Merge branch 'master' of https://github.com/Anuken/Mindustry
2
.github/ISSUE_TEMPLATE/feature_request.md
vendored
@ -4,4 +4,4 @@ about: Suggest an idea for this project
|
||||
|
||||
---
|
||||
|
||||
Do not make a new issue for feature requests. Instead, post it in #545.
|
||||
**Do not make a new issue for feature requests!** Instead, post it in #545.
|
||||
|
@ -6,14 +6,14 @@
|
||||
A sandbox tower defense game written in Java.
|
||||
|
||||
_[Trello Board](https://trello.com/b/aE2tcUwF/mindustry-40-plans)_
|
||||
_[Wiki](http://mindustry.wikia.com/wiki/Mindustry_Wiki)_
|
||||
_[Wiki](https://mindustrygame.github.io/wiki)_
|
||||
|
||||
### Building
|
||||
|
||||
Bleeding-edge live builds are generated automatically for every commit. You can see them [here](https://jenkins.hellomouse.net/job/mindustry/).
|
||||
Bleeding-edge live builds are generated automatically for every commit. You can see them [here](https://github.com/Anuken/MindustryBuilds/releases). Old builds might still be on [jenkins](https://jenkins.hellomouse.net/job/mindustry/).
|
||||
|
||||
If you'd rather compile on your own, follow these instructions.
|
||||
First, make sure you have Java 8 and JDK 8 installed. Open a terminal in the root directory, `cd` to the Mindustry folder and run the following commands:
|
||||
First, make sure you have [Java 8](https://www.java.com/en/download/) and [JDK 8](https://adoptopenjdk.net/) installed. Open a terminal in the root directory, `cd` to the Mindustry folder and run the following commands:
|
||||
|
||||
#### Windows
|
||||
|
||||
|
@ -22,20 +22,6 @@ public class Annotations{
|
||||
public @interface OverrideCallSuper {
|
||||
}
|
||||
|
||||
/** Indicates that a method return or field can be null.*/
|
||||
@Target({ElementType.METHOD, ElementType.FIELD, ElementType.PARAMETER, ElementType.LOCAL_VARIABLE})
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
public @interface Nullable{
|
||||
|
||||
}
|
||||
|
||||
/** Indicates that a method return or field cannot be null.*/
|
||||
@Target({ElementType.METHOD, ElementType.FIELD, ElementType.PARAMETER, ElementType.LOCAL_VARIABLE})
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
public @interface NonNull{
|
||||
|
||||
}
|
||||
|
||||
/** Marks a class as serializable. */
|
||||
@Target(ElementType.TYPE)
|
||||
@Retention(RetentionPolicy.SOURCE)
|
||||
|
@ -34,9 +34,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
|
||||
if(round++ != 0) return false; //only process 1 round
|
||||
|
||||
try{
|
||||
path = Paths.get(Utils.filer.createResource(StandardLocation.CLASS_OUTPUT, "no", "no")
|
||||
.toUri().toURL().toString().substring(System.getProperty("os.name").contains("Windows") ? 6 : "file:".length()))
|
||||
.getParent().getParent().getParent().getParent().getParent().getParent().toString();
|
||||
path = System.getProperty("corePath");
|
||||
|
||||
processSounds("Sounds", path + "/assets/sounds", "io.anuke.arc.audio.Sound");
|
||||
processSounds("Musics", path + "/assets/music", "io.anuke.arc.audio.Music");
|
||||
@ -139,7 +137,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
|
||||
|
||||
loadBegin.addStatement("io.anuke.arc.Core.assets.load("+filename +", "+rtype+".class).loaded = a -> " + name + " = ("+rtype+")a", filepath, filepath.replace(".ogg", ".mp3"));
|
||||
|
||||
dispose.addStatement(name + ".dispose()");
|
||||
dispose.addStatement("io.anuke.arc.Core.assets.unload(" + filename + ")");
|
||||
dispose.addStatement(name + " = null");
|
||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new io.anuke.arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build());
|
||||
});
|
||||
|
@ -1,32 +1,29 @@
|
||||
package io.anuke.annotations;
|
||||
|
||||
import com.sun.source.util.TreePath;
|
||||
import com.sun.source.util.Trees;
|
||||
import com.sun.tools.javac.tree.JCTree;
|
||||
import com.sun.tools.javac.tree.JCTree.JCExpressionStatement;
|
||||
import io.anuke.annotations.Annotations.OverrideCallSuper;
|
||||
import com.sun.source.util.*;
|
||||
import com.sun.tools.javac.tree.*;
|
||||
import com.sun.tools.javac.tree.JCTree.*;
|
||||
import io.anuke.annotations.Annotations.*;
|
||||
|
||||
import javax.annotation.processing.*;
|
||||
import javax.lang.model.SourceVersion;
|
||||
import javax.lang.model.element.Element;
|
||||
import javax.lang.model.element.TypeElement;
|
||||
import javax.tools.Diagnostic.Kind;
|
||||
import java.util.List;
|
||||
import java.util.Set;
|
||||
import javax.lang.model.*;
|
||||
import javax.lang.model.element.*;
|
||||
import javax.tools.Diagnostic.*;
|
||||
import java.util.*;
|
||||
|
||||
@SupportedAnnotationTypes("java.lang.Override")
|
||||
@SupportedAnnotationTypes({"java.lang.Override"})
|
||||
public class CallSuperAnnotationProcessor extends AbstractProcessor{
|
||||
private Trees trees;
|
||||
|
||||
@Override
|
||||
public void init (ProcessingEnvironment pe) {
|
||||
public void init(ProcessingEnvironment pe){
|
||||
super.init(pe);
|
||||
trees = Trees.instance(pe);
|
||||
}
|
||||
|
||||
public boolean process (Set<? extends TypeElement> annotations, RoundEnvironment roundEnv) {
|
||||
for (Element e : roundEnv.getElementsAnnotatedWith(Override.class)) {
|
||||
if (e.getAnnotation(OverrideCallSuper.class) != null) return false;
|
||||
public boolean process(Set<? extends TypeElement> annotations, RoundEnvironment roundEnv){
|
||||
for(Element e : roundEnv.getElementsAnnotatedWith(Override.class)){
|
||||
if(e.getAnnotation(OverrideCallSuper.class) != null) return false;
|
||||
|
||||
CodeAnalyzerTreeScanner codeScanner = new CodeAnalyzerTreeScanner();
|
||||
codeScanner.setMethodName(e.getSimpleName().toString());
|
||||
@ -34,10 +31,10 @@ public class CallSuperAnnotationProcessor extends AbstractProcessor{
|
||||
TreePath tp = trees.getPath(e.getEnclosingElement());
|
||||
codeScanner.scan(tp, trees);
|
||||
|
||||
if (codeScanner.isCallSuperUsed()) {
|
||||
if(codeScanner.isCallSuperUsed()){
|
||||
List list = codeScanner.getMethod().getBody().getStatements();
|
||||
|
||||
if (!doesCallSuper(list, codeScanner.getMethodName())) {
|
||||
if(!doesCallSuper(list, codeScanner.getMethodName())){
|
||||
processingEnv.getMessager().printMessage(Kind.ERROR, "Overriding method '" + codeScanner.getMethodName() + "' must explicitly call super method from its parent class.", e);
|
||||
}
|
||||
}
|
||||
@ -46,12 +43,12 @@ public class CallSuperAnnotationProcessor extends AbstractProcessor{
|
||||
return false;
|
||||
}
|
||||
|
||||
private boolean doesCallSuper (List list, String methodName) {
|
||||
for (Object object : list) {
|
||||
if (object instanceof JCTree.JCExpressionStatement) {
|
||||
JCTree.JCExpressionStatement expr = (JCExpressionStatement) object;
|
||||
private boolean doesCallSuper(List list, String methodName){
|
||||
for(Object object : list){
|
||||
if(object instanceof JCTree.JCExpressionStatement){
|
||||
JCTree.JCExpressionStatement expr = (JCExpressionStatement)object;
|
||||
String exprString = expr.toString();
|
||||
if (exprString.startsWith("super." + methodName) && exprString.endsWith(");")) return true;
|
||||
if(exprString.startsWith("super." + methodName) && exprString.endsWith(");")) return true;
|
||||
}
|
||||
}
|
||||
|
||||
@ -59,7 +56,7 @@ public class CallSuperAnnotationProcessor extends AbstractProcessor{
|
||||
}
|
||||
|
||||
@Override
|
||||
public SourceVersion getSupportedSourceVersion () {
|
||||
public SourceVersion getSupportedSourceVersion(){
|
||||
return SourceVersion.RELEASE_8;
|
||||
}
|
||||
}
|
||||
|
@ -152,7 +152,7 @@ project(":desktop"){
|
||||
compile "com.code-disaster.steamworks4j:steamworks4j-server:$steamworksVersion"
|
||||
|
||||
compile arcModule("backends:backend-sdl")
|
||||
compile 'com.github.MinnDevelopment:java-discord-rpc:v2.0.2'
|
||||
compile 'com.github.MinnDevelopment:java-discord-rpc:v2.0.1'
|
||||
}
|
||||
}
|
||||
|
||||
@ -195,12 +195,14 @@ project(":core"){
|
||||
apply plugin: "java"
|
||||
|
||||
task preGen{
|
||||
outputs.upToDateWhen{ false }
|
||||
outputs.upToDateWhen{ false }
|
||||
generateLocales()
|
||||
writeVersion()
|
||||
}
|
||||
|
||||
dependencies{
|
||||
System.properties["corePath"] = file(".").toString()
|
||||
|
||||
if(System.properties["user.name"] == "anuke"){
|
||||
task cleanGen{
|
||||
doFirst{
|
||||
|
BIN
core/assets-raw/sprites/blocks/distribution/inverted-sorter.png
Normal file
After Width: | Height: | Size: 1.8 KiB |
Before Width: | Height: | Size: 200 B After Width: | Height: | Size: 1.4 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-5-0.png
Normal file
After Width: | Height: | Size: 2.2 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-5-1.png
Normal file
After Width: | Height: | Size: 2.2 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-6-0.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-6-1.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-7-0.png
Normal file
After Width: | Height: | Size: 3.1 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-7-1.png
Normal file
After Width: | Height: | Size: 3.1 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-8-0.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
core/assets-raw/sprites/blocks/extra/rubble-8-1.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
core/assets-raw/sprites/blocks/storage/unloader-center.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 1.8 KiB |
BIN
core/assets-raw/sprites/ui/scroll-knob-horizontal-black.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 1.7 KiB |
BIN
core/assets-raw/sprites/ui/scroll-knob-vertical-black.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
@ -16,12 +16,30 @@ screenshot.invalid = Map too large, potentially not enough memory for screenshot
|
||||
gameover = Game Over
|
||||
gameover.pvp = The[accent] {0}[] team is victorious!
|
||||
highscore = [accent]New highscore!
|
||||
copied = Copied.
|
||||
|
||||
load.sound = Sounds
|
||||
load.map = Maps
|
||||
load.image = Images
|
||||
load.content = Content
|
||||
load.system = System
|
||||
load.mod = Mods
|
||||
|
||||
schematic = Schematic
|
||||
schematic.add = Save Schematic...
|
||||
schematics = Schematics
|
||||
schematic.import = Import Schematic...
|
||||
schematic.exportfile = Export File
|
||||
schematic.importfile = Import File
|
||||
schematic.browseworkshop = Browse Workshop
|
||||
schematic.copy = Copy to Clipboard
|
||||
schematic.copy.import = Import from Clipboard
|
||||
schematic.shareworkshop = Share on Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
|
||||
schematic.saved = Schematic saved.
|
||||
schematic.delete.confirm = This schematic will be utterly eradicated.
|
||||
schematic.rename = Rename Schematic
|
||||
schematic.info = {0}x{1}, {2} blocks
|
||||
|
||||
stat.wave = Waves Defeated:[accent] {0}
|
||||
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
|
||||
@ -32,6 +50,7 @@ stat.delivered = Resources Launched:
|
||||
stat.rank = Final Rank: [accent]{0}
|
||||
|
||||
launcheditems = [accent]Launched Items
|
||||
launchinfo = [unlaunched][[LAUNCH] your core to obtain the items indicated in blue.
|
||||
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
||||
level.highscore = High Score: [accent]{0}
|
||||
level.select = Level Select
|
||||
@ -43,11 +62,11 @@ database = Core Database
|
||||
savegame = Save Game
|
||||
loadgame = Load Game
|
||||
joingame = Join Game
|
||||
addplayers = Add/Remove Players
|
||||
customgame = Custom Game
|
||||
newgame = New Game
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
position = Position
|
||||
close = Close
|
||||
website = Website
|
||||
quit = Quit
|
||||
@ -64,6 +83,26 @@ uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
|
||||
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry Github or Discord.
|
||||
mods.alpha = [accent](Alpha)
|
||||
mods = Mods
|
||||
mods.none = [LIGHT_GRAY]No mods found!
|
||||
mods.guide = Modding Guide
|
||||
mods.report = Report Bug
|
||||
mod.enabled = [lightgray]Enabled
|
||||
mod.disabled = [scarlet]Disabled
|
||||
mod.disable = Disable
|
||||
mod.enable = Enable
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
mod.reloadrequired = [scarlet]Reload Required
|
||||
mod.import = Import Mod
|
||||
mod.import.github = Import Github Mod
|
||||
mod.remove.confirm = This mod will be deleted.
|
||||
mod.author = [LIGHT_GRAY]Author:[] {0}
|
||||
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
|
||||
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
||||
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
||||
|
||||
about.button = About
|
||||
name = Name:
|
||||
noname = Pick a[accent] player name[] first.
|
||||
@ -144,7 +183,6 @@ server.port = Port:
|
||||
server.addressinuse = Address already in use!
|
||||
server.invalidport = Invalid port number!
|
||||
server.error = [crimson]Error hosting server.
|
||||
save.old = This save is for an older version of the game, and can no longer be used.\n\n[lightgray]Save backwards compatibility will be implemented in the full 4.0 release.
|
||||
save.new = New Save
|
||||
save.overwrite = Are you sure you want to overwrite\nthis save slot?
|
||||
overwrite = Overwrite
|
||||
@ -164,7 +202,7 @@ save.rename.text = New name:
|
||||
selectslot = Select a save.
|
||||
slot = [accent]Slot {0}
|
||||
editmessage = Edit Message
|
||||
save.corrupted = [accent]Save file corrupted or invalid!\nIf you have just updated your game, this is probably a change in the save format and [scarlet]not[] a bug.
|
||||
save.corrupted = Save file corrupted or invalid!
|
||||
empty = <empty>
|
||||
on = On
|
||||
off = Off
|
||||
@ -178,6 +216,7 @@ warning = Warning.
|
||||
confirm = Confirm
|
||||
delete = Delete
|
||||
view.workshop = View In Workshop
|
||||
workshop.listing = Edit Workshop Listing
|
||||
ok = OK
|
||||
open = Open
|
||||
customize = Customize Rules
|
||||
@ -195,7 +234,12 @@ classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic
|
||||
quit.confirm = Are you sure you want to quit?
|
||||
quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[]
|
||||
loading = [accent]Loading...
|
||||
reloading = [accent]Reloading Mods...
|
||||
saving = [accent]Saving...
|
||||
cancelbuilding = [accent][[{0}][] to clear plan
|
||||
selectschematic = [accent][[{0}][] to select+copy
|
||||
pausebuilding = [accent][[{0}][] to pause building
|
||||
resumebuilding = [scarlet][[{0}][] to resume building
|
||||
wave = [accent]Wave {0}
|
||||
wave.waiting = [lightgray]Wave in {0}
|
||||
wave.waveInProgress = [lightgray]Wave in progress
|
||||
@ -214,11 +258,18 @@ map.nospawn = This map does not have any cores for the player to spawn in! Add a
|
||||
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[SCARLET] red[] cores to this map in the editor.
|
||||
map.invalid = Error loading map: corrupted or invalid map file.
|
||||
map.publish.error = Error publishing map: {0}
|
||||
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):
|
||||
eula = Steam EULA
|
||||
map.publish = Map published.
|
||||
map.publishing = [accent]Publishing map...
|
||||
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}
|
||||
|
||||
editor.brush = Brush
|
||||
editor.openin = Open In Editor
|
||||
editor.oregen = Ore Generation
|
||||
@ -351,7 +402,6 @@ campaign = Campaign
|
||||
load = Load
|
||||
save = Save
|
||||
fps = FPS: {0}
|
||||
tps = TPS: {0}
|
||||
ping = Ping: {0}ms
|
||||
language.restart = Please restart your game for the language settings to take effect.
|
||||
settings = Settings
|
||||
@ -364,8 +414,10 @@ donate = Donate
|
||||
abandon = Abandon
|
||||
abandon.text = This zone and all its resources will be lost to the enemy.
|
||||
locked = Locked
|
||||
complete = [lightgray]Reach:
|
||||
zone.requirement = Wave {0} in zone {1}
|
||||
complete = [lightgray]Complete:
|
||||
requirement.wave = Reach Wave {0} in {1}
|
||||
requirement.core = Destroy Enemy Core in {0}
|
||||
requirement.unlock = Unlock {0}
|
||||
resume = Resume Zone:\n[lightgray]{0}
|
||||
bestwave = [lightgray]Best Wave: {0}
|
||||
launch = < LAUNCH >
|
||||
@ -376,11 +428,13 @@ launch.confirm = This will launch all resources in your core.\nYou will not be a
|
||||
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
|
||||
uncover = Uncover
|
||||
configure = Configure Loadout
|
||||
configure.locked = [lightgray]Unlock configuring loadout: Wave {0}.
|
||||
bannedblocks = Banned Blocks
|
||||
addall = Add All
|
||||
configure.locked = [lightgray]Unlock configuring loadout: {0}.
|
||||
configure.invalid = Amount must be a number between 0 and {0}.
|
||||
zone.unlocked = [lightgray]{0} unlocked.
|
||||
zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met.
|
||||
zone.config.complete = Wave {0} reached:\nLoadout config unlocked.
|
||||
zone.requirement.complete = Requirement for {0} completed:[lightgray]\n{1}
|
||||
zone.config.unlocked = Loadout unlocked:[lightgray]\n{0}
|
||||
zone.resources = [lightgray]Resources Detected:
|
||||
zone.objective = [lightgray]Objective: [accent]{0}
|
||||
zone.objective.survival = Survive
|
||||
@ -440,15 +494,14 @@ 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.clearunlocks = Clear Unlocks
|
||||
settings.clearall = Clear All
|
||||
paused = [accent]< Paused >
|
||||
clear = Clear
|
||||
banned = [scarlet]Banned
|
||||
yes = Yes
|
||||
no = No
|
||||
info.title = Info
|
||||
error.title = [crimson]An error has occured
|
||||
error.crashtitle = An error has occured
|
||||
attackpvponly = [scarlet]Only available in Attack/PvP modes
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
@ -533,6 +586,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.linear.name = Linear Filtering
|
||||
setting.hints.name = Hints
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[lightgray] (requires restart)[]
|
||||
@ -560,9 +614,9 @@ setting.fullscreen.name = Fullscreen
|
||||
setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart)
|
||||
setting.fps.name = Show FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Show Power Lasers
|
||||
setting.pixelate.name = Pixelate[lightgray] (disables animations)
|
||||
setting.minimap.name = Show Minimap
|
||||
setting.position.name = Show Player Position
|
||||
setting.musicvol.name = Music Volume
|
||||
setting.ambientvol.name = Ambient Volume
|
||||
setting.mutemusic.name = Mute Music
|
||||
@ -572,8 +626,10 @@ setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Opacity
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display Player Bubble Chat
|
||||
public.confirm = Do you want to make your game public?\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
||||
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
||||
public.beta = Note that beta versions of the game cannot make public lobbies.
|
||||
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
|
||||
@ -585,13 +641,16 @@ category.multiplayer.name = Multiplayer
|
||||
command.attack = Attack
|
||||
command.rally = Rally
|
||||
command.retreat = Retreat
|
||||
keybind.gridMode.name = Block Select
|
||||
keybind.gridModeShift.name = Category Select
|
||||
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.move_x.name = Move x
|
||||
keybind.move_y.name = Move y
|
||||
keybind.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
keybind.schematic_flip_x.name = Flip Schematic X
|
||||
keybind.schematic_flip_y.name = Flip Schematic Y
|
||||
keybind.fullscreen.name = Toggle Fullscreen
|
||||
keybind.select.name = Select/Shoot
|
||||
keybind.diagonal_placement.name = Diagonal Placement
|
||||
@ -603,12 +662,14 @@ keybind.zoom_hold.name = Zoom Hold
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
keybind.pause_building.name = Pause/Resume Building
|
||||
keybind.minimap.name = Minimap
|
||||
keybind.dash.name = Dash
|
||||
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
|
||||
@ -805,11 +866,12 @@ block.lancer.name = Lancer
|
||||
block.conveyor.name = Conveyor
|
||||
block.titanium-conveyor.name = Titanium Conveyor
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyor belts.
|
||||
block.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.overflow-gate.name = Overflow Gate
|
||||
block.silicon-smelter.name = Silicon Smelter
|
||||
@ -927,11 +989,11 @@ unit.eradicator.name = Eradicator
|
||||
unit.lich.name = Lich
|
||||
unit.reaper.name = Reaper
|
||||
tutorial.next = [lightgray]<Tap to continue>
|
||||
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
|
||||
tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nClick the drill tab in the bottom right.\nSelect the[accent] mechanical drill[]. Place it on a copper vein by clicking.\n[accent]Right-click[] to stop building, and[accent] Hold Ctrl while scrolling[] to zoom in and out.
|
||||
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nUse [[WASD] to move.\n[accent] Hold [[Ctrl] while scrolling[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
|
||||
tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nClick the drill tab in the bottom right.\nSelect the[accent] mechanical drill[]. Place it on a copper vein by clicking.\n[accent]Right-click[] to stop building.
|
||||
tutorial.drill.mobile = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nTap the drill tab in the bottom right.\nSelect the[accent] mechanical drill[].\nPlace it on a copper vein by tapping, then press the[accent] checkmark[] below to confirm your selection.\nPress the[accent] X button[] to cancel placement.
|
||||
tutorial.blockinfo = Each block has different stats. Each drill can only mine certain ores.\nTo check a block's info and stats,[accent] tap the "?" button while selecting it in the build menu.[]\n\n[accent]Access the Mechanical Drill's stats now.[]
|
||||
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent]Hold down the mouse to place in a line.[]\nHold[accent] CTRL[] while selecting a line to place diagonally.\n\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core.
|
||||
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent]Hold down the mouse to place in a line.[]\nHold[accent] CTRL[] while selecting a line to place diagonally.\nUse the scrollwheel to rotate blocks before placing them.\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core.
|
||||
tutorial.conveyor.mobile = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent] Place in a line by holding down your finger for a few seconds[] and dragging in a direction.\n\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core.
|
||||
tutorial.turret = Once an item enters your core, it can be used for building.\nKeep in mind that not all items can be used for building.\nItems that are not used for building, such as[accent] coal[] or[accent] scrap[], cannot be put into the core.\nDefensive structures must be built to repel the[lightgray] enemy[].\nBuild a[accent] duo turret[] near your base.
|
||||
tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill near the turret.\nLead conveyors into the turret to supply it with copper.\n\n[accent]Ammo delivered: 0/1
|
||||
@ -945,7 +1007,7 @@ tutorial.withdraw = In some situations, taking items directly from blocks is nec
|
||||
tutorial.deposit = Deposit items into blocks by dragging from your ship to the destination block.\n\n[accent]Deposit your copper back into the core.[]
|
||||
tutorial.waves = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves.[accent] Click[] to shoot.\nBuild more turrets and drills. Mine more copper.
|
||||
tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves. Your ship will automatically fire at enemies.\nBuild more turrets and drills. Mine more copper.
|
||||
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese resources can then be used to research new technology.\n\n[accent]Press the launch button.
|
||||
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese obtained resources can then be used to research new technology.\n\n[accent]Press the launch button.
|
||||
|
||||
item.copper.description = The most basic structural material. Used extensively in all types of blocks.
|
||||
item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks.
|
||||
@ -1031,6 +1093,7 @@ block.junction.description = Acts as a bridge for two crossing conveyor belts. U
|
||||
block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building.
|
||||
block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles.
|
||||
block.sorter.description = Sorts items. If an item matches the selection, it is allowed to pass. Otherwise, the item is outputted to the left and right.
|
||||
block.inverted-sorter.descriptions = Processes items like a standard sorter, but outputs selected items to the sides instead.
|
||||
block.router.description = Accepts items, then outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.\n\n[scarlet]Never use next to production inputs, as they will get clogged by output.[]
|
||||
block.distributor.description = An advanced router. Splits items to up to 7 other directions equally.
|
||||
block.overflow-gate.description = A combination splitter and router. Only outputs to the left and right if the front path is blocked.
|
||||
@ -1071,7 +1134,7 @@ block.core-foundation.description = The second version of the core. Better armor
|
||||
block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources.
|
||||
block.vault.description = Stores a large amount of items of each type. An unloader block can be used to retrieve items from the vault.
|
||||
block.container.description = Stores a small amount of items of each type. An unloader block can be used to retrieve items from the container.
|
||||
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping.
|
||||
block.unloader.description = Unloads items from any nearby non-transportation block. The type of item to be unloaded can be changed by tapping.
|
||||
block.launch-pad.description = Launches batches of items without any need for a core launch.
|
||||
block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently.
|
||||
block.duo.description = A small, cheap turret. Useful against ground units.
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Celá obrazovka
|
||||
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
|
||||
setting.fps.name = Ukázat snímky/sekundu
|
||||
setting.vsync.name = Vertikální synchronizace
|
||||
setting.lasers.name = Ukázat laser energie
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Ukázat minimapu
|
||||
setting.musicvol.name = Hlasitost hudby
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Poslat anonymní spis o zhroucení hry
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Opacity
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display In-Game Chat
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
uiscale.cancel = Cancel & Exit
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Vollbild
|
||||
setting.borderlesswindow.name = Randloses Fenster[LIGHT_GRAY] (Neustart teilweise erforderlich)
|
||||
setting.fps.name = Zeige FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Zeige Stromlaser
|
||||
setting.pixelate.name = Verpixeln [LIGHT_GRAY](Könnte die Leistung beeinträchtigen)
|
||||
setting.minimap.name = Zeige die Minimap
|
||||
setting.musicvol.name = Musiklautstärke
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Anonyme Absturzberichte senden
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Deckkraft
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Chat im Spiel anzeigen
|
||||
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
|
||||
uiscale.cancel = Abbrechen & Beenden
|
||||
@ -645,7 +645,7 @@ item.lead.name = Blei
|
||||
item.coal.name = Kohle
|
||||
item.graphite.name = Graphit
|
||||
item.titanium.name = Titan
|
||||
item.thorium.name = Uran
|
||||
item.thorium.name = Thorium
|
||||
item.silicon.name = Silizium
|
||||
item.plastanium.name = Plastanium
|
||||
item.phase-fabric.name = Phasengewebe
|
||||
@ -784,7 +784,7 @@ block.hail.name = Streuer
|
||||
block.lancer.name = Lanzer
|
||||
block.conveyor.name = Förderband
|
||||
block.titanium-conveyor.name = Titan-Förderband
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.name = Gepanzertes-Förderband
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.junction.name = Kreuzung
|
||||
block.router.name = Verteiler
|
||||
@ -864,7 +864,7 @@ block.bridge-conduit.name = Kanalbrücke
|
||||
block.rotary-pump.name = Rotierende Pumpe
|
||||
block.thorium-reactor.name = Thorium-Reaktor
|
||||
block.mass-driver.name = Massenbeschleuniger
|
||||
block.blast-drill.name = Sprengbohrer
|
||||
block.blast-drill.name = Sprengluftbohrer
|
||||
block.thermal-pump.name = Thermische Pumpe
|
||||
block.thermal-generator.name = Thermischer Generator
|
||||
block.alloy-smelter.name = Legierungsschmelze
|
||||
@ -1014,7 +1014,7 @@ block.router.description = Akzeptiert Materialien aus einer Richtung und leitet
|
||||
block.distributor.description = Ein weiterentwickelter Verteiler, der Materialien in bis zu sieben Richtungen gleichmäßig verteilt.
|
||||
block.overflow-gate.description = Ein Verteiler, der nur Materialien nach links oder rechts ausgibt, falls der Weg gerade aus blockiert ist.
|
||||
block.mass-driver.description = Ultimativer Transportblock. Sammelt mehrere Materialien und schießt sie zu einem verbundenen Massenbeschleuniger über eine große Reichweite.
|
||||
block.mechanical-pump.description = Eine günstige, langsame Pumpe, die keine Strom benötigt.
|
||||
block.mechanical-pump.description = Eine günstige, langsame Pumpe, die keinen Strom benötigt.
|
||||
block.rotary-pump.description = Eine fortgeschrittene Pumpe, die mithilfe von Strom doppelt so schnell pumpt.
|
||||
block.thermal-pump.description = Die ultimative Pumpe, dreimal so schnell wie eine mechanische Pumpe und die einzige Pumpe, die Lava fördern kann.
|
||||
block.conduit.description = Standard Flüssigkeits-Transportblock. Funktioniert wie ein Förderband, nur für Flüssigkeiten. Wird am Besten mit Extraktoren, Pumpen oder anderen Kanälen benutzt.
|
||||
|
@ -16,11 +16,14 @@ screenshot.invalid = Mapa demasiado grande, no hay suficiente memoria para la ca
|
||||
gameover = Tu núcleo ha sido destruido.
|
||||
gameover.pvp = ¡El equipo[accent] {0}[] ha ganado!
|
||||
highscore = [accent]¡Nueva mejor puntuación!
|
||||
load.sound = Sounds
|
||||
load.map = Maps
|
||||
load.image = Images
|
||||
load.content = Content
|
||||
load.system = System
|
||||
|
||||
load.sound = Sonidos
|
||||
load.map = Mapas
|
||||
load.image = Imágenes
|
||||
load.content = Contenido
|
||||
load.system = Sistema
|
||||
load.mod = Mods
|
||||
|
||||
stat.wave = Oleadas Derrotadas:[accent] {0}
|
||||
stat.enemiesDestroyed = Enemigos Destruidos:[accent] {0}
|
||||
stat.built = Estructuras Construidas:[accent] {0}
|
||||
@ -28,14 +31,16 @@ stat.destroyed = Estructuras Destruidas:[accent] {0}
|
||||
stat.deconstructed = Estructuras Desconstruidas:[accent] {0}
|
||||
stat.delivered = Recursos Lanzados:
|
||||
stat.rank = Rango final: [accent]{0}
|
||||
|
||||
launcheditems = [accent]Recursos Lanzados
|
||||
launchinfo = [unlaunched][[LAUNCH] tu núcleo core obtenga los objetos indicados en azul.
|
||||
map.delete = ¿Estás seguro que quieres borrar el mapa "[accent]{0}[]"?
|
||||
level.highscore = Puntuación más alta: [accent]{0}
|
||||
level.select = Selección de nivel
|
||||
level.mode = Modo de juego:
|
||||
showagain = No mostrar otra vez en la próxima sesión
|
||||
coreattack = < ¡El núcleo está bajo ataque! >
|
||||
nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE APARICIÓN IMNEDIATAMENTE[] ]\naniquilación inminente
|
||||
nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE APARICIÓN INMEDIATAMENTE[] ]\naniquilación inminente
|
||||
database = Base de datos del núcleo
|
||||
savegame = Guardar Partida
|
||||
loadgame = Cargar Partida
|
||||
@ -48,18 +53,34 @@ minimap = Minimapa
|
||||
close = Cerrar
|
||||
website = Sitio web
|
||||
quit = Salir
|
||||
save.quit = Save & Quit
|
||||
save.quit = Guardar & Salir
|
||||
maps = Mapas
|
||||
maps.browse = Browse Maps
|
||||
maps.browse = Navegar por los Mapas
|
||||
continue = Continuar
|
||||
maps.none = [LIGHT_GRAY]¡No se han encontrado mapas!
|
||||
invalid = Invalid
|
||||
invalid = Invalido
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
done = Hecho
|
||||
|
||||
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry Github or Discord.
|
||||
mods.alpha = [accent](Alpha)
|
||||
mods = Mods
|
||||
mods.none = [LIGHT_GRAY]No mods found!
|
||||
mod.enabled = [lightgray]Enabled
|
||||
mod.disabled = [scarlet]Disabled
|
||||
mod.disable = Disable
|
||||
mod.enable = Enable
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
mod.reloadrequired = [scarlet]Reload Required
|
||||
mod.import = Import Mod
|
||||
mod.remove.confirm = This mod will be deleted.
|
||||
mod.author = [LIGHT_GRAY]Author:[] {0}
|
||||
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
|
||||
|
||||
about.button = Acerca de
|
||||
name = Nombre:
|
||||
noname = Elige un[accent] nombre de jugador[] primero.
|
||||
@ -92,9 +113,9 @@ server.versions = Your version:[accent] {0}[]\nVersión del servidor:[accent] {1
|
||||
host.info = El botón [accent]host[] hostea un servidor en el puerto [scarlet]6567[]. \nCualquier persona en la misma [LIGHT_GRAY]wifi o red local[] debería poder ver tu servidor en la lista de servidores.\n\nSi quieres que cualquier persona se pueda conectar de cualquier lugar por IP, la [accent]asignación de puertos[] es requerida.\n\n[LIGHT_GRAY]Nota: Si alguien experimenta problemas conectándose a tu partida LAN, asegúrate de permitir a Mindustry acceso a tu red local mediante la configuración de tu firewall.
|
||||
join.info = Aquí, puedes escribir la [accent]IP de un server[] para conectarte, o descubrir servidores de [accent]red local[] para conectarte.\nLAN y WAN es soportado para jugar en multijugador.\n\n[LIGHT_GRAY]Nota: No hay una lista automática global de servidores; si quieres conectarte por IP, tendrás que preguntarle al anfitrión por la IP.
|
||||
hostserver = Hostear Servidor
|
||||
invitefriends = Invite Friends
|
||||
invitefriends = Invitar Amigos
|
||||
hostserver.mobile = Hostear\nJuego
|
||||
host = Hostear
|
||||
host = Servidor
|
||||
hosting = [accent]Abriendo servidor...
|
||||
hosts.refresh = Actualizar
|
||||
hosts.discovering = Descubrir partidas LAN
|
||||
@ -129,11 +150,11 @@ confirmunadmin = ¿Estás seguro de querer quitar los permisos de administrador
|
||||
joingame.title = Unirse a la partida
|
||||
joingame.ip = IP:
|
||||
disconnect = Desconectado.
|
||||
disconnect.error = Connection error.
|
||||
disconnect.closed = Connection closed.
|
||||
disconnect.error = Error en la conexión.
|
||||
disconnect.closed = Conexión cerrada.
|
||||
disconnect.timeout = Timed out.
|
||||
disconnect.data = ¡Se ha fallado la carga de datos del mundo!
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
cantconnect = No es posible unirse a la partida ([accent]{0}[]).
|
||||
connecting = [accent]Conectando...
|
||||
connecting.data = [accent]Cargando datos del mundo...
|
||||
server.port = Puerto:
|
||||
@ -159,7 +180,7 @@ save.rename = Renombrar
|
||||
save.rename.text = Nuevo nombre:
|
||||
selectslot = Selecciona un Punto de Guardado.
|
||||
slot = [accent]Casilla {0}
|
||||
editmessage = Edit Message
|
||||
editmessage = Editar mensaje
|
||||
save.corrupted = [accent]¡El punto de guardado está corrupto o es inválido!\nSi acabas de actualizar el juego, esto debe ser probablemente un cambio en el formato de guardado y[scarlet] no[] un error.
|
||||
empty = <vacío>
|
||||
on = Encendido
|
||||
@ -167,13 +188,14 @@ off = Apagado
|
||||
save.autosave = Autoguardado: {0}
|
||||
save.map = Mapa: {0}
|
||||
save.wave = Oleada {0}
|
||||
save.mode = Gamemode: {0}
|
||||
save.mode = ModoJuego: {0}
|
||||
save.date = Última vez guardado: {0}
|
||||
save.playtime = Tiempo de juego: {0}
|
||||
warning = Aviso.
|
||||
confirm = Confirmar
|
||||
delete = Borrar
|
||||
view.workshop = View In Workshop
|
||||
workshop.listing = Edit Workshop Listing
|
||||
ok = OK
|
||||
open = Abrir
|
||||
customize = Personalizar
|
||||
@ -181,9 +203,9 @@ cancel = Cancelar
|
||||
openlink = Abrir Enlace
|
||||
copylink = Copiar Enlace
|
||||
back = Atrás
|
||||
data.export = Export Data
|
||||
data.import = Import Data
|
||||
data.exported = Data exported.
|
||||
data.export = Exportar Datos
|
||||
data.import = Importar Datos
|
||||
data.exported = Datos exportados.
|
||||
data.invalid = This isn't valid game data.
|
||||
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
||||
classic.export = Export Classic Data
|
||||
@ -191,6 +213,7 @@ classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic
|
||||
quit.confirm = ¿Estás seguro de querer salir de la partida?
|
||||
quit.confirm.tutorial = ¿Estás seguro de que sabes qué estas haciendo?\nSe puede hacer el tutorial de nuevo in[accent] Ajustes->Juego->Volver a hacer tutorial.[]
|
||||
loading = [accent]Cargando...
|
||||
reloading = [accent]Reloading Mods...
|
||||
saving = [accent]Guardando...
|
||||
wave = [accent]Oleada {0}
|
||||
wave.waiting = Oleada en {0}
|
||||
@ -211,10 +234,15 @@ map.nospawn.pvp = ¡Este mapa no tiene ningún núcleo enemigo para que aparezca
|
||||
map.nospawn.attack = ¡Este mapa no tiene núcleos para que el jugador ataque! Añade núcleos[SCARLET] red[] a este mapa en el editor.
|
||||
map.invalid = Error cargando el mapa: archivo corrupto o inválido.
|
||||
map.publish.error = Error publishing map: {0}
|
||||
map.update = Actualizar Mapa
|
||||
map.load.error = Error fetching workshop details: {0}
|
||||
map.missing = This map has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked from the map.
|
||||
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!
|
||||
map.menu = Select what you would like to do with this map.
|
||||
map.changelog = Lista de cambios (opcional):
|
||||
eula = Steam EULA
|
||||
map.publish = Map published.
|
||||
map.publishing = [accent]Publishing map...
|
||||
map.publish = Mapa publicado.
|
||||
map.publishing = [accent]Publicando Mapa...
|
||||
editor.brush = Pincel
|
||||
editor.openin = Abrir en el Editor
|
||||
editor.oregen = Generación de Minerales
|
||||
@ -246,7 +274,7 @@ waves.invalid = Oleadas inválidaas en el portapapeles.
|
||||
waves.copied = Oleadas copiadas.
|
||||
waves.none = No hay enemigos definidos.\nNótese que las listas de oleadas vacías se sustituirán por la lista por defecto.
|
||||
editor.default = [LIGHT_GRAY]<Por defecto>
|
||||
details = Details...
|
||||
details = Detalles...
|
||||
edit = Editar...
|
||||
editor.name = Nombre:
|
||||
editor.spawn = Spawn Unit
|
||||
@ -256,7 +284,7 @@ editor.errorload = Error cargando el archivo:\n[accent]{0}
|
||||
editor.errorsave = Error guardando el archivo:\n[accent]{0}
|
||||
editor.errorimage = Eso es una imagen, no un mapa. No cambies las extensiones del archivo esperando que funcione.\nSi quieres importar un mapa viejo, usa el botón de 'import legacy map' en el editor.
|
||||
editor.errorlegacy = Este mapa es demasiado viejo y usa un formato de mapa que ya no es soportado.
|
||||
editor.errornot = This is not a map file.
|
||||
editor.errornot = Esto no es un fichero de mapa.
|
||||
editor.errorheader = Este mapa es inválido o está corrupto.
|
||||
editor.errorname = El mapa no tiene un nombre definido.
|
||||
editor.update = Actualizar
|
||||
@ -291,6 +319,7 @@ editor.overwrite = [accent]¡Advertencia!\nEsto sobrescribe un mapa ya existente
|
||||
editor.overwrite.confirm = [scarlet]¡Advertencia![] Un mapa con ese nombre ya existe. ¿Estás seguro de querer sobrescribirlo?
|
||||
editor.exists = A map with this name already exists.
|
||||
editor.selectmap = Selecciona un mapa para cargar:
|
||||
|
||||
toolmode.replace = Sustituir
|
||||
toolmode.replace.description = Solo dibuja en bloques sólidos.
|
||||
toolmode.replaceall = Sustituir Todo
|
||||
@ -305,6 +334,7 @@ toolmode.fillteams = Llenar Equipos
|
||||
toolmode.fillteams.description = Llena equipos en vez de bloques.
|
||||
toolmode.drawteams = Dibujar Equipos
|
||||
toolmode.drawteams.description = Dibuja equipos en vez de bloques.
|
||||
|
||||
filters.empty = [LIGHT_GRAY]¡No hay filtros! Añade uno con el botón de abajo.
|
||||
filter.distort = Distorsionar
|
||||
filter.noise = Ruido
|
||||
@ -336,6 +366,7 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radio
|
||||
filter.option.percentile = Porcentaje
|
||||
|
||||
width = Ancho:
|
||||
height = Alto:
|
||||
menu = Menú
|
||||
@ -353,6 +384,7 @@ tutorial.retake = Volver a hacer tutorial
|
||||
editor = Editor
|
||||
mapeditor = Editor de Mapa
|
||||
donate = Donar
|
||||
|
||||
abandon = Abandonar
|
||||
abandon.text = Esta zona y sus recursos se perderán ante el enemigo.
|
||||
locked = Bloqueado
|
||||
@ -369,7 +401,7 @@ launch.skip.confirm = Si saltas la oleada ahora, no podrás lanzar recursos hast
|
||||
uncover = Descubrir
|
||||
configure = Configurar carga inicial
|
||||
configure.locked = [LIGHT_GRAY]Alcanza la oleada {0}\npara configurar la carga inicial.
|
||||
configure.invalid = Amount must be a number between 0 and {0}.
|
||||
configure.invalid = La cantidad debe estar entre 0 y {0}.
|
||||
zone.unlocked = [LIGHT_GRAY]{0} desbloqueado.
|
||||
zone.requirement.complete = Oleada {0} alcanzada:\nrequerimientos de la zona {1} cumplidos.
|
||||
zone.config.complete = Oleada {0} alcanzada:\nconfiguración de carga inicial desbloqueada.
|
||||
@ -379,6 +411,7 @@ zone.objective.survival = Sobrevivir
|
||||
zone.objective.attack = Destruir Núcleo Enemigo
|
||||
add = Añadir...
|
||||
boss.health = Salud del Jefe
|
||||
|
||||
connectfail = [crimson]Ha fallado la conexión con el servidor: [accent]{0}
|
||||
error.unreachable = Servidor inaccesible.
|
||||
error.invalidaddress = Dirección inválida.
|
||||
@ -389,6 +422,7 @@ error.mapnotfound = ¡Archivo de mapa no encontrado!
|
||||
error.io = Error I/O de conexión.
|
||||
error.any = Error de red desconocido.
|
||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||
|
||||
zone.groundZero.name = Terreno Cero
|
||||
zone.desertWastes.name = Ruinas del Desierto
|
||||
zone.craters.name = Los Cráteres
|
||||
@ -403,6 +437,7 @@ zone.saltFlats.name = Salinas
|
||||
zone.impact0078.name = Impacto 0078
|
||||
zone.crags.name = Riscos
|
||||
zone.fungalPass.name = Fungal Pass
|
||||
|
||||
zone.groundZero.description = La zona óptima para empear una vez más. Riesgo bajo de los enemigos. Pocos recursos.\nConsigue tanto plomo y cobre como puedas.\nSigue avanzando.
|
||||
zone.frozenForest.description = Incluso aquí, cerca de las montañas, las esporas se han expandido. Las temperaturas gélidas no pueden contenerlas para siempre.\n\nEmpieza a investigar sobre energía. Cnstruye generadores de combustión. Aprende a usar reparadores.
|
||||
zone.desertWastes.description = Estas ruinas son vastas, impredecibles y entrecruzadas con sectores de estructuras abandonadas.\nHay carbñon presente en la región. Quémalo para energía, o sintetiza grafito.\n\n[lightgray]La zona de aparición no puede ser garantizada.
|
||||
@ -415,10 +450,11 @@ zone.tarFields.description = Las afueras de una zona de producción de petróleo
|
||||
zone.desolateRift.description = Una zona extremadamente peligrosa. Tiene muchos recursos pero poco espacio. Riesgo alto de destrucción. Abandona lo antes posible. No te dejes engañar por la gran separación de tiempo entre oleadas enemigas.
|
||||
zone.nuclearComplex.description = Una antigua facilidad para la producción y el procesamiento del torio reducido a ruinas.\n[lightgray]Investiga el torio y sus diversos usos.\n\nEl enemigo está presente en números grandes, constantemente buscando atacantes.
|
||||
zone.fungalPass.description = Una zona transitoria entre alta montaña y zonas más bajas con esporas. Una base enemiga pequeña de reconocimiento se ubica aquí.\nDestrúyela.nUsa Dagas y Orugas. Destruye los dos núcleos.
|
||||
zone.impact0078.description = <insert description here>
|
||||
zone.crags.description = <insert description here>
|
||||
zone.impact0078.description = <insertar descripción aquí>
|
||||
zone.crags.description = <insertar descripción aquí>
|
||||
|
||||
settings.language = Idioma
|
||||
settings.data = Game Data
|
||||
settings.data = Datos del Juego
|
||||
settings.reset = Reiniciar por los de defecto
|
||||
settings.rebind = Reasignar
|
||||
settings.controls = Controles
|
||||
@ -427,10 +463,8 @@ settings.sound = Sonido
|
||||
settings.graphics = Gráficos
|
||||
settings.cleardata = Limpiar Datos del Juego...
|
||||
settings.clear.confirm = ¿Estas seguro de querer limpiar estos datos?\n¡Esta acción no puede deshacerse!
|
||||
settings.clearall.confirm = [scarlet]ADVERTENCIA![]\nEsto va a eliminar todos tus datos, incluyendo guardados, mapas, desbloqueos y keybinds.\nUna vez presiones 'ok', el juego va a borrrar todos tus datos y saldrá del juego automáticamente.
|
||||
settings.clearunlocks = Eliminar Desbloqueos
|
||||
settings.clearall = Eliminar Todo
|
||||
paused = Pausado
|
||||
settings.clearall.confirm = [scarlet]ADVERTENCIA![]\nEsto va a eliminar todos tus datos, incluyendo guardados, mapas, desbloqueos y atajos de teclado.\nUna vez presiones 'ok', el juego va a borrrar todos tus datos y saldrá del juego automáticamente.
|
||||
paused = [accent] < Pausado >
|
||||
yes = Sí
|
||||
no = No
|
||||
info.title = [accent]Información
|
||||
@ -466,25 +500,27 @@ blocks.boosteffect = Efecto del Potenciador
|
||||
blocks.maxunits = Máximo de Unidades Activas
|
||||
blocks.health = Vida
|
||||
blocks.buildtime = Tiempo de construcción
|
||||
blocks.buildcost = Build Cost
|
||||
blocks.buildcost = Coste de construcción
|
||||
blocks.inaccuracy = Imprecisión
|
||||
blocks.shots = Disparos
|
||||
blocks.reload = Recarga
|
||||
blocks.ammo = Munición
|
||||
|
||||
bar.drilltierreq = Se requiere un mejor taladro.
|
||||
bar.drillspeed = Velocidad del Taladro: {0}/s
|
||||
bar.efficiency = Eficiencia: {0}%
|
||||
bar.powerbalance = Energía: {0}
|
||||
bar.powerstored = Stored: {0}/{1}
|
||||
bar.powerstored = Almacenados: {0}/{1}
|
||||
bar.poweramount = Energía: {0}
|
||||
bar.poweroutput = Salida de Energía: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.capacity = Capacity: {0}
|
||||
bar.items = Objetos: {0}
|
||||
bar.capacity = Capacidad: {0}
|
||||
bar.liquid = Líquido
|
||||
bar.heat = Calor
|
||||
bar.power = Energía
|
||||
bar.progress = Progreso de construcción
|
||||
bar.spawned = Unidades: {0}/{1}
|
||||
|
||||
bullet.damage = [stat]{0}[lightgray] daño
|
||||
bullet.splashdamage = [stat]{0}[lightgray] daño de área ~[stat] {1}[lightgray] casillas
|
||||
bullet.incendiary = [stat]incendiaria
|
||||
@ -496,6 +532,7 @@ bullet.freezing = [stat]freezing
|
||||
bullet.tarred = [stat]tarred
|
||||
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munición
|
||||
bullet.reload = [stat]{0}[lightgray]x recarga
|
||||
|
||||
unit.blocks = bloques
|
||||
unit.powersecond = unidades de energía/segundo
|
||||
unit.liquidsecond = unidades de líquido/segundo
|
||||
@ -504,7 +541,7 @@ unit.liquidunits = unidades de líquido
|
||||
unit.powerunits = unidades de energía
|
||||
unit.degrees = grados
|
||||
unit.seconds = segundos
|
||||
unit.persecond = /sec
|
||||
unit.persecond = /seg
|
||||
unit.timesspeed = x velocidad
|
||||
unit.percent = %
|
||||
unit.items = objetos
|
||||
@ -520,7 +557,7 @@ setting.shadows.name = Sombras
|
||||
setting.linear.name = Linear Filtering
|
||||
setting.animatedwater.name = Agua Animada
|
||||
setting.animatedshields.name = Escudos Animados
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (necesita reiniciar)[]
|
||||
setting.indicators.name = Indicadores de Aliados
|
||||
setting.autotarget.name = Auto apuntado
|
||||
setting.keyboard.name = Controles de Ratón+Teclado
|
||||
@ -528,7 +565,7 @@ setting.touchscreen.name = Touchscreen Controls
|
||||
setting.fpscap.name = Máx FPS
|
||||
setting.fpscap.none = Nada
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Escala de IU[lightgray] (necesita reinicio)[]
|
||||
setting.uiscale.name = Escala de IU[lightgray] (necesita reiniciar)[]
|
||||
setting.swapdiagonal.name = Siempre Colocar Diagonalmente
|
||||
setting.difficulty.training = entrenamiento
|
||||
setting.difficulty.easy = fácil
|
||||
@ -544,7 +581,7 @@ setting.seconds = {0} Segundos
|
||||
setting.fullscreen.name = Pantalla Completa
|
||||
setting.borderlesswindow.name = Ventana sin Bordes[LIGHT_GRAY] (podría requerir un reinicio)
|
||||
setting.fps.name = Mostrar FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.vsync.name = SincV
|
||||
setting.lasers.name = Mostrar Energía de los Láseres
|
||||
setting.pixelate.name = Pixelar [LIGHT_GRAY](podría reducir el rendimiento)
|
||||
setting.minimap.name = Mostrar Minimapa
|
||||
@ -557,11 +594,13 @@ setting.crashreport.name = Enviar informes de fallos anónimos
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Opacidad del Chat
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display In-Game Chat
|
||||
public.confirm = Do you want to make your game public?\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
||||
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
|
||||
uiscale.cancel = Cancelar & Salir
|
||||
setting.bloom.name = Bloom
|
||||
keybind.title = Rebind Keys
|
||||
keybind.title = Cambiar accesos de teclado
|
||||
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
|
||||
category.general.name = General
|
||||
category.view.name = Visión
|
||||
@ -576,7 +615,7 @@ keybind.press.axis = Pulsa un eje o botón...
|
||||
keybind.screenshot.name = Captura de pantalla de Mapa
|
||||
keybind.move_x.name = Mover x
|
||||
keybind.move_y.name = Mover y
|
||||
keybind.fullscreen.name = Toggle Fullscreen
|
||||
keybind.fullscreen.name = Intercambiar con Pantalla Completa
|
||||
keybind.select.name = Seleccionar
|
||||
keybind.diagonal_placement.name = Construcción Diagonal
|
||||
keybind.pick.name = Pick Block
|
||||
@ -593,6 +632,7 @@ keybind.chat.name = Chat
|
||||
keybind.player_list.name = Lista de jugadores
|
||||
keybind.console.name = Consola
|
||||
keybind.rotate.name = Rotar
|
||||
keybind.rotateplaced.name = Rotate Existing (Hold)
|
||||
keybind.toggle_menus.name = Alternar menús
|
||||
keybind.chat_history_prev.name = Historial de chat anterior
|
||||
keybind.chat_history_next.name = Historial de chat siguiente
|
||||
@ -604,11 +644,13 @@ mode.survival.name = Supervivencia
|
||||
mode.survival.description = El modo normal. Recursos limitados y oleadas automáticas.
|
||||
mode.sandbox.name = Sandbox
|
||||
mode.sandbox.description = Recursos ilimitados y sin temporizador para las oleadas.
|
||||
mode.editor.name = Editor
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Pelea contra otros jugadores localmente.
|
||||
mode.attack.name = Attack
|
||||
mode.attack.name = Ataque
|
||||
mode.attack.description = No hay oleadas, el objetivo es destruir la base enemiga.
|
||||
mode.custom = Normas personalizadas
|
||||
|
||||
rules.infiniteresources = Recursos Infinitos
|
||||
rules.wavetimer = Temportzador de Oleadas
|
||||
rules.waves = Oleadas
|
||||
@ -635,6 +677,7 @@ rules.title.resourcesbuilding = Recursos y Construcción
|
||||
rules.title.player = Jugadores
|
||||
rules.title.enemy = Enemigos
|
||||
rules.title.unit = Unidades
|
||||
|
||||
content.item.name = Objetos
|
||||
content.liquid.name = Líquidos
|
||||
content.unit.name = Unidades
|
||||
@ -646,7 +689,7 @@ item.coal.name = Carbón
|
||||
item.graphite.name = Grafito
|
||||
item.titanium.name = Titanio
|
||||
item.thorium.name = Torio
|
||||
item.silicon.name = Silicona
|
||||
item.silicon.name = Silicio
|
||||
item.plastanium.name = Plastanio
|
||||
item.phase-fabric.name = Tejido de fase
|
||||
item.surge-alloy.name = Aleación Eléctrica
|
||||
@ -657,7 +700,7 @@ item.pyratite.name = Pirotita
|
||||
item.metaglass.name = Metacristal
|
||||
item.scrap.name = Chatarra
|
||||
liquid.water.name = Agua
|
||||
liquid.slag.name = Slag
|
||||
liquid.slag.name = Escoria
|
||||
liquid.oil.name = Petróleo
|
||||
liquid.cryofluid.name = Criogénico
|
||||
mech.alpha-mech.name = Alpha
|
||||
@ -696,6 +739,7 @@ mech.buildspeed = [LIGHT_GRAY]Velocidad de Construcción: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Capacidad Térmica: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosidad: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
|
||||
|
||||
block.sand-boulder.name = Piedra de Arena
|
||||
block.grass.name = Hierba
|
||||
block.salt.name = Sal
|
||||
@ -792,7 +836,7 @@ block.distributor.name = Distribuidor
|
||||
block.sorter.name = Clasificador
|
||||
block.message.name = Message
|
||||
block.overflow-gate.name = Compuerta de Desborde
|
||||
block.silicon-smelter.name = Horno para Silicona
|
||||
block.silicon-smelter.name = Horno para Silicio
|
||||
block.phase-weaver.name = Tejedor de Fase
|
||||
block.pulverizer.name = Pulverizador
|
||||
block.cryofluidmixer.name = Mezclador de Criogénicos
|
||||
@ -885,8 +929,8 @@ block.container.name = Contenedor
|
||||
block.launch-pad.name = Pad de Lanzamiento
|
||||
block.launch-pad-large.name = Pad de Lanzammiento Grande
|
||||
team.blue.name = Azul
|
||||
team.crux.name = red
|
||||
team.sharded.name = orange
|
||||
team.crux.name = rojo
|
||||
team.sharded.name = naranja
|
||||
team.orange.name = Naranja
|
||||
team.derelict.name = derelict
|
||||
team.green.name = Verde
|
||||
@ -926,6 +970,7 @@ tutorial.deposit = Deposita recursos en bloques arrastrándolos de tu nave al bl
|
||||
tutorial.waves = El[LIGHT_GRAY] enemigo[] se acerca.\n\nDefiende tu núcleo por 2 oleadas. Construye más torretas y taladros. Mina más cobre.
|
||||
tutorial.waves.mobile = El[lightgray] enemigo[] se acerca.\n\nDefiende tu núcleo por 2 oleadas. Tu nave disparará automáticamente a los enemigos.\nConstruye más torretas y taladros. Mina más cobre.
|
||||
tutorial.launch = Una vez llegues a cierta oleada, podrás[accent]lanzar el núcleo[], dejando atrás tus defensas y los recursos en tu núcleo.[]\nEstos recursos pueden ser usados para investigar nueva tecnología.\n\n[accent]Pulsa el botón de lanzamiento.
|
||||
|
||||
item.copper.description = Un útil material estructural. Usado extensivamente en todo tipo de bloques.
|
||||
item.lead.description = Un material básico. Usado extensivamente en electrónicos y bloques de transferencia de líquidos.
|
||||
item.metaglass.description = Un compuesto muy duro de cristal. Usado extensivamente para almacenamiento y distribución de líquidos.
|
||||
@ -968,11 +1013,11 @@ unit.revenant.description = Una unidad aérea pesada con misiles.
|
||||
block.message.description = Stores a message. Used for communication between allies.
|
||||
block.graphite-press.description = Comprime carbón en piezas de grafito puro.
|
||||
block.multi-press.description = Una versión mejorada de la prensa de grafito. Utiliza agua y energía para procesar carbón rápida y eficientemente.
|
||||
block.silicon-smelter.description = Reduce arena con coque de alta pureza para producir silicona.
|
||||
block.silicon-smelter.description = Reduce la arena con carbón puro. Produce silicio.
|
||||
block.kiln.description = Funde arena y plomo en metacristal. Requiere cantidades pequeñas de energía.
|
||||
block.plastanium-compressor.description = Produce plastanio con aceite y titanio.
|
||||
block.phase-weaver.description = Produce tejido de fase del torio radioactivo y altas cantidades de arena.
|
||||
block.alloy-smelter.description = Produce "surge alloy" con titanio, plomo, silicona y cobre.
|
||||
block.alloy-smelter.description = Produce "surge alloy" con titanio, plomo, silicio y cobre.
|
||||
block.cryofluidmixer.description = Combina agua y titanio en líquido criogénico, que es mucho más eficiente para enfriar.
|
||||
block.blast-mixer.description = Usa aceite para transformar pirotita en un objeto menos inflamable pero más explosivo: compuesto explosivo.
|
||||
block.pyratite-mixer.description = Mezcla carbón, plomo y arena en pirotita altamente inflamable.
|
||||
@ -999,7 +1044,7 @@ block.surge-wall.description = El bloque defensivo más fuerte.\nTiene una peque
|
||||
block.surge-wall-large.description = El bloque defensivo más fuerte.\nTiene una pequeña probabilidad de disparar rayos al atacante.\nOcupa múltiplies casillas.
|
||||
block.door.description = Una puerta pequeña que puede ser abierta y cerrada tocándola.\nSi está abirta, los enemigos pueden moverse y disparar a través de ella.
|
||||
block.door-large.description = Una puerta grande que puede ser abierta y cerrada tocándola.\nSi está abirta, los enemigos pueden moverse y disparar a través de ella.\nOcupa múltiples casillas.
|
||||
block.mender.description = Repara bloques cercanos periódicamente. Mantiene a las defensas reparadas entre oleadas.Puede usar silicona opcionalmente para mejorar el alcance y la eficiencia.
|
||||
block.mender.description = Repara bloques cercanos periódicamente. Mantiene a las defensas reparadas entre oleadas. Puede usar silicio opcionalmente para mejorar el alcance y la eficiencia.
|
||||
block.mend-projector.description = Regenera edificios cercanos periódcamente.
|
||||
block.overdrive-projector.description = Aumenta la velocidad de edificios cercanos como taladros y transportadores.
|
||||
block.force-projector.description = Crea un área de fuerza hexagonal alrededor de él, protegiendo edificios y unidades dentro de él del daño de las balas.
|
||||
|
@ -48,18 +48,18 @@ minimap = Mapatxoa
|
||||
close = Itxi
|
||||
website = Webgunea
|
||||
quit = Irten
|
||||
save.quit = Save & Quit
|
||||
save.quit = Gorde eta irten
|
||||
maps = Mapak
|
||||
maps.browse = Browse Maps
|
||||
maps.browse = Arakatu mapak
|
||||
continue = Jarraitu
|
||||
maps.none = [lightgray]Ez da maparik aurkitu!
|
||||
invalid = Invalid
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
invalid = Baliogabea
|
||||
preparingconfig = Konfigurazioa prestatzen
|
||||
preparingcontent = Edukia prestatzen
|
||||
uploadingcontent = Edukia igotzen
|
||||
uploadingpreviewfile = Aurrebista fitxategia igotzen
|
||||
committingchanges = Aldaketak aplikatzen
|
||||
done = Egina
|
||||
about.button = Honi buruz
|
||||
name = Izena:
|
||||
noname = Hautatu[accent] jokalari-izena[] aurretik.
|
||||
@ -74,14 +74,14 @@ players = {0} jokalari konektatuta
|
||||
players.single = Jokalari {0} konektatuta
|
||||
server.closing = [accent]Zerbitzaria ixten...
|
||||
server.kicked.kick = Zerbitzaritik kanporatu zaituzte!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.whitelist = Ez zaude hemengo zerrenda zurian.
|
||||
server.kicked.serverClose = Zerbitzaria itxita.
|
||||
server.kicked.vote = Botoen bidez kanporatu zaituzte. Agur.
|
||||
server.kicked.clientOutdated = Bezero zaharkitua! Eguneratu zure jolasa!
|
||||
server.kicked.serverOutdated = Zerbitzari zaharkitua! Eskatu ostalariari eguneratzeko!
|
||||
server.kicked.banned = Zerbitzari honetan debekatuta zaude.
|
||||
server.kicked.typeMismatch = Zerbitzari hau ez da zure konpilazio motarekin bateragarria.
|
||||
server.kicked.playerLimit = This server is full. Wait for an empty slot.
|
||||
server.kicked.playerLimit = Zerbitzari hau beteta dago. Itxaron zirrikitu bat libratu arte.
|
||||
server.kicked.recentKick = Duela gutxi kanporatu zaituzte.\nItxaron berriro konektatzeko.
|
||||
server.kicked.nameInUse = Badago izen bereko beste norbait\nzerbitzari honetan jada.
|
||||
server.kicked.nameEmpty = Aukeratu duzun izena baliogabea da.
|
||||
@ -92,13 +92,13 @@ server.versions = Zure bertsioa:[accent] {0}[]\nZerbitzariaren bertsioa:[accent]
|
||||
host.info = [accent]Ostalaria[] botoiak zerbitzari bat abiatzen du [scarlet]6567[] atakan.\n[lightgray]wifi edo sare lokal[] berean dagoen edonor zure zerbitzaria ikusi ahal beharko luke.\n\nJendea edonondik IP-a erabilita konektatu ahal izatea nahi baduzu, [accent]ataka birbidaltzea[] ezinbestekoa da.\n\n[lightgray]Oharra: Inork zure sare lokalean partidara elkartzeko arazoak baditu, egiaztatu Mindustry-k baimena duela sare lokalera elkartzeko suebakiaren ezarpenetan. Kontuan izan sare publiko batzuk ez dutela zerbitzarien bilaketa baimentzen.
|
||||
join.info = Hemen, konektatzeko [accent]zerbitzari baten IP-a[] sartu dezakezu konektatzeko, edo [accent]sare lokaleko[] zerbitzariak bilatu.\nLAN zein WAN sareetan onartzen dira hainbat jokalarien partidak .\n\n[lightgray]Oharra: Ez dago zerbitzarien zerrenda global automatikorik, beste inorekin IP bidez konektatu nahi baduzu, ostalariari bere IP helbidea eskatu beharko diozu.
|
||||
hostserver = Ostatatu hainbat jokalarien partida
|
||||
invitefriends = Invite Friends
|
||||
invitefriends = Gonbidatu lagunak
|
||||
hostserver.mobile = Ostatatu\npartida
|
||||
host = Ostatatu
|
||||
hosting = [accent]Zerbitzaria irekitzen...
|
||||
hosts.refresh = Freskatu
|
||||
hosts.discovering = LAN partidak bilatzen
|
||||
hosts.discovering.any = Discovering games
|
||||
hosts.discovering.any = Partidak bilatzen
|
||||
server.refreshing = Zerbitzaria freskatzen
|
||||
hosts.none = [lightgray]Ez da partida lokalik aurkitu!
|
||||
host.invalid = [scarlet]Ezin da ostalarira konektatu.
|
||||
@ -122,7 +122,7 @@ server.version = [gray]v{0} {1}
|
||||
server.custombuild = [yellow]Konpilazio pertsonalizatua
|
||||
confirmban = Ziur jokalari hau debekatu nahi duzula?
|
||||
confirmkick = Ziur jokalari hau kanporatu nahi duzula?
|
||||
confirmvotekick = Are you sure you want to vote-kick this player?
|
||||
confirmvotekick = Ziur hokalari hau botatzearen alde bozkaytu nahi duzula?
|
||||
confirmunban = Ziur jokalari hau debekatzeari utzi nahi nahi diozula?
|
||||
confirmadmin = Ziur jokalari hau admin bihurtu nahi duzula?
|
||||
confirmunadmin = Ziur jokalari honi admin eskubidea kendu nahi diozula?
|
||||
@ -133,7 +133,7 @@ disconnect.error = Konexio errorea.
|
||||
disconnect.closed = Konexioa itxita.
|
||||
disconnect.timeout = Denbor-muga agortuta.
|
||||
disconnect.data = Huts egin du munduaren datuak eskuratzean!
