mirror of
https://github.com/Anuken/Mindustry.git
synced 2026-10-01 18:50:27 +03:00
* Add sort-by-recently-played option to the map list The existing "recent" sort orders by the map file's last-modified time, which only reflects edits - built-in maps never touch their file, so it's meaningless for them, and for custom maps it tracks last edited, not last played. Track an actual last-played timestamp per map, the same way high scores are already tracked (Core.settings, keyed by filename), updated whenever a map finishes loading successfully outside of playtesting. Add it as a fifth MapPriority option alongside the existing four. Resolves Anuken/Mindustry-Suggestions#5115 * Use eyeSmall icon per review feedback
3651 lines
195 KiB
Properties
3651 lines
195 KiB
Properties
credits.text = Created by [royal]Anuken[] - [sky]anukendev@gmail.com[]
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credits = Credits
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contributors = Translators and Contributors
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discord = Join the Mindustry Discord!
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link.discord.description = The official Mindustry Discord chatroom
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link.reddit.description = The Mindustry subreddit
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link.github.description = Game source code
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link.changelog.description = List of update changes
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link.dev-builds.description = Unstable development builds
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link.trello.description = Official Trello board for planned features
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link.itch.io.description = itch.io page with PC downloads
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link.google-play.description = Google Play store listing
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link.f-droid.description = F-Droid listing
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link.wiki.description = Official Mindustry wiki
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link.suggestions.description = Suggest new features
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link.bug.description = Found one? Report it here
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linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
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clipboardcopy = This server wants to copy text to your clipboard. Are you sure you want to continue?\n\n[sky]{0}
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linkfail = Failed to open link!\nThe URL has been copied to your clipboard.
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screenshot = Screenshot saved to {0}
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screenshot.invalid = Map too large, potentially not enough memory for screenshot.
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screenshot.error = Failed to take screenshot. Your device likely does not support screenshots this large.
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gameover = Game Over
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gameover.disconnect = Disconnect
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gameover.pvp = The[accent] {0}[] team is victorious!
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gameover.waiting = [accent]Waiting for next map...
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highscore = [accent]New highscore!
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copied = Copied.
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indev.notready = This part of the game isn't ready yet
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bundle.external = Note: You have successfully loaded an external translation bundle.\n[accent]{0}
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load.sound = Sounds
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load.map = Maps
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load.image = Images
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load.content = Content
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load.system = System
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load.mod = Mods
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load.scripts = Scripts
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be.update = A new Bleeding Edge build is available:
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be.update.confirm = Download it and restart now?
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be.updating = Updating...
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be.ignore = Ignore
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be.noupdates = No updates found.
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be.check = Check for updates
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mods.browser = Mod Browser
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mods.browser.selected = Selected mod
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mods.browser.add = Install
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mods.browser.reinstall = Reinstall
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mods.browser.view-releases = View Releases
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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.
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mods.browser.current = [lightgray]Most recent commit
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mods.browser.latest = [lightgray][Latest]
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mods.browser.releases = Releases
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mods.browser.fetching = Fetching Releases...
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mods.github.open = Repo
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mods.github.open-release = Release Page
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mods.browser.sortdate = Sort by recent
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mods.browser.sortstars = Sort by stars
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export.file = Export File
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import.file = Import File
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copy.clipboard = Copy to Clipboard
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load.clipboard = Load from Clipboard
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workshop.browse = Browse Workshop
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workshop.share = Share on Workshop
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schematic = Schematic
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schematic.add = Save Schematic...
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schematics = Schematics
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schematic.search = Search schematics...
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schematic.replace = A schematic by that name already exists. Replace it?
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schematic.exists = A schematic by that name already exists.
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schematic.import = Import Schematic...
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schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
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schematic.saved = Schematic saved.
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schematic.delete.confirm = This schematic will be utterly eradicated.
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schematic.edit = Edit Schematic
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schematic.info = {0}x{1}, {2} blocks
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schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
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schematic.tags = Tags:
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schematic.edittags = Edit Tags
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schematic.addtag = Add Tag
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schematic.texttag = Text Tag
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schematic.icontag = Icon Tag
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schematic.renametag = Rename Tag
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schematic.tagged = {0} tagged
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schematic.tagdelconfirm = Delete this tag completely?
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schematic.tagexists = That tag already exists.
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stats = Stats
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stats.wave = Waves Defeated
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stats.unitsCreated = Units Created
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stats.enemiesDestroyed = Enemies Destroyed
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stats.built = Buildings Built
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stats.destroyed = Buildings Destroyed
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stats.deconstructed = Buildings Deconstructed
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stats.playtime = Time Played
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globalitems = [accent]Planet Items
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map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
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level.highscore = High Score: [accent]{0}
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level.select = Level Select
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level.mode = Gamemode:
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coreattack = < Core is under attack! >
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nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
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database = Core Database
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database.button = Database
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database.patched = Modified by data patches.
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viewfields = View Content Fields
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savegame = Save Game
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loadgame = Load Game
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joingame = Join Game
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customgame = Custom Game
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newgame = New Game
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none = <none>
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none.found = [lightgray]<none found>
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none.inmap = [lightgray]<none in map>
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minimap = Minimap
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position = Position
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close = Close
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website = Website
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quit = Quit
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save.quit = Save & Quit
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maps = Maps
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maps.browse = Browse Maps
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continue = Continue
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maps.none = [lightgray]No maps found!
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invalid = Invalid
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pickcolor = Pick Color
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color = Color
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import = Import
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export = Export
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preparingconfig = Preparing Config
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preparingcontent = Preparing Content
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uploadingcontent = Uploading Content
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content.createdby = Created by: {0}
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uploadingpreviewfile = Uploading Preview File
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committingchanges = Committing Changes
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done = Done
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feature.unsupported = Your device does not support this feature.
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mods.initfailed = [red]\u26A0[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
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mods = Mods
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mods.name = Mod:
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mods.none = [lightgray]No mods found!
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mods.restore = Restore Failed
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mods.guide = Modding Guide
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mods.report = Report Bug
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mods.openfolder = Open Folder
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mods.viewcontent = View Content
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mods.reload = Reload
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mods.reloadexit = To reload mods, the game will now exit.
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mods.update.available = [lightgray]Update Available: {0}
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mods.update.all = Update All Mods
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mods.downloading = [accent]Downloading Mod: {0}
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mod.warning = \u26a0 Mods can execute arbitrary code.\n\nNever download mods from sources you don't trust - they could steal data or compromise your computer.
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mod.warning.read = I actually read this
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mod.warning.accept = I accept the responsibility
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mod.warning.deny = Disable my mods
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mod.installed = [[Installed]
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mod.display = [gray]Mod:[accent] {0}
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mod.enabled = [lightgray]Enabled
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mod.disabled = [red]Disabled
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mod.failed = [red]Failed
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mod.multiplayer.compatible = [gray]Multiplayer Compatible
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mod.disable = Disable
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mod.version = Version:
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mod.content = Content:
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mod.delete.error = Unable to delete mod. File may be in use.
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mod.incompatiblegame = [red]Outdated Game
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mod.incompatiblemod = [red]Incompatible
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mod.blacklisted = [red]Unsupported
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mod.unmetdependencies = [red]Unmet Dependencies
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mod.erroredcontent = [red]Content Errors
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mod.circulardependencies = [red]Circular Dependencies
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mod.incompletedependencies = [red]Incomplete Dependencies
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mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
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mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] to its [accent]mod.json[] file.
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mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
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mod.missingdependencies.details = This mod is missing dependencies: {0}
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mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them.
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mod.circulardependencies.details = This mod has dependencies that depends on each other.
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mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
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mod.requiresversion = Requires game version: [red]{0}
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mod.errors = Errors have occurred loading content.
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mod.errors.map = [scarlet]Errors have occurred loading map content. All custom content has been disabled.[]\nThis map will likely not function correctly.
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mod.noerrorplay = [red]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
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mod.enable = Enable
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mod.requiresrestart = The game will now close to apply the mod changes.
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mod.reloadrequired = [red]Restart Required
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mod.import = Import Mod
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mod.import.file = Import File
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mod.import.github = Import From GitHub
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mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source!
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mod.item.remove = This item is part of the[accent] '{0}'[] mod. To remove it, uninstall that mod.
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mod.remove.confirm = This mod will be deleted.
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mod.author = [lightgray]Author:[] {0}
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mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
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mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
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mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
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mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
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mod.dependencies.error = [scarlet]Mods are missing dependencies
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mod.dependencies.soft = (optional)
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mod.dependencies.download = Import
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mod.dependencies.downloadreq = Import Required
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mod.dependencies.downloadall = Import All
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mod.dependencies.status = Import Results
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mod.dependencies.success = Successfully downloaded:
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mod.dependencies.failure = Failed to download:
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mod.dependencies.imported = This mod requires dependencies. Download?
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about.button = About
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name = Name:
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noname = Pick a[accent] player name[] first.
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search = Search:
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planetmap = Planet Map
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launchcore = Launch Core
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filename = File Name:
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unlocked = New content unlocked!
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available = New research available!
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unlock.incampaign = < Unlock in campaign for details >
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campaign.select = Select Starting Campaign
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campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
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campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nMore difficult. Higher quality maps and overall experience.
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campaign.serpulo = Older content; the classic experience. More open-ended, more content.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
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campaign.difficulty = Difficulty
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campaign.rework.title = Campaign Changes Notice
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campaign.rework.serpulo = [accent]⚠ The Serpulo campaign has been reworked.[]\n\n\
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Sector positions and difficulty have changed. You may encounter issues relating to leftover campaign saves from the old layout.\n\n\
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For a cleaner experience, consider resetting your campaign saves in the settings.
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completed = [accent]Researched
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techtree = Tech Tree
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techtree.select = Tech Tree Selection
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techtree.serpulo = Serpulo
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techtree.erekir = Erekir
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research.load = Load
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research.discard = Discard
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research.list = [lightgray]Research:
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research = Research
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researched = [lightgray]{0} researched.
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research.progress = {0}% complete
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players = {0} players
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players.single = {0} player
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players.search = search
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players.notfound = [gray]no players found
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server.closing = [accent]Closing server...
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server.kicked.kick = You have been kicked from the server!
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server.kicked.whitelist = You are not whitelisted here.
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server.kicked.serverClose = Server closed.
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server.kicked.vote = You have been vote-kicked. Goodbye.
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server.kicked.clientOutdated = Outdated client! Update your game!
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server.kicked.serverOutdated = Outdated server! Ask the host to update!
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server.kicked.banned = You are banned on this server.
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server.kicked.steamBanned = You have been banned from Steam lobbies for disruptive and shameful behavior.
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server.kicked.typeMismatch = This server is not compatible with your build type.
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server.kicked.playerLimit = This server is full. Wait for an empty slot.
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server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
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server.kicked.nameInUse = There is someone with that name\nalready on this server.
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server.kicked.nameEmpty = Your chosen name is invalid.
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server.kicked.idInUse = You are already on this server! Connecting with two accounts is not permitted.
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server.kicked.customClient = This server does not support custom builds. Download an official version.
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server.kicked.gameover = Game over!
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server.kicked.serverRestarting = The server is restarting.
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server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
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host.info = The [accent]host[] button hosts a server on the specified port.\nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
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join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] or [accent]global[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]If you want to connect to someone by IP, you would need to ask the host for their IP, which can be found by googling "my ip" from their device.
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hostserver = Host Multiplayer Game
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invitefriends = Invite Friends
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hostserver.mobile = Host Game
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host = Host
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hosting = [accent]Opening server...
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hosts.refresh = Refresh
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hosts.discovering = Discovering LAN games
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hosts.discovering.any = Discovering games
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server.refreshing = Refreshing server
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hosts.none = [lightgray]No local games found!
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host.invalid = [scarlet]Can't connect to host.
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servers.local = Local Servers
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servers.local.steam = Open Games & Local Servers
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servers.remote = Remote Servers
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servers.global = Community Servers
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servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
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servers.connect.confirm = Join the following server?\n\n[accent]{0}[]\n\nOnly connect to servers you trust!
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servers.showhidden = Show Hidden Servers
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server.shown = Shown
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server.hidden = Hidden
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servers.sortping = Sorting By: Ping
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servers.sortplayers = Sorting By: Player Count
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viewplayer = Viewing Player: [accent]{0}
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trace = Trace Player
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trace.playername = Player name: [accent]{0}
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trace.ip = IP: [accent]{0}
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trace.id = ID: [accent]{0}
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trace.language = Language: [accent]{0}
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trace.mobile = Mobile Client: [accent]{0}
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trace.modclient = Custom Client: [accent]{0}
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trace.times.joined = Times Joined: [accent]{0}
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trace.times.kicked = Times Kicked: [accent]{0}
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trace.ips = IPs:
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trace.names = Names:
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invalidid = Invalid client ID! Submit a bug report.
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player.ban = Ban
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player.kick = Kick
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player.trace = Trace
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player.admin = Toggle Admin
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player.team = Change Team
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server.bans = Bans
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server.bans.none = No banned players found!
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server.admins = Admins
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server.admins.none = No admins found!
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server.add = Add Server
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server.delete = Are you sure you want to delete this server?
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server.edit = Edit Server
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server.outdated = [red]⚠ Outdated Server![]
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server.outdated.client = [red]⚠ Outdated Client![]
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server.version = [gray]v{0} {1}
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server.custombuild = [accent]Custom Build
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confirmban = Are you sure you want to ban "{0}[white]"?
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confirmkick = Are you sure you want to kick "{0}[white]"?
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confirmunban = Are you sure you want to unban this player?
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confirmadmin = Are you sure you want to make "{0}[white]" an admin?
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confirmunadmin = Are you sure you want to remove admin status from "{0}[white]"?
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votekick.reason = Vote-Kick Reason
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votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
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joingame.title = Join Game
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joingame.ip = Address:
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disconnect = Disconnected.
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disconnect.error = Connection error.
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disconnect.closed = Connection closed.
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disconnect.timeout = Timed out.
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disconnect.data = Failed to load world data!
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disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
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cantconnect = Unable to join game ([accent]{0}[]).
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disconnect.reason = Disconnected: {0}
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connecting = [accent]Connecting...
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reconnecting = [accent]Reconnecting...
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connecting.establish = [accent]Establishing connection...
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receiving.world = [accent]Receiving world data ({0})...
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receiving.assets = [accent]Receiving assets ({0})...
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receiving.assets.fail = I/O error occurred while receiving assets.
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server.port = Port:
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server.invalidport = Invalid port number!
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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!
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server.error = [scarlet]Error hosting server.
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save.new = New Save
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save.overwrite = Are you sure you want to overwrite\nthis save slot?
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save.nocampaign = Individual save files from the campaign cannot be imported.
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overwrite = Overwrite
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save.none = No saves found!
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savefail = Failed to save game!
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save.delete.confirm = Are you sure you want to delete this save?
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save.delete = Delete
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save.export = Export Save
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save.import.invalid = [accent]This save is invalid!
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save.import.fail = [scarlet]Failed to import save: [accent]{0}
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save.export.fail = [scarlet]Failed to export save: [accent]{0}
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save.export.needsload = [scarlet]⚠ This save contains embedded assets.[]\nLoad into this save before exporting it.
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save.assets.missing = Missing Assets
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save.assets.missing.list = Asset List...
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save.assets.missing.info = [scarlet]⚠ This save contains missing assets![]\n\n\
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[lightgray]This is likely because the save file was not properly exported.\n\
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[lightgray]When sharing saves, only export through the in-game UI. Do not copy save files directly.\n\
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[lightgray]If transferring files is necessary, make sure the [accent]assetCache[] folder is copied as well.
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save.import = Import Save
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save.newslot = Save name:
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save.rename = Rename
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save.rename.text = New name:
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selectslot = Select a save.
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slot = [accent]Slot {0}
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editmessage = Edit Message
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save.corrupted = Save file corrupted or invalid!
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empty = <empty>
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on = On
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off = Off
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save.search = Search saved games...
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save.autosave = Autosave: {0}
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save.map = Map: {0}
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save.wave = Wave {0}
|
|
save.mode = Gamemode: {0}
|
|
save.date = Last Saved: {0}
|
|
save.playtime = Playtime: {0}
|
|
dontshowagain = Don't show again
|
|
warning = Warning!
|
|
confirm = Confirm
|
|
delete = Delete
|
|
view.workshop = View In Workshop
|
|
workshop.listing = Edit Workshop Listing
|
|
hide = Hide
|
|
ok = OK
|
|
open = Open
|
|
customize = Customize Rules
|
|
cancel = Cancel
|
|
command = Command
|
|
command.queue = Queue
|
|
command.mine = Mine
|
|
command.repair = Repair
|
|
command.rebuild = Rebuild
|
|
command.assist = Assist Player
|
|
command.move = Move
|
|
command.enterPayload = Enter Payload Block
|
|
command.loadUnits = Load Units
|
|
command.loadBlocks = Load Blocks
|
|
command.unloadPayload = Unload Payload
|
|
command.loopPayload = Loop Unit Transfer
|
|
stance.stop = Cancel Orders
|
|
stance.shoot = Stance: Shoot
|
|
stance.holdfire = Stance: Hold Fire
|
|
stance.pursuetarget = Stance: Pursue Target
|
|
stance.patrol = Stance: Patrol Path
|
|
stance.holdposition = Stance: Hold Position
|
|
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
|
stance.boost = Boost
|
|
stance.mineauto = Automatic Mining
|
|
stance.mine = Mine Item: {0}
|
|
openlink = Open Link
|
|
copylink = Copy Link
|
|
back = Back
|
|
max = Max
|
|
objective = Map Objective
|
|
crash.export = Export Crash Logs
|
|
crash.none = No crash logs found.
|
|
crash.exported = Crash logs exported.
|
|
data.export = Export Data
|
|
data.import = Import Data
|
|
data.openfolder = Open Data Folder
|
|
data.exported = Data exported.
|
|
data.invalid = This isn't valid game data.
|
|
data.import.confirm = Importing external data will overwrite[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
|
quit.confirm = Are you sure you want to quit?
|
|
loading = [accent]Loading...
|
|
downloading = [accent]Downloading...
|
|
saving = [accent]Saving...
|
|
respawn = [accent][[{0}][] to respawn
|
|
cancelbuilding = [accent][[{0}][] to clear plan
|
|
selectschematic = [accent][[{0}][] to select+copy
|
|
pausebuilding = [accent][[{0}][] to pause building
|
|
resumebuilding = [scarlet][[{0}][] to resume building
|
|
enablebuilding = [scarlet][[{0}][] to enable building
|
|
showui = UI hidden.\nPress [accent][[{0}][] to show UI.
|
|
commandmode.name = [accent]Command Mode
|
|
commandmode.nounits = [no units]
|
|
wave = [accent]Wave {0}
|
|
wave.cap = [accent]Wave {0}/{1}
|
|
wave.waiting = [lightgray]Wave in {0}
|
|
wave.waveInProgress = [lightgray]Wave in progress
|
|
waiting = [lightgray]Waiting...
|
|
waiting.players = Waiting for players...
|
|
wave.enemies = [lightgray]{0} Enemies Remaining
|
|
wave.enemycores = [accent]{0}[lightgray] Enemy Cores
|
|
wave.enemycore = [accent]{0}[lightgray] Enemy Core
|
|
wave.enemy = [lightgray]{0} Enemy Remaining
|
|
wave.guardianwarn = Guardian approaching in [accent]{0}[] waves.
|
|
wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave.
|
|
loadimage = Load Image
|
|
saveimage = Save Image
|
|
unknown = Unknown
|
|
custom = Custom
|
|
builtin = Built-In
|
|
modded = Modded
|
|
map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone!
|
|
map.random = [accent]Random Map
|
|
map.nospawn = This map does not have any cores for the player to spawn in! Add a {0} core to this map in the editor.
|
|
map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[scarlet] non-orange[] cores to this map in the editor.
|
|
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add {0} cores to this map in the editor.
|
|
map.invalid = Error loading map: corrupted or invalid map file.
|
|
workshop.update = Update Item
|
|
workshop.error = Error fetching workshop details: {0}
|
|
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
|
|
workshop.menu = Select what you would like to do with this item.
|
|
workshop.info = Item Info
|
|
changelog = Changelog (optional):
|
|
updatedesc = Overwrite Title & Description
|
|
eula = Steam EULA
|
|
missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked.
|
|
publishing = [accent]Publishing...
|
|
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
|
publish.error = Error publishing item: {0}
|
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
|
|
|
editor.showblocks = Show Blocks
|
|
editor.showterrain = Show Terrain
|
|
editor.showfloor = Show Floor
|
|
editor.planet = Planet:
|
|
editor.sector = Sector:
|
|
editor.seed = Seed:
|
|
editor.brush = Brush
|
|
editor.openin = Open In Editor
|
|
editor.oregen = Ore Generation
|
|
editor.oregen.info = Ore Generation:
|
|
editor.mapinfo = Map Info
|
|
editor.author = Author:
|
|
editor.description = Description:
|
|
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
|
editor.waves = Waves
|
|
editor.rules = Rules
|
|
editor.generation = Generation
|
|
editor.objectives = Objectives
|
|
editor.locales = Locale Bundles
|
|
editor.worldprocessors = World Processors
|
|
editor.worldprocessors.editname = Edit Name
|
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
|
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
|
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
|
editor.ingame = Edit In-Game
|
|
editor.playtest = Playtest
|
|
editor.publish.workshop = Publish On Workshop
|
|
editor.newmap = New Map
|
|
editor.center = Center
|
|
editor.search = Search maps...
