzi a raktérrel rendelkező egységek felett, hogy a továbbfejlesztett verziójuk még nem lett kifejlesztve.\n\nAz egységek fejlesztéseit a [accent]:tree: technológiafán[] kell elvégezni, mielőtt azok az újratervezőkben előállíthatók lennének.
|
||||
hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
|
||||
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
|
||||
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a megengedett legnagyobb mennyiséget, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
|
||||
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a megengedett legnagyobb mennyiséget, a beérkező további nyersanyagok azonnal [accent]meg lesznek semmisítve[].
|
||||
hint.factoryControl = Egy egységgyár [accent]kimeneti célpontjának[] beállításához kattints parancsmódban egy gyárépületre, majd kattints jobb egérgombbal egy helyre.\nAz előállított egységek automatikusan odamennek.
|
||||
hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[] beállításához koppints parancsmódban egy gyárépületre, majd koppints egy helyre.\nAz előállított egységek automatikusan odamennek.
|
||||
|
||||
@@ -2184,7 +2288,7 @@ gz.defend = Az ellenség közeledik, készülj fel a védekezésre.
|
||||
gz.aa = A légi egységeket nem lehet könnyen elintézni a hagyományos lövegtornyokkal.\nA :scatter: [accent]Scatter[] lövegtornyok kiváló légelhárítást biztosítanak, de lőszerként :lead: [accent]ólomra[] van szükségük.
|
||||
gz.scatterammo = Szállítószalagok segítségével lásd el :lead: [accent]ólommal[] a Scatter lövegtornyokat.
|
||||
gz.supplyturret = [accent]Lövegtorony ellátása
|
||||
gz.zone1 = Ez az ellenség leszállóhelye.
|
||||
gz.zone1 = Ez az ellenség kezdőpontja.
|
||||
gz.zone2 = Bármi, ami a hatósugarában épült, elpusztul, amikor egy hullám elindul.
|
||||
gz.zone3 = Egy hullám most kezdődik.\nKészülj fel.
|
||||
gz.finish = Építs több lövegtornyot, bányássz több nyersanyagot,\nés védekezz az ellenséges hullámok ellen, hogy [accent]elfoglald a szektort[].
|
||||
@@ -2234,8 +2338,8 @@ onset.bore = Fejleszd ki, és építs egy :plasma-bore: [accent]plazmafúrót[].
|
||||
onset.power = Ahhoz, hogy [accent]árammal[] lásd el a plazmafúrót, fejleszd ki, és helyezz el egy :beam-node: [accent]sugárcsomópontot[].\nSegítségükkel összekötheted a kondenzációs turbinát a plazmafúróval.
|
||||
onset.ducts = Fejleszd ki, és építs :duct: [accent]szállítócsatornát[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\nTartsd nyomva az egér bal gombját, majd húzd el, hogy több szállítócsatornát helyezhess el.\nHasználd a [accent]görgőt[] a forgatáshoz.
|
||||
onset.ducts.mobile = Fejleszd ki, és építs :duct: [accent]szállítócsatornát[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\n\nTartsd nyomva az ujjad, majd húzd el, hogy több szállítócsatornát helyezhess el.
|
||||
onset.moremine = Bővítsd a bányászati kapacitást.\nHelyezz el több plazmavágót, és a támogatásukhoz használj sugárcsomópontokat és szállítószalagokat.\nBányássz 200 berilliumot.
|
||||
onset.graphite = Az összetettebb épületekhez :graphite: [accent]grafit[] szükséges.\nÉpíts plazmavágókat a grafit kibányászásához.
|
||||
onset.moremine = Bővítsd a bányászati kapacitást.\nHelyezz el több plazmafúrót, és a támogatásukhoz használj sugárcsomópontokat és szállítószalagokat.\nBányássz 200 berilliumot.
|
||||
onset.graphite = Az összetettebb épületekhez :graphite: [accent]grafit[] szükséges.\nÉpíts plazmafúrókat a grafit kibányászásához.
|
||||
onset.research2 = Kezdd el a [accent]gyárak[] fejlesztését.\nFejleszd ki a :cliff-crusher: [accent]sziklazúzót[] és a :silicon-arc-furnace: [accent]szilícium-ívkemencét[].
|
||||
onset.arcfurnace = A szilícium-ívkemencének :sand: [accent]homokra[] és :graphite: [accent]grafitra[] van szüksége, hogy :silicon: [accent]szilíciumot[] gyártson.\nTovábbá [accent]áram[] is szükséges a működéséhez.
|
||||
onset.crusher = Használj :cliff-crusher: [accent]sziklazúzókat[], hogy homokot bányássz.
|
||||
@@ -2380,7 +2484,7 @@ block.liquid-tank.description = Nagy mennyiségű folyadékot tárol. Minden old
|
||||
block.liquid-junction.description = Hídként működik két egymást keresztező csővezeték között.
|
||||
block.bridge-conduit.description = Folyadékot szállít épületek és terepakadályok fölött.
|
||||
block.phase-conduit.description = Folyadékot szállít épületek és terepakadályok fölött. Nagyobb távolságra ér, mint a sima csővezetékhíd. Áramot fogyaszt.
|
||||
block.power-node.description = Áramot vezet az összekapcsolt csomópontokhoz. A szomszédos blokkokkal automatikusan kapcsolatba kerül megépítéskor.
|
||||
block.power-node.description = Áramot vezet az egymással összekapcsolt csomópontokhoz. A szomszédos blokkokkal automatikusan összekapcsolódik a megépítésekor.
|
||||
block.power-node-large.description = Nagyobb villanyoszlop, nagyobb hatótávolsággal.
|
||||
block.surge-tower.description = Hosszútávú villanyoszlop, kevesebb elérhető kapcsolattal.
|
||||
block.diode.description = Az eltárolt áramot egy irányba engedi át, de csak akkor, ha a fogadó oldalon kevesebb van tárolva.
|
||||
@@ -2466,7 +2570,7 @@ block.core-acropolis.description = Támaszpont. Kivételesen jól páncélozott.
|
||||
block.breach.description = Átütő erejű berillium-, volfrám- vagy karbidlövedéket lő az ellenséges célpontokra.
|
||||
block.diffuse.description = Széles kúpban lövi ki a lövedékeket. Visszalöki az ellenséges célpontokat.
|
||||
block.sublimate.description = Folyamatos lángcsóvát lő az ellenséges célpontokra. Átüti a páncélt.
|
||||
block.titan.description = Hatalmas robbanóanyagú tüzérségi lövedéket lő földi célpontokra. Hidrogént igényel.
|
||||
block.titan.description = Hatalmas robbanóerejű tüzérségi lövedéket lő földi célpontokra. Hidrogént igényel.
|
||||
block.afflict.description = Hatalmas töltésű repeszlövedék-gömböket lő ki. Hőt igényel.
|
||||
block.disperse.description = Égő repeszlövedékeket lő légi célpontokra.
|
||||
block.lustre.description = Egy folyamatosan és lassan mozgó, egyszerre egy célpontra ható lézert lő az ellenséges célpontokra.
|
||||
@@ -2624,15 +2728,16 @@ lst.format = A szövegpufferben lévő következő helyőrző cseréje egy ért
|
||||
lst.draw = Művelet hozzáadása a rajzpufferhez.\nA [accent]Draw Flush[] használatáig nem jelenít meg semmit.
|
||||
lst.drawflush = Sorba állított [accent]Draw[] műveletek megjelenítése a kijelzőn.
|
||||
lst.printflush = Sorba állított [accent]Print[] műveletek kiírása egy üzenetblokkba.
|
||||
lst.getlink = A processzor hivatkozásának lekérdezése index alapján. 0-nál kezdődik.
|
||||
lst.getlink = Processzor hivatkozásának lekérdezése index alapján. 0-nál kezdődik.
|
||||
lst.control = Épület irányítása.
|
||||
lst.radar = Egységek megkeresése az épület körül egy bizonyos hatótávolságban.
|
||||
lst.sensor = Adatok lekérdezése egy épületről vagy egységről.
|
||||
lst.set = Egy változó beállítása.
|
||||
lst.operation = Egy művelet elvégzése 1-2 változóval.
|
||||
lst.select = Egy változó feltételes beállítása két érték egyikére.
|
||||
lst.end = Ugrás az utasítási verem tetejére.
|
||||
lst.wait = Várakozás bizonyos számú másodpercig.
|
||||
lst.stop = A processzor futtatásának leállítása.
|
||||
lst.stop = Processzor futtatásának leállítása.
|
||||
lst.lookup = Egy nyersanyag/folyadék/egység/épület típusának keresése azonosító alapján.\nAz egyes típusok összesített száma a következőkkel érhető el:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\nA fordított művelethez használd az objektum [accent]@id[] értékét.
|
||||
lst.jump = Feltételes ugrás egy másik utasításra.
|
||||
lst.unitbind = Összekapcsolás a következő egységtípussal, és tárolás a következőben: [accent]@unit[].
|
||||
@@ -2641,28 +2746,31 @@ lst.unitradar = Egységek keresése a jelenleg összekapcsolt egység körül.
|
||||
lst.unitlocate = Egy adott típusú pozíció/épület keresése bárhol a pályán.\nÖsszekapcsolt egységet igényel.
|
||||
lst.getblock = Mezőadatok lekérdezése tetszőleges helyen.
|
||||
lst.setblock = Mezőadatok beállítása tetszőleges helyen.
|
||||
lst.spawnunit = Egység lerakása az adott helyen.
|
||||
lst.spawnunit = Egység elhelyezése egy adott helyen.
|
||||
lst.spawnbullet = Lövedék elhelyezése egy adott helyen.
|
||||
lst.applystatus = Állapothatás alkalmazása vagy törlése egy egységről.
|
||||
lst.weathersense = Ellenőrzés, hogy egy bizonyos típusú időjárás aktív-e.
|
||||
lst.weatherset = Az időjárástípus jelenlegi állapotának megadása.
|
||||
lst.weatherset = Időjárástípusok jelenlegi állapotának megadása.
|
||||
lst.spawnwave = Egy hullám indítása.
|
||||
lst.explosion = Robbanás létrehozása az adott helyen.
|
||||
lst.setrate = A processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
||||
lst.setrate = Processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
||||
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek lekérdezése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
||||
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA-összetevőket a rajzoláshoz vagy szabálymeghatározáshoz.
|
||||
lst.unpackcolor = RGBA-összetevők kicsomagolása egy színből, amely a „Pack Color” használatával lett becsomagolva.
|
||||
lst.setrule = Játékszabály beállítása.
|
||||
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben a kimenet független attól, hogy az üzenet megjelenítése sikeres volt-e.
|
||||
lst.cutscene = A játékos kamerájának mozgatása.
|
||||
lst.cutscene = Játékos kamerájának mozgatása.
|
||||
lst.setflag = Egy globális jelölő beállítása, amely minden processzor által olvasható.
|
||||
lst.getflag = Ellenőrzés, hogy egy globális jelölő be van-e állítva.
|
||||
lst.setprop = Beállítja egy egység vagy épület tulajdonságát.
|
||||
lst.setprop = Egy egység vagy épület tulajdonságainak beállítása.
|
||||
lst.effect = Részecskehatás létrehozása.
|
||||
lst.sync = Egy változó szinkronizálása a hálózaton keresztül.\nMásodpercenként legfeljebb 20-szor hívható meg.
|
||||
lst.playsound = Egy hangot játszik le.\nA hangerő és a panoráma lehet globális érték, vagy a pozíció alapján kiszámított érték.
|
||||
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 = Új logikai jelölő létrehozása a világban.\nMeg kell adni egy azonosítót a jelölő azonosításához.\nA jelölők száma jelenleg világonként 20 000-re van korlátozva.
|
||||
lst.setmarker = Egy jelölő tulajdonságának beállítása.\nA használt azonosítónak meg kell egyeznie a Make Marker utasításban megadottal.\nA [accent]null []értékek figyelmen kívül lesznek hagyva.
|
||||
lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét a szövegpufferhez.\nA pálya nyelvi csomagjainak beállításait a térképszerkesztőben ellenőrizheted: [accent]pályainformációk > nyelvi csomagok[].\nHa a kliens egy hordozható eszköz, akkor először próbáld kiíratni a ".mobile" végződésű tulajdonságot.
|
||||
lst.query = lst.query = Lekérdez egységeket/épületeket egy megadott területen.\nAz eredmények a [accent]@queries[] tömbbe íródnak.\nAz [accent]@queries[] elemeit a [accent]Read[] utasítással és egy indexszel lehet beolvasni.\nA [accent]@queries[] hossza a [accent]@size[] paraméterrel érzékelhető.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
@@ -2690,8 +2798,8 @@ lglobal.sectionLookup = Keresés
|
||||
lglobal.@this = A kódot végrehajtó logikai blokk
|
||||
lglobal.@thisx = A kódot végrehajtó blokk X-koordinátája
|
||||
lglobal.@thisy = A kódot végrehajtó blokk Y-koordinátája
|
||||
lglobal.@links = Az ehhez a processzorhoz kapcsolt épületek száma összesen
|
||||
lglobal.@ipt = A processzor végrehajtási sebessége órajelciklusban (60 órajelciklus = 1 másodperc)
|
||||
lglobal.@links = Ehhez a processzorhoz kapcsolt épületek száma összesen
|
||||
lglobal.@ipt = Processzor végrehajtási sebessége órajelciklusban (60 órajelciklus = 1 másodperc)
|
||||
|
||||
lglobal.@unitCount = A játékban található egységtípusok száma összesen; a keresés utasítással együtt használatos
|
||||
lglobal.@blockCount = A játékban található blokktípusok száma összesen; a keresés utasítással együtt használatos
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = Server ini ingin menyalin teks ke papan klip Anda. Apakah Anda y
|
||||
linkfail = Gagal membuka tautan!\nURL disalin ke papan klip.
|
||||
screenshot = Tangkapan layar tersimpan di {0}
|
||||
screenshot.invalid = Peta terlalu besar, tidak cukup memori untuk menangkap layar.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Permainan Selesai
|
||||
gameover.disconnect = Jaringan Terputus
|
||||
gameover.pvp = Tim[accent] {0}[] menang!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Menunggu peta selanjutnya...
|
||||
highscore = [accent]Rekor baru!
|
||||
copied = Tersalin.
|
||||
indev.notready = Bagian permainan saat ini belum siap
|
||||
bundle.external = Catatan: Anda telah berhasil memuat paket terjemahan eksternal.\n[accent]{0}
|
||||
|
||||
load.sound = Suara
|
||||
load.map = Peta
|
||||
@@ -50,11 +52,19 @@ mods.browser.view-releases = Lihat Rilis
|
||||
mods.browser.noreleases = [scarlet]Tidak Ada Rilis Ditemukan\n[accent]Tidak dapat menemukan rilis untuk mod ini. Periksa apakah repositori mod memiliki rilis publik.
|
||||
mods.browser.latest = [lightgray][Terbaru]
|
||||
mods.browser.releases = Rilis
|
||||
mods.browser.fetching = Mengambil Rilis...
|
||||
mods.github.open = Repo
|
||||
mods.github.open-release = Laman Rilis
|
||||
mods.browser.sortdate = Urut berdasarkan waktu
|
||||
mods.browser.sortstars = Urut berdasarkan bintang
|
||||
|
||||
export.file = Ekspor Berkas
|
||||
import.file = Impor Berkas
|
||||
copy.clipboard = Salin ke papan klip
|
||||
import.clipboard = Impor dari papan klip
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Bagikan di Workshop
|
||||
|
||||
schematic = Skematik
|
||||
schematic.add = Menyimpan skematik...
|
||||
schematics = Kumpulan skematik
|
||||
@@ -62,12 +72,6 @@ schematic.search = Cari skematik...
|
||||
schematic.replace = Skematik dengan nama tersebut telah ada. Ganti dengan yang baru?
|
||||
schematic.exists = Skematik dengan nama tersebut telah ada.
|
||||
schematic.import = Mengimpor skematik...
|
||||
schematic.exportfile = Ekspor Berkas
|
||||
schematic.importfile = Impor Berkas
|
||||
schematic.browseworkshop = Cari di Workshop
|
||||
schematic.copy = Salin ke papan klip
|
||||
schematic.copy.import = Impor dari papan klip
|
||||
schematic.shareworkshop = Bagikan di Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Balik Skematik
|
||||
schematic.saved = Skematik telah disimpan.
|
||||
schematic.delete.confirm = Skematik ini akan benar-benar dihapus.
|
||||
@@ -130,6 +134,7 @@ export = Ekspor
|
||||
preparingconfig = Menyiapkan Konfigurasi
|
||||
preparingcontent = Menyiapkan Konten
|
||||
uploadingcontent = Mengunggah Konten
|
||||
content.createdby = Dibuat oleh: {0}
|
||||
uploadingpreviewfile = Mengunggah File Tinjauan
|
||||
committingchanges = Membuat Perubahan
|
||||
done = Selesai
|
||||
@@ -153,7 +158,7 @@ mod.multiplayer.compatible = [gray]Kompatibel dalam Multipemain
|
||||
mod.disable = Nonaktifkan
|
||||
mod.version = Versi:
|
||||
mod.content = Konten:
|
||||
mod.delete.error = Tidak dapat menghapus mod. File mungkin sedang digunakan.
|
||||
mod.delete.error = Tidak dapat menghapus mod. Sepertinya file sedang digunakan.
|
||||
|
||||
mod.incompatiblegame = [red]Game telah Kedaluwarsa
|
||||
mod.incompatiblemod = [red]Tidak Kompatibel
|
||||
@@ -164,8 +169,8 @@ mod.circulardependencies = [red]Dependensi Sirkular
|
||||
mod.incompletedependencies = [red]Dependensi Tidak Lengkap
|
||||
|
||||
mod.requiresversion.details = Memerlukan versi game: [accent]{0}[]\nGame Anda telah kadaluarsa. Mod ini memerlukan versi game yang lebih baru (kemungkinan versi beta/alpha) untuk berfungsi.
|
||||
mod.incompatiblemod.details = Mod ini tidak kompatibel dengan versi game ini. Pencipta harus memperbaruinya dengan menambahkan string [accent]minGameVersion: 154[] ke dalam file [accent]mod.json[].
|
||||
mod.blacklisted.details = Mod ini terdapat di dalam blacklist karena menyebabkan crash atau masalah lain dengan versi game saat ini. Mohon jangan dipakai.
|
||||
mod.incompatiblemod.details = Mod ini tidak kompatibel dengan versi game ini. Pencipta harus memperbaruinya dengan menambahkan string [accent]minGameVersion: 157[] ke dalam file [accent]mod.json[].
|
||||
mod.blacklisted.details = Mod ini telah dimasukkan ke dalam daftar blacklist karena menyebabkan crash atau masalah lain dengan versi game saat ini. Mohon jangan dipakai.
|
||||
mod.missingdependencies.details = Mod ini kekurangan dependensi: {0}
|
||||
mod.erroredcontent.details = Mod ini menimbulkan masalah pada saat proses memuat. Tanyakan pencipta mod untuk memperbaikinya.
|
||||
mod.circulardependencies.details = Mod ini memiliki dependensi yang memerlukan satu sama lain.
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = Mod ini gagal memuat karena kekurangan depe
|
||||
mod.requiresversion = Memerlukan versi game: [red]{0}
|
||||
|
||||
mod.errors = Terjadi kesalahan saat memuat konten.
|
||||
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]Anda memiliki mod dengan suatu kesalahan.[] Nonaktifkan mod yang bersangkutan atau perbaiki kesalahan tersebut sebelum bermain.
|
||||
mod.enable = Aktifkan
|
||||
mod.requiresrestart = Game akan ditutup untuk mengaktifkan perubahan mod.
|
||||
@@ -208,15 +214,15 @@ planetmap = Peta Planet
|
||||
launchcore = Luncurkan Inti
|
||||
filename = Nama File:
|
||||
unlocked = Konten baru terbuka!
|
||||
available = Penelitian baru tersedia!
|
||||
available = Teknologi baru tersedia!
|
||||
unlock.incampaign = < Buka dalam kampanye untuk detail lebih lanjut >
|
||||
campaign.select = Pilih untuk Memulai Kampanye
|
||||
campaign.none = [lightgray]Pilih planet untuk memulai.\nPilihan ini dapat diubah setiap saat.
|
||||
campaign.erekir = Konten baru yang disempurnakan. Kemajuan kampanye lebih linier.\n\nKualitas peta yang tinggi dan pengalaman lebih mantap.
|
||||
campaign.serpulo = Konten lawas; pengalaman klasik. Lebih terbuka dan banyak konten.\n\nPeta dan mekanisme kampanye yang berpotensi tidak seimbang. Kurang halus
|
||||
campaign.difficulty = Tingkat Kesulitan
|
||||
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.
|
||||
campaign.rework.title = Pemberitahuan Perubahan Kampanye
|
||||
campaign.rework.serpulo = [accent]⚠ Kampanye Serpulo telah dikerjakan ulang.[]\n\nPosisi sektor dan tingkat kesulitan telah berubah. Anda mungkin mengalami masalah terkait dengan data simpanan kampanye yang tersisa dari tata letak sektor yang lama.\n\nUntuk pengalaman yang lebih mulus, pertimbangkan untuk menghapus simpanan kampanye Anda di pengaturan.
|
||||
completed = [accent]Terselesaikan
|
||||
techtree = Pohon Teknologi
|
||||
techtree.select = Pemilihan Pohon Teknologi
|
||||
@@ -224,10 +230,10 @@ techtree.serpulo = Serpulo
|
||||
techtree.erekir = Erekir
|
||||
research.load = Muat
|
||||
research.discard = Buang
|
||||
research.list = [lightgray]Penelitian:
|
||||
research = Penelitian
|
||||
researched = [lightgray]{0} telah diteliti.
|
||||
research.progress = {0}% diteliti
|
||||
research.list = [lightgray]Riset:
|
||||
research = Riset
|
||||
researched = [lightgray]{0} telah diriset.
|
||||
research.progress = {0}% diriset
|
||||
players = {0} pemain aktif
|
||||
players.single = {0} pemain aktif
|
||||
players.search = cari
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Anda dipilih untuk dikeluarkan. Sampai jumpa.
|
||||
server.kicked.clientOutdated = Klien kedaluwarsa! Perbarui game Anda!
|
||||
server.kicked.serverOutdated = Server kedaluwarsa! Tanyakan host untuk memperbarui!
|
||||
server.kicked.banned = Anda telah dilarang untuk memasuki server ini.
|
||||
server.kicked.steamBanned = Anda telah dilarang dari lobi Steam karena perilaku yang mengganggu dan memalukan.
|
||||
server.kicked.typeMismatch = Server ini tidak cocok dengan versi build Anda.
|
||||
server.kicked.playerLimit = Server ini penuh. Tunggu slot kosong.
|
||||
server.kicked.recentKick = Anda baru saja dikeluarkan dari server ini.\nTunggu sesaat sebelum masuk lagi.
|
||||
@@ -281,7 +288,7 @@ trace.ip = IP: [accent]{0}
|
||||
trace.id = ID: [accent]{0}
|
||||
trace.language = Bahasa: [accent]{0}
|
||||
trace.mobile = Klien Mobile: [accent]{0}
|
||||
trace.modclient = Klien Modifikasi: [accent]{0}
|
||||
trace.modclient = Klien Kustom: [accent]{0}
|
||||
trace.times.joined = Total Bergabung: [accent]{0}
|
||||
trace.times.kicked = Total Dikeluarkan: [accent]{0}
|
||||
trace.ips = IP:
|
||||
@@ -304,7 +311,7 @@ server.edit = Sunting Server
|
||||
server.outdated = [scarlet]Server Kedaluwarsa![]
|
||||
server.outdated.client = [scarlet]Klien Kedaluwarsa![]
|
||||
server.version = [gray]v{0} {1}
|
||||
server.custombuild = [accent]Bentuk Modifikasi
|
||||
server.custombuild = [accent]Bentuk Kustom
|
||||
confirmban = Anda yakin ingin melarang pemain ini untuk masuk lagi?
|
||||
confirmkick = Anda yakin ingin mengeluarkan pemain ini?
|
||||
confirmunban = Anda yakin ingin mengizinkan pemain ini untuk masuk lagi?
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Waktu koneksi habis selama menerima snapshot UDP.\n
|
||||
cantconnect = Gagal bergabung ke permainan ([accent]{0}[]).
|
||||
connecting = [accent]Menghubungkan...
|
||||
reconnecting = [accent]Menghubungkan kembali...
|
||||
connecting.data = [accent]Memuat data dunia...
|
||||
|
||||
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 = Nomor port tidak valid!
|
||||
server.error.addressinuse = [scarlet]Gagal membuka server di port 6567.[]\n\nPastikan tidak ada server Mindustry lain yang berjalan di perangkat atau jaringan Anda!
|
||||
@@ -340,6 +352,10 @@ save.export = Ekspor Simpanan
|
||||
save.import.invalid = [accent]Simpanan ini tidak valid!
|
||||
save.import.fail = [crimson]Gagal mengimpor simpanan: [accent]{0}
|
||||
save.export.fail = [crimson]Gagal mengekspor simpanan: [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 = Impor Simpanan
|
||||
save.newslot = Simpan nama:
|
||||
save.rename = Ganti nama
|
||||
@@ -473,16 +489,8 @@ editor.nodescription = Setiap peta harus memiliki deskripsi setidaknya 4 huruf s
|
||||
editor.waves = Gelombang:
|
||||
editor.rules = Peraturan:
|
||||
editor.generation = Generasi:
|
||||
editor.objectives = Tujuan
|
||||
editor.objectives = Tujuan Peta
|
||||
editor.locales = Paket Lokal
|
||||
editor.patches.guide = Panduan Patch Data
|
||||
editor.patches = Patch Data
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]Tidak ada patchset yang dimuat.
|
||||
editor.patches.errors = Daftar Patchset Error
|
||||
editor.patches.importerror = Gagal mengimpor patchset
|
||||
editor.patches.delete.confirm = Apakah Anda yakin ingin menghapus patchset ini?
|
||||
editor.patch.fields = {0} bidang
|
||||
editor.worldprocessors = Prosesor Dunia
|
||||
editor.worldprocessors.editname = Sunting Nama
|
||||
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
||||
@@ -504,8 +512,78 @@ editor.filters.description = Deskripsi
|
||||
editor.filters.modname = Nama Mod
|
||||
editor.filters.prioritizemod = Prioritas Mod
|
||||
editor.filters.prioritizecustom = Prioritas Kustom
|
||||
editor.filters.planetselect = Pemilihan Planet
|
||||
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 = Patch Data
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]Tidak ada patchset yang dimuat.
|
||||
patch.errors = Daftar Patchset Error
|
||||
patch.importerror = Gagal mengimpor patchset
|
||||
patch.delete.confirm = Apakah Anda yakin ingin menghapus patchset ini?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} bidang
|
||||
|
||||
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 = Gelombang
|
||||
waves.team = Tim
|
||||
@@ -520,10 +598,10 @@ waves.spawn = Zona Pendaratan:
|
||||
waves.spawn.all = <semua>
|
||||
waves.spawn.select = Pilih Zona Pendaratan Musuh
|
||||
waves.spawn.none = [scarlet]tidak ada zona pendaratan musuh di peta
|
||||
waves.max = unit maks
|
||||
waves.spawn.first = [lightgray](pertama {0})
|
||||
waves.max = unit maksimum
|
||||
waves.guardian = Penjaga
|
||||
waves.preview = Pratinjau
|
||||
waves.edit = Sunting...
|
||||
waves.random = Acak
|
||||
waves.copy = Salin ke Papan Klip
|
||||
waves.load = Tempel dari Papan Klip
|
||||
@@ -550,7 +628,9 @@ all = Semua
|
||||
editor.default = [lightgray]<Standar>
|
||||
details = Detail...
|
||||
edit = Sunting
|
||||
edit.menu = Edit...
|
||||
variables = Variabel
|
||||
logic.error.toolong = Kode prosesor terlalu panjang (Batas: {0} byte terkompresi, panjang sebenarnya: {1} byte)
|
||||
logic.clear.confirm = Apakah Anda yakin ingin menghapus semua kode dari prosesor ini?
|
||||
logic.restart = Mulai Ulang
|
||||
logic.globals = Variabel Bawaan
|
||||
@@ -626,6 +706,8 @@ toolmode.drawteams.description = Menggambar tim bukannya blok.
|
||||
#unused
|
||||
toolmode.underliquid = Di Bawah Cairan
|
||||
toolmode.underliquid.description = Gambarlah lantai di bawah ubin cair.
|
||||
toolmode.fillunderliquid = Isi Di Bawah Cairan
|
||||
toolmode.fillunderliquid.description = Mengisi lantai di bawah ubin cair.
|
||||
|
||||
filters.empty = [lightgray]Tidak ada penyaring! Tambahkan dengan tombol di bawah.
|
||||
|
||||
@@ -672,7 +754,7 @@ filter.option.percentile = Perseratus
|
||||
filter.option.code = Kode
|
||||
filter.option.loop = Perulangan
|
||||
|
||||
locales.info = Di sini, Anda dapat menambahkan paket lokal untuk bahasa tertentu ke peta Anda. Dalam paket lokal, setiap properti memiliki nama dan nilai. Properti ini dapat digunakan prosesor dunia dan tujuan dengan menggunakan namanya. Mereka mendukung pemformatan teks (mengganti placeholder dengan nilai sebenarnya).\n\n[cyan]Contoh properti:\n[]nama: [accent]waktu[]\nnilai: [accent]Contoh pengatur waktu, waktu tersisa: {0}[]\n\n[cyan]Penggunaan:\n[]Tetapkan sebagai teks tujuan: [accent]@timer\n\n[]Cetak dalam prosesor dunia:\n[accent]cetak lokal "timer"\nformat time\n[gray](di mana waktu adalah variabel yang dihitung secara terpisah)
|
||||
locales.info = Di sini, Anda dapat menambahkan paket lokal untuk bahasa tertentu ke peta Anda. Dalam paket lokal, setiap properti memiliki nama dan nilai. Properti ini dapat digunakan oleh prosesor dunia dan tujuan peta dengan menggunakan nama propertinya. Paket lokal mendukung pemformatan teks (mengganti placeholder dengan nilai sebenarnya).\n\n[cyan]Contoh properti:\n[]nama: [accent]waktu[]\nnilai: [accent]Contoh pengatur waktu, waktu tersisa: {0}[]\n\n[cyan]Penggunaan:\n[]Tetapkan sebagai teks tujuan: [accent]@timer\n\n[]Cetak dalam prosesor dunia:\n[accent]cetak lokal "timer"\nformat time\n[gray](di mana waktu adalah variabel yang dihitung secara terpisah)
|
||||
locales.deletelocale = Apakah Anda yakin ingin menghapus paket lokal ini?