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
cantconnect = Ezin izan da partidara elkartu ([accent]{0}[]).
|
||||
connecting = [accent]Konektatzen...
|
||||
connecting.data = [accent]Munduaren datuak kargatzen...
|
||||
server.port = Ataka:
|
||||
@ -159,7 +159,7 @@ save.rename = Aldatu izena
|
||||
save.rename.text = Gordetako partida berria:
|
||||
selectslot = Hautatu gordetako partida bat.
|
||||
slot = [accent]{0}. tartea
|
||||
editmessage = Edit Message
|
||||
editmessage = Editatu mezua
|
||||
save.corrupted = [accent]Gordetako partidaren fitxategia hondatuta dago edo baliogabea da!\nBerriki eguneratu baduzu jolasa, gordetzeko formatuan aldaketaren bat izan daiteke eta [scarlet]ez[] akats bat.
|
||||
empty = <hutsik>
|
||||
on = Piztuta
|
||||
@ -167,13 +167,13 @@ off = Itzalita
|
||||
save.autosave = Gordetze automatikoa: {0}
|
||||
save.map = Mapa: {0}
|
||||
save.wave = {0}. bolada
|
||||
save.mode = Gamemode: {0}
|
||||
save.mode = Jolas-modua: {0}
|
||||
save.date = Azkenekoz gordeta: {0}
|
||||
save.playtime = Jolastua: {0}
|
||||
warning = Abisua.
|
||||
confirm = Baieztatu
|
||||
delete = Ezabatu
|
||||
view.workshop = View In Workshop
|
||||
view.workshop = Ikusi lantegian
|
||||
ok = Ados
|
||||
open = Ireki
|
||||
customize = Aldatu arauak
|
||||
@ -210,10 +210,10 @@ map.nospawn = Mapa honek ez du muinik jokalaria sortu dadin! Gehitu muin [accent
|
||||
map.nospawn.pvp = Mapa honek ez du etsaien muinik jokalaria sortu dadin! Gehitu [SCARLET]laranja ez den[] muinen bat edo batzuk mapa honi editorean.
|
||||
map.nospawn.attack = Mapa honek ez du etsaien muinik jokalariak eraso dezan! Gehitu muin [SCARLET]gorriak[] mapa honi editorean.
|
||||
map.invalid = Errorea mapa kargatzean: Mapa-fitxategi baliogabe edo hondatua.
|
||||
map.publish.error = Error publishing map: {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!
|
||||
map.publish.error = Errorea mapa argitaratzean: {0}
|
||||
map.publish.confirm = Ziur mapa hau argitaratu nahi duzula?\n\n[lightgray]Ziurtatu aurretik lantegiaren erabilera arauekin bat zatozela, bestela zure mapak ez dira agertuko!
|
||||
eula = Steam EULA
|
||||
map.publish = Map published.
|
||||
map.publish = Mapa argitaratuta.
|
||||
map.publishing = [accent]Publishing map...
|
||||
editor.brush = Brotxa
|
||||
editor.openin = Ireki editorean
|
||||
@ -222,14 +222,14 @@ editor.oregen.info = Mea sorrera:
|
||||
editor.mapinfo = Mapa info
|
||||
editor.author = Egilea:
|
||||
editor.description = Deskripzioa:
|
||||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||||
editor.nodescription = Mapek deskripzio bat izan behar dute argitaratu aurretik, gutxienez 4 karakteretakoa.
|
||||
editor.waves = Boladak:
|
||||
editor.rules = Arauak:
|
||||
editor.generation = Sorrarazi:
|
||||
editor.ingame = Editatu jolasean
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
editor.publish.workshop = Argitaratu lantegian
|
||||
editor.newmap = Mapa berria
|
||||
workshop = Workshop
|
||||
workshop = Lantegia
|
||||
waves.title = Boladak
|
||||
waves.remove = Kendu
|
||||
waves.never = <beti>
|
||||
@ -246,7 +246,7 @@ waves.invalid = Bolada baliogabeak arbelean.
|
||||
waves.copied = Boladak kopiatuta.
|
||||
waves.none = Ez da etsairik zehaztu.\nKontuan izan bolada hutsak lehenetsitako diseinuarekin ordeztuko direla.
|
||||
editor.default = [lightgray]<Lehenetsia>
|
||||
details = Details...
|
||||
details = Xehetasunak...
|
||||
edit = Editatu...
|
||||
editor.name = Izena:
|
||||
editor.spawn = Sortu unitatea
|
||||
@ -256,7 +256,7 @@ editor.errorload = Errorea fitxategia kargatzen:\n[accent]{0}
|
||||
editor.errorsave = Errorea fitxategia gordetzen:\n[accent]{0}
|
||||
editor.errorimage = Hori irudi bat da, ez mapa bat. Ez aldatu luzapena funtzionatuko duelakoan.\n\nMapa zahar bat inportatu nahi baduzu, erabili 'inportatu mapa zaharra' botoia editorean.
|
||||
editor.errorlegacy = Mapa hau zaharregia da, eta jada onartzen ez den formatu zahar bat darabil.
|
||||
editor.errornot = This is not a map file.
|
||||
editor.errornot = Hau ez da mapa-fitxategi bat.
|
||||
editor.errorheader = Mapa hau hondatuta dago edo baliogabea da.
|
||||
editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatzen saiatu zara?
|
||||
editor.update = Eguneratu
|
||||
@ -289,7 +289,7 @@ editor.resizemap = Aldatu maparen neurria
|
||||
editor.mapname = Maparen izena:
|
||||
editor.overwrite = [accent]Abisua!\nHonek badagoen mapa bat gainidatziko du.
|
||||
editor.overwrite.confirm = [scarlet]Abisua![] Badago izen bereko beste mapa bat. Ziur gainidatzi nahi duzula?
|
||||
editor.exists = A map with this name already exists.
|
||||
editor.exists = Badago izen bereko beste mapa bat.
|
||||
editor.selectmap = Hautatu mapa kargatzeko:
|
||||
toolmode.replace = Ordeztu
|
||||
toolmode.replace.description = Marraztu bloke zurrunak bakarrik.
|
||||
@ -369,7 +369,7 @@ launch.skip.confirm = Orain ez eginez gero, geroagoko beste bolada batera itxaro
|
||||
uncover = Estalgabetu
|
||||
configure = Konfiguratu zuzkidura
|
||||
configure.locked = [lightgray]Zuzkiduraren konfigurazioa desblokeatzeko: {0} bolada.
|
||||
configure.invalid = Amount must be a number between 0 and {0}.
|
||||
configure.invalid = Kopurua 0 eta {0} bitarteko zenbaki bat izan behar da.
|
||||
zone.unlocked = [lightgray]{0} desblokeatuta.
|
||||
zone.requirement.complete = {0}. boladara iritsia:\n{1} Eremuaren betebeharra beteta.
|
||||
zone.config.complete = {0}. boladara iritsia:\nZuzkiduraren konfigurazioa desblokeatuta.
|
||||
@ -466,7 +466,7 @@ blocks.boosteffect = Indartze-efektua
|
||||
blocks.maxunits = Gehieneko unitate aktiboak
|
||||
blocks.health = Osasuna
|
||||
blocks.buildtime = Eraikitze-denbora
|
||||
blocks.buildcost = Build Cost
|
||||
blocks.buildcost = Eraikitze-kostua
|
||||
blocks.inaccuracy = Zehazgabetasuna
|
||||
blocks.shots = Tiroak
|
||||
blocks.reload = Tiroak/segundoko
|
||||
@ -475,11 +475,11 @@ bar.drilltierreq = Zulagailu hobea behar da
|
||||
bar.drillspeed = Ustiatze-abiadura: {0}/s
|
||||
bar.efficiency = Eraginkortasuna: {0}%
|
||||
bar.powerbalance = Energia: {0}/s
|
||||
bar.powerstored = Stored: {0}/{1}
|
||||
bar.powerstored = Bilduta: {0}/{1}
|
||||
bar.poweramount = Energia: {0}
|
||||
bar.poweroutput = Energia irteera: {0}
|
||||
bar.items = Elementuak: {0}
|
||||
bar.capacity = Capacity: {0}
|
||||
bar.capacity = Edukiera: {0}
|
||||
bar.liquid = Likidoa
|
||||
bar.heat = Beroa
|
||||
bar.power = Energia
|
||||
@ -524,7 +524,7 @@ setting.antialias.name = Antialias[lightgray] (berrabiarazi behar da)[]
|
||||
setting.indicators.name = Etsai/Aliatu adierazleak
|
||||
setting.autotarget.name = Punteria automatikoa
|
||||
setting.keyboard.name = Sagu+Teklatu kontrolak
|
||||
setting.touchscreen.name = Touchscreen Controls
|
||||
setting.touchscreen.name = Ukitze-pantailaren kontrolak
|
||||
setting.fpscap.name = Max FPS
|
||||
setting.fpscap.none = Bat ere ez
|
||||
setting.fpscap.text = {0} FPS
|
||||
@ -545,7 +545,6 @@ setting.fullscreen.name = Pantaila osoa
|
||||
setting.borderlesswindow.name = Ertzik gabeko leihoa[lightgray] (berrabiaraztea behar lezake)
|
||||
setting.fps.name = Erakutsi FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Erakutsi energia laserrak
|
||||
setting.pixelate.name = Pixelatu[lightgray] (animazioak desgaitzen ditu)
|
||||
setting.minimap.name = Erakutsi mapatxoa
|
||||
setting.musicvol.name = Musikaren bolumena
|
||||
@ -555,8 +554,9 @@ setting.sfxvol.name = Efektuen bolumena
|
||||
setting.mutesound.name = Isilarazi soinua
|
||||
setting.crashreport.name = Bidali kraskatze txosten automatikoak
|
||||
setting.savecreate.name = Gorde automatikoki
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.publichost.name = Partidaren ikusgaitasun publikoa
|
||||
setting.chatopacity.name = Txataren opakotasuna
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Erakutsi jolas barneko txata
|
||||
uiscale.reset = Interfazearen eskala aldatu da.\nSakatu "Ados" eskala hau berresteko.\n[scarlet][accent] {0}[] segundo atzera egin eta irteteko...
|
||||
uiscale.cancel = Utzi eta irten
|
||||
@ -567,7 +567,7 @@ category.general.name = Orokorra
|
||||
category.view.name = Bistaratzea
|
||||
category.multiplayer.name = Hainbat jokalari
|
||||
command.attack = Eraso
|
||||
command.rally = Rally
|
||||
command.rally = Batu
|
||||
command.retreat = Erretreta
|
||||
keybind.gridMode.name = Bloke-hautua
|
||||
keybind.gridModeShift.name = Kategoria-hautua
|
||||
@ -588,7 +588,7 @@ keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menua
|
||||
keybind.pause.name = Pausatu
|
||||
keybind.minimap.name = Mapatxoa
|
||||
keybind.dash.name = Dash
|
||||
keybind.dash.name = Arrapalada
|
||||
keybind.chat.name = Txata
|
||||
keybind.player_list.name = Jokalarien zerrenda
|
||||
keybind.console.name = Kontsola
|
||||
@ -613,7 +613,7 @@ rules.infiniteresources = Baliabide amaigabeak
|
||||
rules.wavetimer = Boladen denboragailua
|
||||
rules.waves = Boladak
|
||||
rules.attack = Eraso modua
|
||||
rules.enemyCheat = AI-k (talde gorriak) baliabide amaigabeak ditu
|
||||
rules.enemyCheat = IA-k (talde gorriak) baliabide amaigabeak ditu
|
||||
rules.unitdrops = Unitate-sorrerak
|
||||
rules.unitbuildspeedmultiplier = Unitateen sorrerarako abiadura-biderkatzailea
|
||||
rules.unithealthmultiplier = Unitateen osasun-biderkatzailea
|
||||
@ -784,13 +784,13 @@ block.hail.name = Txingor
|
||||
block.lancer.name = Lantzari
|
||||
block.conveyor.name = Garraio-zinta
|
||||
block.titanium-conveyor.name = Titaniozko garraio-zinta
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.armored-conveyor.name = Blindatutako garraio-zinta
|
||||
block.armored-conveyor.description = Titaniozko garraio-zinten abiadura berean darmatza elementuak, baina bildaje hobea du. Ez du onartzen albotik kargatzea ez bada beste garraio-zinta batetik.
|
||||
block.junction.name = Lotunea
|
||||
block.router.name = Bideratzailea
|
||||
block.distributor.name = Banatzailea
|
||||
block.sorter.name = Antolatzailea
|
||||
block.message.name = Message
|
||||
block.message.name = Mezua
|
||||
block.overflow-gate.name = Gainezkatze atea
|
||||
block.silicon-smelter.name = Silizio galdategia
|
||||
block.phase-weaver.name = Fase ehulea
|
||||
@ -902,8 +902,8 @@ unit.wraith.name = Iratxo ehiza-hegazkina
|
||||
unit.fortress.name = Gotorleku
|
||||
unit.revenant.name = Mamu
|
||||
unit.eruptor.name = Sumendi
|
||||
unit.chaos-array.name = Chaos Array
|
||||
unit.eradicator.name = Eradicator
|
||||
unit.chaos-array.name = Kaos
|
||||
unit.eradicator.name = Ezerezle
|
||||
unit.lich.name = Litxe
|
||||
unit.reaper.name = Segalaria
|
||||
tutorial.next = [lightgray]<Sakatu jarraitzeko>
|
||||
@ -949,7 +949,7 @@ liquid.cryofluid.description = Ur eta titanioz egindako likido bizigabe eta ez k
|
||||
mech.alpha-mech.description = Kontrolerako meka arrunta. Daga unitatean oinarritutakoa, blindaje hobetua eta eraikitze gaitasunek. Dardo ontzi batek baino kalte gehiago eragiten du.
|
||||
mech.delta-mech.description = Jo eta ihes motako erasoetarako egindako meka azkar eta zertxobait blindatua. Estrukturei kalte gutxi eragiten die, baina etsaien talde handiak azkar deuseztatu ditzake bere tximista arku armekin.
|
||||
mech.tau-mech.description = Mantenu meka. Blokea aliatuak osatzen ditu urrunetik. Bere konpontze gaitasun erradio barruko aliatuak sendatzen ditu.
|
||||
mech.omega-mech.description = meka handikote eta ondo blindatua, lehen lerroko erasoetarako egina. Bere blindajeak jasotako kaltearen %90 arte gelditu dezake.
|
||||
mech.omega-mech.description = Meka handikote eta ondo blindatua, lehen lerroko erasoetarako egina. Bere blindajeak jasotako kaltearen %90 arte gelditu dezake.
|
||||
mech.dart-ship.description = Kontrol ontzi arrunta. Nahiko azkar eta arina, baina erasorako gaitasun eta ustiatzeko abiadura txikia gutxi du.
|
||||
mech.javelin-ship.description = Jo eta iheserako eraso ontzia. Hasieran motela bada ere, abiadura oso azkarretara arte azeleratu dezake eta etsaien base aitzindarietara hegaz egin, kalte nabarmena eragin dezake bere tximista eta misilekin.
|
||||
mech.trident-ship.description = Bonbari astuna, eraikuntzarako eta etsaiaren babesak suntsitzeko egina. Nahiko ondo blindatua.
|
||||
@ -965,11 +965,11 @@ unit.eruptor.description = Estrukturak behera botatzeko diseinatutako meka astun
|
||||
unit.wraith.description = Jo eta iheseko unitate harrapari azkarra. Energia sorgailuak ditu xede.
|
||||
unit.ghoul.description = Azal bonbaketari astuna. Etsaiaren estrukturak urratzen ditu, azpiegitura kritikoa xede duela.
|
||||
unit.revenant.description = Misil planeatzailedun tramankulu astuna.
|
||||
block.message.description = Stores a message. Used for communication between allies.
|
||||
block.message.description = Mezu bat gordetzen du. Aliatuen arteko komunikaziorako erabilia.
|
||||
block.graphite-press.description = Ikatz puskak zanpatzen ditu grafito hutsezko xaflak sortuz.
|
||||
block.multi-press.description = Grafito prentsaren bertsio hobetu bat. Ura eta energia behar ditu ikatza azkar eta eraginkorki prozesatzeko.
|
||||
block.silicon-smelter.description = Hondarra eta ikatz hutsa txikitzen ditu silizioa sortzeko.
|
||||
block.kiln.description = Jondarra eta beruna galdatzen ditu metabeira izeneko konposatua sortzeko. Energia apur bat behar du jarduteko.
|
||||
block.kiln.description = Hondarra eta beruna galdatzen ditu metabeira izeneko konposatua sortzeko. Energia apur bat behar du jarduteko.
|
||||
block.plastanium-compressor.description = Plastanioa ekoizten du olioa eta titanioa erabiliz.
|
||||
block.phase-weaver.description = Fasezko ehuna sintetizatzen du torio erradioaktiboa eta hondarra erabiliz. Energia kopurua handia behar du jarduteko.
|
||||
block.alloy-smelter.description = Titanioa, beruna, silizioa eta kobrea konbinatzen ditu tirain aleazioa ekoizteko.
|
||||
@ -1059,7 +1059,7 @@ block.scorch.description = Inguruko lurreko etsaiak kiskaltzen ditu. Oso eragink
|
||||
block.hail.description = Irismen luzeko kanoiteria dorre txikia.
|
||||
block.wave.description = Neurri ertaineko dorrea. Likido jarioak isurtzen dizkie etsaiei. Suak automatikoki itzaltzen ditu ura hornitzen bazaio.
|
||||
block.lancer.description = Lurreko unitateen aurkako laser dorre ertaina. Energia izpi indartsuak kargatu eta jaurtitzen ditu.
|
||||
block.arc.description = irismen hurbileko dorre elektriko txikia. Elektrizitate arkuak jaurtitzen dizkie etsaiei.
|
||||
block.arc.description = Irismen hurbileko dorre elektriko txikia. Elektrizitate arkuak jaurtitzen dizkie etsaiei.
|
||||
block.swarmer.description = Misil dorre ertaina. Lurrezko zein airezko etsaiak erasotzen ditu. Misil gidatuak jaurtitzen ditu.
|
||||
block.salvo.description = Duo dorrearen bertsio handiago eta aurreratuago bat. Tiro-segida azkarrak botatzen dizkie etsaiei.
|
||||
block.fuse.description = Irismen hurbileko energia dorre handia. Hiru izpi zulatzaile isurtzen dizkie inguruko etsaiei.
|
||||
|
@ -10,17 +10,20 @@ link.trello.description = Trello officiel pour les ajouts futurs
|
||||
link.itch.io.description = Page itch.io avec lien de téléchargement pour PC
|
||||
link.google-play.description = Google play store
|
||||
link.wiki.description = Le wiki officiel de Mindustry
|
||||
linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié à votre presse papier.
|
||||
linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié dans votre presse papier.
|
||||
screenshot = Capture d'écran sauvegardée à {0}
|
||||
screenshot.invalid = La carte est trop large, il n'y a potentiellement pas assez de mémoire pour la capture d'écran.
|
||||
gameover = Game over
|
||||
gameover.pvp = L'équipe [accent] {0}[] a gagnée !
|
||||
highscore = [accent]Nouveau meilleur score!
|
||||
|
||||
load.sound = Sons
|
||||
load.map = Cartes
|
||||
load.image = Images
|
||||
load.content = Contenus
|
||||
load.system = Système
|
||||
load.mod = Mods
|
||||
|
||||
stat.wave = Vagues vaincues:[accent] {0}
|
||||
stat.enemiesDestroyed = Ennemis détruits:[accent] {0}
|
||||
stat.built = Bâtiments construits:[accent] {0}
|
||||
@ -28,10 +31,12 @@ stat.destroyed = Bâtiments détruits:[accent] {0}
|
||||
stat.deconstructed = Bâtiments déconstruits:[accent] {0}
|
||||
stat.delivered = Ressources transférées:
|
||||
stat.rank = Rang Final: [accent]{0}
|
||||
|
||||
launcheditems = [accent]Ressources transférées
|
||||
launchinfo = [unlaunched][[LANCER] votre noyau pour obtenir les objets indiquées en bleu.
|
||||
map.delete = Êtes-vous sûr de vouloir supprimer cette carte "[accent]{0}[]"?
|
||||
level.highscore = Meilleur score: [accent]{0}
|
||||
level.select = Sélection de niveau
|
||||
level.select = Sélection du niveau
|
||||
level.mode = Mode de jeu:
|
||||
showagain = Ne pas montrer la prochaine fois
|
||||
coreattack = [scarlet]<La base est attaquée>
|
||||
@ -40,7 +45,6 @@ database = Base de données
|
||||
savegame = Sauvegarder la partie
|
||||
loadgame = Charger la partie
|
||||
joingame = Rejoindre une partie
|
||||
addplayers = Ajouter/Enlever des joueurs
|
||||
customgame = Partie customisée
|
||||
newgame = Nouvelle partie
|
||||
none = <vide>
|
||||
@ -48,18 +52,37 @@ minimap = Minimap
|
||||
close = Fermer
|
||||
website = Site Web
|
||||
quit = Quitter
|
||||
save.quit = Save & Quit
|
||||
save.quit = Sauvegarder et Quitter
|
||||
maps = Cartes
|
||||
maps.browse = Parcourir les Cartes
|
||||
maps.browse = Parcourir les cartes
|
||||
continue = Continuer
|
||||
maps.none = [lightgray]Aucune carte trouvée!
|
||||
invalid = Invalide
|
||||
preparingconfig = Préparation de la Configuration
|
||||
preparingcontent = Préparation du Contenu
|
||||
uploadingcontent = Publication du Contenu
|
||||
uploadingpreviewfile = Publication du Fichier d'Aperçu
|
||||
committingchanges = Validation des Modifications
|
||||
preparingconfig = Préparation de la configuration
|
||||
preparingcontent = Préparation du contenu
|
||||
uploadingcontent = Publication du contenu
|
||||
uploadingpreviewfile = Publication du fichier d'aperçu
|
||||
committingchanges = Validation des modifications
|
||||
done = Fait
|
||||
|
||||
mods.alphainfo = Gardez à l'esprit que les mods sont en alpha et[scarlet] peuvent être très buggés[].\nMerci de signaler les problèmes que vous rencontrez via le Github ou le Discord Mindustry.
|
||||
mods.alpha = [accent](Alpha)
|
||||
mods = Mods
|
||||
mods.none = [LIGHT_GRAY]Aucun mod trouvé!
|
||||
mods.guide = Guide de Modding
|
||||
mods.report = Signaler un Bug
|
||||
mod.enabled = [lightgray]Activé
|
||||
mod.disabled = [scarlet]Désactivé
|
||||
mod.disable = Désactiver
|
||||
mod.enable = Activer
|
||||
mod.requiresrestart = Le jeu va maintenant s'arrêter pour appliquer les modification du mod.
|
||||
mod.reloadrequired = [scarlet]Rechargement requis
|
||||
mod.import = Importer un mod
|
||||
mod.import.github = Importer un mod Github
|
||||
mod.remove.confirm = Ce mod sera supprimé.
|
||||
mod.author = [LIGHT_GRAY]Auteur:[] {0}
|
||||
mod.missing = Cette sauvegarde contient des mods que vous avez récemment mis à jour ou que vous avez désinstallés. Votre sauvegarde risque d'être corrompue. Êtes-vous sûr de vouloir l'importer?\n[lightgray]Mods:\n{0}
|
||||
|
||||
about.button = À propos
|
||||
name = Nom:
|
||||
noname = Commencer par choisir un[accent] nom de joueur[].
|
||||
@ -74,21 +97,21 @@ players = {0} joueurs en ligne
|
||||
players.single = {0} joueur en ligne
|
||||
server.closing = [accent]Fermeture du serveur...
|
||||
server.kicked.kick = Vous avez été expulsé du serveur!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.whitelist = Vous n'êtes pas whitelisté ici.
|
||||
server.kicked.serverClose = Serveur fermé.
|
||||
server.kicked.vote = Vous avez été expulsé suite à un vote. Au revoir.
|
||||
server.kicked.clientOutdated = Client obsolète! Mettez à votre jeu à jour!
|
||||
server.kicked.serverOutdated = Serveur obsolète! Demandez à l'hôte de le mettre à jour!
|
||||
server.kicked.banned = Vous avez été banni sur ce serveur.
|
||||
server.kicked.banned = Vous avez été banni de ce serveur.
|
||||
server.kicked.typeMismatch = Ce serveur n'est pas compatible avec votre version du jeu.
|
||||
server.kicked.playerLimit = Ce serveur est plein. Veuillez attendre qu'une place se libére.
|
||||
server.kicked.playerLimit = Ce serveur est plein. Veuillez attendre qu'une place se libère.
|
||||
server.kicked.recentKick = Vous avez été expulsé récemment.\nAttendez avant de vous connecter à nouveau.
|
||||
server.kicked.nameInUse = Il y a déjà quelqu'un avec\nce nom sur ce serveur.
|
||||
server.kicked.nameEmpty = Votre nom est invalide.
|
||||
server.kicked.idInUse = Vous êtes déjà sur ce serveur! Se connecter avec deux comptes n'est pas permis.
|
||||
server.kicked.customClient = Ce serveur ne supporte pas les versions personnalisées (Custom builds). Téléchargez une version officielle.
|
||||
server.kicked.gameover = Game over!
|
||||
server.versions = Votre version:[accent] {0}[]\nLa version du serveur:[accent] {1}[]
|
||||
server.versions = Votre version:[accent] {0}[]\nVersion du serveur:[accent] {1}[]
|
||||
host.info = Le bouton [accent]Héberger[] héberge un serveur sur le port [scarlet]6567[]. \nN'importe qui sur le même [lightgray]wifi ou réseau local []devrait voir votre serveur sur leur liste des serveurs.\n\nSi vous voulez que les gens puissent s'y connecter de partout à l'aide de votre IP, [accent]le transfert de port (port forwarding)[] est requis.\n\n[lightgray]Note: Si quelqu'un a des problèmes de connexion à votre partie LAN, vérifiez que vous avez autorisé l'accès à Mindustry sur votre réseau local dans les paramètres de votre pare-feu.
|
||||
join.info = Ici vous pouvez entrez [accent]l'adresse IP d'un serveur []pour s'y connecter, ou découvrir un serveur en [accent]réseau local[].\nLe multijoueur en LAN ainsi qu'en WAN est supporté.\n\n[lightgray]Note: Il n'y a pas de liste de serveurs globaux automatiques; Si vous voulez vous connectez à quelqu'un par IP, il faudra d'abord demander à l'hébergeur leur IP.
|
||||
hostserver = Héberger une partie
|
||||
@ -108,7 +131,7 @@ trace.ip = IP: [accent]{0}
|
||||
trace.id = ID Unique : [accent]{0}
|
||||
trace.mobile = Client mobile: [accent]{0}
|
||||
trace.modclient = Client personnalisé: [accent]{0}
|
||||
invalidid = ID du client invalide! Veillez soumettre un rapport d'erreur.
|
||||
invalidid = ID du client invalide! Veuillez soumettre un rapport d'erreur.
|
||||
server.bans = Bannis
|
||||
server.bans.none = Aucun joueur banni trouvé!
|
||||
server.admins = Administrateurs
|
||||
@ -140,7 +163,6 @@ server.port = Port:
|
||||
server.addressinuse = Adresse déjà utilisée!
|
||||
server.invalidport = numéro de port invalide!
|
||||
server.error = [crimson]Erreur d'hébergement: [accent]{0}
|
||||
save.old = Cette sauvegarde provient d'une ancienne version du jeu, et ne peut plus être utilisée.\n\n[lightgray]la compatibilité des anciennes sauvegardes sera bientôt ajoutée dans la version 4.0 stable.
|
||||
save.new = Nouvelle sauvegarde
|
||||
save.overwrite = Êtes-vous sûr de vouloir\n écraser cette sauvegarde ?
|
||||
overwrite = Écraser
|
||||
@ -174,27 +196,29 @@ warning = Avertissement.
|
||||
confirm = Confirmer
|
||||
delete = Supprimer
|
||||
view.workshop = Voir dans le Workshop
|
||||
workshop.listing = Éditer le listing du Workshop
|
||||
ok = OK
|
||||
open = Ouverture
|
||||
customize = Personaliser
|
||||
customize = Personnaliser
|
||||
cancel = Annuler
|
||||
openlink = Ouvrir le lien
|
||||
copylink = Copier le lien
|
||||
back = Retour
|
||||
data.export = Exporter les Données
|
||||
data.import = Importer les Données
|
||||
data.exported = Données Exportées.
|
||||
data.export = Exporter les données
|
||||
data.import = Importer les données
|
||||
data.exported = Données exportées.
|
||||
data.invalid = Ce ne sont pas des données de jeu valides.
|
||||
data.import.confirm = L'importation des données externes va effacer[scarlet] toutes[] vos actuelles données de jeu.\n[accent]Ceci ne pourra pas être annulé![]\n\nUne fois les données importées, le jeu quittera immédiatement.
|
||||
classic.export = Exporter les données Classic
|
||||
classic.export.text = [accent]Mindustry[] vient d'avoir une mise à jour majeure.\nDes sauvegardes et/ou des cartes de la version Classic (v3.5 build 40) ont été détectées. Souhaitez-vous exporter ces sauvegardes dans le dossier accueil de votre télephone, pour les utiliser dans Mindustry Classic ?
|
||||
classic.export.text = [accent]Mindustry[] vient d'avoir une mise à jour majeure.\nDes sauvegardes et/ou des cartes de la version Classic (v3.5 build 40) ont été détectées. Souhaitez-vous exporter ces sauvegardes dans le dossier accueil de votre téléphone, pour les utiliser dans Mindustry Classic ?
|
||||
quit.confirm = Êtes-vous sûr de vouloir quitter?
|
||||
quit.confirm.tutorial = Êtes-vous sur de ce que vous faites?\nLe tutoriel peut être repris dans [accent]Paramètres->Jeu->Reprendre le tutoriel.[]
|
||||
loading = [accent]Chargement...
|
||||
reloading = [accent]Rechargement des Mods...
|
||||
saving = [accent]Sauvegarde...
|
||||
wave = [accent]Vague {0}
|
||||
wave.waiting = [lightgray]Vague dans {0}
|
||||
wave.waveInProgress = [lightgray]Wave en cours
|
||||
wave.waveInProgress = [lightgray]Vague en cours
|
||||
waiting = [lightgray]En attente...
|
||||
waiting.players = En attente de joueurs...
|
||||
wave.enemies = [lightgray]{0} Ennemis restants
|
||||
@ -210,8 +234,13 @@ map.nospawn = Cette carte n'a pas de base pour qu'un joueur puisse y apparaisse!
|
||||
map.nospawn.pvp = Cette carte n'a pas de base ennemies pour qu'un joueur ennemi y apparaisse! Ajouter au moins une base [SCARLET] non-orange[] dans l'éditeur.
|
||||
map.nospawn.attack = Cette carte n'a aucune base ennemie à attaquer! Veuillez ajouter une base[SCARLET] rouge[] sur cette carte dans l'éditeur.
|
||||
map.invalid = Erreur lors du chargement de la carte: carte corrompue ou invalide.
|
||||
map.publish.error = Erreur de Publication de la Carte: {0}
|
||||
map.publish.error = Erreur de publication de la carte: {0}
|
||||
map.update = Mise à jour de la carte
|
||||
map.load.error = Erreur lors de la récupération des details depuis le workshop: {0}
|
||||
map.missing = Cette carte a été supprimée ou déplacée.\n[lightgray]Cette carte a été automatiquement retirée du listing du workshop.
|
||||
map.publish.confirm = Êtes-vous sûr de vouloir publier cette carte?\n\n[lightgray]Assurez-vous d’accepter d’abord les CGU du Workshop, sinon vos cartes ne seront pas affichées!
|
||||
map.menu = Sélectionnez ce que vous voulez faire avec cette carte.
|
||||
map.changelog = Changelog (optionnel):
|
||||
eula = CGU de Steam
|
||||
map.publish = Carte publiée.
|
||||
map.publishing = [accent]Publication de la carte...
|
||||
@ -240,11 +269,11 @@ waves.to = à
|
||||
waves.boss = Boss
|
||||
waves.preview = Prévisualiser
|
||||
waves.edit = Modifier...
|
||||
waves.copy = Copier dans le Presse-papiers
|
||||
waves.load = Coller depuis le Presse-papiers
|
||||
waves.invalid = Vagues invalides dans le Presse-papiers.
|
||||
waves.copy = Copier dans le presse-papiers
|
||||
waves.load = Coller depuis le presse-papiers
|
||||
waves.invalid = Vagues invalides dans le presse-papiers.
|
||||
waves.copied = Vagues copiées
|
||||
waves.none = Aucun enemies définis.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut.
|
||||
waves.none = Aucun ennemi défini.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut.
|
||||
editor.default = [lightgray]<par défaut>
|
||||
details = Détails...
|
||||
edit = Modifier...
|
||||
@ -254,11 +283,11 @@ editor.removeunit = Enlever l'unité
|
||||
editor.teams = Équipe
|
||||
editor.errorload = Erreur lors du chargement du fichier:\n[accent]{0}
|
||||
editor.errorsave = Erreur lors de la sauvegarde du fichier:\n[accent]{0}
|
||||
editor.errorimage = Ceci est une image, et non une carte. \n\nSi vous voulez importer une carte provenant de la version 3.5 (build 40), utilisez le bouton 'importer une carte obsolète (image)' dans l'éditeur.
|
||||
editor.errorimage = Ceci est une image, et non une carte.\n\nSi vous voulez importer une carte provenant de la version 3.5 (build 40), utilisez le bouton 'importer une carte obsolète (image)' dans l'éditeur.
|
||||
editor.errorlegacy = Cette carte est trop ancienne, et utilise un format de carte qui n'est plus supporté.
|
||||
editor.errornot = Ceci n'est pas un fichier de carte.
|
||||
editor.errorheader = Le fichier de carte est invalide ou corrompu.
|
||||
editor.errorname = La carte n'a pas de nom, essayez vous de charger une sauvegarde?
|
||||
editor.errorname = La carte n'a pas de nom, essayez vous de charger une sauvegarde?
|
||||
editor.update = Mettre à jour
|
||||
editor.randomize = Rendre aléatoire
|
||||
editor.apply = Appliquer
|
||||
@ -291,6 +320,7 @@ editor.overwrite = [accent]Attention!\nCeci écrase une carte existante.
|
||||
editor.overwrite.confirm = [scarlet]Attention![] Une carte avec ce nom existe déjà. Êtes-vous sûr de vouloir l'écraser?
|
||||
editor.exists = Une carte avec ce nom existe déjà.
|
||||
editor.selectmap = Sélectionnez une carte:
|
||||
|
||||
toolmode.replace = Remplacer
|
||||
toolmode.replace.description = Dessiner seulement sur les blocs solides.
|
||||
toolmode.replaceall = Tout remplacer
|
||||
@ -301,10 +331,11 @@ toolmode.square = Carré
|
||||
toolmode.square.description = Pinceau carré.
|
||||
toolmode.eraseores = Effacer les minéraux
|
||||
toolmode.eraseores.description = Efface seulement les minéraux.
|
||||
toolmode.fillteams = Remplire les équipes
|
||||
toolmode.fillteams = Remplir les équipes
|
||||
toolmode.fillteams.description = Rempli les équipes au lieu des blocs.
|
||||
toolmode.drawteams = Dessiner les équipes
|
||||
toolmode.drawteams.description = Dessine les équipes au lieu de blocs.
|
||||
|
||||
filters.empty = [lightgray]Aucun filtre! Ajoutez-en un avec les boutons ci-dessous.
|
||||
filter.distort = Déformation
|
||||
filter.noise = Bruit
|
||||
@ -336,6 +367,7 @@ filter.option.floor2 = Sol secondaire
|
||||
filter.option.threshold2 = Seuil secondaire
|
||||
filter.option.radius = Rayon
|
||||
filter.option.percentile = Centile
|
||||
|
||||
width = Largeur:
|
||||
height = Hauteur:
|
||||
menu = Menu
|
||||
@ -344,20 +376,22 @@ campaign = Campagne
|
||||
load = Charger
|
||||
save = Sauvegarder
|
||||
fps = FPS: {0}
|
||||
tps = TPS: {0}
|
||||
ping = Ping: {0}ms
|
||||
language.restart = Veuillez redémarrez votre jeu pour le changement de langue prenne effet.
|
||||
language.restart = Veuillez redémarrez votre jeu pour que le changement de langue prenne effet.
|
||||
settings = Paramètres
|
||||
tutorial = Tutoriel
|
||||
tutorial.retake = Re-Take Tutorial
|
||||
tutorial.retake = Rejouer le Tutoriel
|
||||
editor = Éditeur
|
||||
mapeditor = Éditeur de carte
|
||||
donate = Faire un\ndon
|
||||
|
||||
abandon = Abandonner
|
||||
abandon.text = Cette zone et toutes ses ressources vont être perdues.
|
||||
locked = Verrouillé
|
||||
complete = [lightgray]Compléter:
|
||||
zone.requirement = Vague {0} dans la zone {1}
|
||||
requirement.wave = Vague {0} dans {1}
|
||||
requirement.core = Détruire le Noyau ennemi dans {0}
|
||||
requirement.unlock = Débloque {0}
|
||||
resume = Reprendre la partie:\n[lightgray]{0}
|
||||
bestwave = [lightgray]Meilleur: {0}
|
||||
launch = < Lancement >
|
||||
@ -368,58 +402,64 @@ launch.confirm = Cela va transférer toutes les ressources de votre noyau.\nVous
|
||||
launch.skip.confirm = Si vous passez à la vague suivante, vous ne pourrez pas effectuer le lancement avant les prochaines vagues.
|
||||
uncover = Découvrir
|
||||
configure = Modifier les ressources emportées.
|
||||
configure.locked = [lightgray]Atteignez la vague {0}\npour configurer les ressources emportées.
|
||||
bannedblocks = Blocs bannis
|
||||
addall = Ajouter tous
|
||||
configure.locked = [lightgray]Déloquer la configuration des ressources emportées: {0}.
|
||||
configure.invalid = Le montant doit être un nombre compris entre 0 et {0}.
|
||||
zone.unlocked = [lightgray]{0} Débloquée.
|
||||
zone.requirement.complete = Vague {0} atteinte:\n{1} Exigences de la zone complétées
|
||||
zone.config.complete = Vague {0} atteinte:\nConfiguration des ressources emportées possible.
|
||||
zone.requirement.complete = Exigences pour {0} complétées:[lightgray]\n{1}
|
||||
zone.config.unlocke = Configuration des ressources emportées débloquée:[lightgray]\n{0}
|
||||
zone.resources = [lightgray]Ressources détectées:
|
||||
zone.objective = [lightgray]Objective: [accent]{0}
|
||||
zone.objective = [lightgray]Objectif: [accent]{0}
|
||||
zone.objective.survival = Survivre
|
||||
zone.objective.attack = Détruire le noyau ennemi
|
||||
add = Ajouter...
|
||||
boss.health = Santé du Boss
|
||||
|
||||
connectfail = [crimson]Échec de la connexion au serveur :\n\n[accent]{0}
|
||||
error.unreachable = Serveur injoignable.\nL'adresse IP est correcte?
|
||||
error.invalidaddress = Adresse invalide.
|
||||
error.timedout = Délai de connexion dépassé!\nAssurez-vous que l'hôte a autorisé l'accès au port (port forwarding), et que l'adresse soit correcte!
|
||||
error.mismatch = Erreur de paquet:\nPossible différence de verison entre le client et le serveur .\nVérifiez que vous et l'hôte avez la version de Mindustry la plus recente!
|
||||
error.mismatch = Erreur de paquet:\nPossible différence de version entre le client et le serveur .\nVérifiez que vous et l'hôte avez la version de Mindustry la plus récente!
|
||||
error.alreadyconnected = Déjà connecté.
|
||||
error.mapnotfound = Carte introuvable!
|
||||
error.io = Erreur de Réseau (I/O)
|
||||
error.any = Erreur réseau inconnue
|
||||
error.bloom = Echec de l'initialisation du flou lumineux.\nVotre appareil peux ne pas le supporter.
|
||||
error.bloom = Échec de l'initialisation du flou lumineux.\nVotre appareil peux ne pas le supporter.
|
||||
|
||||
zone.groundZero.name = Première Bataille
|
||||
zone.desertWastes.name = Désert Sauvage
|
||||
zone.craters.name = Les Cratères
|
||||
zone.frozenForest.name = Forêt Glaciale
|
||||
zone.ruinousShores.name = Rives en Ruine
|
||||
zone.stainedMountains.name = Montagnes Tâchetées
|
||||
zone.stainedMountains.name = Montagnes Tachetées
|
||||
zone.desolateRift.name = Ravin Abandonné
|
||||
zone.nuclearComplex.name = Complexe Nucléaire
|
||||
zone.overgrowth.name = Surcroissance Végétale
|
||||
zone.overgrowth.name = Friche Végétale
|
||||
zone.tarFields.name = Champs de Pétrole
|
||||
zone.saltFlats.name = Marais Salants
|
||||
zone.impact0078.name = Impact 0078
|
||||
zone.crags.name = Rochers
|
||||
zone.fungalPass.name = Passe Fongique
|
||||
|
||||
zone.groundZero.description = L'emplacement optimal pour débuter. Faible menace ennemie. Peu de ressources. \nRecueillez autant de plomb et de cuivre que possible.\nRien d'autre à signaler.
|
||||
zone.frozenForest.description = Même ici, plus près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir pour toujours.\n\nFamiliarisez vous avec l'Énergie. Construisez des générateurs a combustion. Aprenez a utiliser les réparateurs.
|
||||
zone.desertWastes.description = Cette étendue désertique est immense, imprévisibles. On y croise des structures abandonnées.\nLe charbon est présent dans la région. Brulez-le pour générer de l'Énergie ou synthétisez-le en graphite.\n\n[lightgray]Ce lieu d'atterisage est imprévisible.
|
||||
zone.frozenForest.description = Même ici, plus près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir pour toujours.\n\nFamiliarisez vous avec l'Énergie. Construisez des générateurs a combustion. Apprenez a utiliser les réparateurs.
|
||||
zone.desertWastes.description = Cette étendue désertique est immense, imprévisible. On y croise des structures abandonnées.\nLe charbon est présent dans la région. Brûlez-le pour générer de l'Énergie ou synthétisez-le en graphite.\n\n[lightgray]Ce lieu d'atterisage est imprévisible.
|
||||
zone.saltFlats.description = Aux abords du désert se trouvent les Marais Salants. Peu de ressources peuvent être trouvées à cet endroit.\n\nL'ennemi y a érigé un stockage de ressources. Éradiquez leur présence.
|
||||
zone.craters.description = L'eau s'est accumulée dans ce cratère, vestige des guerres anciennes. Récupérez la zone. Recueilliez du sable pour le transformer en verre trempé. Pompez de l'eau pour refroidir les tourelles et les perceuses.
|
||||
zone.ruinousShores.description = Passé les contrées désertiques, c'est le rivage. Auparavent, cet endroit a abrité un réseau de défense côtière. Il n'en reste pas beaucoup. Seules les structures de défense les plus élémentaires sont restées indemnes, tout le reste étant réduit à néant.\nÉtendez vous. Redécouvrez la technologie.
|
||||
zone.ruinousShores.description = Passé les contrées désertiques, c'est le rivage. Auparavant, cet endroit a abrité un réseau de défense côtière. Il n'en reste pas grand chose. Seules les structures de défense les plus élémentaires sont restées indemnes, tout le reste étant réduit à néant.\nÉtendez vous. Redécouvrez la technologie.
|
||||
zone.stainedMountains.description = A l'intérieur des terres se trouvent des montagnes, épargnées par les spores. Extrayez le titane qui abonde dans cette région. Apprenez à vous en servir. La menace ennemi se fait plus présente ici. Ne leur donnez pas le temps de rallier leurs puissantes unités.
|
||||
zone.overgrowth.description = Cette zone est étouffée par la végétation, et proche de la source des spores.\nL’ennemi a établi une base ici. Construisez des unitées Titan pour le détruire. Reprennez ce qui a été perdu.
|
||||
zone.tarFields.description = La périphérie d'une zone de puits pétroliers, entre montagnes et désert. Une des rares zones disposant de réserves de Pétrole utilisables. Bien qu'abandonnée, cette zone compte des forces ennemies dangereuses à proximité. Ne les sous-estimez pas.\n\n[lightgray]Si possible, recherchez les technologie de traitement d'huile.
|
||||
zone.overgrowth.description = Cette zone est envahie par la végétation, et proche de la source des spores.\nL’ennemi a établi une base ici. Construisez des unités Titan pour le détruire. Reprenez ce qui a été perdu.
|
||||
zone.tarFields.description = La périphérie d'une zone de puits pétroliers, entre montagnes et désert. Une des rares zones disposant de réserves de Pétrole utilisables. Bien qu'abandonnée, cette zone compte des forces ennemies dangereuses à proximité. Ne les sous-estimez pas.\n\n[lightgray]Si possible, recherchez les technologies de traitement du pétrole
|
||||
zone.desolateRift.description = Une zone extrêmement dangereuse. Ressources abondantes, mais peu d'espace. Fort risque de destruction. Repartez le plus vite possible. Ne vous laissez pas berner par une longue attente entre deux vagues ennemies.
|
||||
zone.nuclearComplex.description = Une ancienne installation de production et traitement de thorium réduite en ruines.\n[lightgray]Faites des recherches sur le thorium et ses nombreuses utilisations.\n\nL'ennemi est présent ici en grand nombre, à l'affut constant.
|
||||
zone.nuclearComplex.description = Une ancienne installation de production et traitement de thorium réduite en ruines.\n[lightgray]Faites des recherches sur le thorium et ses nombreuses utilisations.\n\nL'ennemi est présent ici en grand nombre, constamment à l'affut.
|
||||
zone.fungalPass.description = Une zone de transition entre les hautes montagnes et les basses régions infestées de spores. Une petite base de reconnaissance ennemie s'y trouve.\nDétruisez la.\nUtilisez les unités Poignard et Rampeurs. Détruisez les deux noyaux.
|
||||
zone.impact0078.description = <insérer une description ici>
|
||||
zone.crags.description = <insérer une description ici>
|
||||
|
||||
settings.language = Langue
|
||||
settings.data = Données du Jeu
|
||||
settings.reset = Valeurs par Défaut.
|
||||
settings.reset = Valeurs par Défaut
|
||||
settings.rebind = Réattribuer
|
||||
settings.controls = Contrôles
|
||||
settings.game = Jeu
|
||||
@ -427,16 +467,15 @@ settings.sound = Son
|
||||
settings.graphics = Graphismes
|
||||
settings.cleardata = Effacer les données du jeu...
|
||||
settings.clear.confirm = Êtes-vous sûr d'effacer ces données ?\nAucun retour en arrière n'est possible!
|
||||
settings.clearall.confirm = [scarlet]ATTENTION![]\nCet action effacera toutes les données, y conpris les sauvegarges, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'ok' le jeu effacera TOUTES les données et se fermera.
|
||||
settings.clearunlocks = Effacer la progression
|
||||
settings.clearall = Tout effacer
|
||||
settings.clearall.confirm = [scarlet]ATTENTION![]\nCette action effacera toutes les données, y compris les sauvegardes, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'ok' le jeu effacera TOUTES les données et se fermera.
|
||||
paused = [accent]< Pause >
|
||||
clear = Effacer
|
||||
banned = [scarlet]Bannis
|
||||
yes = Oui
|
||||
no = Non
|
||||
info.title = Info
|
||||
error.title = [crimson]Une erreur s'est produite
|
||||
error.crashtitle = Une erreur s'est produite
|
||||
attackpvponly = [scarlet]Seulement disponible dans les modes Attaque et PvP
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
@ -458,20 +497,21 @@ blocks.itemcapacity = Stockage
|
||||
blocks.basepowergeneration = Taux d'énergie normale
|
||||
blocks.productiontime = Durée de production
|
||||
blocks.repairtime = Durée de Réparation Complète du Bloc
|
||||
blocks.speedincrease = Accéleration
|
||||
blocks.speedincrease = Accélération
|
||||
blocks.range = Portée
|
||||
blocks.drilltier = Forable
|
||||
blocks.drillspeed = Vitesse de forage de base
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.boosteffect = Effet du Boost
|
||||
blocks.maxunits = Unités actives max
|
||||
blocks.health = Santé
|
||||
blocks.buildtime = Durée de construction
|
||||
blocks.buildcost = Coût de Construction
|
||||
blocks.buildcost = Coût de construction
|
||||
blocks.inaccuracy = Imprécision
|
||||
blocks.shots = Tirs
|
||||
blocks.reload = Tirs/Seconde
|
||||
blocks.ammo = Munitions
|
||||
bar.drilltierreq = Foreuse Ameliorée Requise
|
||||
|
||||
bar.drilltierreq = Foreuse Améliorée Requise
|
||||
bar.drillspeed = Vitesse de forage: {0}/s
|
||||
bar.efficiency = Efficacité: {0}%
|
||||
bar.powerbalance = Énergie: {0}/s
|
||||
@ -485,6 +525,7 @@ bar.heat = Chaleur
|
||||
bar.power = Énergie
|
||||
bar.progress = Progression de la construction
|
||||
bar.spawned = Unités: {0}/{1}
|
||||
|
||||
bullet.damage = [stat]{0}[lightgray] dégâts
|
||||
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
|
||||
bullet.incendiary = [stat]incendiaire
|
||||
@ -496,6 +537,7 @@ bullet.freezing = [stat]gel
|
||||
bullet.tarred = [stat]goudronné
|
||||
bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions
|
||||
bullet.reload = [stat]{0}[lightgray]x vitesse de tir
|
||||
|
||||
unit.blocks = blocs
|
||||
unit.powersecond = énergie/seconde
|
||||
unit.liquidsecond = unité de liquide/seconde
|
||||
@ -520,15 +562,15 @@ setting.shadows.name = Ombres
|
||||
setting.linear.name = Filtrage Linéaire
|
||||
setting.animatedwater.name = Eau animée
|
||||
setting.animatedshields.name = Boucliers Animés
|
||||
setting.antialias.name = Antialias[lightgray] (redémarrage du jeu nécéssaire)[]
|
||||
setting.antialias.name = Antialias[lightgray] (redémarrage du jeu nécessaire)[]
|
||||
setting.indicators.name = Indicateurs Alliés/Ennemis
|
||||
setting.autotarget.name = Visée automatique
|
||||
setting.keyboard.name = Controles Sourie+Clavier
|
||||
setting.keyboard.name = Contrôles Souris+Clavier
|
||||
setting.touchscreen.name = Commandes d'Écran Tactile
|
||||
setting.fpscap.name = FPS Max
|
||||
setting.fpscap.none = Aucun
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécéssaire)[]
|
||||
setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécessaire)[]
|
||||
setting.swapdiagonal.name = Autoriser le placement en diagonale
|
||||
setting.difficulty.training = Entraînement
|
||||
setting.difficulty.easy = Facile
|
||||
@ -542,12 +584,11 @@ setting.sensitivity.name = Sensibilité de la manette
|
||||
setting.saveinterval.name = Intervalle des sauvegardes auto
|
||||
setting.seconds = {0} secondes
|
||||
setting.fullscreen.name = Plein Écran
|
||||
setting.borderlesswindow.name = Fenêtre sans bords (Borderless)[lightgray] (peut requérir le redémarrage du jeu)
|
||||
setting.borderlesswindow.name = Fenêtre sans bords (Borderless)[lightgray] (peut nécessiter le redémarrage du jeu)
|
||||
setting.fps.name = Afficher FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Afficher les connections Électriques
|
||||
setting.pixelate.name = Pixeliser[lightgray] (désactive les animations)
|
||||
setting.minimap.name = Montrer la Minimap
|
||||
setting.minimap.name = Afficher la Minimap
|
||||
setting.musicvol.name = Volume Musique
|
||||
setting.ambientvol.name = Volume Ambiant
|
||||
setting.mutemusic.name = Couper la Musique
|
||||
@ -557,12 +598,14 @@ setting.crashreport.name = Envoyer un Rapport de Crash Anonyme
|
||||
setting.savecreate.name = Sauvegardes Auto
|
||||
setting.publichost.name = Visibilité de la Partie Publique
|
||||
setting.chatopacity.name = Opacité du Chat
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Montrer le Chat
|
||||
uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement aux parametres d'avant et fermeture dans [accent] {0}[]...
|
||||
public.confirm = Voulez-vous rendre votre partie publique?\n[lightgray]Ce paramètre peut être changé plus tard dans Paramètres->Jeu->Visibilité de la Partie Publique
|
||||
uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement aux paramètres d'avant et fermeture dans [accent] {0}[]...
|
||||
uiscale.cancel = Annuler & Quitter
|
||||
setting.bloom.name = Flou lumineux
|
||||
keybind.title = Racourcis Clavier
|
||||
keybinds.mobile = [scarlet]La plupart des racourcis claviers ne sont pas fonctionnels sur mobile. Seuls les mouvements basiques sont supportés.
|
||||
keybind.title = Raccourcis Clavier
|
||||
keybinds.mobile = [scarlet]La plupart des raccourcis claviers ne sont pas fonctionnels sur mobile. Seuls les mouvements basiques sont supportés.
|
||||
category.general.name = Général
|
||||
category.view.name = Voir
|
||||
category.multiplayer.name = Multijoueur
|
||||
@ -580,10 +623,10 @@ keybind.fullscreen.name = Basculer en Plein Écran
|
||||
keybind.select.name = Sélectionner/Tirer
|
||||
keybind.diagonal_placement.name = Placement en diagonale
|
||||
keybind.pick.name = Choisir un bloc
|
||||
keybind.break_block.name = Suppprimer un bloc
|
||||
keybind.break_block.name = Supprimer un bloc
|
||||
keybind.deselect.name = Désélectionner
|
||||
keybind.shoot.name = Tirer
|
||||
keybind.zoom_hold.name = Maintenir le zoom
|
||||
keybind.zoom_hold.name = Maintenir pour zoomer
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
@ -593,6 +636,7 @@ keybind.chat.name = Chat
|
||||
keybind.player_list.name = Liste des joueurs
|
||||
keybind.console.name = Console
|
||||
keybind.rotate.name = Tourner
|
||||
keybind.rotateplaced.name = Tourner existant (maintenir)
|
||||
keybind.toggle_menus.name = Cacher/afficher les menus
|
||||
keybind.chat_history_prev.name = Remonter l'historique du chat
|
||||
keybind.chat_history_next.name = Descendre l'historique du chat
|
||||
@ -601,14 +645,16 @@ keybind.drop_unit.name = Larguer l'unité
|
||||
keybind.zoom_minimap.name = Zoom minimap
|
||||
mode.help.title = Description des modes de jeu
|
||||
mode.survival.name = Survie
|
||||
mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques.\n[gray]Nécéssite un point d'apparition pour les ennemis.
|
||||
mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques.\n[gray]Nécessite un point d'apparition pour les ennemis.
|
||||
mode.sandbox.name = Bac à sable
|
||||
mode.sandbox.description = Ressources infinies et pas de minuterie pour les vagues.
|
||||
mode.editor.name = Editeur
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Battez-vous contre d'autres joueurs en local.\n[gray]Requiert aux moins 2 noyaux de couleur différentes dans la carte pour y jouer.
|
||||
mode.attack.name = Attaque
|
||||
mode.attack.description = Pas de vagues, le but étant de détruire la base ennemie.\n[gray]Requiert un noyaux rouge dans la map pour y jouer.
|
||||
mode.custom = Règles personnalisées
|
||||
|
||||
rules.infiniteresources = Ressources infinies
|
||||
rules.wavetimer = Minuterie pour les vagues
|
||||
rules.waves = Vagues
|
||||
@ -619,9 +665,9 @@ rules.unitbuildspeedmultiplier = Multiplicateur de Vitesse de Construction d'Uni
|
||||
rules.unithealthmultiplier = Multiplicateur de Santé des Unités
|
||||
rules.playerhealthmultiplier = Multiplicateur de Santé des Joueurs
|
||||
rules.playerdamagemultiplier = Multiplicateur des Dégâts Joueurs
|
||||
rules.unitdamagemultiplier = Multiplicateur des Dégats Unité
|
||||
rules.unitdamagemultiplier = Multiplicateur des dégâts Unité
|
||||
rules.enemycorebuildradius = Périmètre de non-construction du noyau ennemi:[lightgray] (blocs)
|
||||
rules.respawntime = Durée de réaparition:[lightgray] (sec)
|
||||
rules.respawntime = Durée de réapparition:[lightgray] (sec)
|
||||
rules.wavespacing = Espacement des vagues:[lightgray] (sec)
|
||||
rules.buildcostmultiplier = Multiplicateur du prix de construction
|
||||
rules.buildspeedmultiplier = Multiplicateur du temps de construction
|
||||
@ -635,6 +681,7 @@ rules.title.resourcesbuilding = Ressources & Construction
|
||||
rules.title.player = Joueurs
|
||||
rules.title.enemy = Ennemis
|
||||
rules.title.unit = Unités
|
||||
|
||||
content.item.name = Objets
|
||||
content.liquid.name = Liquides
|
||||
content.unit.name = Unités
|
||||
@ -674,7 +721,7 @@ mech.omega-mech.weapon = Missiles Essaim
|
||||
mech.omega-mech.ability = Armure
|
||||
mech.dart-ship.name = Dard
|
||||
mech.dart-ship.weapon = Mitraillette
|
||||
mech.javelin-ship.name = Javelin
|
||||
mech.javelin-ship.name = Javelot
|
||||
mech.javelin-ship.weapon = Missiles Rafale
|
||||
mech.javelin-ship.ability = Décharge de Propulseur
|
||||
mech.trident-ship.name = Trident
|
||||
@ -696,6 +743,7 @@ mech.buildspeed = [LIGHT_GRAY]Vitesse de Construction: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosité: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Température: {0}
|
||||
|
||||
block.sand-boulder.name = Bloc de Sable
|
||||
block.grass.name = Herbe
|
||||
block.salt.name = Sel
|
||||
@ -706,14 +754,14 @@ block.sandrocks.name = Roches de sable
|
||||
block.spore-pine.name = Pin Sporifié
|
||||
block.sporerocks.name = Roche Sporeuse
|
||||
block.rock.name = Roche
|
||||
block.snowrock.name = Roches enneigés
|
||||
block.snowrock.name = Roches enneigées
|
||||
block.snow-pine.name = Pin enneigé
|
||||
block.shale.name = Schiste
|
||||
block.shale-boulder.name = Blocs de Schiste
|
||||
block.moss.name = Mousse
|
||||
block.shrubs.name = Arbustes
|
||||
block.spore-moss.name = Mousse Sporeuse
|
||||
block.shalerocks.name = Rochets de de Schiste Argileux
|
||||
block.shalerocks.name = Rochers de Schiste Argileux
|
||||
block.scrap-wall.name = Mur de Ferraille
|
||||
block.scrap-wall-large.name = Mur de Ferraille Large
|
||||
block.scrap-wall-huge.name = Mur de Ferraille Énorme
|
||||
@ -729,8 +777,8 @@ block.core-foundation.name = Noyau: Fondation
|
||||
block.core-nucleus.name = Noyau: Épicentre
|
||||
block.deepwater.name = Eau profonde
|
||||
block.water.name = Eau
|
||||
block.tainted-water.name = Eau Teintée
|
||||
block.darksand-tainted-water.name = Sable Teinté d'Eau Sombre
|
||||
block.tainted-water.name = Eau Contaminée
|
||||
block.darksand-tainted-water.name = Sable Sombre Mouillé Contaminé
|
||||
block.tar.name = Pétrole
|
||||
block.stone.name = Roche
|
||||
block.sand.name = Sable
|
||||
@ -739,7 +787,7 @@ block.ice.name = Glace
|
||||
block.snow.name = Neige
|
||||
block.craters.name = Cratères
|
||||
block.sand-water.name = Sable Mouillé
|
||||
block.darksand-water.name = Sable Mouillé Sombre
|
||||
block.darksand-water.name = Sable Sombre Mouillé
|
||||
block.char.name = Cendre
|
||||
block.holostone.name = Pierre Holographique
|
||||
block.ice-snow.name = Neige Gelée
|
||||
@ -800,9 +848,9 @@ block.melter.name = Four à Fusion
|
||||
block.incinerator.name = Incinérateur
|
||||
block.spore-press.name = Presse à Spore
|
||||
block.separator.name = Séparateur
|
||||
block.coal-centrifuge.name = Centrifuge à Charbon
|
||||
block.coal-centrifuge.name = Centrifugeur à Charbon
|
||||
block.power-node.name = Transmetteur Énergétique
|
||||
block.power-node-large.name = Gros Transmetteur Énergétique
|
||||
block.power-node-large.name = Grand Transmetteur Énergétique
|
||||
block.surge-tower.name = Tour de Surtension
|
||||
block.battery.name = Batterie
|
||||
block.battery-large.name = Grande Batterie
|
||||
@ -817,7 +865,7 @@ block.water-extractor.name = Extracteur d'Eau
|
||||
block.cultivator.name = Cultivateur
|
||||
block.dart-mech-pad.name = Reconstructeur de Mécha Dard
|
||||
block.delta-mech-pad.name = Reconstructeur de Mécha Delta
|
||||
block.javelin-ship-pad.name = Reconstructeur de Vaisseau Javelin
|
||||
block.javelin-ship-pad.name = Reconstructeur de Vaisseau Javelot
|
||||
block.trident-ship-pad.name = Reconstructeur de Vaisseau Trident
|
||||
block.glaive-ship-pad.name = Reconstructeur de Vaisseau Glaive
|
||||
block.omega-mech-pad.name = Reconstructeur de Mécha Oméga
|
||||
@ -852,7 +900,7 @@ block.ghoul-factory.name = Usine de Bombardiers Goules
|
||||
block.dagger-factory.name = Usine de Méchas Poignards
|
||||
block.crawler-factory.name = Usine de Méchas Rampeurs
|
||||
block.titan-factory.name = Usine de Méchas Titans
|
||||
block.fortress-factory.name = Usine de Méchas Forteresse
|
||||
block.fortress-factory.name = Usine de Méchas Forteresses
|
||||
block.revenant-factory.name = Usine de Combattants Revenants
|
||||
block.repair-point.name = Point de Réparation
|
||||
block.pulse-conduit.name = Conduit à Impulsion
|
||||
@ -908,26 +956,27 @@ unit.lich.name = Liche
|
||||
unit.reaper.name = Faucheur
|
||||
tutorial.next = [lightgray]<Appuyez pour continuer>
|
||||
tutorial.intro = Vous venez de commencer le [scarlet]Tutoriel de Mindustry.[]\nCommence en minant du [accent]cuivre[]. Pour cela, appuyez sur une veine de minerai de cuivre près de votre noyau.\n\n[accent]{0}/{1} cuivre
|
||||
tutorial.drill = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nCliquez sur l'onglet des foreuses en bas à droite.\nSelectionnez la [accent]foreuse mécanique[]. Placez-la sur une veine de cuivre en cliquant.\n[accent]Faite un clique-droit[] pour arrêter la construction.
|
||||
tutorial.drill.mobile = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nAppuyez sur l'onglet des foreuses en bas à droite.\nSelectionnez la [accent]foreuse mécanique[].\nPlacez-la sur une veine de cuivre en y appuyant, puis en touchant la[accent] coche[] pour confirmer votre placement.\nAppuyez sur le [accent]boutton en forme de croix[] pour annuler le placement.
|
||||
tutorial.drill = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nCliquez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[]. Placez-la sur une veine de cuivre en cliquant.\n[accent]Faite un clique-droit[] pour arrêter la construction.
|
||||
tutorial.drill.mobile = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nAppuyez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[].\nPlacez-la sur une veine de cuivre en y appuyant, puis en touchant la[accent] coche[] pour confirmer votre placement.\nAppuyez sur le [accent]bouton en forme de croix[] pour annuler le placement.
|
||||
tutorial.blockinfo = Chaque bloc a des statistiques différentes. Chaque foreuse ne peut miner que certains minerais.\nPour vérifier les informations et les statistiques d'un bloc, appuyez sur le [accent]bouton "?" tout en le sélectionnant dans le menu de construction.[]\n\n[accent]Maintenant, accédez aux statistiques de la foreuse mécanique.[]
|
||||
tutorial.conveyor = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent]Maintenez votre souris pour les placer en ligne.[]\nGardez la touche[accent] CTRL[] enfoncé pour pouvoir les placer en diagonale.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées
|
||||
tutorial.conveyor.mobile = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent] Maintenez votre doigt enfoncé[] et deplacez-le pour former une ligne.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées
|
||||
tutorial.turret = Une fois qu'une ressource rentre dans votre noyau, elle peut être utilisé pour la construction.\nGardez à l'esprit que certaines ressources ne peuvent pas être utilisés pour la construction.\nCes ressources, tel que[accent] le charbon[] ou[accent] la ferraille[], ne peuvent pas rentrer dans votre noyau.\nDes structures défensives doivent être construites pour repousser l'[lightgray] ennemi[].\nConstruisez une [accent]tourrelle Duo[] non loin de votre noyau.
|
||||
tutorial.drillturret = Les tourrelles Duo ont besoin de[accent] munitions en cuivre []pour tirer.\nPlacez une foreuse près de la tourelle.\nA l'aide de convoyeurs, alimentez la tourelle en cuivre.\n\n[accent]Munitions livrées: 0/1
|
||||
tutorial.pause = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des batiments à construire tout en étant en pause.\n\n[accent]Appuyez sur la barre espace pour pauser.
|
||||
tutorial.pause.mobile = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des batiments à construire tout en étant en pause.\n\n[accent]Appuyez sur ce bouton en haut à gauche pour pauser.
|
||||
tutorial.conveyor.mobile = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent] Maintenez votre doigt enfoncé[] et déplacez-le pour former une ligne.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées
|
||||
tutorial.turret = Une fois qu'une ressource rentre dans votre noyau, elle peut être utilisée pour la construction.\nGardez à l'esprit que certaines ressources ne peuvent pas être utilisées pour la construction.\nCes ressources, tel que[accent] le charbon[] ou[accent] la ferraille[], ne peuvent pas rentrer dans votre noyau.\nDes structures défensives doivent être construites pour repousser l'[lightgray] ennemi[].\nConstruisez une [accent]tourelle Duo[] non loin de votre noyau.
|
||||
tutorial.drillturret = Les tourelles Duo ont besoin de[accent] munitions en cuivre []pour tirer.\nPlacez une foreuse près de la tourelle.\nA l'aide de convoyeurs, alimentez la tourelle en cuivre.\n\n[accent]Munitions livrées: 0/1
|
||||
tutorial.pause = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des bâtiments à construire tout en étant en pause.\n\n[accent]Appuyez sur la barre espace pour pauser.
|
||||
tutorial.pause.mobile = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des bâtiments à construire tout en étant en pause.\n\n[accent]Appuyez sur ce bouton en haut à gauche pour pauser.
|
||||
tutorial.unpause = Maintenant, appuyez à nouveau sur espace pour continuer à jouer.
|
||||
tutorial.unpause.mobile = Appuyez à nouveau dessus pour continuer à jouer.
|
||||
tutorial.breaking = Les blocs doivent souvent être détruits.\n[accent]Gardez enfoncé le boutton de droite de votre souri[] pour détruire tous les blocs en une sélection.[]\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
|
||||
tutorial.breaking.mobile = Les blocs doivent souvent être détruits.\n[accent]Selectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le détruire.\nDétruisez une zone en maintenant votre doigt appuyé pendant quelques secondes[] et en le déplacant dans une direction.\nAppuyez sur le bouton coche pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
|
||||
tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des éléments directement à partir de blocs.\nPour faire cela, [accent]appuyez sur un bloc[] qui contient des ressources, puis [accent]appuyez sur une ressource[] dans son inventaire.\nPlusieurs ressources peuvent être retirés en [accent]appuyant pendant quelque secondes[].\n\n[accent]Retirez du cuivre du noyau.[]
|
||||
tutorial.deposit = Déposez des ressources dans des blocs en les faisant glisser de votre vaisseau vers le bloc de destination.\n\n[accent]Déposez le cuivre récupéré précedemment dans le noyau.[]
|
||||
tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues.[accent] Clique[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
|
||||
tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
|
||||
tutorial.launch = Une fois que vous aurez atteind une vague spécifique, vous aurez la possibilité de[accent] faire décoler le noyau[], abandonant vos défenses mais en [accent]sécurisant toutes les ressources de votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement.
|
||||
tutorial.breaking = Les blocs doivent souvent être détruits.\n[accent]Gardez enfoncé le bouton droit de votre souris[] pour détruire tous les blocs en une sélection.[]\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
|
||||
tutorial.breaking.mobile = Les blocs doivent souvent être détruits.\n[accent]Sélectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le détruire.\nDétruisez une zone en maintenant votre doigt appuyé pendant quelques secondes[] et en le déplaçant dans une direction.\nAppuyez sur le bouton coche pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
|
||||
tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des éléments directement à partir de blocs.\nPour faire cela, [accent]appuyez sur un bloc[] qui contient des ressources, puis [accent]appuyez sur une ressource[] dans son inventaire.\nPlusieurs ressources peuvent être retirées en [accent]appuyant pendant quelques secondes[].\n\n[accent]Retirez du cuivre du noyau.[]
|
||||
tutorial.deposit = Déposez des ressources dans des blocs en les faisant glisser de votre vaisseau vers le bloc de destination.\n\n[accent]Déposez le cuivre récupéré précédemment dans le noyau.[]
|
||||
tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues.[accent] Cliquez[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
|
||||
tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
|
||||
tutorial.launch = Une fois que vous aurez atteint une vague spécifique, vous aurez la possibilité de[accent] faire décoller le noyau[], abandonnant vos défenses mais [accent]sécurisant toutes les ressources stockées dans votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement.
|
||||
|
||||
item.copper.description = Le matériau structurel de base. Utilisé intensivement dans tout les blocs.
|
||||
item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et dans les blocs de trasports de liquides.
|
||||
item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et dans les blocs de transport de liquides.
|
||||
item.metaglass.description = Un composé de vitre super-résistant. Utilisé largement pour le transport et le stockage de liquides.
|
||||
item.graphite.description = Du carbone minéralisé, utilisé pour les munitions et l’isolation électrique.
|
||||
item.sand.description = Un matériau commun utilisé largement dans la fonte, à la fois dans l'alliage et comme un flux.
|
||||
@ -938,150 +987,150 @@ item.scrap.description = Restes de vieilles structures et unités. Contient des
|
||||
item.silicon.description = Un matériau semi-conducteur extrêmement utile, avec des utilisations dans les panneaux solaires et dans beaucoup d'autre composants électroniques complexes.
|
||||
item.plastanium.description = Un matériau léger et ductile utilisé dans l'aviation avancée et dans les munitions à fragmentation.
|
||||
item.phase-fabric.description = Une substance au poids quasiment inexistant utilisé pour l'électronique avancé et la technologie auto-réparatrice.
|
||||
item.surge-alloy.description = Un alliage avancé avec des propriétés électriques avancées.
|
||||
item.spore-pod.description = Une gousse de spores synthétiques, synthétisées à partir de concentrations atmosphériques à des fins industrielles. Utilisé pour la conversion en huile, explosifs et carburant.
|
||||
item.surge-alloy.description = Un alliage avancé avec des propriétés électriques uniques.
|
||||
item.spore-pod.description = Une gousse de spores synthétiques, synthétisées à partir de concentrations atmosphériques à des fins industrielles. Utilisé pour la conversion en pétrole, explosifs et carburant.
|
||||
item.blast-compound.description = Un composé volatile utilisé dans les bombes et les explosifs. Bien qu'il puisse être utilisé comme carburant, ce n'est pas conseillé.
|
||||
item.pyratite.description = Une substance extrêmement inflammable utilisée dans les armes incendiaires.
|
||||
liquid.water.description = Le liquide le plus utile. Couramment utilisé pour le refroidissement et le traitement des déchets.