|
|
editor.filters = Filter Maps
|
|
editor.filters.mode = Gamemodes:
|
|
editor.filters.priorities = Priorities:
|
|
editor.filters.type = Map Type:
|
|
editor.filters.search = Search In:
|
|
editor.filters.author = Author
|
|
editor.filters.description = Description
|
|
editor.filters.modname = Mod Name
|
|
editor.filters.prioritize.name = Prioritize: Name
|
|
editor.filters.prioritize.custom = Prioritize: Custom
|
|
editor.filters.prioritize.builtin = Prioritize: Built-In
|
|
editor.filters.prioritize.recent = Prioritize: Recently Modified
|
|
editor.filters.prioritize.played = Prioritize: Recently Played
|
|
editor.filters.planetselect = Planet Selection
|
|
editor.shiftx = Shift X
|
|
editor.shifty = Shift Y
|
|
|
|
asset.emoji = Emojis
|
|
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
|
|
|
|
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.title = Data Patches & Assets
|
|
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.path.invalid = Path is invalid!
|
|
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.exists.audio = A sound/music asset with that name is already loaded:\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.
|
|
|
|
asset.emoji.delete = Delete Selected ({0})
|
|
asset.emoji.notfound = Image with specified name not found.
|
|
asset.emoji.exists = An emoji with that name already exists.
|
|
|
|
workshop = Workshop
|
|
waves.title = Waves
|
|
waves.team = Team
|
|
waves.remove = Remove
|
|
waves.every = every
|
|
waves.waves = wave(s)
|
|
waves.health = health: {0}%
|
|
waves.perspawn = per spawn
|
|
waves.shields = shields/wave
|
|
waves.to = to
|
|
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.random = Random
|
|
waves.invalid = Invalid waves in clipboard.
|
|
waves.copied = Waves copied.
|
|
waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout.
|
|
waves.sort = Sort By
|
|
waves.sort.reverse = Reverse Sort
|
|
waves.sort.begin = Begin
|
|
waves.sort.health = Health
|
|
waves.sort.type = Type
|
|
waves.search = Search waves...
|
|
waves.filter = Unit Filter
|
|
waves.units.hide = Hide All
|
|
waves.units.show = Show All
|
|
pause.disabled = [scarlet]Pause is disabled
|
|
|
|
#these are intentionally in lower case
|
|
wavemode.counts = counts
|
|
wavemode.totals = totals
|
|
wavemode.health = health
|
|
|
|
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
|
|
|
|
editor.name = Name:
|
|
editor.spawn = Spawn Unit
|
|
editor.removeunit = Remove Unit
|
|
editor.teams = Teams
|
|
editor.errorload = Error loading file.
|
|
editor.errorsave = Error saving file.
|
|
editor.errorimage = That's an image, not a map.
|
|
editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported.
|
|
editor.errornot = This is not a map file.
|
|
editor.errorheader = This map file is either not valid or corrupt.
|
|
editor.errorname = Map has no name defined. Are you trying to load a save file?
|
|
editor.errorlocales = Error reading invalid locale bundles.
|
|
editor.update = Update
|
|
editor.randomize = Randomize
|
|
editor.moveup = Move Up
|
|
editor.movedown = Move Down
|
|
editor.copy = Copy
|
|
editor.apply = Apply
|
|
editor.generate = Generate
|
|
editor.sectorgenerate = Sector Generate
|
|
editor.resize = Resize
|
|
editor.loadmap = Load Map
|
|
editor.savemap = Save Map
|
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
|
editor.saved = Saved!
|
|
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
|
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
|
editor.import.exists = [scarlet]Unable to import:[] a built-in map named '{0}' already exists!
|
|
editor.import = Import...
|
|
editor.importmap = Import Map
|
|
editor.importmap.description = Import an already existing map
|
|
editor.importfile = Import File
|
|
editor.importfile.description = Import an external map file
|
|
editor.importimage = Import Image File
|
|
editor.importimage.description = Import an external map image file
|
|
editor.export = Export...
|
|
editor.exportfile = Export File
|
|
editor.exportfile.description = Export a map file
|
|
editor.exportimage = Export Terrain Image
|
|
editor.exportimage.description = Export an image file containing only basic terrain
|
|
editor.loadimage = Import Terrain
|
|
editor.saveimage = Export Terrain
|
|
editor.unsaved = Are you sure you want to exit?\n[scarlet]Any unsaved changes will be lost.
|
|
editor.resizemap = Resize Map
|
|
editor.mapname = Map Name:
|
|
editor.overwrite = [accent]Warning!\nThis overwrites an existing map.
|
|
editor.overwrite.confirm = [scarlet]Warning![] A map with this name already exists. Are you sure you want to overwrite it?\n"[accent]{0}[]"
|
|
editor.exists = A map with this name already exists.
|
|
editor.selectmap = Select a map to load:
|
|
|
|
toolmode.replace = Replace
|
|
toolmode.replace.description = Draws only on solid blocks.
|
|
toolmode.replaceall = Replace All
|
|
toolmode.replaceall.description = Replace all blocks in map.
|
|
toolmode.orthogonal = Orthogonal
|
|
toolmode.orthogonal.description = Draws only orthogonal lines.
|
|
toolmode.square = Square
|
|
toolmode.square.description = Square brush.
|
|
toolmode.eraseores = Erase Ores
|
|
toolmode.eraseores.description = Erase only ores.
|
|
toolmode.fillteams = Fill Teams
|
|
toolmode.fillteams.description = Fill teams instead of blocks.
|
|
toolmode.fillerase = Fill Erase
|
|
toolmode.fillerase.description = Erase blocks of the same type.
|
|
toolmode.fillcliffs = Fill Cliffs
|
|
toolmode.fillcliffs.description = Turns walls into cliffs.
|
|
toolmode.drawteams = Draw Teams
|
|
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.
|
|
|
|
filter.distort = Distort
|
|
filter.noise = Noise
|
|
filter.enemyspawn = Enemy Spawn Select
|
|
filter.spawnpath = Path To Spawn
|
|
filter.corespawn = Core Select
|
|
filter.median = Median
|
|
filter.oremedian = Ore Median
|
|
filter.blend = Blend
|
|
filter.defaultores = Default Ores
|
|
filter.ore = Ore
|
|
filter.rivernoise = River Noise
|
|
filter.mirror = Mirror
|
|
filter.clear = Clear
|
|
filter.option.ignore = Ignore
|
|
filter.scatter = Scatter
|
|
filter.terrain = Terrain
|
|
filter.logic = Logic
|
|
|
|
filter.option.scale = Scale
|
|
filter.option.chance = Chance
|
|
filter.option.mag = Magnitude
|
|
filter.option.threshold = Threshold
|
|
filter.option.circle-scale = Circle Scale
|
|
filter.option.octaves = Octaves
|
|
filter.option.falloff = Falloff
|
|
filter.option.angle = Angle
|
|
filter.option.tilt = Tilt
|
|
filter.option.rotate = Rotate
|
|
filter.option.amount = Amount
|
|
filter.option.block = Block
|
|
filter.option.floor = Floor
|
|
filter.option.flooronto = Target Floor
|
|
filter.option.target = Target
|
|
filter.option.replacement = Replacement
|
|
filter.option.wall = Wall
|
|
filter.option.ore = Ore
|
|
filter.option.floor2 = Secondary Floor
|
|
filter.option.threshold2 = Secondary Threshold
|
|
filter.option.radius = Radius
|
|
filter.option.percentile = Percentile
|
|
filter.option.code = Code
|
|
filter.option.loop = Loop
|
|
|
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
|
locales.applytoall = Apply Changes To All Locales
|
|
locales.addtoother = Add To Other Locales
|
|
locales.rollback = Rollback to last applied
|
|
locales.filter = Property filter
|
|
locales.searchname = Search name...
|
|
locales.searchvalue = Search value...
|
|
locales.searchlocale = Search locale...
|
|
locales.byname = By name
|
|
locales.byvalue = By value
|
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
|
locales.showmissing = Show properties that are missing in some locales
|
|
locales.showsame = Show properties that have same values in different locales
|
|
locales.viewproperty = View in all locales
|
|
locales.viewing = Viewing property "{0}"
|
|
locales.addicon = Add Icon
|
|
locales.property.name = name
|
|
locales.property.text = text
|
|
|
|
width = Width:
|
|
height = Height:
|
|
menu = Menu
|
|
play = Play
|
|
campaign = Campaign
|
|
load = Load
|
|
save = Save
|
|
fps = FPS: {0}
|
|
ping = Ping: {0}ms
|
|
tps = TPS: {0}
|
|
memory = Mem: {0}mb
|
|
memory2 = Mem:\n {0}mb +\n {1}mb
|
|
language.restart = Restart your game for the language settings to take effect.
|
|
settings = Settings
|
|
tutorial = Tutorial
|
|
tutorial.retake = Re-Take Tutorial
|
|
editor = Editor
|
|
mapeditor = Map Editor
|
|
|
|
abandon = Abandon
|
|
abandon.text = This zone and all its resources will be lost to the enemy.
|
|
locked = Locked
|
|
complete = [lightgray]Complete:
|
|
requirement.wave = Reach Wave {0} in {1}
|
|
requirement.core = Destroy Enemy Core in {0}
|
|
requirement.research = Research {0}
|
|
requirement.produce = Produce {0}
|
|
requirement.capture = Capture {0}
|
|
requirement.onplanet = Control Sector On {0}
|
|
requirement.onsector = Land On Sector: {0}
|
|
launch.text = Launch
|
|
map.multiplayer = Only the host can view sectors.
|
|
uncover = Uncover
|
|
configure = Configure Loadout
|
|
|
|
objective.research.name = Research
|
|
objective.produce.name = Obtain
|
|
objective.item.name = Obtain Item
|
|
objective.coreitem.name = Core Item
|
|
objective.buildcount.name = Build Count
|
|
objective.unitcount.name = Unit Count
|
|
objective.destroyunits.name = Destroy Units
|
|
objective.timer.name = Timer
|
|
objective.destroyblock.name = Destroy Block
|
|
objective.destroyblocks.name = Destroy Blocks
|
|
objective.destroycore.name = Destroy Core
|
|
objective.commandmode.name = Command Mode
|
|
objective.flag.name = Flag
|
|
|
|
marker.shapetext.name = Shape Text
|
|
marker.point.name = Point
|
|
marker.shape.name = Shape
|
|
marker.text.name = Text
|
|
marker.line.name = Line
|
|
marker.quad.name = Quad
|
|
marker.texture.name = Texture
|
|
|
|
marker.background = Background
|
|
marker.outline = Outline
|
|
|
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
|
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
|
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
|
objective.destroyblocks = [accent]Destroy: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
|
objective.item = [accent]Obtain: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
|
objective.coreitem = [accent]Move into Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
|
objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
|
objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
|
objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
|
|
objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
|
|
objective.enemyescalating = [accent]Enemy production escalating in [lightgray]{0}[]
|
|
objective.enemyairunits = [accent]Enemy air unit production begins in [lightgray]{0}[]
|
|
objective.enemyunitproduction = [accent]Enemy unit production begins in [lightgray]{0}[]
|
|
objective.destroycore = [accent]Destroy Enemy Core
|
|
objective.command = [accent]Command Units
|
|
objective.nuclearlaunch = [accent]\u26A0 Missile launch detected: [lightgray]{0}
|
|
|
|
announce.nuclearstrike = [red]\u26A0 MISSILE STRIKE INBOUND \u26A0\n[lightgray]construct backup cores immediately
|
|
|
|
loadout = Loadout
|
|
resources = Resources
|
|
resources.max = Max
|
|
bannedblocks = Banned Blocks
|
|
unbannedblocks = Unbanned Blocks
|
|
objectives = Objectives
|
|
bannedunits = Banned Units
|
|
unbannedunits = Unbanned Units
|
|
bannedunits.whitelist = Banned Units As Whitelist
|
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
|
addall = Add All
|
|
launch.from = Launching From: [accent]{0}
|
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
|
launch.destination = Destination: {0}
|
|
landing.sources = Source Sectors: [accent]{0}[]
|
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
|
configure.invalid = Amount must be a number between 0 and {0}.
|
|
add = Add...
|
|
guardian = Guardian
|
|
|
|
connectfail = [scarlet]Connection error:\n\n[accent]{0}
|
|
error.unreachable = Server unreachable.\nIs the address spelled correctly?
|
|
error.invalidaddress = Invalid address.
|
|
error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct!
|
|
error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry!
|
|
error.alreadyconnected = Already connected.
|
|
error.mapnotfound = Map file not found!
|
|
error.io = Network I/O error.
|
|
error.any = Unknown network error.
|
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
|
error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThis will not be fixed. There is no known workaround for this issue.
|
|
|
|
weather.rain.name = Rain
|
|
weather.snowing.name = Snow
|
|
weather.sandstorm.name = Sandstorm
|
|
weather.sporestorm.name = Sporestorm
|
|
weather.fog.name = Fog
|
|
|
|
campaign.playtime = \uF129 [lightgray]Sector Playtime: {0}
|
|
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
|
|
|
sectorlist = Sectors
|
|
sectorlist.attacked = {0} under attack
|
|
sectors.unexplored = [lightgray]Unexplored
|
|
sectors.attempts = Attempts:
|
|
sectors.resources = Resources:
|
|
sectors.production = Production:
|
|
sectors.export = Export:
|
|
sectors.import = Import:
|
|
sectors.time = Time:
|
|
sectors.threat = Threat:
|
|
sectors.wave = Wave:
|
|
sectors.stored = Stored:
|
|
sectors.resume = Resume
|
|
sectors.launch = Launch
|
|
sectors.nolaunchcandidate = No Launch Sector
|
|
sectors.viewsubmission = \ue80d View Submission
|
|
sectors.select = Select
|
|
sectors.launchselect = Select Launch Destination
|
|
sectors.nonelaunch = [lightgray]none (sun)
|
|
sectors.redirect = Redirect Launch Pads
|
|
sectors.rename = Rename Sector
|
|
sectors.enemybase = [scarlet]Enemy Base
|
|
sectors.vulnerable = [scarlet]Vulnerable
|
|
sectors.underattack = [scarlet]Under attack!
|
|
sectors.go = Go
|
|
sector.abandon = Abandon
|
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
|
sector.curcapture = Sector Captured
|
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
|
sector.curlost = Sector Lost
|
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
|
sector.lost = Sector [accent]{0}[white] lost!
|
|
sector.capture = Sector [accent]{0}[white] Captured!
|
|
sector.capture.current = Sector Captured!
|
|
sector.changeicon = Change Icon
|
|
sector.noswitch.title = Unable to Switch Sectors
|
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
|
sector.view = View Sector
|
|
sector.foundationrequired = [lightgray] Core: Foundation Required Nearby
|
|
sector.shielded = [lightgray] Shielded
|
|
|
|
threat.low = Low
|
|
threat.medium = Medium
|
|
threat.high = High
|
|
threat.extreme = Extreme
|
|
threat.eradication = Eradication
|
|
|
|
difficulty.guide.title = Notice
|
|
difficulty.guide = If a sector poses too much of a challenge, campaign difficulty can be adjusted for an easier experience.
|
|
difficulty.guide.confirm = Adjust Difficulty
|
|
|
|
difficulty.casual = Casual
|
|
difficulty.easy = Easy
|
|
difficulty.normal = Normal
|
|
difficulty.hard = Hard
|
|
difficulty.eradication = Eradication
|
|
|
|
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
|
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
|
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
|
difficulty.nomodifiers = [lightgray](No modifiers)
|
|
|
|
planets = Planets
|
|
|
|
planet.serpulo.name = Serpulo
|
|
planet.erekir.name = Erekir
|
|
planet.sun.name = Sun
|
|
|
|
sector.impact0078.name = Impact 0078
|
|
sector.groundZero.name = Ground Zero
|
|
sector.crateredBattleground.name = Cratered Battleground
|
|
sector.frozenForest.name = Frozen Forest
|
|
sector.ruinousShores.name = Ruinous Shores
|
|
sector.stainedMountains.name = Stained Mountains
|
|
sector.desolateRift.name = Desolate Rift
|
|
sector.nuclearComplex.name = Nuclear Production Complex
|
|
sector.overgrowth.name = Overgrowth
|
|
sector.tarFields.name = Tar Fields
|
|
sector.saltFlats.name = Salt Flats
|
|
sector.fungalPass.name = Fungal Pass
|
|
sector.biomassFacility.name = Biomass Synthesis Facility
|
|
sector.windsweptIslands.name = Windswept Islands
|
|
sector.extractionOutpost.name = Extraction Outpost
|
|
sector.facility32m.name = Facility 32 M
|
|
sector.taintedWoods.name = Tainted Woods
|
|
sector.infestedCanyons.name = Infested Canyons
|
|
sector.planetaryTerminal.name = Planetary Launch Terminal
|
|
sector.coastline.name = Humid Coastline
|
|
sector.navalFortress.name = Naval Fortress
|
|
sector.atolls.name = Atolls
|
|
sector.testingGrounds.name = Testing Grounds
|
|
sector.perilousHarbor.name = Perilous Harbor
|
|
sector.weatheredChannels.name = Weathered Channels
|
|
sector.fallenVessel.name = Fallen Vessel
|
|
sector.mycelialBastion.name = Mycelial Bastion
|
|
sector.frontier.name = Frontier
|
|
sector.sunkenPier.name = Sunken Pier
|
|
sector.littoralShipyard.name = Littoral Shipyard
|
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
|
|
|
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\n\nGather as much lead and copper as possible.\nMove on.
|
|
sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
|
sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing.
|
|
sector.crateredBattleground.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
|
sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\n\nContinue the expansion outwards. Rediscover the technology.
|
|
sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units.
|
|
sector.overgrowth.description = This area is overgrown, closer to the origin of the spores.\n\nThe enemy has established an outpost here. Build Mace units. Destroy it.
|
|
sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\nResearch oil processing technology if possible.
|
|
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction.\n\nBuild air and ground defenses as soon as possible. Do not be fooled by the infrequent nature of enemy attacks.
|
|
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\nResearch the Thorium Reactor, and utilize it for advanced power generation.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
|
|
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\n\nUtilize Dagger units. Destroy the enemy outpost.
|
|
sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism.
|
|
sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had structures producing Plastanium.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
|
|
sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads.
|
|
sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology.
|
|
sector.planetaryTerminal.description = The final objective.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
|
|
sector.coastline.description = Remnants of alloy synthesis technology have been detected at this location.\n\nRepel the enemy attacks, capture this sector, and acquire the technology.
|
|
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
|
sector.facility32m.description = This sector contains the moldering remnants of an explosives production facility.\n\nCapture this area. Research the Blast Mixer. Produce Blast Compound for use as turret ammunition.
|
|
sector.taintedWoods.description = [gray][optional objective][]\nRich in oil reserves, this sector contains large masses of fungal growth, making it difficult to traverse.\n\nUtilize its resources to produce Plastanium. Fend off the enemy.
|
|
sector.sunkenPier.description = [gray][optional objective][]\nOnce an offshore oil platform, this facility has long-since fallen into disrepair.\n\nHigh amounts of enemy naval units detected. Be prepared for attacks from multiple directions.
|
|
sector.atolls.description = [gray][optional objective][]\nMultiple enemy naval bases have been detected at this location.\n\nUtilize Mega payload units to transport ground forces into attack positions. Build naval units to destroy the peripheral outposts.
|
|
sector.frontier.description = A small enemy outpost has been detected here.\n\nBuild Mono units in order to harvest resources more effectively. Utilize the Additive Reconstructor to construct stronger units.
|
|
sector.infestedCanyons.description = Beyond the mountains lies a winding river valley, now covered in layers of spore moss.\n\nHold your ground against the enemy onslaught. Construct naval units. Eliminate all enemy cores.
|
|
sector.testingGrounds.description = [gray][optional objective][]\nA crater-riddled desert valley, formerly used as a testing ground for military projects.\n\nDue to lack of water, establishing a presence in this location may pose a challenge. Be prepared for attacks from multiple directions.
|
|
sector.perilousHarbor.description = Multiple enemy bases have been established across this treacherous coastal region.\n\nConstruct naval units, and crush their fortifications.
|
|
sector.weatheredChannels.description = [gray][optional objective][]\nThis channel system harbors abundant resources. Land your core. Fend off the enemy waves to claim them.\n\nThe enemy will take multiple routes to assault your infrastructure. Look for signs of a possible ambush and defend accordingly.