|
||||
locales.applytoall = Terapkan Perubahan Ke Semua Paket Lokal
|
||||
locales.addtoother = Tambahkan Ke Paket Lokal Lain
|
||||
@@ -689,6 +771,8 @@ locales.showsame = Tampilkan properti yang memiliki nilai yang sama di lokasi be
|
||||
locales.viewproperty = Lihat di semua paket lokal
|
||||
locales.viewing = Melihat properti "{0}"
|
||||
locales.addicon = Tambahkan Ikon
|
||||
locales.property.name = nama
|
||||
locales.property.text = teks
|
||||
|
||||
width = Lebar:
|
||||
height = Tinggi:
|
||||
@@ -702,7 +786,7 @@ ping = Ping: {0}ms
|
||||
tps = TPS: {0}
|
||||
memory = Mem: {0}mb
|
||||
memory2 = Mem:\n {0}mb +\n {1}mb
|
||||
language.restart = Silahkan memulai ulang game agar pengaturan bahasa diterapkan
|
||||
language.restart = Silakan memulai ulang game agar pengaturan bahasa diterapkan
|
||||
settings = Pengaturan
|
||||
tutorial = Tutorial
|
||||
tutorial.retake = Ulangi Tutorial
|
||||
@@ -772,7 +856,7 @@ announce.nuclearstrike = [red]⚠ SERANGAN NUKLIR ⚠\n[lightgray]bangun inti ca
|
||||
|
||||
loadout = Muatan
|
||||
resources = Sumber Daya
|
||||
resources.max = Maks
|
||||
resources.max = Maksimum
|
||||
bannedblocks = Blok yang Dilarang
|
||||
unbannedblocks = Blok yang Diperbolehkan
|
||||
objectives = Tujuan
|
||||
@@ -820,7 +904,7 @@ sectors.production = Produksi:
|
||||
sectors.export = Ekspor:
|
||||
sectors.import = Impor:
|
||||
sectors.time = Waktu:
|
||||
sectors.threat = Tingkat:
|
||||
sectors.threat = Tingkat Kesulitan:
|
||||
sectors.wave = Gelombang:
|
||||
sectors.stored = Terisi:
|
||||
sectors.resume = Lanjutkan
|
||||
@@ -839,7 +923,7 @@ sectors.go = Mulai
|
||||
sector.abandon = Tinggalkan
|
||||
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
||||
sector.curcapture = Sektor Dikuasai
|
||||
sector.lockdown = [red]:warning:[accent] Sektor saat ini sedang diserang\n[lightgray]produksi, penelitian, ekspor dan impor dihentikan
|
||||
sector.lockdown = [red]:warning:[accent] Sektor saat ini sedang diserang\n[lightgray]produksi, riset, ekspor dan impor dihentikan
|
||||
sector.curlost = Sektor Gagal Bertahan
|
||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||
@@ -850,13 +934,13 @@ sector.changeicon = Ubah Ikon
|
||||
sector.noswitch.title = Tidak Dapat Berpindah Sektor
|
||||
sector.noswitch = Anda tidak boleh berpindah ke sektor lain jika salah satu sektor Anda sedang di serang.\nSektor: [accent]{0}[] di [accent]{1}[]
|
||||
sector.view = Lihat Sektor
|
||||
sector.foundationrequired = Memerlukan[lightgray] Inti: Foundation []disekitar
|
||||
sector.shielded = [lightgray] Shielded
|
||||
sector.foundationrequired = Memerlukan[lightgray] Inti: Foundation []di sekitar
|
||||
sector.shielded = [lightgray] Berperisai
|
||||
|
||||
threat.low = Rendah
|
||||
threat.medium = Sedang
|
||||
threat.high = Tinggi
|
||||
threat.extreme = Berbahaya
|
||||
threat.extreme = Ekstrem
|
||||
threat.eradication = Pemusnahan
|
||||
|
||||
difficulty.guide.title = Pemberitahuan
|
||||
@@ -906,42 +990,42 @@ sector.testingGrounds.name = Kawasan Uji Coba
|
||||
sector.perilousHarbor.name = Pelabuhan Berbahaya
|
||||
sector.weatheredChannels.name = Selat Terkikis
|
||||
sector.fallenVessel.name = Bangkai Kapal
|
||||
sector.mycelialBastion.name = Benteng Pertahanan Miselium
|
||||
sector.mycelialBastion.name = Benteng Miselium
|
||||
sector.frontier.name = Perbatasan
|
||||
sector.sunkenPier.name = Dermaga Karam
|
||||
sector.littoralShipyard.name = Galangan Kapal Pesisir
|
||||
sector.cruxscape.name = Cruxscape
|
||||
sector.geothermalStronghold.name = Benteng Geotermal
|
||||
|
||||
sector.groundZero.description = Lokasi yang optimal untuk bermain satu kali lagi. Sangat sedikit musuh. Sedikit sumber daya.\nKumpulkan timah dan tembaga sebanyak yang Anda bisa.\nMulai dari sini.
|
||||
sector.groundZero.description = Lokasi yang optimal untuk bermain satu kali lagi. Sangat sedikit musuh. Sedikit sumber daya.\n\nKumpulkan timah dan tembaga sebanyak yang Anda bisa.\nMulai dari sini.
|
||||
sector.frozenForest.description = Di sini, dekat dengan gunung, spora sudah menyebar. Suhu dingin tidak dapat menahannya.\n\nMulailah hasilkan listrik. Bangun generator pembakar. Pelajari cara menggunakan mender.
|
||||
sector.saltFlats.description = Di pinggiran padang pasir terdapat Daratan Garam. Beberapa sumber daya dapat ditemukan di sini.\n\nMusuh telah mendirikan penyimpanan sumber daya kompleks di sini. Hancurkan inti mereka. Jangan biarkan satupun tersisa.
|
||||
sector.crateredBattleground.description = Air banyak terkumpul di kawah ini, sebuah peninggalan dari perang masa lalu. Klaim area ini lagi. Kumpulkan pasir. Lebur metaglass. Pompa air untuk mendinginkan turret dan bor.
|
||||
sector.ruinousShores.description = Keluar dari lembah gunung, terdapat garis pantai. Sebelumnya, area ini adalah garis pertahanan pantai. Sekarang tidak banyak yang tersisa. Hanya pertahanan dasar yang tersisa, yang lain telah hancur berkeping keping.\nBangun kembali pertahanan di sini. Pelajari lebih banyak teknologi.
|
||||
sector.ruinousShores.description = Keluar dari lembah gunung, terdapat garis pantai. Sebelumnya, area ini adalah garis pertahanan pantai. Sekarang tidak banyak yang tersisa. Hanya pertahanan dasar yang tersisa, yang lain telah hancur berkeping keping.\n\nBangun kembali pertahanan di sini. Pelajari lebih banyak teknologi.
|
||||
sector.stainedMountains.description = Area ini terletak di dekat pegunungan, namun belum tersentuh oleh spora.\nTambang titanium yang ada di area ini. Pelajari fungsinya.\n\nMusuh jauh lebih kuat di sini. Jangan biarkan mereka meluncurkan unit yang lebih kuat.
|
||||
sector.overgrowth.description = Area ini banyak ditumbuhi spora, karena dekat dengan sumber spora.\nMusuh telah membangun pangkalan di sini. Produksi unit Mace. Hancurkan mereka. Klaim apapun yang tersisa.
|
||||
sector.tarFields.description = Terletak di pinggiran zona produksi minyak, di antara gunung dan padang pasir. Salah satu dari beberapa area yang memiliki cadangan minyak yang dapat digunakan.\nMeskipun ditinggalkan, area ini terdapat pasukan musuh yang berbahaya di sekitarnya. Jangan meremehkan mereka.\n\n[lightgray]Pelajari proses penyulingan minyak bila memungkinkan.
|
||||
sector.desolateRift.description = Zona yang sangat berbahaya. Banyak sumber daya, tetapi terdapat sedikit ruang. Sangat resiko kehancuran sangat tinggi. Bangunlah pertahanan udara dan darat secepat yang Anda bisa. Jangan terlena dengan waktu antar gelombang yang lama.
|
||||
sector.nuclearComplex.description = Sebuah fasilitas untuk memproduksi dan memproses torium, yang telah hancur.\n[lightgray]Pelajari torium dan cara penggunaanya.\n\nMusuh yang hadir di sini menyerang dalam jumlah besar, tak henti mengintai penyerang.
|
||||
sector.fungalPass.description = Area ini terdapat di antara pegunungan yang lebih tinggi dengan yang lebih rendah, juga daerah yang dipenuhi spora. Musuh membangun markas pengintaian kecil di sini.\nHancurkan itu.\nGunakan unit Dagger. Hancurkan inti mereka.
|
||||
sector.biomassFacility.description = Asal dari semua spora di planet ini. Tempat ini adalah fasilitas dimana spora dipelajari dan diproduksi.\nPelajari teknologi yang terkait dengannya. Budi dayakan spora untuk memproduksi bahan bakar dan plastik.\n\n[lightgray]Setelah fasilitas ini hancur, spora menyebar. Tidak ada di ekosistem lokal yang dapat bersaing dengan organisme invasif seperti itu.
|
||||
sector.windsweptIslands.description = Jauh dari pantai terdapat sekumpulan pulau. Catatan yang ada mengatakan bahwa mereka memiliki struktur untuk memproduksi [accent]Plastanium[].\n\nKalahkan unit laut musuh. Bangun markas di kepulauan ini. Pelajari pabriknya.
|
||||
sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menguasai lebih banyak sektor. Hancurkan markasnya. Pelajari Alas Peluncur mereka.
|
||||
sector.impact0078.description = Di sini terletak sisa-sisa pesawat antarbintang yang pertama kali memasuki sistem ini.\n\nSelamatkan apapun yang ada dari sisa-sisa pesawat. Pelajari teknologi apa pun yang utuh.
|
||||
sector.planetaryTerminal.description = Target terakhir.\n\nMarkas pesisir pantai ini memiliki struktur yang dapat meluncurkan inti ke planet di sekitarnya. Memiliki pertahanan yang sangat bagus.\n\nProduksi unit laut. Hancurkan musuh secepat mungkin. Pelajari struktur peluncuran mereka.
|
||||
sector.coastline.description = Sisa-sisa teknologi unit laut telah terdeteksi di lokasi ini. Tolak serangan musuh, rebut sektor ini, dan dapatkan teknologinya.
|
||||
sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau terpencil, dibentengi secara alami. Hancurkan pangkalan ini. Dapatkan teknologi unit laut mereka yang canggih, dan telitilah.
|
||||
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.overgrowth.description = Area ini banyak ditumbuhi spora, karena dekat dengan asal spora.\n\nMusuh telah membangun markas di sini. Produksi unit Fortress. Singkirkan mereka.
|
||||
sector.tarFields.description = Terletak di pinggiran zona produksi minyak, di antara gunung dan padang pasir. Salah satu dari beberapa area yang memiliki cadangan minyak yang dapat digunakan.\nMeskipun ditinggalkan, area ini terdapat pasukan musuh yang berbahaya di sekitarnya. Jangan meremehkan mereka.\n\nPelajari proses penyulingan minyak bila memungkinkan.
|
||||
sector.desolateRift.description = Zona yang sangat berbahaya. Banyak sumber daya, tetapi terdapat sedikit ruang. Resiko kehancuran sangat tinggi.\n\nBangunlah pertahanan udara dan darat secepat yang Anda bisa. Jangan terlena oleh jenis serangan musuh yang jarang terjadi.
|
||||
sector.nuclearComplex.description = Sebuah fasilitas untuk memproduksi dan memproses torium, yang telah hancur.\nRiset Reaktor Torium, dan manfaatkan reaktor tersebut untuk pembangkit listrik canggih.\n\nMusuh yang hadir di sini menyerang dalam jumlah besar, tak henti mengintai penyerang.
|
||||
sector.fungalPass.description = Area ini terdapat di antara pegunungan yang lebih tinggi dan yang lebih rendah, area yang dipenuhi spora. Musuh membangun markas pengintaian kecil di sini.\n\nGunakan unit Dagger. Hancurkan markas musuh.
|
||||
sector.biomassFacility.description = Asal dari semua spora di planet ini. Tempat ini adalah fasilitas dimana spora dipelajari dan diproduksi.\nRiset teknologi yang terkait dengannya. Budi dayakan spora untuk memproduksi bahan bakar dan plastik.\n\n[lightgray]Setelah fasilitas ini hancur, spora menyebar. Tidak ada di ekosistem lokal yang dapat bersaing dengan organisme invasif seperti itu.
|
||||
sector.windsweptIslands.description = Jauh dari pantai terdapat sekumpulan pulau. Catatan yang ada mengatakan bahwa dulunya mereka memiliki struktur yang memproduksi Plastanium.\n\nKalahkan unit laut musuh. Bangun markas di kepulauan ini. Riset pabriknya.
|
||||
sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menguasai lebih banyak sektor. Hancurkan markasnya. Riset Alas Peluncur mereka.
|
||||
sector.impact0078.description = Di sini terletak sisa-sisa pesawat antarbintang yang pertama kali memasuki sistem ini.\n\nSelamatkan apapun yang ada dari sisa-sisa pesawat. Riset teknologi apa pun yang utuh.
|
||||
sector.planetaryTerminal.description = Tujuan terakhir.\n\nMarkas pesisir pantai ini memiliki struktur yang dapat meluncurkan inti ke planet di sekitarnya. Memiliki pertahanan yang sangat kuat.\n\nProduksi unit laut. Singkirkan musuh secepat mungkin. Riset struktur peluncuran mereka.
|
||||
sector.coastline.description = Sisa-sisa teknologi sintesis paduan logam telah terdeteksi di lokasi ini.\n\nTolak serangan musuh, rebut sektor ini, dan dapatkan teknologinya.
|
||||
sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau terpencil, dibentengi secara alami. Hancurkan markas ini. Dapatkan teknologi unit laut mereka yang canggih, dan riset teknologi tersebut.
|
||||
sector.facility32m.description = Sektor ini berisi sisa-sisa bangunan fasilitas produksi bahan peledak yang sudah lapuk.\n\nKuasai sektor ini. Riset Pencampur Bahan Peledak. Produksi Senyawa Peledak untuk digunakan sebagai amunisi menara.
|
||||
sector.taintedWoods.description = [gray][tujuan opsional][]\nKaya akan cadangan minyak, sektor ini mengandung pertumbuhan spora dalam jumlah besar, sehingga sulit untuk dilalui.\n\nManfaatkan sumber dayanya untuk memproduksi Plastanium. Hadapi musuh.
|
||||
sector.sunkenPier.description = [gray][tujuan opsional][]\nDulunya merupakan anjungan minyak lepas pantai, fasilitas ini telah lama terbengkalai.\n\nJumlah unit laut musuh yang terdeteksi sangat banyak. Bersiaplah menghadapi serangan dari berbagai arah.
|
||||
sector.atolls.description = [gray][tujuan opsional][]\nSejumlah markas laut musuh telah terdeteksi di lokasi ini.\n\nManfaatkan unit Mega untuk mengangkut pasukan unit darat ke posisi penyerangan. Produksi unit laut untuk menghancurkan pangkalan-pangkalan pendukung.
|
||||
sector.frontier.description = Sebuah markas musuh kecil telah terdeteksi di sini.\n\nProduksi unit Mono untuk menambang sumber daya lebih efektif. Gunakan Rekonstruktor Aditif untuk membangun unit yang lebih kuat.
|
||||
sector.infestedCanyons.description = Di balik pegunungan terbentang lembah sungai yang berliku-liku, kini tertutup lapisan lumut spora.\n\nBertahanlah menghadapi serangan musuh. Produksi unit laut. Hancurkan semua inti musuh.
|
||||
sector.testingGrounds.description = [gray][tujuan opsional][]\nLembah gurun yang dipenuhi kawah berlubang, dulunya digunakan sebagai kawasan uji coba proyek militer.\n\nKarena minimnya ketersediaan air, membangun markas di lokasi ini mungkin akan menjadi tantangan. Bersiaplah menghadapi serangan dari berbagai arah.
|
||||
sector.perilousHarbor.description = Sejumlah markas musuh telah didirikan di sepanjang wilayah pesisir yang berbahaya ini.\n\nBangun unit laut, dan hancurkan benteng mereka.
|
||||
sector.weatheredChannels.description = [gray][tujuan opsional][]\nSistem selat ini menyimpan sumber daya yang melimpah. Daratkan inti Anda. Hadapi gelombang musuh untuk merebutnya.\n\nMusuh akan menggunakan berbagai rute untuk menyerang infrastruktur Anda. Carilah tanda-tanda kemungkinan penyergapan dan lakukan pertahanan yang sesuai.
|
||||
sector.mycelialBastion.description = Kompleks benteng ini terletak jauh di dalam wilayah spora, mengancam sektor-sektor tetangga dengan unit-unit yang canggih.\n\nSerang kompleks tersebut. Dapatkan teknologi di dalamnya. Manfaatkan unit yang dapat melewati semua medan.
|
||||
sector.littoralShipyard.description = Terletak di ujung terjauh laut tengah, fasilitas produksi unit laut ini memiliki teknologi untuk membangun unit-unit canggih.\n\nHancurkan fasilitas ini, dan gunakan teknologinya untuk membantu penyelesaian tujuan akhir.
|
||||
|
||||
sector.onset.name = Serangan Awal
|
||||
sector.aegis.name = Aegis
|
||||
@@ -964,8 +1048,8 @@ sector.origin.name = Origin
|
||||
sector.onset.description = Permulaan Penaklukan Erekir. Kumpulkan sumber daya, produksi unit, dan mulailah meneliti teknologi.
|
||||
sector.aegis.description = Sektor ini mengandung deposit tungsten.\nRiset [accent]Bor Tumbukan[] untuk menambang sumber daya ini, dan hancurkan markas musuh di area tersebut.
|
||||
sector.lake.description = Danau lava di sektor ini sangat membatasi pilihan unit yang kita gunakan. Unit Kapal adalah satu-satunya pilihan.\nRiset [accent]pabrikator kapal[] dan produksi unit [accent]elude[] secepat mungkin.
|
||||
sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]Meka[] akan diperlukan untuk dataran yang sulit dilalui.
|
||||
sector.atlas.description = Sektor ini memiliki dataran yang unik dan akan memerlukan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin diperlukan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Pabrikator Ulang Tank[].
|
||||
sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]Meka[] akan diperlukan untuk medan yang sulit dilalui.
|
||||
sector.atlas.description = Sektor ini memiliki medan yang unik dan akan memerlukan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin diperlukan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Pabrikator Ulang Tank[].
|
||||
sector.split.description = Keberadaan musuh yang minim di sektor ini sangat bagus untuk menguji coba teknologi transportasi baru.
|
||||
sector.basin.description = Kehadiran musuh dalam jumlah besar terdeteksi di sektor ini.\nBangun unit dengan cepat dan kuasai inti musuh untuk mendapatkan pijakan
|
||||
sector.marsh.description = Sektor ini memiliki kelimpahan arkisit, namun memiliki ventilasi yang terbatas.\nBangun [accent]Ruang Pembakaran Kimia[] untuk menghasilkan tenaga.
|
||||
@@ -975,9 +1059,9 @@ sector.caldera-erekir.description = Sumber daya yang terdeteksi di sektor ini te
|
||||
sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga simpanan [accent]torium[] dalam jumlah besar.\nGunakan itu untuk mengembangkan unit dan menara ke tingkat yang lebih tinggi.
|
||||
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbida[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
|
||||
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk memproduksi unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
|
||||
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
||||
sector.crossroads.description = Markas musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
||||
sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]fabrik phase[].
|
||||
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
|
||||
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang riset yang tersisa - fokus menghancurkan semua inti musuh.
|
||||
|
||||
status.burning.name = Terbakar
|
||||
status.freezing.name = Membeku
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = Meledak
|
||||
status.corroded.name = Terurai
|
||||
status.unmoving.name = Terdiam
|
||||
status.boss.name = Penjaga
|
||||
status.slow.name = Melambat
|
||||
status.fast.name = Cepat
|
||||
status.shielded.name = Berperisai
|
||||
status.disarmed.name = Terlucuti
|
||||
|
||||
settings.language = Bahasa
|
||||
settings.data = Data Game
|
||||
@@ -1006,14 +1094,21 @@ settings.game = Permainan
|
||||
settings.sound = Suara
|
||||
settings.graphics = Grafik
|
||||
settings.cleardata = Bersihkan Data Permainan...
|
||||
settings.clear.confirm = Anda yakin ingin membersihkan data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
||||
settings.clear.confirm = Apakah Anda yakin ingin membersihkan data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
||||
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan membersihkan semua data permainan, termasuk simpanan, peta, teknologi yang terbuka, dan keybind.\nSetelah Anda menekan 'ok', permainan akan membersihkan semua data dan keluar secara otomatis.
|
||||
settings.clearsaves.confirm = Anda yakin ingin membersihkan semua simpanan?
|
||||
settings.clearsaves.confirm = Apakah Anda yakin ingin membersihkan semua simpanan?
|
||||
settings.clearsaves = Bersihkan Simpanan
|
||||
settings.clearresearch = Bersihkan Penelitian
|
||||
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
||||
settings.clearresearch = Bersihkan Riset Kampanye
|
||||
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua riset kampanye?
|
||||
settings.clearcampaignsaves = Bersihkan Simpanan Kampanye
|
||||
settings.clearcampaignsaves.confirm = Apakah Anda yakin ingin membersihkan semua simpanan kampanye?
|
||||
settings.clearplanetdata = Bersihkan Data Planet
|
||||
settings.planetselect = Planet: {0}
|
||||
settings.clearplanetresearch = Bersihkan Riset Kampanye Planet
|
||||
settings.clearplanetresearch.confirm = Apakah Anda yakin ingin membersihkan semua riset kampanye planet {0}?
|
||||
settings.clearplanetcampaignsaves = Bersihkan Simpanan Kampanye Planet
|
||||
settings.clearplanetcampaignsaves.confirm = Apakah Anda yakin ingin membersihkan semua simpanan kampanye planet {0}?
|
||||
|
||||
paused = [accent]< Jeda >
|
||||
clear = Kosongkan
|
||||
banned = [scarlet]Dilarang
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Target Darat
|
||||
stat.crushdamage = Damage Benturan
|
||||
stat.legsplashdamage = Damage Percikan Kaki
|
||||
stat.itemsmoved = Kecepatan Barang
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Selang Waktu Peluncuran
|
||||
stat.shootrange = Jarak
|
||||
stat.size = Ukuran
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = Senjata
|
||||
stat.bullet = Peluru
|
||||
stat.moduletier = Tingkatan Modul
|
||||
stat.unittype = Jenis Unit
|
||||
stat.receiverate = Laju Penerimaan
|
||||
stat.receiverate.info = Dapat dipercepat oleh proyektor pemercepat. Kecepatan pengeluaran barang dapat ditingkatkan dengan menempatkan pembongkar muatan.
|
||||
stat.speedincrease = Peningkatan Kecepatan
|
||||
stat.range = Jarak
|
||||
stat.drilltier = Sumber Daya yang Ditambang
|
||||
@@ -1076,7 +1174,7 @@ stat.boosteffect = Efek Pendorong
|
||||
stat.maxunits = Batas Unit Aktif
|
||||
stat.health = Nyawa
|
||||
stat.armor = Pelindung
|
||||
stat.armor.info = Damage yang diberikan = damage yang diterima - armor.\nPengurangan damage maksimum hingga 90%.
|
||||
stat.armor.info = Damage yang diberikan = damage yang diterima dikurang jumlah armor.\nPengurangan damage maksimum hingga 90%.
|
||||
stat.buildtime = Waktu Pembangunan
|
||||
stat.maxconsecutive = Batas Konsekutif
|
||||
stat.buildcost = Biaya Bangunan
|
||||
@@ -1156,7 +1254,7 @@ ability.stat.shield = [stat]{0}[lightgray] nyawa perisai
|
||||
ability.stat.repairspeed = [stat]{0}/dtk[lightgray] kecepatan perbaikan
|
||||
ability.stat.deflectchance = [stat]{0}%[lightgray] peluang defleksi
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] nyawa/unit cair
|
||||
ability.stat.cooldown = [stat]{0} dtk[lightgray] waktu jeda
|
||||
ability.stat.cooldown = [stat]{0} dtk[lightgray] waktu pendinginan
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] target maksimal
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] jumlah jenis perbaikan yang sama
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] pengurangan damage
|
||||
@@ -1198,7 +1296,7 @@ bar.launchcooldown = Jeda Peluncuran
|
||||
bar.input = Masukan
|
||||
bar.output = Keluaran
|
||||
bar.strength = [stat]{0}[lightgray]x penguatan
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] waktu pulih
|
||||
bar.regenerationrate = [stat]{0}/dtk[lightgray] waktu pemulihan
|
||||
bar.activationtimer = Aktif dalam {0}
|
||||
bar.activated = Aktif
|
||||
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]menembus pelindung
|
||||
bullet.armorweakness = [red]{0}x[lightgray] melemahkan pelindung
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] pelindung tertembus
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-pelindung
|
||||
bullet.blockarmorweakness = [red]{0}x[lightgray] melemahkan pelindung bangunan
|
||||
bullet.blockpartialarmorpierce = [stat]{0}%[lightgray] pelindung bangunan tertembus
|
||||
bullet.blockantiarmor = [stat]{0}x[lightgray] anti-pelindung bangunan
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
||||
bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin
|
||||
bullet.empradius = [stat]{0}[lightgray] ubin radius EMP
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Bayangan
|
||||
setting.blockreplace.name = Saran Blok Otomatis
|
||||
setting.linear.name = Filter Linear
|
||||
setting.hints.name = Petunjuk
|
||||
setting.logichints.name = Petunjuk Logika
|
||||
setting.backgroundpause.name = Jeda di Latar
|
||||
setting.buildautopause.name = Jeda Otomatis ketika Membangun
|
||||
setting.doubletapmine.name = Ketuk Dua Kali untuk Menambang
|
||||
@@ -1446,7 +1546,7 @@ keybind.skip_wave.name = Lewati Gelombang
|
||||
keybind.pause_building.name = Jeda/Lanjut Membangun
|
||||
keybind.minimap.name = Peta Kecil
|
||||
keybind.planet_map.name = Peta Planet
|
||||
keybind.research.name = Penelitian
|
||||
keybind.research.name = Riset
|
||||
keybind.block_info.name = Info Blok
|
||||
keybind.chat.name = Pesan
|
||||
keybind.player_list.name = Daftar Pemain
|
||||
@@ -1472,7 +1572,7 @@ mode.pvp.name = PvP
|
||||
mode.pvp.description = Lawan pemain lain dalam permainan lokal.\n[gray]Memerlukan setidaknya 2 inti dengan warna berbeda di dalam peta untuk bermain.
|
||||
mode.attack.name = Penyerangan
|
||||
mode.attack.description = Hancurkan markas musuh. Memerlukan inti merah di dalam peta untuk main.
|
||||
mode.custom = Pengaturan Modifikasi
|
||||
mode.custom = Pengaturan Kustom
|
||||
|
||||
rules.invaliddata = Data papan klip tidak valid.
|
||||
rules.hidebannedblocks = Sembunyikan Blok Terlarang
|
||||
@@ -1480,7 +1580,7 @@ rules.infiniteresources = Sumber Daya Tak Terbatas
|
||||
rules.fillitems = Isi Inti Dengan Sumber Daya
|
||||
rules.onlydepositcore = Hanya Izinkan Penyetoran Inti
|
||||
rules.coreunloaders = Izinkan Pembongkar Inti
|
||||
rules.coreunloaders.info = Saat diaktifkan, pembongkar Serpulo dapat mengambil item dari inti.\nTidak memengaruhi pipa pembongkar Erekir.
|
||||
rules.coreunloaders.info = Saat diaktifkan, pembongkar Serpulo dapat membongkar item dari inti.\nTidak memengaruhi pipa pembongkar Erekir.
|
||||
rules.derelictrepair = Izinkan Perbaikan Blok Derelik
|
||||
rules.reactorexplosions = Ledakan Reaktor
|
||||
rules.coreincinerates = Penghangusan Luapan Inti
|
||||
@@ -1489,7 +1589,7 @@ rules.schematic = Skematik Diperbolehkan
|
||||
rules.wavetimer = Pengaturan Waktu Gelombang
|
||||
rules.wavesending = Pengiriman Gelombang
|
||||
rules.allowedit = Izinkan Aturan Pengeditan
|
||||
rules.allowedit.info = Ketika diaktifkan, pemain dapat mengedit aturan dalam game melalui tombol di sudut kiri bawah pada menu Jeda.
|
||||
rules.allowedit.info = Ketika diaktifkan, pemain dapat mengedit aturan dalam permainan melalui tombol di sudut kiri bawah pada menu Jeda.
|
||||
rules.alloweditworldprocessors = Izinkan Pengeditan Prosesor Dunia
|
||||
rules.alloweditworldprocessors.info = Ketika diaktifkan, blok logika dunia dapat ditempatkan dan diedit bahkan di luar penyunting.
|
||||
rules.waves = Gelombang
|
||||
@@ -1512,13 +1612,14 @@ rules.corecapture = Kuasai Inti Saat Penghancuran
|
||||
rules.polygoncoreprotection = Poligon Pelindung Inti
|
||||
rules.placerangecheck = Pemeriksaan Jarak Penempatan
|
||||
rules.protectcores = Lindungi Inti
|
||||
rules.protectcores.info = Saat dinonaktifkan, radius dilarang membangun disekitar inti tidak akan memengaruhi tim ini.\nPemain tidak akan dimasukkan ke tim yang tidak dilindungi.
|
||||
rules.protectcores.info = Saat dinonaktifkan, radius dilarang membangun di sekitar inti tidak akan memengaruhi tim ini.\nPemain tidak akan dimasukkan ke tim yang tidak dilindungi.
|
||||
rules.checkplacement = Periksa Penempatan
|
||||
rules.checkplacement.info = Saat dinonaktifkan, bangunan tim ini akan diabaikan dalam pemeriksaan jarak penempatan.