|
||||
liquid.slag.description = Différents types de métaux en fusion mélangés. Peut être séparé en ses minéraux constitutifs ou tout simplement pulvérisé sur les unités ennemies.
|
||||
liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être brûlé, utilisé comme explosif ou comme liquide de refroidissement.
|
||||
liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être transformé en charbon ou pulvérisé sur les ennemis puis enflammé.
|
||||
liquid.cryofluid.description = Un liquide inerte, non corrosif, créé à partir d’eau et de titane. A une capacité d'absorption de chaleur extrêmement élevée. Utilisé intensivement comme liquide de refroidissement.
|
||||
mech.alpha-mech.description = Le mécha standard. Est basé sur une unité Poignard, avec une armure améliorée et des capacités de construction. Inflige plus de dégâts qu'un vaisseau Dard.
|
||||
mech.delta-mech.description = Un mécha rapide, avec une armure légère, concu pour les attaques de frappe. Il inflige, par contre, peu de dégâts aux structures. Néanmoins il peut tuer de grand groupes d'ennemis très rapidement avec ses arcs électriques.
|
||||
mech.delta-mech.description = Un mécha rapide, avec une armure légère, conçu pour les attaques de frappe. Il inflige, par contre, peu de dégâts aux structures. Néanmoins il peut tuer de grand groupes d'ennemis très rapidement avec ses arcs électriques.
|
||||
mech.tau-mech.description = Un mécha de support. Soigne les blocs alliés en tirant dessus. Il peut aussi éteindre les feux et soigner ses alliés en zone avec sa compétence.
|
||||
mech.omega-mech.description = Un mécha cuirassé et large fait pour les assauts frontaux. Sa compétence lui permet de bloquer 90% des dégâts.
|
||||
mech.dart-ship.description = Le vaisseau standard. Raisonnablement rapide et léger. Il a néanmoins peu d'attaque et une faible vitesse de minage.
|
||||
mech.javelin-ship.description = Un vaisseau de frappe qui, bien que lent au départ, peut accélerer pour atteindre de très grandes vitesses et voler jusqu'aux avant-postes ennemis, faisant d'énormes dégâts avec ses arc électriques obtenus à vitesse maximum et ses missiles.
|
||||
mech.trident-ship.description = Un bombardier lourd, concu pour la construction et pour la destruction des fortifications ennemies. Assez bien blindé.
|
||||
mech.glaive-ship.description = Un grand vaisseau de combat cuirassé. Equipé avec un fusil automatique à munitions incendiaires. Est très maniable.
|
||||
mech.javelin-ship.description = Un vaisseau de frappe éclair qui, bien que lent au départ, peut accélérer pour atteindre de très grandes vitesses et voler jusqu'aux avant-postes ennemis, faisant d'énormes dégâts avec ses arc électriques obtenus à vitesse maximum et ses missiles.
|
||||
mech.trident-ship.description = Un bombardier lourd, conçu pour la construction et pour la destruction des fortifications ennemies. Assez bien blindé.
|
||||
mech.glaive-ship.description = Un grand vaisseau de combat cuirassé. Équipé avec un fusil automatique à munitions incendiaires. Est très maniable.
|
||||
unit.draug.description = Un drone de minage primitif pas cher à produire. Sacrifiable. Mine automatiquement le cuivre et le plomb dans les environs. Fournit les ressources minées au noyau le plus proche.
|
||||
unit.spirit.description = Un drone Draug modifié, conçu pour réparer au lieu d’exploiter. Répare automatiquement tous les blocs endommagés dans la zone.
|
||||
unit.phantom.description = Une unité de drone avancée qui vous suit et vous aide à la construction de blocs.
|
||||
unit.dagger.description = L'unité de sol de base. Coute pas cher à produire. Est écrasant lorsqu'il est utilisé en essaims.
|
||||
unit.crawler.description = Une unité de sol composée d’un cadre dépouillé sur lequel sont fixés des explosifs puissants. Pas particulièrement durable. Explose au contact des ennemis.
|
||||
unit.titan.description = Une unité terrestre avancée et blindée. Attaque les cibles aériennes et terrestres. Equipé de deux lance-flammes miniatures de type Brûleur.
|
||||
unit.fortress.description = Une unité d'artillerie lourde. Equipé de deux canons de type Grêle modifiés pour l'assaut à longue portée contre les structures et les unités ennemies.
|
||||
unit.dagger.description = L'unité terrestre de base. Coûte peu cher à produire. Implacable lorsqu'il est utilisé en essaims.
|
||||
unit.crawler.description = Une unité terrestre composée d’un cadre dépouillé sur lequel sont fixés des explosifs puissants. Pas particulièrement durable. Explose au contact des ennemis.
|
||||
unit.titan.description = Une unité terrestre avancée et blindée. Attaque les cibles aériennes et terrestres. Équipé de deux lance-flammes miniatures de type Brûleur.
|
||||
unit.fortress.description = Une unité d'artillerie lourde. Équipé de deux canons de type Grêle modifiés pour l'assaut à longue portée contre les structures et les unités ennemies.
|
||||
unit.eruptor.description = Une unité lourde conçue pour détruire les structures. Tire un flot de scories sur les fortifications ennemies, les faisant fondre et brûler.
|
||||
unit.wraith.description = Une unité d'interception rapide et de frappe. Cible les générateurs d'énergie.
|
||||
unit.ghoul.description = Un bombardier lourd de saturation. Déchire a travert les structures ennemies, ciblant les infrastructures critiques.
|
||||
unit.revenant.description = Un arsenal de missiles lourd et planant.
|
||||
unit.wraith.description = Une unité d'interception rapide de harcelement. Cible les générateurs d'énergie.
|
||||
unit.ghoul.description = Un bombardier lourd de barrage. Fend a travers les lignes ennemies, ciblant les infrastructures critiques.
|
||||
unit.revenant.description = Une plateforme aérienne lançant des missiles lourds.
|
||||
block.message.description = Enregistre un message. Utilisé pour la communication entre alliés.
|
||||
block.graphite-press.description = Compresse des morceaux de charbon en feuilles de graphite pur.
|
||||
block.multi-press.description = Une version améliorée de la presse à graphite. Utilise de l'eau et de l'électricité pour traiter le charbon rapidement et efficacement.
|
||||
block.silicon-smelter.description = Réduit le sable avec du charbon pur. Produit du silicone.
|
||||
block.kiln.description = Fait fondre le sable et le plomb en verre trempé. Nécessite de petites quantités d'énergie.
|
||||
block.plastanium-compressor.description = Produit du plastanium à partir d'huile et de titane.
|
||||
block.plastanium-compressor.description = Produit du plastanium à partir de pétrole et de titane.
|
||||
block.phase-weaver.description = Produit du tissu phasé à partir de thorium et de grandes quantités de sable. Nécessite des quantités massives d'énergie pour fonctionner.
|
||||
block.alloy-smelter.description = Produit un alliage superchargé à l'aide de titane, de plomb, de silicone et de cuivre.
|
||||
block.cryofluidmixer.description = Mélange de l’eau et de la fine poudre de titane pour former du liquide cryogénique. Indispensable pour l'utilisation du réacteur au thorium.
|
||||
block.blast-mixer.description = Écrase et mélange les amas de spores avec de la pyratite pour produire un mélange explosif.
|
||||
block.pyratite-mixer.description = Mélange le charbon, le plomb et le sable en pyratite hautement inflammable.
|
||||
block.melter.description = Fait fondre la ferraille en scories pour un traitement ultérieur ou une utilisation dans des tourelles Vague.
|
||||
block.separator.description = Expose la pierre à de l'eau sous pression afin d'obtenir différents minéraux contenus dans la pierre.
|
||||
block.spore-press.description = Compresses spore pods into oil.
|
||||
block.pulverizer.description = Écrase la pierre pour en faire du sable. Utile quand il y a un manque de sable naturel.
|
||||
block.coal-centrifuge.description = Solidifes oil into chunks of coal.
|
||||
block.incinerator.description = Permet de se débarasser de n'importe quel objet ou liquide en exces .
|
||||
block.separator.description = Expose la scorie à de l'eau sous pression afin d'obtenir différents minéraux qu'elle contient.
|
||||
block.spore-press.description = Compresse les glandes de spore sous une pression extrême pour synthétiser du pétrole.
|
||||
block.pulverizer.description = Écrase la ferraille pour en faire du sable. Utile quand il y a un manque de sable naturel.
|
||||
block.coal-centrifuge.description = Solidifie le pétrole en blocs de charbon.
|
||||
block.incinerator.description = Permet de se débarrasser de n'importe quel objet ou liquide en excès.
|
||||
block.power-void.description = Supprime toute l'énergie allant à l'intérieur. Bac à sable uniquement
|
||||
block.power-source.description = Produit de l'énergie à l'infini. Bac à sable uniquement.
|
||||
block.item-source.description = Produit des objets à l'infini. Bac à sable uniquement .
|
||||
block.item-void.description = Désintègre n'importe quel objet qui va à l'intérieur sans utiliser d'énergie. Bac à sable uniquement.
|
||||
block.liquid-source.description = Source de liquide infinie . Bac à sable uniquement.
|
||||
block.copper-wall.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.
|
||||
block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.\nFait du 2 sur 2.
|
||||
block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies.
|
||||
block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles.
|
||||
block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.\n2 x 2.
|
||||
block.titanium-wall.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis.
|
||||
block.titanium-wall-large.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis.\nCouvre plusieurs cases.
|
||||
block.thorium-wall.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.
|
||||
block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.\nFait du 2 sur 2.
|
||||
block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.\nCouvre plusieurs cases.
|
||||
block.phase-wall.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.
|
||||
block.phase-wall-large.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.\nFait du 2 sur 2.
|
||||
block.phase-wall-large.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.\n2 x 2.
|
||||
block.surge-wall.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .
|
||||
block.surge-wall-large.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .\nFait du 2 sur 2.
|
||||
block.surge-wall-large.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .\n2 x 2.
|
||||
block.door.description = Une petite porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.
|
||||
block.door-large.description = Une large porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.\nFait du 2 sur 2.
|
||||
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
|
||||
block.mend-projector.description = Soigne périodiquement les batiments autour de lui.
|
||||
block.overdrive-projector.description = Accélère les batiments autour de lui, notamment les foreuses et les convoyeurs.
|
||||
block.force-projector.description = Crée un champ de force hexagonal autour de lui qui protège les batiments et les unités à l'intérieur de prendre des dégâts à cause des balles.
|
||||
block.shock-mine.description = Blesse les ennemis qui marchent dessus. Quasiment invisble pour l'ennemi.
|
||||
block.conveyor.description = Convoyeur basique servant à transporter des objets. Les objets déplacés en avant sont automatiquement déposés dans les tourelles ou les batiments. Peut être tourné.
|
||||
block.door-large.description = Une large porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.\n2 x 2.
|
||||
block.mender.description = Soigne périodiquement les bâtiments autour de lui. Permet de garder les défenses en bon état entre les vagues ennemies.\nPeut utiliser de la Silice pour booster la portée et l'efficacié.
|
||||
block.mend-projector.description = Une version améliorée du Réparateur. Soigne périodiquement les bâtiments autour de lui.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié.
|
||||
block.overdrive-projector.description = Accélère les bâtiments autour de lui, notamment les foreuses et les convoyeurs.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié.
|
||||
block.force-projector.description = Crée un champ de force hexagonal autour de lui qui protège les bâtiments et les unités à l'intérieur des dégâts.\nSurchauffe si trop de dégâts sont reçus. Peut utiliser du liquide réfrigérant pour éviter la surchauffe. Peut utiliser du tissu phasé pour booster la taille du bouclier.
|
||||
block.shock-mine.description = Blesse les ennemis qui marchent dessus. Quasiment invisible pour l'ennemi.
|
||||
block.conveyor.description = Convoyeur basique servant à transporter des objets. Les objets déplacés en avant sont automatiquement déposés dans les tourelles ou les bâtiments. Peut être tourné.
|
||||
block.titanium-conveyor.description = Convoyeur avancé . Déplace les objets plus rapidement que les convoyeurs standards.
|
||||
block.junction.description = Agit comme un pont pour deux ligne de convoyeurs se croisant. Utile lorsque deux différents convoyeurs déplacent différents matériaux à différents endroits.
|
||||
block.bridge-conveyor.description = bloc de transport avancé permettant de traverser jusqu'à 3 blocs de n'importe quel terrain ou batiment.
|
||||
block.phase-conveyor.description = convoyeur très avancé . Utilise de l'énergie pour téléporter des objets à un convoyeur phasé connecté jusqu'à une longue distance .
|
||||
block.sorter.description = Trie les articles. Si un article rcorrespond à la sélection, il peut passer. Autrement, l'article est distribué vers la gauche ou la droite.
|
||||
block.junction.description = Agit comme un pont pour deux lignes de convoyeurs se croisant. Utile lorsque deux différents convoyeurs déplacent différents matériaux à différents endroits.
|
||||
block.bridge-conveyor.description = bloc de transport avancé permettant de traverser jusqu'à 3 blocs de n'importe quel terrain ou bâtiment.
|
||||
block.phase-conveyor.description = convoyeur très avancé. Utilise de l'énergie pour téléporter des objets à un convoyeur phasé connecté jusqu'à une longue distance .
|
||||
block.sorter.description = Trie les articles. Si un article correspond à la sélection, il peut passer. Autrement, l'article est distribué vers la gauche ou la droite.
|
||||
block.router.description = Accepte les objets depuis une ou plus directions et le renvoie dans n'importe quelle direction. Utile pour séparer une chaîne de convoyeurs en plusieurs.[accent]Le seul et l'Unique[]
|
||||
block.distributor.description = Un routeur avancé qui sépare les objets jusqu'à 7 autres directions équitablement.
|
||||
block.overflow-gate.description = C'est la combinaison entre un Routeur et un Diviseur qui peut seulement distribuer à gauche et à droite si le chemin de devant est bloqué.
|
||||
block.mass-driver.description = Batiment de transport d'objet [accent]ultime[]. Collecte un grand nombre d'objets puis les tire à un autre transporteur de masse sur une très longue distance.
|
||||
block.mass-driver.description = bâtiment de transport d'objet [accent]ultime[]. Collecte un grand nombre d'objets puis les tire à un autre transporteur de masse sur une très longue distance.
|
||||
block.mechanical-pump.description = Une pompe de faible prix pompant lentement, mais ne consomme pas d'énergie.
|
||||
block.rotary-pump.description = Une pompe avancée qui double sa vitesse en utilisant de l'énergie.
|
||||
block.thermal-pump.description = La pompe ultime. Trois fois plus rapide qu'une pompe mécanique et la seule pompe capable de récupérer de la lave.
|
||||
block.rotary-pump.description = Une pompe avancée plus rapide mais utilisant de l'énergie.
|
||||
block.thermal-pump.description = La pompe ultime. Beaucoup plus rapide qu'une pompe mécanique et la seule pompe capable de récupérer de la lave.
|
||||
block.conduit.description = Tuyau basique permettant le transport de liquide . Marche comme un convoyeur mais avec les liquides. Utile si utilisé avec des extracteurs, des pompes ou d'autres conduits.
|
||||
block.pulse-conduit.description = Tuyau avancé permettant le transport de liquide . Transporte les liquides plus rapidement et en stocke plus que les tuyaux standards.
|
||||
block.liquid-router.description = Accepte les liquide en une direction et les rejete de tout les côtés équitablement. Peut aussi stocker une certaine quantité de liquide. Utile pour envoyer un liquide à plusieurs endroits.
|
||||
block.liquid-tank.description = Stocke une grande quantité de liquides . Utile pour réguler la sortie quand la demande est inconstante ou comme sécurité pour refroidir des batiments important.
|
||||
block.liquid-router.description = Accepte les liquides en une direction et les rejette de tous les côtés équitablement. Peut aussi stocker une certaine quantité de liquide. Utile pour envoyer un liquide à plusieurs endroits.
|
||||
block.liquid-tank.description = Stocke une grande quantité de liquides . Utile pour réguler la sortie quand la demande est inconstante ou comme sécurité pour refroidir des bâtiments important.
|
||||
block.liquid-junction.description = Agit comme une intersection pour deux conduits se croisant.Utile si deux conduits amènent différents liquides à différents endroits.
|
||||
block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet le transport de liquides jusqu'à 3 blocs de n'importe quel terrain ou batiment .
|
||||
block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet le transport de liquides jusqu'à 3 blocs de n'importe quel terrain ou bâtiment .
|
||||
block.phase-conduit.description = Tuyau très avancé permettant le transport de liquide. Utilise de l'énergie pour téléporter les liquides à un autre tuyau phasé sur une longue distance.
|
||||
block.power-node.description = Transmet l'énergie aux transmetteurs énergétiques connectés . Jusqu'à quatre sources d'énergie, consommateurs ou transmetteurs peuvent être connectés. Le transmetteur recevra de l'énergie ou le transmettra à n'importe quel batiment adjacent.
|
||||
block.power-node-large.description = Possède un rayon plus grand que le transmetteur énergétique standard et jusqu'à six sources d'énergie, consommateurs ou transmetteurs peuvent être connectés.
|
||||
block.surge-tower.description = An extremely long-range power node with fewer available connections.
|
||||
block.battery.description = Stocke l'énergie quand elle est en abondance et le distribue si il y a trop peu d'énergie tant qu'il lui reste de l'énergie.
|
||||
block.power-node.description = Transmet l'énergie aux transmetteurs énergétiques connectés. Le transmetteur recevra de l'énergie ou la transmettra à n'importe quel bâtiment adjacent.
|
||||
block.power-node-large.description = Possède un rayon plus grand que le transmetteur énergétique standard, connectant d'autant plus de consommateurs ou transmetteurs d'énergie.
|
||||
block.surge-tower.description = Un transmetteur énergétique de très grande portée mais avec moins de connections disponibles.
|
||||
block.battery.description = Stocke l'énergie quand elle est en abondance et la redistribue si il y a un deficit d'énergie dans la limite des réserves disponibles.
|
||||
block.battery-large.description = Stocke bien plus d'énergie qu'une batterie normale.
|
||||
block.combustion-generator.description = Génère de l'énergie en brûlant du pétrole ou des matériaux inflammables.
|
||||
block.thermal-generator.description = Génère une grande quantité d'énergie à partir de lave .
|
||||
block.combustion-generator.description = Génère de l'énergie en brûlant du charbon ou des matériaux inflammables.
|
||||
block.thermal-generator.description = Génère une grande quantité d'énergie à partir de zone de chaleur .
|
||||
block.turbine-generator.description = Plus efficace qu'un générateur à combustion, mais requiert de l'eau .
|
||||
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
|
||||
block.differential-generator.description = Génère de grande quantité d'energie. Utilise différence de temperature entre le liquide cryogénique et la pyratite brûlante.
|
||||
block.rtg-generator.description = Un générateur thermo-électrique à radioisotope qui ne demande pas de refroidissement mais produit moins d'énergie qu'un réacteur à Thorium.
|
||||
block.solar-panel.description = Génère une faible quantité d'énergie .
|
||||
block.solar-panel-large.description = Génère bien plus d'énergie qu'un panneau solaire standard, Mais est aussi bien plus cher à construire.
|
||||
block.solar-panel.description = Génère une faible quantité d'énergie grace au rayons du soleil.
|
||||
block.solar-panel-large.description = Génère bien plus d'énergie qu'un panneau solaire standard, mais est aussi bien plus cher à construire.
|
||||
block.thorium-reactor.description = Génère énormément d'énergie à l'aide de la radioactivité du thorium. Requiert néanmoins un refroidissement constant. Explosera violemment en cas de surchauffe.
|
||||
block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
|
||||
block.impact-reactor.description = Un générateur avancé, capable de produire une quantité d'énergie gigantesque lorsqu'il atteint son efficacité maximale. Nécessite une quantité significative d'énergie pour lancer le générateur.
|
||||
block.mechanical-drill.description = Une foreuse de faible coût. Si elle est placée sur à un endroit approprié, produit des matériaux lentement à l'infini.
|
||||
block.pneumatic-drill.description = Une foreuse amélioré plus rapide et capable de forer des matériaux plus dur grâce à l'usage de vérins à air comprimé.
|
||||
block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, cela demande néanmoins de l'énergie . Additionnellement, le thorium, un matériau radioactif, peut-être récupéré avec cette foreuse.
|
||||
block.blast-drill.description = La Foreuse ultime . Demande une grande quantité d'énergie .
|
||||
block.pneumatic-drill.description = Une foreuse améliorée plus rapide et capable de forer des matériaux plus dur comme le titane grâce à l'usage de vérins à air comprimé.
|
||||
block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, mais requiert de l'énergie . Permet de miner le Thorium, un matériau radioactif.
|
||||
block.blast-drill.description = La Foreuse ultime . Demande une grande quantité d'énergie.
|
||||
block.water-extractor.description = Extrait l'eau des nappes phréatiques. Utile quand il n'y a pas d'eau à proximité.
|
||||
block.cultivator.description = Cultive le sol avec de l'eau afin d'obtenir de la biomasse.
|
||||
block.oil-extractor.description = Utilise une grande quantité d'énergie afin d'extraire du pétrole du sable . Utile quand il n'y a pas de lacs de pétrole à proximité.
|
||||
block.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen.
|
||||
block.core-shard.description = La première version du noyau. Une fois détruite tout contact avec la région est perdu. Ne laissez pas cela se produire.
|
||||
block.core-foundation.description = La deuxième version du noyau. Meilleur blindage. Stocke plus de ressources.
|
||||
block.core-nucleus.description = La troisième et dernière iteraction de la capsule centrale. Extrêmement bien blindée. Stocke des quantités massive de ressources.
|
||||
block.core-nucleus.description = La troisième et dernière iteration du noyau. Extrêmement bien blindée. Stocke des quantités importante de ressources.
|
||||
block.vault.description = Stocke un grand nombre d'objets. Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le coffre-fort.
|
||||
block.container.description = Stocke un petit nombre d'objet . Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le conteneur.
|
||||
block.unloader.description = Décharge des objets depuis des conteneurs, coffres-forts ou de la base sur un convoyeur ou directement dans un bloc adjacent . Le type d'objet peut être changé en appuyant sur le déchargeur.
|
||||
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
||||
block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently.
|
||||
block.container.description = Stocke un petit nombre d'objet. Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le conteneur.
|
||||
block.unloader.description = Décharge des objets depuis des conteneurs, coffres-forts ou de la base sur un convoyeur ou directement dans un bloc adjacent. Le type d'objet peut être changé en appuyant sur le déchargeur.
|
||||
block.launch-pad.description = Permet de transférer des ressources sans attendre le lancement du noyau.
|
||||
block.launch-pad-large.description = Une version améliorée de la plateforme de lancement. Stocke plus de ressources et les envoies plus fréquemment.
|
||||
block.duo.description = Une petite tourelle avec un coût faible.
|
||||
block.scatter.description = Une tourrelle anti-aérien de taille moyenne. Sprays clumps of lead or scrap flak at enemy units.
|
||||
block.scatter.description = Une tourelle anti-aérien de taille moyenne. Asperge les ennemis de débris de plomb ou de ferraille.
|
||||
block.scorch.description = Brûle les ennemis au sol proche de lui. Très efficace a courte portée.
|
||||
block.hail.description = Une petite tourelle d'artillerie.
|
||||
block.wave.description = Une tourelle de taille moyenne tirant rapidement des bulles de liquide.
|
||||
block.wave.description = Une tourelle de taille moyenne tirant rapidement des bulles de liquide. Peut éteindre les incendies à portée si de l'eau est disponible.
|
||||
block.lancer.description = Une tourelle de taille moyenne tirant des rayons chargés en électricité.
|
||||
block.arc.description = Une petite tourelle tirant des arcs électrques vers les ennemis.
|
||||
block.swarmer.description = Une tourelle de taille moyenne qui tire des missiles qui se dispersent.
|
||||
block.arc.description = Une petite tourelle tirant des arcs électriques vers les ennemis.
|
||||
block.swarmer.description = Une tourelle de taille moyenne attaquant les ennemis terrestres et aériens à l'aide de missiles autoguidés.
|
||||
block.salvo.description = Une tourelle de taille moyenne qui tire par salves.
|
||||
block.fuse.description = Une grande tourelle qui tire de puissants rayons lasers avec une faible portée.
|
||||
block.ripple.description = Une grande tourelle d'artillerie qui tire plusieurs tirs simultanément.
|
||||
block.cyclone.description = Une grande tourelle tirant rapidement ... très rapidement.
|
||||
block.spectre.description = Une grande tourelle qui tire deux puissantes balles simultanément.
|
||||
block.cyclone.description = Une grande tourelle tirant rapidement... très rapidement.
|
||||
block.spectre.description = Une grande tourelle qui tire deux puissantes balles perce-blindage simultanément.
|
||||
block.meltdown.description = Une grande tourelle tirant de puissants rayons lasers avec une grande portée.
|
||||
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
|
||||
block.command-center.description = Permet de donner des ordres aux unités alliées sur la carte.\nIndique aux unités de se rallier, d'attaquer un noyau ennemi ou de battre en retraite vers le noyau/l'usine. En l'absence de noyau adverse, les unités patrouilleront par défaut autour de la commande d'attaque.
|
||||
block.draug-factory.description = Produit des drones Draug mineurs.
|
||||
block.spirit-factory.description = Produit des petits drones qui réparent les batiments et minent des matériaux.
|
||||
block.spirit-factory.description = Produit des petits drones qui réparent les bâtiments et minent des matériaux.
|
||||
block.phantom-factory.description = Produit des drones avancés qui sont bien plus efficaces que les drones spirituels.
|
||||
block.wraith-factory.description = Produit des intercepteurs rapides qui harcèlent l'ennemi.
|
||||
block.ghoul-factory.description = Produit des bombardiers lourds.
|
||||
block.revenant-factory.description = Produit des unités terrestres lourdes avec des lasers.
|
||||
block.dagger-factory.description = Produit des unités terrestres basiques.
|
||||
block.crawler-factory.description = Produit des unités d'essaims autodestructeurs rapides.
|
||||
block.crawler-factory.description = Produit des unités d'essaims autodestructeurs rapides.
|
||||
block.titan-factory.description = Produit des unités terrestres avancées et cuirassées.
|
||||
block.fortress-factory.description = Produit des unités terrestres d'artillerie lourde .
|
||||
block.fortress-factory.description = Produit des unités terrestres d'artillerie lourde.
|
||||
block.repair-point.description = Soigne en continu l'unité blessée la plus proche tant qu'elle est à sa portée.
|
||||
block.dart-mech-pad.description = Fournit la transformation en un mécha d'attaque de base .\nUse by tapping while standing on it.
|
||||
block.dart-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha d'attaque de base .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
|
||||
block.delta-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha rapide mais peu résistant fait pour les stratégies de harcèlement.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
|
||||
block.tau-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha de support qui peut soigner les batiments et unités alliées.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
|
||||
block.tau-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha de support qui peut soigner les bâtiments et unités alliées.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
|
||||
block.omega-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha cuirassé et large, fait pour les assauts frontaux .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
|
||||
block.javelin-ship-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un intercepteur rapide et puissant avec des armes électriques.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
|
||||
block.trident-ship-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un bombardier lourd raisonnablement cuirassé .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Plein écran
|
||||
setting.borderlesswindow.name = Fenêtre sans bordure[LIGHT_GRAY] (peut nécessiter un redémarrage)
|
||||
setting.fps.name = Afficher FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Afficher les rayons des lasers
|
||||
setting.pixelate.name = Pixélisé [LIGHT_GRAY](peut diminuer les performances)[]
|
||||
setting.minimap.name = Montrer la minimap
|
||||
setting.musicvol.name = Volume de la musique
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Envoyer des rapports d'incident anonymement.
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Opacité du tchat
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Afficher le tchat en jeu
|
||||
uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer cette échelle.\n[scarlet]Revenir et sortir en[accent] {0}[] réglages...
|
||||
uiscale.cancel = Annuler et quitter
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Layar Penuh
|
||||
setting.borderlesswindow.name = Jendela tak Berbatas[LIGHT_GRAY] (bisa membutuhkan restart)
|
||||
setting.fps.name = Tunjukkan FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Tunjukkan Laser
|
||||
setting.pixelate.name = Mode Pixel[LIGHT_GRAY] (menonaktifkan animasi)
|
||||
setting.minimap.name = Tunjukkan Peta kecil
|
||||
setting.musicvol.name = Volume Musik
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Laporkan Masalah
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Jelas-Beningnya Chat
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Tunjukkan Chat dalam Permainan
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
uiscale.cancel = Cancel & Exit
|
||||
|
@ -1,4 +1,4 @@
|
||||
credits.text = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](Nel caso non te ne sia accorto, la traduzione del gioco non è completa.\n Chi di dovere sta lavorando più velocemente possibile per completarla! Un aiutino non sarebbe male!)
|
||||
credits.text = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]
|
||||
credits = Crediti
|
||||
contributors = Traduttori e Contributori
|
||||
discord = Entra nel server discord di mindustry!
|
||||
@ -10,7 +10,7 @@ link.trello.description = Scheda ufficiale trello per funzionalità pianificate
|
||||
link.itch.io.description = pagina di itch.io con download per PC e versione web
|
||||
link.google-play.description = Elenco di Google Play Store
|
||||
link.wiki.description = wiki ufficiale di Mindustry
|
||||
linkfail = Impossibile aprire il link! L'URL è stato copiato nella tua bacheca.
|
||||
linkfail = Impossibile aprire il link! L'URL è stato copiato.
|
||||
screenshot = Screenshot salvato a {0}
|
||||
screenshot.invalid = Mappa troppo grossa, probabilmente non c'è abbastanza memoria libera.
|
||||
gameover = Il nucleo è stato distrutto.
|
||||
@ -25,7 +25,7 @@ stat.wave = Ondate sconfitte:[accent] {0}
|
||||
stat.enemiesDestroyed = Nemici distrutti:[accent] {0}
|
||||
stat.built = Costruzioni erette:[accent] {0}
|
||||
stat.destroyed = Costruzioni distrutte:[accent] {0}
|
||||
stat.deconstructed = Costruzioni smontate:[accent] {0}
|
||||
stat.deconstructed = Costruzioni smantellate:[accent] {0}
|
||||
stat.delivered = Riorse lanciate:
|
||||
stat.rank = Livello finale: [accent]{0}
|
||||
launcheditems = [accent]Oggetti lanciati
|
||||
@ -48,18 +48,18 @@ minimap = Minimappa
|
||||
close = Chiuso
|
||||
website = Website
|
||||
quit = Esci
|
||||
save.quit = Save & Quit
|
||||
save.quit = Salva ed esci
|
||||
maps = Mappe
|
||||
maps.browse = Browse Maps
|
||||
maps.browse = Consulta Mappe
|
||||
continue = Continua
|
||||
maps.none = [LIGHT_GRAY]Nessuna mappa trovata!
|
||||
invalid = Invalid
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
invalid = Invalido
|
||||
preparingconfig = Preparo la configurazione
|
||||
preparingcontent = Preparo il contenuto
|
||||
uploadingcontent = Carico il contenuto
|
||||
uploadingpreviewfile = Carico file di anteprima
|
||||
committingchanges = Applico le modifiche
|
||||
done = Fatto
|
||||
about.button = Info
|
||||
name = Nome:
|
||||
noname = Scegli un [accent] nome[] prima di unirti.
|
||||
@ -74,31 +74,31 @@ players = {0} giocatori online
|
||||
players.single = {0} giocatori online
|
||||
server.closing = [accent]Chiusura server ...
|
||||
server.kicked.kick = Sei stato cacciato dal server!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.whitelist = Non sei presente in questa whitelist.
|
||||
server.kicked.serverClose = Server chiuso.
|
||||
server.kicked.vote = You have been vote-kicked. Goodbye.
|
||||
server.kicked.vote = Sei stato cacciato su richiesta dei giocatori. Buona giornata.
|
||||
server.kicked.clientOutdated = Versione del client obsoleta! Aggiorna il tuo gioco!
|
||||
server.kicked.serverOutdated = Server obsoleto! Chiedi all'host di aggiornare!
|
||||
server.kicked.banned = Sei bannato da questo server.
|
||||
server.kicked.typeMismatch = This server is not compatible with your build type.
|
||||
server.kicked.playerLimit = This server is full. Wait for an empty slot.
|
||||
server.kicked.typeMismatch = Questo server non è comparibile con la tua build.
|
||||
server.kicked.playerLimit = Questo server è pieno. Attendi che si liberi un posto.
|
||||
server.kicked.recentKick = Sei stato cacciato di recente.\nAspetta prima di riconnetterti.
|
||||
server.kicked.nameInUse = C'è già qualcuno con il tuo nome\nsu questo server.
|
||||
server.kicked.nameInUse = C'è già qualcuno con il tuo nome su questo server.
|
||||
server.kicked.nameEmpty = Il tuo nome deve contenere almeno un carattere.
|
||||
server.kicked.idInUse = Sei già su questo server! Non è permesso connettersi con due account.
|
||||
server.kicked.customClient = Questo server non supporta le build personalizzate. Scarica la versione ufficiale dal sito.
|
||||
server.kicked.gameover = Game over!
|
||||
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
|
||||
host.info = Il pulsante [accent]hos [] ospita un server sulle porte [scarlet]6567[] e [scarlet]656.[] Chiunque sulla stessa [LIGHT_GRAY]connessione wifi o rete locale[] dovrebbe essere in grado di vedere il proprio server nel proprio elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall.
|
||||
host.info = Il pulsante [accent]host [] ospita un server sulla porte [scarlet]6567[].[] Chiunque sulla stessa [LIGHT_GRAY]connessione wifi o rete locale[] dovrebbe essere in grado di vedere il proprio server nel proprio elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall.
|
||||
join.info = Qui è possibile inserire un [accent]IP del server[] a cui connettersi, o scoprire [accent]un server sulla rete locale[] disponibile.\n Sono supportati sia il multiplayer LAN che WAN. \n\n[LIGHT_GRAY]Nota: non esiste un elenco di server globali automatici; se si desidera connettersi a qualcuno tramite IP, è necessario chiedere all'host il proprio IP.
|
||||
hostserver = Host Server
|
||||
invitefriends = Invite Friends
|
||||
hostserver.mobile = Host\nServer
|
||||
hostserver = Ospita Server
|
||||
invitefriends = Invita amici
|
||||
hostserver.mobile = Ospita\nServer
|
||||
host = Host
|
||||
hosting = [accent] Apertura del server ...
|
||||
hosts.refresh = Aggiorna
|
||||
hosts.discovering = Ricerca partite LAN
|
||||
hosts.discovering.any = Discovering games
|
||||
hosts.discovering.any = Ricerca partite
|
||||
server.refreshing = Aggiornamento del server
|
||||
hosts.none = [lightgray]Nessuna partita LAN trovata!
|
||||
host.invalid = [scarlet]Impossibile connettersi all'host.
|
||||
@ -122,7 +122,7 @@ server.version = [lightgray]Versione: {0}
|
||||
server.custombuild = [yellow] Costruzione personalizzata
|
||||
confirmban = Sei sicuro di voler bandire questo giocatore?
|
||||
confirmkick = Sei sicuro di voler espellere questo giocatore?
|
||||
confirmvotekick = Are you sure you want to vote-kick this player?
|
||||
confirmvotekick = Sei sicuro di voler votare per l'espulsione di questo giocatore?
|
||||
confirmunban = Sei sicuro di voler riammettere questo giocatore?
|
||||
confirmadmin = Sei sicuro di voler rendere questo giocatore un amministratore?
|
||||
confirmunadmin = Sei sicuro di voler rimuovere lo stato di amministratore da questo giocatore?
|
||||
@ -133,7 +133,7 @@ disconnect.error = Connection error.
|
||||
disconnect.closed = Connection closed.
|
||||
disconnect.timeout = Timed out.
|
||||
disconnect.data = Il mondo non si vuole caricare, mi dispiace!
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
cantconnect = Impossibile unirsi al server ([accent]{0}[]).
|
||||
connecting = [accent]Connessione in corso ...
|
||||
connecting.data = [accent]Caricamento dei dati del mondo ...
|
||||
server.port = Porta:
|
||||
@ -145,7 +145,7 @@ save.new = Nuovo Salvataggio
|
||||
save.overwrite = Sei sicuro di voler sovrascrivere questo salvataggio?
|
||||
overwrite = Sovrascrivi
|
||||
save.none = Nessun salvataggio trovato!
|
||||
saveload = [Accent]Salvataggio ...
|
||||
saveload = [accent]Salvataggio ...
|
||||
savefail = [crimson]Salvataggio del gioco NON riuscito!
|
||||
save.delete.confirm = Sei sicuro di voler eliminare questo salvataggio?
|
||||
save.delete = Elimina
|
||||
@ -159,7 +159,7 @@ save.rename = Rinomina
|
||||
save.rename.text = Nuovo nome:
|
||||
selectslot = Seleziona un salvataggio.
|
||||
slot = [accent]Slot {0}
|
||||
editmessage = Edit Message
|
||||
editmessage = Modifica messaggio
|
||||
save.corrupted = [orang]Salvataggio corrotto o non valido!
|
||||
empty = <Vuoto>
|
||||
on = On
|
||||
@ -173,7 +173,7 @@ save.playtime = Tempo di gioco: {0}
|
||||
warning = Attenzione
|
||||
confirm = Conferma
|
||||
delete = Elimina
|
||||
view.workshop = View In Workshop
|
||||
view.workshop = Vedi nel Workshop
|
||||
ok = OK
|
||||
open = Apri
|
||||
customize = Personalizza
|
||||
@ -183,17 +183,17 @@ copylink = Copia link
|
||||
back = Indietro
|
||||
data.export = Esporta Salvataggio
|
||||
data.import = Importa Salvataggio
|
||||
data.exported = Data exported.
|
||||
data.invalid = This isn't valid game data.
|
||||
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
||||
data.exported = Dati esportati.
|
||||
data.invalid = Questi non sono dati di gioco validi.
|
||||
data.import.confirm = Importare dati di gioco esterni eliminerà[scarlet] tutti[] i tuoi progressi attuali.\n[accent]L'operazione è irreversibile![]\n\nUna volta importati i dati, il gioco si chiuderà immediatamente.
|
||||
classic.export = Esporta dati classici
|
||||
classic.export.text = [accent]Mindustry[] ha appena rilasciato un aggiornamento importante.\nSalvataggio Classic (v3.5 build 40) o dati delle mappe è stato ritrovato. Vorresti esportare questi salvatagggi sul tuo telefono per usarli nella Mindustry Classic app?
|
||||
quit.confirm = Sei sicuro di voler uscire?
|
||||
quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può essere ripetuto in[accent] Impostazioni->Gioco->Ripeti il tutorial.[]
|
||||
quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può essere ripetuto in[accent] Gioca > Tutorial.[]
|
||||
loading = [accent]Caricamento in corso ...
|
||||
saving = [accent]Salvando ...
|
||||
wave = [accent]Ondata {0}
|
||||
wave.waiting = Ondata tra {0}
|
||||
wave.waiting = [LIGHT_GRAY]Ondata tra {0}
|
||||
wave.waveInProgress = [LIGHT_GRAY]Ondata in corso...
|
||||
waiting = In attesa...
|
||||
waiting.players = Aspettando giocatori...
|
||||
@ -210,11 +210,11 @@ map.nospawn = Questa mappa non possiede un nucleo in cui spawnare! Aggiungine un
|
||||
map.nospawn.pvp = Questa mappa non ha un nucleo nemico! Aggiungi un [SCARLET]nucleo rosso[] nell'editor per poter giocare.
|
||||
map.nospawn.attack = Questa mappa non ha un nucleo nemico! Aggiungi un [SCARLET]nucleo rosso[] nell'editor per poter giocare.
|
||||
map.invalid = Errore nel caricamento della mappa: file mappa corrotto o non valido.
|
||||
map.publish.error = Error publishing map: {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!
|
||||
map.publish.error = Errore durante la pubblicazione della mappa:\n{0}
|
||||
map.publish.confirm = Vuoi pubblicare questa mappa?\n\n[lightgray]Assicurati di aver accettato il Workshop EULA, o le tue mappe non saranno visibili!
|
||||
eula = Steam EULA
|
||||
map.publish = Map published.
|
||||
map.publishing = [accent]Publishing map...
|
||||
map.publish = Mappa pubblicata.
|
||||
map.publishing = [accent]Pubblico la mappa...
|
||||
editor.brush = Pennello
|
||||
editor.openin = Apri nell'editor
|
||||
editor.oregen = Generazione dei minerali
|
||||
@ -222,12 +222,12 @@ editor.oregen.info = Generazione dei minerali:
|
||||
editor.mapinfo = Informazioni mappa
|
||||
editor.author = Autore:
|
||||
editor.description = Descrizione:
|
||||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||||
editor.nodescription = Una mappa deve avere una descrizione di almeno 4 caratteri per poter essere pubblicata.
|
||||
editor.waves = Ondate:
|
||||
editor.rules = Regole:
|
||||
editor.generation = Generazione:
|
||||
editor.ingame = Modifica in gioco
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
editor.publish.workshop = Pubblica sul Workshop
|
||||
editor.newmap = Nuova mappa
|
||||
workshop = Workshop
|
||||
waves.title = Ondate
|
||||
@ -246,7 +246,7 @@ waves.invalid = Onde dagli appunti non valide.
|
||||
waves.copied = Onde copiate.
|
||||
waves.none = Nessun nemico definiti.\n Nota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita.
|
||||
editor.default = [LIGHT_GRAY]<Predefinito>
|
||||
details = Details...
|
||||
details = Dettagli...
|
||||
edit = Modifica...
|
||||
editor.name = Nome:
|
||||
editor.spawn = Piazza un'unità
|
||||
@ -256,7 +256,7 @@ editor.errorload = Errore nel caricamento di:\n[accent]{0}
|
||||
editor.errorsave = Errore nel salvataggio di:\n[accent]{0}
|
||||
editor.errorimage = Quella è un'immagine, non una mappa. Non cambiare estensioni sperando che funzioni.\n\n Se vuoi importare una mappa vecchia clicca su "importa una mappa vecchia" nell'editor.
|
||||
editor.errorlegacy = La mappa è troppo vecchia ed usa un formato che non è più supportato.
|
||||
editor.errornot = This is not a map file.
|
||||
editor.errornot = Questo file non è una mappa.
|
||||
editor.errorheader = Questo file della mappa è invalido o corrotto.
|
||||
editor.errorname = Questa mappa è senza nome.
|
||||
editor.update = Aggiorna
|
||||
@ -280,16 +280,16 @@ editor.importimage.description = Importa immagine esterna terreno
|
||||
editor.export = Esportazione...
|
||||
editor.exportfile = Esporta file
|
||||
editor.exportfile.description = Esporta file mappa
|
||||
editor.exportimage = Esporta immagine terreno
|
||||
editor.exportimage = Esporta immagine
|
||||
editor.exportimage.description = Esporta file immagine mappa
|
||||
editor.loadimage = Carica\nimmagine
|
||||
editor.saveimage = Salva\nImmagine
|
||||
editor.unsaved = [scarlet]Hai modifiche non salvate![]\nSei sicuro di voler uscire?
|
||||
editor.resizemap = Ridimensiona la mappa
|
||||
editor.mapname = Nome Mappa:
|
||||
editor.overwrite = [Accent]Attenzione!\nQuesto sovrascrive una mappa esistente.
|
||||
editor.overwrite = [accent]Attenzione!\nQuesto sovrascrive una mappa esistente.
|
||||
editor.overwrite.confirm = [scarlet]Attenzione![] Una mappa con questo nome esiste già. Sei sicuro di volerla sovrascrivere?
|
||||
editor.exists = A map with this name already exists.
|
||||
editor.exists = Esiste già una mappa con questo nome.
|
||||
editor.selectmap = Seleziona una mappa da caricare:
|
||||
toolmode.replace = Rimpiazzare
|
||||
toolmode.replace.description = Disegna solo su blocchi solidi.
|
||||
@ -369,7 +369,7 @@ launch.skip.confirm = Se salti adesso non riuscirai a decollare fino alle ondate
|
||||
uncover = Svelare
|
||||
configure = Configura l'equipaggiamento
|
||||
configure.locked = [LIGHT_GRAY]Arriva all'ondata {0}\nper configurare l'equipaggiamento.
|
||||
configure.invalid = Amount must be a number between 0 and {0}.
|
||||
configure.invalid = Il valore dev'essere un numero compresto tra 0 e {0}.
|
||||
zone.unlocked = [LIGHT_GRAY]{0} sbloccata.
|
||||
zone.requirement.complete = Ondata {0} raggiunta:\n{1} requisiti di zona soddisfatti.
|
||||
zone.config.complete = Ondata {0} raggiunta:\nEquipaggiamento personalizzato sbloccato.
|
||||
@ -420,7 +420,7 @@ zone.crags.description = <inserisci descrizione>
|
||||
settings.language = Lingua
|
||||
settings.data = Importa/Esporta salvataggio
|
||||
settings.reset = Resetta Alle Impostazioni Predefinite
|
||||
settings.rebind = Reimposta
|
||||
settings.rebind = Modifica
|
||||
settings.controls = Controlli
|
||||
settings.game = Gioco
|
||||
settings.sound = Suoni
|
||||
@ -490,10 +490,10 @@ bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray]
|
||||
bullet.incendiary = [stat]incendiario
|
||||
bullet.homing = [stat]autoguidato
|
||||
bullet.shock = [stat]stordente
|
||||
bullet.frag = [stat]frammentazione
|
||||
bullet.frag = [stat]a frammentazione
|
||||
bullet.knockback = [stat]{0}[lightgray] contraccolpo
|
||||
bullet.freezing = [stat]congelamento
|
||||
bullet.tarred = [stat]asfaltata
|
||||
bullet.freezing = [stat]congelante
|
||||
bullet.tarred = [stat]viscoso
|
||||
bullet.multiplier = [stat]{0}[lightgray]x moltiplicatore munizioni
|
||||
bullet.reload = [stat]{0}[lightgray]x ricarica
|
||||
unit.blocks = blocchi
|
||||
@ -523,18 +523,18 @@ setting.animatedshields.name = Scudi animati
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (richiede riapertura gioco)[]
|
||||
setting.indicators.name = Indicatori Alleati
|
||||
setting.autotarget.name = Mira automatica
|
||||
setting.keyboard.name = Controlli Mouse+Tastiera
|
||||
setting.keyboard.name = Tastiera
|
||||
setting.touchscreen.name = Touchscreen Controls
|
||||
setting.fpscap.name = Limite FPS
|
||||
setting.fpscap.none = Niente
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Ridimensionamento dell'interfaccia utente[lightgray] (richiede riapertura gioco)[]
|
||||
setting.swapdiagonal.name = Posizionamento sempre diagonale
|
||||
setting.difficulty.training = formazione
|
||||
setting.difficulty.easy = facile
|
||||
setting.difficulty.normal = medio
|
||||
setting.difficulty.hard = difficile
|
||||
setting.difficulty.insane = impossibile
|
||||
setting.difficulty.training = Allenamento
|
||||
setting.difficulty.easy = Facile
|
||||
setting.difficulty.normal = Medio
|
||||
setting.difficulty.hard = Difficile
|
||||
setting.difficulty.insane = Impossibile
|
||||
setting.difficulty.name = Difficoltà:
|
||||
setting.screenshake.name = Movimento dello schermo
|
||||
setting.effects.name = Visualizza effetti
|
||||
@ -545,7 +545,6 @@ setting.fullscreen.name = Schermo Intero
|
||||
setting.borderlesswindow.name = Schermo senza bordi[LIGHT_GRAY] (potrebbe richiedere riapertura gioco)
|
||||
setting.fps.name = Mostra FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Mostra Laser Energetici
|
||||
setting.pixelate.name = Sfocare [LIGHT_GRAY](potrebbe ridure il rendimento)
|
||||
setting.minimap.name = Mostra minimappa
|
||||
setting.musicvol.name = Volume Musica
|
||||
@ -554,9 +553,10 @@ setting.mutemusic.name = Silenzia musica
|
||||
setting.sfxvol.name = Volume Effetti
|
||||
setting.mutesound.name = Togli suoni
|
||||
setting.crashreport.name = Invia rapporti sugli arresti anomali anonimamente
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.savecreate.name = Autosalvataggio
|
||||
setting.publichost.name = Gioco visibile pubblicamente
|
||||
setting.chatopacity.name = Opacità chat
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Mostra Chat in-game
|
||||
uiscale.reset = La scala dell'interfaccia utente è stata modificata.\nPremere "OK" per confermare questa scala.\n[scarlet] Ripristina ed esci dalle impostazioni [accent] {0}[] impostazioni...
|
||||
uiscale.cancel = Annulla ed esci
|
||||
@ -567,33 +567,33 @@ category.general.name = Generale
|
||||
category.view.name = Visualizzazione
|
||||
category.multiplayer.name = Multigiocatore
|
||||
command.attack = Attacca
|
||||
command.rally = Rally
|
||||
command.retreat = Torna indietro
|
||||
command.rally = Guardia
|
||||
command.retreat = Ritirata
|
||||
keybind.gridMode.name = Seleziona blocco
|
||||
keybind.gridModeShift.name = Seleziona categoria
|
||||
keybind.press = Premi un tasto...
|
||||
keybind.press.axis = Premi un'asse o un tasto...
|
||||
keybind.screenshot.name = Screenshot della mappa
|
||||
keybind.move_x.name = Sposta_x
|
||||
keybind.move_y.name = Sposta_y
|
||||
keybind.fullscreen.name = Toggle Fullscreen
|
||||
keybind.select.name = seleziona
|
||||
keybind.move_x.name = Muovi orizzontale
|
||||
keybind.move_y.name = Muovi verticale
|
||||
keybind.fullscreen.name = Schermo Intero
|
||||
keybind.select.name = Seleziona
|
||||
keybind.diagonal_placement.name = Posizionamento diagonale
|
||||
keybind.pick.name = Scegli Blocco
|
||||
keybind.break_block.name = Rompi blocco
|
||||
keybind.deselect.name = Deseleziona
|
||||
keybind.shoot.name = spara
|
||||
keybind.zoom_hold.name = attiva zoom
|
||||
keybind.zoom.name = esegui zoom
|
||||
keybind.menu.name = menu
|
||||
keybind.pause.name = pausa
|
||||
keybind.shoot.name = Spara
|
||||
keybind.zoom_hold.name = Attiva zoom
|
||||
keybind.zoom.name = Esegui zoom
|
||||
keybind.menu.name = Apri Menu
|
||||
keybind.pause.name = Pausa
|
||||
keybind.minimap.name = Minimappa
|
||||
keybind.dash.name = Scatto
|
||||
keybind.chat.name = Chat
|
||||
keybind.player_list.name = lista_giocatori
|
||||
keybind.console.name = console
|
||||
keybind.player_list.name = Lista dei Giocatori
|
||||
keybind.console.name = Console
|
||||
keybind.rotate.name = Ruotare
|
||||
keybind.toggle_menus.name = Abilita menù
|
||||
keybind.toggle_menus.name = Mostra/Nascondi HUD
|
||||
keybind.chat_history_prev.name = Scorri chat vero l'alto
|
||||
keybind.chat_history_next.name = Scorri chatt verso il basso
|
||||
keybind.chat_scroll.name = Scorri chat
|
||||
@ -606,7 +606,7 @@ mode.sandbox.name = Creativa
|
||||
mode.sandbox.description = Risorse infinite e nessun timer per le ondate.
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Lotta contro altri giocatori.
|
||||
mode.attack.name = Attacco
|
||||
mode.attack.name = Schermaglia
|
||||
mode.attack.description = Obiettivo: Distruggere la base nemica, non ci sono ondate
|
||||
mode.custom = Regole personalizzate
|
||||
rules.infiniteresources = Risorse infinite
|
||||
@ -614,7 +614,7 @@ rules.wavetimer = Timer ondate
|
||||
rules.waves = Ondate
|
||||
rules.attack = Modalità attacco
|
||||
rules.enemyCheat = Infinite Risorse AI
|
||||
rules.unitdrops = Drops Unità
|
||||
rules.unitdrops = Generazione Unità
|
||||
rules.unitbuildspeedmultiplier = Moltiplicatore velocità costruzione unità
|
||||
rules.unithealthmultiplier = Moltiplicatore vita unità
|
||||
rules.playerhealthmultiplier = Moltiplicatore vita giocatore
|
||||
@ -626,7 +626,7 @@ rules.wavespacing = Tempo fra ondate:[LIGHT_GRAY] (secondi)
|
||||
rules.buildcostmultiplier = Moltiplicatore costo costruzione
|
||||
rules.buildspeedmultiplier = Moltiplicatore velocità costruzione
|
||||
rules.waitForWaveToEnd = Ondate aspettano fino a quando l'ondata precedente finisce
|
||||
rules.dropzoneradius = Raggio di drop:[LIGHT_GRAY] (blocchi)
|
||||
rules.dropzoneradius = Raggio di generazione:[LIGHT_GRAY] (blocchi)
|
||||
rules.respawns = Massimo di rigenerazioni per ondata
|
||||
rules.limitedRespawns = Limite rigenerazioni
|
||||
rules.title.waves = Ondate
|
||||
@ -764,8 +764,8 @@ block.dark-panel-5.name = Pannello scuro 5
|
||||
block.dark-panel-6.name = Pannello scuro 6
|
||||
block.dark-metal.name = Metallo Scuro
|
||||
block.ignarock.name = Roccia Ignea
|
||||
block.hotrock.name = Roccia bollente
|
||||
block.magmarock.name = Roccia magmatica
|
||||
block.hotrock.name = Roccia Bollente
|
||||
block.magmarock.name = Roccia Magmatica
|
||||
block.cliffs.name = Scogliere
|
||||
block.copper-wall.name = Muro di rame
|
||||
block.copper-wall-large.name = Muro grande di rame
|
||||
@ -783,9 +783,9 @@ block.scatter.name = Cannone a dispersione
|
||||
block.hail.name = Bombardiere
|
||||
block.lancer.name = Lanciere
|
||||
block.conveyor.name = Nastro trasportatore
|
||||
block.titanium-conveyor.name = Nastro trasportatore avanzato
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.titanium-conveyor.name = Nastro avanzato
|
||||
block.armored-conveyor.name = Nastro corazzato
|
||||
block.armored-conveyor.description = Trasporta gli oggetti alla stessa velocità del nastro avanzato, ma è più resistente. Accetta input dai lati solo da altri nastri.
|
||||
block.junction.name = Incrocio
|
||||
block.router.name = Distributore
|
||||
block.distributor.name = Distributore Grande
|
||||
@ -820,8 +820,8 @@ block.delta-mech-pad.name = Piattaforma del Mech Delta
|
||||
block.javelin-ship-pad.name = Piattaforma della Nave Giavellotto
|
||||
block.trident-ship-pad.name = Piattaforma della Nave Tridente
|
||||
block.glaive-ship-pad.name = Piattaforma della Nave Glaive
|
||||
block.omega-mech-pad.name = Piattaforma della Nave Omega
|
||||
block.tau-mech-pad.name = Piattaforma della Nave Tau
|
||||
block.omega-mech-pad.name = Piattaforma del Mech Omega
|
||||
block.tau-mech-pad.name = Piattaforma del Mech Tau
|
||||
block.conduit.name = Condotta
|
||||
block.mechanical-pump.name = Pompa meccanica
|
||||
block.item-source.name = Fonte infinita (oggetti)
|
||||
@ -875,10 +875,10 @@ block.surge-wall-large.name = Muro di Sovratensione Grande
|
||||
block.cyclone.name = Ciclone
|
||||
block.fuse.name = Frantume
|
||||
block.shock-mine.name = Mina Stordente
|
||||
block.overdrive-projector.name = Generatore di Campo di Overclock
|
||||
block.overdrive-projector.name = Generatore di Campo di Overdrive
|
||||
block.force-projector.name = Generatore di Campo di Forza
|
||||
block.arc.name = Arco Elettrico
|
||||
block.rtg-generator.name = Generatore Termico ai Radioisotopi
|
||||
block.rtg-generator.name = Generatore RTG
|
||||
block.spectre.name = Spettro
|
||||
block.meltdown.name = Fusione
|
||||
block.container.name = Contenitore
|
||||
@ -907,25 +907,25 @@ unit.eradicator.name = Estirpatore
|
||||
unit.lich.name = Lich
|
||||
unit.reaper.name = Mietitore
|
||||
tutorial.next = [lightgray]<Clicca per continuare>
|
||||
tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia [accent] scavando rame[]. Clicca un minerale di rame vicino al tuo nucleo per farlo.\n\n[accent]{0}/{1} rame
|
||||
tutorial.drill = Minare manualmente.\n[accent]Le trivelle []possono scavare automaticamente\nPiazzane una su un minerale di rame.
|
||||
tutorial.drill.mobile = L'estrazione manuale è inefficiente. \n[accent] Le trivelle [] possono estrarre automaticamente. \n Toccare la scheda della trivella in basso a destra. \n Selezionare la trivella meccanica [accent] []. \n Posizionarlo su una vena di rame toccando, quindi premere il segno di spunta [accent] [] in basso per confermare la selezione. \n Premere il tasto X [accent] [] per annullare il posizionamento.
|
||||
tutorial.blockinfo = Ogni blocco ha statistiche diverse. Ogni trivella può estrarre solo determinati minerali. \n Per controllare le informazioni e le statistiche di un blocco, [accent] tocca "?" mentre lo selezioni nel menu di creazione. []\n\n[accent] Accedi ora alle statistiche della trivella meccanica. []
|
||||
tutorial.conveyor = [accent] I nastri trasportatori [] sono usati per trasportare oggetti al nocciolo. \n Crea una linea di nastri dalla trivella al nocciolo.
|
||||
tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia[accent] scavando rame[]. Clicca un minerale di rame vicino al tuo nucleo per farlo.\n\n[accent]{0}/{1} rame
|
||||
tutorial.drill = Ora crea una trivella.\n[accent]Le trivelle []scavano da sole e sono più efficienti. Piazzane una su un minerale di rame.
|
||||
tutorial.drill.mobile = Ora crea una trivella. \n[accent] Le trivelle []scavano da sole e sono più efficienti. \n Toccare la scheda della trivella in basso a destra. \n Selezionare la trivella meccanica [accent] []. \n Posizionarlo su una vena di rame toccando, quindi premere il segno di spunta [accent] [] in basso per confermare la selezione. \n Premere il tasto X [accent] [] per annullare il posizionamento.
|
||||
tutorial.blockinfo = Ogni blocco ha statistiche diverse. Alcuni minerali richiedono trivelle specifiche.\nPer controllare le informazioni e le statistiche di un blocco, [accent] tocca "?" mentre lo selezioni nel database. []\n\n[accent]Accedi ora alle statistiche della trivella meccanica. []
|
||||
tutorial.conveyor = [accent]I nastri trasportatori []sono usati per trasportare oggetti al nucleo. \nCrea una linea di nastri dalla trivella al nucleo.
|
||||
tutorial.conveyor.mobile = [accent] I nastri trasportatori [] sono usati per trasportare oggetti nel nocciolo. \nCrea una linea di nastri trasportatori dalla trivella al nocciolo. \n[accent] Posizionati in una linea tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione. \n\n [accent] {0} / {1} nastri trasportatori disposti in linea \n [accent] 0/1 oggetti consegnati
|
||||
tutorial.turret = Strutture difensive devono essere costruite per respingere il nemico [LIGHT_GRAY] []. \nCostruisci una torretta a due vicino alla tua base.
|
||||
tutorial.drillturret = Torrette a due richiedono[accent] munizioni di rame[] per sparare.\n Duo turrets require[accent] copper ammo []to shoot.\nPosiziona una trivella vicino alla torretta per rifornirlo di rame estratto.
|
||||
tutorial.pause = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent] Premi spazio per mettere in pausa.
|
||||
tutorial.turret = Costruisci delle torrette per respingere il nemico [LIGHT_GRAY] []. \nCostruisci una torretta Duo vicino alla tua base.
|
||||
tutorial.drillturret = La Torretta Duo richiede[accent] munizioni di rame[] per sparare.\nPosiziona una trivella e collega un nastro alla torretta per rifornirla di munizioni con il rame estratto.
|
||||
tutorial.pause = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent]Premi spazio per mettere in pausa.
|
||||
tutorial.pause.mobile = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent] Premi questo pulsante in alto a sinistra per mettere in pausa.
|
||||
tutorial.unpause = Ora premi di nuovo spazio per annullare la pausa.
|
||||
tutorial.unpause.mobile = Ora premilo di nuovo per annullare la pausa.
|
||||
tutorial.breaking = I blocchi spesso devono essere distrutti. \n [accent] Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione. []\n\n[accent] Distruggi tutti i blocchi di scarto a sinistra del tuo core usando la selezione dell'area .
|
||||
tutorial.breaking.mobile = I blocchi spesso devono essere distrutti. \n [accent] Seleziona la modalità di decostruzione [], quindi tocca un blocco per iniziare a romperlo. \n Distruggi un'area tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione.\n Premi il pulsante con il segno di spunta per confermare la rottura. \n\n [accent] Distruggi tutti i blocchi di scarto a sinistra del tuo nucleo usando la selezione dell'area.
|
||||
tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi. \n Per fare ciò, [accent] tocca un blocco [] con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario. \nPosti multipli possono essere ritirati da [accent] toccando e tenendo premuto []. \n\n[accent] Prelevare un po' di rame dal nucleo. []
|
||||
tutorial.deposit = Deposita gli oggetti in blocchi trascinandoli dalla tua nave al blocco di destinazione. \n\n[accent] Riporta il rame nel nucleo. []
|
||||
tutorial.waves = Il nemico [LIGHT_GRAY] si avvicina. \n\n Difendi il tuo nucleo per 2 ondate. Costruisci più torrette.
|
||||
tutorial.waves.mobile = Il [lightgray] nemico si avvicina.\n\n Difendi il nucleo per due ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette e trivelle. Scava più rame
|
||||
tutorial.launch = Una volta raggiunta un'onda specifica, sei in grado di [accent] decollare con il nucleo [], lasciando indietro le tue difese ed [accent] ottenendo tutte le risorse nel tuo nucleo. [] \n Queste risorse possono quindi essere utilizzate per ricercare nuove tecnologie.\n\n [accent] Premi il pulsante di avvio.
|
||||
tutorial.breaking = I blocchi spesso devono essere distrutti. \n [accent]Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione. []\n[accent]Distruggi tutti i blocchi di scarto a sinistra del tuo core usando la selezione dell'area .
|
||||
tutorial.breaking.mobile = I blocchi spesso devono essere distrutti. \n [accent] Seleziona la modalità di decostruzione [], quindi tocca un blocco per iniziare a smantellarlo. \n Distruggi un'area tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione.\nPremi il pulsante con il segno di spunta per confermare la rimozione. \n\n [accent] Distruggi tutti i blocchi di scarto a sinistra del tuo nucleo usando la selezione dell'area.
|
||||
tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi.\nPer fare ciò, [accent] tocca un blocco []con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario. \nPuoi prelevare più oggetti insieme[accent]tenendo premuto il tasto sinistro del mouse[].\n[accent]Preleva un po' di rame dal nucleo. []
|
||||
tutorial.deposit = Deposita tutti gli oggetti che trasporti trascinandoli dalla tua nave al blocco di destinazione. \n[accent]Rimetti il rame nel nucleo. []
|
||||
tutorial.waves = Il nemico [LIGHT_GRAY] si avvicina.\nDifendi il tuo nucleo per 2 ondate. Costruisci più torrette. Puoi sparare tenendo premuto il tasto sinistro del mouse.
|
||||
tutorial.waves.mobile = Il [lightgray] nemico si avvicina.\n\n Difendi il nucleo per 2 ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette.
|
||||
tutorial.launch = Una volta raggiunta un'ondata specifica, sarai in grado di [accent] decollare con il nucleo [], lasciando la zona e abbandonando le tue difese e le tue strutture\nOtterrai [accent]tutte le risorse nel tuo nucleo[] e potrai quindi usarle per ricercare nuove tecnologie.\n\n [accent]Decolla e conferma per terminare il tutorial.
|
||||
item.copper.description = Un utile materiale, usato dappertutto
|
||||
item.lead.description = Un materiale di base, molto usato nei blocchi di trasporto.
|
||||
item.metaglass.description = Un durissimo composto di vetro. Estensivamente usato per trasporto di liquidi ed immagazzinamento.
|
||||
|
@ -21,6 +21,7 @@ load.map = マップ
|
||||
load.image = 画像
|
||||
load.content = コンテンツ
|
||||
load.system = システム
|
||||
load.mod = MOD
|
||||
stat.wave = 防衛したウェーブ:[accent] {0}
|
||||
stat.enemiesDestroyed = 敵による破壊数:[accent] {0}
|
||||
stat.built = 建設した建造物数:[accent] {0}
|
||||
@ -29,6 +30,7 @@ stat.deconstructed = 解体した建造物数:[accent] {0}
|
||||
stat.delivered = 獲得した資源:
|
||||
stat.rank = 最終ランク: [accent]{0}
|
||||
launcheditems = [accent]回収したアイテム
|
||||
launchedinfo = [unlaunched][[LAUNCH]青い項目がコア受け取ます
|
||||
map.delete = マップ "[accent]{0}[]" を削除してもよろしいですか?
|
||||
level.highscore = ハイスコア: [accent]{0}
|
||||
level.select = レベル選択
|
||||
@ -48,7 +50,7 @@ minimap = ミニマップ
|
||||
close = 閉じる
|
||||
website = ウェブサイト
|
||||
quit = 終了
|
||||
save.quit = Save & Quit
|
||||
save.quit = セーブして終了
|
||||
maps = マップ
|
||||
maps.browse = マップを閲覧する
|
||||
continue = 続ける
|
||||
@ -60,6 +62,20 @@ uploadingcontent = コンテンツをアップロードしています
|
||||
uploadingpreviewfile = プレビューファイルをアップロードしています
|
||||
committingchanges = 変更を適応中
|
||||
done = 完了
|
||||
mods.alphainfo = モードは実験的です,覚えておいてください。 [scarlet] エラーが含まれている可能性があります[]。\n 発見した問題をMindustry Githubに報告してください.
|
||||
mods.alpha = [accent](Alpha)
|
||||
mods = Mods
|
||||
mods.none = [LIGHT_GRAY]MOD見つかりませんでした!
|
||||
mod.enabled = [lightgray]Enabled
|
||||
mod.disabled = [scarlet]Disabled
|
||||
mod.disable = 可能にしません
|
||||
mod.enable = 可能にする
|
||||
mod.requiresrestart = このモードをインストールするため, このゲームは再起動します
|
||||
mod.reloadrequired = [scarlet]リロード必須
|
||||
mod.import = モードをインポート
|
||||
mod.remove.confirm = このモードを削除されます
|
||||
mod.author = [LIGHT_GRAY]著者:[] {0}
|
||||
mod.missing = このセーブ には、アップグレードされた可能性があるMODS、またはここに存在しないMODSが必要です。 メモリのセーブを保存する! ロードしてもよろしいですか?\n[lightgray]MODS:\n{0}
|
||||
about.button = 情報
|
||||
name = 名前:
|
||||
noname = [accent]プレイヤー名[]を入力してください。
|
||||
@ -173,7 +189,7 @@ save.playtime = プレイ時間: {0}
|
||||
warning = 警告
|
||||
confirm = 確認
|
||||
delete = 削除
|
||||
view.workshop = View In Workshop
|
||||
view.workshop = ワークショップを見る
|
||||
ok = OK
|
||||
open = 開く
|
||||
customize = カスタマイズ
|
||||
@ -222,7 +238,7 @@ editor.oregen.info = 鉱石の生成:
|
||||
editor.mapinfo = マップ情報
|
||||
editor.author = 作者:
|
||||
editor.description = 説明:
|
||||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||||
editor.nodescription = マップを公開するには、少なくとも4文字以上の説明が必要です。
|
||||
editor.waves = ウェーブ:
|
||||
editor.rules = ルール:
|
||||
editor.generation = 生成:
|
||||
@ -289,7 +305,7 @@ editor.resizemap = マップをリサイズ
|
||||
editor.mapname = マップ名:
|
||||
editor.overwrite = [accent]警告!\nすでに存在するマップを上書きします。
|
||||
editor.overwrite.confirm = [scarlet]警告![] すでに同じ名前のマップが存在します。上書きしてもよろしいですか?
|
||||
editor.exists = A map with this name already exists.