|
|
sector.mycelialBastion.description = This fortified complex lies deep within the fungal regions, threatening neighboring sectors with advanced insectoid units.\n\nAssault the complex. Obtain the technology within. Utilize units capable of traversing walls.
|
|
sector.littoralShipyard.description = Located upon the far reaches of the central sea, this naval production facility contains technology for building advanced units.\n\nDestroy this facility, and use its technology to further assist in the completion of the final objective.
|
|
|
|
sector.onset.name = The Onset
|
|
sector.aegis.name = Aegis
|
|
sector.lake.name = Lake
|
|
sector.intersect.name = Intersect
|
|
sector.atlas.name = Atlas
|
|
sector.split.name = Split
|
|
sector.basin.name = Basin
|
|
sector.marsh.name = Marsh
|
|
sector.peaks.name = Peaks
|
|
sector.ravine.name = Ravine
|
|
sector.caldera-erekir.name = Caldera
|
|
sector.stronghold.name = Stronghold
|
|
sector.crevice.name = Crevice
|
|
sector.siege.name = Siege
|
|
sector.crossroads.name = Crossroads
|
|
sector.karst.name = Karst
|
|
sector.origin.name = Origin
|
|
|
|
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
|
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
|
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
|
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
|
sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past certain enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
|
|
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
|
|
sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
|
|
sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
|
|
sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
|
|
sector.ravine.description = An important transportation route for the enemy. No cores detected in the sector, but expect a variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
|
|
sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
|
|
sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
|
|
sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
|
|
sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
|
|
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
|
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
|
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
|
|
|
status.burning.name = Burning
|
|
status.freezing.name = Freezing
|
|
status.wet.name = Wet
|
|
status.muddy.name = Muddy
|
|
status.melting.name = Melting
|
|
status.sapped.name = Sapped
|
|
status.electrified.name = Electrified
|
|
status.spore-slowed.name = Spore Slowed
|
|
status.tarred.name = Tarred
|
|
status.overdrive.name = Overdrive
|
|
status.overclock.name = Overclock
|
|
status.shocked.name = Shocked
|
|
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
|
|
status.invincible.name = Invincible
|
|
status.dynamic.name = Dynamic
|
|
|
|
settings.language = Language
|
|
settings.data = Game Data
|
|
settings.reset = Reset to Defaults
|
|
settings.rebind = Rebind
|
|
settings.resetKey = Reset
|
|
settings.unbindKey = Unbind
|
|
settings.controls = Controls
|
|
settings.game = Game
|
|
settings.sound = Sound
|
|
settings.dev = Developer Options
|
|
settings.graphics = Graphics
|
|
settings.cleardata = Clear Game Data...
|
|
settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone!
|
|
settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit.
|
|
settings.clearsaves.confirm = Are you sure you want to clear all your saves?
|
|
settings.clearsaves = Clear Saves
|
|
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
|
|
block.limit = [scarlet]Limit: {0} Buildings
|
|
unsupported.environment = [scarlet]Unsupported Environment
|
|
yes = Yes
|
|
no = No
|
|
unabletoclog = Unable to clog
|
|
info.title = Info
|
|
error.title = [scarlet]An error has occured
|
|
error.crashtitle = An error has occured
|
|
unit.nobuild = [scarlet]Unit can't build
|
|
lastaccessed = [lightgray]Last Accessed: {0}
|
|
lastcommanded = [lightgray]Last Commanded: {0}
|
|
block.unknown = [lightgray]???
|
|
|
|
stat.showinmap = <load map to show>
|
|
stat.description = Purpose
|
|
stat.input = Input
|
|
stat.output = Output
|
|
stat.maxefficiency = Max Efficiency
|
|
stat.booster = Booster
|
|
stat.tiles = Required Tiles
|
|
stat.affinities = Affinities
|
|
stat.opposites = Opposites
|
|
stat.powercapacity = Power Capacity
|
|
stat.powershot = Power/Shot
|
|
stat.damage = Damage
|
|
stat.frequency = Frequency
|
|
stat.targetsair = Targets Air
|
|
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
|
|
stat.displaysize = Display Size
|
|
stat.liquidcapacity = Liquid Capacity
|
|
stat.powerrange = Power Range
|
|
stat.linkrange = Link Range
|
|
stat.instructions = Instructions
|
|
stat.powerconnections = Max Connections
|
|
stat.poweruse = Power Use
|
|
stat.powerdamage = Power/Damage
|
|
stat.itemcapacity = Item Capacity
|
|
stat.memorycapacity = Memory Capacity
|
|
stat.basepowergeneration = Base Power Generation
|
|
stat.meltdowntime = Meltdown Time
|
|
stat.productiontime = Production Time
|
|
stat.warmuptime = Warmup Time
|
|
stat.repairtime = Block Full Repair Time
|
|
stat.repairspeed = Repair Speed
|
|
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
|
|
stat.drillspeed = Base Drill Speed
|
|
stat.boosteffect = Boost Effect
|
|
stat.maxunits = Max Active Units
|
|
stat.health = Health
|
|
stat.armor = Armor
|
|
stat.armor.info = Applied damage = incoming damage - armor.\nUp to 90% maximum damage reduction.
|
|
stat.buildtime = Build Time
|
|
stat.maxconsecutive = Max Consecutive
|
|
stat.buildcost = Build Cost
|
|
stat.inaccuracy = Inaccuracy
|
|
stat.shots = Shots
|
|
stat.reload = Firing Rate
|
|
stat.ammo = Ammo
|
|
stat.shieldhealth = Shield Health
|
|
stat.cooldowntime = Cooldown Time
|
|
stat.regenerationrate = Regeneration Rate
|
|
stat.activationtime = Activation Time
|
|
stat.explosiveness = Explosiveness
|
|
stat.basedeflectchance = Base Deflect Chance
|
|
stat.lightningchance = Lightning Chance
|
|
stat.lightningdamage = Lightning Damage
|
|
stat.flammability = Flammability
|
|
stat.radioactivity = Radioactivity
|
|
stat.charge = Charge
|
|
stat.heatcapacity = Heat Capacity
|
|
stat.viscosity = Viscosity
|
|
stat.temperature = Temperature
|
|
stat.speed = Speed
|
|
stat.buildspeed = Build Speed
|
|
stat.minespeed = Mine Speed
|
|
stat.minetier = Mine Tier
|
|
stat.payloadcapacity = Payload Capacity
|
|
stat.abilities = Abilities
|
|
stat.canboost = Can Boost
|
|
stat.boostingspeed = Boosting Speed
|
|
stat.flying = Flying
|
|
stat.ammouse = Ammo Use
|
|
stat.ammocapacity = Ammo Capacity
|
|
stat.damagemultiplier = Damage Multiplier
|
|
stat.healthmultiplier = Health Multiplier
|
|
stat.speedmultiplier = Speed Multiplier
|
|
stat.reloadmultiplier = Reload Multiplier
|
|
stat.buildspeedmultiplier = Build Speed Multiplier
|
|
stat.reactive = Reacts
|
|
stat.immunities = Immunities
|
|
stat.healing = Healing
|
|
stat.status = Status Effect
|
|
stat.efficiency = {0}% Efficiency
|
|
stat.chance = [stat]{0}%[lightgray] chance of [white]
|
|
stat.hitsize = Hitbox Size
|
|
stat.resettime = Reset Time
|
|
|
|
ability.forcefield = Force Field
|
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
|
ability.repairfield = Repair Field
|
|
ability.repairfield.description = Repairs nearby units
|
|
ability.statusfield = Status Field
|
|
ability.statusfield.description = Applies a status effect to nearby units
|
|
ability.unitspawn = Factory
|
|
ability.unitspawn.description = Constructs units
|
|
ability.shieldregenfield = Shield Regen Field
|
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
|
ability.movelightning = Movement Lightning
|
|
ability.movelightning.description = Releases lightning while moving
|
|
ability.armorplate = Armor Plate
|
|
ability.armorplate.description = Reduces damage taken while shooting
|
|
ability.shieldarc = Shield Arc
|
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs or deflects bullets, missiles and units
|
|
ability.suppressionfield = Repair Suppression
|
|
ability.suppressionfield.description = Stops nearby repair buildings and build towers
|
|
ability.energyfield = Energy Field
|
|
ability.energyfield.description = Zaps nearby enemies
|
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
|
ability.regen = Self Regeneration
|
|
ability.regen.description = Regenerates own health over time
|
|
ability.liquidregen = Liquid Absorption
|
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
|
ability.spawndeath = Death Spawns
|
|
ability.spawndeath.description = Releases units on death
|
|
ability.liquidexplode = Death Spillage
|
|
ability.liquidexplode.description = Spills liquid on death
|
|
|
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
|
ability.stat.shield = [stat]{0}[lightgray] max shield
|
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
|
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|
|
|
bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
|
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
|
bar.drilltierreq = Better Drill Required
|
|
bar.nobatterypower = Insufficient Battery Power
|
|
bar.noresources = Missing Resources
|
|
bar.corereq = Core Base Required
|
|
bar.corefloor = Core Zone Tile Required
|
|
bar.cargounitcap = Cargo Unit Cap Reached
|
|
bar.drillspeed = Drill Speed: {0}/s
|
|
bar.pumpspeed = Pump Speed: {0}/s
|
|
bar.efficiency = Efficiency: {0}%
|
|
bar.yield = Yield: +{0}%
|
|
bar.boost = Boost: +{0}%
|
|
bar.powerbuffer = Batteries: {0}/{1}
|
|
bar.powerbalance = Power: {0}/s
|
|
bar.powerstored = Stored: {0}/{1}
|
|
bar.poweramount = Power: {0}
|
|
bar.poweroutput = Power Output: {0}
|
|
bar.powerlines = Connections: {0}/{1}
|
|
bar.items = Items: {0}
|
|
bar.capacity = Capacity: {0}
|
|
bar.unitcap = {0} {1}/{2}
|
|
bar.liquid = Liquid
|
|
bar.heat = Heat
|
|
bar.cooldown = Cooldown
|
|
bar.instability = Instability
|
|
bar.whenfull = when full
|
|
bar.nevermelts = never melts
|
|
bar.heatamount = Heat: {0}
|
|
bar.heatpercent = Heat: {0} ({1}%)
|
|
bar.power = Power
|
|
bar.progress = Progress: {0}%
|
|
bar.loadprogress = Progress
|
|
bar.launchcooldown = Launch Cooldown
|
|
bar.input = Input
|
|
bar.output = Output
|
|
bar.strength = [stat]{0}[lightgray]x strength
|
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
|
bar.activationtimer = Activates in {0}
|
|
bar.activated = Activated
|
|
bar.upto = Up to {0}
|
|
bar.lerpwarmuptime = Affected by overdrive. Non-linear; uses the exponential decay formula.\nFor reference, this will reach 90% progress in {0} seconds, and 99% in {1} seconds.
|
|
bar.damagetimetotal = {0} dmg/{1} sec
|
|
bar.hits = {0} hits
|
|
bar.dps = {0} DPS
|
|
|
|
units.processorcontrol = [lightgray]Processor Controlled
|
|
|
|
weapon.pointdefense = [stat]Point Defense
|
|
|
|
bullet.damage = [stat]{0}[lightgray] damage
|
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
|
|
bullet.incendiary = [stat]incendiary
|
|
bullet.homing = [stat]homing
|
|
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
|
|
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.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
|
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
|
bullet.pierce = [stat]{0}x[lightgray] pierce
|
|
bullet.infinitepierce = [stat]pierce
|
|
bullet.healpercent = [stat]{0}%[lightgray] repair
|
|
bullet.healamount = [stat]{0}[lightgray] direct repair
|
|
bullet.multiplier = [stat]{0}[lightgray] ammo/item
|
|
bullet.reload = [stat]{0}%[lightgray] fire rate
|
|
bullet.range = [stat]{0}[lightgray] tiles range
|
|
bullet.notargetsmissiles = [stat] ignores missiles
|
|
bullet.notargetsbuildings = [stat] ignores buildings
|
|
|
|
unit.blocks = blocks
|
|
unit.blockssquared = blocks\u00B2
|
|
unit.worldunits = world units
|
|
unit.powersecond = power units/second
|
|
unit.tilessecond = tiles/second
|
|
unit.liquidsecond = liquid units/second
|
|
unit.itemssecond = items/second
|
|
unit.liquidunits = liquid units
|
|
unit.powerunits = power units
|
|
unit.powerequilibrium = power equilibrium
|
|
unit.heatunits = heat units
|
|
unit.heatunitsperside = heat units per side
|
|
unit.degrees = degrees
|
|
unit.seconds = seconds
|
|
unit.minutes = mins
|
|
unit.persecond = /sec
|
|
unit.perminute = /min
|
|
unit.timesspeed = x speed
|
|
unit.multiplier = x
|
|
unit.percent = %
|
|
unit.shieldhealth = shield health
|
|
unit.items = items
|
|
unit.thousands = k
|
|
unit.millions = mil
|
|
unit.billions = b
|
|
unit.shots = shots
|
|
unit.pershot = /shot
|
|
unit.perleg = per leg
|
|
unit.perside = per side
|
|
unit.instant = Instant
|
|
category.purpose = Purpose
|
|
category.general = General
|
|
category.power = Power
|
|
category.liquids = Liquids
|
|
category.items = Items
|
|
category.crafting = Input/Output
|
|
category.function = Function
|
|
category.optional = Optional Enhancements
|
|
setting.alwaysmusic.name = Always Play Music
|
|
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
|
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
|
setting.skipcoreanimation.description = When enabled, the animation for core launching and landing will be skipped.
|
|
setting.landscape.name = Lock Landscape
|
|
setting.landscape.description = When enabled, the screen orientation is locked to landscape mode.
|
|
setting.blockreplace.name = Automatic Block Suggestions
|
|
setting.blockreplace.description = When enabled, placing a block on another of the same type\nwill suggest an automatic upgrade if available.
|
|
setting.linear.name = Linear Filtering
|
|
setting.linear.description = When enabled, textures are smoothed. When disabled, textures have a pixelated look.
|
|
setting.hints.name = Hints
|
|
setting.backgroundpause.name = Pause In Background
|
|
setting.backgroundpause.description = When enabled, the game will pause when it is not in focus.
|
|
setting.buildautopause.name = Auto-Pause Building
|
|
setting.buildautopause.description = When enabled, building is automatically paused when the player is not actively building.
|
|
setting.doubletapmine.name = Double-Tap to Mine
|
|
setting.doubletapmine.description = When enabled, double-tapping on a resource tile will make your unit start mining it.
|
|
setting.commandmodehold.name = Hold For Command Mode
|
|
setting.commandmodehold.description = Whether command mode is activated by holding the command key down, as opposed to toggling it once.
|
|
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
|
setting.distinctcontrolgroups.description = When enabled, a unit can only belong to one control group at a time.
|
|
setting.modcrashdisable.name = Disable Mods On Startup Crash
|
|
setting.modcrashdisable.description = When enabled, if the game crashes on startup, all mods\nwill be automatically disabled to prevent a crash loop.
|
|
setting.animatedwater.name = Animated Surfaces
|
|
setting.animatedwater.description = Whether to display animations for surfaces like water, slag and shields.
|
|
setting.playerindicators.name = Player Indicators
|
|
setting.playerindicators.description = Shows markers pointing in the direction of other players on the map.
|
|
setting.showpings.name = Show Pings
|
|
setting.showotherbuildplans.name = Show Other Player's Build Plans
|
|
setting.indicators.name = Enemy Indicators
|
|
setting.indicators.description = Shows markers pointing in the direction of enemy units.
|
|
setting.autotarget.name = Auto-Target
|
|
setting.autotarget.description = When enabled, your unit will automatically target and fire at nearby enemies.
|
|
setting.keyboard.name = Mouse+Keyboard Controls (Experimental)
|
|
setting.fpscap.name = Max FPS
|
|
setting.fpscap.description = Sets the maximum frames per second the game will run at.\nHigher values may increase power consumption.
|
|
setting.fpscap.none = None
|
|
setting.fpscap.text = {0} FPS
|
|
setting.uiscale.name = UI Scaling
|
|
setting.uiscale.description = Modifies the size of the user interface.\nRestart required to apply changes.
|
|
setting.uiEdgePadding.name = UI Edge Padding
|
|
setting.uiEdgePadding.description = Adds padding to the edges of the UI. Useful for displays with rounded corners or notches.
|
|
setting.swapdiagonal.name = Always Diagonal Placement
|
|
setting.swapdiagonal.description = When enabled, holding the placement key will switch to diagonal placement mode.
|
|
setting.screenshake.name = Screen Shake
|
|
setting.screenshake.description = Adjusts the intensity of the screen shake effect from explosions and other events.
|
|
setting.bloomintensity.name = Bloom Intensity
|
|
setting.bloomintensity.description = Adjusts the intensity of the bloom (glow) effect.
|
|
setting.bloomblur.name = Bloom Blur
|
|
setting.bloomblur.description = Adjusts the blurriness of the bloom effect.
|
|
setting.effects.name = Display Effects
|
|
setting.effects.description = Whether to display various visual effects like smoke and particles.
|
|
setting.destroyedblocks.name = Display Destroyed Blocks
|
|
setting.destroyedblocks.description = When enabled, destroyed blocks leave behind rubble.
|
|
setting.blockstatus.name = Display Block Status
|
|
setting.blockstatus.description = Shows colored status icons above blocks.
|
|
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
|
|
setting.conveyorpathfinding.description = When enabled, placing conveyors will automatically try to find a path to the destination.
|
|
setting.sensitivity.name = Controller Sensitivity
|
|
setting.sensitivity.description = Adjusts the sensitivity of game controllers.
|
|
setting.saveinterval.name = Save Interval
|
|
setting.saveinterval.description = Sets the time interval for automatic game saves.
|
|
setting.seconds = {0} seconds
|
|
setting.milliseconds = {0} milliseconds
|
|
setting.fullscreen.name = Fullscreen
|
|
setting.fps.name = Show FPS & Ping
|
|
setting.fps.description = Displays the current frames per second and network ping in the corner of the screen.
|
|
setting.console.name = Enable Console
|
|
setting.console.description = Enables the in-game Javascript console.
|
|
setting.drawhitboxes.name = Display Hitboxes
|
|
setting.showperformance.name = Display Performance Metrics
|
|
setting.buildingtimestep.name = Fixed Building Timestep
|
|
setting.buildingtimestep.description = Runs buildings on a fixed timestep with constant delta,\nas opposed to every frame with variable delta.\nIf buildings cannot be updated fast enough, the game will slow down.\nIf you don't know what that means, don't touch this option.
|
|
setting.smoothcamera.name = Smooth Camera
|
|
setting.smoothcamera.description = When enabled, the camera will move more smoothly instead of\ninstantly snapping to new positions.
|
|
setting.detach-camera.name = Free Camera
|
|
setting.detach-camera.description = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey.
|
|
setting.vsync.name = VSync
|
|
setting.vsync.description = Synchronizes the game's frame rate with the monitor's\nrefresh rate to prevent screen tearing.
|
|
setting.pixelate.name = Pixelate
|
|
setting.pixelate.description = When enabled, the game is rendered at a lower resolution and\nscaled up, creating a pixelated effect.
|
|
setting.minimap.name = Show Minimap
|
|
setting.minimap.description = Toggles the visibility of the minimap in the corner of the screen.
|
|
setting.coreitems.name = Display Core Items
|
|
setting.coreitems.description = Toggles the display of items stored in the core on the side of the screen.
|
|
setting.position.name = Show Player Position
|
|
setting.position.description = Displays the player's coordinates on the screen.
|
|
setting.mouseposition.name = Show Mouse Position
|
|
setting.mouseposition.description = Displays the mouse cursor's coordinates on the screen.
|
|
setting.musicvol.name = Music Volume
|
|
setting.atmosphere.name = Show Planet Atmosphere
|
|
setting.atmosphere.description = Toggles the rendering of the planet atmospheres in the campaign 3D view.
|
|
setting.drawlight.name = Draw Darkness/Lighting
|
|
setting.ambientvol.name = Ambient Volume
|
|
setting.sfxvol.name = SFX Volume
|
|
setting.communityservers.name = Fetch Community Server List
|
|
setting.communityservers.description = When enabled, the game will fetch and display a list of community-run multiplayer servers.
|
|
setting.savecreate.name = Auto-Create Saves
|
|
setting.savecreate.description = When enabled, the game will automatically create a new save file when starting a new game.
|
|
setting.steampublichost.name = Public Game Visibility
|
|
setting.steampublichost.description = Controls who can see and join your game when hosting on Steam.
|
|
setting.playerlimit.name = Player Limit
|
|
setting.playerlimit.description = Sets the maximum number of players that can join your server.
|
|
setting.chatopacity.name = Chat Opacity
|
|
setting.chatopacity.description = Adjusts the transparency of the chat window.
|
|
setting.lasersopacity.name = Power Laser Opacity
|
|
setting.lasersopacity.description = Adjusts the opacity of power node lasers.