|
||||
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
|
||||
rules.blockhealthmultiplier = Penggandaan Nyawa Blok
|
||||
rules.blockdamagemultiplier = Penggandaan Damage Blok
|
||||
rules.unitfactoryactivation = Penundaan Aktivasi Pabrik Unit
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Produksi Unit
|
||||
rules.unitcostmultiplier = Penggandaan Bahan Produksi Unit
|
||||
rules.unithealthmultiplier = Penggandaan Nyawa Unit
|
||||
@@ -1560,7 +1661,7 @@ rules.invasions = Invasi Sektor Musuh
|
||||
rules.legacylaunchpads = Mekanisme Alas Peluncur Warisan
|
||||
rules.legacylaunchpads.info = Mengizinkan penggunaan alas peluncur tanpa alas pendaratan, seperti pada versi 7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Nonaktifkan[lightgray] (Alas Peluncur Warisan diaktifkan)
|
||||
rules.showspawns = Tampilkan Zona Pendaratan Musuh
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = Gelombang AI yang Tak Terduga
|
||||
rules.pauseDisabled = Nonaktifkan Jeda
|
||||
rules.fire = Api
|
||||
@@ -1823,8 +1924,8 @@ block.scatter.name = Scatter
|
||||
block.hail.name = Hail
|
||||
block.lancer.name = Lancer
|
||||
block.conveyor.name = Konveyor
|
||||
block.titanium-conveyor.name = Konveyor Berbahan Titanium
|
||||
block.plastanium-conveyor.name = Konveyor Berbahan Plastanium
|
||||
block.titanium-conveyor.name = Konveyor Titanium
|
||||
block.plastanium-conveyor.name = Konveyor Plastanium
|
||||
block.armored-conveyor.name = Konveyor Berlapis Torium
|
||||
block.junction.name = Simpangan
|
||||
block.router.name = Pengarah
|
||||
@@ -1877,7 +1978,7 @@ block.tsunami.name = Tsunami
|
||||
block.swarmer.name = Swarmer
|
||||
block.salvo.name = Salvo
|
||||
block.ripple.name = Ripple
|
||||
block.phase-conveyor.name = Konveyor Berbahan Phase
|
||||
block.phase-conveyor.name = Konveyor Phase
|
||||
block.bridge-conveyor.name = Jembatan Konvenyor
|
||||
block.plastanium-compressor.name = Kompresor Plastanium
|
||||
block.pyratite-mixer.name = Pencampur Pyratit
|
||||
@@ -1910,7 +2011,7 @@ block.cyclone.name = Cyclone
|
||||
block.fuse.name = Fuse
|
||||
block.shock-mine.name = Ranjau Kejut
|
||||
block.overdrive-projector.name = Proyektor Pemercepat
|
||||
block.force-projector.name = Proyektor Pelindung
|
||||
block.force-projector.name = Proyektor Perisai
|
||||
block.arc.name = Arc
|
||||
block.rtg-generator.name = Generator Radiasi
|
||||
block.spectre.name = Spectre
|
||||
@@ -2040,7 +2141,7 @@ block.reinforced-surge-wall-large.name = Dinding Paduan Logam Besar yang Diperku
|
||||
block.shielded-wall.name = Dinding Berperisai
|
||||
block.radar.name = Radar
|
||||
block.build-tower.name = Menara Pembangun
|
||||
block.regen-projector.name = Proyektor Penyembuhan
|
||||
block.regen-projector.name = Proyektor Perbaikan
|
||||
block.shockwave-tower.name = Menara Gelombang Kejut
|
||||
block.shield-projector.name = Proyektor Penghalang
|
||||
block.large-shield-projector.name = Proyektor Penghalang Besar
|
||||
@@ -2048,8 +2149,8 @@ block.armored-duct.name = Pipa Berlapis Tungsten
|
||||
block.overflow-duct.name = Pipa Luapan
|
||||
block.underflow-duct.name = Pipa Luapan Terbalik
|
||||
block.duct-unloader.name = Pipa Pembongkar
|
||||
block.surge-conveyor.name = Konveyor Berbahan Logam
|
||||
block.surge-router.name = Pengarah Berbahan Logam
|
||||
block.surge-conveyor.name = Konveyor Paduan Logam
|
||||
block.surge-router.name = Pengarah Paduan Logam
|
||||
block.unit-cargo-loader.name = Pemuat Unit Kargo
|
||||
block.unit-cargo-unload-point.name = Titik Bongkar Muatan Unit Kargo
|
||||
block.reinforced-pump.name = Pompa yang Diperkuat
|
||||
@@ -2084,6 +2185,9 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.scathe.carbide.info = Rudal bergerak lebih cepat.\nDamage sedang pada jarak apa pun.
|
||||
block.scathe.surge-alloy.info = Berpecah menjadi rudal kecil.\nDamage tinggi pada jarak dekat.
|
||||
block.scathe.phase-fabric.info = Dilengkapi dengan perisai.\nDamage rendah, radius besar.
|
||||
block.tank-refabricator.name = Pabrikator Ulang Tank
|
||||
block.mech-refabricator.name = Pabrikator Ulang Meka
|
||||
block.ship-refabricator.name = Pabrikator Ulang Kapal
|
||||
@@ -2139,8 +2243,8 @@ hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
||||
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
||||
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
||||
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya, atau diperbaiki.
|
||||
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
||||
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
||||
hint.research = Gunakan tombol :tree: [accent]Pohon Teknologi[] untuk meriset teknologi baru.
|
||||
hint.research.mobile = Gunakan tombol :tree: [accent]Pohon Teknologi[] di :menu: [accent]Menu[] untuk meriset teknologi baru.
|
||||
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
||||
hint.unitControl.mobile = [accent][Ketuk dua kali[] untuk mengendalikan unit atau turret sekutu.
|
||||
hint.unitSelectControl = Untuk mengendalikan unit, masuki [accent]mode perintah[] dengan menahan tombol [accent]L-shift[].\nDalam mode perintah, klik dan seret untuk memilih unit. [accent]Klik Kanan[] pada suatu lokasi atau target untuk memerintahkan unit.
|
||||
@@ -2153,15 +2257,15 @@ hint.rebuildSelect.mobile = Pilih Tombol :copy: salin, lalu ketuk tombol :wrench
|
||||
hint.conveyorPathfind = Tahan [accent][[L-Ctrl][] ketika menarik konveyor untuk membuat jalur secara otomatis.
|
||||
hint.conveyorPathfind.mobile = Ketuk :diagonal: [accent]mode diagonal[] dan tarik konveyor untuk membuat jalur secara otomatis.
|
||||
hint.boost = Tahan [accent][[L-Shift][] untuk terbang dengan unit.\n\nHanya beberapa unit darat yang memiliki pendorong.
|
||||
hint.payloadPickup = Tekan [accent][[[] untuk mengambil blok kecil atau unit.
|
||||
hint.payloadPickup.mobile = [accent]Ketuk dan tahan[] untuk mengambil blok kecil atau unit.
|
||||
hint.payloadPickup = Tekan [accent][[[] untuk mengangkut blok kecil atau unit.
|
||||
hint.payloadPickup.mobile = [accent]Ketuk dan tahan[] untuk mengangkut blok kecil atau unit.
|
||||
hint.payloadDrop = Tekan [accent]][] untuk menurunkan muatan.
|
||||
hint.payloadDrop.mobile = [accent]Tekan dan tahan[] di lokasi yang kosong untuk menurunkan muatan.
|
||||
hint.waveFire = Menara [accent]Wave[] yang terisi dengan air akan memadamkan api dalam jangkauannya.
|
||||
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus atau amunisi yang lebih kuat seperti :graphite: [accent]Grafit[] :duo:Duo/:salvo:Salvo untuk menghancurkan Penjaga.
|
||||
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakkan sebuah inti :core-foundation: [accent]Foundation[] diatas inti :core-shard: [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
||||
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakkan sebuah inti :core-foundation: [accent]Foundation[] di atas inti :core-shard: [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
||||
hint.serpuloCoreZone = [accent]Inti[] :core-shard: tambahan dapat dibangun di atas ubin :core-zone: [accent]Zona Inti[].
|
||||
hint.cannotUpgrade = Ikon [red]:tree:[] di atas pabrik unit menunjukkan bahwa versi yang ditingkatkan belum diteliti.\n\nPeningkatan unit harus diteliti di [accent]:tree: pohon teknologi[] sebelum dapat diproduksi di rekonstruktor.
|
||||
hint.cannotUpgrade = Ikon [red]:tree:[] di atas pabrik unit menunjukkan bahwa versi yang ditingkatkan belum diriset.\n\nPeningkatan unit harus diriset di [accent]:tree: pohon teknologi[] sebelum dapat diproduksi di rekonstruktor.
|
||||
hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan Beku[] dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
|
||||
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
|
||||
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang sejenis akan [accent]dihanguskan[].
|
||||
@@ -2199,16 +2303,16 @@ ff.node = :power-node: [accent]Simpul Tenaga[] mentransmisikan tenaga ke blok te
|
||||
ff.battery = :battery: [accent]Baterai[] berguna untuk menyimpan tenaga.\nRiset dan tempatkan :battery: [accent]Baterai[] di dekat simpul tenaga.
|
||||
ff.arc = Menara :arc: [accent]Arc[] memerlukan tenaga untuk berfungsi. Riset dan tempatkan menara :arc: [accent]Arc[] di dekat simpul tenaga.
|
||||
|
||||
fungalpass.tutorial1 = Gunakan [accent]unit[] untuk mempertahankan bangunan dan menyerang musuh.\nTeliti dan tempatkan :ground-factory: [accent]pabrik unit darat[].
|
||||
fungalpass.tutorial1 = Gunakan [accent]unit[] untuk mempertahankan bangunan dan menyerang musuh.\nRiset dan tempatkan :ground-factory: [accent]pabrik unit darat[].
|
||||
fungalpass.tutorial2 = Pilih unit :dagger: [accent]Dagger[] di pabrik.\nProduksi 3 Unit.
|
||||
|
||||
frontier.tutorial1 = Pabrik :additive-reconstructor: [accent]Rekonstruktor Aditif[]\nmeningkatkan unit tingkat 1 ke tingkat 2\nmenggunakan :silicon: silikon dan :graphite: grafit.\n\n[accent]Teliti dan rekonstruksi\nunit []:dagger:[accent] dagger menjadi unit []:mace:[accent] mace[].
|
||||
frontier.tutorial1 = Pabrik :additive-reconstructor: [accent]Rekonstruktor Aditif[]\nmeningkatkan unit tingkat 1 ke tingkat 2\nmenggunakan :silicon: silikon dan :graphite: grafit.\n\n[accent]Riset dan rekonstruksi\nunit []:dagger:[accent] dagger menjadi unit []:mace:[accent] mace[].
|
||||
frontier.tutorial2 = Musuh mengirimkan gelombang [accent]tanpa henti[] sampai semua inti musuh [unlaunched]dihancurkan[].
|
||||
frontier.tutorial3 = [accent]Serang markas musuh secepat mungkin untuk mencegah gelombang menjadi terlalu tinggi[].
|
||||
|
||||
atolls.destroy1 = Hancurkan 2 [accent]inti foundation[] musuh terlebih dahulu.\n[accent]Dapatkan akses ke torium[].
|
||||
atolls.mega1 = Masuk ke [accent]mode perintah[] dan pilih unit :mega: [accent]Mega[].
|
||||
atolls.mega2 = Pilih perintah \ue87b [accent]Muat Unit[] untuk memerintahkan unit Mega mengambil unit darat.
|
||||
atolls.mega2 = Pilih perintah \ue87b [accent]Muat Unit[] untuk memerintahkan unit Mega mengangkut unit darat.
|
||||
atolls.mega3 = Perintahkan unit Mega untuk bergerak, lalu berhenti [accent]di atas[] unit darat agar dapat dimuat.
|
||||
atolls.mega4 = [accent]Kerahkan unit darat di sini untuk menyerang[].
|
||||
atolls.mega5 = Pilih perintah \ue879 [accent]Turunkan Muatan[] untuk memerintahkan unit Mega menurunkan unit yang dibawanya.
|
||||
@@ -2219,7 +2323,7 @@ atolls.attack1 = 1: Kerahkan unit darat di sini untuk menyerang dari lokasi ini.
|
||||
atolls.attack2 = 2: Cara alternatif, kerahkan unit laut di sini untuk melancarkan serangan kejutan.
|
||||
atolls.carry1 = Mengangkut unit darat memerlukan unit :mega: [accent]Mega[].
|
||||
atolls.carry2 = 1: Perintahkan unit Mega untuk bergerak, lalu [accent]berhenti di atas[] unit darat.
|
||||
atolls.carry3 = 2: Pilih perintah \ue87b [accent]Muat Unit[] untuk mengambil unit darat dengan unit Mega.
|
||||
atolls.carry3 = 2: Pilih perintah \ue87b [accent]Muat Unit[] untuk mengangkut unit darat dengan unit Mega.
|
||||
atolls.carry4 = 3: Perintahkan unit Mega yang telah [accent]dimuat dengan unit[].
|
||||
atolls.carry5 = 4: Pilih perintah \ue879 [accent]'Turunkan Muatan'[] agar unit Mega menurunkan unit darat yang dibawanya.
|
||||
atolls.carry6 = Langkah-langkah ini dapat ditinjau [accent]di sini[].
|
||||
@@ -2253,8 +2357,8 @@ onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].
|
||||
onset.commandmode.mobile = Tekan tombol [accent]perintah[] untuk masuk ke [accent]mode perintah[].\nTekan dan tahan jari Anda, lalu [accent]seret[] untuk memilih unit.\n[accent]Ketuk[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
||||
aegis.tungsten = Tungsten dapat ditambang menggunakan [accent]bor tumbukan[].\nBangunan ini memerlukan [accent]air[] dan [accent]tenaga[].
|
||||
|
||||
split.pickup = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Tombol bawaannya ialah [ dan ] untuk mengambil dan menurunkan)
|
||||
split.pickup.mobile = Beberapa blok dapat diambil oleh unit inti.\nAmbil [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Untuk mengambil atau menurunkan sesuatu, tekan lama blok tersebut)
|
||||
split.pickup = Beberapa blok dapat diangkut oleh unit inti.\nAngkut [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Tombol bawaannya ialah [accent][[] dan [accent]][] untuk mengangkut dan menurunkan)
|
||||
split.pickup.mobile = Beberapa blok dapat diangkut oleh unit inti.\nAngkut [accent]kontainer[] ini dan letakkan di [accent]pemuat muatan[].\n(Untuk mengangkut atau menurunkan sesuatu, tekan lama blok tersebut)
|
||||
split.acquire = Peroleh beberapa tungsten untuk membangun unit.
|
||||
split.build = Unit harus diangkut ke sisi lain tembok.\nTempatkan dua [accent]Penembak Muatan Massal[], satu di setiap sisi dinding.\nHubungkan penembak muatan massal dengan menekan salah satunya, lalu pilih penembak muatan massal yang lain.
|
||||
split.container = Mirip dengan kontainer, unit juga dapat diangkut menggunakan [accent]Penembak Muatan Massal[].\nTempatkan pabrikator meka menghadap ke penembak muatan massal untuk memuat unit,\nlalu kirim mereka melintasi dinding untuk menyerang markas musuh.
|
||||
@@ -2314,7 +2418,7 @@ block.kiln.description = Membakar pasir dan timah menjadi metaglass.
|
||||
block.plastanium-compressor.description = Memproduksi plastanium dari minyak dan titanium.
|
||||
block.phase-weaver.description = Mensintesis fabrik phase dari torium dan pasir.
|
||||
block.surge-smelter.description = Memproduksi paduan logam dari titanium, timah, silikon dan tembaga.
|
||||
block.cryofluid-mixer.description = Mencampur air dan titanium untuk memproduksi cairan dingin.
|
||||
block.cryofluid-mixer.description = Mencampur air dan titanium untuk memproduksi kriogenik.
|
||||
block.blast-mixer.description = Memproduksi senyawa peledak dari pyratit dan polong spora.
|
||||
block.pyratite-mixer.description = Mencampur batu bara, timah dan pasir menjadi pyratit.
|
||||
block.melter.description = Mencairkan rongsokan menjadi lava.
|
||||
@@ -2349,10 +2453,10 @@ block.scrap-wall-huge.description = Melindungi bangunan dari tembakan musuh.
|
||||
block.scrap-wall-gigantic.description = Melindungi bangunan dari tembakan musuh.
|
||||
block.door.description = Dinding yang bisa dibuka dan ditutup.
|
||||
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
|
||||
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan silikon untuk menambah jangkauan dan efisiensi.
|
||||
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nDapat menggunakan fabrik phase untuk menambah jangkauan dan efisiensi.
|
||||
block.overdrive-projector.description = Meningkatkan kecepatan bangunan sekitar.\nDapat menggunakan fabrik phase untuk menambah jangkauan dan efisiensi. Efek Pemercepat tidak dapat ditumpuk.
|
||||
block.force-projector.description = Menciptakan pelindung heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Terlalu banyak damage yang diserap akan membuat proyektor kepanasan. Dapat menggunakan cairan pendingin untuk mencegah panas berlebih. Fabrik phase dapat meningkatkan ukuran pelindung.
|
||||
block.mender.description = Memperbaiki blok di sekelilingnya secara berkala.\nDapat menggunakan silikon untuk menambah jangkauan dan efisiensi.
|
||||
block.mend-projector.description = Memperbaiki blok di sekelilingnya secara berkala.\nDapat menggunakan fabrik phase untuk menambah jangkauan dan efisiensi.
|
||||
block.overdrive-projector.description = Meningkatkan kecepatan pada bangunan di sekitarnya.\nDapat menggunakan fabrik phase untuk menambah jangkauan dan efisiensi. Efek Pemercepat tidak dapat ditumpuk.
|
||||
block.force-projector.description = Menciptakan perisai heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Terlalu banyak damage yang diserap akan membuat proyektor kepanasan. Dapat menggunakan cairan pendingin untuk mencegah panas berlebih. Fabrik phase dapat meningkatkan ukuran perisai.
|
||||
block.shock-mine.description = Mengeluarkan setruman listrik setelah diinjak musuh.
|
||||
block.conveyor.description = Memindahkan barang ke depan.
|
||||
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
|
||||
@@ -2389,11 +2493,11 @@ block.battery-large.description = Menyimpan tenaga pada saat tenaga berlebih. Me
|
||||
block.combustion-generator.description = Menghasilkan tenaga dengan membakar material yang mudah terbakar, seperti batu bara.
|
||||
block.thermal-generator.description = Menghasilkan tenaga saat ditempatkan di lokasi yang panas.
|
||||
block.steam-generator.description = Menghasilkan tenaga dengan membakar material yang mudah terbakar dan mengubah air menjadi uap.
|
||||
block.differential-generator.description = Menghasilkan tenaga dalam jumlah banyak. Memanfaatkan perbedaan suhu cairan pendingin dan pyratit yang terbakar.
|
||||
block.differential-generator.description = Menghasilkan tenaga dalam jumlah banyak. Memanfaatkan perbedaan suhu kriogenik dan pyratit yang terbakar.
|
||||
block.rtg-generator.description = Menggunakan panas dari senyawa radioaktif untuk memproduksi tenaga secara perlahan.
|
||||
block.solar-panel.description = Menghasilkan sedikit tenaga dari sinar matahari.
|
||||
block.solar-panel-large.description = Menghasilkan sedikit tenaga dari sinar matahari. Lebih efisien daripada panel surya biasa.
|
||||
block.thorium-reactor.description = Menghasilkan tenaga yang besar dari konsumsi torium. Memerlukan pendinginan konstan. Akan meledak jika jumlah cairan pendingin yang disediakan tidak mencukupi
|
||||
block.thorium-reactor.description = Menghasilkan tenaga yang besar dari konsumsi torium. Memerlukan pendinginan konstan. Akan meledak jika jumlah kriogenik yang disediakan tidak mencukupi.
|
||||
block.impact-reactor.description = Menghasilkan tenaga dengan jumlah yang sangat banyak secara efisien. Memerlukan banyak tenaga agar dapat menyalakan reaktor.
|
||||
block.mechanical-drill.description = Ketika ditempatkan pada bijih, mengeluarkan bahan dengan kecepatan lambat tanpa batas. Hanya mampu menambang sumber daya dasar.
|
||||
block.pneumatic-drill.description = Bor yang ditingkatkan, mampu menambang titanium. Menambang dengan kecepatan lebih cepat daripada bor mekanis.
|
||||
@@ -2429,9 +2533,9 @@ block.fuse.description = Menembakkan tiga penusuk tajam jarak dekat ke musuh ter
|
||||
block.ripple.description = Menembakkan gugusan peluru ke musuh darat dari jarak jauh.
|
||||
block.cyclone.description = Menembakkan gumpalan peledak ke musuh terdekat.
|
||||
block.spectre.description = Menembakkan peluru besar yang menembus pelindung ke target udara dan darat.
|
||||
block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitar. Memerlukan pendingin untuk beroperasi.
|
||||
block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitarnya. Memerlukan pendingin untuk beroperasi.
|
||||
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menargetkan satu musuh dengan batas nyawa tertinggi.
|
||||
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
|
||||
block.repair-point.description = Memperbaiki unit terdekat yang rusak di sekitarnya secara terus-menerus.
|
||||
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak dapat ditargetkan.
|
||||
block.parallax.description = Menembakkan laser yang menarik target udara, juga merusaknya selama dalam proses.
|
||||
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
|
||||
@@ -2443,21 +2547,21 @@ block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluara
|
||||
block.ground-factory.description = Memproduksi unit darat. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||
block.air-factory.description = Memproduksi unit udara. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||
block.naval-factory.description = Memproduksi unit laut. Unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||
block.additive-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat dua.
|
||||
block.multiplicative-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat tiga.
|
||||
block.exponential-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat empat.
|
||||
block.tetrative-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat lima dan terakhir.
|
||||
block.additive-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat kedua.
|
||||
block.multiplicative-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat ketiga.
|
||||
block.exponential-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat keempat.
|
||||
block.tetrative-reconstructor.description = Meningkatkan unit di dalamnya menjadi tingkat kelima dan terakhir.
|
||||
block.switch.description = Sakelar yang dapat dialihkan. Status dapat dibaca dan dikendalikan dengan prosesor logika.
|
||||
block.micro-processor.description = Menjalankan urutan instruksi logika dalam satu perulangan. Dapat digunakan untuk mengontrol unit dan bangunan.
|
||||
block.logic-processor.description = Menjalankan urutan instruksi logika dalam satu perulangan. Dapat digunakan untuk mengontrol unit dan bangunan. Lebih cepat dibandingkan prosesor mikro.
|
||||
block.hyper-processor.description = Menjalankan urutan instruksi logika dalam satu perulangan. Dapat digunakan untuk mengontrol unit dan bangunan. Lebih cepat dibandingkan prosesor logika.
|
||||
block.logic-processor.description = Menjalankan urutan instruksi logika dalam satu perulangan. Dapat digunakan untuk mengontrol unit dan bangunan. Lebih cepat dari prosesor mikro.
|
||||
block.hyper-processor.description = Menjalankan urutan instruksi logika dalam satu perulangan. Dapat digunakan untuk mengontrol unit dan bangunan. Lebih cepat dari prosesor logika.
|
||||
block.memory-cell.description = Menyimpan informasi untuk prosesor.
|
||||
block.memory-bank.description = Menyimpan informasi untuk prosesor. Berkapasitas besar.
|
||||
block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
||||
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Tampilan lebih besar.
|
||||
block.tile-logic-display.description = Menampilkan grafis sembarang dari prosesor.\nTerhubung secara mulus ke blok tampilan logika ubin yang saling berdempetan.
|
||||
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
|
||||
block.repair-turret.description = Memulihkan unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin.
|
||||
block.repair-turret.description = Memperbaiki unit terdekat yang rusak di sekitarnya secara terus-menerus. Dapat menerima pendingin.
|
||||
|
||||
#Erekir
|
||||
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
||||
@@ -2509,7 +2613,7 @@ block.carbide-wall.description = Melindungi bangunan dari proyektil musuh.
|
||||
block.carbide-wall-large.description = Melindungi bangunan dari proyektil musuh.
|
||||
block.reinforced-surge-wall.description = Melindungi bangunan dari proyektil musuh, melepaskan listrik secara berkala saat proyektil mengenai dinding.
|
||||
block.reinforced-surge-wall-large.description = Melindungi bangunan dari proyektil musuh, melepaskan listrik secara berkala saat proyektil mengenai dinding.
|
||||
block.shielded-wall.description = Melindungi bangunan dari proyektil musuh. Menyebarkan perisai yang menyerap sebagian besar proyektil saat daya tersedia. Menghantarkan tenaga.
|
||||
block.shielded-wall.description = Melindungi bangunan dari proyektil musuh, memantulkan sebagian besar peluru saat mengenai dinding. Menciptakan perisai yang menyerap sebagian besar proyektil saat diberi tenaga. Menghantarkan tenaga.
|
||||
block.blast-door.description = Dinding yang terbuka ketika unit darat sekutu berada dalam jangkauan. Tidak dapat dikontrol secara manual.
|
||||
block.duct.description = Memindahkan barang ke depan. Hanya mampu menyimpan satu barang.
|
||||
block.armored-duct.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
||||
@@ -2520,21 +2624,21 @@ block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di
|
||||
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
||||
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
||||
block.surge-conveyor.description = Memindahkan barang secara bertumpuk. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor berbahan logam. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor paduan logam. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||
block.unit-cargo-loader.description = Memproduksi unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
||||
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
||||
block.beam-node.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan tenaga dalam jumlah yang kecil.
|
||||
block.beam-tower.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan tenaga dalam jumlah yang besar. Jarak jauh.
|
||||
block.beam-link.description = Mentransmisikan tenaga ke blok lain dengan jarak yang sangat jauh.\nHanya mampu tersambung ke struktur yang berdekatan atau tautan sinar lainnya.
|
||||
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
|
||||
block.beam-link.description = Mentransmisikan tenaga ke blok lain dengan jarak yang sangat jauh.\nHanya bisa tersambung ke struktur yang berdekatan atau tautan sinar lainnya.
|
||||
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Memproduksi sedikit air.
|
||||
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
||||
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Menghasilkan air sebagai produk sampingan.
|
||||
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Memproduksi air sebagai produk sampingan.
|
||||
block.flux-reactor.description = Menghasilkan tenaga dalam jumlah besar ketika dipanaskan. Memerlukan sianogen sebagai penstabil. Tenaga yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
||||
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan fabrik phase untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
||||
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
||||
block.regen-projector.description = Perlahan menyembuhkan bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
||||
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||
block.regen-projector.description = Perlahan memperbaiki bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
||||
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat dibongkar melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat dibongkar melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||
block.tank-fabricator.description = Memproduksi unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||
block.ship-fabricator.description = Memproduksi unit Elude. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||
block.mech-fabricator.description = Memproduksi unit Merui. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||
@@ -2551,7 +2655,7 @@ block.reinforced-payload-conveyor.description = Memindahkan muatan ke depan.
|
||||
block.reinforced-payload-router.description = Mendistribusikan muatan ke blok yang berdekatan. Berfungsi sebagai penyortir ketika filter disetel.
|
||||
block.payload-mass-driver.description = Struktur transportasi muatan jarak jauh. Menembakkan muatan ke penembak muatan massal yang tersambung.
|
||||
block.large-payload-mass-driver.description = Struktur transportasi muatan jarak jauh. Menembakkan muatan ke penembak muatan massal yang tersambung.
|
||||
block.unit-repair-tower.description = Memulihkan semua unit di sekitarnya. Memerlukan ozon.
|
||||
block.unit-repair-tower.description = Memperbaiki semua unit di sekitarnya. Memerlukan ozon.
|
||||
block.radar.description = Secara bertahap mengungkap medan dan unit musuh dalam radius besar. Memerlukan tenaga.
|
||||
block.shockwave-tower.description = Merusak dan menghancurkan proyektil musuh dalam radius. Memerlukan sianogen.
|
||||
block.canvas.description = Menampilkan gambar sederhana dengan palet yang telah ditentukan sebelumnya. Dapat diedit.
|
||||
@@ -2562,16 +2666,16 @@ unit.mace.description = Menembak semburan api ke arah musuh.
|
||||
unit.fortress.description = Menembak musuh darat dengan artileri jarak jauh.
|
||||
unit.scepter.description = Menembak rentetan peluru bermuatan listrik ke arah musuh.
|
||||
unit.reign.description = Menembak rentetan peluru tajam besar ke arah musuh.
|
||||
unit.nova.description = Menembak peluru laser yang merusak musuh dan dapat memperbaiki bangunan sekutu. Mampu terbang.
|
||||
unit.pulsar.description = Menembak petir yang merusak musuh dan dapat memperbaiki bangunan sekutu. Mampu terbang.
|
||||
unit.quasar.description = Menembak sinar laser tajam yang merusak musuh dan dapat memperbaiki bangunan sekutu. Mampu terbang. Memiliki perisai.
|
||||
unit.vela.description = Menembak sinar laser besar secara terus menerus yang merusak musuh, membakarnya dan dapat memperbaiki bangunan sekutu. Mampu terbang.
|
||||
unit.corvus.description = Menembak sinar laser besar yang merusak musuh dan dapat memperbaiki bangunan sekutu. Dapat berjalan hampir diatas semua medan.
|
||||
unit.nova.description = Menembak peluru laser yang merusak musuh dan dapat menyembuhkan bangunan sekutu. Mampu terbang.
|
||||
unit.pulsar.description = Menembak petir yang merusak musuh dan dapat menyembuhkan bangunan sekutu. Mampu terbang.
|
||||
unit.quasar.description = Menembak sinar laser tajam yang merusak musuh dan dapat menyembuhkan bangunan sekutu. Mampu terbang. Memiliki perisai.
|
||||
unit.vela.description = Menembak sinar laser besar secara terus menerus yang merusak musuh, membakarnya dan dapat menyembuhkan bangunan sekutu. Mampu terbang.
|
||||
unit.corvus.description = Menembak sinar laser besar yang merusak musuh dan dapat menyembuhkan bangunan sekutu. Dapat berjalan hampir di atas semua medan.
|
||||
unit.crawler.description = Berlari menuju musuh dan menghancurkan dirinya, yang dapat menghasilkan ledakan besar.
|
||||
unit.atrax.description = Menembak musuh dengan cairan lava ke target darat. Dapat berjalan hampir diatas semua medan.