|
||||
editor.exists = すでに同じ名前のマップが存在します。
|
||||
editor.selectmap = 読み込むマップを選択:
|
||||
toolmode.replace = 置きかえ
|
||||
toolmode.replace.description = 固体ブロックのみに描きます。
|
||||
@ -340,7 +356,7 @@ width = 幅:
|
||||
height = 高さ:
|
||||
menu = メニュー
|
||||
play = プレイ
|
||||
campaign = 遠征
|
||||
campaign = プレイ
|
||||
load = 読み込む
|
||||
save = 保存
|
||||
fps = FPS: {0}
|
||||
@ -354,18 +370,18 @@ editor = エディター
|
||||
mapeditor = マップエディター
|
||||
donate = 寄付
|
||||
abandon = 撤退
|
||||
abandon.text = このゾーンとすべての資源が敵に奪われます。
|
||||
abandon.text = このゾーンのすべての資源が敵に奪われます。
|
||||
locked = ロック
|
||||
complete = [lightgray]達成済み:
|
||||
zone.requirement = ゾーン {1} でウェーブ {0} を達成
|
||||
resume = 再開ゾーン:\n[lightgray]{0}
|
||||
bestwave = [lightgray]最高ウェーブ: {0}
|
||||
launch = < 離脱 >
|
||||
launch.title = 離脱成功
|
||||
launch.next = [lightgray]次は ウェーブ {0} で離脱可能です。
|
||||
launch.unable2 = [scarlet]離脱できません。[]
|
||||
launch.confirm = すべての資源をコアに搬入し、離脱します。\nもうこの基地には戻ってくることはできません。
|
||||
launch.skip.confirm = スキップすると、次の離脱可能なウェーブまで離脱できません。
|
||||
launch = < 発射 >
|
||||
launch.title = 発射成功
|
||||
launch.next = [lightgray]次は ウェーブ {0} で発射可能です。
|
||||
launch.unable2 = [scarlet]発射できません。[]
|
||||
launch.confirm = すべての資源をコアに搬入し、発射します。\nもうこの基地には戻ってくることはできません。
|
||||
launch.skip.confirm = スキップすると、次の発射可能なウェーブまで発射できません。
|
||||
uncover = 開放
|
||||
configure = 積み荷の設定
|
||||
configure.locked = [lightgray]ウェーブ {0} を達成すると積み荷を設定できるようになります。
|
||||
@ -375,14 +391,14 @@ zone.requirement.complete = ウェーブ {0} を達成:\n{1} の開放条件を
|
||||
zone.config.complete = ウェーブ {0} を達成:\n積み荷の設定が解除されました。
|
||||
zone.resources = 発見した資源:
|
||||
zone.objective = [lightgray]目標: [accent]{0}
|
||||
zone.objective.survival = 生き残る
|
||||
zone.objective.survival = 敵からコアを守り切る
|
||||
zone.objective.attack = 敵のコアを破壊する
|
||||
add = 追加...
|
||||
boss.health = ボスのHP
|
||||
connectfail = [crimson]サーバーへ接続できませんでした:\n\n[accent]{0}
|
||||
error.unreachable = サーバーに到達できません。\nアドレスは正しいですか?
|
||||
error.invalidaddress = 無効なアドレスです。
|
||||
error.timedout = タイムアウトしました!\nホストがポート開放されているかを確認してください。また、このアドレスは無効なアドレスではありません!
|
||||
error.timedout = タイムアウトしました!\nホストがポート開放されているかを確認してください。
|
||||
error.mismatch = パケットエラー:\n恐らくクライアント/サーバーのバージョンが一致していません。\nゲームとサーバーが最新版のMindustryかどうかを確認してください!
|
||||
error.alreadyconnected = すでに接続されています。
|
||||
error.mapnotfound = マップファイルが見つかりません!
|
||||
@ -524,7 +540,7 @@ setting.antialias.name = アンチエイリアス[lightgray] (再起動が必要
|
||||
setting.indicators.name = 敵/味方の方角表示
|
||||
setting.autotarget.name = オートターゲット
|
||||
setting.keyboard.name = マウスとキーボード操作
|
||||
setting.touchscreen.name = Touchscreen Controls
|
||||
setting.touchscreen.name = タッチスクリーン操作
|
||||
setting.fpscap.name = 最大FPS
|
||||
setting.fpscap.none = なし
|
||||
setting.fpscap.text = {0} FPS
|
||||
@ -545,7 +561,6 @@ setting.fullscreen.name = フルスクリーン
|
||||
setting.borderlesswindow.name = 境界の無いウィンドウ[lightgray] (再起動が必要になる場合があります)
|
||||
setting.fps.name = FPSを表示
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = 電力線を表示
|
||||
setting.pixelate.name = ピクセル化[lightgray] (アニメーションが無効化されます)
|
||||
setting.minimap.name = ミニマップを表示
|
||||
setting.musicvol.name = 音楽 音量
|
||||
@ -557,6 +572,7 @@ setting.crashreport.name = 匿名でクラッシュレポートを送信する
|
||||
setting.savecreate.name = 自動保存
|
||||
setting.publichost.name = 誰でもゲームに参加できるようにする
|
||||
setting.chatopacity.name = チャットの透明度
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = ゲーム内にチャットを表示
|
||||
uiscale.reset = UIサイズが変更されました。\nこのままでよければ「OK」を押してください。\n[scarlet][accent]{0}[] 秒で元の設定に戻ります...
|
||||
uiscale.cancel = キャンセル & 終了
|
||||
@ -784,8 +800,8 @@ block.hail.name = ヘイル
|
||||
block.lancer.name = ランサー
|
||||
block.conveyor.name = コンベアー
|
||||
block.titanium-conveyor.name = チタンコンベアー
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.armored-conveyor.name = 装甲コンベア
|
||||
block.armored-conveyor.description = チタンコンベアーと同じ速度でアイテムを輸送することができ、耐久性に優れています。\nまた、ほかのコンベアーからの側面からの入力は受け取ることができません。
|
||||
block.junction.name = ジャンクション
|
||||
block.router.name = ルーター
|
||||
block.distributor.name = ディストリビューター
|
||||
@ -965,7 +981,7 @@ unit.eruptor.description = 建造物を破壊することに特化したユニ
|
||||
unit.wraith.description = 高速で突撃攻撃が可能な迎撃ユニットです。
|
||||
unit.ghoul.description = 重爆撃機です。敵の重要な建造物を優先して破壊します。
|
||||
unit.revenant.description = 空中からミサイルを発射する重爆撃機です。
|
||||
block.message.description = Stores a message. Used for communication between allies.
|
||||
block.message.description = メッセージを保存し、仲間間の通信に使用します。
|
||||
block.graphite-press.description = 石炭を圧縮し、黒鉛を生成します。
|
||||
block.multi-press.description = 黒鉛圧縮機のアップグレード版です。水と電力を使用して、より効率的に石炭を圧縮します。
|
||||
block.silicon-smelter.description = 石炭と砂からシリコンを製造します。
|
||||
@ -1082,7 +1098,7 @@ block.repair-point.description = 近くの負傷したユニットを修復し
|
||||
block.dart-mech-pad.description = 機体を基本的な攻撃性能を備えた機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
|
||||
block.delta-mech-pad.description = 機体を高速で突撃攻撃に向いた軽装備の機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
|
||||
block.tau-mech-pad.description = 機体を味方の建造物やユニットの修復が可能な支援型機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
|
||||
block.omega-mech-pad.description = Provides transformation into a heavily-armored missile mech.\nUse by tapping while standing on it.
|
||||
block.omega-mech-pad.description = 機体をミサイルを搭載した重装甲な機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
|
||||
block.javelin-ship-pad.description = 機体を高速で強力な電撃砲を搭載した迎撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。
|
||||
block.trident-ship-pad.description = 機体を重装備の爆撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。
|
||||
block.glaive-ship-pad.description = 機体を重装備の大型攻撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。
|
||||
|
@ -16,11 +16,14 @@ screenshot.invalid = 맵이 너무 커서 스크린샷을 찍을 메모리가
|
||||
gameover = 게임 오버
|
||||
gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
|
||||
highscore = [accent]최고점수 달성!
|
||||
|
||||
load.sound = 소리
|
||||
load.map = 맵
|
||||
load.image = 사진
|
||||
load.content = 컨텐츠
|
||||
load.system = 시스템
|
||||
load.mod = 모드
|
||||
|
||||
stat.wave = 버틴 단계 수 : [accent]{0}
|
||||
stat.enemiesDestroyed = 파괴한 적 수 : [accent]{0}
|
||||
stat.built = 건설한 건물 수 : [accent]{0}
|
||||
@ -28,7 +31,9 @@ stat.destroyed = 파괴된 건물 수 : [accent]{0}
|
||||
stat.deconstructed = 파괴한 건물 수 : [accent]{0}
|
||||
stat.delivered = 획득한 자원 :
|
||||
stat.rank = 최종 점수: [accent]{0}
|
||||
|
||||
launcheditems = [accent]창고
|
||||
launchinfo = [출격되지 않음][[출격]파랑색으로 표시된 자원들을 획득합니다.
|
||||
map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?
|
||||
level.highscore = 최고 점수 : [accent]{0}
|
||||
level.select = 맵 선택
|
||||
@ -40,7 +45,6 @@ database = 코어 기록보관소
|
||||
savegame = 게임 저장
|
||||
loadgame = 게임 불러오기
|
||||
joingame = 서버 접속
|
||||
addplayers = 플레이어 추가/제거
|
||||
customgame = 사용자 정의 게임
|
||||
newgame = 새 게임
|
||||
none = <없음>
|
||||
@ -60,16 +64,35 @@ uploadingcontent = 컨텐츠 업로드
|
||||
uploadingpreviewfile = 미리보기 파일 업로드
|
||||
committingchanges = 바뀐 점 적용
|
||||
done = 완료
|
||||
|
||||
mods.alphainfo = 현재의 모드는 첫 번째 버전이며, 그리고[scarlet] 버그가 매우 많음을 명심하십시오[].\n만약 버그를 발견할경우 Mindustry 깃허브 또는 디스코드로 제보해주세요.
|
||||
mods.alpha = [scarlet](Alpha)
|
||||
mods = 모드
|
||||
mods.none = [LIGHT_GRAY]모드가 발견되지 않았습니다!
|
||||
mods.guide = 모드 가이드
|
||||
mods.report = 버그 신고
|
||||
mod.enabled = [lightgray]활성화
|
||||
mod.disabled = [scarlet]비활성화
|
||||
mod.disable = 비활성화
|
||||
mod.enable = 활성화
|
||||
mod.requiresrestart = 모드 변경사항을 적용하기 위해 게임을 종료합니다.
|
||||
mod.reloadrequired = [scarlet]새로고침 요구됨
|
||||
mod.import = 모드 추가
|
||||
mod.import.github = 깃허브 모드 추가
|
||||
mod.remove.confirm = 모드가 삭제되었습니다.
|
||||
mod.author = [LIGHT_GRAY]제작자:[] {0}
|
||||
mod.missing = 이 세이브파일에는 설치하지 않은 모드 혹은 이 버전에 속해있지 않은 데이터가 포함되어 있습니다. 이 것을 불러올 경우 세이브파일의 데이터가 손상될 수 있습니다. 정말로 이 파일을 불러오시겠습니까?\n[lightgray]모드 :\n{0}
|
||||
|
||||
about.button = 정보
|
||||
name = 이름 :
|
||||
noname = 먼저 [accent] 유저 이름[] 을 설정하세요.
|
||||
filename = 파일 이름 :
|
||||
unlocked = 새 건물 잠금 해제됨
|
||||
unlocked = 대상 정보 기록됨
|
||||
completed = [accent]연구됨
|
||||
techtree = 연구 기록
|
||||
research.list = [LIGHT_GRAY]연구:
|
||||
research.list = [LIGHT_GRAY]연구 :
|
||||
research = 연구
|
||||
researched = [LIGHT_GRAY]{0}연구됨.
|
||||
researched = [LIGHT_GRAY]{0}연구 완료.
|
||||
players = 현재 {0}명 접속중
|
||||
players.single = 현재 {0}명만 있음.
|
||||
server.closing = [accent]서버 닫는중...
|
||||
@ -129,7 +152,7 @@ confirmunadmin = 이 플레이어를 일반 유저로 만들겠습니까?
|
||||
joingame.title = 게임 참가
|
||||
joingame.ip = 주소:
|
||||
disconnect = 서버와 연결이 해제되었습니다.
|
||||
disconnect.error = Connection error.
|
||||
disconnect.error = 연결 .
|
||||
disconnect.closed = 연결이 끊어졌습니다..
|
||||
disconnect.timeout = 연결 시간 한계 도달..
|
||||
disconnect.data = 월드 데이터 로딩 실패..
|
||||
@ -140,7 +163,6 @@ server.port = 포트:
|
||||
server.addressinuse = 주소가 이미 사용중입니다!
|
||||
server.invalidport = 포트가 올바르지 않습니다!
|
||||
server.error = [accent]{0}[crimson]서버를 여는데 오류가 발생했습니다.
|
||||
save.old = 이 저장파일은 이전 버전의 게임용이며, 지금은 사용할 수 없습니다. \n\n[LIGHT_GRAY]4.0 정식때 이전 게임버전에서 만든 저장파일과 호환됩니다.
|
||||
save.new = 새로 저장
|
||||
save.overwrite = 이 저장 슬롯을 덮어씌우겠습니까?
|
||||
overwrite = 덮어쓰기
|
||||
@ -160,21 +182,22 @@ save.rename.text = 새 이름:
|
||||
selectslot = 저장슬롯을 선택하십시오.
|
||||
slot = [accent]{0}번째 슬롯
|
||||
editmessage = 글 수정하기
|
||||
save.corrupted = [accent]세이브 파일이 손상되었거나 잘못된 파일입니다! 만약 게임을 업데이트 했다면 이것은 아마 저장 형식 변경일 것이고, 이것은 버그가 [scarlet]아닙니다[].
|
||||
save.corrupted = [accent]세이브 파일이 손상되었거나 잘못된 파일입니다!
|
||||
empty = <비어있음>
|
||||
on = 켜기
|
||||
off = 끄기
|
||||
save.autosave = 자동저장: {0}
|
||||
save.map = 맵: {0}
|
||||
save.wave = 웨이브 {0}
|
||||
on = 활성화
|
||||
off = 비활성화
|
||||
save.autosave = 자동저장 : {0}
|
||||
save.map = 맵 : {0}
|
||||
save.wave = {0} 단계
|
||||
save.mode = 게임모드 : {0}
|
||||
save.date = 마지막 저장날짜: {0}
|
||||
save.playtime = 플레이시간: {0}
|
||||
save.date = 마지막 저장일 : {0}
|
||||
save.playtime = 플레이타임 : {0}
|
||||
warning = 경고.
|
||||
confirm = 확인
|
||||
delete = 삭제
|
||||
view.workshop = 워크샵에서 보기
|
||||
ok = OK
|
||||
workshop.listing = 워크샵 목록 편집하기
|
||||
ok = 확인
|
||||
open = 열기
|
||||
customize = 맞춤설정
|
||||
cancel = 취소
|
||||
@ -191,7 +214,11 @@ classic.export.text = Mindustry 클래식 (v3.5 build 40)의 세이브파일 또
|
||||
quit.confirm = 정말로 종료하시겠습니까?
|
||||
quit.confirm.tutorial = 튜토리얼을 종료하시겠습니까?\n튜토리얼은 [accent]설정 -> 게임 -> 튜토리얼[]에서 다시 해보실 수 있습니다.
|
||||
loading = [accent]불러오는중...
|
||||
reloading = [accent]모드 새로고침하는중...
|
||||
saving = [accent]저장중...
|
||||
cancelbuilding = [accent][[{0}][] 를 눌러 설계도 초기화
|
||||
pausebuilding = [accent][[{0}][] 를 눌러 설계모드 진입
|
||||
resumebuilding = [scarlet][[{0}][] 를 눌러 건설 시작
|
||||
wave = [accent]웨이브 {0}
|
||||
wave.waiting = [green]{0}초[]후 웨이브 시작
|
||||
wave.waveInProgress = [LIGHT_GRAY]웨이브 진행중
|
||||
@ -211,7 +238,12 @@ map.nospawn.pvp = 이 맵에는 적팀 코어가 없습니다! 에디터에서 [
|
||||
map.nospawn.attack = 이 맵에는 플레이어가 공격할 수 있는 적의 코어가 없습니다! 에디터에서 [ROYAL] 빨강색 팀[] 코어를 맵에 추가하세요.
|
||||
map.invalid = 파일이 잘못되었거나 손상되어 맵을 열 수 없습니다.
|
||||
map.publish.error = 맵 업로드 오류 : {0}
|
||||
map.update = 맵 업데이트
|
||||
map.load.error = 워크샵 작업 오류 : {0}
|
||||
map.missing = 해당 맵은 삭제되거나 옮겨졌습니다.\n[lightgray]워크샵 목록은 자동으로 동기화되지 않습니다.
|
||||
map.publish.confirm = 맵을 업로드 하시겠습니까?\n\n[lightgray]먼저 워크샵 EULA에 동의하시지 않으면 맵이 표시되지 않습니다!
|
||||
map.menu = 원하는 맵을 선택하세요.
|
||||
map.changelog = 바뀐 점 (선택성):
|
||||
eula = 스팀 EULA
|
||||
map.publish = 맵 업로드 완료!
|
||||
map.publishing = [accent]맵 업로드 중...
|
||||
@ -291,6 +323,7 @@ editor.overwrite = [accept]경고!이 명령은 기존 맵을 덮어씌우게
|
||||
editor.overwrite.confirm = [scarlet]경고![] 이 이름을 가진 맵이 이미 있습니다. 덮어 쓰시겠습니까?
|
||||
editor.exists = 같은 이름의 맵이 이미 존재합니다.
|
||||
editor.selectmap = 불러올 맵 선택:
|
||||
|
||||
toolmode.replace = 재배치
|
||||
toolmode.replace.description = 블록을 배치합니다.
|
||||
toolmode.replaceall = 모두 재배치
|
||||
@ -305,6 +338,7 @@ toolmode.fillteams = 팀 채우기
|
||||
toolmode.fillteams.description = 블록 대신 팀 건물로 채웁니다.
|
||||
toolmode.drawteams = 팀 그리기
|
||||
toolmode.drawteams.description = 블록 대신 팀 건물을 배치합니다.
|
||||
|
||||
filters.empty = [LIGHT_GRAY]필터가 없습니다!! 아래 버튼을 눌러 추가하세요.
|
||||
filter.distort = 왜곡
|
||||
filter.noise = 맵 전체에 타일 혹은 블럭 뿌리기
|
||||
@ -336,16 +370,16 @@ filter.option.floor2 = 2번째 바닥
|
||||
filter.option.threshold2 = 2번째 한계점
|
||||
filter.option.radius = 반경
|
||||
filter.option.percentile = 백분위수
|
||||
width = 넓이:
|
||||
height = 높이:
|
||||
|
||||
width = 넓이 :
|
||||
height = 높이 :
|
||||
menu = 메뉴
|
||||
play = 플레이
|
||||
campaign = 캠페인
|
||||
load = 불러오기
|
||||
save = 저장
|
||||
fps = FPS: {0}
|
||||
tps = TPS: {0}
|
||||
ping = Ping: {0}ms
|
||||
fps = FPS : {0}
|
||||
ping = Ping : 초당 {0}
|
||||
language.restart = 언어를 변경하려면 게임을 다시시작 해 주세요.
|
||||
settings = 설정
|
||||
tutorial = 게임 방법
|
||||
@ -353,32 +387,38 @@ tutorial.retake = 튜토리얼
|
||||
editor = 편집기
|
||||
mapeditor = 맵 편집기
|
||||
donate = 기부
|
||||
|
||||
abandon = 포기
|
||||
abandon.text = 이 구역의 모든 자원이 적에게 빼앗길 것입니다.
|
||||
locked = 잠김
|
||||
complete = [LIGHT_GRAY]완료:
|
||||
complete = [LIGHT_GRAY]완료 :
|
||||
zone.requirement = 지역 {1} 에서 단계 {0} 달성
|
||||
resume = 지역 계속 플레이:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]최고 점수: {0}
|
||||
requirement.core = Destroy Enemy Core in {0}
|
||||
requirement.unlock = Unlock {0}
|
||||
resume = 현재 진행 중인 지역 :\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]최고 점수 : {0}
|
||||
launch = < 출격 >
|
||||
launch.title = 출격 성공
|
||||
launch.next = [LIGHT_GRAY]다음 출격기회는 {0} 단계에서 나타납니다.
|
||||
launch.unable2 = [scarlet]출격할 수 없습니다.[]
|
||||
launch.confirm = 출격하게 되면 모든 자원이 코어로 들어갑니다.\n또한 성공하기 전까지 기지로 돌아갈 수 없습니다.
|
||||
launch.confirm = 출격하게 되면 코어에 저장된 모든 자원이 창고로 들어갑니다.\n또한 출격한 지역에는 아무것도 남지 않습니다.
|
||||
launch.skip.confirm = 만약 지금 출격하시지 않고 스킵하신다면, 다음 출격 단계까지 기다려야 합니다.
|
||||
uncover = 구역 개방
|
||||
uncover = 지역 개방
|
||||
configure = 코어 시작자원 설정
|
||||
configure.locked = {0} 단계에서 시작자원 설정 잠금이 해제됩니다.
|
||||
bannedblocks = 금지된 블럭들
|
||||
addall = 모두 추가
|
||||
configure.locked = 단계를 지역 {0}에서 달성할 시 시작자원 설정이 해금됩니다.
|
||||
configure.invalid = 해당 0 과 {0} 사이여야 합니다.
|
||||
zone.unlocked = [LIGHT_GRAY] 잠금 해제되었습니다!
|
||||
zone.requirement.complete = 단계 {0} 달성:\n{1} 지역 요구사항이 충족되었습니다!
|
||||
zone.config.complete = 단계 {0} 달성:\n시작자원 설정 기능이 해금되었습니다!
|
||||
zone.resources = 자원이 감지되었습니다 :
|
||||
zone.objective = [lightgray]게임 모드: [accent]{0}
|
||||
zone.resources = 감지된 자원 목록 :
|
||||
zone.objective = [lightgray]게임 모드 : [accent]{0}
|
||||
zone.objective.survival = 생존
|
||||
zone.objective.attack = 적 코어 파괴
|
||||
add = 추가...
|
||||
boss.health = 보스 체력
|
||||
|
||||
connectfail = [crimson]{0}[accent] 서버에 연결하지 못했습니다.[]
|
||||
error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요?
|
||||
error.invalidaddress = 잘못된 주소입니다.
|
||||
@ -389,6 +429,7 @@ error.mapnotfound = 맵 파일을 찾을 수 없습니다!
|
||||
error.io = 네트워크 I/O 오류.
|
||||
error.any = 알 수 없는 네트워크 오류.
|
||||
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n당신의 기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
||||
|
||||
zone.groundZero.name = 전초기지
|
||||
zone.desertWastes.name = 쓰레기 사막
|
||||
zone.craters.name = 크레이터
|
||||
@ -403,6 +444,7 @@ zone.saltFlats.name = 소금 사막
|
||||
zone.impact0078.name = Impact 0078
|
||||
zone.crags.name = 협곡
|
||||
zone.fungalPass.name = 포자 지대
|
||||
|
||||
zone.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지닌 장소입니다. 적은 수준의 위협이 있으며 자원의 양은 적습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n출격합시다!
|
||||
zone.frozenForest.description = 이 지역도 산과 가까운 지역입니다 포자들이 흩뿌려져 있으며 극한의 추위도 포자룰 막을 수 있을거 같지 않습니다.\n전력을 통해서 모험을 시작하십시오 화력 발전소를 짓고 수리드론을 사용하는 법을 배우십시오.
|
||||
zone.desertWastes.description = 이 황무지는 끝을 알수 없을 정도로 광활합니다 그리고 십자가 형태의 버려진 구조물이 존재합니다.\n석탄이 존재하며 이를 화력발전에 쓰거나 흑연정제에 쓰십시오.\n\n[lightgray]이 지역에서의 착륙장소는 확실하지 않습니다.
|
||||
@ -417,6 +459,7 @@ zone.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를
|
||||
zone.fungalPass.description = 고산지대과 포자지대 사이의 지역입니다. 소규모의 적 정찰기지가 있으니 디거와 크롤러를 이용해 적의 코어를 파괴하십시오.
|
||||
zone.impact0078.description = [ROYAL]죄송합니다. 아직 설명이 준비되지 않았습니다.
|
||||
zone.crags.description = [ROYAL]죄송합니다. 아직 설명이 준비되지 않았습니다.
|
||||
|
||||
settings.language = 언어
|
||||
settings.data = 게임 데이터
|
||||
settings.reset = 설정 초기화
|
||||
@ -471,20 +514,22 @@ blocks.inaccuracy = 오차각
|
||||
blocks.shots = 발포 횟수
|
||||
blocks.reload = 재장전
|
||||
blocks.ammo = 탄약
|
||||
|
||||
bar.drilltierreq = 더 좋은 드릴이 요구됨
|
||||
bar.drillspeed = 채광 속도 : {0}/s
|
||||
bar.efficiency = 효율성 : {0}%
|
||||
bar.powerbalance = 전력 : {0}/s
|
||||
bar.powerstored = 에너지 저장량 : {0}/{1}
|
||||
bar.powerstored = 총 전력 저장량 : {0}/{1}
|
||||
bar.poweramount = 전력 저장량 : {0}
|
||||
bar.poweroutput = 전력 생산량 : {0}/s
|
||||
bar.items = 최대 120개중 {0}개 중
|
||||
bar.items = 자원량 : {0}
|
||||
bar.capacity = 저장공간 : {0}
|
||||
bar.liquid = 액체
|
||||
bar.heat = 발열
|
||||
bar.power = 전력
|
||||
bar.progress = 생산 진행도
|
||||
bar.spawned = 최대 {1}기 중 {0}기 생산됨
|
||||
|
||||
bullet.damage = [stat]{0}[lightgray] 데미지
|
||||
bullet.splashdamage = [stat]{0}[lightgray] 범위 데미지 ~[stat] {1}[lightgray] 타일
|
||||
bullet.incendiary = [stat]방화
|
||||
@ -496,6 +541,7 @@ bullet.freezing = [stat]동결
|
||||
bullet.tarred = [stat]타르
|
||||
bullet.multiplier = [stat]{0}[lightgray]x 탄약 소모율
|
||||
bullet.reload = [stat]{0}[lightgray]x 사격 속도
|
||||
|
||||
unit.blocks = 블록
|
||||
unit.powersecond = 전력/초
|
||||
unit.liquidsecond = 액체/초
|
||||
@ -557,8 +603,9 @@ setting.crashreport.name = 오류 보고서 보내기
|
||||
setting.savecreate.name = 자동 저장 활성화
|
||||
setting.publichost.name = 공용 서버 보이기
|
||||
setting.chatopacity.name = 채팅 투명도
|
||||
setting.playerchat.name = 인게임 채팅 표시
|
||||
uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 스케일을 확인하세요.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
setting.playerchat.name = 채팅 말풍선 표시
|
||||
public.confirm = 게임을 공개하시겠습니까?\n[lightgray]설정 - 게임 - 게임 서버 공개에서 다시 설정하실 수 있습니다.
|
||||
uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 스케일을 확인하세요.\n[scarlet][accent] {0}[]초 후에 예전 설정으로 되돌리고 게임을 종료합니다...
|
||||
uiscale.cancel = 취소 & 나가기
|
||||
setting.bloom.name = 발광 효과
|
||||
keybind.title = 조작키 설정
|
||||
@ -593,22 +640,25 @@ keybind.chat.name = 채팅
|
||||
keybind.player_list.name = 플레이어 목록
|
||||
keybind.console.name = 콘솔
|
||||
keybind.rotate.name = 회전
|
||||
keybind.rotateplaced.name = 기존 회전 (고정)
|
||||
keybind.toggle_menus.name = 메뉴 보이기/숨기기
|
||||
keybind.chat_history_prev.name = 이전 채팅기록
|
||||
keybind.chat_history_next.name = 다음 채팅기록
|
||||
keybind.chat_scroll.name = 채팅 스크롤
|
||||
keybind.drop_unit.name = 유닛 드롭
|
||||
keybind.drop_unit.name = 유닛 처치시 자원획득
|
||||
keybind.zoom_minimap.name = 미니맵 확대
|
||||
mode.help.title = 모드 도움말
|
||||
mode.help.title = 게임모드 도움말
|
||||
mode.survival.name = 생존
|
||||
mode.survival.description = 이것은 일반 모드입니다. 제한된 자원을 가지고 자동으로 다음 단계가 시작됩니다.
|
||||
mode.sandbox.name = 샌드박스
|
||||
mode.sandbox.description = 무한한 자원을 가지고 자유롭게 다음 단계를 시작할 수 있습니다.
|
||||
mode.editor.name = 편집기
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = 실제 플레이어와 PvP를 합니다. 맵에 적어도 2개의 다른 색상 코어가 있어야 합니다.
|
||||
mode.attack.name = 공격
|
||||
mode.attack.description = 적 기지를 파괴하세요. 맵에 빨간팀 코어가 있어야 플레이 가능합니다.
|
||||
mode.custom = 사용자 정의 규칙
|
||||
|
||||
rules.infiniteresources = 무한 자원
|
||||
rules.wavetimer = 웨이브 타이머
|
||||
rules.waves = 웨이브
|
||||
@ -635,6 +685,7 @@ rules.title.resourcesbuilding = 자원 & 건축
|
||||
rules.title.player = 플레이어들
|
||||
rules.title.enemy = 적
|
||||
rules.title.unit = 유닛
|
||||
|
||||
content.item.name = 아이템
|
||||
content.liquid.name = 액체
|
||||
content.unit.name = 유닛
|
||||
@ -696,6 +747,7 @@ mech.buildspeed = [LIGHT_GRAY]건설 속도: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]발열 용량: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]점도: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]온도: {0}
|
||||
|
||||
block.sand-boulder.name = 사암
|
||||
block.grass.name = 잔디
|
||||
block.salt.name = 소금
|
||||
@ -926,6 +978,7 @@ tutorial.deposit = 자원을 다시 블록에 넣을수도 있습니다.\n\n[acc
|
||||
tutorial.waves = [LIGHT_GRAY]적[]이 접근합니다.\n당신의 기체는 적을 향해 클릭하여 공격할 수 있습니다. 또한, 구리를 더 캐내고 포탑을 더 지어서 방어를 강화하세요.\n\n[accent]2단계 동안 코어를 보호하세요.[]
|
||||
tutorial.waves.mobile = [LIGHT_GRAY]적[]이 접근합니다.\n당신의 기체는 적을 자동조준하지만, 원하는 적을 클릭하여 공격하고 싶은 대상을 바꿀 수 있습니다.\n구리를 더 캐내고 포탑을 더 지어서 방어를 강화하세요.\n\n[accent]2단계동안 코어를 방어하세요.[]
|
||||
tutorial.launch = 특정 단계에 도달하면 [accent]출격[]이 가능합니다.\n[accent]출격[]을 하게되면 해당 지역의 코어에 들어있는 자원들을 캠페인의 자원 창고로 보내지만, 해당 지역의 [accent]모든 것들[]은 날라가게 되니 주의하세요.
|
||||
|
||||
item.copper.description = 모든 종류의 블록에서 광범위하게 사용되는 자원입니다.
|
||||
item.lead.description = 쉽게 구할 수 있으며, 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다.
|
||||
item.metaglass.description = 초강력 유리 화합물. 액체 분배 및 저장에 광범위하게 사용됩니다.\n\n[royal]액체를 활용하기 위한 필수품입니다.
|
||||
@ -1033,7 +1086,7 @@ block.combustion-generator.description = 인화성 물질을 태워 소량의
|
||||
block.thermal-generator.description = 건설가능한 열이 있는 타일 위에 건설하면 전력을 생산합니다.\n\n[ROYAL]용암 웅덩이 혹은 열기지대에서 무한정 열을 발산합니다.
|
||||
block.turbine-generator.description = 화력 발전기보다 효율적이지만, 액체가 추가적으로 필요합니다.\n\n[ROYAL]일반 타일에서 물추출기 1개로 2개가 가동가능합니다.
|
||||
block.differential-generator.description = 냉각수와 파이라타이트의 온도 차를 이용해 안정적으로 원자로에 버금가는 양의 전기를 생산합니다.
|
||||
block.rtg-generator.description = 방사성동위원소 열전기 발전기\n토륨또는 현상 구조체를 사용하며, 냉각이 필요없는 발전을 하지만 토륨 원자로에 비해 발전량이 매우 적습니다.
|
||||
block.rtg-generator.description = 방사성동위원소 열전기 발전기\n토륨또는 메타를 사용하며, 냉각이 필요없는 발전을 하지만 토륨 원자로에 비해 발전량이 매우 적습니다.
|
||||
block.solar-panel.description = 태양광으로 극소량의 전기을 생산합니다.
|
||||
block.solar-panel-large.description = 일반 태양 전지판보다 훨씬 발전량이 많지만, 건축비도 훨씬 비쌉니다.
|
||||
block.thorium-reactor.description = 토륨을 이용해 막대한 양의 전기를 생산합니다. 지속적인 냉각이 필요하며 냉각제의 양이 부족하면 크게 폭발합니다.\n\n[royal]폭발로 인한 피해를 버틸 수 있는 건물은 없습니다.
|
||||
|
@ -1,10 +1,10 @@
|
||||
credits.text = Gemaakt door [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]
|
||||
credits.text = Gemaakt door [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[] -
|
||||
credits = Credits
|
||||
contributors = Vertalers en Medewerkers
|
||||
discord = Word lid van de Mindustry Discord!
|
||||
link.discord.description = De officiële Mindustry discord chatroom
|
||||
link.github.description = Game broncode
|
||||
link.changelog.description = List of update changes
|
||||
link.changelog.description = Lijst van Updates
|
||||
link.dev-builds.description = Onstabiele ontwikkeling builds
|
||||
link.trello.description = Officiële trello-bord voor geplande functies
|
||||
link.itch.io.description = itch.io pagina met pc-downloads en webversie
|
||||
@ -12,15 +12,15 @@ link.google-play.description = Google Play store vermelding
|
||||
link.wiki.description = Officiële Mindustry wiki
|
||||
linkfail = Kan link niet openen!\nDe URL is gekopieerd naar je klembord
|
||||
screenshot = Schermafbeeling opgeslagen in {0}
|
||||
screenshot.invalid = Map too large, potentially not enough memory for screenshot.
|
||||
gameover = Game Over
|
||||
screenshot.invalid = Map is te groot, Mogelijk niet genoeg ruimte op apparaat.
|
||||
gameover = Spel afgelopen
|
||||
gameover.pvp = het[accent] {0}[] team heeft gewonnen!
|
||||
highscore = [accent]Nieuw topscore!
|
||||
load.sound = Sounds
|
||||
load.map = Maps
|
||||
load.image = Images
|
||||
load.content = Content
|
||||
load.system = System
|
||||
load.sound = Geluid
|
||||
load.map = Mappen
|
||||
load.image = Afbeeldingen
|
||||
load.content = inhoud
|
||||
load.system = Systeem
|
||||
stat.wave = Waves Verslagen:[accent] {0}
|
||||
stat.enemiesDestroyed = Vijanden Vernietigd:[accent] {0}
|
||||
stat.built = Gebouwen Gebouwd:[accent] {0}
|
||||
@ -28,69 +28,58 @@ stat.destroyed = Gebouwen Vernietigd:[accent] {0}
|
||||
stat.deconstructed = Gebouwen Gesloopt:[accent] {0}
|
||||
stat.delivered = Middelen Gelanceerd:
|
||||
stat.rank = Eindrang: [accent]{0}
|
||||
launcheditems = [accent]Launched Items
|
||||
launcheditems = [accent]Gelanceerde items
|
||||
map.delete = Weet je zeker dat je de map wilt verwijderen? "[accent]{0}[]"?
|
||||
level.highscore = Topscore: [accent]{0}
|
||||
level.select = Selecteer Level
|
||||
level.mode = Spelmodus:
|
||||
showagain = Don't show again next session
|
||||
coreattack = < Core is under attack! >
|
||||
showagain = Niet Laten zien in de volgende sessie
|
||||
coreattack = < Core wordt aangevallen! >
|
||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||
database = Core Database
|
||||
savegame = Save Game
|
||||
loadgame = Load Game
|
||||
joingame = Join Game
|
||||
savegame = Opslaan
|
||||
loadgame = Laden
|
||||
joingame = Treed toe
|
||||
addplayers = Add/Remove Players
|
||||
customgame = Custom Game
|
||||
newgame = New Game
|
||||
customgame = Aangepast spel
|
||||
newgame = Nieuw spel
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
close = Close
|
||||
close = Aflsuiten
|
||||
website = Website
|
||||
quit = Quit
|
||||
save.quit = Save & Quit
|
||||
maps = Maps
|
||||
maps.browse = Browse Maps
|
||||
continue = Continue
|
||||
maps.none = [LIGHT_GRAY]No maps found!
|
||||
invalid = Invalid
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
about.button = About
|
||||
name = Name:
|
||||
noname = Pick a[accent] player name[] first.
|
||||
filename = File Name:
|
||||
quit = Stoppen
|
||||
maps = Mappen
|
||||
continue = Ga door
|
||||
maps.none = [LIGHT_GRAY]Geen map gevonden!
|
||||
about.button = Over
|
||||
name = Naam:
|
||||
noname = Maak eerst een[accent] Speler naam[].
|
||||
filename = Bestandsnaam:
|
||||
unlocked = New content unlocked!
|
||||
completed = [accent]Completed
|
||||
techtree = Tech Tree
|
||||
research.list = [LIGHT_GRAY]Research:
|
||||
research = Research
|
||||
researched = [LIGHT_GRAY]{0} researched.
|
||||
players = {0} players online
|
||||
players.single = {0} player online
|
||||
server.closing = [accent]Closing server...
|
||||
server.kicked.kick = You have been kicked from the server!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.serverClose = Server closed.
|
||||
server.kicked.vote = You have been vote-kicked. Goodbye.
|
||||
server.kicked.clientOutdated = Outdated client! Update your game!
|
||||
server.kicked.serverOutdated = Outdated server! Ask the host to update!
|
||||
server.kicked.banned = You are banned on this server.
|
||||
server.kicked.typeMismatch = This server is not compatible with your build type.
|
||||
server.kicked.playerLimit = This server is full. Wait for an empty slot.
|
||||
server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
server.kicked.nameInUse = There is someone with that name\nalready on this server.
|
||||
server.kicked.nameEmpty = Your chosen name is invalid.
|
||||
server.kicked.idInUse = You are already on this server! Connecting with two accounts is not permitted.
|
||||
server.kicked.customClient = This server does not support custom builds. Download an official version.
|
||||
server.kicked.gameover = Game over!
|
||||
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
|
||||
host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [LIGHT_GRAY]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[LIGHT_GRAY]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.
|
||||
join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
completed = [accent]Voltooid
|
||||
techtree = Tech boom
|
||||
research.list = [LIGHT_GRAY]Onderzoek:
|
||||
research = Onderzoek
|
||||
researched = [LIGHT_GRAY]{0} Onderzocht.
|
||||
players = {0} Spelers online
|
||||
players.single = {0} Speler online
|
||||
server.closing = [accent]Server aan het sluiten...
|
||||
server.kicked.kick = Je bent verwijderd van deze sessie.
|
||||
server.kicked.serverClose = Server afgesloten...
|
||||
server.kicked.vote = Je bent ge vote-kicked. Tot ziens.
|
||||
server.kicked.clientOutdated = Verouderde versie! Update jouw spel!
|
||||
server.kicked.serverOutdated = Verouderde server! Vraag de host om te upgraden!
|
||||
server.kicked.banned = Je bent verbannen van deze server.
|
||||
server.kicked.typeMismatch = Deze server is niet compitabel met jouw bouwtype.
|
||||
server.kicked.recentKick = Je bent reeds verwijderd.\nWacht voordat je opnieuw verbindt.
|
||||
server.kicked.nameInUse = Er is al iemand met die naam\nop deze server.
|
||||
server.kicked.nameEmpty = Je gekozen naam is niet geldig.
|
||||
server.kicked.idInUse = Je bent al verbonden met deze server! Verbinden met 2 accounts is verboden.
|
||||
server.kicked.customClient = Deze server ondersteunt geen aangepaste spellen . Download de officiele versie.
|
||||
server.kicked.gameover = Spel afgelopen
|
||||
server.versions = Jouw versie:[accent] {0}[]\nServer versie:[accent] {1}[]
|
||||
host.info = De [accent]host[] knop hosts `een server op port [scarlet]6567[]. \nIedereen op hetzelfde [LIGHT_GRAY]wifi or locaal netwerk[] zou jouw server in hun serverlijst moeten zien.\n\nAls je wilt dan vrienden vanaf overal kunnen meedoen via IP, [accent]port forwarding[] is nodig.\n\n[LIGHT_GRAY]Note: IAls iemand moeilijkheden heeft met het meedoen aan jouw spel, kijk of je Mindustry in je firewall instellingen toegang hebt gegeven to jouw locaal netwerk.
|
||||
join.info = Hier kan je een [accent]server IP[] invoeren om te verbinden, of om[accent]locale netwerken[] te vinden.\nBeide LAN en WAN multiplayer is ondersteund.\n\n[LIGHT_GRAY]Note: Er is geen automatische globale serverlijst; Als je met iemands IP wil verbinden, Zou je moeten vragen om hun IP.
|
||||
hostserver = Host Game
|
||||
invitefriends = Invite Friends
|
||||
hostserver.mobile = Host\nGame
|
||||
@ -545,7 +534,6 @@ setting.fullscreen.name = Fullscreen
|
||||
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
|
||||
setting.fps.name = Show FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Show Power Lasers
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Show Minimap
|
||||
setting.musicvol.name = Music Volume
|
||||
@ -557,6 +545,7 @@ setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Opacity
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display In-Game Chat
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
uiscale.cancel = Cancel & Exit
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Fullscreen
|
||||
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
|
||||
setting.fps.name = Show FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Show Power Lasers
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance, disables animations)
|
||||
setting.minimap.name = Show Minimap
|
||||
setting.musicvol.name = Music Volume
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Opacity
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display In-Game Chat
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
uiscale.cancel = Cancel & Exit
|
||||
|
@ -3,7 +3,7 @@ credits = Zasłużeni
|
||||
contributors = Tłumacze i pomocnicy
|
||||
discord = Odwiedź nasz serwer Discord!
|
||||
link.discord.description = Oficjalny serwer Discord Mindustry
|
||||
link.github.description = Kod Gry
|
||||
link.github.description = Kod źródłowy gry
|
||||
link.changelog.description = Informacje o aktualizacjach
|
||||
link.dev-builds.description = Niestabilne wersje gry
|
||||
link.trello.description = Oficjalna tablica Trello z planowanym funkcjami
|
||||
@ -13,7 +13,7 @@ link.wiki.description = Oficjana Wiki Mindustry
|
||||
linkfail = Nie udało się otworzyć linku!\nURL został skopiowany.
|
||||
screenshot = Zapisano zdjęcie do {0}
|
||||
screenshot.invalid = Zrzut ekranu jest zbyt duży. Najprawdopodobniej brakuje miejsca w pamięci urządzenia.
|
||||
gameover = Rdzeń został zniszczony.
|
||||
gameover = Koniec Gry
|
||||
gameover.pvp = Zwyciężyła drużyna [accent]{0}[]!
|
||||
highscore = [YELLOW] Nowy rekord!
|
||||
load.sound = Dźwięki
|
||||
@ -21,6 +21,7 @@ load.map = Mapy
|
||||
load.image = Obrazy
|
||||
load.content = Treść
|
||||
load.system = System
|
||||
load.mod = Mody
|
||||
stat.wave = Fale powstrzymane:[accent] {0}
|
||||
stat.enemiesDestroyed = Przeciwnicy zniszczeni:[accent] {0}
|
||||
stat.built = Budynki zbudowane:[accent] {0}
|
||||
@ -29,38 +30,49 @@ stat.deconstructed = Budynki zrekonstruowane:[accent] {0}
|
||||
stat.delivered = Surowce wystrzelone:
|
||||
stat.rank = Ocena: [accent]{0}
|
||||
launcheditems = [accent]Wystrzelone przedmioty
|
||||
launchinfo = [unlaunched][[LAUNCH] rdzeń aby uzyskać przedmioty oznaczone na niebiesko.
|
||||
map.delete = Jesteś pewny, że chcesz usunąć "[accent]{0}[]"?
|
||||
level.highscore = Rekord: [accent]{0}
|
||||
level.select = Wybrany poziom
|
||||
level.mode = Tryb gry:
|
||||
showagain = Nie pokazuj tego więcej
|
||||
coreattack = < Rdzeń jest atakowany! >
|
||||
nearpoint = [[ [scarlet]OPUŚĆ PUNKT ZRZUTU NATYCHMIAST[] ]\nunicestwienie nadchodzi
|
||||
nearpoint = [[ [scarlet]OPUŚĆ PUNKT ZRZUTU NATYCHMIAST[] ]\nnadciąga zniszczenie
|
||||
database = Centralna baza danych
|
||||
savegame = Zapisz Grę
|
||||
loadgame = Wczytaj grę
|
||||
joingame = Gra wieloosobowa
|
||||
addplayers = Dodaj/Usuń graczy
|
||||
loadgame = Wczytaj Grę
|
||||
joingame = Dołącz Do Gry
|
||||
addplayers = Dodaj/Usuń Graczy
|
||||
customgame = Własna Gra
|
||||
newgame = Nowa Gra
|
||||
none = <none>
|
||||
none = <brak>
|
||||
minimap = Minimapa
|
||||
close = Zamknij
|
||||
website = Strona Gry
|
||||
quit = Wyjdź
|
||||
save.quit = Save & Quit
|
||||
save.quit = Zapisz & Wyjdź
|
||||
maps = Mapy
|
||||
maps.browse = Browse Maps
|
||||
maps.browse = Przeglądaj Mapy
|
||||
continue = Kontynuuj
|
||||
maps.none = [LIGHT_GRAY]Nie znaleziono żadnych map!
|
||||
invalid = Invalid
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
about.button = O grze
|
||||
invalid = Nieprawidłowy
|
||||
preparingconfig = Przygotowywanie Konfiguracji
|
||||
preparingcontent = Przygotowywanie Zawartości
|
||||
uploadingcontent = Przesyłanie Zawartości
|
||||
uploadingpreviewfile = Przesyłanie Pliku Podglądu
|
||||
committingchanges = Zatwierdzanie Zmian
|
||||
done = Gotowe
|
||||
mods.alphainfo = Pamiętaj, że mody są wersji alpha, i[scarlet] mogą być pełne błędów[].\nZgłaszaj wszystkie znalezione problemy na Mindustry Github lub Discord.
|
||||
mods.alpha = [scarlet](Alpha)
|
||||
mods = Mody
|
||||
mods.none = [LIGHT_GRAY]Nie znaleziono modów!
|
||||
mod.enabled = [lightgray]Włączony
|
||||
mod.disabled = [scarlet]Wyłączony
|
||||
mod.requiresrestart = Gra się wyłączy aby wprowadzić zmiany moda.
|
||||
mod.import = Importuj Mod
|
||||
mod.remove.confirm = Ten mod zostanie usunięty.
|
||||
mod.author = [LIGHT_GRAY]Autor:[] {0}
|
||||
about.button = O Grze
|
||||
name = Nazwa:
|
||||
noname = Najpierw wybierz [accent]nazwę gracza[]
|
||||
filename = Nazwa Pliku:
|
||||
@ -74,7 +86,7 @@ players = {0} graczy online
|
||||
players.single = {0} gracz online
|
||||
server.closing = [accent] Zamykanie serwera...
|
||||
server.kicked.kick = Zostałeś wyrzucony z serwera!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.whitelist = Nie ma cię tu na białej liście.
|
||||
server.kicked.serverClose = Serwer został zamknięty.
|
||||
server.kicked.vote = Zostałeś wyrzucony z gry. Żegnaj.
|
||||
server.kicked.clientOutdated = Nieaktualna gra! Zaktualizują ją!
|
||||
@ -92,17 +104,17 @@ server.versions = Twoja wersja gry:[accent] {0}[]\nWersja gry serwera:[accent] {
|
||||
host.info = Przycisk [accent]host[] hostuje serwer na porcie [scarlet]6567[] i [scarlet]6568.[]\nKtokolwiek z tym samym [LIGHT_GRAY]wifi lub hotspotem[] powinien zobaczyć twój serwer.\n\nJeśli chcesz, aby każdy z twoim IP mógł dołączyć, [accent]przekierowywanie portów[] jest potrzebne.\n\n[LIGHT_GRAY]Notka:Jeśli ktokolwiek ma problem z dołączeniem do gry, upewnij się, że udostępniłeś Mindustry dostęp do sieci.
|
||||
join.info = Tutaj możesz wpisać [accent]IP serwera[], aby dołączyć lub wyszukaj [accent]serwery w lokalnej sieci[], do których chcesz dołączyć .\nGra wieloosobowa na LAN i WAN jest wspomagana.\n\n[LIGHT_GRAY]Notka: Nie ma automatycznej listy wszystkich serwerów; jeśli chcesz dołączyć przez IP, musisz zapytać się hosta o IP.
|
||||
hostserver = Stwórz Serwer
|
||||
invitefriends = Invite Friends
|
||||
hostserver.mobile = Hostuj\ngrę
|
||||
invitefriends = Zaproś Znajomych
|
||||
hostserver.mobile = Hostuj\nGrę
|
||||
host = Hostuj
|
||||
hosting = [accent] Otwieranie serwera...
|
||||
hosts.refresh = Odśwież
|
||||
hosts.discovering = Wyszukiwanie gier w sieci LAN
|
||||
hosts.discovering.any = Discovering games
|
||||
hosts.discovering.any = Wyszukiwanie gier
|
||||
server.refreshing = Odświeżanie serwera
|
||||
hosts.none = [lightgray] Brak serwerów w sieci LAN!
|
||||
host.invalid = [scarlet] Nie można połączyć się z hostem.
|
||||
trace = Zlokalizuj gracza
|
||||
trace = Zlokalizuj Gracza
|
||||
trace.playername = Nazwa gracza: [accent]{0}
|
||||
trace.ip = IP: [accent]{0}
|
||||
trace.id = Wyjątkowe ID: [accent]{0}
|
||||
@ -113,16 +125,16 @@ server.bans = Bany
|
||||
server.bans.none = Nie znaleziono zbanowanych osób!
|
||||
server.admins = Admini
|
||||
server.admins.none = Nie znaleziono adminów!
|
||||
server.add = Dodaj serwer
|
||||
server.add = Dodaj Serwer
|
||||
server.delete = Czy na pewno chcesz usunąć ten serwer?
|
||||
server.edit = Edytuj serwer
|
||||
server.edit = Edytuj Serwer
|
||||
server.outdated = [crimson]Przestarzały serwer![]
|
||||
server.outdated.client = [crimson]Przestarzały klient![]
|
||||
server.version = [lightgray]Wersja: {0}
|
||||
server.custombuild = [yellow]Zmodowany klient
|
||||
confirmban = Jesteś pewny, że chcesz zbanować tego gracza?
|
||||
confirmkick = Jesteś pewny, że chcesz wyrzucić tego gracza?
|
||||
confirmvotekick = Are you sure you want to vote-kick this player?
|
||||
confirmvotekick = Jesteś pewny, że chcesz głosować za wyrzuceniem tego gracza?
|
||||
confirmunban = Jesteś pewny, że chcesz odbanować tego gracza?
|
||||
confirmadmin = Jesteś pewny, że chcesz dać rangę admina temu graczowi?
|
||||
confirmunadmin = Jesteś pewny, że chcesz zabrać rangę admina temu graczowi?
|
||||
@ -133,7 +145,7 @@ disconnect.error = Błąd połączenia.
|
||||
disconnect.closed = Połączenie zostało zamknięte.
|
||||
disconnect.timeout = Przekroczono limit czasu.
|
||||
disconnect.data = Nie udało się załadować mapy!
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
cantconnect = Nie można dołączyć do gry ([accent]{0}[]).
|
||||
connecting = [accent]Łączenie...
|
||||
connecting.data = [accent]Ładowanie danych świata...
|
||||
server.port = Port:
|
||||
@ -153,13 +165,13 @@ save.export = Eksportuj
|
||||
save.import.invalid = [accent]Zapis gry jest niepoprawny!
|
||||
save.import.fail = [crimson]Nie udało się zaimportować zapisu: [accent] {0}
|
||||
save.export.fail = [crimson]Nie można wyeksportować zapisu: [accent] {0}
|
||||
save.import = Importuj zapis
|
||||
save.import = Importuj Zapis
|
||||
save.newslot = Zapisz nazwę:
|
||||
save.rename = Zmień nazwę
|
||||
save.rename = Zmień Nazwę
|
||||
save.rename.text = Nowa nazwa:
|
||||
selectslot = Wybierz zapis.
|
||||
slot = [accent]Slot {0}
|
||||
editmessage = Edit Message
|
||||
editmessage = Edytuj Wiadomość
|
||||
save.corrupted = [accent]Zapis gry jest uszkodzony lub nieprawidłowy! Jeżeli aktualizowałeś grę, najprawdopodobniej jest to zmiana w formacie zapisu i [scarlet]nie jest[] to błąd.
|
||||
empty = <pusto>
|
||||
on = Włączone
|
||||
@ -167,26 +179,26 @@ off = Wyłączone
|
||||
save.autosave = Autozapis: {0}
|
||||
save.map = Mapa: {0}
|
||||
save.wave = Fala {0}
|
||||
save.mode = Gamemode: {0}
|
||||
save.date = Ostatnio zapisano: {0}
|
||||
save.mode = Tryb Gry: {0}
|
||||
save.date = Ostatnio Zapisane: {0}
|
||||
save.playtime = Czas gry: {0}
|
||||
warning = Uwaga.
|
||||
confirm = Potwierdź
|
||||
delete = Usuń
|
||||
view.workshop = View In Workshop
|
||||
ok = Ok
|
||||
view.workshop = Pokaż w Warsztacie
|
||||
ok = OK
|
||||
open = Otwórz
|
||||
customize = Dostosuj
|
||||
cancel = Anuluj
|
||||
openlink = Otwórz link
|
||||
copylink = Kopiuj link
|
||||
openlink = Otwórz Link
|
||||
copylink = Kopiuj Link
|
||||
back = Wróć
|
||||
data.export = Eksportuj Dane
|
||||
data.import = Importuj Dane
|
||||
data.exported = Dane wyeksportowane.
|
||||
data.invalid = Nieprawidłowe dane gry.
|
||||
data.import.confirm = Zaimportowanie zewnętrznych danych usunie[scarlet] wszystkie[] obecne dane gry.\n[accent]Nie można tego cofnąć![]\n\nGdy dane zostaną zimportowane, gra automatycznie się wyłączy.
|
||||
classic.export = Eksportuj dane wersji klasycznej
|
||||
classic.export = Eksportuj Dane Wersji Klasycznej
|
||||
classic.export.text = [accent]Mindustry[] otrzymało ostatnio ważną aktualizację.\nClassic (v3.5 build 40) zapis albo mapa zostały wykryte. Czy chciałbyś eksportować te zapisy do katalogu domowego swojego telefonu, do użycia w aplikacji Mindustry Classic?
|
||||
quit.confirm = Czy na pewno chcesz wyjść?
|
||||
quit.confirm.tutorial = Czy jesteś pewien tego co robisz?\nSamouczek może zostać powtórzony w[accent] Opcje->Gra->Powtórz samouczek.[]
|
||||
@ -199,37 +211,40 @@ waiting = [LIGHT_GRAY]Oczekiwanie...
|
||||
waiting.players = Oczekiwanie na graczy...
|
||||
wave.enemies = Pozostało [LIGHT_GRAY]{0} wrogów
|
||||
wave.enemy = Pozostał [LIGHT_GRAY]{0} wróg
|
||||
loadimage = Załaduj obraz
|
||||
saveimage = Zapisz obraz
|
||||
loadimage = Załaduj Obraz
|
||||
saveimage = Zapisz Obraz
|
||||
unknown = Nieznane
|
||||
custom = Własne
|
||||
builtin = Wbudowane
|
||||
map.delete.confirm = Jesteś pewny, że chcesz usunąć tę mapę? Nie będzie można jej przywrócić.
|
||||
map.random = [accent]Losowa mapa
|
||||
map.random = [accent]Losowa Mapa
|
||||
map.nospawn = Ta mapa nie zawiera żadnego rdzenia! Dodaj [ROYAL]niebieski[] rdzeń do tej mapy w edytorze.
|
||||
map.nospawn.pvp = Ta mapa nie ma żadnego rdzenia przeciwnika, aby mogli się zrespić przeciwnicy! Dodaj[SCARLET] inny niż niebieski[] rdzeń do mapy w edytorze.
|
||||
map.nospawn.attack = Ta mapa nie ma żadnego rdzenia przeciwnika, aby można było go zaatakować! Dodaj[SCARLET] czerwony[] rdzeń do mapy w edytorze.
|
||||
map.invalid = Błąd podczas ładowania mapy: uszkodzony lub niepoprawny plik mapy.
|
||||
map.publish.error = Błąd podczas publikowania mapy: {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!
|
||||
map.update = Aktualizuj Mapę
|
||||
map.load.error = Błąd podczaj pobierania danych z warsztatu: {0}
|
||||
map.menu = Wybierz co chcesz zrobić z tą mapą.
|
||||
map.changelog = Lista Zmian (opcjonalna)
|
||||
eula = Steam EULA
|
||||
map.publish = Opublikowano mapę.
|
||||
map.publishing = [accent]Publikowanie mapy...
|
||||
editor.brush = Pędzel
|
||||
editor.openin = Otwórz w edytorze
|
||||
editor.oregen = Generacja złóż
|
||||
editor.oregen.info = Generacja złóż:
|
||||
editor.mapinfo = Informacje o mapie
|
||||
editor.openin = Otwórz w Edytorze
|
||||
editor.oregen = Generacja Złóż
|
||||
editor.oregen.info = Generacja Złóż:
|
||||
editor.mapinfo = Informacje o Mapie
|
||||
editor.author = Autor:
|
||||
editor.description = Opis:
|
||||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||||
editor.nodescription = Mapa musi posiadać opis o długości co najmniej 4 znaków zanim zostanie opublikowana.
|
||||
editor.waves = Fale:
|
||||
editor.rules = Zasady:
|
||||
editor.generation = Generacja:
|
||||
editor.ingame = Edytuj w grze
|
||||
editor.publish.workshop = Opublikuj w Workshop
|
||||
editor.ingame = Edytuj w Grze
|
||||
editor.publish.workshop = Opublikuj w Warsztacie
|
||||
editor.newmap = Nowa Mapa
|
||||
workshop = Workshop
|
||||
workshop = Warsztat
|
||||
waves.title = Fale
|
||||
waves.remove = Usuń
|
||||
waves.never = <nigdy>
|
||||
@ -240,8 +255,8 @@ waves.to = do
|
||||
waves.boss = Boss
|
||||
waves.preview = Podgląd
|
||||
waves.edit = Edytuj...
|
||||
waves.copy = Kopiuj do schowka
|
||||
waves.load = Załaduj ze schowka
|
||||
waves.copy = Kopiuj Do Schowka
|
||||
waves.load = Załaduj Ze Schowka
|
||||
waves.invalid = Nieprawidłowe fale w schowku.
|
||||
waves.copied = Fale zostały skopiowane.
|
||||
waves.none = Brak zdefiniowanych wrogów.\nPamiętaj, że puste układy fal zostaną automatycznie zastąpione układem domyślnym.
|
||||
@ -249,8 +264,8 @@ editor.default = [LIGHT_GRAY]<Domyślne>
|
||||
details = Detale...
|
||||
edit = Edytuj...
|
||||
editor.name = Nazwa:
|
||||
editor.spawn = Stwórz jednostkę
|
||||
editor.removeunit = Usuń jednostkę
|
||||
editor.spawn = Stwórz Jednostkę
|
||||
editor.removeunit = Usuń Jednostkę
|
||||
editor.teams = Drużyny
|
||||
editor.errorload = Błąd podczas ładowania pliku:\n[accent]{0}
|
||||
editor.errorsave = Błąd podczas zapisywania pliku:\n[accent]{0}
|
||||
@ -263,9 +278,9 @@ editor.update = Aktualizuj
|
||||
editor.randomize = Losuj
|
||||
editor.apply = Zastosuj
|
||||
editor.generate = Generuj
|
||||
editor.resize = Zmień rozmiar
|
||||
editor.loadmap = Załaduj mapę
|
||||
editor.savemap = Zapisz mapę
|
||||
editor.resize = Zmień Rozmiar
|
||||
editor.loadmap = Załaduj Mapę
|
||||
editor.savemap = Zapisz Mapę
|
||||
editor.saved = Zapisano!
|
||||
editor.save.noname = Twoja mapa nie ma nazwy! Ustaw ją w 'Informacjach o mapie'.
|
||||
editor.save.overwrite = Ta mapa nadpisze wbudowaną mapę! Ustaw inną nazwę w 'Informacjach o mapie'.
|
||||
@ -278,22 +293,22 @@ editor.importfile.description = Importuj zewnętrzny plik mapy
|
||||
editor.importimage = Importuj Obraz Terenu
|
||||
editor.importimage.description = Importuj zewnętrzny obraz terenu
|
||||
editor.export = Eksportuj...
|
||||
editor.exportfile = Eksportuj plik
|
||||
editor.exportfile = Eksportuj Plik
|
||||
editor.exportfile.description = Eksportuj plik mapy
|
||||
editor.exportimage = Eksportuj Obraz Terenu
|
||||
editor.exportimage.description = Eksportuj plik obrazu terenu
|
||||
editor.loadimage = Załaduj obraz
|
||||
editor.saveimage = Zapisz obraz
|
||||
editor.loadimage = Załaduj Teren
|
||||
editor.saveimage = Zapisz Teren
|
||||
editor.unsaved = [scarlet]Masz niezapisane zmiany![]\nCzy na pewno chcesz wyjść?
|
||||
editor.resizemap = Zmień rozmiar mapy
|
||||
editor.mapname = Nazwa mapy:
|
||||
editor.resizemap = Zmień Rozmiar Mapy
|
||||
editor.mapname = Nazwa Mapy:
|
||||
editor.overwrite = [accent]Uwaga!\nSpowoduje to nadpisanie istniejącej mapy.
|
||||
editor.overwrite.confirm = [scarlet]Uwaga![] Mapa pod tą nazwą już istnieje. Jesteś pewny, że chcesz ją nadpisać?
|
||||
editor.exists = A map with this name already exists.
|
||||
editor.overwrite.confirm = [scarlet]Uwaga![] Mapa o tej nazwie już istnieje. Jesteś pewny, że chcesz ją nadpisać?
|
||||
editor.exists = Mapa o tej nazwie już istnieje.
|
||||
editor.selectmap = Wybierz mapę do załadowania:
|
||||
toolmode.replace = Zastąp
|
||||
toolmode.replace.description = Rysuje tylko na stałych blokach.
|
||||
toolmode.replaceall = Zastąp wszystko
|
||||
toolmode.replaceall = Zastąp Wszystko
|
||||
toolmode.replaceall.description = Zastąp wszystkie bloki na mapie.
|
||||
toolmode.orthogonal = Prostokątny
|
||||
toolmode.orthogonal.description = Rysuje tylko prostopadłe linie.
|
||||
@ -305,15 +320,15 @@ toolmode.fillteams = Wypełń Drużyny
|
||||
toolmode.fillteams.description = Wypełniaj drużyny zamiast bloków.
|
||||
toolmode.drawteams = Rysuj Drużyny
|
||||
toolmode.drawteams.description = Rysuj drużyny zamiast bloków.
|
||||
filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
|
||||
filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
|
||||
filter.distort = Zniekształcanie
|
||||
filter.noise = Szum
|
||||
filter.median = Mediana
|
||||
filter.oremedian = Mediana rud
|
||||
filter.oremedian = Mediana Rud
|
||||
filter.blend = Wtopienie
|
||||
filter.defaultores = Domyślne rudy
|
||||
filter.defaultores = Domyślne Rudy
|
||||
filter.ore = Ruda
|
||||
filter.rivernoise = Szum rzeki
|
||||
filter.rivernoise = Szum Rzeki
|
||||
filter.mirror = Lustro
|
||||
filter.clear = Oczyść
|
||||
filter.option.ignore = Ignoruj
|
||||
@ -323,7 +338,7 @@ filter.option.scale = Skala
|
||||
filter.option.chance = Szansa
|
||||
filter.option.mag = Wielkość
|
||||
filter.option.threshold = Próg
|
||||
filter.option.circle-scale = Skala koła
|
||||
filter.option.circle-scale = Skala Koła
|
||||
filter.option.octaves = Oktawy
|
||||
filter.option.falloff = Spadek
|
||||
filter.option.angle = Kąt
|
||||
@ -332,8 +347,8 @@ filter.option.floor = Podłoga
|
||||
filter.option.flooronto = Podłoga Docelowa
|
||||
filter.option.wall = Ściana
|
||||
filter.option.ore = Ruda
|
||||
filter.option.floor2 = Druga podłoga
|
||||
filter.option.threshold2 = Drugi próg
|
||||
filter.option.floor2 = Druga Podłoga
|
||||
filter.option.threshold2 = Drugi Próg
|
||||
filter.option.radius = Zasięg
|
||||
filter.option.percentile = Percentyl
|
||||
width = Szerokość:
|
||||
@ -351,8 +366,8 @@ settings = Ustawienia
|
||||
tutorial = Poradnik
|
||||
tutorial.retake = Ponów Samouczek
|
||||
editor = Edytor
|
||||
mapeditor = Edytor map
|
||||
donate = Wspomóż nas
|
||||
mapeditor = Edytor Map
|
||||
donate = Wspomóż Nas
|
||||
abandon = Opuść
|
||||
abandon.text = Ta strefa i wszystkie jej surowce będą przejęte przez przeciwników.
|
||||
locked = Zablokowane
|
||||
@ -367,7 +382,7 @@ launch.unable2 = [scarlet]WYSTZRZELENIE niedostępne.[]
|
||||
launch.confirm = Spowoduje to wystrzelenie wszystkich surowców w rdzeniu.\nNie będziesz mógł wrócić do tej bazy.
|
||||
launch.skip.confirm = Jeśli teraz przejdziesz do kolejnej fali, Nie biędziesz miał możliwości wystrzelenia do czasu pokonania dalszych fal.
|
||||
uncover = Odkryj
|
||||
configure = Skonfiguruj ładunek
|
||||
configure = Skonfiguruj Ładunek
|
||||
configure.locked = [LIGHT_GRAY]Dotrzyj do fali {0}\nAby skonfigurować ładunek.
|
||||
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
|
||||
zone.unlocked = [LIGHT_GRAY]Strefa {0} odblokowana.
|
||||
@ -404,7 +419,7 @@ zone.impact0078.name = Uderzenie 0078
|
||||
zone.crags.name = Urwisko
|
||||
zone.fungalPass.name = Grzybowa Przełęcz
|
||||
zone.groundZero.description = Optymalna lokalizacja, aby rozpocząć jeszcze raz. Niskie zagrożenie. Niewiele zasobów.\nZbierz jak najwięcej miedzi i ołowiu, tyle ile jest możliwe.\nPrzejdź do następnej strefy jak najszybciej.
|
||||
zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy.
|
||||
zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy.
|
||||
zone.desertWastes.description = Te pustkowia są rozległe, nieprzewidywalne, i znajdują się na nich opuszczone struktury.\nWęgiel jest obecny w tym regionie. Użyj go do produkcji energii, lub do stworzenia grafitu.\n\n[lightgray]Miejsce lądowania nie jest pewne.
|
||||
zone.saltFlats.description = Na obrzeżach pustyni spoczywają Solne Równiny. Można tu znaleźć niewiele surowców.\n\nWrogowie zbudowali tu bazę składującą surowce. Zniszcz ich rdżeń. Zniszcz wszystko co stanie ci na drodze.
|
||||
zone.craters.description = W tym kraterze zebrała się woda. Pozostałość dawnych wojen. Odzyskaj ten teren. Wykop piasek. Wytop metaszkło. Pompuj wodę do działek obronnych i wierteł by je schłodzić
|
||||
@ -419,20 +434,20 @@ zone.impact0078.description = <insert description here>
|
||||
zone.crags.description = <insert description here>
|
||||
settings.language = Język
|
||||
settings.data = Dane Gry
|
||||
settings.reset = Przywróć domyślne
|
||||
settings.reset = Przywróć Domyślne
|
||||
settings.rebind = Zmień
|
||||
settings.controls = Sterowanie
|
||||
settings.game = Gra
|
||||
settings.sound = Dźwięk
|
||||
settings.graphics = Grafika
|
||||
settings.cleardata = Wyczyść dane gry...
|
||||
settings.cleardata = Wyczyść Dane Gry...
|
||||
settings.clear.confirm = Czy jesteś pewien że chcesz usunąć te dane?\nPo tym nie ma powrotu!
|
||||
settings.clearall.confirm = [scarlet]UWAGA![]\nTo wykasuje wszystkie dane, włącznie z zapisanymi grami i mapami, ustawienami, i znanymi technologiami.\nKiedy naciśniesz 'ok', gra usunie wszystkie swoje dane i automatycznie wyłączy się.