|
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
|
setting.unitlaseropacity.description = Adjusts the opacity of unit mining beams.
|
|
setting.bridgeopacity.name = Bridge Opacity
|
|
setting.bridgeopacity.description = Adjusts the opacity of bridge conveyors.
|
|
setting.playerchat.name = Display Player Bubble Chat
|
|
setting.playerchat.description = When enabled, chat messages from players will appear in bubbles above their heads.
|
|
setting.showweather.name = Show Weather Graphics
|
|
setting.showweather.description = Toggles the display of weather effects like rain and snow.
|
|
setting.hidedisplays.name = Hide Logic Displays
|
|
setting.hidedisplays.description = Hides the content of logic displays, which may improve performance.
|
|
setting.macnotch.name = Adapt interface to display notch
|
|
setting.macnotch.description = On MacOS devices with a notch, lowers the UI to avoid it.\nRestart required to apply changes.
|
|
setting.logiclocalization.name = Logic Localization
|
|
setting.logiclocalization.description = When enabled, text in the logic editor is translated,\ninstead of being English for all languages.
|
|
|
|
steam.friendsonly = Steam Friends Only
|
|
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
|
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
|
|
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
|
|
setting.minmagnificationmultiplierpercent.description = High values may cause performance issues.
|
|
public.beta = Note that beta versions of the game cannot make public lobbies.
|
|
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
|
|
uiscale.cancel = Cancel & Exit
|
|
setting.bloom.name = Bloom
|
|
keybind.title = Rebind Keys
|
|
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
|
|
category.general.name = General
|
|
category.view.name = View
|
|
category.command.name = Unit Command
|
|
category.multiplayer.name = Multiplayer
|
|
category.blocks.name = Block Select
|
|
placement.blockselectkeys = \n[lightgray]Key: [{0},
|
|
ping.text = Ping:
|
|
keybind.ping.name = Ping Location
|
|
keybind.respawn.name = Respawn
|
|
keybind.control.name = Control Unit
|
|
keybind.clear_building.name = Clear Building
|
|
keybind.press = Press a key...
|
|
keybind.press.axis = Press an axis or key...
|
|
keybind.screenshot.name = Map Screenshot
|
|
keybind.toggle_power_lines.name = Toggle Power Lasers
|
|
keybind.toggle_block_status.name = Toggle Block Statuses
|
|
keybind.move_x.name = Move X
|
|
keybind.move_y.name = Move Y
|
|
keybind.mouse_move.name = Follow Mouse
|
|
keybind.pan.name = Pan View
|
|
keybind.boost.name = Boost
|
|
keybind.command_mode.name = Command Mode
|
|
keybind.command_queue.name = Queue Unit Command
|
|
keybind.create_control_group.name = Create Control Group
|
|
keybind.cancel_orders.name = Cancel Orders
|
|
|
|
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
|
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
|
keybind.unit_stance_boost.name = Unit Stance: Boost
|
|
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
|
|
|
keybind.unit_command_move.name = Unit Command: Move
|
|
keybind.unit_command_repair.name = Unit Command: Repair
|
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
|
keybind.unit_command_assist.name = Unit Command: Assist
|
|
keybind.unit_command_mine.name = Unit Command: Mine
|
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
|
|
|
keybind.rebuild_select.name = Rebuild Region
|
|
keybind.schematic_select.name = Select Region
|
|
keybind.schematic_menu.name = Schematic Menu
|
|
keybind.schematic_flip_x.name = Flip Schematic X
|
|
keybind.schematic_flip_y.name = Flip Schematic Y
|
|
keybind.category_prev.name = Previous Category
|
|
keybind.category_next.name = Next Category
|
|
keybind.block_select_left.name = Block Select Left
|
|
keybind.block_select_right.name = Block Select Right
|
|
keybind.block_select_up.name = Block Select Up
|
|
keybind.block_select_down.name = Block Select Down
|
|
keybind.block_select_01.name = Category/Block Select 1
|
|
keybind.block_select_02.name = Category/Block Select 2
|
|
keybind.block_select_03.name = Category/Block Select 3
|
|
keybind.block_select_04.name = Category/Block Select 4
|
|
keybind.block_select_05.name = Category/Block Select 5
|
|
keybind.block_select_06.name = Category/Block Select 6
|
|
keybind.block_select_07.name = Category/Block Select 7
|
|
keybind.block_select_08.name = Category/Block Select 8
|
|
keybind.block_select_09.name = Category/Block Select 9
|
|
keybind.block_select_10.name = Category/Block Select 10
|
|
keybind.fullscreen.name = Toggle Fullscreen
|
|
keybind.select.name = Select/Shoot
|
|
keybind.diagonal_placement.name = Diagonal Placement
|
|
keybind.pick.name = Pick Block
|
|
keybind.break_block.name = Break Block
|
|
keybind.select_all_units.name = Select All Units
|
|
keybind.select_all_unit_factories.name = Select All Unit Factories
|
|
keybind.select_all_unit_transport.name = Select All Unit Transports
|
|
keybind.select_across_screen.name = Select Across Screen (Hold)
|
|
keybind.deselect.name = Deselect
|
|
keybind.pickupCargo.name = Pickup Cargo
|
|
keybind.dropCargo.name = Drop Cargo
|
|
keybind.shoot.name = Shoot
|
|
keybind.zoom.name = Zoom
|
|
keybind.menu.name = Menu
|
|
keybind.pause.name = Pause
|
|
keybind.skip_wave.name = Skip Wave
|
|
keybind.pause_building.name = Pause/Resume Building
|
|
keybind.minimap.name = Minimap
|
|
keybind.planet_map.name = Planet Map
|
|
keybind.research.name = Research
|
|
keybind.block_info.name = Block Info
|
|
keybind.chat.name = Chat
|
|
keybind.player_list.name = Player List
|
|
keybind.console.name = Console
|
|
keybind.rotate.name = Rotate
|
|
keybind.rotateplaced.name = Rotate Existing (Hold)
|
|
keybind.toggle_menus.name = Toggle Menus
|
|
keybind.chat_history_prev.name = Chat History Prev
|
|
keybind.chat_history_next.name = Chat History Next
|
|
keybind.chat_scroll.name = Chat Scroll
|
|
keybind.chat_mode.name = Change Chat Mode
|
|
keybind.drop_unit.name = Drop Unit
|
|
keybind.zoom_minimap.name = Zoom Minimap
|
|
keybind.detach_camera.name = Toggle Free Camera
|
|
keybind.teleport_cursor.name = Teleport To Cursor (Sandbox)
|
|
keybind.debug_hitboxes.name = Toggle Debug Hitboxes
|
|
keybind.performance_metrics.name = Toggle Performance Metrics
|
|
mode.help.title = Description of modes
|
|
mode.survival.name = Survival
|
|
mode.survival.description = The normal mode. Limited resources and automatic incoming waves.\n[gray]Requires enemy spawns in the map to play.
|
|
mode.sandbox.name = Sandbox
|
|
mode.sandbox.description = Infinite resources and no timer for waves.
|
|
mode.editor.name = Editor
|
|
mode.pvp.name = PvP
|
|
mode.pvp.description = Fight against other players locally.\n[gray]Requires at least 2 differently-colored cores in the map to play.
|
|
mode.attack.name = Attack
|
|
mode.attack.description = Destroy the enemy's base. \n[gray]Requires an enemy core in the map to play.
|
|
mode.custom = Custom Rules
|
|
|
|
rules.invaliddata = Invalid clipboard data.
|
|
rules.hidebannedblocks = Hide Banned Blocks
|
|
rules.infiniteresources = Infinite Resources
|
|
rules.fillitems = Fill Core With Items
|
|
rules.onlydepositcore = Only Allow Core Depositing
|
|
rules.coreunloaders = Allow Core Unloaders
|
|
rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders.
|
|
rules.derelictrepair = Allow Derelict Block Repair
|
|
rules.reactorexplosions = Reactor Explosions
|
|
rules.coreincinerates = Core Incinerates Overflow
|
|
rules.corebuildandconfig = Deconstruct And Configure Cores
|
|
rules.corebuildandconfig.info = Allows building and deconstructing cores anywhere, not just on core zones.\nAlso shows ui on cores to change player team.
|
|
rules.disableworldprocessors = Disable World Processors
|
|
rules.schematic = Schematics Allowed
|
|
rules.wavetimer = Wave Timer
|
|
rules.wavesending = Wave Sending
|
|
rules.allowedit = Allow Editing Rules
|
|
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
|
rules.alloweditworldprocessors = Allow Editing World Processors
|
|
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
|
rules.waves = Waves
|
|
rules.airUseSpawns = Air Units Use Spawn Points
|
|
rules.wavespawnatcores = Waves Spawn At Cores
|
|
rules.wavespawnatcores.info = When enabled in attack mode, waves spawn near all enemy cores.
|
|
rules.attack = Attack Mode
|
|
rules.buildai = Base Builder AI
|
|
rules.buildaitier = Builder AI Tier
|
|
rules.rtsai = RTS AI
|
|
rules.rtsai.campaign = RTS Attack AI
|
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
|
rules.clearsectoronloss = Clear Sector On Loss
|
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
|
rules.rtsminsquadsize = Min Squad Size
|
|
rules.rtsmaxsquadsize = Max Squad Size
|
|
rules.rtsminattackweight = Min Attack Weight
|
|
rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
|
rules.corecapture = Capture Core On Destruction
|
|
rules.polygoncoreprotection = Polygonal Core Protection
|
|
rules.placerangecheck = Placement Range Check
|
|
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.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
|
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
|
rules.logicunitcontrol = Logic Unit Control
|
|
rules.logicunitbuild = Logic Unit Building
|
|
rules.logicunitdeconstruct = Logic Unit Deconstruction
|
|
rules.solarmultiplier = Solar Power Multiplier
|
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
|
rules.unitcap = Base Unit Cap
|
|
rules.limitarea = Limit Map Area
|
|
rules.enemycorebuildradius = Core No-Build Radius:[lightgray] (tiles)
|
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
|
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
|
rules.buildcostmultiplier = Build Cost Multiplier
|
|
rules.buildspeedmultiplier = Build Speed Multiplier
|
|
rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
|
|
rules.waitForWaveToEnd = Waves Wait for Enemies
|
|
rules.wavelimit = Map Ends After Wave
|
|
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
|
|
rules.unitammo = Units Require Ammo [red](may be removed)
|
|
rules.enemyteam = Enemy Team
|
|
rules.playerteam = Player Team
|
|
rules.title.waves = Waves
|
|
rules.title.resourcesbuilding = Resources & Building
|
|
rules.title.enemy = Enemies
|
|
rules.title.unit = Units
|
|
rules.title.experimental = Experimental
|
|
rules.title.environment = Environment
|
|
rules.title.teams = Teams
|
|
rules.title.light = Lighting
|
|
rules.title.planet = Planet
|
|
rules.title.music = Music
|
|
rules.alwaysplaymusic = Always Play Music
|
|
rules.alwaysplaymusic.info = Overrides the 'always play music' audio setting.
|
|
rules.ambientmusic = Ambient Music
|
|
rules.ambientmusic.info = Comma-separated music tracks that randomly play under normal circumstances.\nIf empty, default music will be used.
|
|
rules.darkmusic = Conflict Music
|
|
rules.darkmusic.info = Comma-separated music tracks that are more likely to play during battle.\nIf empty, default music will be used.
|
|
rules.nomusic = Disable Automatic Music
|
|
rules.nomusic.info = Turns off all automatic music playback.\nUseful for maps that have custom music played using processors.
|
|
rules.lighting = Lighting
|
|
rules.lighting.unitlight = Unit Lighting
|
|
rules.fog = Fog of War
|
|
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.hidespawns = Hide Enemy Spawns
|
|
rules.randomwaveai = Unpredictable Wave AI
|
|
rules.pauseDisabled = Disable Pausing
|
|
rules.fire = Fire
|
|
rules.anyenv = <Any>
|
|
rules.explosions = Block/Unit Explosion Damage
|
|
rules.ambientlight = Ambient Light
|
|
rules.weather = Weather
|
|
rules.weather.frequency = Frequency:
|
|
rules.weather.always = Always
|
|
rules.weather.duration = Duration:
|
|
|
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
|
|
|
database-category.item = Items
|
|
database-category.liquid = Fluids
|
|
database-category.unit = Units
|
|
database-category.block = Blocks
|
|
database-category.status = Status Effects
|
|
database-category.sector = Sectors
|
|
database-category.team = Factions
|
|
|
|
database-tag.turret = Turret
|
|
database-tag.production = Production
|
|
database-tag.distribution = Distribution
|
|
database-tag.liquid = Liquid
|
|
database-tag.power = Power
|
|
database-tag.defense = Defense
|
|
database-tag.crafting = Crafting
|
|
database-tag.units = Units
|
|
database-tag.effect = Utility
|
|
database-tag.logic = Logic
|
|
database-tag.unit-air = Air
|
|
database-tag.unit-naval = Naval
|
|
database-tag.unit-ground = Ground
|
|
|
|
wallore = (Wall)
|
|
|
|
item.copper.name = Copper
|
|
item.lead.name = Lead
|
|
item.coal.name = Coal
|
|
item.graphite.name = Graphite
|
|
item.titanium.name = Titanium
|
|
item.thorium.name = Thorium
|
|
item.silicon.name = Silicon
|
|
item.plastanium.name = Plastanium
|
|
item.phase-fabric.name = Phase Fabric
|
|
item.surge-alloy.name = Surge Alloy
|
|
item.spore-pod.name = Spore Pod
|
|
item.sand.name = Sand
|
|
item.blast-compound.name = Blast Compound
|
|
item.pyratite.name = Pyratite
|
|
item.metaglass.name = Metaglass
|
|
item.scrap.name = Scrap
|
|
item.fissile-matter.name = Fissile Matter
|
|
item.beryllium.name = Beryllium
|
|
item.tungsten.name = Tungsten
|
|
item.oxide.name = Oxide
|
|
item.carbide.name = Carbide
|
|
item.dormant-cyst.name = Dormant Cyst
|
|
|
|
liquid.water.name = Water
|
|
liquid.slag.name = Slag
|
|
liquid.oil.name = Oil
|
|
liquid.cryofluid.name = Cryofluid
|
|
liquid.neoplasm.name = Neoplasm
|
|
liquid.arkycite.name = Arkycite
|
|
liquid.gallium.name = Gallium
|
|
liquid.ozone.name = Ozone
|
|
liquid.hydrogen.name = Hydrogen
|
|
liquid.nitrogen.name = Nitrogen
|
|
liquid.cyanogen.name = Cyanogen
|
|
|
|
unit.dagger.name = Dagger
|
|
unit.mace.name = Mace
|
|
unit.fortress.name = Fortress
|
|
unit.nova.name = Nova
|
|
unit.pulsar.name = Pulsar
|
|
unit.quasar.name = Quasar
|
|
unit.crawler.name = Crawler
|
|
unit.atrax.name = Atrax
|
|
unit.spiroct.name = Spiroct
|
|
unit.arkyid.name = Arkyid
|
|
unit.toxopid.name = Toxopid
|
|
unit.flare.name = Flare
|
|
unit.horizon.name = Horizon
|
|
unit.zenith.name = Zenith
|
|
unit.antumbra.name = Antumbra
|
|
unit.eclipse.name = Eclipse
|
|
unit.mono.name = Mono
|
|
unit.poly.name = Poly
|
|
unit.mega.name = Mega
|
|
unit.quad.name = Quad
|
|
unit.oct.name = Oct
|
|
unit.risso.name = Risso
|
|
unit.minke.name = Minke
|
|
unit.bryde.name = Bryde
|
|
unit.sei.name = Sei
|
|
unit.omura.name = Omura
|
|
unit.retusa.name = Retusa
|
|
unit.oxynoe.name = Oxynoe
|
|
unit.cyerce.name = Cyerce
|
|
unit.aegires.name = Aegires
|
|
unit.navanax.name = Navanax
|
|
unit.alpha.name = Alpha
|
|
unit.beta.name = Beta
|
|
unit.gamma.name = Gamma
|
|
unit.scepter.name = Scepter
|
|
unit.reign.name = Reign
|
|
unit.vela.name = Vela
|
|
unit.corvus.name = Corvus
|
|
|
|
unit.stell.name = Stell
|
|
unit.locus.name = Locus
|
|
unit.precept.name = Precept
|
|
unit.vanquish.name = Vanquish
|
|
unit.conquer.name = Conquer
|
|
unit.merui.name = Merui
|
|
unit.cleroi.name = Cleroi
|
|
unit.anthicus.name = Anthicus
|
|
unit.tecta.name = Tecta
|
|
unit.collaris.name = Collaris
|
|
unit.elude.name = Elude
|
|
unit.avert.name = Avert
|
|
unit.obviate.name = Obviate
|
|
unit.quell.name = Quell
|
|
unit.disrupt.name = Disrupt
|
|
unit.evoke.name = Evoke
|
|
unit.incite.name = Incite
|
|
unit.emanate.name = Emanate
|
|
unit.manifold.name = Manifold
|
|
unit.assembly-drone.name = Assembly Drone
|
|
unit.latum.name = Latum
|
|
unit.renale.name = Renale
|
|
|
|
block.parallax.name = Parallax
|
|
block.cliff.name = Cliff
|
|
block.sand-boulder.name = Sand Boulder
|
|
block.basalt-boulder.name = Basalt Boulder
|
|
block.grass.name = Grass
|
|
block.molten-slag.name = Slag
|
|
block.pooled-cryofluid.name = Cryofluid
|
|
block.space.name = Space
|
|
block.salt.name = Salt
|
|
block.salt-wall.name = Salt Wall
|
|
block.pebbles.name = Pebbles
|
|
block.tendrils.name = Tendrils
|
|
block.sand-wall.name = Sand Wall
|
|
block.spore-pine.name = Spore Pine
|
|
block.spore-wall.name = Spore Wall
|
|
block.boulder.name = Boulder
|
|
block.snow-boulder.name = Snow Boulder
|
|
block.snow-pine.name = Snow Pine
|
|
block.shale.name = Shale
|
|
block.shale-boulder.name = Shale Boulder
|
|
block.moss.name = Moss
|
|
block.shrubs.name = Shrubs
|
|
block.spore-moss.name = Spore Moss
|
|
block.shale-wall.name = Shale Wall
|
|
block.scrap-wall.name = Scrap Wall
|
|
block.scrap-wall-large.name = Large Scrap Wall
|
|
block.scrap-wall-huge.name = Huge Scrap Wall
|
|
block.scrap-wall-gigantic.name = Gigantic Scrap Wall
|
|
block.thruster.name = Thruster
|
|
block.kiln.name = Kiln
|
|
block.graphite-press.name = Graphite Press
|
|
block.multi-press.name = Multi-Press
|
|
block.constructing = {0} [lightgray](Constructing)
|
|
block.spawn.name = Enemy Spawn
|
|
block.remove-wall.name = Remove Wall
|
|
block.remove-ore.name = Remove Ore
|
|
block.core-shard.name = Core: Shard
|
|
block.core-foundation.name = Core: Foundation
|
|
block.core-nucleus.name = Core: Nucleus
|
|
block.deep-water.name = Deep Water
|
|
block.shallow-water.name = Water
|
|
block.tainted-water.name = Tainted Water
|
|
block.deep-tainted-water.name = Deep Tainted Water
|
|
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
|
block.tar.name = Tar
|
|
block.stone.name = Stone
|
|
block.sand-floor.name = Sand
|
|
block.darksand.name = Dark Sand
|
|
block.ice.name = Ice
|
|
block.snow.name = Snow
|
|
block.crater-stone.name = Craters
|
|
block.sand-water.name = Sand Water
|
|
block.darksand-water.name = Dark Sand Water
|
|
block.char.name = Charred Stone
|
|
block.dacite.name = Dacite
|
|
block.rhyolite.name = Rhyolite
|
|
block.dacite-wall.name = Dacite Wall
|
|
block.dacite-boulder.name = Dacite Boulder
|
|
block.ice-snow.name = Ice Snow
|
|
block.stone-wall.name = Stone Wall
|
|
block.ice-wall.name = Ice Wall
|
|
block.snow-wall.name = Snow Wall
|
|
block.dune-wall.name = Dune Wall
|
|
block.pine.name = Pine
|
|
block.dirt.name = Dirt
|
|
block.dirt-wall.name = Dirt Wall
|
|
block.mud.name = Mud
|
|
block.white-tree-dead.name = White Tree Dead
|
|
block.white-tree.name = White Tree
|
|
block.spore-cluster.name = Spore Cluster
|
|
block.metal-floor.name = Metal Floor 1
|
|
block.metal-floor-2.name = Metal Floor 2
|
|
block.metal-floor-3.name = Metal Floor 3
|
|
block.metal-floor-4.name = Metal Floor 4
|
|
block.metal-floor-5.name = Metal Floor 5
|
|