|
||||
unit.spiroct.description = Menembak laser pelemah ke arah musuh, dapat memperbaiki dirinya dalam proses. Dapat berjalan hampir diatas semua medan.
|
||||
unit.arkyid.description = Menembak laser pelemah besar ke arah musuh, dapat memperbaiki dirinya sendiri. Dapat berjalan hampir diatas semua medan.
|
||||
unit.toxopid.description = Menembak gugusan peluru listrik besar dan laser penusuk ke arah musuh. Dapat berjalan hampir diatas semua medan.
|
||||
unit.atrax.description = Menembak musuh dengan cairan lava ke target darat. Dapat berjalan hampir di atas semua medan.
|
||||
unit.spiroct.description = Menembak laser pelemah ke arah musuh, dapat memperbaiki dirinya sendiri. Dapat berjalan hampir di atas semua medan.
|
||||
unit.arkyid.description = Menembak laser pelemah besar ke arah musuh, dapat memperbaiki dirinya sendiri. Dapat berjalan hampir di atas semua medan.
|
||||
unit.toxopid.description = Menembak gugusan peluru listrik besar dan laser penusuk ke arah musuh. Dapat berjalan hampir di atas semua medan.
|
||||
unit.flare.description = Menembak peluru standar ke arah musuh di darat.
|
||||
unit.horizon.description = Menjatuhkan gugusan bom ke arah musuh di darat.
|
||||
unit.zenith.description = Menembak misil salvo ke arah musuh.
|
||||
@@ -2579,22 +2683,22 @@ unit.antumbra.description = Menembak rentetan peluru ke arah musuh.
|
||||
unit.eclipse.description = Menembak dua sinar laser dan rentetan peluru ke arah musuh.
|
||||
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
||||
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
||||
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
||||
unit.quad.description = Menjatuhkan bom besar ke target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
||||
unit.mega.description = Menyembuhkan bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
||||
unit.quad.description = Menjatuhkan bom besar ke target darat, yang bisa memperbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran 3x3.
|
||||
unit.oct.description = Melindungi sekutu di sekitarnya dengan perisai. Dapat membawa hampir semua unit darat.
|
||||
unit.risso.description = Menembak rentetan misil dan peluru ke arah musuh.
|
||||
unit.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
||||
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
||||
unit.sei.description = Menembak rentetan misil dan peluru yang dapat menembus pelindung ke arah musuh.
|
||||
unit.omura.description = Menembak senapan rel jarak jauh penembus ke arah musuh.
|
||||
unit.omura.description = Menembak senapan rel jarak jauh yang dapat menembus pelindung ke arah musuh.
|
||||
unit.alpha.description = Melindungi Inti Shard dari musuh. Dapat membangun struktur.
|
||||
unit.beta.description = Melindungi Inti Foundation dari musuh. Dapat membangun struktur.
|
||||
unit.gamma.description = Melindungi Inti Nucleus dari musuh. Dapat membangun struktur.
|
||||
unit.retusa.description = Menembak torpedo pelacak ke arah musuh. Dapat memperbaiki unit sekutu.
|
||||
unit.oxynoe.description = Menembak semburan api ke arah musuh. Dapat memperbaiki bangunan sekutu. Menargetkan proyektil musuh dengan titik menara pertahanan.
|
||||
unit.oxynoe.description = Menembak semburan api ke arah musuh. Dapat menyembuhkan bangunan sekutu. Menargetkan proyektil musuh dengan titik menara pertahanan.
|
||||
unit.cyerce.description = Menembak misil yang membidik otomatis secara beruntun ke arah musuh. Dapat memperbaiki unit sekutu.
|
||||
unit.aegires.description = Mengkejutkan semua bangunan dan unit musuh yang masuk ke dalam medan energinya. Dapat memperbaiki seluruh unit sekutu.
|
||||
unit.navanax.description = Menembak proyektil elektromagnetik yang meledak, memberikan kerusakan yang signifikan pada jaringan tenaga musuh dan memperbaiki bangunan sekutu. Melelehkan musuh terdekat dengan 4 menara laser otomatis.
|
||||
unit.navanax.description = Menembak proyektil elektromagnetik yang meledak, memberikan kerusakan yang signifikan pada jaringan tenaga musuh dan menyembuhkan bangunan sekutu. Melelehkan musuh terdekat dengan 4 menara laser otomatis.
|
||||
|
||||
#Erekir
|
||||
unit.stell.description = Menembak peluru standar ke arah musuh.
|
||||
@@ -2602,16 +2706,16 @@ unit.locus.description = Menembak peluru bergantian ke arah musuh.
|
||||
unit.precept.description = Menembak gugusan peluru penusuk ke arah musuh. Sedikit terpengaruh oleh hambatan cairan.
|
||||
unit.vanquish.description = Menembak peluru penusuk besar yang membelah ke arah musuh. Sedikit terpengaruh oleh hambatan cairan.
|
||||
unit.conquer.description = Menembak pancaran peluru penusuk besar ke arah musuh. Jauh lebih sedikit terpengaruh oleh hambatan cairan.
|
||||
unit.merui.description = Menembak artileri jarak jauh ke arah musuh di darat. Dapat melewati hampir semua dataran.
|
||||
unit.merui.description = Menembak artileri jarak jauh ke arah musuh di darat. Dapat melewati hampir semua medan.
|
||||
unit.cleroi.description = Menembak peluru ganda ke arah musuh. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan. Dapat melewati hampir semua medan.
|
||||
unit.anthicus.description = Menembak misil pelacak jarak jauh ke arah musuh. Dapat melewati hampir semua medan.
|
||||
unit.tecta.description = Menembak misil plasma pelacak ke arah musuh. Melindungi diri sendiri dengan perisai searah. Dapat melewati hampir semua medan.
|
||||
unit.collaris.description = Menembak pecahan artileri jarak jauh ke arah musuh. Dapat melewati hampir semua medan.
|
||||
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
||||
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang di atas permukaan cairan.
|
||||
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
||||
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
||||
unit.quell.description = Menembak misil pelacak jarak jauh dengan perisai plasma yang tidak stabil ke arah musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh pada musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh ke arah musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
||||
@@ -2630,6 +2734,7 @@ lst.radar = Mendeteksi unit di sekitar bangunan dalam jarak.
|
||||
lst.sensor = Mengambil data dari bangunan atau unit.
|
||||
lst.set = Menentukan sebuah variabel.
|
||||
lst.operation = Melakukan operasi pada 1-2 variabel.
|
||||
lst.select = Menetapkan nilai variabel menjadi satu atau dua secara bersyarat.
|
||||
lst.end = Loncati ke awal dari tumpukan perintah.
|
||||
lst.wait = Memberi jeda dalam detik yang ditentukan.
|
||||
lst.stop = Menghentikan eksekusi dari prosesor ini.
|
||||
@@ -2642,6 +2747,7 @@ lst.unitlocate = Mendeteksi sebuah tipe tertentu dari posisi/bangunan di mana sa
|
||||
lst.getblock = Mendapatkan data ubin di lokasi manapun.
|
||||
lst.setblock = Menentukan data ubin di lokasi manapun.
|
||||
lst.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
||||
lst.spawnbullet = Munculkan peluru pada tempat yang ditentukan.
|
||||
lst.applystatus = Menerapkan atau menghapus status efek dari sebuah unit.
|
||||
lst.weathersense = Periksa apakah jenis cuaca aktif.
|
||||
lst.weatherset = Tetapkan suatu keadaan pada jenis cuaca saat ini.
|
||||
@@ -2660,9 +2766,11 @@ lst.setprop = Menetapkan properti unit atau bangunan.
|
||||
lst.effect = Buat efek partikel.
|
||||
lst.sync = Sinkronkan variabel di seluruh jaringan.\nHanya dipanggil paling banyak 10 kali per detik.
|
||||
lst.playsound = Memutar suara. \nVolume dan kontrol suara dapat berupa nilai global, atau dihitung berdasarkan posisi.
|
||||
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 = Buat penanda logika baru di dunia.\nSebuah ID untuk mengidentifikasi penanda ini harus disediakan.\nPenanda saat ini dibatasi hingga 20.000 per dunia.
|
||||
lst.setmarker = Tetapkan properti untuk penanda.\nID yang digunakan harus sama dengan instruksi Membuat Marker.
|
||||
lst.localeprint = Tambahkan nilai properti peta lokal ke buffer teks.\nUntuk menyetel paket peta lokal di penyunting peta, cek [accent]Info Peta > Paket Lokal[].\nJika klien adalah perangkat seluler, coba cetak properti yang diakhiri dengan ".mobile" terlebih dahulu.
|
||||
lst.query = Memerintahkan unit/bangunan di area yang ditentukan.\nHasil dikeluarkan ke [accent]@queries[].\nHasil dapat dibaca dari [accent]@queries[] menggunakan instruksi [accent]Read[] dan sebuah indeks.\nPanjang [accent]@queries[] dapat diukur menggunakan [accent]@size[] sebagai parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
@@ -2869,7 +2977,7 @@ lenum.getblock = Ambil tipe bangunan, lantai dan blok pada koordinat.\nUnit haru
|
||||
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
|
||||
lenum.boost = Mulai/berhenti pendorong.
|
||||
|
||||
lenum.flushtext = Flush cetak konten buffer ke penanda, jika ada.\nJika pengambilan disetel ke true, coba ambil properti dari paket peta lokal atau paket game.
|
||||
lenum.flushtext = Flush cetak konten buffer ke penanda, jika ada.\nJika pengambilan disetel ke true, coba ambil properti dari paket lokal atau paket game.
|
||||
lenum.texture = Nama tekstur langsung dari atlas tekstur game (menggunakan gaya penamaan kebab-case).\nJika printFlush disetel ke true, gunakan konten buffer teks sebagai argumen teks.
|
||||
lenum.texturesize = Ukuran tekstur pada ubin. Nilai nol mengskalakan lebar penanda ke ukuran tekstur asli.
|
||||
lenum.autoscale = Apakah akan menskalakan penanda sesuai dengan tingkat zoom pemain.
|
||||
@@ -2892,9 +3000,9 @@ lenum.buildspeed = Penggandaan untuk kecepatan membangun.
|
||||
lenum.unithealth = Berapa banyak nyawa unit di awal
|
||||
lenum.unitbuildspeed = Seberapa cepat pabrik unit membangun unit.
|
||||
lenum.unitcost = Penggandaan sumber daya yang dibutuhkan unit untuk membangun.
|
||||
lenum.unitdamage = Seberapa besar kerusakan yang ditimbulkan oleh unit.
|
||||
lenum.unitdamage = Seberapa besar damage yang ditimbulkan oleh unit.
|
||||
lenum.blockhealth = Berapa banyak nyawa blok di awal.
|
||||
lenum.blockdamage = Seberapa besar kerusakan yang ditimbulkan oleh blok (menara).
|
||||
lenum.blockdamage = Seberapa besar damage yang ditimbulkan oleh blok (menara).
|
||||
lenum.rtsminweight = "Keuntungan" minimum yang dibutuhkan oleh satu regu untuk menyerang. Lebih tinggi -> lebih berhati-hati.
|
||||
lenum.rtsminsquad = Ukuran minimum regu penyerang.
|
||||
lenum.maparea = Area peta yang dapat dimainkan. Apa pun di luar area tersebut tidak akan dapat berinteraksi.
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
linkfail = Impossibile aprire il link! L'URL è stato copiato negli appunti.
|
||||
screenshot = Screenshot salvato a {0}
|
||||
screenshot.invalid = Mappa troppo pesante, probabilmente non c'è abbastanza spazio sul disco.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Hai Perso.
|
||||
gameover.disconnect = Disconnetti
|
||||
gameover.pvp = La squadra[accent] {0}[] ha vinto!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]In attesa della prossima mappa...
|
||||
highscore = [accent]Nuovo record!
|
||||
copied = Copiato.
|
||||
indev.notready = Questa parte del gioco non è ancora pronta
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Suoni
|
||||
load.map = Mappe
|
||||
@@ -50,11 +52,19 @@ mods.browser.view-releases = Vedi versioni
|
||||
mods.browser.noreleases = [scarlet]Nessuna versione trovata\n[accent]Cerca se la mod ha delle versioni
|
||||
mods.browser.latest = <Ultima versione>
|
||||
mods.browser.releases = Versioni
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repo
|
||||
mods.github.open-release = Pagina delle versioni di Mindustry
|
||||
mods.browser.sortdate = Ordinato per data
|
||||
mods.browser.sortstars = Ordinato per stelle
|
||||
|
||||
export.file = Esporta File
|
||||
import.file = Importa File
|
||||
copy.clipboard = Copia negli Appunti
|
||||
import.clipboard = Importa dagli Appunti
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Condividi nel Workshop
|
||||
|
||||
schematic = Schematica
|
||||
schematic.add = Salva Schematica...
|
||||
schematics = Schematiche
|
||||
@@ -62,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = Esiste già una schematica con questo nome. Sostituirla?
|
||||
schematic.exists = Esiste già una schematica con questo nome.
|
||||
schematic.import = Importa schematica
|
||||
schematic.exportfile = Esporta File
|
||||
schematic.importfile = Importa File
|
||||
schematic.browseworkshop = Sfoglia il Workshop
|
||||
schematic.copy = Copia negli Appunti
|
||||
schematic.copy.import = Importa dagli Appunti
|
||||
schematic.shareworkshop = Condividi nel Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Ruota Schematica
|
||||
schematic.saved = Schematica salvata.
|
||||
schematic.delete.confirm = Questa schematica sarà cancellata definitivamente.
|
||||
@@ -130,6 +134,7 @@ export = Export
|
||||
preparingconfig = Preparo la Configurazione
|
||||
preparingcontent = Preparo il Contenuto
|
||||
uploadingcontent = Carico il Contenuto
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Carico File di Anteprima
|
||||
committingchanges = Applicando le Modifiche
|
||||
done = Fatto
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = Questa mod non è in grado di essere carica
|
||||
mod.requiresversion = Requires game version: [red]{0}
|
||||
|
||||
mod.errors = Si sono verificati degli errori durante il caricamento del contenuto.
|
||||
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]Sono presenti delle mod con errori.[] Puoi disabilitare le mod affette oppure sistemarle prima di giocare.
|
||||
mod.enable = Abilita
|
||||
mod.requiresrestart = Il gioco verrà chiuso per applicare i cambiamenti.
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Sei stato espulso su richiesta dei giocatori. Tanti saluti.
|
||||
server.kicked.clientOutdated = Versione del client obsoleta! Aggiorna il gioco!
|
||||
server.kicked.serverOutdated = Server obsoleto! Chiedi all'host di aggiornare la versione del server!
|
||||
server.kicked.banned = Sei stato bandito da questo server.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Questo server non è compatibile con il tuo client.
|
||||
server.kicked.playerLimit = Questo server è pieno. Attendi che si liberi un posto.
|
||||
server.kicked.recentKick = Sei stato cacciato di recente.\nAspetta prima di riconnetterti.
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Impossibile unirsi alla partita ([accent]{0}[]).
|
||||
connecting = [accent]Connessione in corso...
|
||||
reconnecting = [accent]Riconnessione in corso...
|
||||
connecting.data = [accent]Caricamento del mondo...
|
||||
|
||||
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 = Porta:
|
||||
server.invalidport = Numero porta non valido!
|
||||
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!
|
||||
@@ -340,6 +352,10 @@ save.export = Esporta Salvataggio
|
||||
save.import.invalid = [accent]Questo salvataggio non è valido!
|
||||
save.import.fail = [scarlet]Impossibile importare il salvataggio: [accent]{0}
|
||||
save.export.fail = [scarlet]Impossibile esportare il salvataggio: [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 Salvataggio
|
||||
save.newslot = Nome:
|
||||
save.rename = Rinomina
|
||||
@@ -475,14 +491,6 @@ editor.rules = Regole:
|
||||
editor.generation = Generazione:
|
||||
editor.objectives = Obiettivi
|
||||
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.
|
||||
@@ -504,8 +512,78 @@ editor.filters.description = Descrizione
|
||||
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 = Ondate
|
||||
waves.team = Team
|
||||
@@ -520,10 +598,10 @@ waves.spawn = spawn:
|
||||
waves.spawn.all = <tutto>
|
||||
waves.spawn.select = Seleziona spawn
|
||||
waves.spawn.none = [scarlet]nessuno spawn trovato nella mappa
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = numero massimo unità
|
||||
waves.guardian = Guardiano
|
||||
waves.preview = Anteprima
|
||||
waves.edit = Modifica...
|
||||
waves.random = Random
|
||||
waves.copy = Copia negli Appunti
|
||||
waves.load = Carica dagli Appunti
|
||||
@@ -550,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Predefinito>
|
||||
details = Dettagli...
|
||||
edit = Modifica...
|
||||
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
|
||||
@@ -626,6 +706,8 @@ toolmode.drawteams.description = Disegna squadre al posto di blocchi.
|
||||
#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]Nessun filtro! Aggiungine uno cliccando il tasto sotto.
|
||||
|
||||
@@ -689,6 +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 = Larghezza:
|
||||
height = Altezza:
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = Blasted
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Immobile
|
||||
status.boss.name = Guardiano
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Lingua
|
||||
settings.data = Dati di Gioco
|
||||
@@ -1014,6 +1102,13 @@ settings.clearresearch = Elimina Scoperte
|
||||
settings.clearresearch.confirm = Sei sicuro di voler eliminare le scoperte della modalità campagna?
|
||||
settings.clearcampaignsaves = Elimina Salvataggi Campagna
|
||||
settings.clearcampaignsaves.confirm = Sei sicuro di voler eliminare tutti i salvataggi della modalità campagna?
|
||||
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]< In Pausa >
|
||||
clear = Pulisci
|
||||
banned = [scarlet]Bandito
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Attacca Nemici Terreni
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Velocità
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Tempo tra Lanci
|
||||
stat.shootrange = Raggio
|
||||
stat.size = Dimensione
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = Armi
|
||||
stat.bullet = Proiettile
|
||||
stat.moduletier = Grado del modulo
|
||||
stat.unittype = Unit Type
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Potenziamento Velocità
|
||||
stat.range = Raggio
|
||||
stat.drilltier = Scavabili
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]perforazione alle armature
|
||||
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] limite danno
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Ombre
|
||||
setting.blockreplace.name = Suggerimento Blocchi Automatico
|
||||
setting.linear.name = Filtro Lineare
|
||||
setting.hints.name = Suggerimenti
|
||||
setting.logichints.name = Suggerimenti sulla logica
|
||||
setting.backgroundpause.name = Metti in pausa quando in background
|
||||
setting.buildautopause.name = Pausa Automatica nella Costruzione
|
||||
setting.doubletapmine.name = Doppio click per minare
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = Risorse AI (squadra Rossa) Infinite
|
||||
rules.blockhealthmultiplier = Moltiplicatore Salute Blocco
|
||||
rules.blockdamagemultiplier = Moltiplicatore Danno Blocco
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Moltiplicatore Velocità Costruzione Unità
|
||||
rules.unitcostmultiplier = Moltiplicatore Costo Unità
|
||||
rules.unithealthmultiplier = Moltiplicatore Vita Unità
|
||||
@@ -1560,7 +1661,7 @@ 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 = Fuoco
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +2690,7 @@ unit.risso.description = Spara una raffica di missili e proiettili ai nemici nel
|
||||
unit.minke.description = Spara proiettili incendiari e standard alle unità terrene.
|
||||
unit.bryde.description = Spara proiettili e missili a lungo raggio ai nemici.
|
||||
unit.sei.description = Spara raffiche di missili e proiettili corazzati e perforanti ai nemici.
|
||||
unit.omura.description = Utilizza un bullone sparatato grazie a due binari a scorrimento accelerati da un campo elettromagnetico. Lunga gittata e perforazione estrema. Costruisce unità flare.
|
||||
unit.omura.description = Utilizza un bullone sparatato grazie a due binari a scorrimento accelerati da un campo elettromagnetico. Lunga gittata e perforazione estrema.
|
||||
unit.alpha.description = Difende il nucleo Frammento dai nemici. Costruisce strutture.
|
||||
unit.beta.description = Difende il nucleo Fondamento dai nemici. Costruisce strutture.
|
||||
unit.gamma.description = Difende il nucleo Kernel dai nemici. Costruisce strutture.
|
||||
@@ -2630,6 +2734,7 @@ lst.radar = Geolocalizza unità attorno ad un edificio, dato un certo raggio.
|
||||
lst.sensor = Ottieni informazioni da un edificio o da unità.
|
||||
lst.set = Imposta una variabile.
|
||||
lst.operation = Esegui un'operazione su 1-2 variabili.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Jump to the top of the instruction stack.
|
||||
lst.wait = Attendi un certo numero di secondi.
|
||||
lst.stop = Interrompi l'esecuzione di questo processore.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,13 +19,15 @@ clipboardcopy = 이 서버에서 텍스트를 클립보드에 복사하려고
|
||||
linkfail = 링크를 열지 못했습니다!\nURL이 클립보드에 복사되었습니다.
|
||||
screenshot = 스크린샷이 {0} 에 저장되었습니다.
|
||||
screenshot.invalid = 맵이 너무 커서 스크린샷에 사용될 메모리가 부족합니다.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = 게임 오버
|
||||
gameover.disconnect = 연결 끊기
|
||||
gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
|
||||
gameover.waiting = [accent]다음 맵 기다리는 중...
|
||||
gameover.waiting = [accent]다음 맵을 기다리는 중...
|
||||
highscore = [accent]새로운 최고 점수!
|
||||
copied = 복사됨
|
||||
indev.notready = 이 부분은 아직 준비되지 않았습니다.
|
||||
bundle.external = 참고: 외부 번역 번들을 성공적으로 불러왔습니다.\n[accent]{0}
|
||||
|
||||
load.sound = 소리
|
||||
load.map = 맵
|
||||
@@ -47,14 +49,22 @@ mods.browser.selected = 선택된 모드
|
||||
mods.browser.add = 설치
|
||||
mods.browser.reinstall = 재설치
|
||||
mods.browser.view-releases = 릴리즈 보기
|
||||
mods.browser.noreleases = [scarlet]탐색된 릴리즈 없음\n[accent]이 모드의 어떠한 릴리즈도 찾지 못했습니다. 이 모드의 깃허브 페이지에서 공개된 릴리즈가 있는지 확인하세요.
|
||||
mods.browser.noreleases = [scarlet]릴리즈를 찾을 수 없습니다.\n[accent]이 모드의 릴리즈를 찾지 못했습니다. 이 모드의 GitHub 저장소에 공개 릴리즈가 있는지 확인하세요.
|
||||
mods.browser.latest = <최신>
|
||||
mods.browser.releases = 릴리즈
|
||||
mods.browser.fetching = 릴리즈 불러오는 중...
|
||||
mods.github.open = 페이지 보기
|
||||
mods.github.open-release = 릴리즈 페이지
|
||||
mods.browser.sortdate = 최근 업데이트
|
||||
mods.browser.sortstars = 추천(스타) 수
|
||||
|
||||
export.file = 파일 내보내기
|
||||
import.file = 파일 가져오기
|
||||
copy.clipboard = 클립보드에 복사
|
||||
import.clipboard = 클립보드에서 가져오기
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = 창작마당에 공유
|
||||
|
||||
schematic = 설계도
|
||||
schematic.add = 설계도 저장하기
|
||||
schematics = 설계도
|
||||
@@ -62,18 +72,12 @@ schematic.search = 설계도 검색하기
|
||||
schematic.replace = 해당 이름의 설계도가 이미 존재합니다. 교체하시겠습니까?
|
||||
schematic.exists = 해당 이름의 설계도가 이미 존재합니다.
|
||||
schematic.import = 설계도 가져오기
|
||||
schematic.exportfile = 파일 내보내기
|
||||
schematic.importfile = 파일 가져오기
|
||||
schematic.browseworkshop = 창작마당에 검색
|
||||
schematic.copy = 클립 보드에 복사
|
||||
schematic.copy.import = 클립 보드에서 가져오기
|
||||
schematic.shareworkshop = 창작마당에 공유
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: 설계도 뒤집기
|
||||
schematic.saved = 설계도 저장됨
|
||||
schematic.delete.confirm = 이 설계도는 완전히 삭제될 것입니다.
|
||||
schematic.edit = 설계도 수정
|
||||
schematic.info = {0}x{1}, {2} 블록
|
||||
schematic.disabled = [scarlet]설계도 비활성화됨[]\n이 [accent]맵[] 또는 [accent]서버[] 에서는 설계도를 사용할 수 없습니다.
|
||||
schematic.disabled = [scarlet]설계도 비활성화됨[]\n이 [accent]맵[] 또는 [accent]서버[]에서는 설계도를 사용할 수 없습니다.
|
||||
schematic.tags = 태그:
|
||||
schematic.edittags = 태그 수정하기
|
||||
schematic.addtag = 태그 추가하기
|
||||
@@ -130,6 +134,7 @@ export = 내보내기
|
||||
preparingconfig = 설정 준비 중
|
||||
preparingcontent = 콘텐츠 준비 중
|
||||
uploadingcontent = 콘텐츠 올리는 중
|
||||
content.createdby = 만든 이: {0}
|
||||
uploadingpreviewfile = 미리 보기 파일 올리는 중
|
||||
committingchanges = 바뀐 점 적용
|
||||
done = 완료
|
||||
@@ -158,7 +163,7 @@ mod.delete.error = 모드를 삭제할 수 없습니다. 파일이 사용 중일
|
||||
mod.incompatiblegame = [red]구버전 게임
|
||||
mod.incompatiblemod = [red]호환되지 않음
|
||||
mod.blacklisted = [red]지원하지 않음
|
||||
mod.unmetdependencies = [red]충촉되지 않은 종속성
|
||||
mod.unmetdependencies = [red]충족되지 않은 종속성
|
||||
mod.erroredcontent = [scarlet]콘텐츠 오류
|
||||
mod.circulardependencies = [red]순환 종속성
|
||||
mod.incompletedependencies = [red]불완전한 종속성
|
||||
@@ -174,20 +179,21 @@ mod.incompletedependencies.details = 잘못되었거나 누락한 종속성으
|
||||
mod.requiresversion = 필요한 게임 버전: [red]{0}
|
||||
|
||||
mod.errors = 콘텐츠를 불러오는 중에 오류가 발생함
|
||||
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]오류가 있는 모드가 있습니다.[] 영향을 받는 모드를 비활성화하거나 플레이하기 전에 오류를 수정하세요.
|
||||
mod.enable = 활성화
|
||||
mod.requiresrestart = 모드 변경 사항을 적용하기 위해 게임을 종료합니다.
|
||||
mod.reloadrequired = [scarlet]재시작 필요
|
||||
mod.import = 모드 가져오기
|
||||
mod.import.file = 파일 가져오기
|
||||
mod.import.github = Github 에서 모드 가져오기
|
||||
mod.import.github = GitHub에서 모드 가져오기
|
||||
mod.jarwarn = [scarlet]JAR 모드는 안전하지 않습니다.[]\n신뢰할 수 있는 개발자에게서 얻은 모드만을 사용해야 합니다!
|
||||
mod.item.remove = 이 아이템은[accent] '{0}' 모드의 일부입니다. 이를 제거하려면 해당 모드를 제거하세요.
|
||||
mod.item.remove = 이 아이템은 [accent]'{0}'[] 모드의 일부입니다. 이를 제거하려면 해당 모드를 제거하세요.
|
||||
mod.remove.confirm = 이 모드가 삭제될 것입니다.
|
||||
mod.author = [lightgray]제작자:[] {0}
|
||||
mod.missing = 이 저장 파일에는 최근에 업데이트되었거나 현재 기기에 설치되지 않은 모드가 포함되어 있습니다. 저장 파일이 손상될 수 있습니다. 정말로 불러오시겠습니까?\n[lightgray]모드들:\n{0}
|
||||
mod.preview.missing = 창작마당에 모드를 올리기 전에 미리 보기 이미지를 추가해야 합니다.\n[accent]preview.png[] 라는 이름의 미리 보기 이미지를 모드 폴더에 넣고 다시 시도하세요.
|
||||
mod.folder.missing = 창작마당에는 폴더 형태의 모드만 게시할 수 있습니다.\n모드를 폴더 형태로 바꾸려면 모드 파일을 모드 폴더에 압축을 풀고 이전 모드 파일을 삭제 후, 게임을 재시작하거나 모드를 다시 불러오세요.
|
||||
mod.preview.missing = 창작마당에 모드를 올리기 전에 미리 보기 이미지를 추가해야 합니다.\n[accent]preview.png[]라는 이름의 미리 보기 이미지를 모드 폴더에 넣고 다시 시도하세요.
|
||||
mod.folder.missing = 창작마당에는 폴더 형태의 모드만 게시할 수 있습니다.\n모드를 폴더 형태로 바꾸려면 모드 파일을 모드 폴더에 압축 해제하고, 이전 모드 파일을 삭제한 후 게임을 재시작하거나 모드를 다시 불러오세요.
|
||||
mod.scripts.disable = 이 기기는 스크립트가 있는 모드를 지원하지 않습니다. 게임을 플레이하려면 이 모드를 비활성화해야 합니다.
|
||||
|
||||
mod.dependencies.error = [scarlet]모드의 종속성이 누락되었습니다
|
||||
@@ -212,11 +218,11 @@ available = 새로운 콘텐츠 해금이 가능합니다!
|
||||
unlock.incampaign = < 해금 후 상세정보 열람이 가능합니다 >
|
||||
campaign.select = 캠페인 시작지점 선택하기
|
||||
campaign.none = [lightgray]시작할 행성을 선택하십시오.\n언제든지 전환할 수 있습니다.
|
||||
campaign.erekir = [scarlet]신규 플레이어에게 권장되지 않습니다.[]\n\n보다 새롭고 세련된 컨텐츠. 대부분 순차적으로 캠페인이 진행됨.\n\n더 어렵고, 더 높은 완성도의 맵과 다채로운 경험.
|
||||
campaign.serpulo = [accent]신규 플레이어에게 추천합니다.[]\n\n오래된 콘텐츠, 고전적인 경험. 더 개방적이고, 더 많은 콘텐츠.\n\n잠재적으로 불균형한 맵과 캠페인 메커니즘. 덜 세련됨.