|
||||
settings.clearunlocks = Wyczyść listę przedmiotów
|
||||
settings.clearall = Wyczyść wszystko
|
||||
settings.clearunlocks = Wyczyść Listę Przedmiotów
|
||||
settings.clearall = Wyczyść Wszystko
|
||||
paused = [accent]< Wstrzymano >
|
||||
yes = Jasne!
|
||||
no = Nie ma mowy!
|
||||
yes = Tak
|
||||
no = Nie
|
||||
info.title = Informacje
|
||||
error.title = [crimson]Wystąpił błąd
|
||||
error.crashtitle = Wystąpił błąd
|
||||
@ -475,7 +490,7 @@ bar.drilltierreq = Wymagane Lepsze Wiertło
|
||||
bar.drillspeed = Prędkość wiertła: {0}/s
|
||||
bar.efficiency = Efektywność: {0}%
|
||||
bar.powerbalance = Moc: {0}
|
||||
bar.powerstored = Stored: {0}/{1}
|
||||
bar.powerstored = Zmagazynowano: {0}/{1}
|
||||
bar.poweramount = Moc: {0}
|
||||
bar.poweroutput = Wyjście mocy: {0}
|
||||
bar.items = Przedmiotów: {0}
|
||||
@ -496,7 +511,7 @@ bullet.freezing = [stat]zamrażający
|
||||
bullet.tarred = [stat]smolny
|
||||
bullet.multiplier = [stat]{0}[lightgray]x mnożnik amunicji
|
||||
bullet.reload = [stat]{0}[lightgray]x szybkość ataku
|
||||
unit.blocks = Klocki
|
||||
unit.blocks = bloki
|
||||
unit.powersecond = jednostek prądu na sekundę
|
||||
unit.liquidsecond = jednostek płynów na sekundę
|
||||
unit.itemssecond = przedmiotów na sekundę
|
||||
@ -520,11 +535,11 @@ setting.shadows.name = Cienie
|
||||
setting.linear.name = Filtrowanie Liniowe
|
||||
setting.animatedwater.name = Animowana woda
|
||||
setting.animatedshields.name = Animowana Tarcza
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (wymaga restartu)[]
|
||||
setting.antialias.name = Antyaliasing[LIGHT_GRAY] (wymaga restartu)[]
|
||||
setting.indicators.name = Wskaźniki Przyjaciół
|
||||
setting.autotarget.name = Automatyczne Celowanie
|
||||
setting.keyboard.name = Sterowanie Myszka+Klawiatura
|
||||
setting.touchscreen.name = Touchscreen Controls
|
||||
setting.keyboard.name = Sterowanie - Myszka+Klawiatura
|
||||
setting.touchscreen.name = Sterowanie - Ekran Dotykowy
|
||||
setting.fpscap.name = Maksymalny FPS
|
||||
setting.fpscap.none = Nieograniczone
|
||||
setting.fpscap.text = {0} FPS
|
||||
@ -545,7 +560,6 @@ setting.fullscreen.name = Pełny ekran
|
||||
setting.borderlesswindow.name = Bezramkowe okno[LIGHT_GRAY] (może wymagać restartu)
|
||||
setting.fps.name = Pokazuj FPS
|
||||
setting.vsync.name = Synchronizacja pionowa
|
||||
setting.lasers.name = Pokaż lasery zasilające
|
||||
setting.pixelate.name = Pikselacja [LIGHT_GRAY](wyłącza animacje)
|
||||
setting.minimap.name = Pokaż Minimapę
|
||||
setting.musicvol.name = Głośność muzyki
|
||||
@ -555,11 +569,13 @@ setting.sfxvol.name = Głośność dźwięków
|
||||
setting.mutesound.name = Wycisz dźwięki
|
||||
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
|
||||
setting.savecreate.name = Automatyczne tworzenie zapisu
|
||||
setting.publichost.name = Widoczność gry publicznej
|
||||
setting.publichost.name = Widoczność Gry Publicznej
|
||||
setting.chatopacity.name = Przezroczystość czatu
|
||||
setting.lasersopacity.name = Przezroczystość laserów zasilających
|
||||
setting.playerchat.name = Wyświetlaj czat w grze
|
||||
public.confirm = Czy chcesz ustawić swoją grę jako publiczną?\n[lightgray]Można to później zmienić w Ustawienia->Gra->Widoczność Gry Publicznej.
|
||||
uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[]
|
||||
uiscale.cancel = Anuluj i wyjdź
|
||||
uiscale.cancel = Anuluj i Wyjdź
|
||||
setting.bloom.name = Bloom
|
||||
keybind.title = Zmień
|
||||
keybinds.mobile = [scarlet]Większość skrótów klawiszowych nie funkcjonuje w wersji mobilnej. Tylko podstawowe poruszanie się jest wspierane.
|
||||
@ -567,7 +583,7 @@ category.general.name = Ogólne
|
||||
category.view.name = Wyświetl
|
||||
category.multiplayer.name = Multiplayer
|
||||
command.attack = Atakuj
|
||||
command.rally = Rally
|
||||
command.rally = Zbierz
|
||||
command.retreat = Wycofaj
|
||||
keybind.gridMode.name = Wybieranie Bloku
|
||||
keybind.gridModeShift.name = Wybieranie Kategorii
|
||||
@ -576,7 +592,7 @@ keybind.press.axis = Naciśnij oś lub klawisz...
|
||||
keybind.screenshot.name = Zrzut ekranu mapy
|
||||
keybind.move_x.name = Poruszanie w poziomie
|
||||
keybind.move_y.name = Poruszanie w pionie
|
||||
keybind.fullscreen.name = Toggle Fullscreen
|
||||
keybind.fullscreen.name = Przełącz Pełny Ekran
|
||||
keybind.select.name = Zaznacz
|
||||
keybind.diagonal_placement.name = Budowa po skosie
|
||||
keybind.pick.name = Wybierz Blok
|
||||
@ -603,28 +619,29 @@ mode.help.title = Opis trybów
|
||||
mode.survival.name = Przeżycie
|
||||
mode.survival.description = Zwykły tryb. Limitowane surowce i fale przeciwników.
|
||||
mode.sandbox.name = Piaskownica
|
||||
mode.sandbox.description = Nieskończone surowce i fale bez odliczania. Dla przedszkolaków!
|
||||
mode.sandbox.description = Nieskończone surowce i fale bez odliczania.
|
||||
mode.editor.name = Edytor
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Walcz przeciwko innym graczom.
|
||||
mode.attack.name = Atak
|
||||
mode.attack.description = Brak fal, celem jest zniszczenie bazy przeciwnika.
|
||||
mode.attack.description = Brak fal. Celem jest zniszczenie bazy przeciwnika.
|
||||
mode.custom = Własny tryb
|
||||
rules.infiniteresources = Nieskończone zasoby
|
||||
rules.wavetimer = Zegar fal
|
||||
rules.waves = Fale
|
||||
rules.attack = Tryb Ataku
|
||||
rules.attack = Tryb ataku
|
||||
rules.enemyCheat = Nieskończone zasoby komputera-przeciwnika (czerwonego zespołu)
|
||||
rules.unitdrops = Surowce z zniszczonych jednostek
|
||||
rules.unitbuildspeedmultiplier = Mnożnik Prędkości Tworzenia Jednostek
|
||||
rules.unithealthmultiplier = Mnożnik Życia Jednostek
|
||||
rules.playerhealthmultiplier = Mnożnik Życia Gracza
|
||||
rules.playerdamagemultiplier = Mnożnik Obrażeń Gracza
|
||||
rules.unitdamagemultiplier = Mnożnik Obrażeń Jednostek
|
||||
rules.unitdrops = Surowce ze zniszczonych jednostek
|
||||
rules.unitbuildspeedmultiplier = Mnożnik prędkości tworzenia jednostek
|
||||
rules.unithealthmultiplier = Mnożnik życia jednostek
|
||||
rules.playerhealthmultiplier = Mnożnik życia gracza
|
||||
rules.playerdamagemultiplier = Mnożnik obrażeń gracza
|
||||
rules.unitdamagemultiplier = Mnożnik obrażeń jednostek
|
||||
rules.enemycorebuildradius = Zasięg blokady budowy przy rdżeniu wroga:[LIGHT_GRAY] (kratki)
|
||||
rules.respawntime = Czas Odrodzenia:[LIGHT_GRAY] (sek)
|
||||
rules.respawntime = Czas odrodzenia:[LIGHT_GRAY] (sek)
|
||||
rules.wavespacing = Odstępy między falami:[LIGHT_GRAY] (sek)
|
||||
rules.buildcostmultiplier = Mnożnik Kosztów Budowania
|
||||
rules.buildspeedmultiplier = Mnożnik Prędkości Budowania
|
||||
rules.buildcostmultiplier = Mnożnik kosztów budowania
|
||||
rules.buildspeedmultiplier = Mnożnik prędkości budowania
|
||||
rules.waitForWaveToEnd = Fale czekają na przeciwników
|
||||
rules.dropzoneradius = Zasięg strefy zrzutu:[LIGHT_GRAY] (kratki)
|
||||
rules.respawns = Maksymalna ilośc odrodzeń na falę
|
||||
@ -650,7 +667,7 @@ item.silicon.name = Krzem
|
||||
item.plastanium.name = Plastan
|
||||
item.phase-fabric.name = Włókno Fazowe
|
||||
item.surge-alloy.name = Elektrum
|
||||
item.spore-pod.name = Zarodnia
|
||||
item.spore-pod.name = Kapsuła Zarodników
|
||||
item.sand.name = Piasek
|
||||
item.blast-compound.name = Wybuchowy związek
|
||||
item.pyratite.name = Piratian
|
||||
@ -703,8 +720,8 @@ block.saltrocks.name = Skały Solne
|
||||
block.pebbles.name = Kamyczki
|
||||
block.tendrils.name = Wić
|
||||
block.sandrocks.name = Skały Piaskowe
|
||||
block.spore-pine.name = Sosna Zarodkowa
|
||||
block.sporerocks.name = Skała z Zarodkami
|
||||
block.spore-pine.name = Sosna Zarodnikowa
|
||||
block.sporerocks.name = Skała Zarodnikowa
|
||||
block.rock.name = Skały
|
||||
block.snowrock.name = Skały śnieżne
|
||||
block.snow-pine.name = Sosna śniegowa
|
||||
@ -712,19 +729,19 @@ block.shale.name = Łupek
|
||||
block.shale-boulder.name = Głaz Łupkowy
|
||||
block.moss.name = Mech
|
||||
block.shrubs.name = Krzewy
|
||||
block.spore-moss.name = Mech z Zarodkami
|
||||
block.spore-moss.name = Mech Zarodnikowy
|
||||
block.shalerocks.name = Skały Łupkowe
|
||||
block.scrap-wall.name = Ściana z Złomu
|
||||
block.scrap-wall-large.name = Duża Ściana z Złomu
|
||||
block.scrap-wall-huge.name = Ogromna Ściana z Złomu
|
||||
block.scrap-wall-gigantic.name = Gigantyczna Ściana z Złomu
|
||||
block.scrap-wall.name = Ściana ze Złomu
|
||||
block.scrap-wall-large.name = Duża Ściana ze Złomu
|
||||
block.scrap-wall-huge.name = Ogromna Ściana ze Złomu
|
||||
block.scrap-wall-gigantic.name = Gigantyczna Ściana ze Złomu
|
||||
block.thruster.name = Silnik
|
||||
block.kiln.name = Wypalarka
|
||||
block.graphite-press.name = Grafitowa Prasa
|
||||
block.multi-press.name = Multi-Prasa
|
||||
block.constructing = {0} [LIGHT_GRAY](Budowa)
|
||||
block.spawn.name = Spawn wrogów
|
||||
block.core-shard.name = Rdzeń: Ułamek
|
||||
block.core-shard.name = Rdzeń: Odłamek
|
||||
block.core-foundation.name = Rdzeń: Podstawa
|
||||
block.core-nucleus.name = Rdzeń: Jądro
|
||||
block.deepwater.name = Głęboka Woda
|
||||
@ -750,7 +767,7 @@ block.dunerocks.name = Skały wydmowe
|
||||
block.pine.name = Sosna
|
||||
block.white-tree-dead.name = Białe Drzewo Martwe
|
||||
block.white-tree.name = Białe Drzewo
|
||||
block.spore-cluster.name = Grono Zarodków
|
||||
block.spore-cluster.name = Skupisko Zarodników
|
||||
block.metal-floor.name = Metalowa Podłoga
|
||||
block.metal-floor-2.name = Metalowa Podłoga 2
|
||||
block.metal-floor-3.name = Metalowa Podłoga 3
|
||||
@ -768,7 +785,7 @@ block.hotrock.name = Gorący Kamień
|
||||
block.magmarock.name = Skała magmowa
|
||||
block.cliffs.name = Klify
|
||||
block.copper-wall.name = Miedziana Ściana
|
||||
block.copper-wall-large.name = Duża miedziana ściana
|
||||
block.copper-wall-large.name = Duża Miedziana Ściana
|
||||
block.titanium-wall.name = Tytanowa Ściana
|
||||
block.titanium-wall-large.name = Duża Tytanowa Ściana
|
||||
block.phase-wall.name = Fazowa Ściana
|
||||
@ -777,28 +794,28 @@ block.thorium-wall.name = Torowa Ściana
|
||||
block.thorium-wall-large.name = Duża Torowa Ściana
|
||||
block.door.name = Drzwi
|
||||
block.door-large.name = Duże drzwi
|
||||
block.duo.name = Podwójne działko
|
||||
block.duo.name = Podwójne Działko
|
||||
block.scorch.name = Płomień
|
||||
block.scatter.name = Flak
|
||||
block.hail.name = Grad
|
||||
block.lancer.name = Lancer
|
||||
block.conveyor.name = Przenośnik
|
||||
block.titanium-conveyor.name = Tytanowy przenośnik
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.titanium-conveyor.name = Przenośnik Tytanowy
|
||||
block.armored-conveyor.name = Przenośnik Opancerzony
|
||||
block.armored-conveyor.description = Przesyła przedmioty z taką samą szybkością jak Przenośnik Tytanowy, ale jest bardziej odporny. Wejściami bocznymi mogą być tylko inne przenośniki.
|
||||
block.junction.name = Węzeł
|
||||
block.router.name = Rozdzielacz
|
||||
block.distributor.name = Dystrybutor
|
||||
block.sorter.name = Sortownik
|
||||
block.message.name = Message
|
||||
block.overflow-gate.name = Brama Przeciwprzepełnieniowa
|
||||
block.message.name = Wiadomość
|
||||
block.overflow-gate.name = Brama Przepełnieniowa
|
||||
block.silicon-smelter.name = Huta Krzemu
|
||||
block.phase-weaver.name = Fazowa Fabryka
|
||||
block.pulverizer.name = Rozkruszacz
|
||||
block.cryofluidmixer.name = Mieszacz Lodocieczy
|
||||
block.melter.name = Przetapiacz
|
||||
block.incinerator.name = Spalacz
|
||||
block.spore-press.name = Prasa Zarodni
|
||||
block.spore-press.name = Prasa Zarodników
|
||||
block.separator.name = Rozdzielacz
|
||||
block.coal-centrifuge.name = Wirówka węglowa
|
||||
block.power-node.name = Węzeł Prądu
|
||||
@ -831,11 +848,11 @@ block.power-void.name = Próżnia prądu
|
||||
block.power-source.name = Nieskończony Prąd
|
||||
block.unloader.name = Ekstraktor
|
||||
block.vault.name = Magazyn
|
||||
block.wave.name = Strumyk
|
||||
block.wave.name = Strumień
|
||||
block.swarmer.name = Działo Rojowe
|
||||
block.salvo.name = Działo Salwowe
|
||||
block.ripple.name = Działo falowe
|
||||
block.phase-conveyor.name = Fazowy Transporter
|
||||
block.ripple.name = Działo Falowe
|
||||
block.phase-conveyor.name = Transporter Fazowy
|
||||
block.bridge-conveyor.name = Most Transportowy
|
||||
block.plastanium-compressor.name = Kompresor Plastanu
|
||||
block.pyratite-mixer.name = Mieszacz Piratianu
|
||||
@ -847,13 +864,13 @@ block.command-center.name = Centrum Dowodzenia
|
||||
block.draug-factory.name = Fabryka Dronów Draug
|
||||
block.spirit-factory.name = Fabryka Dronów Duch
|
||||
block.phantom-factory.name = Fabryka Dronów Widmo
|
||||
block.wraith-factory.name = Fabryka Wojowników Widmo
|
||||
block.wraith-factory.name = Fabryka Myśliwców Widmo
|
||||
block.ghoul-factory.name = Fabryka Bombowców Upiór
|
||||
block.dagger-factory.name = Fabryka Mechów Nóż
|
||||
block.crawler-factory.name = Fabryka Mechów Pełzacz
|
||||
block.titan-factory.name = Fabryka Mechów Tytan
|
||||
block.fortress-factory.name = Fabryka Mechów Forteca
|
||||
block.revenant-factory.name = Fabryka Wojowników Zjawa
|
||||
block.revenant-factory.name = Fabryka Krążowników Zjawa
|
||||
block.repair-point.name = Punkt Napraw
|
||||
block.pulse-conduit.name = Rura Pulsacyjna
|
||||
block.phase-conduit.name = Rura Fazowa
|
||||
@ -870,12 +887,12 @@ block.thermal-generator.name = Generator Termalny
|
||||
block.alloy-smelter.name = Piec Mieszający
|
||||
block.mender.name = Naprawiacz
|
||||
block.mend-projector.name = Projektor Napraw
|
||||
block.surge-wall.name = Ściana Elektronu
|
||||
block.surge-wall-large.name = Duża Ściana Elektronu
|
||||
block.surge-wall.name = Ściana Elektrum
|
||||
block.surge-wall-large.name = Duża Ściana Elektrum
|
||||
block.cyclone.name = Cyklon
|
||||
block.fuse.name = Lont
|
||||
block.shock-mine.name = Mina
|
||||
block.overdrive-projector.name = Projektor Nad-prędkości
|
||||
block.overdrive-projector.name = Projektor Przyśpieszający
|
||||
block.force-projector.name = Projektor Pola Siłowego
|
||||
block.arc.name = Piorun
|
||||
block.rtg-generator.name = Generator RTG
|
||||
@ -891,21 +908,21 @@ team.orange.name = pomarańczowy
|
||||
team.derelict.name = szary
|
||||
team.green.name = zielony
|
||||
team.purple.name = fioletowy
|
||||
unit.spirit.name = Duch
|
||||
unit.draug.name = Draug
|
||||
unit.phantom.name = Widmo
|
||||
unit.spirit.name = Dron Naprawczy Duch
|
||||
unit.draug.name = Dron Wydobywczy Draug
|
||||
unit.phantom.name = Dron Budowniczy Widmo
|
||||
unit.dagger.name = Nóż
|
||||
unit.crawler.name = Pełzak
|
||||
unit.titan.name = Tytan
|
||||
unit.ghoul.name = Upiór
|
||||
unit.wraith.name = Widmo
|
||||
unit.ghoul.name = Bombowiec Upiór
|
||||
unit.wraith.name = Myśliwiec Widmo
|
||||
unit.fortress.name = Forteca
|
||||
unit.revenant.name = Zjawa
|
||||
unit.eruptor.name = Roztapiacz
|
||||
unit.chaos-array.name = Kolejka Chaosu
|
||||
unit.chaos-array.name = Chaos
|
||||
unit.eradicator.name = Niszczyciel
|
||||
unit.lich.name = Obudzony
|
||||
unit.reaper.name = Żeniec
|
||||
unit.reaper.name = Żniwiarz
|
||||
tutorial.next = [lightgray]<Kliknij, aby kontynuować>
|
||||
tutorial.intro = Wszedłeś do[scarlet] Samouczka Mindustry.[]\nZacznij od[accent] wydobycia miedzi[]. Aby to zrobić, dotknij żyły rudy miedzi w pobliżu rdzenia.\n\n[accent]{0}/{1} miedź
|
||||
tutorial.drill = Wydobywanie ręczne nie jest efektywne.\n[accent]Wiertła []mogą kopać automatycznie.\nKliknij zakładkę wiertła w prawym dolnym rogu.\nWybierz[accent] wiertło mechaniczne[]. Umieść go na złożu miedzi, klikając.\n[accent]Kliknij prawym przyciskiem myszy[], aby przestać budować.
|
||||
@ -935,25 +952,25 @@ item.coal.description = Zwykły i łatwo dostępny materiał energetyczny.
|
||||
item.titanium.description = Rzadki i bardzo lekki materiał. Używany w bardzo zaawansowanym przewodnictwie, wiertłach i samolotach. Poczuj się jak Tytan!
|
||||
item.thorium.description = Zwarty i radioaktywny materiał używany w strukturach i paliwie nuklearnym. Nie trzymaj go w rękach!
|
||||
item.scrap.description = Pozostałości starych budynków i jednostek. Składa się z małej ilości wszystkiego.
|
||||
item.silicon.description = Niesamowicie przydatny półprzewodnk uźywany w panelach słonecznych i skomplikowanej elektronice. Nie, w Dolinie Krzemowej już nie ma krzemu.
|
||||
item.silicon.description = Niesamowicie przydatny półprzewodnk. Używany w panelach słonecznych, skomplikowanej elektronice i pociskach samonaprowadzających.
|
||||
item.plastanium.description = Lekki i plastyczny materiał używany w amunicji odłamkowej i samolotach. Używany też w klockach LEGO (dlatego są niezniszczalne)!
|
||||
item.phase-fabric.description = Niewiarygodnie lekkie włókno używane w zaawansowanej elektronice i technologii samo-naprawiającej się.
|
||||
item.phase-fabric.description = Niewiarygodnie lekkie włókno używane w zaawansowanej elektronice i technologii samo-naprawiającej
|
||||
item.surge-alloy.description = Zaawansowany materiał z niesłychanymi wartościami energetycznymi.
|
||||
item.spore-pod.description = Używany do wyrobu oleju, materiałów wybuchowych i paliwa.
|
||||
item.blast-compound.description = Lotny związek używany w pirotechnice. Może być używany jako materiał energetyczny, ale nie polecam, ale i tak warto spróbować.
|
||||
item.spore-pod.description = Syntetyczne zarodniki, które mogą być przekształcone na olej, materiały wybuchowe i paliwo.
|
||||
item.blast-compound.description = Niestabilny związek używany w materiałach wybuchowych. Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niewskazane.
|
||||
item.pyratite.description = Niesamowicie palny związek używany w zbrojeniu. Nielegalny w 9 państwach.
|
||||
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
|
||||
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem. Może zostać rozdzielony na jego metale składowe, albo wystrzelony w wrogie jednostki i użyty jako broń.
|
||||
liquid.oil.description = Używany w do produkcji złożonych materiałów. Może zostać przetworzony na węgiel, lub wystrzelony w wrogów przez wieżyczke.
|
||||
liquid.cryofluid.description = Najefektywniejsza ciecz do schładzania budowli.
|
||||
mech.alpha-mech.description = Standardowy mech. Średnia broń i prędkość, leć potrafi stworzyć trzy małe drony do walki.
|
||||
mech.delta-mech.description = Szybki i wrażliwy mech stworzony do szybkich ataków i ucieczki. Zadaje niewielkie obrażenia strukturom, lecz może bardzo szybko niszczyć spore grupy jednostek wroga przy pomocy jego działek tesli.
|
||||
mech.alpha-mech.description = Standardowy mech. Bazuje na jednostce Nóż, z ulepszonym pancerzem i zdolnością budowania. Zadaje więcej obrażeń niż Strzałka.
|
||||
mech.delta-mech.description = Szybki, lekko opancerzony mech stworzony do ataków typu uderz i uciekaj. Zadaje niewielkie obrażenia strukturom, lecz może bardzo szybko niszczyć spore grupy jednostek wroga przy pomocy jego działek tesli.
|
||||
mech.tau-mech.description = Mech wsparcia. Naprawia budynki drużyny, strzelając w nie. Potrafi wygasić niedalekie pożary i uleczyć bliskich przyjaciół.
|
||||
mech.omega-mech.description = Duży i silny mech, zaprojektowany na ataki. Jego zdolność pozwala mu na zablokowanie do 90% obrażeń.
|
||||
mech.dart-ship.description = Standardowy statek. Lekki i szybki, ale jest kiepski jak chodzi o walkę i kopanie.
|
||||
mech.javelin-ship.description = Statek do ataku i szybkiej ucieczki. Zaczyna powoli, ale przyspiesza do wielkiej prędkości. Przy tej prędkości, może przelecieć koło wrogiej bazy i atakować piorunami czy rakietami.
|
||||
mech.omega-mech.description = Duży i silny mech, zaprojektowany na ataki. Jego pancerz pozwala mu na zablokowanie do 90% obrażeń.
|
||||
mech.dart-ship.description = Standardowy statek. Lekki i szybki, ale posiada małe zdolności ofensywne i niską szybkość wydobywania surowców.
|
||||
mech.javelin-ship.description = Statek do ataku i szybkiej ucieczki. Zaczyna powoli, ale przyspiesza do wielkiej prędkości. Przy tej prędkości, może przelecieć koło wrogiej bazy i atakować piorunami czy rakietami.
|
||||
mech.trident-ship.description = Ciężki bombowiec, zbudowany do budowy i niszczenia fortyfikacji wroga. Dość dobrze opancerzony.
|
||||
mech.glaive-ship.description = Duży, uzbrojony statek. Dobra prędkość i przyspieszenie. Wyposażony w karabin zapalający.
|
||||
mech.glaive-ship.description = Duży, uzbrojony statek. Dobra prędkość i przyspieszenie. Wyposażony w karabin zapalający.
|
||||
unit.draug.description = Prymitywny dron górniczy. Tani w produkcji. Przeznaczony na stracenie. Automatycznie wydobywa miedź i ołów w pobliżu. Dostarcza wydobyte zasoby do najbliższego rdzenia.
|
||||
unit.spirit.description = Zmodyfikowany dron draug, zaprojektowany do naprawy zamiast do wydobywania. Automatycznie naprawia wszelkie uszkodzone bloki w obszarze.
|
||||
unit.phantom.description = Zaawansowana jednostka dronów. Podąża za użytkownikiem. Pomaga w budowie bloków.
|
||||
@ -965,7 +982,7 @@ unit.eruptor.description = Ciężki mech stworzony do niszczenia struktur. Strze
|
||||
unit.wraith.description = Szybka jednostka, stosuje taktyke uderz-uciekaj Namierza jakiekolwiek źródło prądu.
|
||||
unit.ghoul.description = Ciężki bombowiec dywanowy. Rozdziera struktury wroga, atakując krytyczną infrastrukturę.
|
||||
unit.revenant.description = Ciężka, unosząca sie platforma z rakietami.
|
||||
block.message.description = Stores a message. Used for communication between allies.
|
||||
block.message.description = Przechowuje wiadomość. Wykorzystywane do komunikacji pomiędzy sojusznikami.
|
||||
block.graphite-press.description = Kompresuje kawałki węgla w czyste blaszki grafitu.
|
||||
block.multi-press.description = Ulepszona wersja prasy grafitowej. Używa wody i prądu do kompresowania węgla szybko i efektywnie.
|
||||
block.silicon-smelter.description = Redukuje piasek za pomocą wysoce czystego węgla w celu wytworzenia krzemu.
|
||||
@ -978,7 +995,7 @@ block.blast-mixer.description = Kruszy i miesza skupiska zarodników z piratytem
|
||||
block.pyratite-mixer.description = Miesza węgiel, ołów i piasek tworząc bardzo łatwopalny piratian.
|
||||
block.melter.description = Przetapia złom na żużel do dalszego przetwarzania lub użycia w wieżyczkach
|
||||
block.separator.description = Oddziela użyteczne materiały z mieszaniny jaką jest żużel.
|
||||
block.spore-press.description = Kompresuje kapsułki zarodników w olej.
|
||||
block.spore-press.description = Kompresuje kapsuły zarodników pod ogromnym ciśnieniem tworząc olej.
|
||||
block.pulverizer.description = Mieli złom w drobny piasek. Przydatne, gdy brakuje naturalnego piasku.
|
||||
block.coal-centrifuge.description = Zestala olej w kawałki węgla.
|
||||
block.incinerator.description = Pozbywa się nadmiaru przedmiotów lub płynu
|
||||
@ -993,10 +1010,10 @@ block.titanium-wall.description = Umiarkowanie silny blok obronny.\nZapewnia umi
|
||||
block.titanium-wall-large.description = Umiarkowanie silny blok obronny.\nZapewnia umiarkowaną ochronę przed wrogami.\nObejmuje wiele kratek.
|
||||
block.thorium-wall.description = Silny blok obronny.\nDobra ochrona przed wrogami.
|
||||
block.thorium-wall-large.description = Silny blok obronny.\nDobra ochrona przed wrogami.\nObejmuje wiele kratek.
|
||||
block.phase-wall.description = Nie tak silny jak ściana toru, ale odbije pociski, chyba że będą zbyt potężne.
|
||||
block.phase-wall-large.description = Nie tak silny jak ściana toru, ale odbije pociski, chyba że będą zbyt potężne.\nObejmuje wiele kratek.
|
||||
block.surge-wall.description = Najsilniejszy blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.
|
||||
block.surge-wall-large.description = Najsilniejszy blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek.
|
||||
block.phase-wall.description = Ściana pokryta specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków.
|
||||
block.phase-wall-large.description = Ściana pokryta specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków.\nObejmuje wiele kratek.
|
||||
block.surge-wall.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.
|
||||
block.surge-wall-large.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek.
|
||||
block.door.description = Małe drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie.
|
||||
block.door-large.description = Duże drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie.\nObejmuje wiele kratek.
|
||||
block.mender.description = Co jakiś czas naprawia bloki w zasięgu. Utrzymuje struktury obronne w dobrym stanie.\nOpcjonalnie używa silikonu do zwiększenia zasięgu i szybkości naprawy.
|
||||
@ -1008,19 +1025,19 @@ block.conveyor.description = Podstawowy blok transportowy dla przedmiotów. Auto
|
||||
block.titanium-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Przesyła przedmioty szybciej od zwykłego przenośnika.
|
||||
block.junction.description = Używany jako most dla dwóch krzyżujących się przenośników. Przydatne w sytuacjach kiedy dwa różne przenośniki transportują różne surowce do różnych miejsc.
|
||||
block.bridge-conveyor.description = Zaawansowany blok transportujący. Pozwala na przenoszenie przedmiotów nawet do 3 bloków na każdym terenie, przez każdy budynek.
|
||||
block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Używa energii przy teleportacji przedmiotów do podłączonego transportera fazowego na spore odległości.
|
||||
block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Używa energii do teleportacji przedmiotów do połączonego transportera fazowego na spore odległości.
|
||||
block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki.
|
||||
block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów.
|
||||
block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków.
|
||||
block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona
|
||||
block.mass-driver.description = Najlepszy blok do transportu przedmiotów. Zbiera wiele przedmiotów naraz a potem wystrzeliwuje je do kolejnej katapulty masy na bardzo duże odległości.
|
||||
block.mechanical-pump.description = Tania pompa o niskiej przepustowości. Nie wymaga prądu.
|
||||
block.rotary-pump.description = Zaawansowana pompa, dwukrotnie większa przepustowość od mechanicznej pompy. Wymaga prądu.
|
||||
block.mechanical-pump.description = Tania pompa o niskiej wydajności. Nie wymaga prądu.
|
||||
block.rotary-pump.description = Zaawansowana pompa. Pompuje więcej cieczy, ale wymaga zasilania.
|
||||
block.thermal-pump.description = Najlepsza pompa. Trzy razy szybsza od mechanicznej pompy i jedyna, która może wypompować lawę.
|
||||
block.conduit.description = Podstawowy blok do przenoszenia cieczy. Działa jak transporter, ale na ciecze. Najlepiej używać z ekstraktorami wody, pompami lub innymi rurami.
|
||||
block.pulse-conduit.description = Zaawansowany blok do przenoszenia cieczy. Transportuje je szybciej i magazynuje więcej niż standardowe rury.
|
||||
block.liquid-router.description = Akceptuje płyny z jednego kierunku i wyprowadza je do trzech innych kierunków jednakowo. Może również przechowywać pewną ilość płynu. Przydatne do dzielenia płynów z jednego źródła na wiele celów.
|
||||
block.liquid-tank.description = Magazynuje ogromne ilości cieczy. Użyj go do stworzenia buforu, gdy występuje różne zapotrzebowanie na materiały lub jako zabezpieczenie dla chłodzenia ważnych bloków.
|
||||
block.conduit.description = Podstawowy blok do transportowania cieczy. Używany w połączeniu z pompami i innymi rurami.
|
||||
block.pulse-conduit.description = Zaawansowany blok do transportowania cieczy. Transportuje je szybciej i magazynuje więcej niż standardowe rury.
|
||||
block.liquid-router.description = Akceptuje płyny z jednego kierunku i wyprowadza je po równo do trzech innych kierunków. Może również przechowywać pewną ilość płynu. Przydatne do dzielenia płynów z jednego źródła do wielu celów.
|
||||
block.liquid-tank.description = Magazynuje duże ilości cieczy. Użyj go do stworzenia buforu, gdy występuje różne zapotrzebowanie na materiały lub jako zabezpieczenie dla chłodzenia ważnych bloków.
|
||||
block.liquid-junction.description = Działa jak most dla dwóch krzyżujących się rur. Przydatne w sytuacjach, kiedy dwie rury mają różne ciecze do różnych lokacji.
|
||||
block.bridge-conduit.description = Zaawansowany blok przenoszący ciecze. Pozwala na przenoszenie cieczy nawet do 3 bloków na każdym terenie, przez każdy budynek.
|
||||
block.phase-conduit.description = Zaawansowany blok do przenoszenia cieczy. Używa prądu, aby przenieść ciecz do połączonego transportera fazowego przez kilka bloków.
|
||||
@ -1033,17 +1050,17 @@ block.combustion-generator.description = Wytwarza energię poprzez spalanie łat
|
||||
block.thermal-generator.description = Generuje prąd kiedy jest postawiony na źródłach ciepła.
|
||||
block.turbine-generator.description = Bardziej wydajny niż generator spalania, ale wymaga dodatkowej wody.
|
||||
block.differential-generator.description = Generuje duże ilości prądu. Wykorzystuje różnice temperatur pomiędzy Lodocieczą a spalanym Piratianem.
|
||||
block.rtg-generator.description = Termoelektryczny generator wykorzystujący izotopy promieniotwórcze. Nie wymaga chłodzenia, ale produkuje mniej energii od reaktora torowego.
|
||||
block.rtg-generator.description = Generator wykorzystujący ciepło powstałe z rozpadu izotopów promieniotwórczych. Nie wymaga chłodzenia, ale produkuje mniej energii od reaktora torowego.
|
||||
block.solar-panel.description = Wytwarza małe ilości prądu wykorzystując energię słoneczną.
|
||||
block.solar-panel-large.description = Wytwarza o wiele więcej prądu niż zwykły panel słoneczny, ale jest o wiele droższy w budowie.
|
||||
block.thorium-reactor.description = Produkuje bardzo duże ilości prądu z wysoce radioaktywnego toru. Wymaga ciągłego chłodzenia. Silnie eksploduje jeśli nie zostanie dostarczona wystarczająca ilość chłodziwa. Produkcja energii zależy od zapełnienia, produkując bazową ilość energii przy całkowitym zapełnieniu.
|
||||
block.impact-reactor.description = Zaawansowany generator, zdolny do produkcji ogromnych ilości prądu u szczytu swoich możliwości. Wymaga znacznych ilości energii do rozpoczęcia procesu.
|
||||
block.mechanical-drill.description = Tanie wiertło. Kiedy położnone na odpowiednich polach, wysyła przedmioty w wolnym tempie.
|
||||
block.mechanical-drill.description = Tanie wiertło. Kiedy zostanie zbudowane na odpowiednich polach, wydobywa surowce w wolnym tempie.
|
||||
block.pneumatic-drill.description = Ulepszone wiertło, które jest szybsze i może wykopywać twardsze surowce przy użyciu ciśnienia.
|
||||
block.laser-drill.description = Pozwala kopać jeszcze szybciej poprzez technologię laserową, ale wymaga energii. Dodatkowo, radioaktywny tor może zostać wydobyty przez to wiertło.
|
||||
block.laser-drill.description = Pozwala kopać jeszcze szybciej poprzez technologię laserową, ale wymaga energii. Zdolne do wydobywania toru.
|
||||
block.blast-drill.description = Najlepsze wiertło. Wymaga dużych ilości energii.
|
||||
block.water-extractor.description = Wydobywa wodę z ziemi. Użyj go, gdy w pobliżu nie ma jeziora.
|
||||
block.cultivator.description = Uprawia małe skupiska zarodników w gotowe do użytku kapsułki.
|
||||
block.cultivator.description = Uprawia małe skupiska zarodników i umieszcza je w gotowych do dalszego przetwarzania kapsułach.
|
||||
block.oil-extractor.description = Używa bardzo dużych ilości energii do ekstrakcji ropy z piasku. Używaj go w sytuacji kiedy nie ma bezpośredniego źródła ropy w okolicy.
|
||||
block.core-shard.description = Pierwsza wersja rdzenia. Gdy zostaje zniszczony, wszelki kontakt do regionu zostaje utracony. Nie pozwól na to.
|
||||
block.core-foundation.description = Druga wersja rdzenia. Lepiej opancerzony. Przechowuje więcej surowców.
|
||||
@ -1056,22 +1073,22 @@ block.launch-pad-large.description = Ulepszona wersja wyrzutni. Magazynuje więc
|
||||
block.duo.description = Mała, tania wieża. Przydatna przeciwko jednostkom naziemnym.
|
||||
block.scatter.description = Średniej wielkości wieża przeciwlotnicza. Rozsiewa śruty z ołowiu lub strzępy złomu na jednostki wroga.
|
||||
block.scorch.description = Spala wszystkich wrogów naziemnych w pobliżu. Bardzo skuteczny z bliskiej odległości.
|
||||
block.hail.description = Mała wieża artyleryjska, bardzo przydatna, atakuje tylko jednostki naziemne.
|
||||
block.wave.description = Średniej wielkości szybkostrzelna wieżyczka, która wystrzeliwuje płynne bąbelki. Gasi ogień jeżeli jest w niej woda lub lodociecz
|
||||
block.lancer.description = Średniej wielkości wieżyczka, która strzela naładowanymi wiązkami elektryczności.
|
||||
block.arc.description = Mała wieża bliskiego zasięgu, która wystrzeliwuje wiązki tesli losowym łukiem w kierunku wroga.
|
||||
block.swarmer.description = Średniej wielkości wieżyczka, która strzela rakietami wybuchowymi.
|
||||
block.salvo.description = Średniej wielkości wieża strzelająca salwami.
|
||||
block.hail.description = Mała wieża artyleryjska o dużym zasięgu.
|
||||
block.wave.description = Średniej wielkości wieżyczka, która wystrzeliwuje strumienie cieczy. Automatycznie gasi ogień jeśli zasilana jest wodą.
|
||||
block.lancer.description = Średniej wielkości wieżyczka, która po naładowaniu, wystrzeliwuje silne wiązki energii.
|
||||
block.arc.description = Mała wieża bliskiego zasięgu. Wystrzeliwuje wiązki elektryczne w kierunku wroga.
|
||||
block.swarmer.description = Średniej wielkości wieżyczka, która wystrzeliwuje rakiety samonaprowadzające.
|
||||
block.salvo.description = Większa, bardziej zaawansowana wersja Podwójnego Działka, strzelająca szybkimi salwami.
|
||||
block.fuse.description = Duża wieża, która strzela potężnymi wiązkami krótkiego zasięgu.
|
||||
block.ripple.description = Duża wieża artyleryjska, która strzela jednocześnie kilkoma strzałami.
|
||||
block.cyclone.description = Duża szybkostrzelna wieża.
|
||||
block.spectre.description = Duża wieża, która strzela dwoma potężnymi pociskami jednocześnie.
|
||||
block.meltdown.description = Duża wieża, która strzela potężnymi wiązkami dalekiego zasięgu.
|
||||
block.spectre.description = Duże działo dwulufowe, które strzela potężnymi pociskami przebijającymi pancerz w jednostki naziemne i powietrzne.
|
||||
block.meltdown.description = Duże działo laserowe, które strzela potężnymi wiązkami dalekiego zasięgu. Wymaga chłodzenia.
|
||||
block.command-center.description = Wydaje polecenia ruchu sojuszniczym jednostkom na całej mapie.\nPowoduje patrolowanie jednostek, atakowanie wrogiego rdzenia lub wycofanie się do rdzenia / fabryki. Gdy nie ma rdzenia wroga, jednostki będą domyślnie patrolować pod dowództwem ataku.
|
||||
block.draug-factory.description = Produkuje drony wydobywcze Draug.
|
||||
block.spirit-factory.description = Produkuje lekkie drony, które naprawiają bloki.
|
||||
block.phantom-factory.description = Produkuje zaawansowane drony które pomagają przy budowie.
|
||||
block.wraith-factory.description = Produkuje szybkie jednostki powietrzne typu "uderz-uciekaj".
|
||||
block.wraith-factory.description = Produkuje szybkie jednostki powietrzne typu "uderz i uciekaj".
|
||||
block.ghoul-factory.description = Produkuje ciężkie bombowce dywanowe.
|
||||
block.revenant-factory.description = Produkuje ciężkie jednostki powietrzne z wyrzutniami rakiet.
|
||||
block.dagger-factory.description = Produkuje podstawowe jednostki lądowe.
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Полноэкранный режим
|
||||
setting.borderlesswindow.name = Безрамочное окно[lightgray] (может потребоваться перезапуск)
|
||||
setting.fps.name = Показывать FPS
|
||||
setting.vsync.name = Вертикальная синхронизация
|
||||
setting.lasers.name = Показывать лазеры энергоснабжения
|
||||
setting.pixelate.name = Пикселизация[lightgray] (отключает анимации)
|
||||
setting.minimap.name = Показать миникарту
|
||||
setting.musicvol.name = Громкость музыки
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Отправлять анонимные отчёты
|
||||
setting.savecreate.name = Автоматическое создание сохранений
|
||||
setting.publichost.name = Общедоступность игры
|
||||
setting.chatopacity.name = Непрозрачность чата
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Отображать облака чата над игроками
|
||||
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд…
|
||||
uiscale.cancel = Отменить & Выйти
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Fullskärm
|
||||
setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart)
|
||||
setting.fps.name = Show FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Show Power Lasers
|
||||
setting.pixelate.name = Pixellera[lightgray] (disables animations)
|
||||
setting.minimap.name = Visa Minikarta
|
||||
setting.musicvol.name = Musikvolym
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Skicka Anonyma Krashrapporter
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chattgenomskinlighet
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Visa Chatt
|
||||
uiscale.reset = UI-skalan har ändrats.\nTryck "OK" för att använda den här skalan.\n[scarlet]Avslutar och återställer om[accent] {0}[] sekunder...
|
||||
uiscale.cancel = Avbryt och Avsluta
|
||||
|
@ -545,7 +545,6 @@ setting.fullscreen.name = Tam ekran
|
||||
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
|
||||
setting.fps.name = FPS'i goster
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Guc lazerlerini goster
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Haritayi goster
|
||||
setting.musicvol.name = Ses yuksekligi
|
||||
@ -557,6 +556,7 @@ setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Opacity
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display In-Game Chat
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
uiscale.cancel = Cancel & Exit
|
||||
|
@ -48,7 +48,7 @@ minimap = Мінімапа
|
||||
close = Закрити
|
||||
website = Веб-сайт
|
||||
quit = Вихід
|
||||
save.quit = Save & Quit
|
||||
save.quit = Зберегти & Вийти
|
||||
maps = Мапи
|
||||
maps.browse = Перегляд мап
|
||||
continue = Продовжити
|
||||
@ -98,7 +98,7 @@ host = Сервер
|
||||
hosting = [accent]Відкриття сервера…
|
||||
hosts.refresh = Оновити
|
||||
hosts.discovering = Пошук локальних ігор
|
||||
hosts.discovering.any = Discovering games
|
||||
hosts.discovering.any = Пошук ігор
|
||||
server.refreshing = Оновлення сервера
|
||||
hosts.none = [lightgray]Локальних ігр не знайдено
|
||||
host.invalid = [scarlet]Не вдалося підключитися до сервера.
|
||||
@ -122,16 +122,16 @@ server.version = [lightgray]Версія: {0}
|
||||
server.custombuild = [yellow]Користувацька збірка
|
||||
confirmban = Ви дійсно хочете заблокувати цього гравця?
|
||||
confirmkick = Ви дійсно хочете викинути цього гравця?
|
||||
confirmvotekick = Are you sure you want to vote-kick this player?
|
||||
confirmvotekick = Ви дійсно хочете вигнати цього гравця за допомогою голосуванняr?
|
||||
confirmunban = Ви дійсно хочете розблокувати цього гравця?
|
||||
confirmadmin = Ви дійсно хочете зробити цього гравця адміністратором?
|
||||
confirmunadmin = Ви дійсно хочете видалити статус адміністратора з цього гравця?
|
||||
joingame.title = Приєднатися до гри
|
||||
joingame.ip = IP:
|
||||
disconnect = Відключено.
|
||||
disconnect.error = Connection error.
|
||||
disconnect.closed = Connection closed.
|
||||
disconnect.timeout = Timed out.
|
||||
disconnect.error = Помилка з’єднання.
|
||||
disconnect.closed = З'єднання закрито.
|
||||
disconnect.timeout = Час вийшов.
|
||||
disconnect.data = Не вдалося завантажити дані світу!
|
||||
cantconnect = Не вдалося під’єднатися до гри ([accent]{0}[]).
|
||||
connecting = [accent]Підключення…
|
||||
@ -159,7 +159,7 @@ save.rename = Перейменувати
|
||||
save.rename.text = Нова назва:
|
||||
selectslot = Виберіть збереження.
|
||||
slot = [accent]Слот {0}
|
||||
editmessage = Edit Message
|
||||
editmessage = Редагувати повідомлення
|
||||
save.corrupted = [accent]Збережений файл пошкоджено або недійсний! \nЯкщо ви щойно оновили свою гру, це, мабуть, є зміною формату збереження та [scarlet] не є[] помилкою.
|
||||
empty = <Порожньо>
|
||||
on = Увімкнено
|
||||
@ -167,13 +167,14 @@ off = Вимкнено
|
||||
save.autosave = Автозбереження: {0}
|
||||
save.map = Мапа: {0}
|
||||
save.wave = Хвиля {0}
|
||||
save.mode = Gamemode: {0}
|
||||
save.mode = Режим гри: {0}
|
||||
save.date = Останнє збереження
|
||||
save.playtime = Час гри: {0}
|
||||
warning = Попередження
|
||||
confirm = Підтвердження
|
||||
delete = Видалити
|
||||
view.workshop = Переглянути в Майстерні
|
||||
workshop.listing = Редагувати список Майстерні
|
||||
ok = ОК
|
||||
open = Відкрити
|
||||
customize = Налаштувати правила
|
||||
@ -211,10 +212,15 @@ map.nospawn.pvp = У цієї мапи немає ворожих ядер, в я
|
||||
map.nospawn.attack = У цієї мапи немає ворожих ядер, в яких гравець може з’явитися! Додайте [SCARLET]червоне[] ядро до цієї мапи в редакторі.
|
||||
map.invalid = Помилка завантаження мапи: пошкоджений або невірний файл мапи.
|
||||
map.publish.error = Помилка при опублікуванні мапи: {0}
|
||||
map.update = Оновити мапу
|
||||
map.load.error = Помилка отримання даних з Майстерню: {0}
|
||||
map.missing = Цю карту було видалено або переміщено.\n[lightgray]Перелік у Майстерні автоматично від’єднано від мапи.
|
||||
map.menu = Виберіть, що ви хочете зробити з цією мапою.
|
||||
map.changelog = Список змік (необов’язково):
|
||||
map.publish.confirm = Ви дійсно хочете опублікувати цю мапу?\n\n[lightgray]Переконайтеся, що спершу ви згодні з Ліцензійною угодою Steam, або ваші мапи не з’являться!
|
||||
eula = Ліцензійна угода
|
||||
map.publish = Map published.
|
||||
map.publishing = [accent]Publishing map...
|
||||
map.publish = Мапа опублікована.
|
||||
map.publishing = [accent]Публікації мапи...
|
||||
editor.brush = Пензлик
|
||||
editor.openin = Відкрити в редакторі
|
||||
editor.oregen = Генерація руд
|
||||
@ -222,7 +228,7 @@ editor.oregen.info = Генерація руд:
|
||||
editor.mapinfo = Інформація про мапу
|
||||
editor.author = Автор:
|
||||
editor.description = Опис:
|
||||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||||
editor.nodescription = Мапа повинна мати щонаймеше 4 символи для публікації.
|
||||
editor.waves = Хвилі:
|
||||
editor.rules = Правила:
|
||||
editor.generation = Генерація:
|
||||
@ -246,7 +252,7 @@ waves.invalid = Недійсні хвилі у буфері обміну.
|
||||
waves.copied = Хвилі скопійовані.
|
||||
waves.none = Вороги не були встановлені.\nЗазначимо, що пусті хвилі будуть автоматично замінені звичайною хвилею.
|
||||
editor.default = [lightgray]<За замовчуванням>
|
||||
details = Details...
|
||||
details = Деталі...
|
||||
edit = Редагувати…
|
||||
editor.name = Назва:
|
||||
editor.spawn = Створити бойову одиницю
|
||||
@ -256,7 +262,7 @@ editor.errorload = Помилка завантаження зображення:
|
||||
editor.errorsave = Помилка збереження зображення:\n[accent]{0}
|
||||
editor.errorimage = Це зображення, а не мапа. Не змінюйте розширення, очікуючи, що це запрацює.\n\nЯкщо Ви хочете імпортувати застарілку мапу, то використовуйте кнопку «Імпортувати застаріле зображення» у редакторі.
|
||||
editor.errorlegacy = Ця мапа занадто стара і використовує попередній формат мапи, який більше не підтримується.
|
||||
editor.errornot = This is not a map file.
|
||||
editor.errornot = Це не мапа.
|
||||
editor.errorheader = Цей файл мапи недійсний або пошкоджений.
|
||||
editor.errorname = Мапа не має імені. Може Ви намагаєтеся завантажити збереження?
|
||||
editor.update = Оновити
|
||||
@ -289,7 +295,7 @@ editor.resizemap = Змінити розмір мапи
|
||||
editor.mapname = Назва мапи:
|
||||
editor.overwrite = [accent]Попередження!\nЦе перезаписує існуючу мапу.
|
||||
editor.overwrite.confirm = [scarlet]Попередження![] Мапа з такою назвою вже існує. Ви впевнені, що хочете переписати її?
|
||||
editor.exists = A map with this name already exists.
|
||||
editor.exists = Мапа за такою назвою вже існує.
|
||||
editor.selectmap = Виберіть мапу для завантаження:
|
||||
toolmode.replace = Замінити
|
||||
toolmode.replace.description = Малює тільки\nна суцільних блоках.
|
||||
@ -369,7 +375,7 @@ launch.skip.confirm = Якщо Ви пропустите зараз, Ви не
|
||||
uncover = Розкрити
|
||||
configure = Вивантажити конфігурацію
|
||||
configure.locked = [lightgray]Можливість розблокувати вивантаження ресурсів буде доступна на {0}-тій хвилі.
|
||||
configure.invalid = Amount must be a number between 0 and {0}.
|
||||
configure.invalid = Кількість повинна бути числом між 0 та {0}.
|
||||
zone.unlocked = Зона «[lightgray]{0}» тепер розблокована.
|
||||
zone.requirement.complete = Ви досягли {0}-тої хвилі,\nВимоги до зони «{1}» виконані.
|
||||
zone.config.complete = Ви досягли {0}-тої хвилі.\nМожливість вивантаження ресурсів тепер розблокована.
|
||||
@ -466,7 +472,7 @@ blocks.boosteffect = Прискорювальний ефект
|
||||
blocks.maxunits = Максимальна кількість активних одиниць
|
||||
blocks.health = Здоров’я
|
||||
blocks.buildtime = Час будівництва
|
||||
blocks.buildcost = Build Cost
|
||||
blocks.buildcost = Вартість будування
|
||||
blocks.inaccuracy = Розкид
|
||||
blocks.shots = Постріли
|
||||
blocks.reload = Постріли/секунду
|
||||
@ -475,7 +481,7 @@ bar.drilltierreq = Потребується кращий бур
|
||||
bar.drillspeed = Швидкість буріння: {0}/с
|
||||
bar.efficiency = Ефективність: {0}%
|
||||
bar.powerbalance = Енергія: {0}/с
|
||||
bar.powerstored = Stored: {0}/{1}
|
||||
bar.powerstored = Зберігає: {0}/{1}
|
||||
bar.poweramount = Енергія: {0}
|
||||
bar.poweroutput = Вихідна енергія: {0}
|
||||
bar.items = Предмети: {0}
|
||||
@ -524,7 +530,7 @@ setting.antialias.name = Згладжування[lightgray] (потребує
|
||||
setting.indicators.name = Показувати у сторону ворогів та союзників
|
||||
setting.autotarget.name = Авто-стрільба
|
||||
setting.keyboard.name = Миш+Керування з клавіатури
|
||||
setting.touchscreen.name = Touchscreen Controls
|
||||
setting.touchscreen.name = Керування сенсорним екраном
|
||||
setting.fpscap.name = Максимальний FPS
|
||||
setting.fpscap.none = Необмежений
|
||||
setting.fpscap.text = {0} FPS
|
||||
@ -534,7 +540,7 @@ setting.difficulty.training = Навчання
|
||||
setting.difficulty.easy = Легка
|
||||
setting.difficulty.normal = Нормальна
|
||||
setting.difficulty.hard = Важка
|
||||
setting.difficulty.insane = Зачистка
|
||||
setting.difficulty.insane = Неможлива
|
||||
setting.difficulty.name = Складність:
|
||||
setting.screenshake.name = Тряска екрану
|
||||
setting.effects.name = Ефекти
|
||||
@ -545,7 +551,6 @@ setting.fullscreen.name = Повноекранний режим
|
||||
setting.borderlesswindow.name = Вікно без полів[lightgray] (може потребувати перезапуску)
|
||||
setting.fps.name = Показувати FPS
|
||||
setting.vsync.name = Вертикальна синхронізація
|
||||
setting.lasers.name = Показувати енергію лазерів
|
||||
setting.pixelate.name = Пікселізація[lightgray] (вимикає анімації)
|
||||
setting.minimap.name = Показувати міні-мапу
|
||||
setting.musicvol.name = Гучність музики
|
||||
@ -555,9 +560,11 @@ setting.sfxvol.name = Гучність звукових ефектів
|
||||
setting.mutesound.name = Заглушити звук
|
||||
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
|
||||
setting.savecreate.name = Автоматичне створення збережень
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.publichost.name = Загальнодоступність гри
|
||||
setting.chatopacity.name = Непрозорість чату
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Відображати хмару чата над гравцями
|
||||
public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[lightgray]Це можна змінити у Налаштування->Гра->Public Game Visibility.
|
||||
uiscale.reset = Масштаб користувальницького інтерфейсу було змінено.\nНатисніть «ОК» для підтверждення цього масшатабу.\n[scarlet]Повернення налаштувань і вихід через[accent] {0}[] …
|
||||
uiscale.cancel = Скасувати & Вийти
|
||||
setting.bloom.name = Світіння
|
||||
@ -567,7 +574,7 @@ category.general.name = Основне
|
||||
category.view.name = Перегляд
|
||||
category.multiplayer.name = Мережева гра
|
||||
command.attack = Атакувати
|
||||
command.rally = Rally
|
||||
command.rally = Точка збору
|
||||
command.retreat = Відступити
|
||||
keybind.gridMode.name = Вибрати блок
|
||||
keybind.gridModeShift.name = Вибрати категорію
|
||||
@ -604,6 +611,7 @@ mode.survival.name = Хвилі
|
||||
mode.survival.description = Звичайний режим. В цьому режимі треба самим добувати ресурси та хвилі йдуть автоматично.\n[gray]Потребуються точки появи ворогів для гри.
|
||||
mode.sandbox.name = Пісочниця
|
||||
mode.sandbox.description = В режимі «Пісочниця» незкінченні ресурси(але їх все одно можно добувати) та хвилі йдуть за вашим бажанням.
|
||||
mode.editor.name = Редактор
|
||||
mode.pvp.name = PVP
|
||||
mode.pvp.description = боріться проти інших гравців.\n[gray]Для гри потрібно принаймні 2 ядра різного кольору на мапі.
|
||||
mode.attack.name = Атака
|
||||
@ -784,13 +792,13 @@ block.hail.name = Град
|
||||
block.lancer.name = Списоносець
|
||||
block.conveyor.name = Конвеєр
|
||||
block.titanium-conveyor.name = Титановий конвеєр
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.armored-conveyor.name = Броньований конвеєр
|
||||
block.armored-conveyor.description = Переміщує предмети з тією ж швидкістю, як і титанові конвеєри, але має більше міцності. Не приймає введення з боків ні з чого, крім інших конвеєрів.
|
||||
block.junction.name = Перехрестя
|
||||
block.router.name = Маршрутизатор
|
||||
block.distributor.name = Розподілювач
|
||||
block.sorter.name = Сортувальник
|
||||
block.message.name = Message
|
||||
block.message.name = Повідомлення
|
||||
block.overflow-gate.name = Надмірний затвор
|
||||
block.silicon-smelter.name = Кремнієвий плавильний завод
|
||||
block.phase-weaver.name = Фазовий ткач
|
||||
@ -879,8 +887,8 @@ block.overdrive-projector.name = Сверхприводний проектор
|
||||
block.force-projector.name = Силовий проектор
|
||||
block.arc.name = Дуга
|
||||
block.rtg-generator.name = Радіоізотопний термоелектричний генератор
|
||||
block.spectre.name = Мара
|
||||
block.meltdown.name = Катастрофа
|
||||
block.spectre.name = Спектр
|
||||
block.meltdown.name = Випалювач
|
||||
block.container.name = Склад
|
||||
block.launch-pad.name = Стартовий майданчик
|
||||
block.launch-pad-large.name = Великий стартовий майданчик
|
||||
@ -892,7 +900,7 @@ team.derelict.name = Залишена
|
||||
team.green.name = Зелена
|
||||
team.purple.name = Фіолетова
|
||||
unit.spirit.name = Ремонтувальний дрон «Привид»
|
||||
unit.draug.name = Draug Miner Drone
|
||||
unit.draug.name = Добувний дрон «Драугр»
|
||||
unit.phantom.name = Будівельний дрон «Фантом»
|
||||
unit.dagger.name = Кинджал
|
||||
unit.crawler.name = Камікадзе
|
||||
@ -907,7 +915,7 @@ unit.eradicator.name = Викорінювач
|
||||
unit.lich.name = Лич
|
||||
unit.reaper.name = Жнець
|
||||
tutorial.next = [lightgray]<Натисніть для продовження>
|
||||
tutorial.intro = Ви розпочали[scarlet] навчання по Mindustry.[]\nРозпочність з[accent] видобування міді[]. Натисніть на мідну жилу біля вашого ядра, щоб зробити це.\n\n[accent]{0}/{1} міді
|
||||
tutorial.intro = Ви розпочали[scarlet] навчання по Mindustry.[]\nРозпочність з[accent] видобування міді[]. Використовуйте [[WASD] для руху, а потім натисність на мідну жилу біля вашого ядра, щоб зробити це.\n\n[accent]{0}/{1} міді
|
||||
tutorial.drill = Добування вручну неефективне.\n[accent]Бури []можуть добувати автоматично.\nНатисніть на вкладку свердла знизу зправа.\nВиберіть[accent] механічний бур[]. Розмістіть його на мідній жилі натисканням.\n[accent]Натисніть ПКМ[], щоб зупинити будування.
|
||||
tutorial.drill.mobile = Добування вручну неефективне.\n[accent]Бури []можуть добувати автоматично.\nНатисність на вкладку сведла знизу зправа.\nВиберіть[accent] механічний бур[]. Розмістіть його на мідній жилі натисканням, потім натисність на [accent] галочку[] нижче, щоб підтвердити розміщення to confirm your selection.\nPress the[accent] X button[] to cancel placement.
|
||||
tutorial.blockinfo = Кожен блок має різні характеристики. Кожний бур може видобувати тільки певні руди.\nЩоб переглянути інформацію та характеристики блока,[accent] натисність на кнопку «?», коли Ви вибрали блок у меню будування.[]\n\n[accent]Перегляньте характеристику Механічного бура прямо зараз.[]
|
||||
@ -965,7 +973,7 @@ unit.eruptor.description = Важкий мех, призначеней для з
|
||||
unit.wraith.description = Швидкий перехоплювач, який використовується для тактики «атакуй і біжи». Пріоритет — енергетичні генератори.
|
||||
unit.ghoul.description = Важкий килимовий бомбардувальник. Пробиває ворожі структури, орієнтуючись на віжливу інфраструктуру.
|
||||
unit.revenant.description = Важкий ракетний масив.
|
||||
block.message.description = Stores a message. Used for communication between allies.
|
||||
block.message.description = Зберігає повідомлення. Використовується для комунікаціх між союзниками.
|
||||
block.graphite-press.description = Стискає шматки вугілля в чисті аркуші графіту.
|
||||
block.multi-press.description = Модернізована версія графітового преса. Використовує воду та енергію для швидкої та ефективної переробки вугілля.
|
||||
block.silicon-smelter.description = Змішує пісок з чистим вугіллям. Виробляє кремній.
|
||||
@ -1050,7 +1058,7 @@ block.core-foundation.description = Друга версія ядра. Краще
|
||||
block.core-nucleus.description = Третя і остання ітерація капсули ядра. Надзвичайно добре броньований. Зберігає величезні обсяги ресурсів.
|
||||
block.vault.description = Зберігає велику кількість предметів кожного типу. Блок розвантажувача може використовуватися для отримання предметів із сховища.
|
||||
block.container.description = Зберігає велику кількість предметів кожного типу. Блок розвантажувача може використовуватися для отримання предметів із сховища.
|
||||
block.unloader.description = Вивантажує предмети з контейнера, склепіння або серцевини на конвеєр або безпосередньо в сусідній блок. Тип предмета для завантаження можна змінити, натиснувши на блок.
|
||||
block.unloader.description = Вивантажує предмети з блока, який не переміщує предмети, на конвеєр або безпосередньо в сусідній блок. Тип предмета для завантаження можна змінити, натиснувши на блок.
|
||||
block.launch-pad.description = Запускає партії предметів без необхідності запуску ядра.
|
||||
block.launch-pad-large.description = Покращена версія стартового майданчика. Зберігає більше предметів. Запускається частіше.
|
||||
block.duo.description = Невелика дешева башта. Корисна проти наземних одиниць.
|
||||
|
@ -16,11 +16,14 @@ screenshot.invalid = 地图太大,可能没有足够的内存用于截图。
|
||||
gameover = 你的核心被摧毁了!
|
||||
gameover.pvp = [accent] {0}[]队获胜!
|
||||
highscore = [accent]新纪录!
|
||||
|
||||
load.sound = 音乐加载中
|
||||
load.map = 地图加载中
|
||||
load.image = 图片加载中
|
||||
load.content = 内容加载中
|
||||
load.system = 系统加载中
|
||||
load.mod = 模组加载中
|
||||
|
||||
stat.wave = 战胜的波数:[accent]{0}
|
||||
stat.enemiesDestroyed = 消灭的敌人:[accent]{0}
|
||||
stat.built = 建造的建筑:[accent]{0}
|
||||
@ -28,6 +31,7 @@ stat.destroyed = 摧毁的建筑:[accent]{0}
|
||||
stat.deconstructed = 拆除的建筑:[accent]{0}
|
||||
stat.delivered = 发射的资源:
|
||||
stat.rank = 最终等级:[accent]{0}
|
||||
|
||||
launcheditems = [accent]发射的资源
|
||||
map.delete = 确定要删除 "[accent]{0}[]" 地图吗?
|
||||
level.highscore = 最高分:[accent]{0}
|
||||
@ -45,6 +49,7 @@ customgame = 自定义游戏
|
||||
newgame = 新游戏
|
||||
none = <无>
|
||||
minimap = 小地图
|
||||
position = 位置
|
||||
close = 关闭
|
||||
website = 官网
|
||||
quit = 退出
|
||||
@ -60,6 +65,25 @@ uploadingcontent = 正在上传内容
|
||||
uploadingpreviewfile = 正在上传预览文件
|
||||
committingchanges = 提交更改
|
||||
done = 已完成
|
||||
|
||||
mods.alphainfo = 请注意在测试版本中的模组[scarlet]可能有缺陷[]。\n在 Mindustry Github 或 Discord上报告你发现的问题。
|
||||
mods.alpha = [accent](测试版)
|
||||
mods = 模组
|
||||
mods.none = [LIGHT_GRAY]无模组!
|
||||
mods.guide = 模组教程
|
||||
mods.report = 报告 Bug
|
||||
mod.enabled = [lightgray]已启用
|
||||
mod.disabled = [scarlet]已禁用
|
||||
mod.disable = 禁用
|
||||
mod.enable = 启用
|
||||
mod.requiresrestart = 需要重启使模组生效。
|
||||
mod.reloadrequired = [scarlet]需要重启
|
||||
mod.import = 导入模组
|
||||
mod.import.github = 导入 Github 模组
|
||||
mod.remove.confirm = 此模组将被删除。
|
||||
mod.author = [LIGHT_GRAY]作者:[] {0}
|
||||
mod.missing = 此存档包含更新后的模组或不再使用的模组。存档可能会损坏。确定要加载它吗?\n[lightgray]模组:\n{0}
|
||||
|
||||
about.button = 关于
|
||||
name = 名字:
|
||||
noname = 先取一个[accent]玩家名[]。
|
||||
@ -183,7 +207,7 @@ copylink = 复制链接
|
||||
back = 返回
|
||||
data.export = 导出数据
|
||||
data.import = 导入数据
|
||||
data.exported = 数据已导入。
|
||||
data.exported = 数据已导出。
|
||||
data.invalid = 非有效游戏数据。
|
||||
data.import.confirm = 导入外部游戏数据将覆盖本地[scarlet]全部[]的游戏数据。\n[accent]此操作无法撤销![]\n\n数据导入后将自动退出游戏。
|
||||
classic.export = 导出老版本数据
|
||||
@ -191,7 +215,11 @@ classic.export.text = [accent]Mindustry []已经有了一个重要的更新。\n
|
||||
quit.confirm = 确定退出?
|
||||
quit.confirm.tutorial = 你确定要跳过教程?\n教程可以通过[accent]设置->游戏->重新游玩教程[]来再次游玩。
|
||||
loading = [accent]加载中……
|
||||
reloading = [accent]重载模组中……
|
||||
saving = [accent]保存中……
|
||||
cancelbuilding = [accent][[{0}][]来清除规划
|
||||
pausebuilding = [accent][[{0}][]来暂停建造
|
||||
resumebuilding = [scarlet][[{0}][]来恢复建造
|
||||
wave = [accent]波次{0}
|
||||
wave.waiting = [LIGHT_GRAY]下一波将在{0}秒后到来
|
||||
wave.waveInProgress = [LIGHT_GRAY]波次进行中
|
||||
@ -210,8 +238,13 @@ map.nospawn = 这个地图没有核心!请在编辑器中添加一个[ROYAL]
|
||||
map.nospawn.pvp = 这个地图没有敌人的核心!请在编辑器中添加一个[ROYAL]敌方[]的核心。
|
||||
map.nospawn.attack = 这个地图没有敌人的核心!请在编辑中向地图添加一个[SCARLET]敌方[]的核心。
|
||||
map.invalid = 地图载入错误:地图文件可能已经损坏。
|
||||
map.update = 更新地图
|
||||
map.load.error = 获取创意工坊详细信息时出错:{0}
|
||||
map.publish.error = 地图上传错误:{0}
|
||||
map.missing = 地图已被删除或移动。\n[lightgray]链接已在创意工坊中被删除。
|
||||
map.publish.confirm = 确定上传此地图?\n\n[lightgray]确定你同意 Steam 创意工坊的最终用户许可协议,否则你的地图将不会被展示!
|
||||
map.menu = 选择要对此地图执行的操作。
|
||||
map.changelog = 更改日志(可选):
|
||||
eula = Steam 最终用户许可协议
|
||||
map.publish = 地图已上传。
|
||||
map.publishing = [accent]地图上传中……
|
||||
@ -291,6 +324,7 @@ editor.overwrite = [accent]警告!\n这将会覆盖一个已经存在的地图
|
||||
editor.overwrite.confirm = [scarlet]警告![]存在同名地图。你确定你想要覆盖?