block.metal-floor-damaged.name = Damaged Metal Floor
|
|
block.metal-tiles-1.name = Metal Tiles 1
|
|
block.metal-tiles-2.name = Metal Tiles 2
|
|
block.metal-tiles-3.name = Metal Tiles 3
|
|
block.metal-tiles-4.name = Metal Tiles 4
|
|
block.metal-tiles-5.name = Metal Tiles 5
|
|
block.metal-tiles-6.name = Metal Tiles 6
|
|
block.metal-tiles-7.name = Metal Tiles 7
|
|
block.metal-tiles-8.name = Metal Tiles 8
|
|
block.metal-tiles-9.name = Metal Tiles 9
|
|
block.metal-tiles-10.name = Metal Tiles 10
|
|
block.metal-tiles-11.name = Metal Tiles 11
|
|
block.metal-tiles-12.name = Metal Tiles 12
|
|
block.metal-tiles-13.name = Metal Tiles 13
|
|
block.metal-wall-1.name = Metal Wall 1
|
|
block.metal-wall-2.name = Metal Wall 2
|
|
block.metal-wall-3.name = Metal Wall 3
|
|
block.colored-floor.name = Colored Floor
|
|
block.colored-wall.name = Colored Wall
|
|
block.character-overlay.name = Character Overlay
|
|
block.character-overlay-white.name = Character Overlay (White)
|
|
block.rune-overlay.name = Rune Overlay
|
|
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
|
block.dark-panel-1.name = Dark Panel 1
|
|
block.dark-panel-2.name = Dark Panel 2
|
|
block.dark-panel-3.name = Dark Panel 3
|
|
block.dark-panel-4.name = Dark Panel 4
|
|
block.dark-panel-5.name = Dark Panel 5
|
|
block.dark-panel-6.name = Dark Panel 6
|
|
block.dark-metal.name = Dark Metal
|
|
block.basalt.name = Basalt
|
|
block.hotrock.name = Hot Rock
|
|
block.magmarock.name = Magma Rock
|
|
block.copper-wall.name = Copper Wall
|
|
block.copper-wall-large.name = Large Copper Wall
|
|
block.titanium-wall.name = Titanium Wall
|
|
block.titanium-wall-large.name = Large Titanium Wall
|
|
block.plastanium-wall.name = Plastanium Wall
|
|
block.plastanium-wall-large.name = Large Plastanium Wall
|
|
block.phase-wall.name = Phase Wall
|
|
block.phase-wall-large.name = Large Phase Wall
|
|
block.thorium-wall.name = Thorium Wall
|
|
block.thorium-wall-large.name = Large Thorium Wall
|
|
block.door.name = Door
|
|
block.door-large.name = Large Door
|
|
block.duo.name = Duo
|
|
block.scorch.name = Scorch
|
|
block.scatter.name = Scatter
|
|
block.hail.name = Hail
|
|
block.lancer.name = Lancer
|
|
block.conveyor.name = Conveyor
|
|
block.titanium-conveyor.name = Titanium Conveyor
|
|
block.plastanium-conveyor.name = Plastanium Conveyor
|
|
block.armored-conveyor.name = Armored Conveyor
|
|
block.junction.name = Junction
|
|
block.router.name = Router
|
|
block.distributor.name = Distributor
|
|
block.sorter.name = Sorter
|
|
block.inverted-sorter.name = Inverted Sorter
|
|
block.message.name = Message
|
|
block.reinforced-message.name = Reinforced Message
|
|
block.world-message.name = World Message
|
|
block.world-switch.name = World Switch
|
|
block.illuminator.name = Illuminator
|
|
block.overflow-gate.name = Overflow Gate
|
|
block.underflow-gate.name = Underflow Gate
|
|
block.silicon-smelter.name = Silicon Smelter
|
|
block.phase-weaver.name = Phase Weaver
|
|
block.pulverizer.name = Pulverizer
|
|
block.cryofluid-mixer.name = Cryofluid Mixer
|
|
block.melter.name = Melter
|
|
block.incinerator.name = Incinerator
|
|
block.spore-press.name = Spore Press
|
|
block.separator.name = Separator
|
|
block.coal-centrifuge.name = Coal Centrifuge
|
|
block.power-node.name = Power Node
|
|
block.power-node-large.name = Large Power Node
|
|
block.surge-tower.name = Surge Tower
|
|
block.diode.name = Battery Diode
|
|
block.battery.name = Battery
|
|
block.battery-large.name = Large Battery
|
|
block.combustion-generator.name = Combustion Generator
|
|
block.steam-generator.name = Steam Generator
|
|
block.differential-generator.name = Differential Generator
|
|
block.impact-reactor.name = Impact Reactor
|
|
block.mechanical-drill.name = Mechanical Drill
|
|
block.pneumatic-drill.name = Pneumatic Drill
|
|
block.laser-drill.name = Laser Drill
|
|
block.water-extractor.name = Water Extractor
|
|
block.cultivator.name = Cultivator
|
|
block.conduit.name = Conduit
|
|
block.mechanical-pump.name = Mechanical Pump
|
|
block.item-source.name = Item Source
|
|
block.item-void.name = Item Void
|
|
block.liquid-source.name = Liquid Source
|
|
block.liquid-void.name = Liquid Void
|
|
block.power-void.name = Power Void
|
|
block.power-source.name = Power Source
|
|
block.unloader.name = Unloader
|
|
block.vault.name = Vault
|
|
block.wave.name = Wave
|
|
block.tsunami.name = Tsunami
|
|
block.swarmer.name = Swarmer
|
|
block.salvo.name = Salvo
|
|
block.ripple.name = Ripple
|
|
block.phase-conveyor.name = Phase Conveyor
|
|
block.bridge-conveyor.name = Bridge Conveyor
|
|
block.plastanium-compressor.name = Plastanium Compressor
|
|
block.pyratite-mixer.name = Pyratite Mixer
|
|
block.blast-mixer.name = Blast Mixer
|
|
block.solar-panel.name = Solar Panel
|
|
block.solar-panel-large.name = Large Solar Panel
|
|
block.oil-extractor.name = Oil Extractor
|
|
block.repair-point.name = Repair Point
|
|
block.repair-turret.name = Repair Turret
|
|
block.pulse-conduit.name = Pulse Conduit
|
|
block.plated-conduit.name = Plated Conduit
|
|
block.phase-conduit.name = Phase Conduit
|
|
block.liquid-router.name = Liquid Router
|
|
block.liquid-tank.name = Liquid Tank
|
|
block.liquid-container.name = Liquid Container
|
|
block.liquid-junction.name = Liquid Junction
|
|
block.bridge-conduit.name = Bridge Conduit
|
|
block.rotary-pump.name = Rotary Pump
|
|
block.thorium-reactor.name = Thorium Reactor
|
|
block.mass-driver.name = Mass Driver
|
|
block.blast-drill.name = Airblast Drill
|
|
block.impulse-pump.name = Impulse Pump
|
|
block.thermal-generator.name = Thermal Generator
|
|
block.surge-smelter.name = Surge Smelter
|
|
block.mender.name = Mender
|
|
block.mend-projector.name = Mend Projector
|
|
block.surge-wall.name = Surge Wall
|
|
block.surge-wall-large.name = Large Surge Wall
|
|
block.cyclone.name = Cyclone
|
|
block.fuse.name = Fuse
|
|
block.shock-mine.name = Shock Mine
|
|
block.overdrive-projector.name = Overdrive Projector
|
|
block.force-projector.name = Force Projector
|
|
block.arc.name = Arc
|
|
block.rtg-generator.name = RTG Generator
|
|
block.spectre.name = Spectre
|
|
block.meltdown.name = Meltdown
|
|
block.foreshadow.name = Foreshadow
|
|
block.container.name = Container
|
|
block.launch-pad.name = Launch Pad [lightgray](Legacy)
|
|
block.advanced-launch-pad.name = Launch Pad
|
|
block.landing-pad.name = Landing Pad
|
|
|
|
block.segment.name = Segment
|
|
block.ground-factory.name = Ground Factory
|
|
block.air-factory.name = Air Factory
|
|
block.naval-factory.name = Naval Factory
|
|
block.additive-reconstructor.name = Additive Reconstructor
|
|
block.multiplicative-reconstructor.name = Multiplicative Reconstructor
|
|
block.exponential-reconstructor.name = Exponential Reconstructor
|
|
block.tetrative-reconstructor.name = Tetrative Reconstructor
|
|
block.payload-conveyor.name = Payload Conveyor
|
|
block.payload-router.name = Payload Router
|
|
block.duct.name = Duct
|
|
block.duct-router.name = Duct Router
|
|
block.duct-bridge.name = Duct Bridge
|
|
block.large-payload-mass-driver.name = Large Payload Mass Driver
|
|
block.payload-void.name = Payload Void
|
|
block.payload-source.name = Payload Source
|
|
block.disassembler.name = Disassembler
|
|
block.silicon-crucible.name = Silicon Crucible
|
|
block.overdrive-dome.name = Overdrive Dome
|
|
block.interplanetary-accelerator.name = Interplanetary Accelerator
|
|
block.constructor.name = Constructor
|
|
block.constructor.description = Fabricates structures up to 2x2 tiles in size.
|
|
block.large-constructor.name = Large Constructor
|
|
block.large-constructor.description = Fabricates structures up to 4x4 tiles in size.
|
|
block.deconstructor.name = Large Deconstructor
|
|
block.deconstructor.description = Deconstructs inputted structures and units. Returns 100% of build cost. Holds items into seperate item capacities.
|
|
block.payload-loader.name = Payload Loader
|
|
block.payload-loader.description = Load liquids and items into blocks.
|
|
block.payload-unloader.name = Payload Unloader
|
|
block.payload-unloader.description = Unloads liquids and items from blocks.
|
|
block.heat-source.name = Heat Source
|
|
block.heat-source.description = Outputs large amounts of heat. Sandbox only.
|
|
|
|
#Erekir
|
|
block.empty.name = Empty
|
|
block.rhyolite-crater.name = Rhyolite Crater
|
|
block.rough-rhyolite.name = Rough Rhyolite
|
|
block.regolith.name = Regolith
|
|
block.yellow-stone.name = Yellow Stone
|
|
block.carbon-stone.name = Carbon Stone
|
|
block.ferric-stone.name = Ferric Stone
|
|
block.ferric-craters.name = Ferric Craters
|
|
block.beryllic-stone.name = Beryllic Stone
|
|
block.crystalline-stone.name = Crystalline Stone
|
|
block.crystal-floor.name = Crystal Floor
|
|
block.yellow-stone-plates.name = Yellow Stone Plates
|
|
block.red-stone.name = Red Stone
|
|
block.dense-red-stone.name = Dense Red Stone
|
|
block.red-ice.name = Red Ice
|
|
block.arkycite-floor.name = Arkycite
|
|
block.arkyic-stone.name = Arkyic Stone
|
|
block.rhyolite-vent.name = Rhyolite Vent
|
|
block.carbon-vent.name = Carbon Vent
|
|
block.arkyic-vent.name = Arkyic Vent
|
|
block.yellow-stone-vent.name = Yellow Stone Vent
|
|
block.red-stone-vent.name = Red Stone Vent
|
|
block.crystalline-vent.name = Crystalline Vent
|
|
block.stone-vent.name = Stone Vent
|
|
block.basalt-vent.name = Basalt Vent
|
|
block.redmat.name = Redmat
|
|
block.bluemat.name = Bluemat
|
|
block.core-zone.name = Core Zone
|
|
block.regolith-wall.name = Regolith Wall
|
|
block.yellow-stone-wall.name = Yellow Stone Wall
|
|
block.rhyolite-wall.name = Rhyolite Wall
|
|
block.carbon-wall.name = Carbon Wall
|
|
block.ferric-stone-wall.name = Ferric Stone Wall
|
|
block.beryllic-stone-wall.name = Beryllic Stone Wall
|
|
block.arkyic-wall.name = Arkyic Wall
|
|
block.crystalline-stone-wall.name = Crystalline Stone Wall
|
|
block.red-ice-wall.name = Red Ice Wall
|
|
block.red-stone-wall.name = Red Stone Wall
|
|
block.red-diamond-wall.name = Red Diamond Wall
|
|
block.redweed.name = Redweed
|
|
block.pur-bush.name = Pur Bush
|
|
block.yellowcoral.name = Yellowcoral
|
|
block.carbon-boulder.name = Carbon Boulder
|
|
block.ferric-boulder.name = Ferric Boulder
|
|
block.beryllic-boulder.name = Beryllic Boulder
|
|
block.yellow-stone-boulder.name = Yellow Stone Boulder
|
|
block.arkyic-boulder.name = Arkyic Boulder
|
|
block.crystal-cluster.name = Crystal Cluster
|
|
block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster
|
|
block.crystal-blocks.name = Crystal Blocks
|
|
block.crystal-orbs.name = Crystal Orbs
|
|
block.crystalline-boulder.name = Crystalline Boulder
|
|
block.red-ice-boulder.name = Red Ice Boulder
|
|
block.rhyolite-boulder.name = Rhyolite Boulder
|
|
block.red-stone-boulder.name = Red Stone Boulder
|
|
block.graphitic-wall.name = Graphitic Wall
|
|
block.silicon-arc-furnace.name = Silicon Arc Furnace
|
|
block.electrolyzer.name = Electrolyzer
|
|
block.atmospheric-concentrator.name = Atmospheric Concentrator
|
|
block.oxidation-chamber.name = Oxidation Chamber
|
|
block.electric-heater.name = Electric Heater
|
|
block.slag-heater.name = Slag Heater
|
|
block.phase-heater.name = Phase Heater
|
|
block.heat-redirector.name = Heat Redirector
|
|
block.small-heat-redirector.name = Small Heat Redirector
|
|
block.heat-router.name = Heat Router
|
|
block.slag-incinerator.name = Slag Incinerator
|
|
block.carbide-crucible.name = Carbide Crucible
|
|
block.slag-centrifuge.name = Slag Centrifuge
|
|
block.surge-crucible.name = Surge Crucible
|
|
block.cyanogen-synthesizer.name = Cyanogen Synthesizer
|
|
block.phase-synthesizer.name = Phase Synthesizer
|
|
block.heat-reactor.name = Heat Reactor
|
|
block.beryllium-wall.name = Beryllium Wall
|
|
block.beryllium-wall-large.name = Large Beryllium Wall
|
|
block.tungsten-wall.name = Tungsten Wall
|
|
block.tungsten-wall-large.name = Large Tungsten Wall
|
|
block.blast-door.name = Blast Door
|
|
block.carbide-wall.name = Carbide Wall
|
|
block.carbide-wall-large.name = Large Carbide Wall
|
|
block.reinforced-surge-wall.name = Reinforced Surge Wall
|
|
block.reinforced-surge-wall-large.name = Large Reinforced Surge Wall
|
|
block.shielded-wall.name = Shielded Wall
|
|
block.radar.name = Radar
|
|
block.build-tower.name = Build Tower
|
|
block.regen-projector.name = Regen Projector
|
|
block.shockwave-tower.name = Shockwave Tower
|
|
block.shield-projector.name = Barrier Projector
|
|
block.large-shield-projector.name = Large Barrier Projector
|
|
block.armored-duct.name = Armored Duct
|
|
block.overflow-duct.name = Overflow Duct
|
|
block.underflow-duct.name = Underflow Duct
|
|
block.duct-unloader.name = Duct Unloader
|
|
block.surge-conveyor.name = Surge Conveyor
|
|
block.surge-router.name = Surge Router
|
|
block.unit-cargo-loader.name = Unit Cargo Loader
|
|
block.unit-cargo-unload-point.name = Unit Cargo Unload Point
|
|
block.reinforced-pump.name = Reinforced Pump
|
|
block.reinforced-conduit.name = Reinforced Conduit
|
|
block.reinforced-liquid-junction.name = Reinforced Liquid Junction
|
|
block.reinforced-bridge-conduit.name = Reinforced Bridge Conduit
|
|
block.reinforced-liquid-router.name = Reinforced Liquid Router
|
|
block.reinforced-liquid-container.name = Reinforced Liquid Container
|
|
block.reinforced-liquid-tank.name = Reinforced Liquid Tank
|
|
block.beam-node.name = Beam Node
|
|
block.beam-tower.name = Beam Tower
|
|
block.beam-link.name = Beam Link
|
|
block.turbine-condenser.name = Turbine Condenser
|
|
block.chemical-combustion-chamber.name = Chemical Combustion Chamber
|
|
block.pyrolysis-generator.name = Pyrolysis Generator
|
|
block.vent-condenser.name = Vent Condenser
|
|
block.cliff-crusher.name = Cliff Crusher
|
|
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
|
block.plasma-bore.name = Plasma Bore
|
|
block.large-plasma-bore.name = Advanced Plasma Bore
|
|
block.impact-drill.name = Impact Drill
|
|
block.eruption-drill.name = Eruption Drill
|
|
block.core-bastion.name = Core: Bastion
|
|
block.core-citadel.name = Core: Citadel
|
|
block.core-acropolis.name = Core: Acropolis
|
|
block.reinforced-container.name = Reinforced Container
|
|
block.reinforced-vault.name = Reinforced Vault
|
|
block.breach.name = Breach
|
|
block.sublimate.name = Sublimate
|
|
block.titan.name = Titan
|
|
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
|
|
block.tank-assembler.name = Tank Assembler
|
|
block.ship-assembler.name = Ship Assembler
|
|
block.mech-assembler.name = Mech Assembler
|
|
block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor
|
|
block.reinforced-payload-router.name = Reinforced Payload Router
|
|
block.payload-mass-driver.name = Payload Mass Driver
|
|
block.small-deconstructor.name = Deconstructor
|
|
block.canvas.name = Canvas
|
|
block.large-canvas.name = Large Canvas
|
|
block.world-processor.name = World Processor
|
|
block.world-cell.name = World Cell
|
|
block.tank-fabricator.name = Tank Fabricator
|
|
block.mech-fabricator.name = Mech Fabricator
|
|
block.ship-fabricator.name = Ship Fabricator
|
|
block.prime-refabricator.name = Prime Refabricator
|
|
block.unit-repair-tower.name = Unit Repair Tower
|
|
block.diffuse.name = Diffuse
|
|
block.basic-assembler-module.name = Basic Assembler Module
|
|
block.smite.name = Smite
|
|
block.malign.name = Malign
|
|
block.flux-reactor.name = Flux Reactor
|
|
block.neoplasia-reactor.name = Neoplasia Reactor
|
|
|
|
block.switch.name = Switch
|
|
block.micro-processor.name = Micro Processor
|
|
block.logic-processor.name = Logic Processor
|
|
block.hyper-processor.name = Hyper Processor
|
|
block.logic-display.name = Logic Display
|
|
block.large-logic-display.name = Large Logic Display
|
|
block.tile-logic-display.name = Tiled Logic Display
|
|
block.memory-cell.name = Memory Cell
|
|
block.memory-bank.name = Memory Bank
|
|
|
|
team.malis.name = Malis
|
|
team.crux.name = Crux
|
|
team.sharded.name = Sharded
|
|
team.derelict.name = Derelict
|
|
team.green.name = Green
|
|
team.blue.name = Blue
|
|
|
|
hint.skip = Skip
|
|
hint.desktopMove = Use [accent][[WASD][] to move.
|
|
hint.zoom = [accent]Scroll[] to zoom in or out.
|
|
hint.desktopShoot = [accent][[Left-click][] to shoot.
|
|
hint.depositItems = To transfer items, drag from your ship to the core.
|
|
hint.respawn = To respawn as a ship, press [accent][[V][].
|
|
hint.respawn.mobile = You have switched control to a unit/structure. To respawn as a ship, [accent]tap the avatar in the top left.[]
|
|
hint.desktopPause = Press [accent][[Space][] to pause and unpause the game.
|
|
hint.breaking = [accent]Right-click[] and drag to break blocks.
|
|
hint.breaking.mobile = Activate the :hammer: [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection.
|
|
hint.blockInfo = View input items and stats of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
|
|
hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources, or repaired.
|
|
hint.research = Use the :tree: [accent]Research[] button to research new technology.
|
|
hint.research.mobile = Use the :tree: [accent]Research[] button in the :menu: [accent]Menu[] to research new technology.
|
|
hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to manually control friendly units or turrets.
|
|
hint.unitControl.mobile = [accent][[Double-tap][] to manually control friendly units or turrets.
|
|
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
|
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
|
hint.launch = Once enough resources are collected, you can [accent]Launch[] to the next sector by opening the :map: [accent]Map[] in the bottom right, and panning over to the new location.
|
|
hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the :map: [accent]Map[] in the :menu: [accent]Menu[].
|
|
hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
|
|
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
|
hint.rebuildSelect.mobile = Select the :copy: copy button, then tap the :wrench: rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
|
hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
|
|
hint.conveyorPathfind.mobile = Enable :diagonal: [accent]diagonal mode[] and drag conveyors to automatically generate a path.
|
|
hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.
|
|
hint.payloadPickup = Press [accent][[[] to pick up small blocks or units.
|
|
hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up.