|
||||
campaign.erekir = [scarlet]신규 플레이어에게 권장되지 않습니다.[]\n\n보다 새롭고 세련된 콘텐츠입니다. 대체로 순차적으로 캠페인이 진행됩니다.\n\n더 어렵지만, 더 높은 완성도의 맵과 다채로운 경험을 제공합니다.
|
||||
campaign.serpulo = [accent]신규 플레이어에게 추천합니다.[]\n\n오래된 콘텐츠로 이루어진 고전적인 경험입니다. 더 자유롭고 개방적이며, 콘텐츠도 더 많습니다.\n\n맵과 캠페인 메커니즘의 균형이 다소 맞지 않을 수 있으며, 완성도도 상대적으로 낮습니다.
|
||||
campaign.difficulty = 난이도
|
||||
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.
|
||||
campaign.rework.title = 캠페인 변경 안내
|
||||
campaign.rework.serpulo = [accent]⚠ 세르풀로 캠페인이 개편되었습니다.[]\n\n구역 배치와 난이도가 변경되었습니다. 이전 레이아웃의 캠페인 저장 데이터가 남아 있으면 문제가 발생할 수 있습니다.\n\n보다 깔끔하게 플레이하려면 설정에서 캠페인 저장 데이터를 초기화할 것을 권장합니다.
|
||||
completed = [accent]완료됨
|
||||
techtree = 연구 기록
|
||||
techtree.select = 연구 기록 선택
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = 당신은 투표로 추방되었습니다. 안녕히 가세
|
||||
server.kicked.clientOutdated = 구버전 클라이언트입니다! 게임을 업데이트하세요!
|
||||
server.kicked.serverOutdated = 구버전 서버입니다! 호스트에게 업데이트를 요청하세요!
|
||||
server.kicked.banned = 당신은 이 서버에서 영구적으로 차단되었습니다.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = 이 서버는 현재 빌드와 호환되지 않습니다.
|
||||
server.kicked.playerLimit = 서버의 인원이 꽉 찼습니다. 빈 슬롯이 생길 때까지 기다려주세요.
|
||||
server.kicked.recentKick = 최근에 추방되었습니다.\n추방 쿨타임이 끝날 때까지 기다리세요.
|
||||
@@ -249,9 +256,9 @@ server.kicked.idInUse = 당신은 이미 이 서버에 있습니다! 두 개의
|
||||
server.kicked.customClient = 이 서버는 사용자 정의 빌드를 지원하지 않습니다. 공식 버전을 내려받으세요.
|
||||
server.kicked.gameover = 게임 오버!
|
||||
server.kicked.serverRestarting = 서버가 다시 시작되고 있습니다.
|
||||
server.versions = 당신의 버전 : [accent] {0}[]\n서버 버전 : [accent] {1}[]
|
||||
host.info = [accent]호스트[] 버튼은 포트[scarlet] 6567[]에서 호스팅합니다.\n같은 [lightgray]Wi-Fi 또는 LAN[]에 있는 모든 사용자가 자신의 서버 목록에서 서버를 볼 수 있습니다.\n\n사람들이 IP를 통해 어디서나 접속할 수 있게 하려면 [accent]포트 포워딩[]이 필요합니다.\n\n참고: 누군가 LAN 게임에 연결하는 데 문제가 있는 경우 방화벽 설정에서 Mindustry가 LAN에 접근할 수 있도록 허용했는지 확인하세요. 공용 네트워크는 가끔 서버 검색을 허용하지 않습니다.
|
||||
join.info = 여기에 연결할 [accent]서버 IP[]를 입력하거나 [accent]LAN[] 또는 [accent]글로벌[] 서버를 검색할 수 있습니다.\nLAN 및 WAN 멀티 플레이어 모두 지원됩니다.\n\n[lightgray]IP로 서버에 연결하려면 호스트에게 IP를 요청해야 합니다. 호스트 쪽의 장치에서 구글에 "내 IP" 라고 검색하면 쉽게 찾을 수 있습니다.
|
||||
server.versions = 내 버전: [accent]{0}[]\n서버 버전: [accent]{1}[]
|
||||
host.info = [accent]호스트[] 버튼은 지정한 포트에서 서버를 엽니다.\n같은 [lightgray]Wi-Fi 또는 로컬 네트워크(LAN)[]에 있는 사람이라면 서버 목록에서 이 서버를 볼 수 있습니다.\n\n어디서든 IP로 접속할 수 있게 하려면 [accent]포트 포워딩[]이 필요합니다.\n\n[lightgray]참고: 누군가 LAN 게임에 연결하지 못한다면, 방화벽 설정에서 Mindustry가 로컬 네트워크에 접근하도록 허용했는지 확인하세요. 공용 네트워크에서는 서버 검색이 차단될 수 있습니다.
|
||||
join.info = 여기에 접속할 [accent]서버의 IP[]를 입력하거나 [accent]로컬 네트워크[] 또는 [accent]글로벌[] 서버를 찾아 접속할 수 있습니다.\nLAN과 WAN 멀티플레이어를 모두 지원합니다.\n\n[lightgray]IP로 접속하려면 호스트에게 IP 주소를 물어봐야 합니다. 호스트 기기에서 구글에 "내 IP"를 검색하면 쉽게 확인할 수 있습니다.
|
||||
hostserver = 멀티플레이 서버 열기
|
||||
invitefriends = 친구 초대
|
||||
hostserver.mobile = 서버\n열기
|
||||
@@ -277,14 +284,14 @@ server.hidden = 서버 보이기
|
||||
viewplayer = 플레이어 보기: [accent]{0}
|
||||
trace = 플레이어 정보 보기
|
||||
trace.playername = 플레이어 이름: [accent]{0}
|
||||
trace.ip = IP: [accent]{0}
|
||||
trace.ip = IP 주소: [accent]{0}
|
||||
trace.id = UUID: [accent]{0}
|
||||
trace.language = Language: [accent]{0}
|
||||
trace.language = 언어: [accent]{0}
|
||||
trace.mobile = 모바일 클라이언트: [accent]{0}
|
||||
trace.modclient = 사용자 지정 클라이언트: [accent]{0}
|
||||
trace.times.joined = 입장 횟수: [accent]{0}
|
||||
trace.times.kicked = 추방 횟수: [accent]{0}
|
||||
trace.ips = IP:
|
||||
trace.ips = IP 주소:
|
||||
trace.names = 이름:
|
||||
invalidid = 잘못된 클라이언트 ID입니다! 버그 보고서를 보내주세요.
|
||||
|
||||
@@ -321,9 +328,14 @@ disconnect.timeout = 시간 초과
|
||||
disconnect.data = 맵 데이터를 로드하지 못했습니다!
|
||||
disconnect.snapshottimeout = UDP 스냅샷을 수신하는 동안 시간이 초과되었습니다.\n이는 불안정한 네트워크나 연결로 인해 발생할 수 있습니다.
|
||||
cantconnect = [accent]{0}[] 게임에 참여할 수 없습니다.
|
||||
connecting = [accent] 연결중...
|
||||
reconnecting = [accent]재접속중...
|
||||
connecting.data = [accent]맵 데이터 불러오는중...
|
||||
connecting = [accent]연결 중...
|
||||
reconnecting = [accent]재접속 중...
|
||||
|
||||
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 = 포트:
|
||||
server.invalidport = 잘못된 포트 번호입니다!
|
||||
server.error.addressinuse = [scarlet]포트 6567에서 서버를 열지 못했습니다.[]\n\n다른 Mindustry 서버가 귀하의 장치나 네트워크에서 실행되고 있지 않은지 확인하세요!
|
||||
@@ -340,6 +352,10 @@ save.export = 저장 내보내기
|
||||
save.import.invalid = [accent]저장 파일이 잘못되었습니다!
|
||||
save.import.fail = [scarlet]저장 파일을 가져오지 못함: [accent]{0}
|
||||
save.export.fail = [scarlet]저장 파일을 내보내지 못함: [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 = 저장 가져오기
|
||||
save.newslot = 저장 이름:
|
||||
save.rename = 이름 변경
|
||||
@@ -406,23 +422,23 @@ data.exported = 데이터를 내보냈습니다.
|
||||
data.invalid = 유효한 게임 데이터가 아닙니다.
|
||||
data.import.confirm = 외부 데이터를 가져오면 현재 게임 데이터를 [scarlet]모두[] 덮어쓰게 됩니다.\n[accent]이 작업은 취소할 수 없습니다![]\n\n데이터를 가져오면 게임이 즉시 종료됩니다.
|
||||
quit.confirm = 정말로 종료하시겠습니까?
|
||||
loading = [accent]불러오는중...
|
||||
downloading = [accent]내려받는중...
|
||||
saving = [accent]저장중...
|
||||
loading = [accent]불러오는 중...
|
||||
downloading = [accent]내려받는 중...
|
||||
saving = [accent]저장 중...
|
||||
respawn = [accent][[{0}][] 키를 눌러 코어에서 부활
|
||||
cancelbuilding = [accent][[{0}][] 키를 눌러 건설 계획을 초기화
|
||||
selectschematic = [accent][[{0}][] 키를 눌러 선택+복사
|
||||
pausebuilding = [accent][[{0}][] 키를 눌러 건설을 일시중지
|
||||
resumebuilding = [scarlet][[{0}][] 키를 눌러 건설을 재개
|
||||
enablebuilding = [scarlet][[{0}][] 키를 눌러 건설을 활성
|
||||
showui = UI가 숨겨졌습니다. [accent][[{0}][] 키를 눌러 UI를 활성화하세요.
|
||||
enablebuilding = [scarlet][[{0}][] 키를 눌러 건설을 활성화
|
||||
showui = UI가 숨겨졌습니다. [accent][[{0}][] 키를 눌러 UI를 다시 표시하세요.
|
||||
commandmode.name = [accent]명령 모드
|
||||
commandmode.nounits = [유닛 없음]
|
||||
wave = [accent]{0}단계
|
||||
wave.cap = [accent]단계 {0}/{1}
|
||||
wave.waiting = 다음 단계까지[lightgray] {0}초
|
||||
wave.waveInProgress = [lightgray]단계 진행 중
|
||||
waiting = [lightgray]대기중...
|
||||
waiting = [lightgray]대기 중...
|
||||
waiting.players = 상대 플레이어를 기다리는 중...
|
||||
wave.enemies = [lightgray]적 유닛 {0}기 남음
|
||||
wave.enemycores = [accent]{0}[lightgray] 적 코어들
|
||||
@@ -475,14 +491,6 @@ editor.rules = 규칙
|
||||
editor.generation = 지형 생성
|
||||
editor.objectives = 목표
|
||||
editor.locales = 로케일 번들
|
||||
editor.patches.guide = 패치 가이드
|
||||
editor.patches = 데이터 패치
|
||||
editor.patch = 패치셋: {0}
|
||||
editor.patches.none = [lightgray]패치셋이 로드되지 않음.
|
||||
editor.patches.errors = 패치셋 에러
|
||||
editor.patches.importerror = 패치셋을 가져오는데 실패됨
|
||||
editor.patches.delete.confirm = 이 패치셋을 삭제하시겠습니까?
|
||||
editor.patch.fields = {0} 필드
|
||||
editor.worldprocessors = 월드 프로세서
|
||||
editor.worldprocessors.editname = 이름 수정
|
||||
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
||||
@@ -504,8 +512,78 @@ editor.filters.description = 설명
|
||||
editor.filters.modname = 모드 이름
|
||||
editor.filters.prioritizemod = 모드 우선순위
|
||||
editor.filters.prioritizecustom = 사용자 지정 우선순위
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = X축 밀기
|
||||
editor.shifty = Y축 밀기
|
||||
|
||||
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 = 데이터 패치
|
||||
patch.set = Patchset: {0}
|
||||
patch.none = [lightgray]패치셋이 로드되지 않음.
|
||||
patch.errors = 패치셋 에러
|
||||
patch.importerror = 패치셋을 가져오는데 실패됨
|
||||
patch.delete.confirm = 이 패치셋을 삭제하시겠습니까?
|
||||
patch.path = Path:
|
||||
patch.fields = {0} 필드
|
||||
|
||||
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 = 창작마당
|
||||
waves.title = 단계
|
||||
waves.team = 팀
|
||||
@@ -519,11 +597,11 @@ waves.to = 부터
|
||||
waves.spawn = 소환 지점:
|
||||
waves.spawn.all = <전체>
|
||||
waves.spawn.select = 적 소환 지점 선택
|
||||
waves.spawn.none = [scarlet] 적 소환지점을 찾을 수 없습니다
|
||||
waves.spawn.none = [scarlet] 적 소환 지점을 찾을 수 없습니다
|
||||
waves.spawn.first = [lightgray](처음 {0}개)
|
||||
waves.max = 기까지
|
||||
waves.guardian = 수호자
|
||||
waves.preview = 미리보기
|
||||
waves.edit = 편집
|
||||
waves.random = 무작위
|
||||
waves.copy = 클립보드로 복사하기
|
||||
waves.load = 클립보드에서 불러오기
|
||||
@@ -550,7 +628,9 @@ all = 모두
|
||||
editor.default = [lightgray]<기본값>
|
||||
details = 설명...
|
||||
edit = 편집...
|
||||
edit.menu = Edit...
|
||||
variables = 변수
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = 이 프로세서의 모든 코드를 삭제하시겠습니까?
|
||||
logic.restart = 재시작
|
||||
logic.globals = 내장 변수
|
||||
@@ -626,12 +706,14 @@ toolmode.drawteams.description = 블록의 팀을 선택한 팀으로 그립니
|
||||
#unused
|
||||
toolmode.underliquid = 액체 아래로 그리기
|
||||
toolmode.underliquid.description = 액체 타일 아래에 바닥을 그립니다.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]필터가 없습니다! 아래 버튼을 눌러 하나를 추가하세요.
|
||||
|
||||
filter.distort = 왜곡
|
||||
filter.noise = 노이즈
|
||||
filter.enemyspawn = 적 소환지점 선택
|
||||
filter.enemyspawn = 적 소환 지점 선택
|
||||
filter.spawnpath = 자동생성된 적 이동경로 폭
|
||||
filter.corespawn = 코어 선택
|
||||
filter.median = 중앙값
|
||||
@@ -672,7 +754,7 @@ filter.option.percentile = 백분율
|
||||
filter.option.code = 코드
|
||||
filter.option.loop = 루프
|
||||
|
||||
locales.info = 여기에서 특정 언어에 대한 로케일 번들을 맵에 추가할 수 있습니다. 로케일 번들에서 각 속성에는 이름과 값이 있습니다. 이러한 속성은 이름을 사용하여 월드 프로세서와 목표에서 사용할 수 있습니다. 텍스트 서식 지정(플레이스홀더를 실제 값으로 대체)을 지원합니다.\n\n[cyan]예시 속성:\n[]이름: [accent]timer[]\n값: [accent]예시 타이머, 남은 시간: {0}[]\n\n[cyan]사용법:\n[]목표의 텍스트로 설정: [accent]@timer\n\n[]월드 프로세서에서 Print:\n[accent]localeprint "timer"\nformat time\n[gray](여기서 시간은 별도로 계산된 변수)
|
||||
locales.info = 여기에서 특정 언어용 로케일 번들을 맵에 추가할 수 있습니다. 로케일 번들에서는 각 속성이 이름과 값을 가집니다. 이 속성들은 이름으로 월드 프로세서와 목표에서 사용할 수 있습니다. 플레이스홀더를 실제 값으로 바꾸는 텍스트 서식도 지원합니다.\n\n[cyan]예시 속성:\n[]이름: [accent]timer[]\n값: [accent]예시 타이머, 남은 시간: {0}[]\n\n[cyan]사용법:\n[]목표 텍스트로 설정: [accent]@timer\n\n[]월드 프로세서에서 출력:\n[accent]localeprint "timer"\nformat time\n[gray](여기서 time은 별도로 계산한 변수)
|
||||
locales.deletelocale = 이 로케일 번들을 삭제하시겠습니까?
|
||||
locales.applytoall = 모든 로케일 번들에 변경 사항 적용
|
||||
locales.addtoother = 다른 로케일 번들에 추가
|
||||
@@ -689,6 +771,8 @@ locales.showsame = 다른 로케일 번들에서 동일한 값을 갖는 속성
|
||||
locales.viewproperty = 모든 로케일 번들에서 보기
|
||||
locales.viewing = 속성 보기 "{0}"
|
||||
locales.addicon = 아이콘 추가
|
||||
locales.property.name = 이름
|
||||
locales.property.text = 텍스트
|
||||
|
||||
width = 너비:
|
||||
height = 높이:
|
||||
@@ -698,10 +782,10 @@ campaign = 캠페인
|
||||
load = 불러오기
|
||||
save = 저장하기
|
||||
fps = FPS: {0}
|
||||
ping = Ping: {0}ms
|
||||
ping = 핑: {0}ms
|
||||
tps = TPS: {0}
|
||||
memory = Mem: {0}mb
|
||||
memory2 = Mem:\n {0}mb +\n {1}mb
|
||||
memory = 메모리: {0}MB
|
||||
memory2 = 메모리:\n {0}MB +\n {1}MB
|
||||
language.restart = 언어 설정을 적용하려면 게임을 다시 시작하세요.
|
||||
settings = 설정
|
||||
tutorial = 튜토리얼
|
||||
@@ -759,11 +843,11 @@ objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[ligh
|
||||
objective.build = [accent]건설: [][lightgray]{0}[]개의\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
|
||||
objective.enemiesapproaching = [lightgray]{0}[][accent]초 후, 적이 접근합니다
|
||||
objective.enemiesapproaching = [lightgray]{0}[][accent]후, 적이 접근하기 시작합니다
|
||||
#TODO: fix the typo (escelating -> escalating) and update every objective that uses it
|
||||
objective.enemyescelating = [lightgray]{0}[][accent]초 후, 적의 생산량이 증가합니다
|
||||
objective.enemyairunits = [lightgray]{0}[][accent]초 후, 적 공중 유닛이 생산되기 시작합니다
|
||||
objective.enemyunitproduction = [lightgray]{0}[][accent]초 후, 적 유닛이 생산되기 시작합니다
|
||||
objective.enemyescelating = [lightgray]{0}[][accent]후, 적의 생산량이 증가합니다
|
||||
objective.enemyairunits = [lightgray]{0}[][accent]후, 적 공중 유닛이 생산되기 시작합니다
|
||||
objective.enemyunitproduction = [lightgray]{0}[][accent]후, 적 유닛이 생산되기 시작합니다
|
||||
objective.destroycore = [accent]적의 코어를 파괴하세요
|
||||
objective.command = [accent]유닛 조종
|
||||
objective.nuclearlaunch = [accent]⚠ 핵 공격이 감지되었습니다: [lightgray]{0}
|
||||
@@ -800,7 +884,7 @@ error.mapnotfound = 맵 파일을 찾을 수 없습니다!
|
||||
error.io = 네트워크 I/O 오류
|
||||
error.any = 알 수 없는 네트워크 오류
|
||||
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
||||
error.moddex = Mindustry가 해당 모드를 로드할 수 없습니다.\n최근 Android의 변경으로 인해 기기에서 Java 모드 가져오기가 차단되었습니다.\n 아직 이 문제에 대한 알려진 해결 방법은 없습니다.
|
||||
error.moddex = Mindustry가 해당 모드를 로드할 수 없습니다.\n최근 Android의 변경으로 인해 기기에서 Java 모드를 가져올 수 없게 되었습니다.\n아직 이 문제에 대한 알려진 해결 방법은 없습니다.
|
||||
|
||||
weather.rain.name = 비
|
||||
weather.snowing.name = 눈
|
||||
@@ -809,7 +893,7 @@ weather.sporestorm.name = 포자 폭풍
|
||||
weather.fog.name = 안개
|
||||
|
||||
campaign.playtime = \uf129 [lightgray]지역 플레이타임: {0}
|
||||
campaign.complete = [accent]축하드립니다.\n\n {0} 지역의 적이 패배하였습니다\n[lightgray] 마지막 지역을 점령하였습니다.
|
||||
campaign.complete = [accent]축하합니다.\n\n{0} 지역의 적을 격파했습니다.\n[lightgray]마지막 지역을 점령했습니다.
|
||||
|
||||
sectorlist = 지역 목록
|
||||
sectorlist.attacked = {0} 공격받는 중
|
||||
@@ -851,7 +935,7 @@ sector.noswitch.title = 지역 전환 불가능
|
||||
sector.noswitch = 기존 지역이 공격받는 동안은 지역을 전환할 수 없습니다.\n\n지역: [accent]{0}[] 중 [accent]{1}[]
|
||||
sector.view = 지역 보기
|
||||
sector.foundationrequired = [lightgray] 근처에 코어: 기반 필요
|
||||
sector.shielded = [lightgray] Shielded
|
||||
sector.shielded = [lightgray] 보호됨
|
||||
|
||||
threat.low = 낮음
|
||||
threat.medium = 보통
|
||||
@@ -913,35 +997,35 @@ sector.littoralShipyard.name = 연안 조선소
|
||||
sector.cruxscape.name = 크럭스케이프
|
||||
sector.geothermalStronghold.name = 지열 요새
|
||||
|
||||
sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지녔습니다. 적은 위협적이지 않지만, 자원도 풍부하진 않습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n이제 출격할 시간입니다.
|
||||
sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지녔습니다. 적은 위협적이지 않지만, 자원도 풍부하진 않습니다.\n\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n이제 출격할 시간입니다.
|
||||
sector.frozenForest.description = 산과 가까운 이곳에도, 포자가 퍼졌습니다. 혹한의 추위조차 포자가 퍼지는 것을 억누를 수 없었습니다.\n화력 발전기를 건설하고, 멘더를 사용하는 방법을 배우세요.
|
||||
sector.saltFlats.description = 사막의 변두리에는 소금으로 이루어진 평원이 있습니다. 이곳에선 매우 적은 자원만 발견되었습니다.\n\n하지만 자원이 희소한 이곳에서도 적들의 요새가 포착되었습니다. 그들을 사막의 모래로 만들어버리세요.
|
||||
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 = 폐허를 지나서 나오는 해안선. 한때, 이곳에는 해안 방어기지가 있었습니다.\n많은 부분이 소실되었고, 기본적인 방어 시설을 제외한 모든 것이 고철 덩어리가 되었습니다. \n외부로 세력을 확장하기 위한 첫 발걸음으로, 무너진 시설을 재건하고 잃어버린 기술을 다시 회수하십시오.
|
||||
sector.crateredBattleground.description = 오래된 전쟁의 흔적으로 남은 이 분화구에는 물이 고여 있습니다. 이 지역을 탈환하세요. 모래를 수집하고 강화 유리를 제련하세요. 포탑과 드릴을 냉각할 물을 퍼 올리세요.
|
||||
sector.ruinousShores.description = 폐허를 지나서 나오는 해안선. 한때, 이곳에는 해안 방어기지가 있었습니다. 많은 부분이 소실되었고, 기본적인 방어 시설을 제외한 모든 것이 고철 덩어리가 되었습니다. \n\n외부로 세력을 확장하기 위한 첫 발걸음으로, 무너진 시설을 재건하고 잃어버린 기술을 다시 회수하십시오.
|
||||
sector.stainedMountains.description = 더 내륙에는 아직 포자에 오염되지 않은 산맥이 있습니다.\n이 지역에서 티타늄을 채굴하고 이것을 어떻게 사용하는지 배우십시오.\n\n이곳은 더 강력한 적이 주둔하고 있습니다. 적이 가장 강력한 유닛을 준비할 시간을 주지 마십시오.
|
||||
sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이곳에 전초기지를 설립했습니다. 대거를 생산해 적의 기지를 박살 내고 우리가 잃어버린 것을 되찾아야 합니다!
|
||||
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 가공기술을 익히는 것이 도움이 될 것입니다.
|
||||
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
||||
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익혀 보세요.
|
||||
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n그것들을 파괴하십시오.\n대거 유닛을 사용하여 코어를 파괴하세요.
|
||||
sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다.\n\n적이 이곳에 전초기지를 설립했습니다. 메이스를 생산해 적의 기지를 박살 내세요.
|
||||
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n석유 가공기술을 익히는 것이 도움이 될 것입니다.
|
||||
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 공간이 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
||||
sector.nuclearComplex.description = 과거 토륨의 생산과 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n토륨 원자로를 연구하고 이를 활용하여 첨단 발전 시스템을 구축하십시오.
|
||||
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n\n대거 부대를 활용하여 적의 전초기지를 파괴하십시오.
|
||||
sector.biomassFacility.description = 포자가 탄생한 곳. 이곳은 포자를 연구하고 최초로 생산했던 시설입니다.\n이 시설에 남아있는 기술을 습득하고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하십시오. \n\n[lightgray]이 시설이 붕괴한 후에, 시설 내에 배양되던 대량의 포자가 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다.
|
||||
sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 기록에 따르면 한 때 [accent]플라스터늄[]을 생산하는 시설이 존재했습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 구축하고, 공장들을 연구하여야 합니다.
|
||||
sector.windsweptIslands.description = 해안선을 더 지나면 외딴 군도가 나옵니다. 기록에 따르면 이곳에는 한때 플라스터늄을 생산하던 시설이 있었습니다.\n\n적의 해상 유닛을 막아내고, 섬에 기지를 세우고, 관련 공장을 연구해야 합니다.
|
||||
sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있는 지역을 공격하거나, 적에게 침공당한 지역을 효과적으로 수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 강탈하십시오.
|
||||
sector.impact0078.description = 이곳에는 태양계에 처음 진입한 우주 수송선의 잔해가 존재합니다.\n\n우주선이 파괴된 잔해에서 최대한 많은 자원을 회수하고, 손상되지 않은 그들의 기술을 획득하십시오.
|
||||
sector.planetaryTerminal.description = 최종 목표입니다.\n\n적이 필사의 각오로 지키고 있는 이 해안 기지엔 다른 행성으로 코어를 발사할 수 있는 시설이 있습니다.\n\n해군을 생산하여 적을 신속하게 제거하고, 그들의 행성간 이동 기술을 강탈하십시오.\n\n[royal] 건투를 빕니다.[]
|
||||
sector.coastline.description = 이 장소에서 해상 유닛 기술의 잔재가 발견되었습니다. 적의 공격을 격퇴하고, 이 지역을 점령하고, 기술을 습득하십시오.
|
||||
sector.coastline.description = 이 장소에서 합금 제조 기술의 잔재가 발견되었습니다.\n\n적의 공격을 격퇴하고, 이 지역을 점령하고, 기술을 습득하십시오.
|
||||
sector.navalFortress.description = 적은 자연적으로 요새화된 외딴 섬에 기지를 세웠습니다. 이 전초기지를 파괴하여 적의 발전된 해군 건조 기술을 습득하고 연구하십시오.
|
||||
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.facility32m.description = 이 구역에는 폭발물 생산 시설의 낡은 잔해가 남아 있습니다.\n\n이 지역을 점령하십시오. 폭발물 혼합기를 연구하십시오. 포탑 탄약으로 사용할 폭발물을 생산하십시오.
|
||||
sector.taintedWoods.description = [gray][선택적 목표][]\n석유 매장량이 풍부한 이 지역은 거대한 곰팡이 군락으로 뒤덮여 있어 통행이 어렵습니다.\n\n이곳의 자원을 활용하여 플라스타늄을 생산하고 적을 물리치십시오.
|
||||
sector.sunkenPier.description = [gray][선택적 목표][]\n한때 해상 석유 시추 플랫폼이었던 이 시설은 오래전부터 방치되어 낡아버렸습니다.\n\n 많은 적 해상 유닛이 감지되었습니다. 여러 방향에서 공격이 있을 수 있으니 대비하십시오.
|
||||
sector.atolls.description = [gray][선택적 목표][]\n이 위치에서 다수의 적 해군 기지가 탐지되었습니다.\n\n메가 유닛을 활용하여 지상 유닛을 공격 위치로 수송하십시오. 해상 유닛을 생산하여 주변 전초 기지를 파괴하십시오.
|
||||
sector.frontier.description = 이곳에 소규모 적의 전초 기지가 발견되었습니다.\n\n자원을 더욱 효율적으로 채취하려면 모노 유닛을 생산하세요. 애디티브 재구성기를 활용하여 더욱 강력한 유닛을 생산하십시오.
|
||||
sector.infestedCanyons.description = 산 너머에는 구불구불한 강과 협곡이 펼쳐져 있는데, 지금은 포자 이끼로 뒤덮여 있습니다.\n\n적의 맹공격에 맞서 기지를 지켜내십시오. 해상 유닛을 생산하고, 모든 적의 핵심 거점을 파괴하십시오.
|
||||
sector.testingGrounds.description = [gray][선택적 목표][]\n분화구가 즐비한 사막 계곡으로, 과거 군사 실험장으로 사용되었습니다.\n\n물 부족으로 인해 이곳에 거점을 마련하는 것은 어려울 수 있습니다. 여러 방향에서 공격이 있을 수 있으니 대비하십시오.
|
||||
sector.perilousHarbor.description = 이 험준한 해안 지역 곳곳에 적의 기지가 여러 개 건설되었습니다.\n\n해상 부대를 생산하여 적의 요새를 파괴하십시오.
|
||||
sector.weatheredChannels.description = [gray][선택적 목표][]\n이 해협 수로에는 풍부한 자원이 매장되어 있습니다. 핵심 거점을 확보하고 적의 공격을 막아내세요.\n\n적은 다양한 경로를 통해 아군 기반 시설을 공격할 것입니다. 매복 공격의 징후를 살피고 적절히 방어하십시오.
|
||||
sector.mycelialBastion.description = 이 요새화된 복합 시설은 균류 지대의 깊숙한 곳에 자리 잡고 있으며, 고도로 발달된 곤충형 유닛으로 인접 구역을 위협하고 있습니다.\n\n이 복합 시설을 공격하고, 내부에 있는 기술을 획득하십시오. 벽을 이동할 수 있는 유닛을 활용하십시오.
|
||||
sector.littoralShipyard.description = 중앙해의 외딴 곳에 위치한 이 해군 생산 시설에는 첨단 유닛을 제작하는 기술이 있습니다.\n\n이 시설을 파괴하고, 그 기술을 활용하여 최종 목표 달성에 기여하십시오.
|
||||
|
||||
sector.onset.name = 시작
|
||||
sector.aegis.name = 보호
|
||||
@@ -963,11 +1047,11 @@ sector.origin.name = 근원
|
||||
|
||||
sector.onset.description = 에레키르 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
|
||||
sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
|
||||
sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 유닛이 필요할 것입니다.