|
||||
editor.exists = 已经存在同名地图。
|
||||
editor.selectmap = 选择一个地图加载:
|
||||
|
||||
toolmode.replace = 替换
|
||||
toolmode.replace.description = 仅在实心块上绘制。
|
||||
toolmode.replaceall = 全部替换
|
||||
@ -305,6 +339,7 @@ toolmode.fillteams = 填充团队
|
||||
toolmode.fillteams.description = 填充团队而不是方块。
|
||||
toolmode.drawteams = 绘制团队
|
||||
toolmode.drawteams.description = 绘制团队而不是方块。
|
||||
|
||||
filters.empty = [LIGHT_GRAY]没有筛选器!用下方的按钮添加一个。
|
||||
filter.distort = 扭曲程度
|
||||
filter.noise = 波动程度
|
||||
@ -336,6 +371,7 @@ filter.option.floor2 = 二重地面
|
||||
filter.option.threshold2 = 二重阈值
|
||||
filter.option.radius = 半径大小
|
||||
filter.option.percentile = 百分比
|
||||
|
||||
width = 宽度:
|
||||
height = 高度:
|
||||
menu = 菜单
|
||||
@ -343,8 +379,7 @@ play = 开始游戏
|
||||
campaign = 战役模式
|
||||
load = 载入游戏
|
||||
save = 保存
|
||||
fps = FPS:{0}
|
||||
tps = TPS:{0}
|
||||
fps = 帧数:{0}
|
||||
ping = 延迟:{0}毫秒
|
||||
language.restart = 为了使语言设置生效请重启游戏。
|
||||
settings = 设置
|
||||
@ -353,11 +388,14 @@ tutorial.retake = 重新游玩教程
|
||||
editor = 编辑器
|
||||
mapeditor = 地图编辑器
|
||||
donate = 打赏
|
||||
|
||||
abandon = 放弃
|
||||
abandon.text = 这个区域及其资源会被敌人重置。
|
||||
locked = 已锁定
|
||||
complete = [LIGHT_GRAY]完成:
|
||||
zone.requirement = 在{1}中达到{0}波
|
||||
requirement.core = 在{0}中摧毁敌方核心
|
||||
requirement.unlock = 解锁{0}
|
||||
resume = 暂停:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]最高波次:{0}
|
||||
launch = < 发射 >
|
||||
@ -368,7 +406,9 @@ launch.confirm = 您将发射核心中所有资源。\n此地图将重置。
|
||||
launch.skip.confirm = 如果你现在跳过,在后来的波次前你将无法发射。
|
||||
uncover = 解锁
|
||||
configure = 设定发射资源数量
|
||||
configure.locked = [LIGHT_GRAY]到达第 {0} 波\n才能设定发射资源。
|
||||
bannedblocks = 禁用方块
|
||||
addall = 添加所有
|
||||
configure.locked = [LIGHT_GRAY]到达第{0}波\n才能设定发射资源。
|
||||
configure.invalid = 数量必须是0到{0}之间的数字。
|
||||
zone.unlocked = [LIGHT_GRAY]{0} 已解锁。
|
||||
zone.requirement.complete = 已达到第{0}波。\n达到解锁{1}的需求。
|
||||
@ -379,8 +419,9 @@ zone.objective.survival = 生存
|
||||
zone.objective.attack = 摧毁敌方核心
|
||||
add = 添加……
|
||||
boss.health = BOSS 生命值
|
||||
|
||||
connectfail = [crimson]服务器连接失败:[accent]{0}
|
||||
error.unreachable = 服务器无法访问。
|
||||
error.unreachable = 服务器无法访问。\n确定输对地址了吗?
|
||||
error.invalidaddress = 地址无效。
|
||||
error.timedout = 连接超时!\n确保服务器设置了端口转发,并且地址正确!
|
||||
error.mismatch = 不匹配。\n可能是客户端/服务器版本不匹配。\n请确保客户端和服务器都是最新的版本!
|
||||
@ -389,6 +430,7 @@ error.mapnotfound = 找不到地图文件!
|
||||
error.io = 网络 I/O 错误。
|
||||
error.any = 未知网络错误。
|
||||
error.bloom = 未能初始化特效。\n您的设备可能不支持它。
|
||||
|
||||
zone.groundZero.name = 零号地区
|
||||
zone.desertWastes.name = 荒芜沙漠
|
||||
zone.craters.name = 陨石带
|
||||
@ -403,6 +445,7 @@ zone.saltFlats.name = 盐碱荒滩
|
||||
zone.impact0078.name = 0078号冲击
|
||||
zone.crags.name = 悬崖
|
||||
zone.fungalPass.name = 真菌通道
|
||||
|
||||
zone.groundZero.description = 重新开始的最佳位置。这儿敌人威胁很小,资源少。\n尽可能收集多的铅和铜。\n行动。
|
||||
zone.frozenForest.description = 即使在这里,靠近山脉的地方,孢子也已经扩散。寒冷的温度不可能永远容纳它们。\n\n此行动须投入电力。建造燃烧发电机并学会使用修理者。
|
||||
zone.desertWastes.description = 这些废料规模巨大,难以预测,并且与废弃的结构交错在一起。\n此地区有煤矿存在,燃烧它以获取动力或合成石墨。\n\n[lightgray]无法保证此着陆位置。
|
||||
@ -417,6 +460,7 @@ zone.nuclearComplex.description = 以前生产和加工钍的设施已变成废
|
||||
zone.fungalPass.description = 介于高山和低矮孢子丛生的土地之间的过渡地带。这里有一个小型的敌方侦察基地。\n侦察它。\n使用尖刀和爬行者单位来摧毁两个核心。
|
||||
zone.impact0078.description = <在此处插入说明>
|
||||
zone.crags.description = <在此处插入说明>
|
||||
|
||||
settings.language = 语言
|
||||
settings.data = 游戏数据
|
||||
settings.reset = 恢复默认
|
||||
@ -428,15 +472,14 @@ settings.graphics = 图像
|
||||
settings.cleardata = 清除游戏数据……
|
||||
settings.clear.confirm = 您确定要清除数据吗?\n这个操作无法撤销!
|
||||
settings.clearall.confirm = [scarlet]警告![]\n这将清除所有数据,包括存档、地图、解锁和绑定键。\n按「是」后,游戏将删除所有数据并自动退出。
|
||||
settings.clearunlocks = 清除解锁的科技
|
||||
settings.clearall = 清除所有数据
|
||||
paused = 暂停
|
||||
paused = [accent]< 暂停 >
|
||||
clear = 清除
|
||||
banned = [scarlet]已禁止
|
||||
yes = 是
|
||||
no = 否
|
||||
info.title = [accent]详情
|
||||
error.title = [crimson]发生了一个错误
|
||||
error.crashtitle = 发生了一个错误
|
||||
attackpvponly = [scarlet]只在攻击/PVP模式中可用
|
||||
blocks.input = 输入
|
||||
blocks.output = 输出
|
||||
blocks.booster = 加成物品/液体
|
||||
@ -468,9 +511,10 @@ blocks.health = 生命值
|
||||
blocks.buildtime = 建造时间
|
||||
blocks.buildcost = 建造花费
|
||||
blocks.inaccuracy = 误差
|
||||
blocks.shots = 每秒发射数
|
||||
blocks.reload = 重新装弹
|
||||
blocks.shots = 发射数
|
||||
blocks.reload = 每秒发射数
|
||||
blocks.ammo = 子弹
|
||||
|
||||
bar.drilltierreq = 需要更好的钻头
|
||||
bar.drillspeed = 挖掘速度:{0}/s
|
||||
bar.efficiency = 效率:{0}%
|
||||
@ -485,6 +529,7 @@ bar.heat = 热量
|
||||
bar.power = 电力
|
||||
bar.progress = 制造进度
|
||||
bar.spawned = 单位数量:{0}/{1}
|
||||
|
||||
bullet.damage = [stat]{0}[lightgray] 伤害
|
||||
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~[stat] {1}[lightgray] 格
|
||||
bullet.incendiary = [stat] 燃烧
|
||||
@ -496,6 +541,7 @@ bullet.freezing = [stat] 冰冻
|
||||
bullet.tarred = [stat] 减速
|
||||
bullet.multiplier = [stat]{0}[lightgray]x 子弹数量
|
||||
bullet.reload = [stat]{0}[lightgray]x 装弹
|
||||
|
||||
unit.blocks = 方块
|
||||
unit.powersecond = 能量单位/秒
|
||||
unit.liquidsecond = 液体单位/秒
|
||||
@ -518,6 +564,7 @@ category.optional = 可选的增强物品
|
||||
setting.landscape.name = 锁定横屏
|
||||
setting.shadows.name = 影子
|
||||
setting.linear.name = 抗锯齿
|
||||
setting.hints.name = 提示
|
||||
setting.animatedwater.name = 流动的水
|
||||
setting.animatedshields.name = 动态画面
|
||||
setting.antialias.name = 抗锯齿[LIGHT_GRAY](需要重新启动)[]
|
||||
@ -545,9 +592,9 @@ setting.fullscreen.name = 全屏
|
||||
setting.borderlesswindow.name = 无边框窗口[LIGHT_GRAY] (可能需要重启)
|
||||
setting.fps.name = 显示 FPS
|
||||
setting.vsync.name = 垂直同步
|
||||
setting.lasers.name = 显示能量射线
|
||||
setting.pixelate.name = 像素画面 [LIGHT_GRAY](禁用动画)
|
||||
setting.minimap.name = 显示小地图
|
||||
setting.position.name = 显示玩家坐标
|
||||
setting.musicvol.name = 音乐音量
|
||||
setting.ambientvol.name = 环境体积
|
||||
setting.mutemusic.name = 静音
|
||||
@ -557,7 +604,10 @@ setting.crashreport.name = 发送匿名崩溃报告
|
||||
setting.savecreate.name = 自动创建存档
|
||||
setting.publichost.name = 公共游戏旁观
|
||||
setting.chatopacity.name = 聊天界面透明度
|
||||
setting.lasersopacity.name = 能量激光不透明度
|
||||
setting.playerchat.name = 显示游戏内聊天界面
|
||||
public.confirm = 确定开启旁观?\n[lightgray]可在设置->游戏->公共游戏旁观中修改。
|
||||
public.beta = 请注意,测试版的游戏不能公共旁观。
|
||||
uiscale.reset = UI缩放比例已经改变。\n按下“确定”来确定缩放比例\n[accent]{0}[]秒后[scarlet]退出并恢复设定。
|
||||
uiscale.cancel = 取消并退出
|
||||
setting.bloom.name = 特效
|
||||
@ -567,10 +617,11 @@ category.general.name = 普通
|
||||
category.view.name = 查看
|
||||
category.multiplayer.name = 多人
|
||||
command.attack = 攻击
|
||||
command.rally = Rally
|
||||
command.rally = 集合
|
||||
command.retreat = 撤退
|
||||
keybind.gridMode.name = 选择块
|
||||
keybind.gridModeShift.name = 选择类别
|
||||
keybind.clear_building.name = 清除建筑
|
||||
keybind.press = 按一下键……
|
||||
keybind.press.axis = 按一下轴或键……
|
||||
keybind.screenshot.name = 地图截图
|
||||
@ -587,28 +638,32 @@ keybind.zoom_hold.name = 保持缩放
|
||||
keybind.zoom.name = 缩放
|
||||
keybind.menu.name = 菜单
|
||||
keybind.pause.name = 暂停
|
||||
keybind.pause_building.name = 暂停/继续建造
|
||||
keybind.minimap.name = 小地图
|
||||
keybind.dash.name = 冲刺
|
||||
keybind.chat.name = 聊天
|
||||
keybind.player_list.name = 玩家列表
|
||||
keybind.console.name = 控制台
|
||||
keybind.rotate.name = 旋转
|
||||
keybind.rotateplaced.name = 旋转全部(长按)
|
||||
keybind.toggle_menus.name = 切换菜单
|
||||
keybind.chat_history_prev.name = 前面的聊天记录
|
||||
keybind.chat_history_next.name = 后面的聊天记录
|
||||
keybind.chat_scroll.name = 聊天记录滚动
|
||||
keybind.drop_unit.name = 掉落单位
|
||||
keybind.drop_unit.name = 释放单位
|
||||
keybind.zoom_minimap.name = 小地图缩放
|
||||
mode.help.title = 模式说明
|
||||
mode.survival.name = 生存
|
||||
mode.survival.description = 正常的游戏模式,有限的资源和自动波次。
|
||||
mode.survival.description = 正常的游戏模式,有限的资源和自动波次。\n[gray]需要敌人出生点。
|
||||
mode.sandbox.name = 沙盒
|
||||
mode.sandbox.description = 无限的资源,不会自动生成敌人。
|
||||
mode.editor.name = 编辑
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = 和本地玩家对战。
|
||||
mode.pvp.description = 和本地玩家对战。\n[gray]需要不同队伍的核心。
|
||||
mode.attack.name = 攻击
|
||||
mode.attack.description = 没有波数,但是有摧毁敌人基地的任务。
|
||||
mode.attack.description = 没有波数,但是有摧毁敌人基地的任务。\n[gray]需要姨妈红队核心。
|
||||
mode.custom = 自定义模式
|
||||
|
||||
rules.infiniteresources = 无限资源
|
||||
rules.wavetimer = 波次计时器
|
||||
rules.waves = 波次
|
||||
@ -635,6 +690,7 @@ rules.title.resourcesbuilding = 资源和建造
|
||||
rules.title.player = 玩家
|
||||
rules.title.enemy = 敌人
|
||||
rules.title.unit = 单位
|
||||
|
||||
content.item.name = 物品
|
||||
content.liquid.name = 液体
|
||||
content.unit.name = 部队
|
||||
@ -696,6 +752,7 @@ mech.buildspeed = [LIGHT_GRAY]建造速度:{0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]热容量:{0}
|
||||
liquid.viscosity = [LIGHT_GRAY]粘度:{0}
|
||||
liquid.temperature = [LIGHT_GRAY]温度:{0}
|
||||
|
||||
block.sand-boulder.name = 沙砂巨石
|
||||
block.grass.name = 草地
|
||||
block.salt.name = 盐碱地
|
||||
@ -926,6 +983,7 @@ tutorial.deposit = 将物品从机甲拖向方块来放下物品。\n\n[accent]
|
||||
tutorial.waves = [lightgray]敌人[]来了。\n\n保护核心,防御2波攻击。造更多的炮塔。[accent]点击[]以射击。\n建造更多的炮塔和钻头,并采更多的矿。
|
||||
tutorial.waves.mobile = [lightgray]敌人[]来了。\n\n保护核心,防御2波攻击。造更多的炮塔。你的机甲将对敌人自动开火。\n建造更多的炮塔和钻头,并采更多的矿。
|
||||
tutorial.launch = 特定波次中,你可以[accent]发射核心[],[accent]携带核心中所有资源[]离开所有的建筑。\n资源可用来研究科技。\n\n[accent]点击发射按钮。
|
||||
|
||||
item.copper.description = 一种有用的结构材料。在各种类型的方块中广泛使用。
|
||||
item.lead.description = 一种基本的起始材料。广泛用于电子设备和液体运输。
|
||||
item.metaglass.description = 一种超级强硬的复合玻璃。通常用来传送和收藏液体。
|
||||
|
@ -1,10 +1,10 @@
|
||||
credits.text = 由[ROYAL]Anuken[]製作 - [SKY]anukendev@gmail.com[]
|
||||
credits = 致謝名單
|
||||
credits = 感謝名單
|
||||
contributors = 翻譯員和貢獻者
|
||||
discord = 加入 Mindustry 的 Discord 聊天室!
|
||||
link.discord.description = 官方 Mindustry Discord 聊天室
|
||||
link.github.description = 遊戲原始碼
|
||||
link.changelog.description = List of update changes
|
||||
link.changelog.description = 遊戲更新清單
|
||||
link.dev-builds.description = 開發中版本
|
||||
link.trello.description = 官方 Trello 功能規劃看板
|
||||
link.itch.io.description = itch.io 電腦版下載與網頁版
|
||||
@ -16,17 +16,17 @@ screenshot.invalid = 地圖太大了,可能沒有足夠的內存用於截圖
|
||||
gameover = 遊戲結束
|
||||
gameover.pvp = [accent]{0}[]隊獲勝!
|
||||
highscore = [accent]新的高分紀錄!
|
||||
load.sound = Sounds
|
||||
load.map = Maps
|
||||
load.image = Images
|
||||
load.content = Content
|
||||
load.system = System
|
||||
load.sound = 音效載入中
|
||||
load.map = 地圖載入中
|
||||
load.image = 圖片載入中
|
||||
load.content = 內容載入中
|
||||
load.system = 系統載入中
|
||||
stat.wave = 打敗的波次:[accent]{0}
|
||||
stat.enemiesDestroyed = 摧毀的敵人:[accent]{0}
|
||||
stat.built = 建設的建築:[accent]{0}
|
||||
stat.destroyed = 摧毀的建築:[accent]{0}
|
||||
stat.deconstructed = 移除的建築:[accent]{0}
|
||||
stat.delivered = 發射的資源:
|
||||
stat.deconstructed = 拆除的建築:[accent]{0}
|
||||
stat.delivered = 發射的核心資源:
|
||||
stat.rank = 最終排名:[accent]{0}
|
||||
launcheditems = [accent]發射了的物品
|
||||
map.delete = 確認要刪除「[accent]{0}[]」地圖嗎?
|
||||
@ -46,20 +46,20 @@ newgame = 新遊戲
|
||||
none = 〈沒有〉
|
||||
minimap = 小地圖
|
||||
close = 關閉
|
||||
website = Website
|
||||
website = 網頁
|
||||
quit = 退出
|
||||
save.quit = Save & Quit
|
||||
save.quit = 儲存與離開
|
||||
maps = 地圖
|
||||
maps.browse = Browse Maps
|
||||
maps.browse = 瀏覽地圖
|
||||
continue = 繼續
|
||||
maps.none = [LIGHT_GRAY]找不到地圖!
|
||||
invalid = Invalid
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
invalid = 無效
|
||||
preparingconfig = 配置準備中
|
||||
preparingcontent = 內容準備中
|
||||
uploadingcontent = 內容上傳中
|
||||
uploadingpreviewfile = 上傳預覽文件
|
||||
committingchanges = 提交變更
|
||||
done = 完成
|
||||
about.button = 關於
|
||||
name = 名稱:
|
||||
noname = 先選擇一個[accent]玩家名稱[]。
|
||||
@ -74,31 +74,31 @@ players = {0}個線上玩家
|
||||
players.single = {0}個線上玩家
|
||||
server.closing = [accent]正在關閉伺服器……
|
||||
server.kicked.kick = 您已被踢出伺服器!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.whitelist = 您不在這裡的白名單內.
|
||||
server.kicked.serverClose = 伺服器已關閉。
|
||||
server.kicked.vote = You have been vote-kicked. Goodbye.
|
||||
server.kicked.vote = 您已被投票踢出伺服器,再見。
|
||||
server.kicked.clientOutdated = 客戶端版本過舊!請更新遊戲!
|
||||
server.kicked.serverOutdated = 伺服器版本過舊!請聯絡伺服主更新伺服器!
|
||||
server.kicked.banned = 您已經從這個伺服器被封禁。
|
||||
server.kicked.typeMismatch = This server is not compatible with your build type.
|
||||
server.kicked.playerLimit = This server is full. Wait for an empty slot.
|
||||
server.kicked.typeMismatch = 該伺服器與您的構建類型不兼容。
|
||||
server.kicked.playerLimit = 該伺服器已滿。等待一個空位置。
|
||||
server.kicked.recentKick = 您已經從伺服器被踢除。\n請稍後再進行連線。
|
||||
server.kicked.nameInUse = 伺服器中已經\n有人有相同的名稱了。
|
||||
server.kicked.nameEmpty = 你的名稱必須至少包含一個字母或數字。
|
||||
server.kicked.idInUse = 你已經在伺服器中!不允許用兩個賬號。
|
||||
server.kicked.customClient = 這個伺服器不支持自訂客戶端,請下載官方版本。
|
||||
server.kicked.gameover = 遊戲結束!
|
||||
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
|
||||
server.versions = 您的遊戲版本:[accent] {0}[]\n伺服器遊戲版本:[accent] {1}[]
|
||||
host.info = 目前伺服器監聽於連接埠[scarlet]6567[]。\n所有跟您在同一個[LIGHT_GRAY]網路或區域網路[]環境的玩家應該能在他們的伺服器清單中找到您的伺服器。\n\n如果您希望網際網路上的玩家透過IP 位址連線到您的伺服器,您必須設定[accent]連接埠轉發[]。\n\n[LIGHT_GRAY]注意:如果區域網路內有玩家無法連線至您的伺服器,請務必確認您已於防火牆設定中開放Mindustry存取您的區域網路。
|
||||
join.info = 您可以在此輸入欲連線的[accent]伺服器的IP位址[],或尋找[accent]區域網路[]內的伺服器。目前支援區域網路與網際網路連線。\n\n[LIGHT_GRAY]注意:這裡沒有網際網路伺服器清單,如果您想透過IP位址連線到某人的伺服器,您必須向他們詢問IP位址。
|
||||
hostserver = 建立伺服器
|
||||
invitefriends = Invite Friends
|
||||
invitefriends = 邀請好友
|
||||
hostserver.mobile = 建立\n伺服器
|
||||
host = 建立
|
||||
hosting = [accent]伺服器啟動中……
|
||||
hosts.refresh = 刷新
|
||||
hosts.discovering = 搜尋區域網路遊戲
|
||||
hosts.discovering.any = Discovering games
|
||||
hosts.discovering.any = 發現的遊戲
|
||||
server.refreshing = 刷新伺服器
|
||||
hosts.none = [lightgray]找不到區域網路伺服器!
|
||||
host.invalid = [scarlet]無法連線至伺服器。
|
||||
@ -122,18 +122,18 @@ server.version = [lightgray]版本:{0}
|
||||
server.custombuild = [yellow]自訂組建
|
||||
confirmban = 您確定要封禁該玩家嗎?
|
||||
confirmkick = 您確定要踢出該玩家嗎?
|
||||
confirmvotekick = Are you sure you want to vote-kick this player?
|
||||
confirmvotekick = 您確定要投票剔除該名玩家嗎?
|
||||
confirmunban = 您確定要解除封禁該玩家嗎?
|
||||
confirmadmin = 您確定要提升這個玩家為管理員嗎?
|
||||
confirmunadmin = 您確定要解除這個玩家的管理員嗎?
|
||||
joingame.title = 加入遊戲
|
||||
joingame.ip = IP位址:
|
||||
disconnect = 已中斷連線。
|
||||
disconnect.error = Connection error.
|
||||
disconnect.closed = Connection closed.
|
||||
disconnect.timeout = Timed out.
|
||||
disconnect.error = 連線錯誤。
|
||||
disconnect.closed = 連線關閉。
|
||||
disconnect.timeout = 連線超時。
|
||||
disconnect.data = 無法載入地圖資料!
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
cantconnect = 無法加入遊戲 ([accent]{0}[]).
|
||||
connecting = [accent]連線中……
|
||||
connecting.data = [accent]正在載入地圖資料……
|
||||
server.port = 連接埠:
|
||||
@ -159,7 +159,7 @@ save.rename = 重新命名
|
||||
save.rename.text = 新名稱:
|
||||
selectslot = 選取一個存檔。
|
||||
slot = [accent]存檔{0}
|
||||
editmessage = Edit Message
|
||||
editmessage = 編輯訊息
|
||||
save.corrupted = [accent]此存檔無效或已損毀!\n如果你剛剛升級了遊戲,那麼這可能是因為存檔格式改變了而[scarlet]不是[]錯誤。
|
||||
empty = 〈空白〉
|
||||
on = 開啟
|
||||
@ -167,13 +167,13 @@ off = 關閉
|
||||
save.autosave = 自動存檔:{0}
|
||||
save.map = 地圖:{0}
|
||||
save.wave = 波次:{0}
|
||||
save.mode = Gamemode: {0}
|
||||
save.mode = 遊戲模式: {0}
|
||||
save.date = 最後存檔時間:{0}
|
||||
save.playtime = 遊玩時間:{0}
|
||||
warning = 警告。
|
||||
confirm = 確認
|
||||
delete = 刪除
|
||||
view.workshop = View In Workshop
|
||||
view.workshop = 在工作坊中查看
|
||||
ok = 確定
|
||||
open = 開啟
|
||||
customize = 自訂
|
||||
@ -181,20 +181,20 @@ cancel = 取消
|
||||
openlink = 開啟連結
|
||||
copylink = 複製連結
|
||||
back = 返回
|
||||
data.export = Export Data
|
||||
data.import = Import Data
|
||||
data.exported = Data exported.
|
||||
data.invalid = This isn't valid game data.
|
||||
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
||||
classic.export = Export Classic Data
|
||||
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
|
||||
data.export = 匯出數據
|
||||
data.import = 匯入數據
|
||||
data.exported = 數據已匯出.
|
||||
data.invalid = 這不是有效的遊戲資料。
|
||||
data.import.confirm = 導入外部數據將刪除您當前[scarlet]所有的[]遊戲數據,\n[accent]這個動作不能撤銷![]\n\n匯入數據後,您的遊戲將立即退出。
|
||||
classic.export = 匯出 Classic 數據
|
||||
classic.export.text = [accent]Mindustry[]剛剛進行了重大更新。\n檢測到 Classic (v3.5 build 40) 存檔或地圖資料。您是否要將這些存檔匯出到手機的主文件夾中,以便在Mindustry Classic應用中使用?
|
||||
quit.confirm = 您確定要退出嗎?
|
||||
quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[]
|
||||
quit.confirm.tutorial = 您確定您知道自己在做什麼嗎?\n該教學可以在[accent] 設定->遊戲[] 選項中重置教學。
|
||||
loading = [accent]載入中……
|
||||
saving = [accent]儲存中……
|
||||
wave = [accent]第{0}波
|
||||
wave.waiting = 將於{0}秒後抵達
|
||||
wave.waveInProgress = [LIGHT_GRAY]波正在進行中
|
||||
wave.waveInProgress = 第[LIGHT_GRAY]波正在進行中
|
||||
waiting = 等待中……
|
||||
waiting.players = 等待玩家中……
|
||||
wave.enemies = [LIGHT_GRAY]剩下{0}敵人
|
||||
@ -210,26 +210,26 @@ map.nospawn = 這個地圖沒有核心!請在編輯器中添加一個[ROYAL]
|
||||
map.nospawn.pvp = 這個地圖沒有核心讓敵人重生!請在編輯器中添加一個[SCARLET]紅色[]的核心。
|
||||
map.nospawn.attack = 這個地圖沒有敵人核心讓可以攻擊!請在編輯器中添加一個[SCARLET]紅色[]的核心。
|
||||
map.invalid = 地圖載入錯誤:地圖可能已經損壞。
|
||||
map.publish.error = Error publishing map: {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!
|
||||
map.publish.error = 發布地圖時出現錯誤: {0}
|
||||
map.publish.confirm = 您確定要發布此地圖嗎?\n\n[lightgray]首先請先確定您同意Steam工坊 EULA協定,否則您的地圖將不會顯示!
|
||||
eula = Steam EULA
|
||||
map.publish = Map published.
|
||||
map.publishing = [accent]Publishing map...
|
||||
map.publish = 地圖發佈完成.
|
||||
map.publishing = [accent]地圖發佈中...
|
||||
editor.brush = 粉刷
|
||||
editor.openin = 在編輯器中開啟
|
||||
editor.oregen = 礦石產生
|
||||
editor.oregen.info = 礦石產生:
|
||||
editor.oregen = 礦石生成
|
||||
editor.oregen.info = 礦石生成:
|
||||
editor.mapinfo = 地圖資訊
|
||||
editor.author = 作者:
|
||||
editor.description = 描述:
|
||||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||||
editor.nodescription = 在地圖發佈前必須有至少四個字以上的敘述。
|
||||
editor.waves = 波次:
|
||||
editor.rules = 規則:
|
||||
editor.generation = Generation:
|
||||
editor.generation = 篩選器:
|
||||
editor.ingame = 在遊戲中編輯
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
editor.newmap = New Map
|
||||
workshop = Workshop
|
||||
editor.publish.workshop = 在工作坊上發佈
|
||||
editor.newmap = 新地圖
|
||||
workshop = 工作坊
|
||||
waves.title = 波次
|
||||
waves.remove = 移除
|
||||
waves.never = 〈從來沒有〉
|
||||
@ -244,9 +244,9 @@ waves.copy = 複製到剪貼板
|
||||
waves.load = 從剪貼板加載
|
||||
waves.invalid = 剪貼板中的波次無效。
|
||||
waves.copied = 波次已被複製。
|
||||
waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout.
|
||||
waves.none = 無自定義敵人.\n請注意,空佈局將自動替換為預設佈局。
|
||||
editor.default = [LIGHT_GRAY]〈默認〉
|
||||
details = Details...
|
||||
details = 詳情……
|
||||
edit = 編輯……
|
||||
editor.name = 名稱:
|
||||
editor.spawn = 重生單位
|
||||
@ -256,7 +256,7 @@ editor.errorload = 加載文件時出錯:\n[accent]{0}
|
||||
editor.errorsave = 保存文件時出錯:\n[accent]{0}
|
||||
editor.errorimage = 這是一個圖像檔,而不是地圖。不要更改副檔名使它可用。\n\n如果要匯入地形圖像檔,請使用編輯器中的「匯入地形圖像檔」按鈕。
|
||||
editor.errorlegacy = 此地圖太舊,並使用不支持的舊地圖格式。
|
||||
editor.errornot = This is not a map file.
|
||||
editor.errornot = 這不是一個地圖檔案。
|
||||
editor.errorheader = 此地圖檔案無效或已損壞。
|
||||
editor.errorname = 地圖沒有定義名稱。
|
||||
editor.update = 更新
|
||||
@ -289,58 +289,58 @@ editor.resizemap = 調整地圖大小
|
||||
editor.mapname = 地圖名稱:
|
||||
editor.overwrite = [accent]警告!這將會覆蓋現有的地圖。
|
||||
editor.overwrite.confirm = [scarlet]警告![]同名地圖存在,確定要覆蓋現有地圖?
|
||||
editor.exists = A map with this name already exists.
|
||||
editor.exists = 具有該名稱的地圖已經存在。
|
||||
editor.selectmap = 選取要載入的地圖:
|
||||
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.replace = 取代
|
||||
toolmode.replace.description = 僅繪製在實體方塊上。
|
||||
toolmode.replaceall = 全部取代
|
||||
toolmode.replaceall.description = 取代地圖中的所有方塊。
|
||||
toolmode.orthogonal = 正交
|
||||
toolmode.orthogonal.description = 僅繪製在正交線上。
|
||||
toolmode.square = 正方形
|
||||
toolmode.square.description = 正方形筆刷.
|
||||
toolmode.eraseores = 清除礦物
|
||||
toolmode.eraseores.description = 僅清除礦物。
|
||||
toolmode.fillteams = 填充團隊
|
||||
toolmode.fillteams.description = 填充團隊而不是方塊。
|
||||
toolmode.drawteams = Draw Teams
|
||||
toolmode.drawteams.description = Draw teams instead of blocks.
|
||||
toolmode.drawteams.description = 繪製團隊而不是方塊。
|
||||
filters.empty = [LIGHT_GRAY]沒有過濾器!使用下面的按鈕添加一個。
|
||||
filter.distort = 歪曲
|
||||
filter.noise = 噪聲
|
||||
filter.median = Median
|
||||
filter.oremedian = Ore Median
|
||||
filter.blend = Blend
|
||||
filter.defaultores = Default Ores
|
||||
filter.distort = 扭曲
|
||||
filter.noise = 雜訊
|
||||
filter.median = 平均數
|
||||
filter.oremedian = 礦石平均數
|
||||
filter.blend = 混合
|
||||
filter.defaultores = 預設礦石
|
||||
filter.ore = 礦石
|
||||
filter.rivernoise = 河流噪聲
|
||||
filter.mirror = Mirror
|
||||
filter.clear = Clear
|
||||
filter.option.ignore = Ignore
|
||||
filter.rivernoise = 河流雜訊
|
||||
filter.mirror = 鏡射
|
||||
filter.clear = 清除
|
||||
filter.option.ignore = 忽略
|
||||
filter.scatter = 分散
|
||||
filter.terrain = 地形
|
||||
filter.option.scale = 比例
|
||||
filter.option.chance = 機會
|
||||
filter.option.mag = 大小
|
||||
filter.option.threshold = 閾
|
||||
filter.option.threshold = 閾值
|
||||
filter.option.circle-scale = 圓形比例
|
||||
filter.option.octaves = 倍頻
|
||||
filter.option.falloff = 衰減
|
||||
filter.option.angle = Angle
|
||||
filter.option.angle = 角度
|
||||
filter.option.block = 方塊
|
||||
filter.option.floor = 地板
|
||||
filter.option.flooronto = Target Floor
|
||||
filter.option.flooronto = 目標地板
|
||||
filter.option.wall = 牆
|
||||
filter.option.ore = 礦石
|
||||
filter.option.floor2 = 次要地板
|
||||
filter.option.threshold2 = 次要閾
|
||||
filter.option.threshold2 = 次要閾值
|
||||
filter.option.radius = 半徑
|
||||
filter.option.percentile = 百分比
|
||||
width = 寬度:
|
||||
height = 長度:
|
||||
menu = 主選單
|
||||
play = 開始
|
||||
campaign = Campaign
|
||||
play = 開始遊戲
|
||||
campaign = 戰役
|
||||
load = 載入
|
||||
save = 儲存
|
||||
fps = FPS:{0}
|
||||
@ -349,7 +349,7 @@ ping = 延遲:{0}ms
|
||||
language.restart = 請重新啟動遊戲以使選取的語言生效。
|
||||
settings = 設定
|
||||
tutorial = 教學
|
||||
tutorial.retake = Re-Take Tutorial
|
||||
tutorial.retake = 重置教學
|
||||
editor = 地圖編輯器
|
||||
mapeditor = 地圖編輯器
|
||||
donate = 贊助
|
||||
@ -363,62 +363,62 @@ bestwave = [LIGHT_GRAY]高分:{0}
|
||||
launch = 發射
|
||||
launch.title = 發射成功
|
||||
launch.next = [LIGHT_GRAY]下次的機會於波次{0}
|
||||
launch.unable2 = [scarlet]Unable to LAUNCH.[]
|
||||
launch.unable2 = [scarlet]無法發射核心。[]
|
||||
launch.confirm = 這將發射核心中的所有資源。\n你將無法返回這個基地。
|
||||
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
|
||||
launch.skip.confirm = 如果您現在跳過,您將無法發射核心直到下一次的可發射波數。
|
||||
uncover = 揭露
|
||||
configure = 配置裝載
|
||||
configure.locked = [LIGHT_GRAY]到達波次{0}\n以配置裝載。
|
||||
configure.invalid = Amount must be a number between 0 and {0}.
|
||||
configure.invalid = 數值必須介於 0 到 {0}。
|
||||
zone.unlocked = [LIGHT_GRAY]{0}已解鎖。
|
||||
zone.requirement.complete = 到達波次{0}:\n滿足{1}區域要求。
|
||||
zone.config.complete = 到達波次{0}:\n裝載配置已解鎖。
|
||||
zone.resources = 檢測到的資源:
|
||||
zone.objective = [lightgray]Objective: [accent]{0}
|
||||
zone.objective.survival = Survive
|
||||
zone.objective.attack = Destroy Enemy Core
|
||||
zone.objective = [lightgray]目標: [accent]{0}
|
||||
zone.objective.survival = 生存
|
||||
zone.objective.attack = 摧毀敵人核心
|
||||
add = 新增……
|
||||
boss.health = 頭目血量
|
||||
connectfail = [crimson]無法連線到伺服器:[accent]{0}
|
||||
error.unreachable = 無法到達伺服器。
|
||||
error.invalidaddress = 無效地址。
|
||||
error.timedout = 超時連接!\n確保伺服器設置了連接埠轉發,並且地址正確!
|
||||
error.mismatch = 包裹錯誤:\n客戶端/伺服器版本可能不匹配。 n確保客戶端和伺服器有最新版本的Mindustry!
|
||||
error.mismatch = 封包錯誤:\n客戶端/伺服器版本可能不匹配。\n確保客戶端和伺服器有最新版本的Mindustry!
|
||||
error.alreadyconnected = 已連接。
|
||||
error.mapnotfound = 找不到地圖!
|
||||
error.io = 網絡輸入輸出錯誤。
|
||||
error.any = 未知網絡錯誤。
|
||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||
zone.groundZero.name = 歸零地
|
||||
error.bloom = 初始化特效失敗.\n您的設備可能不支援它
|
||||
zone.groundZero.name = 零號地區
|
||||
zone.desertWastes.name = 沙漠荒原
|
||||
zone.craters.name = 隕石坑
|
||||
zone.frozenForest.name = 冰凍森林
|
||||
zone.ruinousShores.name = 毀滅海岸
|
||||
zone.stainedMountains.name = 染山
|
||||
zone.desolateRift.name = 荒涼的裂痕
|
||||
zone.ruinousShores.name = 廢墟海岸
|
||||
zone.stainedMountains.name = 髒污山脈
|
||||
zone.desolateRift.name = 荒涼裂谷
|
||||
zone.nuclearComplex.name = 核生產綜合體
|
||||
zone.overgrowth.name = 增生
|
||||
zone.overgrowth.name = 過度生長
|
||||
zone.tarFields.name = 焦油田
|
||||
zone.saltFlats.name = Salt Flats
|
||||
zone.impact0078.name = Impact 0078
|
||||
zone.crags.name = Crags
|
||||
zone.fungalPass.name = Fungal Pass
|
||||
zone.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
|
||||
zone.frozenForest.description = Even here, closer to mountains, the spores have spread. The fridgid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
||||
zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCoal is present in the region. Burn it for power, or synthesize graphite.\n\n[lightgray]This landing location cannot be guaranteed.
|
||||
zone.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.
|
||||
zone.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||||
zone.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
|
||||
zone.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.
|
||||
zone.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build dagger units. Destroy it. Reclaim that which was lost.
|
||||
zone.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible.
|
||||
zone.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks.
|
||||
zone.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
|
||||
zone.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
|
||||
zone.impact0078.description = <insert description here>
|
||||
zone.crags.description = <insert description here>
|
||||
zone.saltFlats.name = 鹽沼
|
||||
zone.impact0078.name = 衝擊 0078
|
||||
zone.crags.name = 岩壁
|
||||
zone.fungalPass.name = 真菌通行證
|
||||
zone.groundZero.description = 再次開始的最佳位置。敵人威脅度低。資源很少。\n盡可能的收集更多的鉛和銅。\n繼續前進。
|
||||
zone.frozenForest.description = 即使在這裡更靠近山脈,孢子也已經擴散了。寒冷的溫度不可能永遠容納它們。\n\n開始在能源勇於嘗試。建造燃燒發電機。學會使用修補。
|
||||
zone.desertWastes.description = 這些廢料規模巨大的,難以預測的,並且與廢棄的結構交錯在一起。\n此地區存在著煤炭。燃燒它以獲得能源或合成石墨。\n\n[lightgray]無法保證此地圖的著陸位置。
|
||||
zone.saltFlats.description = 鹽沼位於沙漠的郊區。在這裡幾乎找不到多少資源\n\n敵人在這裡建立了一個資源倉庫。剷除敵人的核心。別留下任何東西。
|
||||
zone.craters.description = 水累積在這個火山口中心了,這是一場舊戰爭的遺跡。開墾該地區,收集沙子,用來燒製玻璃。用機械泵抽水來加速砲塔和鑽頭。
|
||||
zone.ruinousShores.description = 穿過荒地,就是海岸線。曾經,這個地點設有海防陣線。現在所剩的並不多。只有最基本的防禦結構沒有被破壞,其他的一切都成了廢品。\n繼續向外擴張。繼續研究科技。
|
||||
zone.stainedMountains.description = 內陸的更深處是群山,還未被孢子所污染。\n在該區域提取豐富的鈦,並學習如何使用它們。\n\n這裡的存在著更為強大的敵人。不要給他們時間派出最強的部隊。
|
||||
zone.overgrowth.description = 這個地區靠近孢子的來源,因此已經生長過度了。\n敵人在這裡建立了哨所。建立泰坦單位。破壞它,並取回遺失的東西。
|
||||
zone.tarFields.description = 位於山脈和沙漠之間的產油區的郊區是少數幾個有可用石油儲量的地區之一。\n雖然被遺棄了,該地區附近還是有著一些危險的敵人。不要小看它們。\n\n[lightgray]如果可能的話,研究石油加工技術。
|
||||
zone.desolateRift.description = 一個非常危險的區域。資源豐富,但空間很小。高破壞風險。請盡快離開。不要被敵人攻擊之間的長時間間隔所迷惑。
|
||||
zone.nuclearComplex.description = 以前生產和加工釷的設施已變成廢墟。\n[lightgray]研究釷及其多種用途。\n\n敵人人數眾多,不斷的偵查入侵者。
|
||||
zone.fungalPass.description = 高山與低地之間被孢子纏繞的過渡區域。一個小的敵人偵察基地位於這裡。\n破壞它。\n使用匕首和爬行機甲單位來摧毀兩個核心。
|
||||
zone.impact0078.description = <在此處輸入敘述>
|
||||
zone.crags.description = <在此輸入說明>
|
||||
settings.language = 語言
|
||||
settings.data = Game Data
|
||||
settings.data = 遊戲數據
|
||||
settings.reset = 重設為預設設定
|
||||
settings.rebind = 重新綁定
|
||||
settings.controls = 操作
|
||||
@ -436,14 +436,14 @@ no = 否
|
||||
info.title = [accent]資訊
|
||||
error.title = [crimson]發生錯誤
|
||||
error.crashtitle = 發生錯誤
|
||||
attackpvponly = [scarlet]Only available in Attack/PvP modes
|
||||
attackpvponly = [scarlet]僅在攻擊/PvP模式下可用
|
||||
blocks.input = 輸入
|
||||
blocks.output = 輸出
|
||||
blocks.booster = 加速器
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.powercapacity = 蓄電量
|
||||
blocks.powershot = 能量/射擊
|
||||
blocks.damage = Damage
|
||||
blocks.damage = 傷害
|
||||
blocks.targetsair = 攻擊空中目標
|
||||
blocks.targetsground = 攻擊地面
|
||||
blocks.itemsmoved = 移動速度
|
||||
@ -466,20 +466,20 @@ blocks.boosteffect = 提升效應
|
||||
blocks.maxunits = 最大活躍單位
|
||||
blocks.health = 耐久度
|
||||
blocks.buildtime = 建設時間
|
||||
blocks.buildcost = Build Cost
|
||||
blocks.buildcost = 建造成本
|
||||
blocks.inaccuracy = 誤差
|
||||
blocks.shots = 射擊數
|
||||
blocks.reload = 重裝彈藥
|
||||
blocks.ammo = 彈藥
|
||||
bar.drilltierreq = Better Drill Required
|
||||
bar.drilltierreq = 需要更好的鑽頭
|
||||
bar.drillspeed = 鑽頭速度:{0}/秒
|
||||
bar.efficiency = 效率:{0}%
|
||||
bar.powerbalance = 能量變化:{0}
|
||||
bar.powerstored = Stored: {0}/{1}
|
||||
bar.powerstored = 能量存量: {0}/{1}
|
||||
bar.poweramount = 能量:{0}
|
||||
bar.poweroutput = 能量輸出:{0}
|
||||
bar.items = 物品:{0}
|
||||
bar.capacity = Capacity: {0}
|
||||
bar.capacity = 容量: {0}
|
||||
bar.liquid = 液體
|
||||
bar.heat = 熱
|
||||
bar.power = 能量
|
||||
@ -489,7 +489,7 @@ bullet.damage = [stat]{0}[lightgray]傷害
|
||||
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
||||
bullet.incendiary = [stat]燃燒
|
||||
bullet.homing = [stat]追踪
|
||||
bullet.shock = [stat]休克
|
||||
bullet.shock = [stat]暈眩
|
||||
bullet.frag = [stat]碎片
|
||||
bullet.knockback = [stat]{0}[lightgray]擊退
|
||||
bullet.freezing = [stat]冷凍
|
||||
@ -518,17 +518,17 @@ category.optional = 可選的強化
|
||||
setting.landscape.name = 鎖定景觀
|
||||
setting.shadows.name = 陰影
|
||||
setting.linear.name = 線性過濾
|
||||
setting.animatedwater.name = 動畫水
|
||||
setting.animatedshields.name = 動畫力牆
|
||||
setting.antialias.name = 消除鋸齒[LIGHT_GRAY](需要重啟)[]
|
||||
setting.animatedwater.name = 水動畫
|
||||
setting.animatedshields.name = 護盾動畫
|
||||
setting.antialias.name = 消除鋸齒[LIGHT_GRAY](需要重啟遊戲)[]
|
||||
setting.indicators.name = 盟友指標
|
||||
setting.autotarget.name = 自動射擊
|
||||
setting.keyboard.name = Mouse+Keyboard Controls
|
||||
setting.touchscreen.name = Touchscreen Controls
|
||||
setting.keyboard.name = 滑鼠+鍵盤控制
|
||||
setting.touchscreen.name = 觸控螢幕控制
|
||||
setting.fpscap.name = 最大FPS
|
||||
setting.fpscap.none = 没有
|
||||
setting.fpscap.text = {0}FPS
|
||||
setting.uiscale.name = UI Scaling[lightgray] (require restart)[]
|
||||
setting.uiscale.name = UI縮放[lightgray] (需要重啟遊戲)[]
|
||||
setting.swapdiagonal.name = 始終對角線放置
|
||||
setting.difficulty.training = 訓練
|
||||
setting.difficulty.easy = 簡單
|
||||
@ -542,27 +542,27 @@ setting.sensitivity.name = 控制器靈敏度
|
||||
setting.saveinterval.name = 自動存檔間隔
|
||||
setting.seconds = {0}秒
|
||||
setting.fullscreen.name = 全螢幕
|
||||
setting.borderlesswindow.name = 無邊框窗口[LIGHT_GRAY](可能需要重啟)
|
||||
setting.borderlesswindow.name = 無邊框窗口[LIGHT_GRAY](可能需要重啟遊戲)
|
||||
setting.fps.name = 顯示FPS
|
||||
setting.vsync.name = 垂直同步
|
||||
setting.lasers.name = 顯示雷射光束
|
||||
setting.pixelate.name = 像素化[LIGHT_GRAY](可能降低性能)
|
||||
setting.minimap.name = 顯示小地圖
|
||||
setting.musicvol.name = 音樂音量
|
||||
setting.ambientvol.name = Ambient Volume
|
||||
setting.ambientvol.name = 環境音量
|
||||
setting.mutemusic.name = 靜音
|
||||
setting.sfxvol.name = 音效音量
|
||||
setting.mutesound.name = 靜音
|
||||
setting.crashreport.name = 發送匿名崩潰報告
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.savecreate.name = 自動建立存檔
|
||||
setting.publichost.name = 公開遊戲可見度
|
||||
setting.chatopacity.name = 聊天框不透明度
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = 在遊戲中顯示聊天框
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
uiscale.cancel = Cancel & Exit
|
||||
setting.bloom.name = Bloom
|
||||
uiscale.reset = UI縮放已變更\n按下"確定"確認這個比例\n[scarlet][accent] {0}[] 秒後...退出並還原設定
|
||||
uiscale.cancel = 取消並退出
|
||||
setting.bloom.name = 特效
|
||||
keybind.title = 重新綁定按鍵
|
||||
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
|
||||
keybinds.mobile = [scarlet]此處的大多數快捷鍵在移動設備上均不起作用。僅支援基本移動。
|
||||
category.general.name = 一般
|
||||
category.view.name = 查看
|
||||
category.multiplayer.name = 多人
|
||||
@ -571,12 +571,12 @@ command.rally = Rally
|
||||
command.retreat = 撤退
|
||||
keybind.gridMode.name = 方塊選取
|
||||
keybind.gridModeShift.name = 類別選取
|
||||
keybind.press = 按一下鍵……
|
||||
keybind.press.axis = 按一下軸心或鍵……
|
||||
keybind.press = 按一下按鍵……
|
||||
keybind.press.axis = 按一下軸向或按鍵……
|
||||
keybind.screenshot.name = 地圖截圖
|
||||
keybind.move_x.name = 水平移動
|
||||
keybind.move_y.name = 垂直移動
|
||||
keybind.fullscreen.name = Toggle Fullscreen
|
||||
keybind.fullscreen.name = 全螢幕切換
|
||||
keybind.select.name = 選取
|
||||
keybind.diagonal_placement.name = 對角線放置
|
||||
keybind.pick.name = 選擇方塊
|
||||
@ -612,7 +612,7 @@ mode.custom = 自訂規則
|
||||
rules.infiniteresources = 無限資源
|
||||
rules.wavetimer = 波次時間
|
||||
rules.waves = 波次
|
||||
rules.attack = Attack Mode
|
||||
rules.attack = 攻擊模式
|
||||
rules.enemyCheat = 電腦無限資源
|
||||
rules.unitdrops = 單位掉落
|
||||
rules.unitbuildspeedmultiplier = 單位建設速度倍數
|
||||
@ -654,7 +654,7 @@ item.spore-pod.name = 孢子莢
|
||||
item.sand.name = 沙
|
||||
item.blast-compound.name = 爆炸混合物
|
||||
item.pyratite.name = 硫
|
||||
item.metaglass.name = 金屬玻璃
|
||||
item.metaglass.name = 強化玻璃
|
||||
item.scrap.name = 廢料
|
||||
liquid.water.name = 水
|
||||
liquid.slag.name = 礦渣
|
||||
@ -668,7 +668,7 @@ mech.delta-mech.weapon = 電弧生成機
|
||||
mech.delta-mech.ability = 放電
|
||||
mech.tau-mech.name = 牛頭機甲
|
||||
mech.tau-mech.weapon = 重構激光
|
||||
mech.tau-mech.ability = 修复陣
|
||||
mech.tau-mech.ability = 修復陣
|
||||
mech.omega-mech.name = 奧米伽
|
||||
mech.omega-mech.weapon = 導彈群
|
||||
mech.omega-mech.ability = 裝甲配置
|
||||
@ -692,22 +692,22 @@ mech.itemcapacity = [LIGHT_GRAY]物品容量:{0}
|
||||
mech.minespeed = [LIGHT_GRAY]採礦速度:{0}
|
||||
mech.minepower = [LIGHT_GRAY]採礦力度:{0}
|
||||
mech.ability = [LIGHT_GRAY]能力:{0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
mech.buildspeed = [LIGHT_GRAY]建造速度: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]熱容量:{0}
|
||||
liquid.viscosity = [LIGHT_GRAY]粘性:{0}
|
||||
liquid.temperature = [LIGHT_GRAY]温度:{0}
|
||||
block.sand-boulder.name = Sand Boulder
|
||||
block.sand-boulder.name = 沙礫
|
||||
block.grass.name = 草
|
||||
block.salt.name = 鹽
|
||||
block.saltrocks.name = 鹽岩
|
||||
block.pebbles.name = 卵石
|
||||
block.tendrils.name = 卷鬚
|
||||
block.sandrocks.name = 沙岩
|
||||
block.spore-pine.name = 孢子鬆
|
||||
block.spore-pine.name = 孢子松
|
||||
block.sporerocks.name = 孢子岩
|
||||
block.rock.name = 岩石
|
||||
block.snowrock.name = 雪巖
|
||||
block.snow-pine.name = Snow Pine
|
||||
block.snow-pine.name = 雪松
|
||||
block.shale.name = 頁岩
|
||||
block.shale-boulder.name = 頁岩巨石
|
||||
block.moss.name = 苔蘚
|
||||
@ -748,7 +748,7 @@ block.icerocks.name = 冰岩
|
||||
block.snowrocks.name = 雪巖
|
||||
block.dunerocks.name = 沙丘岩
|
||||
block.pine.name = 松樹
|
||||
block.white-tree-dead.name = 死了的白樹
|
||||
block.white-tree-dead.name = 枯萎白樹
|
||||
block.white-tree.name = 白樹
|
||||
block.spore-cluster.name = 孢子簇
|
||||
block.metal-floor.name = 金屬地板
|
||||
@ -784,13 +784,12 @@ block.hail.name = 冰雹炮
|
||||
block.lancer.name = 藍瑟炮
|
||||
block.conveyor.name = 輸送帶
|
||||
block.titanium-conveyor.name = 鈦輸送帶
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.junction.name = 樞紐
|
||||
block.armored-conveyor.name = 裝甲輸送帶
|
||||
block.armored-conveyor.description = 以與鈦傳送帶相同的速度移動物品,但擁有更多防禦。除其他傳送帶外,不接受任何資源從側面輸入。
|
||||
block.router.name = 分配器
|
||||
block.distributor.name = 大型分配器
|
||||
block.sorter.name = 分類器
|
||||
block.message.name = Message
|
||||
block.message.name = 訊息
|
||||
block.overflow-gate.name = 溢流器
|
||||
block.silicon-smelter.name = 煉矽廠
|
||||
block.phase-weaver.name = 相織布編織器
|
||||
@ -836,15 +835,15 @@ block.swarmer.name = 群炮
|
||||
block.salvo.name = 齊射炮
|
||||
block.ripple.name = 波紋炮
|
||||
block.phase-conveyor.name = 相織傳送帶
|
||||
block.bridge-conveyor.name = 傳送帶橋
|
||||
block.bridge-conveyor.name = 輸送帶橋
|
||||
block.plastanium-compressor.name = 塑料壓縮機
|
||||
block.pyratite-mixer.name = 硫混合器
|
||||
block.blast-mixer.name = 爆炸混合器
|
||||
block.solar-panel.name = 太陽能板
|
||||
block.solar-panel-large.name = 大型太陽能板
|
||||
block.oil-extractor.name = 石油鑽井
|
||||
block.command-center.name = Command Center
|
||||
block.draug-factory.name = Draug Miner Drone Factory
|
||||
block.command-center.name = 命令中心
|
||||
block.draug-factory.name = 幽靈採礦機工廠
|
||||
block.spirit-factory.name = 輕型無人機工廠
|
||||
block.phantom-factory.name = 幻影無人機工廠
|
||||
block.wraith-factory.name = 怨靈戰鬥機工廠
|
||||
@ -858,7 +857,7 @@ block.repair-point.name = 維修點
|
||||
block.pulse-conduit.name = 脈衝管線
|
||||
block.phase-conduit.name = 相織管線
|
||||
block.liquid-router.name = 液體分配器
|
||||
block.liquid-tank.name = 液體儲罐
|
||||
block.liquid-tank.name = 液體儲存罐
|
||||
block.liquid-junction.name = 液體連接點
|
||||
block.bridge-conduit.name = 管線橋
|
||||
block.rotary-pump.name = 迴旋泵
|
||||
@ -876,23 +875,23 @@ block.cyclone.name = 氣旋炮
|
||||
block.fuse.name = 融合炮
|
||||
block.shock-mine.name = 休克地雷
|
||||
block.overdrive-projector.name = 超速投影器
|
||||
block.force-projector.name = 力牆投影器
|
||||
block.force-projector.name = 護盾投影器
|
||||
block.arc.name = 電弧
|
||||
block.rtg-generator.name = 放射性同位素熱發電機
|
||||
block.spectre.name = 幽靈炮
|
||||
block.meltdown.name = 熔毀炮
|
||||
block.container.name = 容器
|
||||
block.launch-pad.name = 發射台
|
||||
block.launch-pad.name = 小型發射台
|
||||
block.launch-pad-large.name = 大型發射台
|
||||
team.blue.name = 藍
|
||||
team.crux.name = red
|
||||
team.sharded.name = orange
|
||||
team.orange.name = 橙
|
||||
team.derelict.name = derelict
|
||||
team.crux.name = 紅
|
||||
team.sharded.name = 黃
|
||||
team.orange.name = 橘
|
||||
team.derelict.name = 灰
|
||||
team.green.name = 綠
|
||||
team.purple.name = 紫
|
||||
unit.spirit.name = 輕型無人機
|
||||
unit.draug.name = Draug Miner Drone
|
||||
unit.draug.name = 幽靈礦工無人機
|
||||
unit.phantom.name = 幻影無人機
|
||||
unit.dagger.name = 匕首
|
||||
unit.crawler.name = 爬行
|
||||
@ -906,30 +905,30 @@ unit.chaos-array.name = 混沌陣
|
||||
unit.eradicator.name = 消除者
|
||||
unit.lich.name = 巫妖
|
||||
unit.reaper.name = 收割者
|
||||
tutorial.next = [lightgray]<Tap to continue>
|
||||
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
|
||||
tutorial.next = [lightgray]<按下以繼續>
|
||||
tutorial.intro = 您已進入[scarlet] Mindustry 教學。[]\n從[accent] 挖掘銅礦[]開始吧。點擊靠近您核心的銅礦脈。\n\n[accent]{0}/{1} 個銅礦
|
||||
tutorial.drill = 手動挖掘礦石是低效率的。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅脈上放置一個鑽頭。
|
||||
tutorial.drill.mobile = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nTap the drill tab in the bottom right.\nSelect the[accent] mechanical drill[].\nPlace it on a copper vein by tapping, then press the[accent] checkmark[] below to confirm your selection.\nPress the[accent] X button[] to cancel placement.
|
||||
tutorial.blockinfo = Each block has different stats. Each drill can only mine certain ores.\nTo check a block's info and stats,[accent] tap the "?" button while selecting it in the build menu.[]\n\n[accent]Access the Mechanical Drill's stats now.[]
|
||||
tutorial.drill.mobile = 手動挖掘礦石是低效率的。\n[accent]鑽頭[]能夠自動挖掘礦石。\n點選右下角的鑽頭選項\n選擇[accent]機械鑽頭[].\n通過點擊將其放置在銅礦上,然後按下下方的[accent]確認標誌[]確認您的選擇\n按下[accent] X 按鈕[] 取消放置.
|
||||
tutorial.blockinfo = 每個方塊都有不同的屬性。每個鑽頭只能開採特定的礦石。\n查看方塊的資訊和屬性,[accent]在建造目錄時按下"?"鈕。[]\n\n[accent]立即訪問機械鑽頭的屬性資料。[]
|
||||
tutorial.conveyor = [accent]輸送帶[]能夠將物品運輸到核心。\n製作一條從鑽頭開始到核心的輸送帶。
|
||||
tutorial.conveyor.mobile = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent] Place in a line by holding down your finger for a few seconds[] and dragging in a direction.\n\n[accent]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered
|
||||
tutorial.conveyor.mobile = [accent]輸送帶[]能夠將物品運輸到核心。\製作一條從鑽頭開始到核心的輸送帶。\n[accent]長按數秒[]並向一個方向拖動來放置直線。\n\n[accent]{0}/{1} 條輸送帶\n[accent]0/1 交付的物品
|
||||
tutorial.turret = 防禦建築是必須的以擊退[LIGHT_GRAY]敵人[]。\n於核心附近建造一個雙炮。
|
||||
tutorial.drillturret = 雙炮需要[accent]銅彈[]以射擊。\n在雙炮旁邊放置一個鑽頭以供應銅。
|
||||
tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press space to pause.
|
||||
tutorial.pause.mobile = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press this button in the top left to pause.
|
||||
tutorial.unpause = Now press space again to unpause.
|
||||
tutorial.unpause.mobile = Now press it again to unpause.
|
||||
tutorial.breaking = Blocks frequently need to be destroyed.\n[accent]Hold down right-click[] to destroy all blocks in a selection.[]\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
|
||||
tutorial.breaking.mobile = Blocks frequently need to be destroyed.\n[accent]Select deconstruction mode[], then tap a block to begin breaking it.\nDestroy an area by holding down your finger for a few seconds[] and dragging in a direction.\nPress the checkmark button to confirm breaking.\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
|
||||
tutorial.withdraw = In some situations, taking items directly from blocks is necessary.\nTo do this, [accent]tap a block[] with items in it, then [accent]tap the item[] in the inventory.\nMultiple items can be withdrawn by [accent]tapping and holding[].\n\n[accent]Withdraw some copper from the core.[]
|
||||
tutorial.deposit = Deposit items into blocks by dragging from your ship to the destination block.\n\n[accent]Deposit your copper back into the core.[]
|
||||
tutorial.pause = 在戰鬥中,你可以[accent]暫停遊戲。[]\n您可以在暫停時規劃建築物並加入建造序列。\n\n[accent]按空白鍵暫停遊戲。
|
||||
tutorial.pause.mobile = 在戰鬥中,你可以[accent]暫停遊戲。[]\n您可以在暫停時規劃建築物並加入建造序列。\n\n[accent]按左上角的此按鈕暫停。
|
||||
tutorial.unpause = 現在再次按空格鍵即可取消暫停。
|
||||
tutorial.unpause.mobile = 現在再次按空格鍵即可取消暫停。
|
||||
tutorial.breaking = 方塊經常需要被銷毀。\n[accent]按住右鍵[]破壞選擇中的所有方塊。[]\n\n[accent]使用區域選擇銷毀核心左側的所有廢料方塊。
|
||||
tutorial.breaking.mobile = 方塊經常需要被銷毀。\n[accent]選擇解構模式[],然後點擊一個方塊開始破壞它。\n按住手指幾秒鐘以破壞區域[]並向一個方向拖動。\n按下複選標記按鈕以確認破壞。\n\n[accent]使用區域選擇銷毀核心左側的所有廢料方塊。
|
||||
tutorial.withdraw = 在某些情況下,直接從方塊中取出物品是必要的。\n去做這個, [accent]點擊有物品的方塊[],然後[accent]點擊在方框中的物品[]。\n可以通過[accent]點擊或常按[]來取出物品。\n\n[accent]從核心中取出一些銅。[]
|
||||
tutorial.deposit = 通過將物品從船上拖到目標方塊,將物品放入放塊中。\n\n[accent]將您的銅放到核心中。[]
|
||||
tutorial.waves = [LIGHT_GRAY]敵人[]來臨。\n\n防衛核心2波。建造更多的砲塔以防衛。
|
||||
tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves. Your ship will automatically fire at enemies.\nBuild more turrets and drills. Mine more copper.
|
||||
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese resources can then be used to research new technology.\n\n[accent]Press the launch button.
|
||||
tutorial.waves.mobile = [lightgray]敵人[]接近。\n\n保護核心抵抗兩波攻擊。您的飛船將自動向敵人開火。\n建造更多的砲塔和鑽頭。開採更多的銅。
|
||||
tutorial.launch = 一旦您達到特定的波數, 您就可以[accent] 發射核心[],放棄防禦並[accent]獲取核心中的所有資源。[]\n這些資源可以用於研究新科技。\n\n[accent]按下發射按鈕。
|
||||
item.copper.description = 一種有用的結構材料。在各種類型的方塊中廣泛使用。
|
||||
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和運輸液體方塊。
|
||||
item.metaglass.description = 一種超級強硬玻璃混合物。廣泛用於液體分配和存儲。
|
||||
item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation.
|
||||
item.graphite.description = 礦化碳,用於彈藥和電氣絕緣。
|
||||
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和助熔劑。
|
||||
item.coal.description = 一種常見並容易獲得的燃料。
|
||||
item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛機。
|
||||
@ -943,66 +942,66 @@ item.spore-pod.description = 用於轉化為石油、爆炸物和燃料。
|
||||
item.blast-compound.description = 一種用於炸彈和炸藥的揮發性混合物。雖然它可以作為燃料燃燒,但不建議這樣做。
|
||||
item.pyratite.description = 一種在燃燒武器中使用的極易燃物質。
|
||||
liquid.water.description = 常用於冷卻機器和廢物處理。
|
||||
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
||||
liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器射向敵方單位。
|
||||
liquid.oil.description = 可以燃燒、爆炸或用作冷卻劑。
|
||||
liquid.cryofluid.description = 冷卻東西最有效的液體。
|
||||
liquid.cryofluid.description = 冷卻機器最有效的液體。
|
||||
mech.alpha-mech.description = 標準的機甲。具有不錯的速度和傷害輸出;可以製造多達3架無人機以提高進攻能力。
|
||||
mech.delta-mech.description = 一种快速、轻铠的机甲,是用於打了就跑的攻擊。对结构造成的伤害很小,但可以用弧形闪电武器很快杀死大量敌方机组。
|
||||
mech.tau-mech.description = 支援機甲。射擊友好方塊以治療它們。可以使用它的修復能力熄滅火焰並治療一定範圍內的友軍。
|
||||
mech.delta-mech.description = 一種快速、輕裝甲的機甲,是用於打了就跑的攻擊。對結構造成的傷害很小,但可以用弧形閃電武器很快殺死大量敵方機組。
|
||||
mech.tau-mech.description = 支援機甲。射擊友方方塊以修復它們。可以使用它的修復能力熄滅火焰並治療一定範圍內的友軍。
|
||||
mech.omega-mech.description = 一種笨重、裝甲重的機甲,用於在前線突擊。它的裝甲能力可以阻擋高達90%的傷害。
|
||||
mech.dart-ship.description = 標準飛船。快速、輕便,但有低的攻擊能力和慢的採礦速度。
|
||||
mech.javelin-ship.description = 一種打了就跑的侵襲船。雖然最初很慢,但它可以加速到很快的速度,並飛過敵人的前哨站,利用其閃電能力和導彈造成大量的傷害。
|
||||
mech.trident-ship.description = 一种重型轰炸机。有比較厚的装甲。
|
||||
mech.trident-ship.description = 一種重型轟炸機。有比較厚的裝甲。
|
||||
mech.glaive-ship.description = 一種大型、裝甲厚的武裝直升機。配備燃燒機關槍。有優秀的加速能力與最快的速度。
|
||||
unit.draug.description = A primitive mining drone. Cheap to produce. Expendable. Automatically mines copper and lead in the vicinity. Delivers mined resources to the closest core.
|
||||
unit.draug.description = 原始的採礦無人機。生產便宜。消耗品。自動在附近開採銅和鉛。將開採的資源交給最接近的核心。
|
||||
unit.spirit.description = 起始的無人機。默認在核心產生。自動挖掘礦石、收集物品和修理方塊。
|
||||
unit.phantom.description = 一種高級的無人機。自動挖掘礦石、收集物品和修理方塊。比輕型無人機明顯更有效。
|
||||
unit.dagger.description = 一種基本的地面單位。最好一群地使用。
|
||||
unit.crawler.description = A ground unit consisting of a stripped-down frame with high explosives strapped on top. Not particular durable. Explodes on contact with enemies.
|
||||
unit.crawler.description = 一種地面單位,由精簡的機架組成,頂部綁有炸藥。不是特別耐用。與敵人接觸時爆炸。
|
||||
unit.titan.description = 一種高級的具有裝甲的地面單位。使用碳化物作為彈藥。攻擊地面單位和空中單位。
|
||||
unit.fortress.description = 一種具有重型大砲的地面單位。
|
||||
unit.eruptor.description = A heavy mech designed to take down structures. Fires a stream of slag at enemy fortifications, melting them and setting volatiles on fire.
|
||||
unit.eruptor.description = 設計用於拆除建築物的重型機械。向敵人的防禦工事發射一道爐渣,融化它們,並點燃周圍可燃物。
|
||||
unit.wraith.description = 一種快速、打了就跑的攔截機。
|
||||
unit.ghoul.description = 一種重型的鋪蓋性的轟炸機。使用爆炸化合物或黃鐵礦作為彈藥。
|
||||
unit.revenant.description = A heavy, hovering missile array.
|
||||
block.message.description = Stores a message. Used for communication between allies.
|
||||
block.graphite-press.description = Compresses chunks of coal into pure sheets of graphite.
|
||||
block.multi-press.description = An upgraded version of the graphite press. Employs water and power to process coal quickly and efficiently.
|
||||
unit.revenant.description = 重型的盤旋導彈陣列。
|
||||
block.message.description = 儲存一條消息。用於盟友之間的交流。
|
||||
block.graphite-press.description = 將煤炭壓縮成石墨。
|
||||
block.multi-press.description = 石墨壓縮機的升級版。利用水和電力快速高效地處理煤炭。
|
||||
block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。
|
||||
block.kiln.description = 將沙子和鉛熔煉成金屬玻璃。需要少量能量。
|
||||
block.plastanium-compressor.description = 使用油和鈦以生產塑料。
|
||||
block.phase-weaver.description = 使用放射性的釷和大量的沙子以生產相織布。
|
||||
block.alloy-smelter.description = 使用鈦、鉛、矽和銅以生產波動合金。
|
||||
block.cryofluidmixer.description = 合水和鈦成冷卻效率更高的冷凍液。
|
||||
block.cryofluidmixer.description = 混合水和鈦形成冷卻效率更高的冷凍液。
|
||||
block.blast-mixer.description = 使用油將硫變成比較不易燃但更具爆炸性的爆炸混合器。
|
||||
block.pyratite-mixer.description = 混合煤、鉛和沙子成為易燃的硫。
|
||||
block.melter.description = 將石頭加熱到很高的溫度以獲得熔岩。
|
||||
block.separator.description = 將石頭暴露在水壓下以獲得石頭中的各種礦物質。
|
||||
block.spore-press.description = 將孢子莢壓縮成油。
|
||||
block.pulverizer.description = 將石頭壓成沙子。當缺少天然沙子時有用。
|
||||
block.coal-centrifuge.description = Solidifes oil into chunks of coal.