|
|
hint.payloadDrop = Press [accent]][] to drop a payload.
|
|
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
|
|
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
|
|
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down.
|
|
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
|
hint.serpuloCoreZone = Additional :core-shard: [accent]Cores[] may be constructed on :core-zone: [accent]Core Zone[] tiles.
|
|
hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors.
|
|
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
|
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
|
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
|
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
|
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
|
|
|
gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
|
|
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
|
|
gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the :production: menu in the bottom right.\nClick on a copper patch to place it.
|
|
gz.research.mobile = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the :production: menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the :ok: [accent]checkmark[] at the bottom right to confirm.
|
|
gz.conveyors = Research and place :conveyor: [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
|
|
gz.conveyors.mobile = Research and place :conveyor: [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
|
|
gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
|
|
gz.lead = :lead: [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
|
|
gz.moveup = :up: Move up for further objectives.
|
|
gz.turrets = Research and place 2 :duo: [accent]Duo[] turrets to defend the core.\nDuo turrets require :copper: [accent]ammo[] from conveyors.
|
|
gz.duoammo = Supply the Duo turrets with :copper: [accent]copper[], using conveyors.
|
|
gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace :copper-wall: [accent]copper walls[] around the turrets.
|
|
gz.defend = Enemy incoming, prepare to defend.
|
|
gz.aa = Flying units cannot easily be dispatched with standard turrets.\n:scatter: [accent]Scatter[] turrets provide excellent anti-air, but require :lead: [accent]lead[] as ammo.
|
|
gz.scatterammo = Supply the Scatter turret with :lead: [accent]lead[], using conveyors.
|
|
gz.supplyturret = [accent]Supply Turret
|
|
gz.zone1 = This is the enemy drop zone.
|
|
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
|
gz.zone3 = A wave will begin now.\nGet ready.
|
|
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
|
|
|
ff.coal = Use :mechanical-drill: [accent]Mechanical Drills[] to mine :ore-coal: [accent]coal[].
|
|
ff.graphitepress = :tree: Research and place a :graphite-press: [accent]Graphite Press[].
|
|
ff.craft = Move :coal: coal into the :graphite-press: [accent]Graphite Press[].\nIt will output :graphite: graphite to all nearby conveyors.\nMove the output :graphite: graphite from the :graphite-press: [accent]Graphite Press[] into the core.
|
|
ff.generator = :coal: Coal can also be used as fuel in :combustion-generator: [accent]Combustion Generators[].\nResearch and place a :combustion-generator: [accent]Combustion Generator[].
|
|
ff.coalpower = Input :coal: coal into the generator to produce [accent]:power: power[].
|
|
ff.coalpower.objective = :combustion-generator: Produce Power
|
|
ff.node = :power-node: [accent]Power Nodes[] transmit power to nearby blocks in range.\nResearch and place a :power-node: [accent]Power Node[] close to the generator.
|
|
ff.battery = :battery: [accent]Batteries[] store power.\nResearch and place a :battery: [accent]Battery[] close to the node.
|
|
ff.arc = :arc: [accent]Arc[] turrets require power to function. Research and place an :arc: [accent]Arc[] turret near a power node.
|
|
|
|
fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[].
|
|
fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units.
|
|
|
|
frontier.tutorial1 = The :additive-reconstructor: [accent]Additive Reconstructor[]\nupgrades tier 1 units to tier 2\nusing :silicon: silicon and :graphite: graphite.\n\n[accent]Reconstruct a []:dagger:[accent] dagger\nto a []:mace:[accent] mace.
|
|
frontier.tutorial2 = Enemy waves send [accent]infinitely[] until all enemy cores are [unlaunched]destroyed.
|
|
frontier.tutorial3 = [accent]Attack the enemy base fast to prevent waves from getting too high[].
|
|
|
|
atolls.destroy1 = Destroy the 2 enemy [accent]foundation cores[] first.\n[accent]Gain access to thorium[].
|
|
atolls.mega1 = Enter [accent]command mode[] and select the :mega:[accent]Mega[] units.
|
|
atolls.mega2 = Select the [accent]Load Units[] command to have Mega units to pick up ground units.
|
|
atolls.mega3 = Move the Mega units [accent]above[] ground units to load them in.
|
|
atolls.mega4 = [accent]Drop ground units here to attack.
|
|
atolls.mega5 = Select the [accent]Unload Payload[] command to have Mega units drop their carried units.
|
|
atolls.mega6 = Units will be [accent]automatically dropped[] while the Unload Payload command is selected.
|
|
atolls.mega7 = Mega units [accent]will not[] drop ground units while they are above walls or deep water.
|
|
atolls.mega8 = [accent]Drop naval units here to attack.[]
|
|
atolls.attack1 = 1: Drop ground units here to attack from this location.
|
|
atolls.attack2 = 2: Alternatively, drop naval units here to launch a surprise attack.
|
|
atolls.carry1 = Carrying ground units requires :mega:[accent]Mega[] units.
|
|
atolls.carry2 = 1: Command Mega units to [accent]move over[] the ground units.
|
|
atolls.carry3 = 2: Select the [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 [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.
|
|
|
|
onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
|
onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
|
|
onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
|
onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls.
|
|
onset.power = To [accent]power[] the plasma bore, research and place a :beam-node: [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
|
|
onset.ducts = Research and place :duct: [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
|
|
onset.ducts.mobile = Research and place :duct: [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
|
|
onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
|
|
onset.graphite = More complex blocks require :graphite: [accent]graphite[].\nSet up plasma bores to mine graphite.
|
|
onset.research2 = Begin researching [accent]factories[].\nResearch the :cliff-crusher: [accent]cliff crusher[] and :silicon-arc-furnace: [accent]silicon arc furnace[].
|
|
onset.arcfurnace = The arc furnace needs :sand: [accent]sand[] and :graphite: [accent]graphite[] to create :silicon: [accent]silicon[].\n[accent]Power[] is also required.
|
|
onset.crusher = Use :cliff-crusher: [accent]cliff crushers[] to mine sand.
|
|
onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a :tank-fabricator: [accent]tank fabricator[].
|
|
onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
|
|
onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a :breach: [accent]Breach[] turret.\nTurrets require :beryllium: [accent]ammo[].
|
|
onset.turretammo = Supply the turret with [accent]beryllium[] as ammo, using ducts.
|
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some :beryllium-wall: [accent]beryllium walls[] around the turret.
|
|
onset.enemies = Enemy incoming, prepare to defend.
|
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a :core-bastion: core.
|
|
onset.detect = The enemy will be able to detect you soon.\nSet up defenses, mining, and production.
|
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
|
|
|
split.pickup = Some blocks can be picked up by the core unit.\nHover above this [accent]container[], pick it up and place it onto the [accent]payload loader[].\n(Default keys are [accent][[[] and [accent]][] to pick up and drop)
|
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nHover above this [accent]container[], pick it up and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
|
split.acquire = Acquire some tungsten to build units.
|
|
split.build = Units must be transported to the other side of the wall.\nResearch the :payload-mass-driver: [accent]Payload Mass Driver[].\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
|
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them,\nthen send them across the wall to attack the enemy base.
|
|
|
|
item.copper.description = Used in all types of construction and ammunition.
|
|
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
|
|
item.lead.description = Used in liquid transportation and electrical structures.
|
|
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms; not that there are many left here.
|
|
item.metaglass.description = Used in liquid distribution/storage structures.
|
|
item.graphite.description = Used in electrical components and turret ammunition.
|
|
item.sand.description = Used for production of other refined materials.
|
|
item.coal.description = Used for fuel and refined material production.
|
|
item.coal.details = Appears to be fossilized plant matter, formed long before the seeding event.
|
|
item.titanium.description = Used in liquid transportation structures, drills and factories.
|
|
item.thorium.description = Used in durable structures and as nuclear fuel.
|
|
item.scrap.description = Used in Melters and Pulverizers for refining into other materials.
|
|
item.scrap.details = Leftover remnants of old structures and units.
|
|
item.silicon.description = Used in solar panels, complex electronics and homing turret ammunition.
|
|
item.plastanium.description = Used in advanced units, insulation and fragmentation ammunition.
|
|
item.phase-fabric.description = Used in advanced electronics and self-repairing structures.
|
|
item.surge-alloy.description = Used in advanced weaponry and reactive defense structures.
|
|
item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
|
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
|
item.blast-compound.description = Used in bombs and explosive ammunition.
|
|
item.pyratite.description = Used in incendiary weapons and combustion-fueled generators.
|
|
|
|
#Erekir
|
|
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
|
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
|
item.oxide.description = Used as a heat conductor and insulator for power.
|
|
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
|
|
|
liquid.water.description = Used for cooling machines and waste processing.
|
|
liquid.slag.description = Refined in separators into constituent metals. Consumed in liquid turrets as ammunition.
|
|
liquid.oil.description = Used in advanced material production and as incendiary ammunition.
|
|
liquid.cryofluid.description = Used as coolant in reactors, turrets and factories.
|
|
|
|
#Erekir
|
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
|
liquid.ozone.description = Used as fuel and an oxidizing agent in material production. Moderately explosive.
|
|
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
|
liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
|
|
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
|
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
|
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
|
|
|
block.derelict = \uF77E [lightgray]Derelict
|
|
block.armored-conveyor.description = Moves items forward. Does not accept non-conveyor inputs from the sides.
|
|
block.illuminator.description = Emits light.
|
|
block.message.description = Stores a message for communication between allies.
|
|
block.reinforced-message.description = Stores a message for communication between allies.
|
|
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
|
block.world-processor.description = A processor for use in mapmaking. Cannot be destroyed. Capable of using privileged instructions, such as those that spawn units or change tiles.
|
|
block.world-cell.description = A memory cell for use in mapmaking. Cannot be destroyed.
|
|
block.world-switch.description = A switch block for use in mapmaking. Cannot be destroyed. Can only be interacted by players on the same team.
|
|
block.shield-projector.description = An unbreakable shield projector for use in mapmaking.
|
|
block.large-shield-projector.description = An unbreakable shield projector for use in mapmaking.
|
|
block.graphite-press.description = Compresses coal into graphite.
|
|
block.multi-press.description = Compresses coal into graphite. Requires water as coolant.
|
|
block.silicon-smelter.description = Refines silicon from sand and coal.
|
|
block.kiln.description = Smelts sand and lead into metaglass.
|
|
block.plastanium-compressor.description = Produces plastanium from oil and titanium.
|
|
block.phase-weaver.description = Synthesizes phase fabric from thorium and sand.
|
|
block.surge-smelter.description = Fuses titanium, lead, silicon and copper into surge alloy.
|
|
block.cryofluid-mixer.description = Mixes water and fine titanium powder to produce cryofluid.
|
|
block.blast-mixer.description = Produces blast compound from pyratite and spore pods.
|
|
block.pyratite-mixer.description = Mixes coal, lead and sand into pyratite.
|
|
block.melter.description = Melts down scrap into slag.
|
|
block.separator.description = Separates slag into its mineral components.
|
|
block.spore-press.description = Compresses spore pods into oil.
|
|
block.pulverizer.description = Crushes scrap into fine sand.
|
|
block.coal-centrifuge.description = Transforms oil into coal.
|
|
block.incinerator.description = Vaporizes any item or liquid it receives.
|
|
block.power-void.description = Voids all power inputted. Sandbox only.
|
|
block.power-source.description = Infinitely outputs power. Sandbox only.
|
|
block.item-source.description = Infinitely outputs items. Sandbox only.
|
|
block.item-void.description = Destroys inputted items. Sandbox only.
|
|
block.liquid-source.description = Infinitely outputs liquids. Sandbox only.
|
|
block.liquid-void.description = Destroys inputted liquids. Sandbox only.
|
|
block.payload-source.description = Infinitely outputs payloads. Sandbox only.
|
|
block.payload-void.description = Destroys any payloads. Sandbox only.
|
|
block.copper-wall.description = Protects structures from enemy projectiles.
|
|
block.copper-wall-large.description = Protects structures from enemy projectiles.
|
|
block.titanium-wall.description = Protects structures from enemy projectiles.
|
|
block.titanium-wall-large.description = Protects structures from enemy projectiles.
|
|
block.plastanium-wall.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections.
|
|
block.plastanium-wall-large.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections.
|
|
block.thorium-wall.description = Protects structures from enemy projectiles.
|
|
block.thorium-wall-large.description = Protects structures from enemy projectiles.
|
|
block.phase-wall.description = Protects structures from enemy projectiles, reflecting most bullets upon impact.
|
|
block.phase-wall-large.description = Protects structures from enemy projectiles, reflecting most bullets upon impact.
|
|
block.surge-wall.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
|
block.surge-wall-large.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
|
block.scrap-wall.description = Protects structures from enemy projectiles.
|
|
block.scrap-wall-large.description = Protects structures from enemy projectiles.
|
|
block.scrap-wall-huge.description = Protects structures from enemy projectiles.
|
|
block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
|
|
block.door.description = A wall that can be opened and closed.
|
|
block.door-large.description = A wall that can be opened and closed.
|
|
block.mender.description = Periodically repairs blocks in its vicinity.\nOptionally uses silicon to boost range and efficiency.
|
|
block.mend-projector.description = Repairs blocks in its vicinity.\nOptionally uses phase fabric to boost range and efficiency.
|
|
block.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency. Does not stack.
|
|
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric increases shield size.
|
|
block.shock-mine.description = Releases electric arcs upon enemy unit contact.
|
|
block.conveyor.description = Transports items forward.
|
|
block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
|
|
block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
|
|
block.junction.description = Acts as a bridge for two crossing conveyor belts.
|
|
block.bridge-conveyor.description = Transports items over terrain or buildings.
|
|
block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
|
|
block.sorter.description = If an input item matches the selection, it passes forward. Otherwise, the item is outputted to the left and right.
|
|
block.inverted-sorter.description = Similar to a standard sorter, but outputs selected items to the sides instead.
|
|
block.router.description = Distributes input items to all 4 output directions equally.
|
|
block.router.details = A necessary evil. Using next to production inputs is not advised, as they will get clogged by output.
|
|
block.distributor.description = Distributes input items to all 8 output directions equally.
|
|
block.overflow-gate.description = Only outputs items to the left and right if the front path is blocked.
|
|
block.underflow-gate.description = Opposite of an overflow gate. Outputs to the front if the left and right paths are blocked.
|
|
block.mass-driver.description = Long-range item transport structure. Collects batches of items and shoots them to other mass drivers.
|
|
block.mechanical-pump.description = Pumps and outputs liquids. Does not require power.
|
|
block.rotary-pump.description = Pumps and outputs liquids. Requires power.
|
|
block.impulse-pump.description = Pumps and outputs liquids.
|
|
block.conduit.description = Moves liquids forward. Used in conjunction with pumps and other conduits.
|
|
block.pulse-conduit.description = Moves liquids forward. Transports faster and stores more than standard conduits.
|
|
block.plated-conduit.description = Moves liquids forward. Does not accept input from the sides. Does not leak.
|
|
block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid.
|
|
block.liquid-container.description = Stores a sizeable amount of liquid. Outputs to all sides, similarly to a liquid router.
|
|
block.liquid-tank.description = Stores a large amount of liquid. Outputs to all sides, similarly to a liquid router.
|
|
block.liquid-junction.description = Acts as a bridge between two crossing conduits.
|
|
block.bridge-conduit.description = Transports liquids over terrain or buildings.
|
|
block.phase-conduit.description = Transports liquids over terrain or buildings. Longer range than the bridge conduit, but requires power.
|
|
block.power-node.description = Transmits power to connected nodes. The node will receive power from or supply power to any adjacent blocks.
|
|
block.power-node-large.description = An advanced power node with greater range.
|
|
block.surge-tower.description = A long-range power node with fewer available connections.
|
|
block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
|
|
block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
|
|
block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
|
|
block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
|
|
block.thermal-generator.description = Generates power when placed in hot locations.
|
|
block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
|
|
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
|
|
block.rtg-generator.description = Uses the heat of decaying radioactive compounds to produce energy at a slow rate.
|
|
block.solar-panel.description = Provides a small amount of power from the sun.
|
|
block.solar-panel-large.description = Provides a small amount of power from the sun. More efficient than the standard solar panel.
|
|
block.thorium-reactor.description = Generates significant amounts of power from thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied.
|
|
block.impact-reactor.description = Creates massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
|
|
block.mechanical-drill.description = When placed on ore, outputs items at a slow pace indefinitely. Only capable of mining basic resources.
|
|
block.pneumatic-drill.description = An improved drill, capable of mining titanium. Mines at a faster pace than a mechanical drill.
|
|
block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Capable of mining thorium.
|
|
block.blast-drill.description = The ultimate drill. Requires large amounts of power.
|
|
block.water-extractor.description = Extracts groundwater. Used in locations with no surface water available.
|
|
block.cultivator.description = Cultivates tiny concentrations of atmospheric spores into spore pods.
|
|
block.cultivator.details = Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the initial incubator of the spores now covering Serpulo.
|
|
block.oil-extractor.description = Uses large amounts of power, sand and water to drill for oil.
|
|
block.core-shard.description = Core of the base. Once destroyed, the sector is lost.
|
|
block.core-shard.details = The first iteration. Compact. Self-replicating. Equipped with single-use launch thrusters. Not designed for interplanetary travel.
|
|
block.core-foundation.description = Core of the base. Well armored. Stores more resources than a Shard.
|
|
block.core-foundation.details = The second iteration.
|
|
block.core-nucleus.description = Core of the base. Extremely well armored. Stores massive amounts of resources.
|
|
block.core-nucleus.details = The third and final iteration.
|
|
block.vault.description = Stores a large amount of items of each type. Expands storage when placed next to a core. Contents can be retrieved with an unloader.
|
|
block.container.description = Stores a small amount of items of each type. Expands storage when placed next to a core. Contents can be retrieved with an unloader.
|
|
block.unloader.description = Unloads items from nearby blocks in any direction.\nOutput can be filtered to unload only specific items.
|
|
block.launch-pad.description = Launches batches of items to selected sectors.
|
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
|
block.duo.description = Fires alternating bullets at enemies.
|
|
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
|
block.hail.description = Fires small shells at ground enemies over long distances.
|
|
block.wave.description = Fires streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
|
block.lancer.description = Charges and fires powerful beams of energy at ground targets.
|
|
block.arc.description = Fires arcs of electricity at ground targets.
|
|
block.swarmer.description = Fires homing missiles at enemies.
|
|
block.salvo.description = Fires quick salvos of bullets at enemies.
|
|
block.fuse.description = Fires three close-range piercing blasts at nearby enemies.
|
|
block.ripple.description = Shoots clusters of shells at ground enemies over long distances.
|
|
block.cyclone.description = Fires explosive clumps of flak at nearby enemies.
|
|
block.spectre.description = Fires large bullets at air and ground targets.
|
|
block.meltdown.description = Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate.
|
|
block.foreshadow.description = Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health.
|
|
block.repair-point.description = Continuously repairs the closest damaged unit in its vicinity.
|
|
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted.
|
|
block.parallax.description = Fires a tractor beam that pulls in air targets, damaging them in the process.
|
|
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
|
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
|
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
|
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate. Does not stack.
|
|
block.payload-conveyor.description = Moves large payloads, such as units from factories.
|
|
block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set.
|
|
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
|
|
block.air-factory.description = Produces air units. Output units can be used directly, or moved into reconstructors for upgrading.
|
|
block.naval-factory.description = Produces naval units. Output units can be used directly, or moved into reconstructors for upgrading.
|
|
block.additive-reconstructor.description = Upgrades inputted units to the second tier.
|
|
block.multiplicative-reconstructor.description = Upgrades inputted units to the third tier.
|
|
block.exponential-reconstructor.description = Upgrades inputted units to the fourth tier.
|
|
block.tetrative-reconstructor.description = Upgrades inputted units to the fifth and final tier.
|
|
block.switch.description = A toggleable switch. State can be read and controlled with logic processors.
|
|
block.micro-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings.
|
|
block.logic-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the micro processor.
|
|
block.hyper-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the logic processor.
|
|
block.memory-cell.description = Stores information for a logic processor.
|
|
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
|
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
|
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
|
block.target-dummy.name = Target Dummy
|
|
block.target-dummy.description = Spawns a target dummy to test damage per second. Armor and flight can be configured.\nSandbox only.
|
|
|
|
#Erekir
|
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
|
block.breach.description = Fires piercing bullets at enemy targets.
|
|
block.diffuse.description = Fires bursts of bullets in a wide cone. Pushes enemy targets back.
|
|
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
|
block.titan.description = Fires massive explosive artillery shells at ground targets. Requires hydrogen.
|
|
block.afflict.description = Fires massive charged orbs of fragmentary flak. Requires heating.
|
|
block.disperse.description = Fires bursts of flak at aerial targets.
|
|
block.lustre.description = Fires a continuous slow-moving single-target laser at enemy targets.
|
|
block.scathe.description = Launches powerful missiles at ground targets over vast distances.