|
||||
sector.lake.description = 이 지역의 광재 호수는 유닛 운용 범위를 크게 제한합니다. 호버 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산해야 합니다.
|
||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 보입니다.\n방어선을 빠르게 구축하고 가능한 한 빨리 세력을 확장해야 합니다.\n이 지역의 험난한 지형을 돌파하려면 [accent]기계[] 유닛이 필요할 것입니다.
|
||||
sector.atlas.description = 이 지역은 각기 다른 지형을 포함하고 있으며, 효과적으로 공격하기 위해서는 다양한 기체가 필요합니다.\n이곳에서 발견된 더 강력한 적의 기지를 통과하기 위해서는 상위 등급의 유닛이 필요할 수도 있습니다.\n[accent]전해조[]와 [accent]전차 재조립기[]를 연구하세요.
|
||||
sector.split.description = 이 지역에 최소한으로 존재하는 적 주둔군은 새로운 운송 기술을 시험하기에 완벽합니다.
|
||||
sector.basin.description = 이 지역에는 많은 수의 적이 확인되었습니다. 발판을 마련하기 위해 신속히 유닛을 생산하여 적의 기지를 무력화 해야 합니다.
|
||||
sector.basin.description = 이 지역에는 대규모 적 병력이 확인되었습니다. 발판을 마련하려면 유닛을 빠르게 생산해 적 코어를 점령해야 합니다.
|
||||
sector.marsh.description = 이 지역은 아르키사이트가 풍부하지만 분출구의 수는 한정적입니다.\n[accent]화학적 연소실[]을 건설하여 전력을 생산하세요.
|
||||
sector.peaks.description = 이 지역의 산악 지형은 대부분의 유닛을 무용지물로 만들었습니다. 비행 가능한 유닛이 필요합니다.\n적의 방공망에 유의하십시오. 일부 시설은 지원 건물을 공격하여 무력화시킬 수 있습니다.
|
||||
sector.ravine.description = 적의 중요한 이동 경로이긴 하지만, 해당 구역에선 적의 기지가 감지되지 않았습니다. 다양한 적군을 맞닥뜨릴 것으로 예상됩니다.\n[accent]설금[]을 생산하여 포탑 [accent]어플릭트[]를 건설하세요.
|
||||
@@ -975,7 +1059,7 @@ sector.caldera-erekir.description = 이 지역에서 탐지된 자원은 여러
|
||||
sector.stronghold.description = 이 지역의 대규모 적 야영지에는 적들이 지키고 있는 상당한 양의 [accent]토륨[] 매장지가 있습니다.\n더 높은 등급의 유닛과 포탑을 연구할 때 사용합니다.
|
||||
sector.crevice.description = 적들은 이 지역에서 당신의 기지를 제거하기 위해 맹렬한 공격부대를 보낼 것입니다.\n[accent]탄화물[]과 [accent]열분해 발전기[]를 연구하는 것은 살아남기 위해 반드시 필요합니다.
|
||||
sector.siege.description = 이 지역은 두 갈래의 공격을 강요하는 두 개의 평행 협곡이 특징입니다.\n더 강력한 전차 유닛을 만들기 위한 능력을 얻기 위해 [accent]시아노겐[]을 연구하시오.\n주의: 적의 장거리 발사체가 감지되었습니다. 미사일은 충돌 전에 격추될 수 있습니다.
|
||||
sector.crossroads.description = 이 지역의 적 기지는 다양한 지형에 위차하고 있는 것이 확인 되었으며 이로 인해 다양한 유닛이 필요합니다. \n또한, 일부 기지는 보호막으로 보호되고 있습니다. 그들이 어떻게 전력을 공급받는지 알아보아야 합니다.
|
||||
sector.crossroads.description = 이 지역의 적 기지는 서로 다른 지형에 자리 잡고 있어, 이에 대응할 다양한 유닛이 필요합니다.\n또한 일부 기지는 보호막으로 보호되고 있습니다. 전력이 어디서 공급되는지 알아내야 합니다.
|
||||
sector.karst.description = 이 지역은 자원이 풍부하지만, 새로운 코어가 착륙하면 적에게 공격을 받을 것입니다.\n자원의 이점을 활용하고 [accent]위상 섬유[]를 연구하세요.
|
||||
sector.origin.description = 상당한 적이 존재하는 마지막 지역입니다.\n 모든 연구를 마쳤으니 오직 모든 적의 코어를 파괴하는 데만 집중하세요.
|
||||
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = 파손
|
||||
status.corroded.name = 부식
|
||||
status.unmoving.name = 멈춤
|
||||
status.boss.name = 수호자
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = 언어
|
||||
settings.data = 게임 데이터
|
||||
@@ -1014,6 +1102,13 @@ settings.clearresearch = 연구 초기화
|
||||
settings.clearresearch.confirm = 정말로 모든 연구를 삭제하시겠습니까?
|
||||
settings.clearcampaignsaves = 캠페인 맵 초기화
|
||||
settings.clearcampaignsaves.confirm = 정말로 캠페인을 초기화하시겠습니까?
|
||||
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]< 일시정지 >[]
|
||||
clear = 초기화
|
||||
banned = [scarlet]금지됨
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = 지상 조준
|
||||
stat.crushdamage = 파쇄 피해
|
||||
stat.legsplashdamage = 다리 짓밟기 피해
|
||||
stat.itemsmoved = 이동 속도
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = 출격 간격
|
||||
stat.shootrange = 사거리
|
||||
stat.size = 크기
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = 무기
|
||||
stat.bullet = 탄환
|
||||
stat.moduletier = 모듈 등급
|
||||
stat.unittype = 유닛 유형
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = 속도 증가
|
||||
stat.range = 사거리
|
||||
stat.drilltier = 채굴 가능
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]방어 관통
|
||||
bullet.armorweakness = [red]{0}x[lightgray] 방어력 취약
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] 방어력 관통
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] 방어력 반격
|
||||
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] 피해 한도
|
||||
bullet.suppression = [stat]{0} 초[lightgray] 수리 억제 ~ [stat]{1}[lightgray] 타일
|
||||
bullet.empradius = [stat]{0}[lightgray] 타일 EMP 범위
|
||||
@@ -1265,7 +1366,7 @@ unit.billions = b
|
||||
unit.shots = 발
|
||||
unit.pershot = /발
|
||||
unit.perleg = /다리 당
|
||||
unit.perside = per side
|
||||
unit.perside = 방향당
|
||||
category.purpose = 목적
|
||||
category.general = 일반
|
||||
category.power = 전력
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = 그림자
|
||||
setting.blockreplace.name = 자동 블록 제안
|
||||
setting.linear.name = 선형 필터링
|
||||
setting.hints.name = 힌트 표시
|
||||
setting.logichints.name = 로직 힌트 표시
|
||||
setting.backgroundpause.name = 백그라운드에서 일시정지
|
||||
setting.buildautopause.name = 건설 자동 일시정지
|
||||
setting.doubletapmine.name = 연속 터치로 채광
|
||||
@@ -1350,7 +1450,7 @@ setting.hidedisplays.name = 로직 디스플레이 숨김
|
||||
setting.macnotch.name = 노치를 표시하도록 인터페이스 조정
|
||||
setting.macnotch.description = 적용하려면 재시작이 필요합니다.
|
||||
steam.friendsonly = 친구 전용
|
||||
steam.friendsonly.tooltip = 게임에 스팀 친구만 접속할 수 있는가에 대한 여부입니다. 체크를 해제하면, 누구나 접속할 수 있습니다.
|
||||
steam.friendsonly.tooltip = 스팀 친구만 게임에 접속할 수 있을지 정합니다.\n체크를 해제하면 누구나 접속할 수 있습니다.
|
||||
setting.maxmagnificationmultiplierpercent.name = 최소 카메라 거리
|
||||
setting.minmagnificationmultiplierpercent.name = 최대 카메라 거리
|
||||
setting.minmagnificationmultiplierpercent.description = 설정 값이 높으면 성능 문제가 발생할 수 있습니다.
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = 적 AI 무한자원
|
||||
rules.blockhealthmultiplier = 블록 체력 배수
|
||||
rules.blockdamagemultiplier = 블록 피해량 배수
|
||||
rules.unitfactoryactivation = 유닛 공장 활성화 지연
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = 유닛 생산속도 배수
|
||||
rules.unitcostmultiplier = 유닛 비용 배수
|
||||
rules.unithealthmultiplier = 유닛 체력 배수
|
||||
@@ -1560,7 +1661,7 @@ rules.invasions = 적 지역 침공
|
||||
rules.legacylaunchpads = 구 발사 패드 메커니즘
|
||||
rules.legacylaunchpads.info = 7.0에서와 같이 착륙 패드 없이 발사 패드를 사용할 수 있습니다.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 비활성화 됨[lightgray] (구 발사 패드 메커니즘 활성화 상태)
|
||||
rules.showspawns = 적 스폰 표시
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = 무작위 단계 AI
|
||||
rules.pauseDisabled = 일시 중지 비활성화
|
||||
rules.fire = 방화 허용
|
||||
@@ -2084,6 +2185,9 @@ block.disperse.name = 디스퍼스
|
||||
block.afflict.name = 어플릭트
|
||||
block.lustre.name = 러스터
|
||||
block.scathe.name = 스캐드
|
||||
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 = 전차 재조립기
|
||||
block.mech-refabricator.name = 기계 재조립기
|
||||
block.ship-refabricator.name = 함선 재조립기
|
||||
@@ -2139,17 +2243,17 @@ hint.breaking = 블록을 부수려면 [accent]우클릭[]한 후 드래그하
|
||||
hint.breaking.mobile = 블록을 부수려면 오른쪽 하단의 \ue817 [accent]망치[]를 눌러 해체 모드를 활성화하십시오.\n\n손가락으로 누른 채로 끌어서 해체 범위를 지정하십시오.
|
||||
hint.blockInfo = 블록의 입력해야 할 자원과 통계를 확인하려면, 오른쪽 하단 [accent]건설 목록[]에서 블록을 선택한 후 블록 이름 오른쪽의 [accent][[?][] 버튼을 누르십시오.
|
||||
hint.derelict = [accent]버려진[] 구조물은 더 이상 작동하지 않는 오래된 기지의 부서진 잔해입니다.\n\n이 구조물은 [accent]철거[]하여 자원을 얻을 수 있습니다.
|
||||
hint.research = 새 기술을 연구하려면 \ue875 [accent]연구[]버튼을 누르십시오.
|
||||
hint.research.mobile = 새 기술을 연구하려면 \ue88c [accent]메뉴[] 아래의 \ue875 [accent]연구[]버튼을 누르십시오.
|
||||
hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 ctrl][]을 누른 채로 해당 개체를[accent]클릭[] 하십시오.
|
||||
hint.research = 새 기술을 연구하려면 \ue875 [accent]연구[] 버튼을 누르십시오.
|
||||
hint.research.mobile = 새 기술을 연구하려면 \ue88c [accent]메뉴[] 아래의 \ue875 [accent]연구[] 버튼을 누르십시오.
|
||||
hint.unitControl = 아군 유닛과 포탑을 조종하려면 [accent][[왼쪽 Ctrl][]을 누른 채로 해당 개체를 [accent]클릭[]하십시오.
|
||||
hint.unitControl.mobile = 아군 유닛과 포탑을 조종하려면 해당 개체를 [accent]빠르게 두 번 누르십시오[].
|
||||
hint.unitSelectControl = 유닛을 조종하려면, [accent]왼쪽 shift[]를 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 누르거나 끌어서 유닛을 선택합니다. [accent]우클릭[]으로 유닛에게 이동과 공격을 명령할 수 있습니다.
|
||||
hint.unitSelectControl.mobile = 유닛을 조종하려면, 왼쪽 아래에 있는 [accent]명령[]을 눌러 [accent]명령 모드[]를 활성화하시오.\n명령 모드가 활성화되어 있을 때 길게 누르거나 끌어서 유닛을 선택합니다. 눌러서 유닛에게 이동과 공격을 명령할 수 있습니다.
|
||||
hint.launch = 충분한 자원을 모았으면, 오른쪽 하단에 \ue827 [accent]행성 지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
|
||||
hint.launch.mobile = 충분한 자원을 모았으면, 왼쪽 상단에 \ue88c [accent]메뉴[]에 있는 \ue827 [accent]행성 지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
|
||||
hint.unitSelectControl = 유닛을 조종하려면 [accent]왼쪽 Shift[]를 눌러 [accent]명령 모드[]로 들어가세요.\n명령 모드에서는 누르거나 드래그해 유닛을 선택할 수 있습니다. [accent]우클릭[]으로 유닛에게 이동 또는 공격을 명령하세요.
|
||||
hint.unitSelectControl.mobile = 유닛을 조종하려면 왼쪽 아래의 [accent]명령[] 버튼을 눌러 [accent]명령 모드[]로 들어가세요.\n명령 모드에서는 길게 누르거나 드래그해 유닛을 선택할 수 있습니다. 위치나 대상을 눌러 유닛에게 이동 또는 공격을 명령하세요.
|
||||
hint.launch = 충분한 자원을 모았다면, 오른쪽 하단의 \ue827 [accent]행성 지도[]를 열고 주변 지역을 선택해 [accent]출격[]할 수 있습니다.
|
||||
hint.launch.mobile = 충분한 자원을 모았다면, 왼쪽 상단의 \ue88c [accent]메뉴[]에서 \ue827 [accent]행성 지도[]를 열고 주변 지역을 선택해 [accent]출격[]할 수 있습니다.
|
||||
hint.schematicSelect = [accent][[F][]를 누른 채로 끌어서 복사하고 붙여넣을 블록을 선택하십시오. \n\n [accent][[마우스 휠][]을 누르면 한 개의 블록만 복사할 수 있습니다.
|
||||
hint.rebuildSelect = [accent][[B][]를 누르고 끌어서 파괴된 블록 흔적을 선택하세요.\n선택된 블록은 자동으로 복구됩니다.
|
||||
hint.rebuildSelect.mobile = 복사 버튼 \ue874 을 선택하시고, 재건축 버튼 \ue80f 을 탭 하신 뒤, 드래그 하여 블록 흔적을 선택하세요. 선택된 블록은 자동으로 복구됩니다.
|
||||
hint.rebuildSelect.mobile = 복사 버튼 \ue874 을 선택하시고, 재건축 버튼 \ue80f 을 탭하신 뒤, 드래그하여 블록 흔적을 선택하세요. 선택된 블록은 자동으로 복구됩니다.
|
||||
hint.conveyorPathfind = [accent][[왼쪽 Ctrl][]을 누른 채로 컨베이어를 대각선으로 끌면 길을 자동으로 만들어줍니다.
|
||||
hint.conveyorPathfind.mobile = \ue844 [accent]대각 모드[]를 활성화하고 컨베이어를 대각선으로 끌면 길을 자동으로 찾아줍니다.
|
||||
hint.boost = [accent][[왼쪽 Shift][]를 눌러 탑승한 유닛으로 장애물을 넘을 수 있습니다. \n\n 일부 지상 유닛만 이륙할 수 있습니다.
|
||||
@@ -2159,19 +2263,19 @@ hint.payloadDrop = 다시 내려놓으려면 빈 공간에서 [accent]][]를 누
|
||||
hint.payloadDrop.mobile = 다시 내려놓으려면 빈 공간에서 두고 싶은 곳을 [accent]잠깐 누르십시오[].
|
||||
hint.waveFire = [accent]웨이브[] 포탑에 물을 공급하면 주변에 발생한 화재를 자동으로 진압합니다.
|
||||
hint.guardian = [accent]수호자[] 유닛은 높은 체력과 방어력을 가졌습니다. [accent]구리[]와 [accent]납[]처럼 약한 탄약으로는 [scarlet]효과적인 피해를 주지 못합니다[].\n\n수호자를 제거하려면 높은 티어의 포탑 또는 \uf835 [accent]흑연[]을 탄약으로 넣은 \uf861듀오/\uf859살보를 사용하십시오.
|
||||
hint.coreUpgrade = 코어는 [accent]상위 코어를 위에 설치[]하여 업그레이드할 수 있습니다.\n\n [accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하십시오. 주변에 장애물이 없는지 확인하십시오.
|
||||
hint.coreUpgrade = 코어는 [accent]더 높은 등급의 코어를 위에 설치[]해 업그레이드할 수 있습니다.\n\n[accent]기반[] 코어를 [accent]조각[] 코어 위에 설치하세요. 주변에 장애물이 없는지 확인하세요.
|
||||
hint.serpuloCoreZone = 추가 코어는 :core-zone: [accent]코어 구역[] 타일에 건설할 수 있습니다.
|
||||
hint.cannotUpgrade = 만약 재구성기 위에 [red]:tree:[] 아이콘이 있는 경우 업그레이드된 버전이 아직 연구되지 않았음을 나타냅니다.\n\n유닛 업그레이드는 재구성기에서 생산되기 전에 [accent]:tree: 연구 기록[]에서 반드시 연구해야 합니다.
|
||||
hint.presetLaunch = [accent]얼어붙은 숲[]과 같은 회색[accent]캠페인 지역[]은 어디에서나 출격해서 올 수 있습니다. 주변 지역을 점령하지 않아도 됩니다.\n\n이와 같은 [accent]네임드 지역[]들은 [accent]선택적[]입니다.
|
||||
hint.presetDifficulty = 이 지역은 [scarlet]위험도가 높은[] 지역입니다.\n적절한 기술과 준비 없이 이런 지역들로 출격하는건 [accent]추천하지 않습니다[].
|
||||
hint.cannotUpgrade = 재구성기 위에 [red]:tree:[] 아이콘이 있다면 업그레이드된 버전이 아직 연구되지 않았다는 뜻입니다.\n\n유닛 업그레이드는 재구성기에서 생산하기 전에 [accent]:tree: 연구 기록[]에서 먼저 연구해야 합니다.
|
||||
hint.presetLaunch = [accent]얼어붙은 숲[]과 같은 회색 [accent]착륙 지점 지역[]은 어디서나 출격할 수 있습니다. 주변 지역을 점령할 필요는 없습니다.\n\n이런 [accent]숫자 지역[]은 [accent]선택 사항[]입니다.
|
||||
hint.presetDifficulty = 이 지역은 [scarlet]위협도가 높은[] 지역입니다.\n적절한 기술과 준비 없이 이런 지역으로 출격하는 것은 [accent]추천하지 않습니다[].
|
||||
hint.coreIncinerate = 코어가 자원으로 가득 찬 후에 받는 모든 자원들은 [accent]소각[]될 것입니다.
|
||||
hint.factoryControl = 유닛 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 마우스 오른쪽 버튼으로 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
|
||||
hint.factoryControl.mobile = 유닛 공장의 [accent]출력 목적지[]를 설정하려면, 명령 모드에서 공장 블록을 클릭한 다음, 눌러서 위치를 지정합니다.\n생산된 유닛은 자동으로 그곳으로 이동합니다.
|
||||
|
||||
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
|
||||
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
|
||||
gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 'J'키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫은 후, 오른쪽 아래에 있는 블록 메뉴에서 [accent]드릴 아이콘의 카테고리[]를 클릭하고, 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n[lightgray](만약 바로 건설되는게 불편하다면, 설정->게임에서 건설 자동 일시정지를 킬 수 있습니다.)[]
|
||||
gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에 [accent]드릴 아이콘의 카테고리[]를 누르고, 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
|
||||
gz.research = 오른쪽 하단의 \ue875 연구 기록을 열거나 'J' 키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구한 뒤, 오른쪽 아래 블록 메뉴의 [accent]드릴 카테고리[]에서 해당 드릴을 선택하세요.\n구리 광석 위를 클릭해 배치합니다.\n[lightgray](즉시 건설되는 방식이 불편하다면 설정 -> 게임에서 건설 자동 일시정지를 켤 수 있습니다.)[]
|
||||
gz.research.mobile = 왼쪽 상단의 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구한 뒤, 연구 메뉴를 닫고 오른쪽 아래 블록 메뉴의 [accent]드릴 카테고리[]에서 해당 드릴을 선택하세요.\n구리 광석 위를 눌러 배치합니다.\n\n오른쪽 아래의 \ue800 [accent]체크마크[]를 눌러 확정하세요.
|
||||
gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||
gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||
gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
|
||||
@@ -2181,7 +2285,7 @@ gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [acc
|
||||
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
|
||||
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n\uf8ae [accent]구리 벽[]을 연구하고 포탑 주변에 배치하세요.
|
||||
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||
gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.\n전에 숙지 했던 방법으로 스캐터를 배치하세요.
|
||||
gz.aa = 비행 유닛은 기본 포탑만으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 뛰어난 대공 성능을 갖추고 있지만, 탄약으로 \uf837 [accent]납[]이 필요합니다.\n앞서 익힌 방법으로 스캐터를 배치하세요.
|
||||
gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
|
||||
gz.supplyturret = [accent]포탑에 탄약 보급
|
||||
gz.zone1 = 여긴 적의 착륙 지점입니다.
|
||||
@@ -2230,9 +2334,9 @@ atolls.2strategies = 이 기지를 파괴하는 데는 두 가지 전략이 있
|
||||
onset.mine = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 클릭하여 채굴하세요.\n\n[accent][WASD]로 움직이세요.
|
||||
onset.mine.mobile = 벽에 붙어있는 \uf748 [accent]베릴륨[]을 눌러서 채굴하세요.
|
||||
onset.research = \ue875 연구 기록을 여세요.\n \uf73e [accent]터빈 응결기[]를 연구하고, 연구 기록을 다시 닫은 다음, 구덩이 위에 배치하세요.\n터빈 응결기는 [accent]전력[]을 생산합니다.
|
||||
onset.bore = 다시 연구 기록을 열어 \uf741 [accent]플라즈마 채광기[]를 연구하고 배치하세요.\n벽으로부터 자동으로 자원을 채굴합니다.
|
||||
onset.bore = 다시 연구 기록을 열어 \uf741 [accent]플라즈마 채광기[]를 연구하고 배치하세요.\n벽에서 자동으로 자원을 채굴합니다.
|
||||
onset.power = [accent]전력[]을 플라즈마 채광기로 전달하기 위해선, \uf73d [accent]빔 노드[]를 연구하고 배치하세요.\n터빈 응결기와 플라즈마 채광기를 연결하세요.
|
||||
onset.ducts = \uf799 [accent]도관[]을 연구하고 배치하여 플라즈마 채광기에서 채굴한 자원을 코어로 운반하세요.\n클릭하고 끌어서 도관을 길게 연결하세요.\n[accent]스크롤해서[]해서 방향을 회전할 수 있습니다.
|
||||
onset.ducts = \uf799 [accent]도관[]을 연구하고 배치해 플라즈마 채광기에서 채굴한 자원을 코어로 운반하세요.\n클릭하고 드래그해 여러 개의 도관을 배치하세요.\n[accent]스크롤[]해서 방향을 회전할 수 있습니다.
|
||||
onset.ducts.mobile = \uf799 [accent]도관[]을 연구하고 배치하여 플라즈마 채광기에서 채굴한 자원을 코어로 운반하세요.\n손가락을 길게 누르고 끌어서 도관을 길게 연결하세요.
|
||||
onset.moremine = 채굴 작업을 확장하세요.\n더 많은 플라즈마 채광기를 배치하고 빔 노드와 도관을 사용하여 보조하세요.\n베릴륨 200개 채굴하기.
|
||||
onset.graphite = 더 복잡한 건물은 \uf835 [accent]흑연[]이 필요합니다.\n흑연을 채굴하는 플라즈마 채광기를 배치하세요.
|
||||
@@ -2247,17 +2351,17 @@ onset.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있
|
||||
onset.enemies = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||
onset.defenses = [accent]방어 태세 갖추기:[lightgray] {0}
|
||||
onset.attack = 적이 취약한 상태입니다. 반격하세요.
|
||||
onset.cores = 새로운 코어는 [accent]코어 타일[]위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n \uf725 코어를 배치하세요.
|
||||
onset.detect = 적은 2분 이내에 당신을 감지할 것입니다.\n생산, 채굴, 방어시설을 구성하세요.
|
||||
onset.cores = 새로운 코어는 [accent]코어 타일[] 위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n\uf725 코어를 배치하세요.
|
||||
onset.detect = 적은 2분 이내에 당신을 감지할 것입니다.\n생산, 채굴, 방어 시설을 갖추세요.
|
||||
onset.commandmode = [accent]shift[]를 눌러 [accent]명령 모드[]를 활성화하세요.\n[accent]좌클릭과 드래그[]로 유닛을 선택하세요.\n[accent]우클릭[]으로 선택된 유닛들에게 이동 또는 공격 명령을 내리세요.
|
||||
onset.commandmode.mobile = [accent]명령 버튼[]을 눌러 [accent]명령 모드[]를 활성화하세요.\n손가락을 꾹 누르고, [accent]드래그[]해서 유닛을 선택하세요.\n[accent]눌러서[] 선택된 유닛들에게 이동 또는 공격 명령을 내리세요.
|
||||
aegis.tungsten = 텅스텐을 채굴하려면 [accent]충격 드릴[]이 필요합니다.\n 충격 드릴은[accent]물[]과 [accent]전력[]을 필요로 합니다.
|
||||
aegis.tungsten = 텅스텐을 채굴하려면 [accent]충격 드릴[]이 필요합니다.\n이 구조물은 [accent]물[]과 [accent]전력[]이 필요합니다.
|
||||
|
||||
split.pickup = 일부 블록은 코어 유닛으로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(화물을 집어올리거나 내리는 기본 키는 '[', 그리고 ']' 입니다.)
|
||||
split.pickup.mobile = 일부 블록은 코어 유닛으로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(무언가를 집어올리거나 내려놓으려면, 해당 블록을 길게 누르세요.)
|
||||
split.acquire = 유닛을 생산하려면 텅스텐을 채굴해야 합니다.
|
||||
split.build = 유닛을 벽의 반대편으로 운반해야 합니다.\n두 개의 [accent]화물 매스 드라이버[]를 각 벽면에 하나씩 배치하세요.\n둘 중 하나를 누른 다음 다른 하나를 선택하여 연결을 설정합니다.
|
||||
split.container = 컨테이너와 마찬가지로, 유닛도 [accent]화물 매스 드라이버[]를 사용하여 운송할 수 있습니다.\n유닛 조립대를 매스 드라이버 근처에 배치하여 유닛을 적재한 후, 벽을 가로질러 보내 적 기지를 공격하게 만드세요.
|
||||
split.container = 컨테이너처럼 유닛도 [accent]화물 매스 드라이버[]로 운송할 수 있습니다.\n유닛 조립대를 매스 드라이버 옆에 배치해 유닛을 적재한 뒤, 벽 너머로 보내 적 기지를 공격하세요.
|
||||
|
||||
item.copper.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
|
||||
item.copper.details = 평범한 구리. 세르풀로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강하지 않는 한 구조적으로 약합니다.
|
||||
@@ -2619,21 +2723,22 @@ unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을
|
||||
lst.read = 연결된 메모리 셀에서 숫자를 읽습니다.
|
||||
lst.write = 연결된 메모리 셀에 숫자를 작성합니다.
|
||||
lst.print = 프린트 버퍼에 텍스트를 추가합니다.\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
|
||||
lst.printchar = 프린트 버퍼에 UTF-16 문자 또는 콘텐츠 아이콘을 추가합니다.\n[accent]Print Flush[]가 사용되지 전까지는 아무것도 표시되지 않습니다.
|
||||
lst.printchar = 프린트 버퍼에 UTF-16 문자 또는 콘텐츠 아이콘을 추가합니다.\n[accent]Print Flush[]가 사용되기 전까지는 아무것도 표시되지 않습니다.
|
||||
lst.format = 텍스트 버퍼의 다음 플레이스홀더를 값으로 바꿉니다.\n자리 표시자 패턴이 유효하지 않은 경우 아무것도 하지 않습니다.\n플레이스홀더 패턴: "{[accent]number 0-9[]}"\n예:\n[accent]print "test {0}"\nformat "example"
|
||||
lst.draw = 드로잉 버퍼에 실행문을 추가합니다.\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
|
||||
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력합니다.
|
||||
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력합니다.
|
||||
lst.drawflush = 대기 중인 [accent]Draw[] 실행문을 디스플레이에 출력합니다.
|
||||
lst.printflush = 대기 중인 [accent]Print[] 실행문을 메시지 블록에 출력합니다.
|
||||
lst.getlink = 순서별로 프로세서의 연결을 가져옵니다. 0부터 시작합니다.
|
||||
lst.control = 건물을 조종합니다.
|
||||
lst.radar = 건물 주변의 유닛을 검색합니다.
|
||||
lst.sensor = 건물 또는 유닛의 정보를 수집합니다.
|
||||
lst.set = 변수를 설정합니다.
|
||||
lst.operation = 1~2개의 변수로 연산합니다.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = 실행줄의 가장 위로 건너뜁니다.
|
||||
lst.wait = 일정 시간(초) 동안 대기합니다.
|
||||
lst.stop = 이 프로세서의 실행 중지합니다.
|
||||
lst.lookup = id를 통해 특정 유형의 자원/액체/유닛/블록을 조회합니다.\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\n...로 각 유형의 총 갯수를 알 수 있습니다.
|
||||
lst.stop = 이 프로세서의 실행을 중지합니다.
|
||||
lst.lookup = ID로 특정 유형의 자원/액체/유닛/블록을 조회합니다.\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\n...로 각 유형의 총개수를 알 수 있으며, 역으로 객체의 [accent]@id[]를 확인할 수도 있습니다.
|
||||
lst.jump = 조건부로 다른 실행문으로 건너뜁니다.
|
||||
lst.unitbind = type 옆에 있는 유닛을 지정하고, [accent]@unit[]에 저장합니다.
|
||||
lst.unitcontrol = 현재 지정된 유닛을 조종합니다.
|
||||
@@ -2642,6 +2747,7 @@ lst.unitlocate = 특정 유형의 위치/건물을 맵 상에서 조회.\n지정
|
||||
lst.getblock = 특정 위치의 타일 정보를 불러옵니다.
|
||||
lst.setblock = 특정 위치의 타일 정보 설정합니다.
|
||||
lst.spawnunit = 특정 위치에 유닛을 소환합니다.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = 유닛에게 상태 이상을 적용하거나 삭제합니다.
|
||||
lst.weathersense = 어떤 유형의 날씨가 활동하는지 확인합니다.
|
||||
lst.weatherset = 날씨 유형의 현재 상태를 설정합니다.