|
||||
block.coal-centrifuge.description = 將石油凝固成煤礦。
|
||||
block.incinerator.description = 清除任何多餘的物品或液體。
|
||||
block.power-void.description = 銷毀所有輸入的能量。僅限沙盒。
|
||||
block.power-source.description = 不限地輸出能量。僅限沙盒。
|
||||
block.item-source.description = 不限地輸出物品。僅限沙盒。
|
||||
block.power-source.description = 無限輸出能量。僅限沙盒。
|
||||
block.item-source.description = 無限輸出物品。僅限沙盒。
|
||||
block.item-void.description = 不使用能量銷毀任何進入它的物品。僅限沙盒。
|
||||
block.liquid-source.description = 不限地輸出液體。僅限沙盒。
|
||||
block.copper-wall.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔。
|
||||
block.copper-wall-large.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔\n佔據多個方塊。
|
||||
block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies.
|
||||
block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles.
|
||||
block.thorium-wall.description = 一種堅強的防衛方塊。\n良好地防衛敵人。
|
||||
block.liquid-source.description = 無限輸出液體。僅限沙盒。
|
||||
block.copper-wall.description = 一種便宜的防禦方塊。\n用於前幾波防衛核心和砲塔。
|
||||
block.copper-wall-large.description = 一種便宜的防禦方塊。\n用於前幾波防禦核心和砲塔\n佔據多個方塊。
|
||||
block.titanium-wall.description = 一個中等強度的防禦方塊。\n提供對敵人的適度保護。
|
||||
block.titanium-wall-large.description = 一個中等強度的防禦方塊。\n提供對敵人的適度保護。\n跨越多個區塊。
|
||||
block.thorium-wall.description = 一種堅強的防禦方塊。\n良好地防禦。
|
||||
block.thorium-wall-large.description = 一種堅強的防衛方塊。\n良好地防衛敵人。\n佔據多個方塊。
|
||||
block.phase-wall.description = 沒有釷牆那麼強但會使不太強的子彈偏離。
|
||||
block.phase-wall-large.description = 沒有釷牆那麼強但會使不太強的子彈偏離。\n佔據多個方塊。
|
||||
block.surge-wall.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。
|
||||
block.surge-wall-large.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。\n佔據多個方塊。
|
||||
block.surge-wall.description = 最強的防禦方塊。\n有低機率對攻擊者觸發閃電。
|
||||
block.surge-wall-large.description = 最強的防衛方塊。\n有低機率對攻擊者觸發閃電。\n佔據多個方塊。
|
||||
block.door.description = 可以通過點擊打開和關閉的一扇小門。\n如果打開,敵人可以穿過它射擊和移動。
|
||||
block.door-large.description = 可以通過點擊打開和關閉的一扇大門。\n如果打開,敵人可以穿過它射擊和移動。\n佔據多個方塊。
|
||||
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
|
||||
block.mender.description = 定期修復附近的建築物。在每一波之間保持防禦力的修復。\n可選擇使用矽來提高範圍和效率。
|
||||
block.mend-projector.description = 定期修復附近的建築物。
|
||||
block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。
|
||||
block.force-projector.description = 在自身周圍形成一個六角形力場,保護內部的建築物和單位免受子彈的傷害。
|
||||
block.force-projector.description = 在自身周圍形成一個六角形能量力場護盾,保護內部的建築物和單位免受子彈的傷害。
|
||||
block.shock-mine.description = 傷害踩到地雷的敵人。敵人幾乎看不見。
|
||||
block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。能夠旋轉方向。
|
||||
block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。
|
||||
@ -1013,49 +1012,49 @@ block.sorter.description = 對物品進行分類。如果物品與所選種類
|
||||
block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。 用於將物品從一個來源分割為多個目標。
|
||||
block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。
|
||||
block.overflow-gate.description = 分離器和分配器的組合。如果前面被擋住,則向從左邊和右邊輸出物品。
|
||||
block.mass-driver.description = 終極物品運輸方塊。收集幾件物品,然後將它們射向另一個長距離的質量驅動器。
|
||||
block.mass-driver.description = 終極物品運輸方塊。收集大量物品,然後將它們射向另一個質量驅動器。
|
||||
block.mechanical-pump.description = 一種便宜的泵,輸出速度慢,但不使用能量。
|
||||
block.rotary-pump.description = 高級的泵,透過使用能量使輸出速度加倍。
|
||||
block.thermal-pump.description = 終極泵。輸出速度是機械泵的三倍並且是唯一能夠抽熔岩的泵。
|
||||
block.conduit.description = 基本液體運輸方塊。像輸送帶一樣工作,但是液體用的。最適用於提取器、泵或其他管線。
|
||||
block.conduit.description = 基本液體運輸方塊。像輸送帶一樣工作,但是是液體用的。最適用於提取器、泵或其他管線。
|
||||
block.pulse-conduit.description = 高級的液體運輸方塊。比標準管線更快地輸送並儲存更多液體。
|
||||
block.liquid-router.description = 接受來自一個方向的液體並將它們平均輸出到最多3個其他方向。可以儲存一定量的液體。用於將液體從一個來源分成多個目標。
|
||||
block.liquid-tank.description = 存儲大量液體。當液體需求非恆定時,使用它來創建緩衝或作為冷卻重要方塊的保障。
|
||||
block.liquid-junction.description = 作為兩個交叉管線的橋樑。適用於兩條不同管線將不同液體運送到不同位置的情況。
|
||||
block.bridge-conduit.description = 高級的液體運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸液體。
|
||||
block.phase-conduit.description = 高級的液體運輸方塊。使用能量將液體傳送到多個方塊外連接的相織管線。
|
||||
block.power-node.description = 將能量傳輸到連接的節點。最多可連接四個能量來源、接收或節點。節點將從任何相鄰方塊接收能量或向其供能量。
|
||||
block.power-node-large.description = 範圍大於能量節點,最多可連接六個能量來源、接收或節點。
|
||||
block.surge-tower.description = An extremely long-range power node with fewer available connections.
|
||||
block.power-node.description = 將能量傳輸到相連的節點。該節點將從任何相鄰方塊接收能量或向任何相鄰方塊供應能量。
|
||||
block.power-node-large.description = 具有更大範圍和更多連接的高級電源節點。
|
||||
block.surge-tower.description = 具有兩個可用連接的超遠程能量節點。
|
||||
block.battery.description = 有能量剩餘時,存儲電力並在能量短缺時提供能量。
|
||||
block.battery-large.description = 比普通電池存儲更多的能量。
|
||||
block.combustion-generator.description = 透過燃燒油或可燃物品以產生能量。
|
||||
block.thermal-generator.description = 使用熔岩產生大量的能量。
|
||||
block.turbine-generator.description = 比燃燒發電機更有效,但需要水以操作。
|
||||
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
|
||||
block.differential-generator.description = 產生大量能量。利用冷卻液和燃燒的硫之間的溫差產生大量的能量。
|
||||
block.rtg-generator.description = 一種放射性同位素熱發電機,不需要冷卻,但比釷反應堆產生的能量少。
|
||||
block.solar-panel.description = 透過太陽產生少量的能量。
|
||||
block.solar-panel-large.description = 比標準太陽能板產生更多的能量,但建造起來昂貴得多。
|
||||
block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。
|
||||
block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
|
||||
block.impact-reactor.description = 先進的發電機,能夠以峰值效率產生大量功率。需要大量的電源輸入才能啟動該過程。
|
||||
block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。
|
||||
block.pneumatic-drill.description = 一種改進的鑽頭。它挖掘更快,能夠利用氣壓挖掘更硬的材料。
|
||||
block.laser-drill.description = 通過激光技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。
|
||||
block.blast-drill.description = 終極的鑽頭。需要大量能量。
|
||||
block.water-extractor.description = 從地下提取水。當附近沒有湖泊時使用它。
|
||||
block.water-extractor.description = 從地下提取水。當附近沒有湖泊時可以使用它。
|
||||
block.cultivator.description = 用水培養土壤以獲得生物物質。
|
||||
block.oil-extractor.description = 使用大量的能量從沙子中提取油。當附近沒有直接的石油來源時使用它。
|
||||
block.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen.
|
||||
block.core-foundation.description = The second version of the core. Better armored. Stores more resources.
|
||||
block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources.
|
||||
block.core-shard.description = 核心第一代。一旦被摧毀,與該地區的所有聯繫都將失去。不要讓這種情況發生。
|
||||
block.core-foundation.description = 核心第二代。有更好的裝甲。可以存儲更多資源。
|
||||
block.core-nucleus.description = 核心第三代,也是最後一代。裝甲非常好。可以存儲大量資源。
|
||||
block.vault.description = 存儲大量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從存儲庫提取物品。
|
||||
block.container.description = 存儲少量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從容器提取物品。
|
||||
block.unloader.description = 將物品從容器、存儲庫或核心卸載到傳輸帶上或直接卸載到相鄰的方塊中。透過點擊卸載器來更改要卸載的物品類型。
|
||||
block.launch-pad.description = 無需從核心發射即可發射物品。未完成。
|
||||
block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently.
|
||||
block.launch-pad.description = 無需經過核心即可直接發射物品。
|
||||
block.launch-pad-large.description = 發射台的進階版。可存儲更多物品。更快的發射速度。
|
||||
block.duo.description = 一種小而便宜的砲塔。
|
||||
block.scatter.description = 一種中型防空砲塔。向敵方單位噴射鉛塊或碎片。
|
||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||
block.scorch.description = 燃燒所有靠近它的地面敵人。近距離效果很好。
|
||||
block.hail.description = 一種小型火砲。
|
||||
block.wave.description = 一種可以快速射出液體氣泡的中型砲塔。
|
||||
block.lancer.description = 一種射出電子束的中型砲塔。
|
||||
@ -1067,22 +1066,22 @@ block.ripple.description = 一種一次射出幾發子彈的大型火砲。
|
||||
block.cyclone.description = 一種快速射擊的大型砲塔。
|
||||
block.spectre.description = 一種一次射出兩顆強大的子彈的大型砲塔。
|
||||
block.meltdown.description = 一種射出強大的遠程光束的大型砲塔。
|
||||
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
|
||||
block.draug-factory.description = Produces Draug mining drones.
|
||||
block.command-center.description = 向地圖上的盟軍發出移動命令。\n使單位巡邏,攻擊敵人的核心或撤退到核心/工廠。當沒有敵人核心時,部隊將默認在攻擊命令下進行巡邏。
|
||||
block.draug-factory.description = 生產幽靈採礦無人機
|
||||
block.spirit-factory.description = 生產輕型無人機,用於開採礦石和修復方塊。
|
||||
block.phantom-factory.description = 生產高級的無人機,比輕型無人機明顯更有效。
|
||||
block.wraith-factory.description = 生產快速、打了就跑的攔截機單位。
|
||||
block.ghoul-factory.description = 生產重型鋪蓋轟炸機。
|
||||
block.revenant-factory.description = 生產重型激光地面單位。
|
||||
block.dagger-factory.description = 產生基本地面單位。
|
||||
block.crawler-factory.description = Produces fast self-destructing swarm units.
|
||||
block.dagger-factory.description = 生產基本地面單位。
|
||||
block.crawler-factory.description = 生產快速的自爆部隊。
|
||||
block.titan-factory.description = 生產具有裝甲的高級地面單位。
|
||||
block.fortress-factory.description = 生產重型火砲地面單位。
|
||||
block.repair-point.description = 持續治療附近最近的受損單位。
|
||||
block.dart-mech-pad.description = Provides transformation into a basic attack mech.\nUse by tapping while standing on it.
|
||||
block.delta-mech-pad.description = 離開現在的船隻,換成快速、具有輕裝甲的機甲,用於打了就跑的攻擊。\n站在上面雙擊墊以使用它。
|
||||
block.tau-mech-pad.description = 離開現有的船隻,換成可以治愈友好的建築物和單位的支援機甲。\n站在上面雙擊墊以使用它。
|
||||
block.omega-mech-pad.description = 離開現在的船隻,換成龐大、具有重裝甲的機甲,用於前線攻擊。\n站在上面雙擊墊以使用它。
|
||||
block.javelin-ship-pad.description = 離開現在的船隻,換成具有閃電武器、強大而快速的攔截器。\n站在上面雙擊墊以使用它。
|
||||
block.trident-ship-pad.description = 離開現在的船隻,換成具有相當不錯裝甲的重型轟炸機。\n站在上面雙擊墊以使用它。
|
||||
block.glaive-ship-pad.description = 離開現在的船隻,換成具有重裝甲的武裝直升機。\n站在上面雙擊墊以使用它。
|
||||
block.dart-mech-pad.description = 提供轉換為基本攻擊機制的能力。\n站在上面的時候按下它使用。
|
||||
block.delta-mech-pad.description = 離開現在的船隻,換成快速、具有輕裝甲的機甲,用於打了就跑的攻擊。\n站在上面雙擊船墊以使用它。
|
||||
block.tau-mech-pad.description = 離開現有的船隻,換成可以治愈友好的建築物和單位的支援機甲。\n站在上面雙擊船墊以使用它。
|
||||
block.omega-mech-pad.description = 離開現在的船隻,換成龐大、具有重裝甲的機甲,用於前線攻擊。\n站在上面雙擊船墊以使用它。
|
||||
block.javelin-ship-pad.description = 離開現在的船隻,換成具有閃電武器、強大而快速的攔截器。\n站在上面雙擊船墊以使用它。
|
||||
block.trident-ship-pad.description = 離開現在的船隻,換成具有相當不錯裝甲的重型轟炸機。\n站在上面雙擊船墊以使用它。
|
||||
block.glaive-ship-pad.description = 離開現在的船隻,換成具有重裝甲的武裝直升機。\n站在上面雙擊船墊以使用它。
|
||||
|
@ -29,6 +29,8 @@ BeefEX
|
||||
Lorex
|
||||
laohuaji233
|
||||
Spico The Spirit Guy
|
||||
TunacanGamer
|
||||
kemalinanc13
|
||||
Zachary
|
||||
Fenr1r
|
||||
Jaiun Lee
|
||||
@ -78,4 +80,5 @@ itskatt
|
||||
Agent-Laevain
|
||||
AzariasB
|
||||
amrsoll
|
||||
ねらひかだ
|
||||
Draco
|
||||
|
Before Width: | Height: | Size: 725 B After Width: | Height: | Size: 727 B |
BIN
core/assets/sprites/schematic-background.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 684 KiB After Width: | Height: | Size: 712 KiB |
Before Width: | Height: | Size: 259 KiB After Width: | Height: | Size: 259 KiB |
Before Width: | Height: | Size: 578 KiB After Width: | Height: | Size: 893 KiB |
@ -2,17 +2,21 @@ package io.anuke.mindustry;
|
||||
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.assets.*;
|
||||
import io.anuke.arc.assets.loaders.*;
|
||||
import io.anuke.arc.audio.*;
|
||||
import io.anuke.arc.graphics.*;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.scene.ui.layout.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.async.*;
|
||||
import io.anuke.mindustry.core.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
import io.anuke.mindustry.maps.*;
|
||||
import io.anuke.mindustry.mod.*;
|
||||
import io.anuke.mindustry.net.Net;
|
||||
|
||||
import static io.anuke.arc.Core.*;
|
||||
@ -40,9 +44,15 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
||||
batch = new SpriteBatch();
|
||||
assets = new AssetManager();
|
||||
assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader());
|
||||
|
||||
tree = new FileTree();
|
||||
assets.setLoader(Sound.class, new SoundLoader(tree));
|
||||
assets.setLoader(Music.class, new MusicLoader(tree));
|
||||
|
||||
assets.load("sprites/error.png", Texture.class);
|
||||
atlas = TextureAtlas.blankAtlas();
|
||||
Vars.net = new Net(platform.getNet());
|
||||
mods = new Mods();
|
||||
|
||||
UI.loadSystemCursors();
|
||||
|
||||
@ -71,6 +81,9 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
||||
add(netServer = new NetServer());
|
||||
add(netClient = new NetClient());
|
||||
|
||||
assets.load(mods);
|
||||
assets.load(schematics);
|
||||
|
||||
assets.loadRun("contentinit", ContentLoader.class, () -> {
|
||||
content.init();
|
||||
content.load();
|
||||
@ -107,9 +120,11 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
||||
for(ApplicationListener listener : modules){
|
||||
listener.init();
|
||||
}
|
||||
super.resize(graphics.getWidth(), graphics.getHeight());
|
||||
mods.each(Mod::init);
|
||||
finished = true;
|
||||
Events.fire(new ClientLoadEvent());
|
||||
super.resize(graphics.getWidth(), graphics.getHeight());
|
||||
app.post(() -> app.post(() -> app.post(() -> app.post(() -> super.resize(graphics.getWidth(), graphics.getHeight())))));
|
||||
}
|
||||
}else{
|
||||
super.update();
|
||||
@ -121,11 +136,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
||||
long target = (1000 * 1000000) / targetfps; //target in nanos
|
||||
long elapsed = Time.timeSinceNanos(lastTime);
|
||||
if(elapsed < target){
|
||||
try{
|
||||
Thread.sleep((target - elapsed) / 1000000, (int)((target - elapsed) % 1000000));
|
||||
}catch(InterruptedException ignored){
|
||||
//ignore
|
||||
}
|
||||
Threads.sleep((target - elapsed) / 1000000, (int)((target - elapsed) % 1000000));
|
||||
}
|
||||
}
|
||||
|
||||
@ -182,7 +193,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
||||
|
||||
if(assets.getCurrentLoading() != null){
|
||||
String name = assets.getCurrentLoading().fileName.toLowerCase();
|
||||
String key = name.contains("content") ? "content" : name.contains("msav") || name.contains("maps") ? "map" : name.contains("ogg") || name.contains("mp3") ? "sound" : name.contains("png") ? "image" : "system";
|
||||
String key = name.contains("content") ? "content" : name.contains("mod") ? "mods" : name.contains("msav") || name.contains("maps") ? "map" : name.contains("ogg") || name.contains("mp3") ? "sound" : name.contains("png") ? "image" : "system";
|
||||
font.draw(bundle.get("load." + key, ""), graphics.getWidth() / 2f, graphics.getHeight() / 2f - height / 2f - Scl.scl(10f), Align.center);
|
||||
}
|
||||
}
|
||||
|
@ -18,19 +18,25 @@ import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.input.*;
|
||||
import io.anuke.mindustry.maps.*;
|
||||
import io.anuke.mindustry.mod.*;
|
||||
import io.anuke.mindustry.net.Net;
|
||||
import io.anuke.mindustry.plugin.*;
|
||||
import io.anuke.mindustry.world.blocks.defense.ForceProjector.*;
|
||||
|
||||
import java.nio.charset.*;
|
||||
import java.util.*;
|
||||
|
||||
import static io.anuke.arc.Core.settings;
|
||||
import static io.anuke.arc.Core.*;
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public class Vars implements Loadable{
|
||||
/** Whether to load locales.*/
|
||||
public static boolean loadLocales = true;
|
||||
/** Maximum number of broken blocks. TODO implement or remove.*/
|
||||
public static final int maxBrokenBlocks = 256;
|
||||
/** Maximum schematic size.*/
|
||||
public static final int maxSchematicSize = 32;
|
||||
/** All schematic base64 starts with this string.*/
|
||||
public static final String schematicBaseStart ="bXNjaAB";
|
||||
/** IO buffer size. */
|
||||
public static final int bufferSize = 8192;
|
||||
/** global charset, since Android doesn't support the Charsets class */
|
||||
@ -43,6 +49,10 @@ public class Vars implements Loadable{
|
||||
public static final String discordURL = "https://discord.gg/mindustry";
|
||||
/** URL for sending crash reports to */
|
||||
public static final String crashReportURL = "http://mins.us.to/report";
|
||||
/** URL the links to the wiki's modding guide.*/
|
||||
public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/";
|
||||
/** URL the links to the wiki's modding guide.*/
|
||||
public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?template=bug_report.md";
|
||||
/** list of built-in servers.*/
|
||||
public static final Array<String> defaultServers = Array.with(/*"mins.us.to"*/);
|
||||
/** maximum distance between mine and core that supports automatic transferring */
|
||||
@ -120,16 +130,21 @@ public class Vars implements Loadable{
|
||||
public static FileHandle tmpDirectory;
|
||||
/** data subdirectory used for saves */
|
||||
public static FileHandle saveDirectory;
|
||||
/** data subdirectory used for plugins */
|
||||
public static FileHandle pluginDirectory;
|
||||
/** data subdirectory used for mods */
|
||||
public static FileHandle modDirectory;
|
||||
/** data subdirectory used for schematics */
|
||||
public static FileHandle schematicDirectory;
|
||||
/** map file extension */
|
||||
public static final String mapExtension = "msav";
|
||||
/** save file extension */
|
||||
public static final String saveExtension = "msav";
|
||||
/** schematic file extension */
|
||||
public static final String schematicExtension = "msch";
|
||||
|
||||
/** list of all locales that can be switched to */
|
||||
public static Locale[] locales;
|
||||
|
||||
public static FileTree tree;
|
||||
public static Net net;
|
||||
public static ContentLoader content;
|
||||
public static GameState state;
|
||||
@ -138,7 +153,8 @@ public class Vars implements Loadable{
|
||||
public static DefaultWaves defaultWaves;
|
||||
public static LoopControl loops;
|
||||
public static Platform platform = new Platform(){};
|
||||
public static Plugins plugins;
|
||||
public static Mods mods;
|
||||
public static Schematics schematics = new Schematics();
|
||||
|
||||
public static World world;
|
||||
public static Maps maps;
|
||||
@ -193,6 +209,9 @@ public class Vars implements Loadable{
|
||||
|
||||
Version.init();
|
||||
|
||||
if(tree == null) tree = new FileTree();
|
||||
if(mods == null) mods = new Mods();
|
||||
|
||||
content = new ContentLoader();
|
||||
loops = new LoopControl();
|
||||
defaultWaves = new DefaultWaves();
|
||||
@ -240,15 +259,19 @@ public class Vars implements Loadable{
|
||||
mapPreviewDirectory = dataDirectory.child("previews/");
|
||||
saveDirectory = dataDirectory.child("saves/");
|
||||
tmpDirectory = dataDirectory.child("tmp/");
|
||||
pluginDirectory = dataDirectory.child("plugins/");
|
||||
modDirectory = dataDirectory.child("mods/");
|
||||
schematicDirectory = dataDirectory.child("schematics/");
|
||||
|
||||
modDirectory.mkdirs();
|
||||
|
||||
mods.load();
|
||||
maps.load();
|
||||
}
|
||||
|
||||
public static void loadSettings(){
|
||||
Core.settings.setAppName(appName);
|
||||
|
||||
if(steam){
|
||||
if(steam || (Version.modifier != null && Version.modifier.contains("steam"))){
|
||||
Core.settings.setDataDirectory(Core.files.local("saves/"));
|
||||
}
|
||||
|
||||
|
@ -164,6 +164,10 @@ public class BlockIndexer{
|
||||
}
|
||||
|
||||
public TileEntity findTile(Team team, float x, float y, float range, Predicate<Tile> pred){
|
||||
return findTile(team, x, y, range, pred, false);
|
||||
}
|
||||
|
||||
public TileEntity findTile(Team team, float x, float y, float range, Predicate<Tile> pred, boolean usePriority){
|
||||
TileEntity closest = null;
|
||||
float dst = 0;
|
||||
|
||||
@ -184,7 +188,7 @@ public class BlockIndexer{
|
||||
TileEntity e = other.entity;
|
||||
|
||||
float ndst = Mathf.dst(x, y, e.x, e.y);
|
||||
if(ndst < range && (closest == null || ndst < dst)){
|
||||
if(ndst < range && (closest == null || ndst < dst || (usePriority && closest.block.priority.ordinal() < e.block.priority.ordinal()))){
|
||||
dst = ndst;
|
||||
closest = e;
|
||||
}
|
||||
|
@ -6,6 +6,7 @@ import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.function.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.arc.util.async.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
@ -32,7 +33,8 @@ public class Pathfinder implements Runnable{
|
||||
/** handles task scheduling on the update thread. */
|
||||
private TaskQueue queue = new TaskQueue();
|
||||
/** current pathfinding thread */
|
||||
private @Nullable Thread thread;
|
||||
private @Nullable
|
||||
Thread thread;
|
||||
|
||||
public Pathfinder(){
|
||||
Events.on(WorldLoadEvent.class, event -> {
|
||||
@ -92,7 +94,11 @@ public class Pathfinder implements Runnable{
|
||||
|
||||
int x = tile.x, y = tile.y;
|
||||
|
||||
tile.getLinkedTiles(t -> tiles[t.x][t.y] = packTile(t));
|
||||
tile.getLinkedTiles(t -> {
|
||||
if(Structs.inBounds(t.x, t.y, tiles)){
|
||||
tiles[t.x][t.y] = packTile(t);
|
||||
}
|
||||
});
|
||||
|
||||
//can't iterate through array so use the map, which should not lead to problems
|
||||
for(PathData[] arr : pathMap){
|
||||
|
@ -48,7 +48,7 @@ public class WaveSpawner{
|
||||
for(SpawnGroup group : state.rules.spawns){
|
||||
int spawned = group.getUnitsSpawned(state.wave - 1);
|
||||
|
||||
if(group.type.isFlying){
|
||||
if(group.type.flying){
|
||||
float spread = margin / 1.5f;
|
||||
|
||||
eachFlyerSpawn((spawnX, spawnY) -> {
|
||||
|
@ -9,7 +9,7 @@ import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.bullet.*;
|
||||
import io.anuke.mindustry.entities.type.Bullet;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
@ -29,8 +29,6 @@ import io.anuke.mindustry.world.consumers.*;
|
||||
import io.anuke.mindustry.world.meta.*;
|
||||
import io.anuke.mindustry.world.modules.*;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class Blocks implements ContentList{
|
||||
public static Block
|
||||
|
||||
@ -58,7 +56,7 @@ public class Blocks implements ContentList{
|
||||
phaseWall, phaseWallLarge, surgeWall, surgeWallLarge, mender, mendProjector, overdriveProjector, forceProjector, shockMine,
|
||||
|
||||
//transport
|
||||
conveyor, titaniumConveyor, armoredConveyor, distributor, junction, itemBridge, phaseConveyor, sorter, router, overflowGate, massDriver,
|
||||
conveyor, titaniumConveyor, armoredConveyor, distributor, junction, itemBridge, phaseConveyor, sorter, invertedSorter, router, overflowGate, massDriver,
|
||||
|
||||
//liquids
|
||||
mechanicalPump, rotaryPump, thermalPump, conduit, pulseConduit, liquidRouter, liquidTank, liquidJunction, bridgeConduit, phaseConduit,
|
||||
@ -716,23 +714,23 @@ public class Blocks implements ContentList{
|
||||
//region sandbox
|
||||
|
||||
powerVoid = new PowerVoid("power-void"){{
|
||||
requirements(Category.power, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.power, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
alwaysUnlocked = true;
|
||||
}};
|
||||
powerSource = new PowerSource("power-source"){{
|
||||
requirements(Category.power, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.power, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
alwaysUnlocked = true;
|
||||
}};
|
||||
itemSource = new ItemSource("item-source"){{
|
||||
requirements(Category.distribution, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.distribution, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
alwaysUnlocked = true;
|
||||
}};
|
||||
itemVoid = new ItemVoid("item-void"){{
|
||||
requirements(Category.distribution, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.distribution, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
alwaysUnlocked = true;
|
||||
}};
|
||||
liquidSource = new LiquidSource("liquid-source"){{
|
||||
requirements(Category.liquid, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.liquid, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
alwaysUnlocked = true;
|
||||
}};
|
||||
message = new MessageBlock("message"){{
|
||||
@ -745,27 +743,27 @@ public class Blocks implements ContentList{
|
||||
int wallHealthMultiplier = 4;
|
||||
|
||||
scrapWall = new Wall("scrap-wall"){{
|
||||
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
health = 60 * wallHealthMultiplier;
|
||||
variants = 5;
|
||||
}};
|
||||
|
||||
scrapWallLarge = new Wall("scrap-wall-large"){{
|
||||
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
health = 60 * 4 * wallHealthMultiplier;
|
||||
size = 2;
|
||||
variants = 4;
|
||||
}};
|
||||
|
||||
scrapWallHuge = new Wall("scrap-wall-huge"){{
|
||||
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
health = 60 * 9 * wallHealthMultiplier;
|
||||
size = 3;
|
||||
variants = 3;
|
||||
}};
|
||||
|
||||
scrapWallGigantic = new Wall("scrap-wall-gigantic"){{
|
||||
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
|
||||
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
|
||||
health = 60 * 16 * wallHealthMultiplier;
|
||||
size = 4;
|
||||
}};
|
||||
@ -781,7 +779,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
copperWallLarge = new Wall("copper-wall-large"){{
|
||||
requirements(Category.defense, ItemStack.mult(copperWall.buildRequirements, 4));
|
||||
requirements(Category.defense, ItemStack.mult(copperWall.requirements, 4));
|
||||
health = 80 * 4 * wallHealthMultiplier;
|
||||
size = 2;
|
||||
}};
|
||||
@ -792,7 +790,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
titaniumWallLarge = new Wall("titanium-wall-large"){{
|
||||
requirements(Category.defense, ItemStack.mult(titaniumWall.buildRequirements, 4));
|
||||
requirements(Category.defense, ItemStack.mult(titaniumWall.requirements, 4));
|
||||
health = 110 * wallHealthMultiplier * 4;
|
||||
size = 2;
|
||||
}};
|
||||
@ -803,7 +801,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
thoriumWallLarge = new Wall("thorium-wall-large"){{
|
||||
requirements(Category.defense, ItemStack.mult(thoriumWall.buildRequirements, 4));
|
||||
requirements(Category.defense, ItemStack.mult(thoriumWall.requirements, 4));
|
||||
health = 200 * wallHealthMultiplier * 4;
|
||||
size = 2;
|
||||
}};
|
||||
@ -814,7 +812,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
phaseWallLarge = new DeflectorWall("phase-wall-large"){{
|
||||
requirements(Category.defense, ItemStack.mult(phaseWall.buildRequirements, 4));
|
||||
requirements(Category.defense, ItemStack.mult(phaseWall.requirements, 4));
|
||||
health = 150 * 4 * wallHealthMultiplier;
|
||||
size = 2;
|
||||
}};
|
||||
@ -825,7 +823,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
surgeWallLarge = new SurgeWall("surge-wall-large"){{
|
||||
requirements(Category.defense, ItemStack.mult(surgeWall.buildRequirements, 4));
|
||||
requirements(Category.defense, ItemStack.mult(surgeWall.requirements, 4));
|
||||
health = 230 * 4 * wallHealthMultiplier;
|
||||
size = 2;
|
||||
}};
|
||||
@ -836,7 +834,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
doorLarge = new Door("door-large"){{
|
||||
requirements(Category.defense, ItemStack.mult(door.buildRequirements, 4));
|
||||
requirements(Category.defense, ItemStack.mult(door.requirements, 4));
|
||||
openfx = Fx.dooropenlarge;
|
||||
closefx = Fx.doorcloselarge;
|
||||
health = 100 * 4 * wallHealthMultiplier;
|
||||
@ -935,7 +933,11 @@ public class Blocks implements ContentList{
|
||||
|
||||
sorter = new Sorter("sorter"){{
|
||||
requirements(Category.distribution, ItemStack.with(Items.lead, 2, Items.copper, 2));
|
||||
}};
|
||||
|
||||
invertedSorter = new Sorter("inverted-sorter"){{
|
||||
requirements(Category.distribution, ItemStack.with(Items.lead, 2, Items.copper, 2));
|
||||
invert = true;
|
||||
}};
|
||||
|
||||
router = new Router("router"){{
|
||||
@ -965,12 +967,12 @@ public class Blocks implements ContentList{
|
||||
//region liquid
|
||||
|
||||
mechanicalPump = new Pump("mechanical-pump"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.copper, 15, Items.lead, 10));
|
||||
requirements(Category.liquid, ItemStack.with(Items.copper, 15, Items.metaglass, 10));
|
||||
pumpAmount = 0.1f;
|
||||
}};
|
||||
|
||||
rotaryPump = new Pump("rotary-pump"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.copper, 70, Items.lead, 50, Items.silicon, 20, Items.titanium, 35));
|
||||
requirements(Category.liquid, ItemStack.with(Items.copper, 70, Items.metaglass, 50, Items.silicon, 20, Items.titanium, 35));
|
||||
pumpAmount = 0.8f;
|
||||
consumes.power(0.15f);
|
||||
liquidCapacity = 30f;
|
||||
@ -979,7 +981,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
thermalPump = new Pump("thermal-pump"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.copper, 80, Items.lead, 65, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35));
|
||||
requirements(Category.liquid, ItemStack.with(Items.copper, 80, Items.metaglass, 70, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35));
|
||||
pumpAmount = 1.5f;
|
||||
consumes.power(0.30f);
|
||||
liquidCapacity = 40f;
|
||||
@ -993,13 +995,13 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
pulseConduit = new Conduit("pulse-conduit"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.titanium, 1, Items.metaglass, 1));
|
||||
requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 1));
|
||||
liquidCapacity = 16f;
|
||||
health = 90;
|
||||
}};
|
||||
|
||||
liquidRouter = new LiquidRouter("liquid-router"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 2));
|
||||
requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 2));
|
||||
liquidCapacity = 20f;
|
||||
}};
|
||||
|
||||
@ -1011,11 +1013,11 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
liquidJunction = new LiquidJunction("liquid-junction"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 2));
|
||||
requirements(Category.liquid, ItemStack.with(Items.graphite, 2, Items.metaglass, 2));
|
||||
}};
|
||||
|
||||
bridgeConduit = new LiquidExtendingBridge("bridge-conduit"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.titanium, 4, Items.metaglass, 4));
|
||||
requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 8));
|
||||
range = 4;
|
||||
hasPower = false;
|
||||
}};
|
||||
@ -1083,11 +1085,12 @@ public class Blocks implements ContentList{
|
||||
size = 2;
|
||||
}};
|
||||
|
||||
differentialGenerator = new SingleTypeGenerator(true, false, "differential-generator"){{
|
||||
differentialGenerator = new SingleTypeGenerator("differential-generator"){{
|
||||
requirements(Category.power, ItemStack.with(Items.copper, 70, Items.titanium, 50, Items.lead, 100, Items.silicon, 65, Items.metaglass, 50));
|
||||
powerProduction = 16f;
|
||||
itemDuration = 120f;
|
||||
hasLiquids = true;
|
||||
hasItems = true;
|
||||
size = 3;
|
||||
|
||||
consumes.item(Items.pyratite).optional(true, false);
|
||||
@ -1230,7 +1233,7 @@ public class Blocks implements ContentList{
|
||||
//region storage
|
||||
|
||||
coreShard = new CoreBlock("core-shard"){{
|
||||
requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 1000));
|
||||
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000));
|
||||
alwaysUnlocked = true;
|
||||
|
||||
health = 1100;
|
||||
@ -1239,7 +1242,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
coreFoundation = new CoreBlock("core-foundation"){{
|
||||
requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 1500, Items.silicon, 1000));
|
||||
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 400, Items.silicon, 3000));
|
||||
|
||||
health = 2000;
|
||||
itemCapacity = 9000;
|
||||
@ -1247,7 +1250,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
coreNucleus = new CoreBlock("core-nucleus"){{
|
||||
requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000, Items.surgealloy, 1000));
|
||||
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000, Items.surgealloy, 3000));
|
||||
|
||||
health = 4000;
|
||||
itemCapacity = 13000;
|
||||
@ -1272,7 +1275,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
launchPad = new LaunchPad("launch-pad"){{
|
||||
requirements(Category.effect, () -> world.isZone(), ItemStack.with(Items.copper, 250, Items.silicon, 75, Items.lead, 100));
|
||||
requirements(Category.effect, BuildVisibility.campaignOnly, ItemStack.with(Items.copper, 250, Items.silicon, 75, Items.lead, 100));
|
||||
size = 3;
|
||||
itemCapacity = 100;
|
||||
launchTime = 60f * 16;
|
||||
@ -1281,7 +1284,7 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
launchPadLarge = new LaunchPad("launch-pad-large"){{
|
||||
requirements(Category.effect, () -> world.isZone(), ItemStack.with(Items.titanium, 200, Items.silicon, 150, Items.lead, 250, Items.plastanium, 75));
|
||||
requirements(Category.effect, BuildVisibility.campaignOnly, ItemStack.with(Items.titanium, 200, Items.silicon, 150, Items.lead, 250, Items.plastanium, 75));
|
||||
size = 4;
|
||||
itemCapacity = 250;
|
||||
launchTime = 60f * 14;
|
||||
@ -1315,7 +1318,8 @@ public class Blocks implements ContentList{
|
||||
requirements(Category.turret, ItemStack.with(Items.copper, 85, Items.lead, 45));
|
||||
ammo(
|
||||
Items.scrap, Bullets.flakScrap,
|
||||
Items.lead, Bullets.flakLead
|
||||
Items.lead, Bullets.flakLead,
|
||||
Items.metaglass, Bullets.flakGlass
|
||||
);
|
||||
reload = 18f;
|
||||
range = 170f;
|
||||
@ -1340,7 +1344,8 @@ public class Blocks implements ContentList{
|
||||
Items.pyratite, Bullets.pyraFlame
|
||||
);
|
||||
recoil = 0f;
|
||||
reload = 4f;
|
||||
reload = 5f;
|
||||
coolantMultiplier = 2f;
|
||||
range = 60f;
|
||||
shootCone = 50f;
|
||||
targetAir = false;
|
||||
@ -1558,6 +1563,7 @@ public class Blocks implements ContentList{
|
||||
cyclone = new ItemTurret("cyclone"){{
|
||||
requirements(Category.turret, ItemStack.with(Items.copper, 200, Items.titanium, 125, Items.plastanium, 80));
|
||||
ammo(
|
||||
Items.metaglass, Bullets.flakGlass,
|
||||
Items.blastCompound, Bullets.flakExplosive,
|
||||
Items.plastanium, Bullets.flakPlastic,
|
||||
Items.surgealloy, Bullets.flakSurge
|
||||
@ -1631,28 +1637,28 @@ public class Blocks implements ContentList{
|
||||
produceTime = 2500;
|
||||
size = 2;
|
||||
maxSpawn = 1;
|
||||
consumes.power(1.1f);
|
||||
consumes.power(1.2f);
|
||||
consumes.items();
|
||||
}};
|
||||
|
||||
spiritFactory = new UnitFactory("spirit-factory"){{
|
||||
requirements(Category.units, ItemStack.with(Items.metaglass, 45, Items.lead, 55, Items.silicon, 45));
|
||||
type = UnitTypes.spirit;
|
||||
produceTime = 3500;
|
||||
produceTime = 4000;
|
||||
size = 2;
|
||||
maxSpawn = 2;
|
||||
consumes.power(0.80f);
|
||||
consumes.items(new ItemStack(Items.silicon, 15), new ItemStack(Items.lead, 15));
|
||||
maxSpawn = 1;
|
||||
consumes.power(1.2f);
|
||||
consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30));
|
||||
}};
|
||||
|
||||
phantomFactory = new UnitFactory("phantom-factory"){{
|
||||
requirements(Category.units, ItemStack.with(Items.titanium, 45, Items.thorium, 40, Items.lead, 55, Items.silicon, 105));
|
||||
requirements(Category.units, ItemStack.with(Items.titanium, 50, Items.thorium, 60, Items.lead, 65, Items.silicon, 105));
|
||||
type = UnitTypes.phantom;
|
||||
produceTime = 3650;
|
||||
produceTime = 4400;
|
||||
size = 2;
|
||||
maxSpawn = 2;
|
||||
consumes.power(2f);
|
||||
consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 20), new ItemStack(Items.titanium, 10));
|
||||
maxSpawn = 1;
|
||||
consumes.power(2.5f);
|
||||
consumes.items(new ItemStack(Items.silicon, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.titanium, 20));
|
||||
}};
|
||||
|
||||
commandCenter = new CommandCenter("command-center"){{
|
||||
|
@ -8,11 +8,9 @@ import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.bullet.*;
|
||||
import io.anuke.mindustry.entities.effect.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.entities.type.Bullet;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.*;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
@ -23,7 +21,7 @@ public class Bullets implements ContentList{
|
||||
artilleryDense, arilleryPlastic, artilleryPlasticFrag, artilleryHoming, artlleryIncendiary, artilleryExplosive, artilleryUnit,
|
||||
|
||||
//flak
|
||||
flakScrap, flakLead, flakPlastic, flakExplosive, flakSurge,
|
||||
flakScrap, flakLead, flakPlastic, flakExplosive, flakSurge, flakGlass, glassFrag,
|
||||
|
||||
//missiles
|
||||
missileExplosive, missileIncendiary, missileSurge, missileJavelin, missileSwarm, missileRevenant,
|
||||
@ -39,7 +37,7 @@ public class Bullets implements ContentList{
|
||||
waterShot, cryoShot, slagShot, oilShot,
|
||||
|
||||
//environment, misc.
|
||||
fireball, basicFlame, pyraFlame, driverBolt, healBullet, frag, eruptorShot,
|
||||
fireball, basicFlame, pyraFlame, driverBolt, healBullet, healBulletBig, frag, eruptorShot,
|
||||
|
||||
//bombs
|
||||
bombExplosive, bombIncendiary, bombOil;
|
||||
@ -57,7 +55,7 @@ public class Bullets implements ContentList{
|
||||
splashDamage = 33f;
|
||||
}};
|
||||
|
||||
artilleryPlasticFrag = new BasicBulletType(2.5f, 7, "bullet"){{
|
||||
artilleryPlasticFrag = new BasicBulletType(2.5f, 10, "bullet"){{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 12f;
|
||||
bulletShrink = 1f;
|
||||
@ -101,8 +99,7 @@ public class Bullets implements ContentList{
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 30f;
|
||||
incendAmount = 4;
|
||||
incendSpread = 11f;
|
||||
status = StatusEffects.burning;
|
||||
frontColor = Pal.lightishOrange;
|
||||
backColor = Pal.lightOrange;
|
||||
trailEffect = Fx.incendTrail;
|
||||
@ -134,6 +131,16 @@ public class Bullets implements ContentList{
|
||||
frontColor = Pal.bulletYellow;
|
||||
}};
|
||||
|
||||
glassFrag = new BasicBulletType(3f, 6, "bullet"){{
|
||||
bulletWidth = 5f;
|
||||
bulletHeight = 12f;
|
||||
bulletShrink = 1f;
|
||||
lifetime = 20f;
|
||||
backColor = Pal.gray;
|
||||
frontColor = Color.white;
|
||||
despawnEffect = Fx.none;
|
||||
}};
|
||||
|
||||
flakLead = new FlakBulletType(4.2f, 3){{
|
||||
lifetime = 60f;
|
||||
ammoMultiplier = 4f;
|
||||
@ -157,8 +164,23 @@ public class Bullets implements ContentList{
|
||||
splashDamageRadius = 24f;
|
||||
}};
|
||||
|
||||
flakGlass = new FlakBulletType(4f, 3){{
|
||||
lifetime = 70f;
|
||||
ammoMultiplier = 5f;
|
||||
shootEffect = Fx.shootSmall;
|
||||
reloadMultiplier = 0.8f;
|
||||
bulletWidth = 6f;
|
||||
bulletHeight = 8f;
|
||||
hitEffect = Fx.flakExplosion;
|
||||
splashDamage = 30f;
|
||||
splashDamageRadius = 26f;
|
||||
fragBullet = glassFrag;
|
||||
fragBullets = 6;
|
||||
}};
|
||||
|
||||
flakPlastic = new FlakBulletType(4f, 6){{
|
||||
splashDamageRadius = 50f;
|
||||
splashDamage = 25f;
|
||||
fragBullet = artilleryPlasticFrag;
|
||||
fragBullets = 6;
|
||||
hitEffect = Fx.plasticExplosion;
|
||||
@ -205,8 +227,7 @@ public class Bullets implements ContentList{
|
||||
splashDamage = 10f;
|
||||
lifetime = 160f;
|
||||
hitEffect = Fx.blastExplosion;
|
||||
incendSpread = 10f;
|
||||
incendAmount = 3;
|
||||
status = StatusEffects.burning;
|
||||
}};
|
||||
|
||||
missileSurge = new MissileBulletType(4.4f, 15, "bullet"){{
|
||||
@ -319,9 +340,7 @@ public class Bullets implements ContentList{
|
||||
bulletHeight = 12f;
|
||||
frontColor = Pal.lightishOrange;
|
||||
backColor = Pal.lightOrange;
|
||||
incendSpread = 3f;
|
||||
incendAmount = 1;
|
||||
incendChance = 0.3f;
|
||||
status = StatusEffects.burning;
|
||||
inaccuracy = 3f;
|
||||
lifetime = 60f;
|
||||
}};
|
||||
@ -331,9 +350,7 @@ public class Bullets implements ContentList{
|
||||
bulletHeight = 12f;
|
||||
frontColor = Color.valueOf("feb380");
|
||||
backColor = Color.valueOf("ea8878");
|
||||
incendSpread = 3f;
|
||||
incendAmount = 1;
|
||||
incendChance = 0.3f;
|
||||
status = StatusEffects.burning;
|
||||
lifetime = 60f;
|
||||
}};
|
||||
|
||||
@ -362,9 +379,7 @@ public class Bullets implements ContentList{
|
||||
bulletHeight = 21f;
|
||||
frontColor = Pal.lightishOrange;
|
||||
backColor = Pal.lightOrange;
|
||||
incendSpread = 3f;
|
||||
incendAmount = 2;
|
||||
incendChance = 0.3f;
|
||||
status = StatusEffects.burning;
|
||||
shootEffect = Fx.shootBig;
|
||||
}};
|
||||
|
||||
@ -376,43 +391,13 @@ public class Bullets implements ContentList{
|
||||
statusDuration = 10f;
|
||||
}};
|
||||
|
||||
healBullet = new BulletType(5.2f, 13){
|
||||
float healPercent = 3f;
|
||||
healBullet = new HealBulletType(5.2f, 13){{
|
||||
healPercent = 3f;
|
||||
}};
|
||||
|
||||
{
|
||||
shootEffect = Fx.shootHeal;
|
||||
smokeEffect = Fx.hitLaser;
|
||||
hitEffect = Fx.hitLaser;
|
||||
despawnEffect = Fx.hitLaser;
|
||||
collidesTeam = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean collides(Bullet b, Tile tile){
|
||||
return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void draw(Bullet b){
|
||||
Draw.color(Pal.heal);
|
||||
Lines.stroke(2f);
|
||||
Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f);
|
||||
Draw.color(Color.white);
|
||||
Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f);
|
||||
Draw.reset();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hitTile(Bullet b, Tile tile){
|
||||
super.hit(b);
|
||||
tile = tile.link();
|
||||
|
||||
if(tile.entity != null && tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
|
||||
Effects.effect(Fx.healBlockFull, Pal.heal, tile.drawx(), tile.drawy(), tile.block().size);
|
||||
tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
|
||||
}
|
||||
}
|
||||
};
|
||||
healBulletBig = new HealBulletType(5.2f, 15){{
|
||||
healPercent = 5.5f;
|
||||
}};
|
||||
|
||||
fireball = new BulletType(1f, 4){
|
||||
{
|
||||
|
@ -11,7 +11,6 @@ import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.type.Item.*;
|
||||
|
||||
import static io.anuke.mindustry.Vars.tilesize;
|
||||
|
||||
@ -552,7 +551,7 @@ public class Fx implements ContentList{
|
||||
float length = 20f * e.finpow();
|
||||
float size = 7f * e.fout();
|
||||
|
||||
Draw.rect(((Item)e.data).icon(Icon.large), e.x + Angles.trnsx(e.rotation, length), e.y + Angles.trnsy(e.rotation, length), size, size);
|
||||
Draw.rect(((Item)e.data).icon(Cicon.medium), e.x + Angles.trnsx(e.rotation, length), e.y + Angles.trnsy(e.rotation, length), size, size);
|
||||
});
|
||||
|
||||
|
||||
|
@ -220,7 +220,7 @@ public class Mechs implements ContentList{
|
||||
dart = new Mech("dart-ship", true){
|
||||
{
|
||||
drillPower = 1;
|
||||
mineSpeed = 0.9f;
|
||||
mineSpeed = 3f;
|
||||
speed = 0.5f;
|
||||
drag = 0.09f;
|
||||
health = 200f;
|
||||
|
@ -18,7 +18,7 @@ public class StatusEffects implements ContentList{
|
||||
none = new StatusEffect();
|
||||
|
||||
burning = new StatusEffect(){{
|
||||
damage = 0.04f;
|
||||
damage = 0.06f;
|
||||
effect = Fx.burning;
|
||||
|
||||
opposite(() -> wet, () -> freezing);
|
||||
|
@ -13,6 +13,7 @@ public class TechTree implements ContentList{
|
||||
|
||||
@Override
|
||||
public void load(){
|
||||
TechNode.context = null;
|
||||
all = new Array<>();
|
||||
|
||||
root = node(coreShard, () -> {
|
||||
@ -30,6 +31,7 @@ public class TechTree implements ContentList{
|
||||
|
||||
node(distributor);
|
||||
node(sorter, () -> {
|
||||
node(invertedSorter);
|
||||
node(message);
|
||||
node(overflowGate);
|
||||
});
|
||||
@ -302,16 +304,21 @@ public class TechTree implements ContentList{
|
||||
});
|
||||
}
|
||||
|
||||
private TechNode node(Block block, Runnable children){
|
||||
ItemStack[] requirements = new ItemStack[block.buildRequirements.length];
|
||||
private static TechNode node(Block block, Runnable children){
|
||||
ItemStack[] requirements = new ItemStack[block.requirements.length];
|
||||
for(int i = 0; i < requirements.length; i++){
|
||||
requirements[i] = new ItemStack(block.buildRequirements[i].item, 30 + block.buildRequirements[i].amount * 6);
|
||||
requirements[i] = new ItemStack(block.requirements[i].item, 30 + block.requirements[i].amount * 6);
|
||||
}
|
||||
|
||||
return new TechNode(block, requirements, children);
|
||||
}
|
||||
|
||||
private TechNode node(Block block){
|
||||
private static TechNode node(Block block){
|
||||
return node(block, () -> {});
|
||||
}
|
||||
|
||||
public static TechNode create(Block parent, Block block){
|
||||
TechNode.context = all.find(t -> t.block == parent);
|
||||
return node(block, () -> {});
|
||||
}
|
||||
|
||||
@ -322,19 +329,22 @@ public class TechTree implements ContentList{
|
||||
public final ItemStack[] requirements;
|
||||
public final Array<TechNode> children = new Array<>();
|
||||
|
||||
TechNode(Block block, ItemStack[] requirements, Runnable children){
|
||||
if(context != null){
|
||||
context.children.add(this);
|
||||
TechNode(TechNode ccontext, Block block, ItemStack[] requirements, Runnable children){
|
||||
if(ccontext != null){
|
||||
ccontext.children.add(this);
|
||||
}
|
||||
|
||||
this.block = block;
|
||||
this.requirements = requirements;
|
||||
|
||||
TechNode last = context;
|
||||
context = this;
|
||||
children.run();
|
||||
context = last;
|
||||
context = ccontext;
|
||||
all.add(this);
|
||||
}
|
||||
|
||||
TechNode(Block block, ItemStack[] requirements, Runnable children){
|
||||
this(context, block, requirements, children);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -17,8 +17,8 @@ public class UnitTypes implements ContentList{
|
||||
|
||||
@Override
|
||||
public void load(){
|
||||
draug = new UnitType("draug", Draug.class, Draug::new){{
|
||||
isFlying = true;
|
||||
draug = new UnitType("draug", Draug::new){{
|
||||
flying = true;
|
||||
drag = 0.01f;
|
||||
speed = 0.3f;
|
||||
maxVelocity = 1.2f;
|
||||
@ -32,13 +32,13 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
spirit = new UnitType("spirit", Spirit.class, Spirit::new){{
|
||||
isFlying = true;
|
||||
spirit = new UnitType("spirit", Spirit::new){{
|
||||
flying = true;
|
||||
drag = 0.01f;
|
||||
speed = 0.4f;
|
||||
speed = 0.42f;
|
||||
maxVelocity = 1.6f;
|
||||
range = 50f;
|
||||
health = 60;
|
||||
health = 100;
|
||||
engineSize = 1.8f;
|
||||
engineOffset = 5.7f;
|
||||
weapon = new Weapon("heal-blaster"){{
|
||||
@ -48,22 +48,21 @@ public class UnitTypes implements ContentList{
|
||||
roundrobin = true;
|
||||
ejectEffect = Fx.none;
|
||||
recoil = 2f;
|
||||
bullet = Bullets.healBullet;
|
||||
bullet = Bullets.healBulletBig;
|
||||
shootSound = Sounds.pew;
|
||||
}};
|
||||
}};
|
||||
|
||||
phantom = new UnitType("phantom", Phantom.class, Phantom::new){{
|
||||
isFlying = true;
|
||||
phantom = new UnitType("phantom", Phantom::new){{
|
||||
flying = true;
|
||||
drag = 0.01f;
|
||||
mass = 2f;
|
||||
speed = 0.45f;
|
||||
maxVelocity = 1.9f;
|
||||
range = 70f;
|
||||
itemCapacity = 70;
|
||||
health = 220;
|
||||
buildPower = 0.9f;
|
||||
minePower = 1.1f;
|
||||
health = 400;
|
||||
buildPower = 0.4f;
|
||||
engineOffset = 6.5f;
|
||||
toMine = ObjectSet.with(Items.lead, Items.copper, Items.titanium);
|
||||
weapon = new Weapon("heal-blaster"){{
|
||||
@ -77,7 +76,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
dagger = new UnitType("dagger", Dagger.class, Dagger::new){{
|
||||
dagger = new UnitType("dagger", Dagger::new){{
|
||||
maxVelocity = 1.1f;
|
||||
speed = 0.2f;
|
||||
drag = 0.4f;
|
||||
@ -93,7 +92,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
crawler = new UnitType("crawler", Crawler.class, Crawler::new){{
|
||||
crawler = new UnitType("crawler", Crawler::new){{
|
||||
maxVelocity = 1.27f;
|
||||
speed = 0.285f;
|
||||
drag = 0.4f;
|
||||
@ -124,7 +123,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
titan = new UnitType("titan", Titan.class, Titan::new){{
|
||||
titan = new UnitType("titan", Titan::new){{
|
||||
maxVelocity = 0.8f;
|
||||
speed = 0.22f;
|
||||
drag = 0.4f;
|
||||
@ -146,7 +145,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
fortress = new UnitType("fortress", Fortress.class, Fortress::new){{
|
||||
fortress = new UnitType("fortress", Fortress::new){{
|
||||
maxVelocity = 0.78f;
|
||||
speed = 0.15f;
|
||||
drag = 0.4f;
|
||||
@ -168,7 +167,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
eruptor = new UnitType("eruptor", Eruptor.class, Eruptor::new){{
|
||||
eruptor = new UnitType("eruptor", Eruptor::new){{
|
||||
maxVelocity = 0.81f;
|
||||
speed = 0.16f;
|
||||
drag = 0.4f;
|
||||
@ -190,7 +189,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
chaosArray = new UnitType("chaos-array", Dagger.class, Dagger::new){{
|
||||
chaosArray = new UnitType("chaos-array", Dagger::new){{
|
||||
maxVelocity = 0.68f;
|
||||
speed = 0.12f;
|
||||
drag = 0.4f;
|
||||
@ -214,7 +213,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
eradicator = new UnitType("eradicator", Dagger.class, Dagger::new){{
|
||||
eradicator = new UnitType("eradicator", Dagger::new){{
|
||||
maxVelocity = 0.68f;
|
||||
speed = 0.12f;
|
||||
drag = 0.4f;
|
||||
@ -239,12 +238,12 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
wraith = new UnitType("wraith", Wraith.class, Wraith::new){{
|
||||
wraith = new UnitType("wraith", Wraith::new){{
|
||||
speed = 0.3f;
|
||||
maxVelocity = 1.9f;
|
||||
drag = 0.01f;
|
||||
mass = 1.5f;
|
||||
isFlying = true;
|
||||
flying = true;
|
||||
health = 75;
|
||||
engineOffset = 5.5f;
|
||||
range = 140f;
|
||||
@ -258,13 +257,13 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
ghoul = new UnitType("ghoul", Ghoul.class, Ghoul::new){{
|
||||
ghoul = new UnitType("ghoul", Ghoul::new){{
|
||||
health = 220;
|
||||
speed = 0.2f;
|
||||
maxVelocity = 1.4f;
|
||||
mass = 3f;
|
||||
drag = 0.01f;
|
||||
isFlying = true;
|
||||
flying = true;
|
||||
targetAir = false;
|
||||
engineOffset = 7.8f;
|
||||
range = 140f;
|
||||
@ -282,7 +281,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
revenant = new UnitType("revenant", Revenant.class, Revenant::new){{
|
||||
revenant = new UnitType("revenant", Revenant::new){{
|
||||
health = 1000;
|
||||
mass = 5f;
|
||||
hitsize = 20f;
|
||||
@ -291,7 +290,7 @@ public class UnitTypes implements ContentList{
|
||||
drag = 0.01f;
|
||||
range = 80f;
|
||||
shootCone = 40f;
|
||||
isFlying = true;
|
||||
flying = true;
|
||||
rotateWeapon = true;
|
||||
engineOffset = 12f;
|
||||
engineSize = 3f;
|
||||
@ -313,7 +312,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
lich = new UnitType("lich", Revenant.class, Revenant::new){{
|
||||
lich = new UnitType("lich", Revenant::new){{
|
||||
health = 6000;
|
||||
mass = 20f;
|
||||
hitsize = 40f;
|
||||
@ -322,7 +321,7 @@ public class UnitTypes implements ContentList{
|
||||
drag = 0.02f;
|
||||
range = 80f;
|
||||
shootCone = 20f;
|
||||
isFlying = true;
|
||||
flying = true;
|
||||
rotateWeapon = true;
|
||||
engineOffset = 21;
|
||||
engineSize = 5.3f;
|
||||
@ -346,7 +345,7 @@ public class UnitTypes implements ContentList{
|
||||
}};
|
||||
}};
|
||||
|
||||
reaper = new UnitType("reaper", Revenant.class, Revenant::new){{
|
||||
reaper = new UnitType("reaper", Revenant::new){{
|
||||
health = 11000;
|
||||
mass = 30f;
|
||||
hitsize = 56f;
|
||||
@ -355,7 +354,7 @@ public class UnitTypes implements ContentList{
|
||||
drag = 0.02f;
|
||||
range = 80f;
|
||||
shootCone = 30f;
|
||||
isFlying = true;
|
||||
flying = true;
|
||||
rotateWeapon = true;
|
||||
engineOffset = 40;
|
||||
engineSize = 7.3f;
|
||||
|
@ -1,13 +1,15 @@
|
||||
package io.anuke.mindustry.content;
|
||||
|
||||
import io.anuke.arc.collection.Array;
|
||||
import io.anuke.mindustry.game.ContentList;
|
||||
import io.anuke.mindustry.game.SpawnGroup;
|
||||
import io.anuke.mindustry.maps.generators.MapGenerator;
|
||||
import io.anuke.mindustry.maps.generators.MapGenerator.Decoration;
|
||||
import io.anuke.mindustry.maps.zonegen.DesertWastesGenerator;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.game.Objectives.*;
|
||||
import io.anuke.mindustry.maps.generators.*;
|
||||
import io.anuke.mindustry.maps.generators.MapGenerator.*;
|
||||
import io.anuke.mindustry.maps.zonegen.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.Block;
|
||||
|
||||
import static io.anuke.arc.collection.Array.with;
|
||||
import static io.anuke.mindustry.content.Items.*;
|
||||
import static io.anuke.mindustry.type.ItemStack.list;
|
||||
|
||||
public class Zones implements ContentList{
|
||||
public static Zone
|
||||
@ -20,28 +22,26 @@ public class Zones implements ContentList{
|
||||
public void load(){
|
||||
|
||||
groundZero = new Zone("groundZero", new MapGenerator("groundZero", 1)){{
|
||||
baseLaunchCost = ItemStack.with(Items.copper, -60);
|
||||
startingItems = ItemStack.list(Items.copper, 60);
|
||||
baseLaunchCost = list(copper, -60);
|
||||
startingItems = list(copper, 60);
|
||||
alwaysUnlocked = true;
|
||||
conditionWave = 5;
|
||||
launchPeriod = 5;
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead};
|
||||
resources = with(copper, scrap, lead);
|
||||
}};
|
||||
|
||||
desertWastes = new Zone("desertWastes", new DesertWastesGenerator(260, 260)){{
|
||||
startingItems = ItemStack.list(Items.copper, 120);
|
||||
startingItems = list(copper, 120);
|
||||
conditionWave = 20;
|
||||
launchPeriod = 10;
|
||||
loadout = Loadouts.advancedShard;
|
||||
zoneRequirements = ZoneRequirement.with(groundZero, 20);
|
||||
blockRequirements = new Block[]{Blocks.combustionGenerator};
|
||||
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.sand};
|
||||
resources = with(copper, lead, coal, sand);
|
||||
rules = r -> {
|
||||
r.waves = true;
|
||||
r.waveTimer = true;
|
||||
r.launchWaveMultiplier = 3f;
|
||||
r.waveSpacing = 60 * 50f;
|
||||
r.spawns = Array.with(
|
||||
r.spawns = with(
|
||||
new SpawnGroup(UnitTypes.crawler){{
|
||||
unitScaling = 3f;
|
||||
}},
|
||||
@ -75,96 +75,140 @@ public class Zones implements ContentList{
|
||||
}}
|
||||
);
|
||||
};
|
||||
requirements = with(
|
||||
new ZoneWave(groundZero, 20),
|
||||
new Unlock(Blocks.combustionGenerator)
|
||||
);
|
||||
}};
|
||||
|
||||
saltFlats = new Zone("saltFlats", new MapGenerator("saltFlats")){{
|
||||
startingItems = ItemStack.list(Items.copper, 200, Items.silicon, 200, Items.lead, 200);
|
||||
startingItems = list(copper, 200, Items.silicon, 200, lead, 200);
|
||||
loadout = Loadouts.basicFoundation;
|
||||
conditionWave = 10;
|
||||
launchPeriod = 5;
|
||||
zoneRequirements = ZoneRequirement.with(desertWastes, 60);
|
||||
blockRequirements = new Block[]{Blocks.daggerFactory, Blocks.draugFactory, Blocks.door, Blocks.waterExtractor};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand, Items.titanium};
|
||||
configureObjective = new Launched(this);
|
||||
resources = with(copper, scrap, lead, coal, sand, titanium);
|
||||
requirements = with(
|
||||
new ZoneWave(desertWastes, 60),
|
||||
new Unlock(Blocks.daggerFactory),
|
||||
new Unlock(Blocks.draugFactory),
|
||||
new Unlock(Blocks.door),
|
||||
new Unlock(Blocks.waterExtractor)
|
||||
);
|
||||
}};
|
||||
|
||||
frozenForest = new Zone("frozenForest", new MapGenerator("frozenForest", 1)
|
||||
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.02))){{
|
||||
loadout = Loadouts.basicFoundation;
|
||||
baseLaunchCost = ItemStack.with();
|
||||
startingItems = ItemStack.list(Items.copper, 250);
|
||||
startingItems = list(copper, 250);
|
||||
conditionWave = 10;
|
||||
blockRequirements = new Block[]{Blocks.junction, Blocks.router};
|
||||
zoneRequirements = ZoneRequirement.with(groundZero, 10);
|
||||
resources = new Item[]{Items.copper, Items.lead, Items.coal};
|
||||
resources = with(copper, lead, coal);
|
||||
requirements = with(
|
||||
new ZoneWave(groundZero, 10),
|
||||
new Unlock(Blocks.junction),
|
||||
new Unlock(Blocks.router)
|
||||
);
|
||||
}};
|
||||
|
||||
craters = new Zone("craters", new MapGenerator("craters", 1).decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.004))){{
|
||||
startingItems = ItemStack.list(Items.copper, 100);
|
||||
startingItems = list(copper, 100);
|
||||
conditionWave = 10;
|
||||
zoneRequirements = ZoneRequirement.with(frozenForest, 10);
|
||||
blockRequirements = new Block[]{Blocks.mender, Blocks.combustionGenerator};
|
||||
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.sand, Items.scrap};
|
||||
resources = with(copper, lead, coal, sand, scrap);
|
||||
requirements = with(
|
||||
new ZoneWave(frozenForest, 10),
|
||||
new Unlock(Blocks.mender),
|
||||
new Unlock(Blocks.combustionGenerator)
|
||||
);
|
||||
}};
|
||||
|
||||
ruinousShores = new Zone("ruinousShores", new MapGenerator("ruinousShores", 1)){{
|
||||
loadout = Loadouts.basicFoundation;
|
||||
baseLaunchCost = ItemStack.with();
|
||||
startingItems = ItemStack.list(Items.copper, 140, Items.lead, 50);
|
||||
startingItems = list(copper, 140, lead, 50);
|
||||
conditionWave = 20;
|
||||
launchPeriod = 20;
|
||||
zoneRequirements = ZoneRequirement.with(desertWastes, 20, craters, 15);
|
||||
blockRequirements = new Block[]{Blocks.graphitePress, Blocks.combustionGenerator, Blocks.kiln, Blocks.mechanicalPump};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand};
|
||||
resources = with(copper, scrap, lead, coal, sand);
|
||||
requirements = with(
|
||||
new ZoneWave(desertWastes, 20),
|
||||
new ZoneWave(craters, 15),
|
||||
new Unlock(Blocks.graphitePress),
|
||||
new Unlock(Blocks.combustionGenerator),
|
||||
new Unlock(Blocks.kiln),
|
||||
new Unlock(Blocks.mechanicalPump)
|
||||
);
|
||||
}};
|
||||
|
||||
stainedMountains = new Zone("stainedMountains", new MapGenerator("stainedMountains", 2)
|
||||
.decor(new Decoration(Blocks.shale, Blocks.shaleBoulder, 0.02))){{
|
||||
loadout = Loadouts.basicFoundation;
|
||||
startingItems = ItemStack.list(Items.copper, 200, Items.lead, 50);
|
||||
startingItems = list(copper, 200, lead, 50);
|
||||
conditionWave = 10;
|
||||
launchPeriod = 10;
|
||||
zoneRequirements = ZoneRequirement.with(frozenForest, 15);
|
||||
blockRequirements = new Block[]{Blocks.pneumaticDrill, Blocks.powerNode, Blocks.turbineGenerator};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.sand};
|
||||
resources = with(copper, scrap, lead, coal, titanium, sand);
|
||||
requirements = with(
|
||||
new ZoneWave(frozenForest, 15),
|
||||
new Unlock(Blocks.pneumaticDrill),
|
||||
new Unlock(Blocks.powerNode),
|
||||
new Unlock(Blocks.turbineGenerator)
|
||||
);
|
||||
}};
|
||||
|
||||
fungalPass = new Zone("fungalPass", new MapGenerator("fungalPass")){{
|
||||
startingItems = ItemStack.list(Items.copper, 250, Items.lead, 250, Items.metaglass, 100, Items.graphite, 100);
|
||||
zoneRequirements = ZoneRequirement.with(stainedMountains, 15);
|
||||
blockRequirements = new Block[]{Blocks.daggerFactory, Blocks.crawlerFactory, Blocks.door, Blocks.siliconSmelter};
|
||||
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.titanium, Items.sand};
|
||||
startingItems = list(copper, 250, lead, 250, Items.metaglass, 100, Items.graphite, 100);
|
||||
resources = with(copper, lead, coal, titanium, sand);
|
||||
configureObjective = new Launched(this);
|
||||
requirements = with(
|
||||
new ZoneWave(stainedMountains, 15),
|
||||
new Unlock(Blocks.daggerFactory),
|
||||
new Unlock(Blocks.crawlerFactory),
|
||||
new Unlock(Blocks.door),
|
||||
new Unlock(Blocks.siliconSmelter)
|
||||
);
|
||||
}};
|
||||
|
||||
overgrowth = new Zone("overgrowth", new MapGenerator("overgrowth")){{
|
||||
startingItems = ItemStack.list(Items.copper, 1500, Items.lead, 1000, Items.silicon, 500, Items.metaglass, 250);
|
||||
startingItems = list(copper, 1500, lead, 1000, Items.silicon, 500, Items.metaglass, 250);
|
||||
conditionWave = 12;
|
||||
launchPeriod = 4;
|
||||
loadout = Loadouts.basicNucleus;
|
||||
zoneRequirements = ZoneRequirement.with(craters, 40, fungalPass, 10);
|
||||
blockRequirements = new Block[]{Blocks.cultivator, Blocks.sporePress, Blocks.titanFactory, Blocks.wraithFactory};
|
||||
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.titanium, Items.sand, Items.thorium, Items.scrap};
|
||||
configureObjective = new Launched(this);
|
||||
resources = with(copper, lead, coal, titanium, sand, thorium, scrap);
|
||||
requirements = with(
|
||||
new ZoneWave(craters, 40),
|
||||
new Launched(fungalPass),
|
||||
new Unlock(Blocks.cultivator),
|
||||
new Unlock(Blocks.sporePress),
|
||||
new Unlock(Blocks.titanFactory),
|
||||
new Unlock(Blocks.wraithFactory)
|
||||
);
|
||||
}};
|
||||
|
||||
tarFields = new Zone("tarFields", new MapGenerator("tarFields")
|
||||
.decor(new Decoration(Blocks.shale, Blocks.shaleBoulder, 0.02))){{
|
||||
loadout = Loadouts.basicFoundation;
|
||||
startingItems = ItemStack.list(Items.copper, 250, Items.lead, 100);
|
||||
startingItems = list(copper, 250, lead, 100);
|
||||
conditionWave = 15;
|
||||
launchPeriod = 10;
|
||||
zoneRequirements = ZoneRequirement.with(ruinousShores, 20);
|
||||
blockRequirements = new Block[]{Blocks.coalCentrifuge, Blocks.conduit, Blocks.wave};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium, Items.sand};
|
||||
requirements = with(new ZoneWave(ruinousShores, 20));
|
||||
resources = with(copper, scrap, lead, coal, titanium, thorium, sand);
|
||||
requirements = with(
|
||||
new ZoneWave(ruinousShores, 20),
|
||||
new Unlock(Blocks.coalCentrifuge),
|
||||
new Unlock(Blocks.conduit),
|
||||
new Unlock(Blocks.wave)
|
||||
);
|
||||
}};
|
||||
|
||||
desolateRift = new Zone("desolateRift", new MapGenerator("desolateRift")){{
|
||||
loadout = Loadouts.basicNucleus;
|
||||
baseLaunchCost = ItemStack.with();
|
||||
startingItems = ItemStack.list(Items.copper, 1000, Items.lead, 1000, Items.graphite, 250, Items.titanium, 250, Items.silicon, 250);
|
||||
startingItems = list(copper, 1000, lead, 1000, Items.graphite, 250, titanium, 250, Items.silicon, 250);
|
||||
conditionWave = 3;
|
||||
launchPeriod = 2;
|
||||
zoneRequirements = ZoneRequirement.with(tarFields, 20);
|
||||
blockRequirements = new Block[]{Blocks.thermalGenerator, Blocks.thoriumReactor};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.sand, Items.thorium};
|
||||
resources = with(copper, scrap, lead, coal, titanium, sand, thorium);
|
||||
requirements = with(
|
||||
new ZoneWave(tarFields, 20),
|
||||
new Unlock(Blocks.thermalGenerator),
|
||||
new Unlock(Blocks.thoriumReactor)
|
||||
);
|
||||
}};
|
||||
|
||||
/*
|
||||
@ -174,21 +218,23 @@ public class Zones implements ContentList{
|
||||
startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 2000, Items.graphite, 500, Items.titanium, 500, Items.silicon, 500);
|
||||
conditionWave = 3;
|
||||
launchPeriod = 2;
|
||||
zoneRequirements = ZoneRequirement.with(stainedMountains, 40);
|
||||
requirements = with(stainedMountains, 40);
|
||||
blockRequirements = new Block[]{Blocks.thermalGenerator};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand};
|
||||
resources = Array.with(Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand};
|
||||
}};*/
|
||||
|
||||
nuclearComplex = new Zone("nuclearComplex", new MapGenerator("nuclearProductionComplex", 1)
|
||||
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))){{
|
||||
loadout = Loadouts.basicNucleus;
|
||||
baseLaunchCost = ItemStack.with();
|
||||
startingItems = ItemStack.list(Items.copper, 1250, Items.lead, 1500, Items.silicon, 400, Items.metaglass, 250);
|
||||
startingItems = list(copper, 1250, lead, 1500, Items.silicon, 400, Items.metaglass, 250);
|
||||
conditionWave = 30;
|
||||
launchPeriod = 15;
|
||||
zoneRequirements = ZoneRequirement.with(fungalPass, 8);
|
||||
blockRequirements = new Block[]{Blocks.thermalGenerator, Blocks.laserDrill};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium, Items.sand};
|
||||
resources = with(copper, scrap, lead, coal, titanium, thorium, sand);
|
||||
requirements = with(
|
||||
new Launched(fungalPass),
|
||||
new Unlock(Blocks.thermalGenerator),
|
||||
new Unlock(Blocks.laserDrill)
|
||||
);
|
||||
}};
|
||||
|
||||
/*
|
||||
@ -198,9 +244,9 @@ public class Zones implements ContentList{
|
||||
startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 2000, Items.graphite, 500, Items.titanium, 500, Items.silicon, 500);
|
||||
conditionWave = 3;
|
||||
launchPeriod = 2;
|
||||
zoneRequirements = ZoneRequirement.with(nuclearComplex, 40);
|
||||
requirements = with(nuclearComplex, 40);
|
||||
blockRequirements = new Block[]{Blocks.thermalGenerator};
|
||||
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium};
|
||||
resources = Array.with(Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium};
|
||||
}};*/
|
||||
}
|
||||
}
|
||||
|
@ -11,6 +11,7 @@ import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
|
||||
import static io.anuke.arc.Core.files;
|
||||
import static io.anuke.mindustry.Vars.mods;
|
||||
|
||||
/**
|
||||
* Loads all game content.