|
|
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
|
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
|
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
|
|
block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
|
|
block.electric-heater.description = Applies heat to structures. Requires large amounts of power.
|
|
block.slag-heater.description = Applies heat to structures. Requires slag.
|
|
block.phase-heater.description = Applies heat to structures. Requires phase fabric.
|
|
block.heat-redirector.description = Redirects accumulated heat to other blocks.
|
|
block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
|
|
block.heat-router.description = Spreads accumulated heat in three output directions.
|
|
block.electrolyzer.description = Splits water into hydrogen and ozone gas. Outputs resulting gases in two opposite directions, marked by corresponding colors.
|
|
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
|
|
block.surge-crucible.description = Creates surge alloy from silicon and metals constituent in slag. Requires heat.
|
|
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
|
|
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
|
|
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
|
|
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
|
block.vent-condenser.description = Condenses vent gases into water. Consumes power.
|
|
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.\nOptionally uses hydrogen to boost efficiency.
|
|
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.\nOptionally uses nitrogen to boost efficiency.
|
|
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
|
|
block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and hydrogen. Efficiency varies based on type of wall. Optionally consumes graphite to increase efficiency.
|
|
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.\nOptionally uses ozone to boost efficiency.
|
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.\nOptionally uses cyanogen to boost efficiency.
|
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
|
block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
|
|
block.beryllium-wall.description = Protects structures from enemy projectiles.
|
|
block.beryllium-wall-large.description = Protects structures from enemy projectiles.
|
|
block.tungsten-wall.description = Protects structures from enemy projectiles.
|
|
block.tungsten-wall-large.description = Protects structures from enemy projectiles.
|
|
block.carbide-wall.description = Protects structures from enemy projectiles.
|
|
block.carbide-wall-large.description = Protects structures from enemy projectiles.
|
|
block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
|
block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
|
block.shielded-wall.description = Protects structures from enemy projectiles, reflecting most bullets upon impact. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
|
|
block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
|
|
block.duct.description = Moves items forward. Only capable of storing a single item.
|
|
block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
|
|
block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
|
|
block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
|
|
block.duct-bridge.description = Moves items over structures and terrain.
|
|
block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
|
|
block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
|
|
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
|
block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
|
|
block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
|
|
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
|
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
|
block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
|
|
block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
|
|
block.beam-link.description = Transmits power over vast distances.\nOnly capable of connecting to adjacent structures or other beam links.
|
|
block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
|
|
block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
|
|
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
|
block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
|
|
block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
|
|
block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
|
|
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.\nOptionally uses phase fabric to boost efficiency.
|
|
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
|
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
|
block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
|
block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
|
block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
|
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
|
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
|
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
|
block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
|
|
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
|
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
|
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
|
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
|
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost. Holds items into seperate item capacities.
|
|
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
|
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
|
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
|
block.large-payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
|
block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
|
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
|
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
|
block.large-canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
|
|
|
unit.dagger.description = Fires standard bullets at enemy targets.
|
|
unit.mace.description = Fires streams of flame at enemy targets.
|
|
unit.fortress.description = Fires long-range artillery at enemy ground targets.
|
|
unit.scepter.description = Fires a barrage of charged bullets at enemy targets.
|
|
unit.reign.description = Fires a barrage of massive piercing bullets at enemy targets.
|
|
unit.nova.description = Fires laser bolts that damage enemy targets and repair allied structures. Capable of flight.
|
|
unit.pulsar.description = Fires arcs of electricity that damage enemy targets and repair allied structures. Capable of flight.
|
|
unit.quasar.description = Fires piercing laser beams that damage enemy targets and repair allied structures. Capable of flight. Shielded.
|
|
unit.vela.description = Fires a massive continuous laser beam that damages enemy targets, causes fires and repairs allied structures. Capable of flight.
|
|
unit.corvus.description = Fires a massive laser blast that damages enemy targets and repairs allied structures. Can step over most terrain.
|
|
unit.crawler.description = Moves toward enemy targets and self-destructs, causing a large explosion.
|
|
unit.atrax.description = Fires debilitating orbs of slag at ground targets. Can step over most terrain.
|
|
unit.spiroct.description = Fires sapping laser beams at enemy targets, repairing itself in the process. Can step over most terrain.
|
|
unit.arkyid.description = Fires large sapping laser beams at enemy targets, repairing itself in the process. Can step over most terrain.
|
|
unit.toxopid.description = Fires large electric cluster-shells and piercing lasers at enemy targets. Can step over most terrain.
|
|
unit.flare.description = Fires standard bullets at enemy ground targets.
|
|
unit.horizon.description = Drops clusters of bombs on enemy ground targets.
|
|
unit.zenith.description = Fires salvos of missiles at enemy targets.
|
|
unit.antumbra.description = Fires a barrage of bullets at enemy targets.
|
|
unit.eclipse.description = Fires two piercing lasers and a barrage of flak at enemy targets.
|
|
unit.mono.description = Automatically mines copper and lead, depositing it into the core.
|
|
unit.poly.description = Automatically rebuilds destroyed structures and assists other units in construction.
|
|
unit.mega.description = Automatically repairs damaged structures. Capable of carrying blocks and small ground units.
|
|
unit.quad.description = Drops plasma bombs on ground targets, repairing allied structures and damaging enemy ground targets. Capable of carrying medium-sized ground units.
|
|
unit.oct.description = Protects nearby allies with a regenerating shield. Capable of carrying most ground units.
|
|
unit.risso.description = Fires a barrage of missiles and bullets at enemy targets.
|
|
unit.minke.description = Fires shells and standard bullets at enemy ground targets.
|
|
unit.bryde.description = Fires long-range artillery shells and missiles at enemy targets.
|
|
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemy targets.
|
|
unit.omura.description = Fires a long-range piercing railgun bolt at enemy targets.
|
|
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.
|
|
unit.retusa.description = Fires homing torpedoes at enemy targets. Repairs allied units.
|
|
unit.oxynoe.description = Fires structure-repairing streams of flame at enemy targets. Targets enemy projectiles with a point defense turret.
|
|
unit.cyerce.description = Fires seeking cluster-missiles at enemy targets. Repairs allied units.
|
|
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
|
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts enemy targets with 4 autonomous laser turrets.
|
|
|
|
#Erekir
|
|
unit.stell.description = Fires standard bullets at enemy targets.
|
|
unit.locus.description = Fires alternating bullets at enemy targets.
|
|
unit.precept.description = Fires piercing cluster bullets at enemy targets. Less affected by liquid drag
|
|
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets. Less affected by liquid drag.
|
|
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets. Significantly less affected by liquid drag.
|
|
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
|
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
|
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
|
unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
|
|
unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
|
|
unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
|
|
unit.avert.description = Fires twisting pairs of bullets at enemy targets.
|
|
unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
|
|
unit.quell.description = Fires long-range homing missiles with unstable plasma shielding at enemy targets. Suppresses enemy structure repair blocks. Only attacks ground targets.
|
|
unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks. Only attacks ground targets.
|
|
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam. Capable of carrying 2x2 structures.
|
|
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam. Capable of carrying 2x2 structures.
|
|
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams. Capable of carrying 2x2 structures.
|
|
|
|
lst.read = Read a number from a linked memory cell.\nCan also read from variables in other processors.
|
|
lst.write = Write a number to a linked memory cell.\nCan also write to variables in other processors.
|
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
|
lst.getlink = Get a processor link by index. Starts at 0.
|
|
lst.control = Control a building.
|
|
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.
|
|
lst.lookup = Look up an item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\nFor the inverse operation, sense [accent]@id[] of the object.
|
|
lst.jump = Conditionally jump to another statement.
|
|
lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[].
|
|
lst.unitcontrol = Control the currently bound unit.
|
|
lst.unitradar = Locate units around the currently bound unit.
|
|
lst.unitlocate = Locate a specific type of position/building anywhere on the map.\nRequires a bound unit.
|
|
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.
|
|
lst.spawnwave = Spawn a wave.
|
|
lst.explosion = Create an explosion at a location.
|
|
lst.setrate = Set processor execution speed in instructions/tick.\nCannot surpass maximum execution speed.
|
|
lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
|
|
lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
|
|
lst.unpackcolor = Unpack RGBA components from a color that was packed using Pack Color.
|
|
lst.setrule = Set a game rule.
|
|
lst.flushmessage = Display a message on the screen from the text buffer.\nIf the success result variable is [accent]@wait[],\nwill wait until the previous message finishes.\nOtherwise, outputs whether displaying the message succeeded.
|
|
lst.cutscene = Manipulate the player camera.
|
|
lst.setflag = Set a global flag that can be read by all processors.
|
|
lst.getflag = Check if a global flag is set.
|
|
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
|
|
lglobal.null = null
|
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
|
lglobal.@e = The mathematical constant e (2.718...)
|
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
|
|
|
lglobal.@time = Playtime of current save, in milliseconds
|
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
|
lglobal.@second = Playtime of current save, in seconds
|
|
lglobal.@minute = Playtime of current save, in minutes
|
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
|
lglobal.@mapw = Map width in tiles
|
|
lglobal.@maph = Map height in tiles
|
|
|
|
lglobal.sectionMap = Map
|
|
lglobal.sectionGeneral = General
|
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
|
lglobal.sectionProcessor = Processor
|
|
lglobal.sectionLookup = Lookup
|
|
|
|
lglobal.@this = The logic block executing the code
|
|
lglobal.@thisx = X coordinate of block executing the code
|
|
lglobal.@thisy = Y coordinate of block executing the code
|
|
lglobal.@links = Total number of blocks linked to this processors
|
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
|
|
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
|
|
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
|
lglobal.@client = True if the code is running on a client connected to a server
|
|
|
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
|
lglobal.@clientUnit = Unit of client running the code
|
|
lglobal.@clientName = Player name of client running the code
|
|
lglobal.@clientTeam = Team ID of client running the code
|
|
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
|
lglobal.@clientMusicPlaying = True if any music is currently playing
|
|
lglobal.@clientCurrentMusic = Name of the current track being played, or null
|
|
|
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
|
lenum.shoot = Shoot at a position.
|
|
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
|
lenum.config = Building configuration, e.g. sorter item.
|
|
lenum.enabled = Whether the block is enabled.
|
|
|
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
|
laccess.memorycapacity = Number of cells in a memory block.
|
|
laccess.color = Illuminator color.
|
|
laccess.controller = Unit controller. If processor controlled, returns processor.\nOtherwise, returns the unit itself.
|
|
laccess.dead = Whether a unit/building is dead or no longer valid.
|
|
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlCommand[] if unit controller is a player command\nOtherwise, 0.
|
|
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
|
|
laccess.speed = Top speed of a unit, in tiles/sec.
|
|
laccess.size = Size of a unit/building or the length of a string.
|
|
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
|
laccess.displaywidth = Width of a display block in pixels.
|
|
laccess.displayheight = Height of a display block in pixels.
|
|
laccess.buffersize = For messages: Length of the contents.\nFor displays: Number of unprocessed graphics commands.
|
|
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
|
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
|
laccess.totalitems = Total number of items contained.
|
|
laccess.firstitem = First item contained, or null if empty.
|
|
laccess.totalliquids = Total amount of liquid contained.
|
|
laccess.totalpower = For blocks with a buffered power store, the amount of power stored; for other blocks, buffer fullness from 0 to 1.
|
|
laccess.itemcapacity = Maximum number of items this building can hold.
|
|
laccess.liquidcapacity = Maximum amount of liquid this building can hold.
|
|
laccess.powercapacity = Maximum amount of power this building can store.
|
|
laccess.powernetstored = Total power stored in the connected power grid.
|
|
laccess.powernetcapacity = Total power storage capacity of the connected power grid.
|
|
laccess.powernetin = Power entering the connected power grid, per second.
|
|
laccess.powernetout = Power leaving the connected power grid, per second.
|
|
laccess.ammo = Current ammo count of a turret.
|
|
laccess.ammocapacity = Maximum ammo count of a turret.
|
|
laccess.health = Current health.\nFor bullets, their damage.
|
|
laccess.maxhealth = Maximum health.\nFor bullets, the base damage.
|
|
laccess.heat = Current heat of a turret that consumes heat, 0 to 1.
|
|
laccess.shield = Current shield amount of a unit.
|
|
laccess.armor = Armor value; flat damage reduction per hit.
|
|
laccess.efficiency = Operating efficiency of a building, where 1 is nominal.
|
|
laccess.timescale = Time scale multiplier affecting a building, where 1 is normal speed.
|
|
laccess.rotation = Facing angle of a unit or turret, in degrees.\nFor most other buildings, the 0 to 3 orientation.
|
|
laccess.x = X position, in tiles.
|
|
laccess.y = Y position, in tiles.
|
|
laccess.velocityx = X velocity of a unit, in tiles/sec.
|
|
laccess.velocityy = Y velocity of a unit, in tiles/sec.
|
|
laccess.shootx = X coordinate a unit or turret is aiming at.
|
|
laccess.shooty = Y coordinate a unit or turret is aiming at.
|
|
laccess.camerax = X position of the controlling player's camera.
|
|
laccess.cameray = Y position of the controlling player's camera.
|
|
laccess.camerawidth = Width of the controlling player's view, in tiles.
|
|
laccess.cameraheight = Height of the controlling player's view, in tiles.
|
|
laccess.solid = Whether this building blocks movement.
|
|
laccess.range = Range of a unit or turret, in tiles.
|
|
laccess.shooting = Whether a unit or turret is currently shooting.
|
|
laccess.boosting = Whether a unit is currently boosting or flying over terrain.
|
|
laccess.minex = X tile coordinate a unit is mining, or -1 if not mining.
|
|
laccess.miney = Y tile coordinate a unit is mining, or -1 if not mining.
|
|
laccess.mining = Whether a unit is currently mining.
|
|
laccess.buildx = X tile coordinate a unit is building at, or -1 if not building.
|
|
laccess.buildy = Y tile coordinate a unit is building at, or -1 if not building.
|
|
laccess.pingx = X coordinate a player is pinging, or null if not pinging.
|
|
laccess.pingy = Y coordinate a player is pinging, or null if not pinging.
|
|
laccess.pingtext = Text of a player's current ping, or null if not pinging.
|
|
laccess.building = Building a unit is currently constructing, or null.
|
|
laccess.breaking = Building a unit is currently deconstructing, or null.
|
|
laccess.team = Team ID of a unit or building.
|
|
laccess.flag = Numeric flag value stored on a unit.
|
|
laccess.flying = Whether a unit is currently airborne.
|
|
laccess.name = Name of the player controlling this unit, or null.
|
|
laccess.payloadcount = Number of payloads currently held.
|
|
laccess.payloadtype = Type of the last payload picked up, or null.
|
|
laccess.totalpayload = Combined size of all held payloads.
|
|
laccess.payloadcapacity = Maximum combined payload size a unit or building can carry.
|
|
laccess.selectedblock = Block currently selected by the controlling player, or null.
|
|
laccess.selectedrotation = Build rotation currently selected by the controlling player, 0 to 3.
|
|
laccess.bulletlifetime = Total lifetime of a bullet, in ticks.
|
|
laccess.bullettime = Time a bullet has existed, in ticks.
|
|
|
|
lcategory.unknown = Unknown
|
|
lcategory.unknown.description = Uncategorized instructions.
|
|
lcategory.io = Input & Output
|
|
lcategory.io.description = Modify contents of memory blocks and processor buffers.
|
|
lcategory.block = Block Control
|
|
lcategory.block.description = Interact with blocks.
|
|
lcategory.operation = Operations
|
|
lcategory.operation.description = Logical operations.
|
|
lcategory.control = Flow Control
|
|
lcategory.control.description = Manage execution order.
|
|
lcategory.unit = Unit Control
|
|
lcategory.unit.description = Give units commands.
|
|
lcategory.world = World
|
|
lcategory.world.description = Control how the world behaves.
|
|
|
|
graphicstype.clear = Fill the display with a color.
|
|
graphicstype.color = Set color for next drawing operations.
|
|
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
|
graphicstype.stroke = Set line width.
|
|
graphicstype.line = Draw line segment.
|
|
graphicstype.rect = Fill a rectangle.
|
|
graphicstype.linerect = Draw a rectangle outline.
|
|
graphicstype.poly = Fill a regular polygon.
|
|
graphicstype.linepoly = Draw a regular polygon outline.
|
|
graphicstype.triangle = Fill a triangle.
|
|
graphicstype.image = Draw an image of some content or copies another display.\nex content: [accent]@router[], [accent]@dagger[] or a display [accent]display1[].
|
|
graphicstype.print = Draws text from the print buffer.\nOnly ASCII characters are allowed.\nClears the print buffer.
|
|
|
|
lenum.always = Always true.
|
|
lenum.idiv = Integer division.
|
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
|
lenum.mod = Modulo.
|
|
lenum.emod = True modulo, result sign comes from the divisor.
|
|
lenum.equal = Equal. Coerces types.\nNon-null objects compared with numbers become 1, otherwise 0.
|
|
lenum.notequal = Not equal. Coerces types.
|
|
lenum.strictequal = Strict equality. Does not coerce types.\nCan be used to check for [accent]null[].
|
|
lenum.shl = Bit-shift left.
|
|
lenum.shr = Bit-shift right.
|
|
lenum.ushr = Unsigned bit-shift right.
|
|
lenum.or = Bitwise OR.
|
|
lenum.land = Logical AND.
|
|
lenum.and = Bitwise AND.
|
|
lenum.not = Bitwise flip.
|
|
lenum.xor = Bitwise XOR.
|
|
|
|
lenum.min = Minimum of two numbers.
|
|
lenum.max = Maximum of two numbers.
|
|
lenum.angle = Angle of vector in degrees.
|
|
lenum.anglediff = Absolute distance between two angles in degrees.
|
|
lenum.len = Length of vector.
|
|
|
|
lenum.sin = Sine, in degrees.
|
|
lenum.cos = Cosine, in degrees.
|
|
lenum.tan = Tangent, in degrees.
|
|
|
|
lenum.asin = Arc sine, in degrees.
|
|
lenum.acos = Arc cosine, in degrees.
|
|
lenum.atan = Arc tangent, in degrees.
|
|
|
|
#not a typo, look up 'range notation'
|
|
lenum.rand = Random decimal in range [0, value).
|
|
lenum.log = Natural logarithm (ln).
|
|
lenum.log10 = Base 10 logarithm.
|
|
lenum.noise = 2D simplex noise.
|
|
lenum.abs = Absolute value.
|
|
lenum.sqrt = Square root.
|
|
|
|
lenum.any = Any unit.
|
|
lenum.ally = Ally unit.
|
|
lenum.attacker = Unit with a weapon.
|
|
lenum.enemy = Enemy unit.
|
|
lenum.boss = Guardian unit.
|
|
lenum.flying = Flying unit.
|
|
lenum.ground = Ground unit.
|
|
lenum.player = Unit controlled by a player.
|
|
|
|
lenum.ore = Ore deposit.
|
|
lenum.damaged = Damaged ally building.
|
|
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
|
lenum.building = Building in a specific group.
|
|
|
|
lenum.core = Any core.
|
|
lenum.storage = Storage building, e.g. Vault.
|
|
lenum.generator = Buildings that generate power.
|
|
lenum.factory = Buildings that transform resources.
|
|
lenum.repair = Repair points.
|
|
lenum.battery = Any battery.
|
|
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
|
lenum.reactor = Impact/Thorium reactor.
|
|
lenum.turret = Any turret.
|
|
|
|
sensor.in = The building/unit to sense.
|
|
|
|
radar.from = Building to sense from.\nSensor range is limited by building range.
|
|
radar.target = Filter for units to sense.
|
|
radar.and = Additional filters.
|
|
radar.order = Sorting order. 0 to reverse.
|
|
radar.sort = Metric to sort results by.
|
|
radar.output = Variable to write output unit to.
|
|
|
|
unitradar.target = Filter for units to sense.
|
|
unitradar.and = Additional filters.
|
|
unitradar.order = Sorting order. 0 to reverse.
|
|
unitradar.sort = Metric to sort results by.
|
|
unitradar.output = Variable to write output unit to.
|
|
|
|
control.of = Building to control.
|
|
control.unit = Unit/building to aim at.
|
|
control.shoot = Whether to shoot.
|
|
|
|
unitlocate.enemy = Whether to locate enemy buildings.
|
|
unitlocate.found = Whether the object was found.
|
|
unitlocate.building = Output variable for located building.
|
|
unitlocate.outx = Output X coordinate.
|
|
unitlocate.outy = Output Y coordinate.
|
|
unitlocate.group = Building group to look for.
|
|
|
|
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
|
|
|
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
|
lenum.stop = Stop moving/mining/building.
|
|
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
|
lenum.move = Move to exact position.
|
|
lenum.approach = Approach a position with a radius.
|
|
lenum.pathfind = Pathfind to the specified position.
|
|
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
|
lenum.target = Shoot a position.
|
|
lenum.targetp = Shoot a target with velocity prediction.
|
|
lenum.itemdrop = Drop an item.