|
||||
@@ -2660,9 +2766,11 @@ lst.setprop = 유닛 혹은 건물의 속성을 설정합니다.
|
||||
lst.effect = 파티클 효과를 만듭니다.
|
||||
lst.sync = 네트워크 전체에서 변수를 동기화합니다.\n1초에 최대 10번만 호출됩니다.
|
||||
lst.playsound = 소리를 재생합니다.\n볼륨과 팬은 전역 값이 될 수도 있고, 위치를 기준으로 계산될 수도 있습니다.
|
||||
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 = 월드에 새로운 논리 마커를 만듭니다.\n 이 마커를 식별할 ID를 제공해야 합니다.\n 현재 마커는 월드당 20,000개로 제한되어 있습니다.
|
||||
lst.setmarker = 마커의 속성을 설정합니다.\n사용된 ID는 마커 만들기 지침에서와 동일해야 합니다.
|
||||
lst.localeprint = 텍스트 버퍼에 맵 로케일 번들 속성 값을 추가합니다.\n맵 편집기에서 맵 로케일 번들을 설정하려면 [accent]맵 정보 > 로케일 번들[]을 선택합니다.\n클라이언트가 모바일 기기인 경우 먼저 ".mobile"로 끝나는 속성을 print하려고 시도합니다.
|
||||
lst.query = Queries units/buildings in a specified area.\nResults are outputted into [accent]@queries[].\nResults can be read from [accent]@queries[] using the [accent]Read[] instruction and an index.\nLength of [accent]@queries[] can be sensed using [accent]@size[] as a parameter.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
linkfail = Nepavyko atidaryti nuorodos!\nURL nukopijuotas į jūsų iškarpinę.
|
||||
screenshot = Ekrano kopija išsaugota į {0}
|
||||
screenshot.invalid = Žemėlapis yra per didelis, potencialiai nepakanka vietos išsaugoti ekrano kopiją.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Žaidimas Baigtas
|
||||
gameover.disconnect = Atsijungti
|
||||
gameover.pvp = [accent] {0}[] komanda laimėjo!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Laukiama kito žemėlapio...
|
||||
highscore = [accent]Naujas rekordas!
|
||||
copied = Nukopijuota.
|
||||
indev.notready = Ši žaidimo dalis dar neparuošta
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Garsai
|
||||
load.map = Žemėlapiai
|
||||
@@ -50,11 +52,19 @@ mods.browser.view-releases = Pažiūrėti leidimus
|
||||
mods.browser.noreleases = [scarlet]Nerasti jokių leidimų\n[accent]Nėjo rasti leidimų šiai modifikacijai. Patikrinkite ar modifikacijos repo yra paskelbtų leidimų.
|
||||
mods.browser.latest = <Naujausia>
|
||||
mods.browser.releases = Leidimai
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repo
|
||||
mods.github.open-release = Leidimų puslapis
|
||||
mods.browser.sortdate = Rūšioti pagal naujausius
|
||||
mods.browser.sortstars = Rūšiuoti pagal žvaigždes
|
||||
|
||||
export.file = Eksportuoti failą
|
||||
import.file = Importuoti failą
|
||||
copy.clipboard = Kopijuoti į iškarpinę
|
||||
import.clipboard = Importuoti iš iškarpinės
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Dalintis Dirbtuvėje
|
||||
|
||||
schematic = Schema
|
||||
schematic.add = Išsaugoti schemą...
|
||||
schematics = Schemos
|
||||
@@ -62,12 +72,6 @@ schematic.search = Ieškoti schemas...
|
||||
schematic.replace = Schema šiuo pavadinimu jau egzistuoja. Pakeisti?
|
||||
schematic.exists = Schema šiuo pavadinimu jau egzistuoja.
|
||||
schematic.import = Importuoti schemą...
|
||||
schematic.exportfile = Eksportuoti failą
|
||||
schematic.importfile = Importuoti failą
|
||||
schematic.browseworkshop = Naršyti Dirbtuvę
|
||||
schematic.copy = Kopijuoti į iškarpinę
|
||||
schematic.copy.import = Importuoti iš iškarpinės
|
||||
schematic.shareworkshop = Dalintis Dirbtuvėje
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Apversti schemą
|
||||
schematic.saved = Schema išsaugota.
|
||||
schematic.delete.confirm = Ši schema bus negrįžtamai pašalinta.
|
||||
@@ -130,6 +134,7 @@ export = Export
|
||||
preparingconfig = Ruošiamos konfiguracijos
|
||||
preparingcontent = Ruošiamas turinys
|
||||
uploadingcontent = Talpinamas turinys
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Talpinamas peržiūros failas
|
||||
committingchanges = Daromi pakeitimai
|
||||
done = Baigta
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = Šios modifikacijos negalima užkrauti dėl
|
||||
mod.requiresversion = Reikia žaidimo versijos: [red]{0}
|
||||
|
||||
mod.errors = Įvyko klaida kraunant turinį.
|
||||
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]Turite modifikacijas su klaidomis.[] Išjunkite modifikacijas su klaidomis arba patasykite jas prieš žaidžiant.
|
||||
mod.enable = Įjungti
|
||||
mod.requiresrestart = Žaidimas dabar išsijungs modifikacijų perkrovimui.
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Jūs buvote išbalsuotas kitų žaidėjų. Iki Pasimatymo.
|
||||
server.kicked.clientOutdated = Pasenęs Klientas! Atnaujinkite savo žaidimą!
|
||||
server.kicked.serverOutdated = Pasenęs Serveris! Paprašykite savininko, kad būtų atnaujintas!
|
||||
server.kicked.banned = Jūs esate užblokuotas šiame serveryje.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Šis serveris yra nesuderinamas su jūsų žaidimo versija.
|
||||
server.kicked.playerLimit = Šis serveris yra pilnas. Palaukite, kol atsiras vietos.
|
||||
server.kicked.recentKick = Jūs buvote neseniai išmestas iš serverio.\nPalaukite, prieš jungiantis.
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Negalima prisijungti prie žaidimo ([accent]{0}[]).
|
||||
connecting = [accent]Prisijungiama...
|
||||
reconnecting = [accent]Reconnecting...
|
||||
connecting.data = [accent]Kraunama pasaulio informacija...
|
||||
|
||||
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 = Prievadas:
|
||||
server.invalidport = Negaliams prievado numeris!
|
||||
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!
|
||||
@@ -340,6 +352,10 @@ save.export = Eksportuoti Išsaugojimą
|
||||
save.import.invalid = [accent]Šis išsaugojimas yra kalidingas!
|
||||
save.import.fail = [crimson]Nepavyko importuoti išsaugojimo: [accent]{0}
|
||||
save.export.fail = [crimson]Nepavyko exportuoti išsaugojimo: [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 = Importuoti išsaugojimą
|
||||
save.newslot = Išsaugojimo pavadinimas:
|
||||
save.rename = Pervadinti
|
||||
@@ -475,14 +491,6 @@ editor.rules = Taisyklės:
|
||||
editor.generation = Generacija:
|
||||
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.
|
||||
@@ -504,8 +512,78 @@ 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 = Dirbtuvė
|
||||
waves.title = Bangos
|
||||
waves.team = Team
|
||||
@@ -520,10 +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 = Apžiūra
|
||||
waves.edit = Redaguoti...
|
||||
waves.random = Random
|
||||
waves.copy = Kopijuoti į iškarpinę
|
||||
waves.load = Užkrauti iš iškarpinės
|
||||
@@ -550,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Numatytasis>
|
||||
details = Detaliau...
|
||||
edit = Redaguoti...
|
||||
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
|
||||
@@ -626,6 +706,8 @@ toolmode.drawteams.description = Pieškite komandas, o ne blokus.
|
||||
#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]Nėra filtrų! Pridėkite su mygtuku easančiu žemiau.
|
||||
|
||||
@@ -689,6 +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 = Plotis:
|
||||
height = Aukštis:
|
||||
@@ -995,6 +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 = Kalba
|
||||
settings.data = Žaidimo Duomenys
|
||||
@@ -1014,6 +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]< Sustabdyta >
|
||||
clear = Išvalyti
|
||||
banned = [scarlet]Užblokuota
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Šaudo į žemės taikinius
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Judėjimo Greitis
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Laikas Tarp Paleidimų
|
||||
stat.shootrange = Atstumas
|
||||
stat.size = Dydis
|
||||
@@ -1068,6 +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 = Greičio Padidėjimas
|
||||
stat.range = Atstumas
|
||||
stat.drilltier = Gręžiama
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Šešėliai
|
||||
setting.blockreplace.name = Automatiniai Blokų Pasiūlymai
|
||||
setting.linear.name = Linijinis Filtravimas
|
||||
setting.hints.name = Užuominos
|
||||
setting.logichints.name = Logic Hints
|
||||
setting.backgroundpause.name = Pause In Background
|
||||
setting.buildautopause.name = Automatinis Statybų Sustabdymas
|
||||
setting.doubletapmine.name = Double-Tap to Mine
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = Neriboti Kompiuterio (Raudonosios Komandos) Resursai
|
||||
rules.blockhealthmultiplier = Blokų Gyvybių Daugiklis
|
||||
rules.blockdamagemultiplier = Block Damage Multiplier
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Vienetų Gamybos Greičio Daugiklis
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Vienetų Gyvybių Daugiklis
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
linkfail = Kon link niet openen!\nDe URL is gekopieerd naar je klembord
|
||||
screenshot = Schermafbeeling opgeslagen in {0}
|
||||
screenshot.invalid = Map is te groot, er is mogelijk niet genoeg geheugen beschikbaar voor een schermafbeelding.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Spel afgelopen
|
||||
gameover.disconnect = Disconnect
|
||||
gameover.pvp = Het[accent] {0}[] team heeft gewonnen!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Wachten op de volgende map...
|
||||
highscore = [accent]Nieuw topscore!
|
||||
copied = Gekopieerd.
|
||||
indev.notready = Dit gedeelte van het spel is nog niet klaar
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Geluiden
|
||||
load.map = Kaarten
|
||||
@@ -50,11 +52,19 @@ mods.browser.view-releases = Bekijk Releases
|
||||
mods.browser.noreleases = [scarlet]Geen Releases Gevonden\n[accent]Kon geen releases vinden voor deze mod. Controleer of de repository van de mod releases heeft gepubliceerd.
|
||||
mods.browser.latest = <Recentst>
|
||||
mods.browser.releases = Releases
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repo
|
||||
mods.github.open-release = Release Pagina
|
||||
mods.browser.sortdate = Sorteer op recentst
|
||||
mods.browser.sortstars = Sorteer op sterren
|
||||
|
||||
export.file = Exporteer bestand
|
||||
import.file = Importeer bestand
|
||||
copy.clipboard = Kopi�ren naar Klembord
|
||||
import.clipboard = Importeren van Klembord
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Delen op de Werkplaats
|
||||
|
||||
schematic = Ontwerp
|
||||
schematic.add = Bewaar ontwerp...
|
||||
schematics = Ontwerpen
|
||||
@@ -62,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = Er bestaat al een ontwerp met die naam. Overschrijven?
|
||||
schematic.exists = Een ontwerp met die naam bestaat al.
|
||||
schematic.import = Importeer ontwerp...
|
||||
schematic.exportfile = Exporteer bestand
|
||||
schematic.importfile = Importeer bestand
|
||||
schematic.browseworkshop = Blader werkplaats
|
||||
schematic.copy = Kopi�ren naar Klembord
|
||||
schematic.copy.import = Importeren van Klembord
|
||||
schematic.shareworkshop = Delen op de Werkplaats
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Spiegel ontwerp
|
||||
schematic.saved = Ontwerp bewaard.
|
||||
schematic.delete.confirm = Dit ontwerp zal in een zwart gat verdwijnen.
|
||||
@@ -130,6 +134,7 @@ export = Export
|
||||
preparingconfig = Configuratie voorbereiden
|
||||
preparingcontent = Inhoud voorbereiden
|
||||
uploadingcontent = Inhoud aan het uploaden
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Thumbnail aan het uploaden
|
||||
committingchanges = Wijzigingen aan het bewaren
|
||||
done = Klaar
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = This mod is unable to be loaded due to inva
|
||||
mod.requiresversion = Vereist spelversie: [red]{0}
|
||||
|
||||
mod.errors = Er hebben zich fouten voordaan tijdens het laden van de inhoud.
|
||||
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]Je mods bevatten fouten.[] Zet de mods uit of los de problemen op voordat je verder gaat met spelen.
|
||||
mod.enable = Activeer
|
||||
mod.requiresrestart = Het spel zal nu afsluiten om de veranderingen aan de mods door te voeren.
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Je bent weggestemd. Vaarwel.
|
||||
server.kicked.clientOutdated = Verouderde client! Update jouw spel!
|
||||
server.kicked.serverOutdated = Verouderde server! Vraag de host om te upgraden!
|
||||
server.kicked.banned = Je bent gedegradeerd van deze server.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Deze server is niet verenigbaar met jouw bouwtype.
|
||||
server.kicked.playerLimit = Deze server is vol. Wacht voor een vrije plek.
|
||||
server.kicked.recentKick = Je bent reeds verwijderd.\nWacht voordat je opnieuw verbindt.
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Geen verbinding mogelijk ([accent]{0}[]).
|
||||
connecting = [accent]Aan het verbinden...
|
||||
reconnecting = [accent]Aan het herverbinden...
|
||||
connecting.data = [accent]Wereld aan het laden...
|
||||
|
||||
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 = Poort:
|
||||
server.invalidport = Poort is geen geldig getal!
|
||||
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!
|
||||
@@ -340,6 +352,10 @@ save.export = Exporteer Save
|
||||
save.import.invalid = [accent]Deze save is ongeldig!
|
||||
save.import.fail = [crimson]Importeren van save mislukt: [accent]{0}
|
||||
save.export.fail = [crimson]Exporteren van save mislukt: [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 = Importeer Save
|
||||
save.newslot = Save naam:
|
||||
save.rename = Hernoem
|
||||
@@ -475,14 +491,6 @@ editor.rules = Regels:
|
||||
editor.generation = Generatie:
|
||||
editor.objectives = Doelen
|
||||
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.
|
||||
@@ -504,8 +512,78 @@ editor.filters.description = Beschrijving
|
||||
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 = Werkplaats
|
||||
waves.title = Rondes
|
||||
waves.team = Team
|
||||
@@ -520,10 +598,10 @@ waves.spawn = spawn:
|
||||
waves.spawn.all = <allemaal>
|
||||
waves.spawn.select = Spawn Select
|
||||
waves.spawn.none = [scarlet]geen spawns gevonden in kaart
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = maximale eenheden
|
||||
waves.guardian = Bewaker
|
||||
waves.preview = Voorvertoning
|
||||
waves.edit = Bewerk...
|
||||
waves.random = Random
|
||||
waves.copy = Kopieer naar klembord
|
||||
waves.load = Laad van klembord
|
||||
@@ -550,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Standaard>
|
||||
details = Details...
|
||||
edit = Bewerk...
|
||||
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
|
||||
@@ -626,6 +706,8 @@ toolmode.drawteams.description = Tekent teams in plaats van blokken.
|
||||
#unused
|
||||
toolmode.underliquid = Onder vloeistoffen
|
||||
toolmode.underliquid.description = Teken vloeren onder vloeistoffen tegels.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Geen filters! Voeg er ��n toe met de onderstaande knop.
|
||||
|
||||
@@ -689,6 +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 = Breedte:
|
||||
height = Hoogte:
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = Gestraald
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Onbeweeglijk
|
||||
status.boss.name = Bewaker
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Taal
|
||||
settings.data = Spelgegevens
|
||||
@@ -1014,6 +1102,13 @@ settings.clearresearch = Wis Onderzoek
|
||||
settings.clearresearch.confirm = Weet je zeker dat je al je onderzoek wilt verwijderen?
|
||||
settings.clearcampaignsaves = Wis Veldtocht Saves
|
||||
settings.clearcampaignsaves.confirm = Weet je zeker dat je al je veldtocht saves wilt verwijderen?
|
||||
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]< Gepauzeerd >
|
||||
clear = Wis
|
||||
banned = [scarlet]Verbannen
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Gronddoelwitten
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Beweegingssnelheid
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Tijd tussen lanceringen
|
||||
stat.shootrange = Bereik
|
||||
stat.size = Formaat
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = Wapens
|
||||
stat.bullet = Kogel
|
||||
stat.moduletier = Module Niveau
|
||||
stat.unittype = Unit Type
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Snelheidsverhoging
|
||||
stat.range = Bereik
|
||||
stat.drilltier = Valt te delven
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]pantserdoorborend
|
||||
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
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Schaduwen
|
||||
setting.blockreplace.name = Automatische Blok Suggesties
|
||||
setting.linear.name = Linear Filteren
|
||||
setting.hints.name = Hints
|
||||
setting.logichints.name = Logische Hints
|
||||
setting.backgroundpause.name = Pauzeer in achtergrond
|
||||
setting.buildautopause.name = Pauzeer Bouw Automatisch
|
||||
setting.doubletapmine.name = Dubbelklik om te delven
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = Oneindige AI Materialen
|
||||
rules.blockhealthmultiplier = Blok Levenspunten Vermenigvuldiger
|
||||
rules.blockdamagemultiplier = Blokschade Vermenigvuldiger
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Eenheid Spawnsnelheid Vermenigvuldiger
|
||||
rules.unitcostmultiplier = Eenheidskosten Vermenigvuldiger
|
||||
rules.unithealthmultiplier = Eenheid Levenspunten Vermenigvuldiger
|
||||
@@ -1560,7 +1661,7 @@ 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 = Vuur
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
linkfail = Openen van link mislukt!\nDe link is gekopiëerd naar je klembord.
|
||||
screenshot = Locatie screenshot: {0}
|
||||
screenshot.invalid = Kaart te groot, mogelijks te weinig geheugen voor een screenshot te kunnen maken.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Game Over
|
||||
gameover.disconnect = Disconnect
|
||||
gameover.pvp = Het[accent] {0}[] team heeft gewonnen!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Waiting for next map...
|
||||
highscore = [accent]Nieuw record!
|
||||
copied = Gekopieerd.
|
||||
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 = Geluiden
|
||||
load.map = Kaarten
|
||||
@@ -50,11 +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 = Exporteer Bestand
|
||||
import.file = Exporteer Bestand
|
||||
copy.clipboard = Kopieer naar Klembord
|
||||
import.clipboard = Importeer vanaf Klembord
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Deel op Workshop
|
||||
|
||||
schematic = Blauwdruk
|
||||
schematic.add = Blauwdruk Opslaan...
|
||||
schematics = Blauwdrukken
|
||||
@@ -62,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = Er bestaat al een blaudruk met deze naam. Vervangen?
|
||||
schematic.exists = A schematic by that name already exists.
|
||||
schematic.import = Importeer Blauwdruk...
|
||||
schematic.exportfile = Exporteer Bestand
|
||||
schematic.importfile = Exporteer Bestand
|
||||
schematic.browseworkshop = Browse Workshop
|
||||
schematic.copy = Kopieer naar Klembord
|
||||
schematic.copy.import = Importeer vanaf Klembord
|
||||
schematic.shareworkshop = Deel op Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
|
||||
schematic.saved = Blauwdruk opgeslagen.
|
||||
schematic.delete.confirm = This schematic will be utterly eradicated.
|
||||
@@ -130,6 +134,7 @@ export = Export
|
||||
preparingconfig = Configuratie Voorbereiden
|
||||
preparingcontent = Inhoud Voorbereiden
|
||||
uploadingcontent = Inhoud Uploaden
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Voorbeeldbestand Uploaden
|
||||
committingchanges = Veranderingen Toepassen
|
||||
done = Klaar
|
||||
@@ -174,6 +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 = Schakel in
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Je bent uit de server gegooid na een stemming!
|
||||
server.kicked.clientOutdated = Verouderde versie! Update Mindustry!
|
||||
server.kicked.serverOutdated = Verouderde server! Vraag de eigenaar van de server om de server te updaten!
|
||||
server.kicked.banned = Je bent verbannen van deze server.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Deze server is niet compatibel met jouw Mindustry build type.
|
||||
server.kicked.playerLimit = De server is vol, wacht voor een plekje.
|
||||
server.kicked.recentKick = Je bent zonet van de server gegooid.\nWacht even voor je weer verbindt
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Kon niet tot het spel toetreden. ([accent]{0}[]).
|
||||
connecting = [accent]Verbinden...
|
||||
reconnecting = [accent]Reconnecting...
|
||||
connecting.data = [accent]Laden map 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 = Poort:
|
||||
server.invalidport = Ongeldige poort!
|
||||
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!
|
||||
@@ -340,6 +352,10 @@ save.export = Exporteer Save
|
||||
save.import.invalid = [accent]Deze save is ongeldig!
|
||||
save.import.fail = [crimson]Save importeren mislukt: [accent]{0}
|
||||
save.export.fail = [crimson]Save exporteren mislukt: [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 = Importeer Save
|
||||
save.newslot = Naam van de save:
|
||||
save.rename = Naam wijzigen
|
||||
@@ -475,14 +491,6 @@ editor.rules = Rules:
|
||||
editor.generation = Generation:
|
||||
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.
|
||||
@@ -504,8 +512,78 @@ 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 = Waves
|
||||
waves.team = Team
|
||||
@@ -520,10 +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 = Preview
|
||||
waves.edit = Edit...
|
||||
waves.random = Random
|
||||
waves.copy = Copy to Clipboard
|
||||
waves.load = Load from Clipboard
|
||||
@@ -550,7 +628,9 @@ 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
|
||||
@@ -626,6 +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]No filters! Add one with the button below.
|
||||
|
||||
@@ -689,6 +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:
|
||||
@@ -995,6 +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 = Language
|
||||
settings.data = Game Data
|
||||
@@ -1014,6 +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]< Paused >
|
||||
clear = Clear
|
||||
banned = [scarlet]Banned
|
||||
@@ -1046,6 +1141,7 @@ 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
|
||||
@@ -1068,6 +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 = Speed Increase
|
||||
stat.range = Range
|
||||
stat.drilltier = Drillables
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1282,7 +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
|
||||
@@ -1519,6 +1619,7 @@ 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 Creation Speed Multiplier
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
@@ -1560,7 +1661,7 @@ 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
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +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.
|
||||
@@ -2630,6 +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.
|
||||
@@ -2642,6 +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.
|
||||
@@ -2660,9 +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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
linkfail = Falha ao abrir o link\nO Url foi copiado para a área de transferência.
|
||||
screenshot = Screenshot salva para {0}
|
||||
screenshot.invalid = Este mapa é grande demais, você pode estar potencialmente sem memória suficiente para captura de tela.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Fim de jogo.
|
||||
gameover.disconnect = Desconectado
|
||||
gameover.pvp = O time[accent] {0}[] ganhou!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Esperando pelo próximo mapa...
|
||||
highscore = [accent]Novo recorde!
|
||||
copied = Copiado.
|
||||
indev.notready = Essa parte do jogo ainda não esta pronta
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Sons
|
||||
load.map = Mapas
|
||||
@@ -50,11 +52,19 @@ mods.browser.view-releases = Ver versões
|
||||
mods.browser.noreleases = [scarlet]Nenhuma versão encontrada\n[accent]Não foi possível encontrar nenhuma versão do mod. Veja se o repositório do mod possui alguma versão publicada.
|
||||
mods.browser.latest = <Mais recente>
|
||||
mods.browser.releases = Versões
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repositório
|
||||
mods.github.open-release = Página da versão
|
||||
mods.browser.sortdate = Ordenar por mais recente
|
||||
mods.browser.sortstars = Ordenar por estrelas
|
||||
|
||||
export.file = Exportar Arquivo
|
||||
import.file = Importar Arquivo
|
||||
copy.clipboard = Copiar para a área de transferência
|
||||
import.clipboard = Importar da área de transferência
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Compartilhar na Oficina
|
||||
|
||||
schematic = Esquema
|
||||
schematic.add = Salvar esquema...
|
||||
schematics = Esquemas
|
||||
@@ -62,12 +72,6 @@ schematic.search = Procurar esquemas...
|
||||
schematic.replace = Um esquema com esse nome já existe. Substituí-lo?
|
||||
schematic.exists = Um esquema com esse nome já existe.
|
||||
schematic.import = Importar esquema...
|
||||
schematic.exportfile = Exportar Arquivo
|
||||
schematic.importfile = Importar Arquivo
|
||||
schematic.browseworkshop = Navegar pela Oficina
|
||||
schematic.copy = Copiar para a área de transferência
|
||||
schematic.copy.import = Importar da área de transferência
|
||||
schematic.shareworkshop = Compartilhar na Oficina
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Espelhar Esquema
|
||||
schematic.saved = Esquema salvo.
|
||||
schematic.delete.confirm = Esse esquema será apagado. Tem certeza?
|
||||
@@ -130,6 +134,7 @@ export = Export
|
||||
preparingconfig = Preparando Configuração
|
||||
preparingcontent = Preparando Conteúdo
|
||||
uploadingcontent = Fazendo Upload do Conteúdo
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Fazendo Upload do Arquivo de Pré-visualização
|
||||
committingchanges = Enviando Mudanças
|
||||
done = Feito
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = Este mod não pode ser carregado devido a d
|
||||
mod.requiresversion = Requer a versão do jogo: [red]{0}
|
||||
|
||||
mod.errors = Ocorreram erros ao carregar o conteúdo.
|
||||
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]Você tem mods com erros.[] Desative os mods afetados ou conserte os erros antes de jogar.
|
||||
mod.enable = Ativar
|
||||
mod.requiresrestart = O jogo irá fechar para aplicar as mudanças do mod.
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Você foi expulso desse servidor. Adeus.
|
||||
server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo!
|
||||
server.kicked.serverOutdated = Servidor desatualizado! Peça ao dono para atualizar!
|
||||
server.kicked.banned = Você foi banido do servidor.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Este servidor não é compatível com a sua versão.
|
||||
server.kicked.playerLimit = Este servidor está cheio. Espere por uma vaga.
|
||||
server.kicked.recentKick = Você foi expulso recentemente.\nEspere para se conectar de novo.