|
|
lenum.itemtake = Take an item from a building.
|
|
lenum.paydrop = Drop current payload.
|
|
lenum.paytake = Pick up payload at current location.
|
|
lenum.payenter = Enter/land on the payload block the unit is on.
|
|
lenum.flag = Numeric unit flag.
|
|
lenum.mine = Mine at a position.
|
|
lenum.build = Build a structure.
|
|
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
|
lenum.within = Check if unit is near a position.
|
|
lenum.boost = Start/stop boosting.
|
|
|
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
|
lenum.colori = Indexed color, used for line and quad markers with index zero being the first color.
|
|
|
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
|
lenum.currentwavetime = Wave countdown in ticks.
|
|
lenum.waves = Whether waves are spawnable at all.
|
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
|
lenum.attackmode = Determines if gamemode is attack mode.
|
|
lenum.wavespacing = Time between waves in ticks.
|
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
|
lenum.lighting = Whether ambient lighting is enabled.
|
|
lenum.buildspeed = Multiplier for building speed.
|
|
lenum.unithealth = How much health units start with.
|
|
lenum.unitbuildspeed = How fast unit factories build units.
|
|
lenum.unitcost = Multiplier of resources that units take to build.
|
|
lenum.unitdamage = How much damage units deal.
|
|
lenum.blockhealth = How much health blocks start with.
|
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
|
lenum.rtsminsquad = Minimum size of attack squads.
|
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
|
lenum.dragmultiplier = Environment drag multiplier.
|
|
lenum.ban = Blocks or units that cannot be placed or built.
|
|
lenum.unban = Unban a unit or block.
|
|
lenum.musicvolume = Global music volume multiplier.\nClamped to [0, 1].
|
|
|
|
instruction.read = Read
|
|
instruction.write = Write
|
|
instruction.draw = Draw
|
|
instruction.print = Print
|
|
instruction.printchar = Print Char
|
|
instruction.format = Format
|
|
instruction.drawflush = Draw Flush
|
|
instruction.printflush = Print Flush
|
|
instruction.getlink = Get link
|
|
instruction.control = Control
|
|
instruction.radar = Radar
|
|
instruction.sensor = Sensor
|
|
instruction.set = Set
|
|
instruction.operation = Operation
|
|
instruction.select = Select
|
|
instruction.wait = Wait
|
|
instruction.stop = Stop
|
|
instruction.lookup = Lookup
|
|
instruction.jump = Jump
|
|
instruction.end = End
|
|
instruction.unitbind = Unit Bind
|
|
instruction.unitcontrol = Unit Control
|
|
instruction.unitradar = Unit Radar
|
|
instruction.unitlocate = Unit Locate
|
|
instruction.query = Query
|
|
instruction.getblock = Get Block
|
|
instruction.setblock = Set Block
|
|
instruction.spawnunit = Spawn Unit
|
|
instruction.spawnbullet = Spawn Bullet
|
|
instruction.applystatus = Apply Status
|
|
instruction.weathersense = Weather Sense
|
|
instruction.weatherset = Weather Set
|
|
instruction.spawnwave = Spawn Wave
|
|
instruction.setrule = Set Rule
|
|
instruction.flushmessage = Flush Message
|
|
instruction.cutscene = Cutscene
|
|
instruction.effect = Effect
|
|
instruction.explosion = Explosion
|
|
instruction.setrate = Set Rate
|
|
instruction.fetch = Fetch
|
|
instruction.sync = Sync
|
|
instruction.clientdata = Client Data
|
|
instruction.getflag = Get Flag
|
|
instruction.setflag = Set Flag
|
|
instruction.setprop = Set Prop
|
|
instruction.playsound = Play Sound
|
|
instruction.playmusic = Play Music
|
|
instruction.setmarker = Set Marker
|
|
instruction.makemarker = Make Marker
|
|
instruction.localeprint = Locale Print
|
|
instruction.packcolor = Pack Color
|
|
instruction.unpackcolor = Unpack Color
|
|
instruction.invalid = Invalid
|
|
# Implemented via the enumText() method
|
|
blockflag.label.core = core
|
|
blockflag.label.storage = storage
|
|
blockflag.label.generator = generator
|
|
blockflag.label.turret = turret
|
|
blockflag.label.factory = factory
|
|
blockflag.label.repair = repair
|
|
blockflag.label.battery = battery
|
|
blockflag.label.reactor = reactor
|
|
blockflag.label.drill = drill
|
|
blockflag.label.shield = shield
|
|
contenttype.label.block = block
|
|
contenttype.label.unit = unit
|
|
contenttype.label.item = item
|
|
contenttype.label.liquid = liquid
|
|
contenttype.label.team = team
|
|
cutsceneaction.label.active = active
|
|
cutsceneaction.label.pan = pan
|
|
cutsceneaction.label.zoom = zoom
|
|
cutsceneaction.label.stop = stop
|
|
cutsceneaction.label.shake = shake
|
|
cutsceneaction.label.gethud = get HUD
|
|
cutsceneaction.label.sethud = set HUD
|
|
fetchtype.label.unit = unit
|
|
fetchtype.label.player = player
|
|
fetchtype.label.core = core
|
|
fetchtype.label.build = build
|
|
fetchtype.label.unitcount = unit count
|
|
fetchtype.label.playercount = player count
|
|
fetchtype.label.corecount = core count
|
|
fetchtype.label.buildcount = build count
|
|
graphicstype.label.clear = clear
|
|
graphicstype.label.color = color
|
|
graphicstype.label.col = col
|
|
graphicstype.label.stroke = stroke
|
|
graphicstype.label.line = line
|
|
graphicstype.label.rect = rect
|
|
graphicstype.label.linerect = line rect
|
|
graphicstype.label.poly = poly
|
|
graphicstype.label.linepoly = line poly
|
|
graphicstype.label.triangle = triangle
|
|
graphicstype.label.image = image
|
|
graphicstype.label.print = print
|
|
graphicstype.label.translate = translate
|
|
graphicstype.label.scale = scale
|
|
graphicstype.label.rotate = rotate
|
|
graphicstype.label.reset = reset
|
|
laccess.label.totalitems = total items
|
|
laccess.label.firstitem = first item
|
|
laccess.label.totalliquids = total liquids
|
|
laccess.label.totalpower = total power
|
|
laccess.label.itemcapacity = item capacity
|
|
laccess.label.liquidcapacity = liquid capacity
|
|
laccess.label.powercapacity = power capacity
|
|
laccess.label.powernetstored = powernet stored
|
|
laccess.label.powernetcapacity = powernet capacity
|
|
laccess.label.powernetin = powernet in
|
|
laccess.label.powernetout = powernet out
|
|
laccess.label.ammo = ammo
|
|
laccess.label.ammocapacity = ammo capacity
|
|
laccess.label.currentammotype = current ammo type
|
|
laccess.label.memorycapacity = memory capacity
|
|
laccess.label.health = health
|
|
laccess.label.maxhealth = max health
|
|
laccess.label.heat = heat
|
|
laccess.label.shield = shield
|
|
laccess.label.armor = armor
|
|
laccess.label.efficiency = efficiency
|
|
laccess.label.progress = progress
|
|
laccess.label.timescale = timescale
|
|
laccess.label.rotation = rotation
|
|
laccess.label.x = x
|
|
laccess.label.y = y
|
|
laccess.label.velocityx = x velocity
|
|
laccess.label.velocityy = y velocity
|
|
laccess.label.shootx = shoot x
|
|
laccess.label.shooty = shoot y
|
|
laccess.label.camerax = camera x
|
|
laccess.label.cameray = camera y
|
|
laccess.label.camerawidth = camera width
|
|
laccess.label.cameraheight = camera height
|
|
laccess.label.displaywidth = display width
|
|
laccess.label.displayheight = display height
|
|
laccess.label.buffersize = buffer size
|
|
laccess.label.operations = operations
|
|
laccess.label.size = size
|
|
laccess.label.solid = solid
|
|
laccess.label.dead = dead
|
|
laccess.label.range = range
|
|
laccess.label.shooting = shooting
|
|
laccess.label.boosting = boosting
|
|
laccess.label.minex = mining x
|
|
laccess.label.miney = mining y
|
|
laccess.label.mining = mining
|
|
laccess.label.buildx = build x
|
|
laccess.label.buildy = build y
|
|
laccess.label.pingx = ping x
|
|
laccess.label.pingy = ping y
|
|
laccess.label.pingtext = ping text
|
|
laccess.label.building = building
|
|
laccess.label.breaking = breaking
|
|
laccess.label.speed = speed
|
|
laccess.label.team = team
|
|
laccess.label.type = type
|
|
laccess.label.flag = flag
|
|
laccess.label.flying = flying
|
|
laccess.label.controlled = controlled
|
|
laccess.label.controller = controller
|
|
laccess.label.name = name
|
|
laccess.label.payloadcount = payload count
|
|
laccess.label.payloadtype = payload type
|
|
laccess.label.totalpayload = total payload
|
|
laccess.label.payloadcapacity = payload capacity
|
|
laccess.label.maxunits = max units
|
|
laccess.label.id = id
|
|
laccess.label.selectedblock = selected block
|
|
laccess.label.selectedrotation = selected rotation
|
|
laccess.label.bulletlifetime = bullet lifetime
|
|
laccess.label.bullettime = bullet time
|
|
laccess.label.enabled = enabled
|
|
laccess.label.shoot = shoot
|
|
laccess.label.shootp = shoot predict
|
|
laccess.label.config = config
|
|
laccess.label.color = color
|
|
llocate.label.ore = ore
|
|
llocate.label.spawn = spawn
|
|
llocate.label.building = building
|
|
llocate.label.damaged = damaged
|
|
lmarkercontrol.label.remove = remove
|
|
lmarkercontrol.label.world = world
|
|
lmarkercontrol.label.minimap = minimap
|
|
lmarkercontrol.label.light = light
|
|
lmarkercontrol.label.autoscale = autoscale
|
|
lmarkercontrol.label.pos = pos
|
|
lmarkercontrol.label.endpos = end pos
|
|
lmarkercontrol.label.drawlayer = draw layer
|
|
lmarkercontrol.label.color = color
|
|
lmarkercontrol.label.radius = radius
|
|
lmarkercontrol.label.stroke = stroke
|
|
lmarkercontrol.label.outline = outline
|
|
lmarkercontrol.label.rotation = rotation
|
|
lmarkercontrol.label.shape = shape
|
|
lmarkercontrol.label.arc = arc
|
|
lmarkercontrol.label.flushtext = flush text
|
|
lmarkercontrol.label.fontsize = font size
|
|
lmarkercontrol.label.textheight = text height
|
|
lmarkercontrol.label.textalign = text align
|
|
lmarkercontrol.label.linealign = line align
|
|
lmarkercontrol.label.labelflags = label flags
|
|
lmarkercontrol.label.texture = texture
|
|
lmarkercontrol.label.texturesize = texture size
|
|
lmarkercontrol.label.posi = posi
|
|
lmarkercontrol.label.uvi = uvi
|
|
lmarkercontrol.label.colori = colori
|
|
logicrule.label.currentwavetime = current wave time
|
|
logicrule.label.wavetimer = wave timer?
|
|
logicrule.label.waves = waves
|
|
logicrule.label.wave = wave
|
|
logicrule.label.wavespacing = wave spacing
|
|
logicrule.label.wavesending = waves ending?
|
|
logicrule.label.attackmode = attack mode?
|
|
logicrule.label.enemycorebuildradius = enemy core build radius
|
|
logicrule.label.dropzoneradius = drop zone radius
|
|
logicrule.label.unitcap = unit cap
|
|
logicrule.label.maparea = map area
|
|
logicrule.label.lighting = lighting?
|
|
logicrule.label.cangameover = can game over
|
|
logicrule.label.ambientlight = ambient light
|
|
logicrule.label.unitlight = unit light
|
|
logicrule.label.solarmultiplier = solar multiplier
|
|
logicrule.label.dragmultiplier = drag multiplier
|
|
logicrule.label.ban = ban
|
|
logicrule.label.unban = unban
|
|
logicrule.label.pausedisabled = pause disabled
|
|
logicrule.label.musicvolume = music volume
|
|
logicrule.label.buildspeed = build speed
|
|
logicrule.label.unithealth = unit health
|
|
logicrule.label.unitbuildspeed = unit build speed
|
|
logicrule.label.unitminespeed = unit mine speed
|
|
logicrule.label.unitcost = unit cost
|
|
logicrule.label.unitdamage = unit damage
|
|
logicrule.label.blockhealth = block health
|
|
logicrule.label.blockdamage = block damage
|
|
logicrule.label.rtsminweight = rts min weight
|
|
logicrule.label.rtsminsquad = rts min squad
|
|
lunitcontrol.label.idle = idle
|
|
lunitcontrol.label.stop = stop
|
|
lunitcontrol.label.unbind = unbind
|
|
lunitcontrol.label.move = move
|
|
lunitcontrol.label.approach = approach
|
|
lunitcontrol.label.pathfind = pathfind
|
|
lunitcontrol.label.autopathfind = auto pathfind
|
|
lunitcontrol.label.target = target
|
|
lunitcontrol.label.targetp = target predict
|
|
lunitcontrol.label.itemdrop = item drop
|
|
lunitcontrol.label.itemtake = item take
|
|
lunitcontrol.label.paydrop = payload drop
|
|
lunitcontrol.label.paytake = payload take
|
|
lunitcontrol.label.payenter = payload enter
|
|
lunitcontrol.label.flag = flag
|
|
lunitcontrol.label.mine = mine
|
|
lunitcontrol.label.build = build block
|
|
lunitcontrol.label.getblock = get block
|
|
lunitcontrol.label.deconstruct = deconstruct
|
|
lunitcontrol.label.within = within?
|
|
lunitcontrol.label.boost = boost
|
|
messagetype.label.notify = notify
|
|
messagetype.label.announce = announce
|
|
messagetype.label.toast = toast
|
|
messagetype.label.mission = mission
|
|
querytype.label.unit = unit
|
|
querytype.label.building = building
|
|
radarsort.label.distance = distance
|
|
radarsort.label.health = health
|
|
radarsort.label.maxhealth = max health
|
|
radarsort.label.shield = shield
|
|
radarsort.label.armor = armor
|
|
radartarget.label.any = any
|
|
radartarget.label.enemy = enemy
|
|
radartarget.label.ally = ally
|
|
radartarget.label.player = player
|
|
radartarget.label.attacker = attacker
|
|
radartarget.label.flying = flying
|
|
radartarget.label.ground = ground
|
|
radartarget.label.boss = boss
|
|
tilelayer.label.floor = floor
|
|
tilelayer.label.ore = ore
|
|
tilelayer.label.block = block
|
|
tilelayer.label.building = building
|
|
|
|
name.token.color = color
|
|
name.token.width = width
|
|
name.token.height = height
|
|
name.token.sides = sides
|
|
name.token.radius = radius
|
|
name.token.rotation = rotation
|
|
name.token.image = image
|
|
name.token.size = size
|
|
name.token.align = align
|
|
name.token.set = set
|
|
name.token.of = of
|
|
name.token.to = to
|
|
name.token.at = at
|
|
name.token.in = in
|
|
name.token.damage = damage
|
|
name.token.velocityScl = velocity scale
|
|
name.token.lifeScl = life scale
|
|
name.token.aimX = aim X
|
|
name.token.aimY = aim Y
|
|
name.token.read = read
|
|
name.token.write = write
|
|
name.token.from = from
|
|
name.token.char = char
|
|
name.token.linknum = link\#
|
|
name.token.draw = draw
|
|
name.token.clear = clear
|
|
name.token.apply = apply
|
|
name.token.circle = circle
|
|
name.token.rect = rect
|
|
name.token.positional = positional
|
|
name.token.global = global
|
|
name.token.target = target
|
|
name.token.and = and
|
|
name.token.or = or
|
|
name.token.b-and = b-and
|
|
name.token.xor = xor
|
|
name.token.flip = flip
|
|
name.token.order = order
|
|
name.token.sort = sort
|
|
name.token.output = output
|
|
name.token.if = if
|
|
name.token.then = then
|
|
name.token.else = else
|
|
name.token.find = find
|
|
name.token.group = group
|
|
name.token.enemy = enemy?
|
|
name.token.ore = ore
|
|
name.token.outX = out X
|
|
name.token.outY = out Y
|
|
name.token.owner = owner
|
|
name.token.found = found?
|
|
name.token.building = building
|
|
name.token.always = always
|
|
name.token.not = not
|
|
name.token.pack = pack
|
|
name.token.unpack = unpack
|
|
name.token.-lookup = = lookup
|
|
name.token.type = type
|
|
name.token.get = get
|
|
name.token.team = team
|
|
name.token.angle = angle
|
|
name.token.spawn = spawn
|
|
name.token.-bullet = = bullet
|
|
name.token.unit = unit
|
|
name.token.weather = weather
|
|
name.token.state = state
|
|
name.token.natural = natural
|
|
name.token.speed = speed
|
|
name.token.level = level
|
|
name.token.duration = duration
|
|
name.token.seconds = seconds
|
|
name.token.shown = shown
|
|
name.token.data = data
|
|
name.token.effect = effect
|
|
name.token.pierce = pierce
|
|
name.token.ground = ground
|
|
name.token.air = air
|
|
name.token.flag = flag
|
|
name.token.volume = volume
|
|
name.token.pitch = pitch
|
|
name.token.pan = pan
|
|
name.token.limit = limit
|
|
name.token.id = id \#
|
|
name.token.replace = replace?
|
|
name.token.for = for
|
|
name.token.success = success
|
|
name.token.truefalse = true/false
|
|
name.token.layer = layer
|
|
name.token.stroke = stroke
|
|
name.token.outline = outline
|
|
name.token.fill = fill?
|
|
name.token.start = start
|
|
name.token.end = end
|
|
name.token.fetch = fetch?
|
|
name.token.background = background
|
|
name.token.printFlush = printflush
|
|
name.token.name = name
|
|
name.token.index = index
|
|
name.token.block-unit = block/unit
|
|
name.token.enable = enable
|
|
name.token.amount = amount
|
|
name.token.item = item
|
|
name.token.takeUnits = take units
|
|
name.token.value = value
|
|
name.token.floor = floor
|
|
name.token.result = result
|
|
name.token.config = config
|
|
name.token.shapeText = shape text
|
|
name.token.point = point
|
|
name.token.shape = shape
|
|
name.token.text = text
|
|
name.token.line = line
|
|
name.token.texture = texture
|
|
name.token.quad = quad
|
|
name.token.light = light
|
|
name.token.snowing = snowing
|
|
name.token.rain = rain
|
|
name.token.sandstorm = sand storm
|
|
name.token.sporestorm = spore storm
|
|
name.token.fog = fog
|
|
name.token.suspend-particles = suspended particles
|
|
name.token.topLeft = top left
|
|
name.token.top = top
|
|
name.token.topRight = top right
|
|
name.token.left = left
|
|
name.token.center = center
|
|
name.token.right = right
|
|
name.token.bottomLeft = bottom left
|
|
name.token.bottom = bottom
|
|
name.token.bottomRight = bottom right
|
|
name.token.none = none
|
|
name.token.warn = warn
|
|
name.token.cross = cross
|
|
name.token.blockFall = block fall
|
|
name.token.placeBlock = place block
|
|
name.token.placeBlockSpark = place block spark
|
|
name.token.breakBlock = break block
|
|
name.token.-spawn = = spawn
|
|
name.token.trail = trail
|
|
name.token.breakProp = break prop
|
|
name.token.smokeCloud = smoke cloud
|
|
name.token.vapor = vapor
|
|
name.token.hit = hit
|
|
name.token.hitSquare = hit square
|
|
name.token.shootSmall = shoot small
|
|
name.token.shootBig = shoot big
|
|
name.token.smokeSmall = smoke small
|
|
name.token.smokeBig = smoke big
|
|
name.token.smokeColor = smoke color
|
|
name.token.smokeSquare = smoke square
|
|
name.token.smokeSquareBig = smoke square big
|
|
name.token.spark = spark
|
|
name.token.sparkBig = spark big
|
|
name.token.sparkShoot = spark shoot
|
|
name.token.sparkShootBig = spark shoot big
|
|
name.token.drill = drill
|
|
name.token.drillBig = drill big
|
|
name.token.lightBlock = light block
|
|
name.token.explosion = explosion
|
|
name.token.smokePuff = smoke puff
|
|
name.token.sparkExplosion = spark explosion
|
|
name.token.crossExplosion = cross explosion
|
|
name.token.wave = wave
|
|
name.token.bubble = bubble
|
|
name.token.music = music
|
|
name.token.interrupt = interrupt
|
|
name.token.all = all
|
|
name.token.beams = beams
|
|
name.token.block = block
|
|
name.token.charge = charge
|
|
name.token.environment = environment
|
|
name.token.explosions = explosions
|
|
name.token.loops = loops
|
|
name.token.movement = movement
|
|
name.token.shoot = shoot
|
|
name.token.ui = UI |