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Tempo esgotado ao receber snapshots UDP.\nIsso pode
|
||||
cantconnect = Impossível conectar ([accent]{0}[]).
|
||||
connecting = [accent]Conectando...
|
||||
reconnecting = [accent]Reconectando...
|
||||
connecting.data = [accent]Carregando dados do 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 = Porta:
|
||||
server.invalidport = Numero de porta inválido!
|
||||
server.error.addressinuse = [scarlet]Falha ao abrir o servidor na porta 6567.[]\n\nCertifique-se de que nenhum outro servidor de Mindustry esteja rodando!
|
||||
@@ -340,6 +352,10 @@ save.export = Exportar Jogo Salvo
|
||||
save.import.invalid = [accent]Este jogo salvo é inválido!
|
||||
save.import.fail = [crimson]Falha ao importar jogo salvo: [accent]{0}
|
||||
save.export.fail = [crimson]Falha ao exportar jogo salvo: [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 jogo salvo
|
||||
save.newslot = Nome do jogo salvo:
|
||||
save.rename = Renomear
|
||||
@@ -475,14 +491,6 @@ editor.rules = Regras:
|
||||
editor.generation = Geração:
|
||||
editor.objectives = Objetivos:
|
||||
editor.locales = Pacotes de Localidade
|
||||
editor.patches.guide = Guia de Patches
|
||||
editor.patches = Content Patches
|
||||
editor.patch = Conjunto de Patches: {0}
|
||||
editor.patches.none = [lightgray]Nenhum conjunto de patches carregado.
|
||||
editor.patches.errors = Erros no Conjunto de Patches
|
||||
editor.patches.importerror = Falha ao importar o conjunto de patches
|
||||
editor.patches.delete.confirm = Tem certeza de que deseja excluir este conjunto de patches?
|
||||
editor.patch.fields = {0} campos
|
||||
editor.worldprocessors = Processadores de Mundo
|
||||
editor.worldprocessors.editname = Editar Nome
|
||||
editor.worldprocessors.none = [lightgray]Nenhum bloco de processador de mundo encontrado!\nAdicione um no editor de mapas ou use o botão \ue813 Adicionar abaixo.
|
||||
@@ -504,8 +512,78 @@ editor.filters.description = Descrição
|
||||
editor.filters.modname = Nome do Mod
|
||||
editor.filters.prioritizemod = Prioridade de Mod
|
||||
editor.filters.prioritizecustom = Prioridade Personalizada
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Deslocar X
|
||||
editor.shifty = Deslocar 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]Nenhum conjunto de patches carregado.
|
||||
patch.errors = Erros no Conjunto de Patches
|
||||
patch.importerror = Falha ao importar o conjunto de patches
|
||||
patch.delete.confirm = Tem certeza de que deseja excluir este conjunto de patches?
|
||||
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 = Oficina
|
||||
waves.title = Hordas
|
||||
waves.team = Equipe
|
||||
@@ -520,10 +598,10 @@ waves.spawn = spawn:
|
||||
waves.spawn.all = <tudo>
|
||||
waves.spawn.select = Seletor de Spawn
|
||||
waves.spawn.none = [scarlet]sem spawns no mapa
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = quantidade máxima
|
||||
waves.guardian = Guardião
|
||||
waves.preview = Pré-visualizar
|
||||
waves.edit = Editar...
|
||||
waves.random = Aleatório
|
||||
waves.copy = Copiar para área de transferência
|
||||
waves.load = Carregar da área de transferência
|
||||
@@ -550,7 +628,9 @@ all = Tudo
|
||||
editor.default = [lightgray]<padrão>
|
||||
details = Detalhes...
|
||||
edit = Editar...
|
||||
edit.menu = Edit...
|
||||
variables = Variáveis
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Tem certeza de que deseja limpar todo o código deste processador?
|
||||
logic.restart = Reiniciar
|
||||
logic.globals = Variáveis Integradas
|
||||
@@ -626,6 +706,8 @@ toolmode.drawteams.description = Muda o time do qual o bloco pertence.
|
||||
#unused
|
||||
toolmode.underliquid = sob líquidos
|
||||
toolmode.underliquid.description = Desenhe pisos sob ladrilhos líquidos.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Sem filtros! Adicione um usando o botão abaixo.
|
||||
|
||||
@@ -689,6 +771,8 @@ locales.showsame = Mostrar propriedades que têm os mesmos valores em localidade
|
||||
locales.viewproperty = Visualizar em todas as localidades
|
||||
locales.viewing = Visualizando propriedade "{0}"
|
||||
locales.addicon = Adicionar Ícone
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Largura:
|
||||
height = Altura:
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = Impactado
|
||||
status.corroded.name = Corroído
|
||||
status.unmoving.name = Imóvel
|
||||
status.boss.name = Guardião
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Idioma
|
||||
settings.data = Dados do jogo
|
||||
@@ -1014,6 +1102,13 @@ settings.clearresearch = Apagar Pesquisas
|
||||
settings.clearresearch.confirm = Você tem certeza que quer apagar todas as suas pesquisas da campanha?
|
||||
settings.clearcampaignsaves = Apagar Saves da Campanha
|
||||
settings.clearcampaignsaves.confirm = Você tem certeza que quer apagar todos os seus saves da campanha?
|
||||
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 = Pausado
|
||||
clear = Limpo
|
||||
banned = [scarlet]BANIDO
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Mira no chão
|
||||
stat.crushdamage = Dano de Esmagamento
|
||||
stat.legsplashdamage = Dano de Área das Pernas
|
||||
stat.itemsmoved = Velocidade de movimento
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Tempo entre Disparos
|
||||
stat.shootrange = Alcance
|
||||
stat.size = Tamanho
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = Armas
|
||||
stat.bullet = Projétil
|
||||
stat.moduletier = Tier do Módulo
|
||||
stat.unittype = Tipo de Unidade
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Aumento de velocidade
|
||||
stat.range = Distância
|
||||
stat.drilltier = Brocas
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]pentração de armadura
|
||||
bullet.armorweakness = [red]{0}x[lightgray] armadura weakness
|
||||
bullet.partialarmorpierce = [stat]{0}%[lightgray] armor piercing
|
||||
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] dano limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Sombras
|
||||
setting.blockreplace.name = Sugestões automáticas de blocos
|
||||
setting.linear.name = Filtragem linear
|
||||
setting.hints.name = Dicas
|
||||
setting.logichints.name = Dicas de Lógica
|
||||
setting.backgroundpause.name = Pausar em segundo plano
|
||||
setting.buildautopause.name = Pausar Automaticamente Quando for Construir
|
||||
setting.doubletapmine.name = Clique Duplo Para Minerar
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = Recursos de IA Infinitos
|
||||
rules.blockhealthmultiplier = Multiplicador de vida do bloco
|
||||
rules.blockdamagemultiplier = Multiplicador de dano do bloco
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Multiplicador de velocidade de criação de unidade
|
||||
rules.unitcostmultiplier = Multiplicador de Custo de Unidade
|
||||
rules.unithealthmultiplier = Multiplicador de vida de unidade
|
||||
@@ -1560,7 +1661,7 @@ rules.invasions = Invasões de Setores Inimigos
|
||||
rules.legacylaunchpads = Mecânicas Legadas de Plataforma de Lançamento
|
||||
rules.legacylaunchpads.info = Permite usar plataformas de lançamento sem plataformas de pouso, como na v7.0.
|
||||
landingpad.legacy.disabled = [scarlet]\ue815 Desativado[lightgray] (Plataformas de Lançamento Legadas ativadas)
|
||||
rules.showspawns = Mostrar Spawns Inimigos
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = IA de Horda Imprevisível
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Fogo
|
||||
@@ -2084,6 +2185,9 @@ block.disperse.name = Dispersor
|
||||
block.afflict.name = Aflição
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Dano
|
||||
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 Tanque
|
||||
block.mech-refabricator.name = Refabricador de Mech
|
||||
block.ship-refabricator.name = Refrabricador de Nave
|
||||
@@ -2586,7 +2690,7 @@ unit.risso.description = Dispara uma barragem de mísseis e projéteis em todos
|
||||
unit.minke.description = Dispara granadas e projéteis padrões em alvos terrestres.
|
||||
unit.bryde.description = Dispara granadas de artilharia de longo alcance e mísseis em todos os inimigos em volta.
|
||||
unit.sei.description = Dispara uma barragem de mísseis e projéteis penetradoras de armadura em inimigos.
|
||||
unit.omura.description = Dispara um raio de longo alcance atravessador em inimigos. Constrói unidades flare.
|
||||
unit.omura.description = Dispara um raio de longo alcance atravessador em inimigos.
|
||||
unit.alpha.description = Defende o Fragmento do Núcleo de inimigos. Constrói estruturas.
|
||||
unit.beta.description = Defende a Fundação do Núcleo de inimigos. Constrói estruturas.
|
||||
unit.gamma.description = Defende o Centro do Núcleo de inimigos. Constrói estruturas.
|
||||
@@ -2630,6 +2734,7 @@ lst.radar = Localize unidades ao redor de um prédio com alcance.
|
||||
lst.sensor = Obtenha dados de um edifício ou unidade.
|
||||
lst.set = Defina uma variável.
|
||||
lst.operation = Execute uma operação em 1-2 variáveis.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Pule para o topo da pilha de instruções.
|
||||
lst.wait = Aguarde um determinado número de segundos.
|
||||
lst.stop = Interrompa a execução deste processador.
|
||||
@@ -2642,6 +2747,7 @@ lst.unitlocate = Localize um tipo específico de posição/construção em qualq
|
||||
lst.getblock = Obtenha dados de blocos em qualquer local.
|
||||
lst.setblock = Defina os dados do bloco em qualquer local.
|
||||
lst.spawnunit = Gere uma unidade em um local.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
||||
lst.weathersense = Verifica se um tipo de clima está ativo.
|
||||
lst.weatherset = Define o estado atual de um tipo de clima.
|
||||
@@ -2660,9 +2766,11 @@ lst.setprop = Define uma propriedade de uma unidade ou edifício.
|
||||
lst.effect = Criar um efeito de partícula.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Toca um som.\nVolume e direção podem ser globais ou calculados por posição.
|
||||
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 = Cria um novo marcador lógico no mundo.\nLimite de 20.000 por mundo.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Adiciona o valor de uma propriedade de localidade do mapa ao buffer de texto.\nVeja em [accent]Info do Mapa > Pacotes de Localidade[].
|
||||
lst.query = 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
|
||||
@@ -2875,7 +2983,7 @@ lenum.texturesize = Tamanho da textura em blocos. Valor zero escala a largura do
|
||||
lenum.autoscale = Se deve escalar o marcador correspondente ao nível de zoom do jogador.
|
||||
lenum.posi = Posição indexada, usada para marcadores de linha e quadrado com índice zero sendo a primeira posição.
|
||||
lenum.uvi = Posição da textura variando de zero a um, usada para marcadores quadrados.
|
||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||
lenum.colori = Posição indexada, usada para marcadores de linha e de quadrante, sendo o índice zero a primeira cor.
|
||||
|
||||
lenum.wavetimer = Se as hordas vêm automaticamente por um temporizador. Se não, as hordas vêm quando o botão play é pressionado.
|
||||
lenum.wave = Número da horda atual. Pode ser qualquer coisa em modos sem horda.
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
linkfail = Falha ao abrir a ligação\nO Url foi copiado para a área de transferência
|
||||
screenshot = Captura de ecrã gravada em {0}
|
||||
screenshot.invalid = Mapa grande demais, potencialmente sem memória suficiente para captura.
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = O núcleo foi destruído.
|
||||
gameover.disconnect = Desconectar
|
||||
gameover.pvp = A equipa [accent] {0}[] ganhou!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Aguardando pelo próximo mapa...
|
||||
highscore = [accent]Novo recorde!
|
||||
copied = Copiado.
|
||||
indev.notready = Esta parte do jogo ainda não esta pronta
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Sons
|
||||
load.map = Mapas
|
||||
@@ -50,11 +52,19 @@ mods.browser.view-releases = Ver versões
|
||||
mods.browser.noreleases = [scarlet]Nenhuma versão encontrada\n[accent]Não foi possível encontrar nenhuma versão do mod. Verifique se o repositório do mod tem alguma versão publicada.
|
||||
mods.browser.latest = <Mais recente>
|
||||
mods.browser.releases = Versões
|
||||
mods.browser.fetching = Fetching Releases...
|
||||
mods.github.open = Repositório
|
||||
mods.github.open-release = Página da versão
|
||||
mods.browser.sortdate = Ordenar por mais recente
|
||||
mods.browser.sortstars = Ordenar por estrelas
|
||||
|
||||
export.file = Exportar Ficheiro
|
||||
import.file = Importar Ficheiro
|
||||
copy.clipboard = Copiar para a área de transferência
|
||||
import.clipboard = Importar da área de transferência
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Partilhar na Workshop
|
||||
|
||||
schematic = Esquema
|
||||
schematic.add = Guardar Esquema...
|
||||
schematics = Esquemas
|
||||
@@ -62,12 +72,6 @@ schematic.search = Procurar esquemas...
|
||||
schematic.replace = Um esquema com esse nome já existe. Deseja substituí-lo?
|
||||
schematic.exists = Um esquema com esse nome já existe.
|
||||
schematic.import = Importar Esquema...
|
||||
schematic.exportfile = Exportar Ficheiro
|
||||
schematic.importfile = Importar Ficheiro
|
||||
schematic.browseworkshop = Pesquisar no Workshop
|
||||
schematic.copy = Copiar para a área de transferência
|
||||
schematic.copy.import = Importar da área de transferência
|
||||
schematic.shareworkshop = Partilhar na Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Rodar Esquema
|
||||
schematic.saved = Esquema gravado.
|
||||
schematic.delete.confirm = Este esquema irá ser completamente apagado.
|
||||
@@ -130,6 +134,7 @@ export = Export
|
||||
preparingconfig = A preparar a configuração
|
||||
preparingcontent = A preparar o conteúdo
|
||||
uploadingcontent = A enviar o conteúdo
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = A enviar o ficheiro de pré-visualização
|
||||
committingchanges = A enviar mudanças
|
||||
done = Feito
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = Este mod não pôde ser carregado devido a
|
||||
mod.requiresversion = Requer a versão do jogo: [red]{0}
|
||||
|
||||
mod.errors = Ocorreram erros ao carregar o conteúdo.
|
||||
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]Tens mods com erros.[] Desativa os mods afetados ou corrije os erros antes de jogar.
|
||||
mod.enable = Ativar
|
||||
mod.requiresrestart = O jogo irá fechar para aplicar as alterações do mod.
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Foste expulso desse servidor por votação. Adeus.
|
||||
server.kicked.clientOutdated = Cliente desatualizado! Atualiza o teu jogo!
|
||||
server.kicked.serverOutdated = Servidor desatualiado! Peça ao dono para atualizar!
|
||||
server.kicked.banned = Foste banido do servidor.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Este servidor não é compatível com o teu tipo de versão.
|
||||
server.kicked.playerLimit = Este servidor está cheio. Espera por uma vaga.
|
||||
server.kicked.recentKick = Foste expulso recentemente.\nEspera para conectar de novo.
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Impossível conectar ([accent]{0}[]).
|
||||
connecting = [accent]A conectar...
|
||||
reconnecting = [accent]A reconectar...
|
||||
connecting.data = [accent]A carregar o dados do 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 = Porta:
|
||||
server.invalidport = Número de porta inválido!
|
||||
server.error.addressinuse = [scarlet]Falhou ao iniciar o servidor na porta 6567.[]\n\nCertifica-te que não existem outros servidores do Mindustry em funcionamento no teu dispositivo ou rede local!
|
||||
@@ -340,6 +352,10 @@ save.export = Exportar save
|
||||
save.import.invalid = [accent]Este save é inválido!
|
||||
save.import.fail = [crimson]Falha ao importar o save: [accent]{0}
|
||||
save.export.fail = [crimson]Falha ao exportar o 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 = Importar save
|
||||
save.newslot = Nome do save:
|
||||
save.rename = Renomear
|
||||
@@ -475,14 +491,6 @@ editor.rules = Regras:
|
||||
editor.generation = Geração:
|
||||
editor.objectives = Objectivos
|
||||
editor.locales = Pacotes Locais
|
||||
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 = Processadores Globais
|
||||
editor.worldprocessors.editname = Mudar Nome
|
||||
editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
|
||||
@@ -504,8 +512,78 @@ editor.filters.description = Descrição
|
||||
editor.filters.modname = Mod Name
|
||||
editor.filters.prioritizemod = Mod Priority
|
||||
editor.filters.prioritizecustom = Custom Priority
|
||||
editor.filters.planetselect = Planet Selection
|
||||
editor.shiftx = Mover no eixo X
|
||||
editor.shifty = Mover no eixo 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 = Hordas
|
||||
waves.team = Team
|
||||
@@ -520,10 +598,10 @@ waves.spawn = spawn:
|
||||
waves.spawn.all = <all>
|
||||
waves.spawn.select = Seletor de spawn
|
||||
waves.spawn.none = [scarlet]nenhum spawn encontrado no mapa
|
||||
waves.spawn.first = [lightgray](first {0})
|
||||
waves.max = quantidade máxima de unidades
|
||||
waves.guardian = Guardião
|
||||
waves.preview = Pré-visualizar
|
||||
waves.edit = Editar...
|
||||
waves.random = Aleatório
|
||||
waves.copy = Copiar para área de transferência
|
||||
waves.load = Carregar da área de transferência
|
||||
@@ -550,7 +628,9 @@ all = Tudo
|
||||
editor.default = [lightgray]<Padrão>
|
||||
details = Detalhes...
|
||||
edit = Editar...
|
||||
edit.menu = Edit...
|
||||
variables = Variáveis
|
||||
logic.error.toolong = Processor code too long (Limit: {0} compressed bytes, actual length: {1} bytes)
|
||||
logic.clear.confirm = Tens a certeza que querea apagar todo o código deste procesador?
|
||||
logic.restart = Restart
|
||||
logic.globals = Variáveis Embutidas
|
||||
@@ -626,6 +706,8 @@ toolmode.drawteams.description = Muda a equipa da qual o bloco pertence.
|
||||
#unused
|
||||
toolmode.underliquid = Debaixo de Líquidos
|
||||
toolmode.underliquid.description = Desenha o fundo de poças de líquidos.
|
||||
toolmode.fillunderliquid = Fill Under Liquids
|
||||
toolmode.fillunderliquid.description = Fill floors under liquid tiles.
|
||||
|
||||
filters.empty = [lightgray]Sem filtros! Adicione um com o botão abaixo.
|
||||
|
||||
@@ -689,6 +771,8 @@ locales.showsame = Mostrar propriedades que têm valores iguais em locais difere
|
||||
locales.viewproperty = Ver em todos os locais
|
||||
locales.viewing = A ver propriedade "{0}"
|
||||
locales.addicon = Adicionar Ícone
|
||||
locales.property.name = name
|
||||
locales.property.text = text
|
||||
|
||||
width = Largura:
|
||||
height = Altura:
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = Explosão
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Parado
|
||||
status.boss.name = Guardião
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Idioma
|
||||
settings.data = Dados do jogo
|
||||
@@ -1014,6 +1102,13 @@ settings.clearresearch = Limpar Pesquisa
|
||||
settings.clearresearch.confirm = Tens a certeza que queres apagar toda a tua pesquisa na campanha?
|
||||
settings.clearcampaignsaves = Limpar Saves da Campanha
|
||||
settings.clearcampaignsaves.confirm = Tens a certeza que queres limpar todos os teus saves da campanha?
|
||||
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 = < Pausado >
|
||||
clear = Limpar
|
||||
banned = [scarlet]Banido
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Mirar no Chão
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Velocidade de movimento
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Tempo entre Tiros
|
||||
stat.shootrange = Alcance de Tiro
|
||||
stat.size = Tamanho
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = Armas
|
||||
stat.bullet = Bala
|
||||
stat.moduletier = Nível do Módulo
|
||||
stat.unittype = Tipo de Unidade
|
||||
stat.receiverate = Receiving Rate
|
||||
stat.receiverate.info = Affected by overdrive. Throughput can be increased by placing additional unloaders.
|
||||
stat.speedincrease = Aumento de Velocidade
|
||||
stat.range = Alcance
|
||||
stat.drilltier = Brocas
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]perfuração de armadura
|
||||
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] limite de dano
|
||||
bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos
|
||||
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Sombras
|
||||
setting.blockreplace.name = Sugestões Automáticas de Blocos
|
||||
setting.linear.name = Filtragem linear
|
||||
setting.hints.name = Dicas
|
||||
setting.logichints.name = Dicas de Lógica
|
||||
setting.backgroundpause.name = Pausar Jogo em Segundo Plano
|
||||
setting.buildautopause.name = Auto-Pausar Construções
|
||||
setting.doubletapmine.name = Duplo Toque para Minerar
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = Recursos Infinitos para a Equipa Inimiga
|
||||
rules.blockhealthmultiplier = Multiplicador de Vida do Bloco
|
||||
rules.blockdamagemultiplier = Multiplicador de Dano do Bloco
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Multiplicador de Velocidade de Criação de Unidades
|
||||
rules.unitcostmultiplier = Multiplicador de Custo de Unidades
|
||||
rules.unithealthmultiplier = Multiplicador de Vida de Unidades
|
||||
@@ -1560,7 +1661,7 @@ rules.invasions = Invasões de Setores Inimigos
|
||||
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 Spawn de Inimigos
|
||||
rules.hidespawns = Hide Enemy Spawns
|
||||
rules.randomwaveai = IA de hordas imprevisível
|
||||
rules.pauseDisabled = Disable Pausing
|
||||
rules.fire = Fogo
|
||||
@@ -2084,6 +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 Tanque
|
||||
block.mech-refabricator.name = Refabricador de Mech
|
||||
block.ship-refabricator.name = Refabricador de Nave
|
||||
@@ -2586,7 +2690,7 @@ unit.risso.description = Dispara uma barragem de mísseis e projéteis em todos
|
||||
unit.minke.description = Dispara granadas e projéteis padrões em alvos terrestres.
|
||||
unit.bryde.description = Dispara granadas de artilharia de longo alcance e mísseis em todos os inimigos em volta.
|
||||
unit.sei.description = Dispara uma barragem de mísseis e projéteis penetradoras de armadura em inimigos.
|
||||
unit.omura.description = Dispara um raio de longo alcance atravessador em inimigos. Constrói unidades flare.
|
||||
unit.omura.description = Dispara um raio de longo alcance atravessador em inimigos.
|
||||
unit.alpha.description = Defende o Fragmento do Núcleo de inimigos. Constrói estruturas.
|
||||
unit.beta.description = Defende a Fundação do Núcleo de inimigos. Constrói estruturas.
|
||||
unit.gamma.description = Defende o Centro do Núcleo de inimigos. Constrói estruturas.
|
||||
@@ -2630,6 +2734,7 @@ lst.radar = Localize unidades ao redor de um prédio com alcance.
|
||||
lst.sensor = Obtenha dados de um edifício ou unidade.
|
||||
lst.set = Defina uma variável.
|
||||
lst.operation = Execute uma operação em 1-2 variáveis.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Pule para o topo da pilha de instruções.
|
||||
lst.wait = Aguarde um determinado número de segundos.
|
||||
lst.stop = Interrompa a execução deste processador.
|
||||
@@ -2642,6 +2747,7 @@ lst.unitlocate = Localize um tipo específico de posição/construção em qualq
|
||||
lst.getblock = Obtenha dados de blocos em qualquer local.
|
||||
lst.setblock = Defina os dados do bloco em qualquer local.
|
||||
lst.spawnunit = Gere uma unidade em um local.
|
||||
lst.spawnbullet = Spawns a bullet at a location.
|
||||
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
@@ -2660,9 +2766,11 @@ lst.setprop = Define uma propriedade de uma unidade ou edifício.
|
||||
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
|
||||
|
||||
@@ -19,6 +19,7 @@ clipboardcopy = This server wants to copy text to your clipboard. Are you sure y
|
||||
linkfail = Linkul nu a putut fi deschis!\nAdresa URL a fost copiată.
|
||||
screenshot = Captură de ecran salvată la {0}
|
||||
screenshot.invalid = Harta e prea mare. Se poate să nu existe suficientă memorie pentru captura de ecran
|
||||
screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
|
||||
gameover = Jocul s-a încheiat
|
||||
gameover.disconnect = Deconectare
|
||||
gameover.pvp = Echipa [accent] {0}[] este câștigătoare!
|
||||
@@ -26,6 +27,7 @@ gameover.waiting = [accent]Se așteaptă următoarea hartă...
|
||||
highscore = [accent]Scor maxim nou!
|
||||
copied = Copiat.
|
||||
indev.notready = Această secțiune a jocului nu este gata încă.
|
||||
bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
|
||||
|
||||
load.sound = Sunete
|
||||
load.map = Hărți
|
||||
@@ -50,11 +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 = Github
|
||||
mods.github.open-release = Release Page
|
||||
mods.browser.sortdate = Cele mai recente
|
||||
mods.browser.sortstars = Cele mai multe stele
|
||||
|
||||
export.file = Exportă Fișier
|
||||
import.file = Importă Fișier
|
||||
copy.clipboard = Copiază în Clipboard
|
||||
import.clipboard = Importă din Clipboard
|
||||
workshop.browse = Browse Workshop
|
||||
workshop.share = Partajează pe Workshop
|
||||
|
||||
schematic = Schemă
|
||||
schematic.add = Salvează Schema...
|
||||
schematics = Scheme
|
||||
@@ -62,12 +72,6 @@ schematic.search = Search schematics...
|
||||
schematic.replace = O schemă cu acel nume există deja. O înlocuiți?
|
||||
schematic.exists = O schemă cu acel nume există deja.
|
||||
schematic.import = Importă Schema...
|
||||
schematic.exportfile = Exportă Fișier
|
||||
schematic.importfile = Importă Fișier
|
||||
schematic.browseworkshop = Intră pe Workshop
|
||||
schematic.copy = Copiază în Clipboard
|
||||
schematic.copy.import = Importă din Clipboard
|
||||
schematic.shareworkshop = Partajează pe Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Întoarce Schema
|
||||
schematic.saved = Schemă salvată.
|
||||
schematic.delete.confirm = Schema această va fi ștearsă permanent.
|
||||
@@ -130,6 +134,7 @@ export = Export
|
||||
preparingconfig = Se Pregătește Configurația
|
||||
preparingcontent = Se Pregătește Conținutul
|
||||
uploadingcontent = Se Încarcă Conținutul
|
||||
content.createdby = Created by: {0}
|
||||
uploadingpreviewfile = Se Încarcă Previzualizarea Fișierului
|
||||
committingchanges = Se Încarcă Schimbările
|
||||
done = Gata
|
||||
@@ -174,6 +179,7 @@ mod.incompletedependencies.details = This mod is unable to be loaded due to inva
|
||||
mod.requiresversion = Requires game version: [red]{0}
|
||||
|
||||
mod.errors = Au apărut erori la încărcarea conținutului.
|
||||
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]Modurile tale au erori.[] Dezactivează modurile afectate sau repară erorile înainte să joci.
|
||||
mod.enable = Activează
|
||||
mod.requiresrestart = Jocul se va închide acum pt a aplica modificările modurilor.
|
||||
@@ -240,6 +246,7 @@ server.kicked.vote = Ai fost dat afară de către ceilalți jucători. La revede
|
||||
server.kicked.clientOutdated = Client învechit! Fă-ți update la joc!
|
||||
server.kicked.serverOutdated = Server învechit! Roagă gazda să facă update!
|
||||
server.kicked.banned = Ești interzis pe acest server.
|
||||
server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
|
||||
server.kicked.typeMismatch = Acest server nu este compatibil cu tipul tău de build.
|
||||
server.kicked.playerLimit = Serverul acesta e plin. Așteaptă pt un loc liber.
|
||||
server.kicked.recentKick = Ai fost dat afară recent.\nAșteaptă înainte de a te reconecta.
|
||||
@@ -323,7 +330,12 @@ disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may
|
||||
cantconnect = Nu te-ai putut alătura jocului ([accent]{0}[]).
|
||||
connecting = [accent]Conectare...
|
||||
reconnecting = [accent]Reconectare...
|
||||
connecting.data = [accent]Se încarcă datele hărții...
|
||||
|
||||
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 = Număr de port invalid!
|
||||
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!
|
||||
@@ -340,6 +352,10 @@ save.export = Exportă Salvarea
|
||||
save.import.invalid = [accent]Salvarea aceasta e invalidă!
|
||||
save.import.fail = [scarlet]Importul salvării a eșuat: [accent]{0}
|
||||
save.export.fail = [scarlet]Exportul salvării a eșuat: [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 = Importă Salvarea
|
||||
save.newslot = Numele Salvării:
|
||||
save.rename = Redenumire
|
||||
@@ -475,14 +491,6 @@ editor.rules = Reguli:
|
||||
editor.generation = Generare:
|
||||
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.
|
||||
@@ -504,8 +512,78 @@ 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 = Valuri
|
||||
waves.team = Team
|
||||
@@ -520,10 +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 = unități maxime
|
||||
waves.guardian = Gardian
|
||||
waves.preview = Previzualizare
|
||||
waves.edit = Editează...
|
||||
waves.random = Random
|
||||
waves.copy = Copiază în Clipboard
|
||||
waves.load = Încarcă din Clipboard
|
||||
@@ -550,7 +628,9 @@ all = All
|
||||
editor.default = [lightgray]<Prestabilit>
|
||||
details = Detalii...
|
||||
edit = Editează...
|
||||
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
|
||||
@@ -626,6 +706,8 @@ toolmode.drawteams.description = Desenează echipe în loc de blocuri.
|
||||
#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]Fără filtre! Adaugă unul folosind butonul de mai jos.
|
||||
|
||||
@@ -689,6 +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 = Lățime:
|
||||
height = Înălțime:
|
||||
@@ -995,6 +1079,10 @@ status.blasted.name = Explozie
|
||||
status.corroded.name = Corroded
|
||||
status.unmoving.name = Nemișcat
|
||||
status.boss.name = Gardian
|
||||
status.slow.name = Slow
|
||||
status.fast.name = Fast
|
||||
status.shielded.name = Shielded
|
||||
status.disarmed.name = Disarmed
|
||||
|
||||
settings.language = Limbă
|
||||
settings.data = Datele Jocului
|
||||
@@ -1014,6 +1102,13 @@ settings.clearresearch = Șterge Tehnologiile Cercetate
|
||||
settings.clearresearch.confirm = Sigur vrei să ștergi toate tehnologiile cercetate în campanie?
|
||||
settings.clearcampaignsaves = Șterge Salvările din Campanie
|
||||
settings.clearcampaignsaves.confirm = Sigur vrei să ștergi toate salvările din campanie?
|
||||
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]< Pauză >
|
||||
clear = Curăță
|
||||
banned = [scarlet]Interzis
|
||||
@@ -1046,6 +1141,7 @@ stat.targetsground = Lovește Artilerie
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
||||
stat.itemsmoved.info = Throughput is often not linear and tied to FPS/TPS.
|
||||
stat.launchtime = Timp între Lansări
|
||||
stat.shootrange = Rază
|
||||
stat.size = Mărime
|
||||
@@ -1068,6 +1164,8 @@ stat.weapons = Arme
|
||||
stat.bullet = Glonț
|
||||
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 = Creștere Viteză
|
||||
stat.range = Rază
|
||||
stat.drilltier = Minabile
|
||||
@@ -1214,6 +1312,9 @@ bullet.armorpierce = [stat]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
|
||||
@@ -1282,7 +1383,6 @@ setting.shadows.name = Umbre
|
||||
setting.blockreplace.name = Sugestii Plasare Automats
|
||||
setting.linear.name = Filtrare Liniară
|
||||
setting.hints.name = Indicii
|
||||
setting.logichints.name = Indicii Procesoare Logice
|
||||
setting.backgroundpause.name = Pune Pauză în Fundal
|
||||
setting.buildautopause.name = Autopauză de la Construit
|
||||
setting.doubletapmine.name = Dublu-Click pt a Mina
|
||||
@@ -1519,6 +1619,7 @@ rules.enemyCheat = Resurse infinite pt AI (echipa roșie)
|
||||
rules.blockhealthmultiplier = Multiplicatorul Vieții Blocurilor
|
||||
rules.blockdamagemultiplier = Multiplicatorul Deteriorării Blocurilor
|
||||
rules.unitfactoryactivation = Unit Factory Activation Delay
|
||||
rules.unitfactoryactivation.objective = Unit Factories Activating: {0}
|
||||
rules.unitbuildspeedmultiplier = Multiplicatorul Vitezei de Producere a Unităților
|
||||
rules.unitcostmultiplier = Unit Cost Multiplier
|
||||
rules.unithealthmultiplier = Multiplicatorul Vieții Unităților
|
||||
@@ -1560,7 +1661,7 @@ 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 = Foc
|
||||
@@ -2084,6 +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
|
||||
@@ -2586,7 +2690,7 @@ unit.risso.description = Trage un baraj de rachete și gloanțe către toți ina
|
||||
unit.minke.description = Trage cu capsule și gloanțe standard către artileria inamică din apropiere.
|
||||
unit.bryde.description = Trage cu capsule de artilerie și rachete către inamici pe distanțe lungi.
|
||||
unit.sei.description = Trage cu un baraj de rachete și gloanțe care penetrează scuturile inamicilor.
|
||||
unit.omura.description = Trage cu un railgun cu gloanțe care penetrează scuturile inamice pe distanțe lungi. Construiește unități Flare.
|
||||
unit.omura.description = Trage cu un railgun cu gloanțe care penetrează scuturile inamice pe distanțe lungi.
|
||||
unit.alpha.description = Apără nucleul Shard de inamici. Construiește structuri.
|
||||
unit.beta.description = Apără nucleul Foundation de inamici. Construiește structuri.
|
||||
unit.gamma.description = Apără nucleul Core de inamici. Construiește structuri.
|
||||
@@ -2630,6 +2734,7 @@ lst.radar = Localizează unitățile aflate în jurul unei clădiri. Are o anumi
|
||||
lst.sensor = Obține date de la o clădire sau unitate.
|
||||
lst.set = Setează o variabilă.
|
||||
lst.operation = Efectuează o operație pe 1-2 variabile.
|
||||
lst.select = Conditionally set a variable to one of two values.
|
||||
lst.end = Sari la începutul listei de instrucțiuni.
|
||||
lst.wait = Așteaptă un anumit număr de secunde.
|
||||
lst.stop = Halt execution of this processor.
|
||||
@@ -2642,6 +2747,7 @@ lst.unitlocate = Localizează o poziție/clădire specifică oriunde pe hartă.\
|
||||
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.
|
||||
@@ -2660,9 +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
|
||||
|
||||