|
||||
@ -41,6 +42,14 @@ public class ContentLoader{
|
||||
new LegacyColorMapper(),
|
||||
};
|
||||
|
||||
/** Clears all initialized content.*/
|
||||
public void clear(){
|
||||
contentNameMap = new ObjectMap[ContentType.values().length];
|
||||
contentMap = new Array[ContentType.values().length];
|
||||
initialization = new ObjectSet<>();
|
||||
loaded = false;
|
||||
}
|
||||
|
||||
/** Creates all content types. */
|
||||
public void createContent(){
|
||||
if(loaded){
|
||||
@ -57,20 +66,11 @@ public class ContentLoader{
|
||||
list.load();
|
||||
}
|
||||
|
||||
for(ContentType type : ContentType.values()){
|
||||
|
||||
for(Content c : contentMap[type.ordinal()]){
|
||||
if(c instanceof MappableContent){
|
||||
String name = ((MappableContent)c).name;
|
||||
if(contentNameMap[type.ordinal()].containsKey(name)){
|
||||
throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + name + "')");
|
||||
}
|
||||
contentNameMap[type.ordinal()].put(name, (MappableContent)c);
|
||||
}
|
||||
}
|
||||
if(mods != null){
|
||||
mods.loadContent();
|
||||
}
|
||||
|
||||
//set up ID mapping
|
||||
//check up ID mapping, make sure it's linear
|
||||
for(Array<Content> arr : contentMap){
|
||||
for(int i = 0; i < arr.size; i++){
|
||||
int id = arr.get(i).id;
|
||||
@ -109,6 +109,7 @@ public class ContentLoader{
|
||||
|
||||
for(ContentType type : ContentType.values()){
|
||||
for(Content content : contentMap[type.ordinal()]){
|
||||
//TODO catch error and display it per mod
|
||||
callable.accept(content);
|
||||
}
|
||||
}
|
||||
@ -138,6 +139,14 @@ public class ContentLoader{
|
||||
|
||||
public void handleContent(Content content){
|
||||
contentMap[content.getContentType().ordinal()].add(content);
|
||||
|
||||
}
|
||||
|
||||
public void handleMappableContent(MappableContent content){
|
||||
if(contentNameMap[content.getContentType().ordinal()].containsKey(content.name)){
|
||||
throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + content.name + "')");
|
||||
}
|
||||
contentNameMap[content.getContentType().ordinal()].put(content.name, content);
|
||||
}
|
||||
|
||||
public void setTemporaryMapper(MappableContent[][] temporaryMapper){
|
||||
|
@ -2,6 +2,8 @@ package io.anuke.mindustry.core;
|
||||
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.assets.*;
|
||||
import io.anuke.arc.audio.*;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.graphics.*;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.input.*;
|
||||
@ -54,6 +56,9 @@ public class Control implements ApplicationListener, Loadable{
|
||||
Events.on(StateChangeEvent.class, event -> {
|
||||
if((event.from == State.playing && event.to == State.menu) || (event.from == State.menu && event.to != State.menu)){
|
||||
Time.runTask(5f, platform::updateRPC);
|
||||
for(Sound sound : assets.getAll(Sound.class, new Array<>())){
|
||||
sound.stop();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
@ -91,6 +96,7 @@ public class Control implements ApplicationListener, Loadable{
|
||||
hiscore = true;
|
||||
world.getMap().setHighScore(state.wave);
|
||||
}
|
||||
|
||||
Sounds.wave.play();
|
||||
});
|
||||
|
||||
@ -145,11 +151,15 @@ public class Control implements ApplicationListener, Loadable{
|
||||
});
|
||||
|
||||
Events.on(ZoneRequireCompleteEvent.class, e -> {
|
||||
ui.hudfrag.showToast(Core.bundle.format("zone.requirement.complete", state.wave, e.zone.localizedName));
|
||||
if(e.objective.display() != null){
|
||||
ui.hudfrag.showToast(Core.bundle.format("zone.requirement.complete", e.zoneForMet.localizedName, e.objective.display()));
|
||||
}
|
||||
});
|
||||
|
||||
Events.on(ZoneConfigureCompleteEvent.class, e -> {
|
||||
ui.hudfrag.showToast(Core.bundle.format("zone.config.complete", e.zone.configureWave));
|
||||
if(e.zone.configureObjective.display() != null){
|
||||
ui.hudfrag.showToast(Core.bundle.format("zone.config.unlocked", e.zone.configureObjective.display()));
|
||||
}
|
||||
});
|
||||
|
||||
Events.on(Trigger.newGame, () -> {
|
||||
@ -165,6 +175,12 @@ public class Control implements ApplicationListener, Loadable{
|
||||
Effects.shake(5f, 5f, core);
|
||||
});
|
||||
});
|
||||
|
||||
Events.on(UnitDestroyEvent.class, e -> {
|
||||
if(e.unit instanceof BaseUnit && world.isZone()){
|
||||
data.unlockContent(((BaseUnit)e.unit).getType());
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -388,7 +404,10 @@ public class Control implements ApplicationListener, Loadable{
|
||||
saves.update();
|
||||
|
||||
//update and load any requested assets
|
||||
assets.update();
|
||||
try{
|
||||
assets.update();
|
||||
}catch(Exception ignored){
|
||||
}
|
||||
|
||||
input.updateState();
|
||||
|
||||
@ -397,6 +416,7 @@ public class Control implements ApplicationListener, Loadable{
|
||||
|
||||
music.update();
|
||||
loops.update();
|
||||
Time.updateGlobal();
|
||||
|
||||
if(Core.input.keyTap(Binding.fullscreen)){
|
||||
boolean full = settings.getBool("fullscreen");
|
||||
|
34
core/src/io/anuke/mindustry/core/FileTree.java
Normal file
@ -0,0 +1,34 @@
|
||||
package io.anuke.mindustry.core;
|
||||
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.assets.loaders.*;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.files.*;
|
||||
|
||||
/** Handles files in a modded context. */
|
||||
public class FileTree implements FileHandleResolver{
|
||||
private ObjectMap<String, FileHandle> files = new ObjectMap<>();
|
||||
|
||||
public void addFile(String path, FileHandle f){
|
||||
files.put(path, f);
|
||||
}
|
||||
|
||||
/** Gets an asset file.*/
|
||||
public FileHandle get(String path){
|
||||
if(files.containsKey(path)){
|
||||
return files.get(path);
|
||||
}else{
|
||||
return Core.files.internal(path);
|
||||
}
|
||||
}
|
||||
|
||||
/** Clears all mod files.*/
|
||||
public void clear(){
|
||||
files.clear();
|
||||
}
|
||||
|
||||
@Override
|
||||
public FileHandle resolve(String fileName){
|
||||
return get(fileName);
|
||||
}
|
||||
}
|
@ -2,7 +2,6 @@ package io.anuke.mindustry.core;
|
||||
|
||||
import io.anuke.annotations.Annotations.*;
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.collection.ObjectSet.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.core.GameState.*;
|
||||
@ -16,6 +15,7 @@ import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.*;
|
||||
import io.anuke.mindustry.world.blocks.BuildBlock.*;
|
||||
import io.anuke.mindustry.world.blocks.power.*;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
@ -31,19 +31,24 @@ public class Logic implements ApplicationListener{
|
||||
|
||||
public Logic(){
|
||||
Events.on(WaveEvent.class, event -> {
|
||||
for(Player p : playerGroup.all()){
|
||||
p.respawns = state.rules.respawns;
|
||||
}
|
||||
|
||||
if(world.isZone()){
|
||||
world.getZone().updateWave(state.wave);
|
||||
}
|
||||
for (Player p : playerGroup.all()) {
|
||||
p.respawns = state.rules.respawns;
|
||||
}
|
||||
});
|
||||
|
||||
Events.on(BlockDestroyEvent.class, event -> {
|
||||
//blocks that get broken are appended to the team's broken block queue
|
||||
Tile tile = event.tile;
|
||||
Block block = tile.block();
|
||||
//skip null entities or nukes, for obvious reasons
|
||||
if(tile.entity == null || tile.block() instanceof NuclearReactor) return;
|
||||
|
||||
if(block instanceof BuildBlock){
|
||||
|
||||
BuildEntity entity = tile.entity();
|
||||
|
||||
//update block to reflect the fact that something was being constructed
|
||||
@ -56,7 +61,33 @@ public class Logic implements ApplicationListener{
|
||||
}
|
||||
|
||||
TeamData data = state.teams.get(tile.getTeam());
|
||||
data.brokenBlocks.addFirst(BrokenBlock.get(tile.x, tile.y, tile.rotation(), block.id));
|
||||
|
||||
//remove existing blocks that have been placed here.
|
||||
//painful O(n) iteration + copy
|
||||
for(int i = 0; i < data.brokenBlocks.size; i++){
|
||||
BrokenBlock b = data.brokenBlocks.get(i);
|
||||
if(b.x == tile.x && b.y == tile.y){
|
||||
data.brokenBlocks.removeIndex(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
data.brokenBlocks.addFirst(new BrokenBlock(tile.x, tile.y, tile.rotation(), block.id, tile.entity.config()));
|
||||
});
|
||||
|
||||
Events.on(BlockBuildEndEvent.class, event -> {
|
||||
if(!event.breaking){
|
||||
TeamData data = state.teams.get(event.team);
|
||||
|
||||
//painful O(n) iteration + copy
|
||||
for(int i = 0; i < data.brokenBlocks.size; i++){
|
||||
BrokenBlock b = data.brokenBlocks.get(i);
|
||||
if(b.x == event.tile.x && b.y == event.tile.y){
|
||||
data.brokenBlocks.removeIndex(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@ -104,8 +135,7 @@ public class Logic implements ApplicationListener{
|
||||
public void runWave(){
|
||||
spawner.spawnEnemies();
|
||||
state.wave++;
|
||||
state.wavetime = world.isZone() && world.getZone().isBossWave(state.wave) ? state.rules.waveSpacing * state.rules.bossWaveMultiplier :
|
||||
world.isZone() && world.getZone().isLaunchWave(state.wave) ? state.rules.waveSpacing * state.rules.launchWaveMultiplier : state.rules.waveSpacing;
|
||||
state.wavetime = world.isZone() && world.getZone().isLaunchWave(state.wave) ? state.rules.waveSpacing * state.rules.launchWaveMultiplier : state.rules.waveSpacing;
|
||||
|
||||
Events.fire(new WaveEvent());
|
||||
}
|
||||
@ -144,12 +174,16 @@ public class Logic implements ApplicationListener{
|
||||
ui.hudfrag.showLaunch();
|
||||
}
|
||||
|
||||
for(Tile tile : new ObjectSetIterator<>(state.teams.get(defaultTeam).cores)){
|
||||
for(Tile tile : state.teams.get(defaultTeam).cores){
|
||||
Effects.effect(Fx.launch, tile);
|
||||
}
|
||||
|
||||
if(world.getZone() != null){
|
||||
world.getZone().setLaunched();
|
||||
}
|
||||
|
||||
Time.runTask(30f, () -> {
|
||||
for(Tile tile : new ObjectSetIterator<>(state.teams.get(defaultTeam).cores)){
|
||||
for(Tile tile : state.teams.get(defaultTeam).cores){
|
||||
for(Item item : content.items()){
|
||||
if(tile == null || tile.entity == null || tile.entity.items == null) continue;
|
||||
data.addItem(item, tile.entity.items.get(item));
|
||||
|
@ -76,6 +76,7 @@ public class NetClient implements ApplicationListener{
|
||||
|
||||
ConnectPacket c = new ConnectPacket();
|
||||
c.name = player.name;
|
||||
c.mods = mods.getModStrings();
|
||||
c.mobile = mobile;
|
||||
c.versionType = Version.type;
|
||||
c.color = Color.rgba8888(player.color);
|
||||
@ -235,7 +236,7 @@ public class NetClient implements ApplicationListener{
|
||||
netClient.disconnectQuietly();
|
||||
state.set(State.menu);
|
||||
logic.reset();
|
||||
ui.showText("$disconnect", reason);
|
||||
ui.showText("$disconnect", reason, Align.left);
|
||||
ui.loadfrag.hide();
|
||||
}
|
||||
|
||||
@ -329,6 +330,11 @@ public class NetClient implements ApplicationListener{
|
||||
@Remote(variants = Variant.one, priority = PacketPriority.low, unreliable = true)
|
||||
public static void onStateSnapshot(float waveTime, int wave, int enemies, short coreDataLen, byte[] coreData){
|
||||
try{
|
||||
if(wave > state.wave){
|
||||
state.wave = wave;
|
||||
Events.fire(new WaveEvent());
|
||||
}
|
||||
|
||||
state.wavetime = waveTime;
|
||||
state.wave = wave;
|
||||
state.enemies = enemies;
|
||||
|
@ -94,16 +94,28 @@ public class NetServer implements ApplicationListener{
|
||||
return;
|
||||
}
|
||||
|
||||
if(admins.isIDBanned(uuid)){
|
||||
con.kick(KickReason.banned);
|
||||
return;
|
||||
}
|
||||
|
||||
if(admins.getPlayerLimit() > 0 && playerGroup.size() >= admins.getPlayerLimit()){
|
||||
con.kick(KickReason.playerLimit);
|
||||
return;
|
||||
}
|
||||
|
||||
Array<String> extraMods = packet.mods.copy();
|
||||
Array<String> missingMods = mods.getIncompatibility(extraMods);
|
||||
|
||||
if(!extraMods.isEmpty() || !missingMods.isEmpty()){
|
||||
//can't easily be localized since kick reasons can't have formatted text with them
|
||||
StringBuilder result = new StringBuilder("[accent]Incompatible mods![]\n\n");
|
||||
if(!missingMods.isEmpty()){
|
||||
result.append("Missing:[lightgray]\n").append("> ").append(missingMods.toString("\n> "));
|
||||
result.append("[]\n");
|
||||
}
|
||||
|
||||
if(!extraMods.isEmpty()){
|
||||
result.append("Unnecessary mods:[lightgray]\n").append("> ").append(extraMods.toString("\n> "));
|
||||
}
|
||||
con.kick(result.toString());
|
||||
}
|
||||
|
||||
if(!admins.isWhitelisted(packet.uuid, packet.usid)){
|
||||
info.adminUsid = packet.usid;
|
||||
info.lastName = packet.name;
|
||||
@ -200,6 +212,11 @@ public class NetServer implements ApplicationListener{
|
||||
registerCommands();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void init(){
|
||||
mods.each(mod -> mod.registerClientCommands(clientCommands));
|
||||
}
|
||||
|
||||
private void registerCommands(){
|
||||
clientCommands.<Player>register("help", "[page]", "Lists all commands.", (args, player) -> {
|
||||
if(args.length > 0 && !Strings.canParseInt(args[0])){
|
||||
@ -335,6 +352,11 @@ public class NetServer implements ApplicationListener{
|
||||
if(currentlyKicking[0] == null){
|
||||
player.sendMessage("[scarlet]Nobody is being voted on.");
|
||||
}else{
|
||||
if(player.isLocal){
|
||||
player.sendMessage("Local players can't vote. Kick the player yourself instead.");
|
||||
return;
|
||||
}
|
||||
|
||||
//hosts can vote all they want
|
||||
if(player.uuid != null && (currentlyKicking[0].voted.contains(player.uuid) || currentlyKicking[0].voted.contains(admins.getInfo(player.uuid).lastIP))){
|
||||
player.sendMessage("[scarlet]You've already voted. Sit down.");
|
||||
|
@ -8,9 +8,9 @@ import io.anuke.arc.function.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.scene.ui.*;
|
||||
import io.anuke.arc.util.serialization.*;
|
||||
import io.anuke.mindustry.maps.*;
|
||||
import io.anuke.mindustry.net.*;
|
||||
import io.anuke.mindustry.net.Net.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.ui.dialogs.*;
|
||||
|
||||
import static io.anuke.mindustry.Vars.mobile;
|
||||
@ -24,19 +24,19 @@ public interface Platform{
|
||||
default void inviteFriends(){}
|
||||
|
||||
/** Steam: Share a map on the workshop.*/
|
||||
default void publishMap(Map map){}
|
||||
default void publish(Publishable pub){}
|
||||
|
||||
/** Steam: View a listing on the workshop.*/
|
||||
default void viewListing(Publishable pub){}
|
||||
|
||||
/** Steam: View a listing on the workshop by an ID.*/
|
||||
default void viewListingID(String mapid){}
|
||||
|
||||
/** Steam: Return external workshop maps to be loaded.*/
|
||||
default Array<FileHandle> getExternalMaps(){
|
||||
return Array.with();
|
||||
default Array<FileHandle> getWorkshopContent(Class<? extends Publishable> type){
|
||||
return new Array<>(0);
|
||||
}
|
||||
|
||||
/** Steam: View a map listing on the workshop.*/
|
||||
default void viewMapListing(Map map){}
|
||||
|
||||
/** Steam: View a map listing on the workshop.*/
|
||||
default void viewMapListing(String mapid){}
|
||||
|
||||
/** Steam: Open workshop for maps.*/
|
||||
default void openWorkshop(){}
|
||||
|
||||
|
@ -18,12 +18,10 @@ import io.anuke.mindustry.entities.effect.*;
|
||||
import io.anuke.mindustry.entities.effect.GroundEffectEntity.*;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.entities.type.EffectEntity;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
import io.anuke.mindustry.input.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.defense.ForceProjector.*;
|
||||
|
||||
import static io.anuke.arc.Core.*;
|
||||
@ -240,6 +238,8 @@ public class Renderer implements ApplicationListener{
|
||||
blocks.drawBlocks(Layer.block);
|
||||
blocks.drawFog();
|
||||
|
||||
blocks.drawBroken();
|
||||
|
||||
Draw.shader(Shaders.blockbuild, true);
|
||||
blocks.drawBlocks(Layer.placement);
|
||||
Draw.shader();
|
||||
@ -308,7 +308,7 @@ public class Renderer implements ApplicationListener{
|
||||
float fract = landTime / Fx.coreLand.lifetime;
|
||||
TileEntity entity = player.getClosestCore();
|
||||
|
||||
TextureRegion reg = entity.block.icon(Block.Icon.full);
|
||||
TextureRegion reg = entity.block.icon(Cicon.full);
|
||||
float scl = Scl.scl(4f) / camerascale;
|
||||
float s = reg.getWidth() * Draw.scl * scl * 4f * fract;
|
||||
|
||||
|
@ -68,6 +68,8 @@ public class UI implements ApplicationListener, Loadable{
|
||||
public DeployDialog deploy;
|
||||
public TechTreeDialog tech;
|
||||
public MinimapDialog minimap;
|
||||
public SchematicsDialog schematics;
|
||||
public ModsDialog mods;
|
||||
|
||||
public Cursor drillCursor, unloadCursor;
|
||||
|
||||
@ -108,6 +110,7 @@ public class UI implements ApplicationListener, Loadable{
|
||||
ClickListener.clicked = () -> Sounds.press.play();
|
||||
|
||||
Colors.put("accent", Pal.accent);
|
||||
Colors.put("unlaunched", Color.valueOf("8982ed"));
|
||||
Colors.put("highlight", Pal.accent.cpy().lerp(Color.white, 0.3f));
|
||||
Colors.put("stat", Pal.stat);
|
||||
loadExtraCursors();
|
||||
@ -183,6 +186,13 @@ public class UI implements ApplicationListener, Loadable{
|
||||
Core.scene.act();
|
||||
Core.scene.draw();
|
||||
|
||||
if(Core.input.keyTap(KeyCode.MOUSE_LEFT) && Core.scene.getKeyboardFocus() instanceof TextField){
|
||||
Element e = Core.scene.hit(Core.input.mouseX(), Core.input.mouseY(), true);
|
||||
if(!(e instanceof TextField)){
|
||||
Core.scene.setKeyboardFocus(null);
|
||||
}
|
||||
}
|
||||
|
||||
//draw overlay for buttons
|
||||
if(state.rules.tutorial){
|
||||
control.tutorial.draw();
|
||||
@ -222,6 +232,8 @@ public class UI implements ApplicationListener, Loadable{
|
||||
deploy = new DeployDialog();
|
||||
tech = new TechTreeDialog();
|
||||
minimap = new MinimapDialog();
|
||||
mods = new ModsDialog();
|
||||
schematics = new SchematicsDialog();
|
||||
|
||||
Group group = Core.scene.root;
|
||||
|
||||
@ -235,7 +247,6 @@ public class UI implements ApplicationListener, Loadable{
|
||||
Core.scene.add(menuGroup);
|
||||
Core.scene.add(hudGroup);
|
||||
|
||||
control.input.getFrag().build(hudGroup);
|
||||
hudfrag.build(hudGroup);
|
||||
menufrag.build(menuGroup);
|
||||
chatfrag.container().build(hudGroup);
|
||||
@ -281,7 +292,7 @@ public class UI implements ApplicationListener, Loadable{
|
||||
new Dialog(titleText){{
|
||||
cont.margin(30).add(dtext).padRight(6f);
|
||||
TextFieldFilter filter = inumeric ? TextFieldFilter.digitsOnly : (f, c) -> true;
|
||||
TextField field = cont.addField(def, t -> {}).size(170f, 50f).get();
|
||||
TextField field = cont.addField(def, t -> {}).size(330f, 50f).get();
|
||||
field.setFilter((f, c) -> field.getText().length() < textLength && filter.acceptChar(f, c));
|
||||
buttons.defaults().size(120, 54).pad(4);
|
||||
buttons.addButton("$ok", () -> {
|
||||
@ -294,7 +305,7 @@ public class UI implements ApplicationListener, Loadable{
|
||||
}
|
||||
|
||||
public void showTextInput(String title, String text, String def, Consumer<String> confirmed){
|
||||
showTextInput(title, text, 24, def, confirmed);
|
||||
showTextInput(title, text, 32, def, confirmed);
|
||||
}
|
||||
|
||||
public void showTextInput(String titleText, String text, int textLength, String def, Consumer<String> confirmed){
|
||||
@ -305,7 +316,7 @@ public class UI implements ApplicationListener, Loadable{
|
||||
Table table = new Table();
|
||||
table.setFillParent(true);
|
||||
table.actions(Actions.fadeOut(7f, Interpolation.fade), Actions.remove());
|
||||
table.top().add(info).padTop(10);
|
||||
table.top().add(info).style(Styles.outlineLabel).padTop(10);
|
||||
Core.scene.add(table);
|
||||
}
|
||||
|
||||
@ -336,6 +347,7 @@ public class UI implements ApplicationListener, Loadable{
|
||||
}
|
||||
|
||||
public void showException(String text, Throwable exc){
|
||||
loadfrag.hide();
|
||||
new Dialog(""){{
|
||||
String message = Strings.getFinalMesage(exc);
|
||||
|
||||
@ -358,11 +370,15 @@ public class UI implements ApplicationListener, Loadable{
|
||||
}
|
||||
|
||||
public void showText(String titleText, String text){
|
||||
showText(titleText, text, Align.center);
|
||||
}
|
||||
|
||||
public void showText(String titleText, String text, int align){
|
||||
new Dialog(titleText){{
|
||||
cont.row();
|
||||
cont.addImage().width(400f).pad(2).colspan(2).height(4f).color(Pal.accent);
|
||||
cont.row();
|
||||
cont.add(text).width(400f).wrap().get().setAlignment(Align.center, Align.center);
|
||||
cont.add(text).width(400f).wrap().get().setAlignment(align, align);
|
||||
cont.row();
|
||||
buttons.addButton("$ok", this::hide).size(90, 50).pad(4);
|
||||
}}.show();
|
||||
@ -410,6 +426,34 @@ public class UI implements ApplicationListener, Loadable{
|
||||
dialog.show();
|
||||
}
|
||||
|
||||
|
||||
public void showCustomConfirm(String title, String text, String yes, String no, Runnable confirmed){
|
||||
FloatingDialog dialog = new FloatingDialog(title);
|
||||
dialog.cont.add(text).width(500f).wrap().pad(4f).get().setAlignment(Align.center, Align.center);
|
||||
dialog.buttons.defaults().size(200f, 54f).pad(2f);
|
||||
dialog.setFillParent(false);
|
||||
dialog.buttons.addButton(no, dialog::hide);
|
||||
dialog.buttons.addButton(yes, () -> {
|
||||
dialog.hide();
|
||||
confirmed.run();
|
||||
});
|
||||
dialog.keyDown(KeyCode.ESCAPE, dialog::hide);
|
||||
dialog.keyDown(KeyCode.BACK, dialog::hide);
|
||||
dialog.show();
|
||||
}
|
||||
|
||||
public void showOkText(String title, String text, Runnable confirmed){
|
||||
FloatingDialog dialog = new FloatingDialog(title);
|
||||
dialog.cont.add(text).width(500f).wrap().pad(4f).get().setAlignment(Align.center, Align.center);
|
||||
dialog.buttons.defaults().size(200f, 54f).pad(2f);
|
||||
dialog.setFillParent(false);
|
||||
dialog.buttons.addButton("$ok", () -> {
|
||||
dialog.hide();
|
||||
confirmed.run();
|
||||
});
|
||||
dialog.show();
|
||||
}
|
||||
|
||||
public String formatAmount(int number){
|
||||
if(number >= 1000000){
|
||||
return Strings.fixed(number / 1000000f, 1) + "[gray]mil[]";
|
||||
|
@ -1,11 +1,11 @@
|
||||
package io.anuke.mindustry.core;
|
||||
|
||||
import io.anuke.annotations.Annotations.*;
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.core.GameState.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
@ -82,7 +82,8 @@ public class World{
|
||||
return height()*tilesize;
|
||||
}
|
||||
|
||||
public @Nullable Tile tile(int pos){
|
||||
public @Nullable
|
||||
Tile tile(int pos){
|
||||
return tiles == null ? null : tile(Pos.x(pos), Pos.y(pos));
|
||||
}
|
||||
|
||||
@ -271,6 +272,7 @@ public class World{
|
||||
}
|
||||
|
||||
public void removeBlock(Tile tile){
|
||||
if(tile == null) return;
|
||||
tile.link().getLinkedTiles(other -> other.setBlock(Blocks.air));
|
||||
}
|
||||
|
||||
|
@ -15,6 +15,7 @@ import io.anuke.arc.scene.style.*;
|
||||
import io.anuke.arc.scene.ui.*;
|
||||
import io.anuke.arc.scene.ui.layout.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.core.GameState.*;
|
||||
@ -23,7 +24,7 @@ import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
import io.anuke.mindustry.io.*;
|
||||
import io.anuke.mindustry.maps.*;
|
||||
import io.anuke.mindustry.ui.Styles;
|
||||
import io.anuke.mindustry.ui.*;
|
||||
import io.anuke.mindustry.ui.dialogs.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.*;
|
||||
@ -147,13 +148,20 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
|
||||
if(steam){
|
||||
menu.cont.addImageTextButton("$editor.publish.workshop", Icon.linkSmall, () -> {
|
||||
if(editor.getTags().containsKey("steamid")){
|
||||
platform.viewMapListing(editor.getTags().get("steamid"));
|
||||
Map builtin = maps.all().find(m -> m.name().equals(editor.getTags().get("name", "").trim()));
|
||||
|
||||
if(editor.getTags().containsKey("steamid") && builtin != null && !builtin.custom){
|
||||
platform.viewListingID(editor.getTags().get("steamid"));
|
||||
return;
|
||||
}
|
||||
|
||||
Map map = save();
|
||||
|
||||
if(editor.getTags().containsKey("steamid") && map != null){
|
||||
platform.viewListing(map);
|
||||
return;
|
||||
}
|
||||
|
||||
if(map == null) return;
|
||||
|
||||
if(map.tags.get("description", "").length() < 4){
|
||||
@ -166,8 +174,8 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
return;
|
||||
}
|
||||
|
||||
platform.publishMap(map);
|
||||
}).padTop(-3).size(swidth * 2f + 10, 60f).update(b -> b.setText(editor.getTags().containsKey("steamid") ? "$view.workshop" : "$editor.publish.workshop"));
|
||||
platform.publish(map);
|
||||
}).padTop(-3).size(swidth * 2f + 10, 60f).update(b -> b.setText(editor.getTags().containsKey("steamid") ? editor.getTags().get("author").equals(player.name) ? "$workshop.listing" : "$view.workshop" : "$editor.publish.workshop"));
|
||||
|
||||
menu.cont.row();
|
||||
}
|
||||
@ -208,14 +216,6 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 v = pane.stageToLocalCoordinates(Core.input.mouse());
|
||||
|
||||
if(v.x >= 0 && v.y >= 0 && v.x <= pane.getWidth() && v.y <= pane.getHeight()){
|
||||
Core.scene.setScrollFocus(pane);
|
||||
}else{
|
||||
Core.scene.setScrollFocus(null);
|
||||
}
|
||||
|
||||
if(Core.scene != null && Core.scene.getKeyboardFocus() == this){
|
||||
doInput();
|
||||
}
|
||||
@ -287,7 +287,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
});
|
||||
}
|
||||
|
||||
public Map save(){
|
||||
public @Nullable Map save(){
|
||||
boolean isEditor = state.rules.editor;
|
||||
state.rules.editor = false;
|
||||
String name = editor.getTags().get("name", "").trim();
|
||||
@ -681,6 +681,11 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
pane = new ScrollPane(content);
|
||||
pane.setFadeScrollBars(false);
|
||||
pane.setOverscroll(true, false);
|
||||
pane.exited(() -> {
|
||||
if(pane.hasScroll()){
|
||||
Core.scene.setScrollFocus(view);
|
||||
}
|
||||
});
|
||||
ButtonGroup<ImageButton> group = new ButtonGroup<>();
|
||||
|
||||
int i = 0;
|
||||
@ -698,7 +703,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
});
|
||||
|
||||
for(Block block : blocksOut){
|
||||
TextureRegion region = block.icon(Block.Icon.medium);
|
||||
TextureRegion region = block.icon(Cicon.medium);
|
||||
|
||||
if(!Core.atlas.isFound(region)) continue;
|
||||
|
||||
|
@ -388,7 +388,7 @@ public class MapGenerateDialog extends FloatingDialog{
|
||||
GenTile tile = buffer1[px][py];
|
||||
color = MapIO.colorFor(content.block(tile.floor), content.block(tile.block), content.block(tile.ore), Team.derelict);
|
||||
}
|
||||
pixmap.drawPixel(px, pixmap.getHeight() - 1 - py, color);
|
||||
pixmap.draw(px, pixmap.getHeight() - 1 - py, color);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -59,18 +59,25 @@ public class MapInfoDialog extends FloatingDialog{
|
||||
|
||||
t.row();
|
||||
t.add("$editor.rules").padRight(8).left();
|
||||
t.addButton("$edit", () -> ruleInfo.show(Vars.state.rules, () -> Vars.state.rules = new Rules())).left().width(200f);
|
||||
t.addButton("$edit", () -> {
|
||||
ruleInfo.show(Vars.state.rules, () -> Vars.state.rules = new Rules());
|
||||
hide();
|
||||
}).left().width(200f);
|
||||
|
||||
t.row();
|
||||
t.add("$editor.waves").padRight(8).left();
|
||||
t.addButton("$edit", waveInfo::show).left().width(200f);
|
||||
t.addButton("$edit", () -> {
|
||||
waveInfo.show();
|
||||
hide();
|
||||
}).left().width(200f);
|
||||
|
||||
t.row();
|
||||
t.add("$editor.generation").padRight(8).left();
|
||||
t.addButton("$edit",
|
||||
() -> generate.show(Vars.maps.readFilters(editor.getTags().get("genfilters", "")),
|
||||
filters -> editor.getTags().put("genfilters", JsonIO.write(filters)))
|
||||
).left().width(200f);
|
||||
t.addButton("$edit", () -> {
|
||||
generate.show(Vars.maps.readFilters(editor.getTags().get("genfilters", "")),
|
||||
filters -> editor.getTags().put("genfilters", JsonIO.write(filters)));
|
||||
hide();
|
||||
}).left().width(200f);
|
||||
|
||||
name.change();
|
||||
description.change();
|
||||
|
@ -46,7 +46,7 @@ public class MapResizeDialog extends FloatingDialog{
|
||||
|
||||
buttons.defaults().size(200f, 50f);
|
||||
buttons.addButton("$cancel", this::hide);
|
||||
buttons.addButton("$editor.resize", () -> {
|
||||
buttons.addButton("$ok", () -> {
|
||||
cons.accept(width, height);
|
||||
hide();
|
||||
});
|
||||
|
@ -56,10 +56,16 @@ public class MapView extends Element implements GestureListener{
|
||||
public boolean mouseMoved(InputEvent event, float x, float y){
|
||||
mousex = x;
|
||||
mousey = y;
|
||||
requestScroll();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void enter(InputEvent event, float x, float y, int pointer, Element fromActor){
|
||||
requestScroll();
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean touchDown(InputEvent event, float x, float y, int pointer, KeyCode button){
|
||||
if(pointer != 0){
|
||||
|
@ -140,7 +140,7 @@ public class WaveInfoDialog extends FloatingDialog{
|
||||
t.margin(0).defaults().pad(3).padLeft(5f).growX().left();
|
||||
t.addButton(b -> {
|
||||
b.left();
|
||||
b.addImage(group.type.iconRegion).size(30f).padRight(3);
|
||||
b.addImage(group.type.icon(Cicon.medium)).size(32f).padRight(3);
|
||||
b.add(group.type.localizedName).color(Pal.accent);
|
||||
}, () -> showUpdate(group)).pad(-6f).padBottom(0f);
|
||||
|
||||
@ -221,7 +221,7 @@ public class WaveInfoDialog extends FloatingDialog{
|
||||
for(UnitType type : content.units()){
|
||||
dialog.cont.addButton(t -> {
|
||||
t.left();
|
||||
t.addImage(type.iconRegion).size(40f).padRight(2f);
|
||||
t.addImage(type.icon(Cicon.medium)).size(40f).padRight(2f);
|
||||
t.add(type.localizedName);
|
||||
}, () -> {
|
||||
lastType = type;
|
||||
@ -253,7 +253,7 @@ public class WaveInfoDialog extends FloatingDialog{
|
||||
for(int j = 0; j < spawned.length; j++){
|
||||
if(spawned[j] > 0){
|
||||
UnitType type = content.getByID(ContentType.unit, j);
|
||||
table.addImage(type.iconRegion).size(30f).padRight(4);
|
||||
table.addImage(type.icon(Cicon.medium)).size(8f * 4f).padRight(4);
|
||||
table.add(spawned[j] + "x").color(Color.lightGray).padRight(6);
|
||||
table.row();
|
||||
}
|
||||
|
6
core/src/io/anuke/mindustry/entities/TargetPriority.java
Normal file
@ -0,0 +1,6 @@
|
||||
package io.anuke.mindustry.entities;
|
||||
|
||||
public enum TargetPriority{
|
||||
base,
|
||||
turret
|
||||
}
|
@ -20,6 +20,7 @@ public class Units{
|
||||
private static float cdist;
|
||||
private static boolean boolResult;
|
||||
|
||||
/** @return whether this player can interact with a specific tile. if either of these are null, returns true.*/
|
||||
public static boolean canInteract(Player player, Tile tile){
|
||||
return player == null || tile == null || tile.interactable(player.getTeam());
|
||||
}
|
||||
@ -86,7 +87,7 @@ public class Units{
|
||||
if(team == Team.derelict) return null;
|
||||
|
||||
for(Team enemy : state.teams.enemiesOf(team)){
|
||||
TileEntity entity = indexer.findTile(enemy, x, y, range, pred);
|
||||
TileEntity entity = indexer.findTile(enemy, x, y, range, pred, true);
|
||||
if(entity != null){
|
||||
return entity;
|
||||
}
|
||||
|
@ -20,6 +20,10 @@ public class ArtilleryBulletType extends BasicBulletType{
|
||||
hitSound = Sounds.explosion;
|
||||
}
|
||||
|
||||
public ArtilleryBulletType(){
|
||||
this(1f, 1f, "shell");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(io.anuke.mindustry.entities.type.Bullet b){
|
||||
super.update(b);
|
||||
|
@ -22,6 +22,11 @@ public class BasicBulletType extends BulletType{
|
||||
this.bulletSprite = bulletSprite;
|
||||
}
|
||||
|
||||
/** For mods. */
|
||||
public BasicBulletType(){
|
||||
this(1f, 1f, "bullet");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void load(){
|
||||
backRegion = Core.atlas.find(bulletSprite + "-back");
|
||||
|
@ -17,4 +17,8 @@ public class BombBulletType extends BasicBulletType{
|
||||
collidesAir = false;
|
||||
hitSound = Sounds.explosion;
|
||||
}
|
||||
|
||||
public BombBulletType(){
|
||||
this(1f, 1f, "shell");
|
||||
}
|
||||
}
|
||||
|
@ -47,7 +47,7 @@ public abstract class BulletType extends Content{
|
||||
/** Status effect applied on hit. */
|
||||
public StatusEffect status = StatusEffects.none;
|
||||
/** Intensity of applied status effect in terms of duration. */
|
||||
public float statusDuration = 60 * 1f;
|
||||
public float statusDuration = 60 * 10f;
|
||||
/** Whether this bullet type collides with tiles. */
|
||||
public boolean collidesTiles = true;
|
||||
/** Whether this bullet type collides with tiles that are of the same team. */
|
||||
|
@ -19,6 +19,10 @@ public abstract class FlakBulletType extends BasicBulletType{
|
||||
bulletHeight = 10f;
|
||||
}
|
||||
|
||||
public FlakBulletType(){
|
||||
this(1f, 1f);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(Bullet b){
|
||||
super.update(b);
|
||||
|
@ -0,0 +1,54 @@
|
||||
package io.anuke.mindustry.entities.bullet;
|
||||
|
||||
import io.anuke.arc.graphics.*;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.*;
|
||||
|
||||
public class HealBulletType extends BulletType{
|
||||
protected float healPercent = 3f;
|
||||
|
||||
public HealBulletType(float speed, float damage){
|
||||
super(speed, damage);
|
||||
|
||||
shootEffect = Fx.shootHeal;
|
||||
smokeEffect = Fx.hitLaser;
|
||||
hitEffect = Fx.hitLaser;
|
||||
despawnEffect = Fx.hitLaser;
|
||||
collidesTeam = true;
|
||||
}
|
||||
|
||||
public HealBulletType(){
|
||||
this(1f, 1f);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean collides(Bullet b, Tile tile){
|
||||
return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void draw(Bullet b){
|
||||
Draw.color(Pal.heal);
|
||||
Lines.stroke(2f);
|
||||
Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f);
|
||||
Draw.color(Color.white);
|
||||
Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f);
|
||||
Draw.reset();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hitTile(Bullet b, Tile tile){
|
||||
super.hit(b);
|
||||
tile = tile.link();
|
||||
|
||||
if(tile.entity != null && tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
|
||||
Effects.effect(Fx.healBlockFull, Pal.heal, tile.drawx(), tile.drawy(), tile.block().size);
|
||||
tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
|
||||
}
|
||||
}
|
||||
}
|
@ -3,6 +3,7 @@ package io.anuke.mindustry.entities.bullet;
|
||||
import io.anuke.arc.graphics.*;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.effect.*;
|
||||
@ -13,14 +14,17 @@ import io.anuke.mindustry.world.*;
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class LiquidBulletType extends BulletType{
|
||||
Liquid liquid;
|
||||
@NonNull Liquid liquid;
|
||||
|
||||
public LiquidBulletType(Liquid liquid){
|
||||
public LiquidBulletType(@Nullable Liquid liquid){
|
||||
super(3.5f, 0);
|
||||
this.liquid = liquid;
|
||||
|
||||
if(liquid != null){
|
||||
this.liquid = liquid;
|
||||
this.status = liquid.effect;
|
||||
}
|
||||
|
||||
lifetime = 74f;
|
||||
status = liquid.effect;
|
||||
statusDuration = 90f;
|
||||
despawnEffect = Fx.none;
|
||||
hitEffect = Fx.hitLiquid;
|
||||
@ -30,13 +34,17 @@ public class LiquidBulletType extends BulletType{
|
||||
knockback = 0.55f;
|
||||
}
|
||||
|
||||
public LiquidBulletType(){
|
||||
this(null);
|
||||
}
|
||||
|
||||
@Override
|
||||
public float range(){
|
||||
return speed * lifetime / 2f;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(io.anuke.mindustry.entities.type.Bullet b){
|
||||
public void update(Bullet b){
|
||||
super.update(b);
|
||||
|
||||
if(liquid.canExtinguish()){
|
||||
@ -50,7 +58,7 @@ public class LiquidBulletType extends BulletType{
|
||||
}
|
||||
|
||||
@Override
|
||||
public void draw(io.anuke.mindustry.entities.type.Bullet b){
|
||||
public void draw(Bullet b){
|
||||
Draw.color(liquid.color, Color.white, b.fout() / 100f);
|
||||
|
||||
Fill.circle(b.x, b.y, 0.5f + b.fout() * 2.5f);
|
||||
|
@ -23,6 +23,10 @@ public class MissileBulletType extends BasicBulletType{
|
||||
hitSound = Sounds.explosion;
|
||||
}
|
||||
|
||||
public MissileBulletType(){
|
||||
this(1f, 1f, "missile");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(Bullet b){
|
||||
super.update(b);
|
||||
|
@ -47,10 +47,8 @@ public class ItemTransfer extends TimedEntity implements DrawTrait{
|
||||
@Remote(called = Loc.server)
|
||||
public static void transferItemTo(Item item, int amount, float x, float y, Tile tile){
|
||||
if(tile == null || tile.entity == null || tile.entity.items == null) return;
|
||||
if(!Units.canInteract(player, tile)) return;
|
||||
for(int i = 0; i < Mathf.clamp(amount / 3, 1, 8); i++){
|
||||
Time.run(i * 3, () -> create(item, x, y, tile, () -> {
|
||||
}));
|
||||
Time.run(i * 3, () -> create(item, x, y, tile, () -> {}));
|
||||
}
|
||||
tile.entity.items.add(item, amount);
|
||||
}
|
||||
|
@ -1,12 +1,12 @@
|
||||
package io.anuke.mindustry.entities.traits;
|
||||
|
||||
import io.anuke.annotations.Annotations.*;
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.collection.Queue;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
@ -104,7 +104,11 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
||||
if(current.breaking){
|
||||
entity.deconstruct(unit, core, 1f / entity.buildCost * Time.delta() * getBuildPower(tile) * state.rules.buildSpeedMultiplier);
|
||||
}else{
|
||||
entity.construct(unit, core, 1f / entity.buildCost * Time.delta() * getBuildPower(tile) * state.rules.buildSpeedMultiplier);
|
||||
if(entity.construct(unit, core, 1f / entity.buildCost * Time.delta() * getBuildPower(tile) * state.rules.buildSpeedMultiplier, current.hasConfig)){
|
||||
if(current.hasConfig){
|
||||
Call.onTileConfig(null, tile, current.config);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
current.progress = entity.progress;
|
||||
@ -184,23 +188,38 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
||||
|
||||
/** Add another build requests to the tail of the queue, if it doesn't exist there yet. */
|
||||
default void addBuildRequest(BuildRequest place){
|
||||
addBuildRequest(place, true);
|
||||
}
|
||||
|
||||
/** Add another build requests to the queue, if it doesn't exist there yet. */
|
||||
default void addBuildRequest(BuildRequest place, boolean tail){
|
||||
BuildRequest replace = null;
|
||||
for(BuildRequest request : buildQueue()){
|
||||
if(request.x == place.x && request.y == place.y){
|
||||
return;
|
||||
replace = request;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(replace != null){
|
||||
buildQueue().remove(replace);
|
||||
}
|
||||
Tile tile = world.tile(place.x, place.y);
|
||||
if(tile != null && tile.entity instanceof BuildEntity){
|
||||
place.progress = tile.<BuildEntity>entity().progress;
|
||||
}
|
||||
buildQueue().addLast(place);
|
||||
if(tail){
|
||||
buildQueue().addLast(place);
|
||||
}else{
|
||||
buildQueue().addFirst(place);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the build requests currently active, or the one at the top of the queue.
|
||||
* May return null.
|
||||
*/
|
||||
default @Nullable BuildRequest buildRequest(){
|
||||
default @Nullable
|
||||
BuildRequest buildRequest(){
|
||||
return buildQueue().size == 0 ? null : buildQueue().first();
|
||||
}
|
||||
|
||||
@ -253,12 +272,26 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
||||
|
||||
/** Class for storing build requests. Can be either a place or remove request. */
|
||||
class BuildRequest{
|
||||
public final int x, y, rotation;
|
||||
public final Block block;
|
||||
public final boolean breaking;
|
||||
/** Position and rotation of this request. */
|
||||
public int x, y, rotation;
|
||||
/** Block being placed. If null, this is a breaking request.*/
|
||||
public @Nullable Block block;
|
||||
/** Whether this is a break request.*/
|
||||
public boolean breaking;
|
||||
/** Whether this request comes with a config int. If yes, any blocks placed with this request will not call playerPlaced.*/
|
||||
public boolean hasConfig;
|
||||
/** Config int. Not used unless hasConfig is true.*/
|
||||
public int config;
|
||||
/** Original position, only used in schematics.*/
|
||||
public int originalX, originalY, originalWidth, originalHeight;
|
||||
|
||||
/** Last progress.*/
|
||||
public float progress;
|
||||
public boolean initialized;
|
||||
/** Whether construction has started for this request.*/
|
||||
public boolean initialized, worldContext = true;
|
||||
|
||||
/** Visual scale. Used only for rendering.*/
|
||||
public float animScale = 0f;
|
||||
|
||||
/** This creates a build request. */
|
||||
public BuildRequest(int x, int y, int rotation, Block block){
|
||||
@ -278,7 +311,67 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
||||
this.breaking = true;
|
||||
}
|
||||
|
||||
public Tile tile(){
|
||||
public BuildRequest(){
|
||||
|
||||
}
|
||||
|
||||
public BuildRequest copy(){
|
||||
BuildRequest copy = new BuildRequest();
|
||||
copy.x = x;
|
||||
copy.y = y;
|
||||
copy.rotation = rotation;
|
||||
copy.block = block;
|
||||
copy.breaking = breaking;
|
||||
copy.hasConfig = hasConfig;
|
||||
copy.config = config;
|
||||
copy.originalX = originalX;
|
||||
copy.originalY = originalY;
|
||||
copy.progress = progress;
|
||||
copy.initialized = initialized;
|
||||
copy.animScale = animScale;
|
||||
return copy;
|
||||
}
|
||||
|
||||
public BuildRequest original(int x, int y, int originalWidth, int originalHeight){
|
||||
originalX = x;
|
||||
originalY = y;
|
||||
this.originalWidth = originalWidth;
|
||||
this.originalHeight = originalHeight;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Rectangle bounds(Rectangle rect){
|
||||
if(breaking){
|
||||
return rect.set(-100f, -100f, 0f, 0f);
|
||||
}else{
|
||||
return block.bounds(x, y, rect);
|
||||
}
|
||||
}
|
||||
|
||||
public BuildRequest set(int x, int y, int rotation, Block block){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.rotation = rotation;
|
||||
this.block = block;
|
||||
this.breaking = false;
|
||||
return this;
|
||||
}
|
||||
|
||||
public float drawx(){
|
||||
return x*tilesize + block.offset();
|
||||
}
|
||||
|
||||
public float drawy(){
|
||||
return y*tilesize + block.offset();
|
||||
}
|
||||
|
||||
public BuildRequest configure(int config){
|
||||
this.config = config;
|
||||
this.hasConfig = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
public @Nullable Tile tile(){
|
||||
return world.tile(x, y);
|
||||
}
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
package io.anuke.mindustry.entities.type;
|
||||
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.entities.EntityGroup;
|
||||
import io.anuke.mindustry.entities.traits.Entity;
|
||||
|
||||
@ -14,6 +15,14 @@ public abstract class BaseEntity implements Entity{
|
||||
id = lastid++;
|
||||
}
|
||||
|
||||
public int tileX(){
|
||||
return Vars.world.toTile(x);
|
||||
}
|
||||
|
||||
public int tileY(){
|
||||
return Vars.world.toTile(y);
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getID(){
|
||||
return id;
|
||||
|
@ -6,6 +6,7 @@ import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
@ -93,7 +94,8 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
}
|
||||
}
|
||||
|
||||
public @Nullable Tile getSpawner(){
|
||||
public @Nullable
|
||||
Tile getSpawner(){
|
||||
return world.tile(spawner);
|
||||
}
|
||||
|
||||
@ -234,7 +236,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
|
||||
@Override
|
||||
public TextureRegion getIconRegion(){
|
||||
return type.iconRegion;
|
||||
return type.icon(Cicon.full);
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -263,7 +265,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
|
||||
@Override
|
||||
public boolean isFlying(){
|
||||
return type.isFlying;
|
||||
return type.flying;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -10,6 +10,7 @@ import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.scene.ui.*;
|
||||
import io.anuke.arc.scene.ui.layout.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.arc.util.pooling.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
@ -18,9 +19,7 @@ import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
import io.anuke.mindustry.input.*;
|
||||
import io.anuke.mindustry.input.InputHandler.*;
|
||||
import io.anuke.mindustry.io.*;
|
||||
import io.anuke.mindustry.net.Administration.*;
|
||||
import io.anuke.mindustry.net.*;
|
||||
@ -48,8 +47,9 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
public float baseRotation;
|
||||
public float pointerX, pointerY;
|
||||
public String name = "noname";
|
||||
public @Nullable String uuid, usid;
|
||||
public boolean isAdmin, isTransferring, isShooting, isBoosting, isMobile, isTyping;
|
||||
public @Nullable
|
||||
String uuid, usid;
|
||||
public boolean isAdmin, isTransferring, isShooting, isBoosting, isMobile, isTyping, isBuilding = true;
|
||||
public float boostHeat, shootHeat, destructTime;
|
||||
public boolean achievedFlight;
|
||||
public Color color = new Color();
|
||||
@ -158,7 +158,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
|
||||
@Override
|
||||
public TextureRegion getIconRegion(){
|
||||
return mech.iconRegion;
|
||||
return mech.icon(Cicon.full);
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -279,7 +279,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
public void drawShadow(float offsetX, float offsetY){
|
||||
float scl = mech.flying ? 1f : boostHeat / 2f;
|
||||
|
||||
Draw.rect(mech.iconRegion, x + offsetX * scl, y + offsetY * scl, rotation - 90);
|
||||
Draw.rect(getIconRegion(), x + offsetX * scl, y + offsetY * scl, rotation - 90);
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -355,7 +355,13 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
public void drawOver(){
|
||||
if(dead) return;
|
||||
|
||||
drawMechanics();
|
||||
if(isBuilding()){
|
||||
if(!state.isPaused() && isBuilding){
|
||||
drawBuilding();
|
||||
}
|
||||
}else{
|
||||
drawMining();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -422,57 +428,17 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
|
||||
/** Draw all current build requests. Does not draw the beam effect, only the positions. */
|
||||
public void drawBuildRequests(){
|
||||
BuildRequest last = null;
|
||||
if(!isLocal) return;
|
||||
|
||||
for(BuildRequest request : buildQueue()){
|
||||
if(request.progress > 0.01f || (buildRequest() == request && request.initialized && (dst(request.x * tilesize, request.y * tilesize) <= placeDistance || state.isEditor()))) continue;
|
||||
|
||||
request.animScale = 1f;
|
||||
if(request.breaking){
|
||||
Block block = world.ltile(request.x, request.y).block();
|
||||
|
||||
//draw removal request
|
||||
Lines.stroke(2f, Pal.removeBack);
|
||||
|
||||
float rad = Mathf.absin(Time.time(), 7f, 1f) + block.size * tilesize / 2f - 1;
|
||||
Lines.square(
|
||||
request.x * tilesize + block.offset(),
|
||||
request.y * tilesize + block.offset() - 1,
|
||||
rad);
|
||||
|
||||
Draw.color(Pal.remove);
|
||||
|
||||
Lines.square(
|
||||
request.x * tilesize + block.offset(),
|
||||
request.y * tilesize + block.offset(), rad);
|
||||
control.input.drawBreaking(request);
|
||||
}else{
|
||||
Draw.color();
|
||||
PlaceDraw draw = PlaceDraw.instance;
|
||||
|
||||
draw.scalex = 1;
|
||||
draw.scaley = 1;
|
||||
draw.rotation = request.rotation;
|
||||
|
||||
if(last == null){
|
||||
request.block.getPlaceDraw(draw, request.rotation, request.x, request.y, request.rotation);
|
||||
}else{
|
||||
request.block.getPlaceDraw(draw, request.rotation, last.x - request.x, last.y - request.y, last.rotation);
|
||||
}
|
||||
|
||||
TextureRegion region = draw.region;
|
||||
|
||||
Draw.rect(region,
|
||||
request.x * tilesize + request.block.offset(), request.y * tilesize + request.block.offset(),
|
||||
region.getWidth() * 1f * Draw.scl * draw.scalex,
|
||||
region.getHeight() * 1f * Draw.scl * draw.scaley, request.block.rotate ? draw.rotation * 90 : 0);
|
||||
|
||||
Draw.color(Pal.accent);
|
||||
for(int i = 0; i < 4; i++){
|
||||
Point2 p = Geometry.d8edge[i];
|
||||
float offset = -Math.max(request.block.size - 1, 0) / 2f * tilesize;
|
||||
Draw.rect("block-select", request.x * tilesize + request.block.offset() + offset * p.x, request.y * tilesize + request.block.offset() + offset * p.y, i * 90);
|
||||
}
|
||||
Draw.color();
|
||||
|
||||
last = request;
|
||||
request.block.drawRequest(request, control.input.allRequests(),
|
||||
Build.validPlace(getTeam(), request.x, request.y, request.block, request.rotation));
|
||||
}
|
||||
}
|
||||
|
||||
@ -483,6 +449,18 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
|
||||
//region update methods
|
||||
|
||||
@Override
|
||||
public void updateMechanics(){
|
||||
if(isBuilding){
|
||||
updateBuilding();
|
||||
}
|
||||
|
||||
//mine only when not building
|
||||
if(buildRequest() == null){
|
||||
updateMining();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(){
|
||||
hitTime -= Time.delta();
|
||||
@ -515,7 +493,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
}
|
||||
|
||||
BuildRequest request = buildRequest();
|
||||
if(isBuilding() && request.tile() != null && (request.tile().withinDst(x, y, placeDistance) || state.isEditor())){
|
||||
if(isBuilding() && isBuilding && request.tile() != null && (request.tile().withinDst(x, y, placeDistance) || state.isEditor())){
|
||||
loops.play(Sounds.build, request.tile(), 0.75f);
|
||||
}
|
||||
|
||||
@ -607,7 +585,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
|
||||
float xa = Core.input.axis(Binding.move_x);
|
||||
float ya = Core.input.axis(Binding.move_y);
|
||||
if(!Core.input.keyDown(Binding.gridMode) && !(Core.scene.getKeyboardFocus() instanceof TextField)){
|
||||
if(!(Core.scene.getKeyboardFocus() instanceof TextField)){
|
||||
movement.y += ya * speed;
|
||||
movement.x += xa * speed;
|
||||
}
|
||||
@ -815,9 +793,11 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
placeQueue.clear();
|
||||
dead = true;
|
||||
lastText = null;
|
||||
isBuilding = true;
|
||||
textFadeTime = 0f;
|
||||
target = null;
|
||||
moveTarget = null;
|
||||
isShooting = isBoosting = isTransferring = isTyping = false;
|
||||
spawner = lastSpawner = null;
|
||||
health = maxHealth();
|
||||
mining = null;
|
||||
@ -908,7 +888,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
public void write(DataOutput buffer) throws IOException{
|
||||
super.writeSave(buffer, !isLocal);
|
||||
TypeIO.writeStringData(buffer, name);
|
||||
buffer.writeByte(Pack.byteValue(isAdmin) | (Pack.byteValue(dead) << 1) | (Pack.byteValue(isBoosting) << 2) | (Pack.byteValue(isTyping) << 3));
|
||||
buffer.writeByte(Pack.byteValue(isAdmin) | (Pack.byteValue(dead) << 1) | (Pack.byteValue(isBoosting) << 2) | (Pack.byteValue(isTyping) << 3)| (Pack.byteValue(isBuilding) << 4));
|
||||
buffer.writeInt(Color.rgba8888(color));
|
||||
buffer.writeByte(mech.id);
|
||||
buffer.writeInt(mining == null ? noSpawner : mining.pos());
|
||||
@ -930,6 +910,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
dead = (bools & 2) != 0;
|
||||
boolean boosting = (bools & 4) != 0;
|
||||
isTyping = (bools & 8) != 0;
|
||||
boolean building = (bools & 16) != 0;
|
||||
color.set(buffer.readInt());
|
||||
mech = content.getByID(ContentType.mech, buffer.readByte());
|
||||
int mine = buffer.readInt();
|
||||
@ -948,6 +929,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
||||
velocity.y = lastvy;
|
||||
}else{
|
||||
mining = world.tile(mine);
|
||||
isBuilding = building;
|
||||
isBoosting = boosting;
|
||||
}
|
||||
|
||||
|
@ -7,6 +7,7 @@ import io.anuke.arc.collection.ObjectSet;
|
||||
import io.anuke.arc.math.geom.Point2;
|
||||
import io.anuke.arc.math.geom.Vector2;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.entities.EntityGroup;
|
||||
import io.anuke.mindustry.entities.traits.HealthTrait;
|
||||
import io.anuke.mindustry.entities.traits.TargetTrait;
|
||||
@ -230,6 +231,11 @@ public class TileEntity extends BaseEntity implements TargetTrait, HealthTrait{
|
||||
return proximity;
|
||||
}
|
||||
|
||||
/** Tile configuration. Defaults to 0. Used for block rebuilding. */
|
||||
public int config(){
|
||||
return 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void removed(){
|
||||
if(sound != null){
|
||||
|
@ -1,6 +1,5 @@
|
||||
package io.anuke.mindustry.entities.type;
|
||||
|
||||
import io.anuke.annotations.Annotations.*;
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.graphics.*;
|
||||
@ -9,6 +8,7 @@ import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.scene.ui.layout.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.effect.*;
|
||||
@ -216,10 +216,14 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
|
||||
float cx = x - fsize/2f, cy = y - fsize/2f;
|
||||
|
||||
for(Team team : Team.all){
|
||||
avoid(unitGroups[team.ordinal()].intersect(cx, cy, fsize, fsize));
|
||||
if(team != getTeam() || !(this instanceof Player)){
|
||||
avoid(unitGroups[team.ordinal()].intersect(cx, cy, fsize, fsize));
|
||||
}
|
||||
}
|
||||
|
||||
avoid(playerGroup.intersect(cx, cy, fsize, fsize));
|
||||
if(!(this instanceof Player)){
|
||||
avoid(playerGroup.intersect(cx, cy, fsize, fsize));
|
||||
}
|
||||
velocity.add(moveVector.x / mass() * Time.delta(), moveVector.y / mass() * Time.delta());
|
||||
}
|
||||
|
||||
@ -227,7 +231,7 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
|
||||
float radScl = 1.5f;
|
||||
|
||||
for(Unit en : arr){
|
||||
if(en.isFlying() != isFlying()) continue;
|
||||
if(en.isFlying() != isFlying() || (en instanceof Player && en.getTeam() != getTeam())) continue;
|
||||
float dst = dst(en);
|
||||
float scl = Mathf.clamp(1f - dst / (getSize()/(radScl*2f) + en.getSize()/(radScl*2f)));
|
||||
moveVector.add(Tmp.v1.set((x - en.x) * scl, (y - en.y) * scl).limit(0.4f));
|
||||
@ -403,7 +407,7 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
|
||||
float size = (itemSize + Mathf.absin(Time.time(), 5f, 1f)) * itemtime;
|
||||
|
||||
Draw.mixcol(Pal.accent, Mathf.absin(Time.time(), 5f, 0.5f));
|
||||
Draw.rect(item.item.icon(Item.Icon.large),
|
||||
Draw.rect(item.item.icon(Cicon.medium),
|
||||
x + Angles.trnsx(rotation + 180f, backTrns),
|
||||
y + Angles.trnsy(rotation + 180f, backTrns),
|
||||
size, size, rotation);
|
||||
|
@ -2,7 +2,6 @@ package io.anuke.mindustry.entities.type.base;
|
||||
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.math.geom.Geometry;
|
||||
import io.anuke.mindustry.entities.type.FlyingUnit;
|
||||
import io.anuke.mindustry.entities.units.*;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.meta.BlockFlag;
|
||||
|
@ -1,23 +1,19 @@
|
||||
package io.anuke.mindustry.entities.type.base;
|
||||
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.arc.Events;
|
||||
import io.anuke.arc.collection.IntIntMap;
|
||||
import io.anuke.arc.collection.Queue;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.Vars;
|
||||
import io.anuke.mindustry.entities.EntityGroup;
|
||||
import io.anuke.mindustry.entities.traits.BuilderTrait;
|
||||
import io.anuke.mindustry.entities.traits.TargetTrait;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.entities.units.UnitState;
|
||||
import io.anuke.mindustry.game.EventType.BuildSelectEvent;
|
||||
import io.anuke.mindustry.game.Teams.TeamData;
|
||||
import io.anuke.mindustry.gen.BrokenBlock;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.blocks.BuildBlock;
|
||||
import io.anuke.mindustry.world.blocks.BuildBlock.BuildEntity;
|
||||
import io.anuke.mindustry.entities.units.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.game.Teams.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.*;
|
||||
import io.anuke.mindustry.world.blocks.BuildBlock.*;
|
||||
|
||||
import java.io.*;
|
||||
|
||||
@ -45,7 +41,7 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{
|
||||
BuildEntity entity = (BuildEntity)target;
|
||||
TileEntity core = getClosestCore();
|
||||
|
||||
if(isBuilding() && entity == null && isRebuild()){
|
||||
if(isBuilding() && entity == null && canRebuild()){
|
||||
target = world.tile(buildRequest().x, buildRequest().y);
|
||||
circle(placeDistance * 0.7f);
|
||||
target = null;
|
||||
@ -100,9 +96,9 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{
|
||||
incDrones(playerTarget);
|
||||
TargetTrait prev = target;
|
||||
target = playerTarget;
|
||||
float dst = 90f + (id % 4)*30;
|
||||
float dst = 90f + (id % 10)*3;
|
||||
float tdst = dst(target);
|
||||
float scale = (Mathf.lerp(1f, 0.77f, 1f - Mathf.clamp((tdst - dst) / dst)));
|
||||
float scale = (Mathf.lerp(1f, 0.2f, 1f - Mathf.clamp((tdst - dst) / dst)));
|
||||
circle(dst);
|
||||
velocity.scl(scale);
|
||||
target = prev;
|
||||
@ -151,9 +147,8 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{
|
||||
}
|
||||
}
|
||||
|
||||
boolean isRebuild(){
|
||||
//disabled until further notice, reason being that it's too annoying when playing enemies and too broken for ally use
|
||||
return false; //Vars.state.rules.enemyCheat && team == waveTeam;
|
||||
boolean canRebuild(){
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -188,13 +183,14 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{
|
||||
}
|
||||
}
|
||||
|
||||
if(isRebuild() && !isBuilding()){
|
||||
if(timer.get(timerTarget, 80) && Units.closestEnemy(getTeam(), x, y, 100f, u -> !(u instanceof BaseDrone)) == null && !isBuilding()){
|
||||
TeamData data = Vars.state.teams.get(team);
|
||||
if(!data.brokenBlocks.isEmpty()){
|
||||
long block = data.brokenBlocks.removeLast();
|
||||
|
||||
placeQueue.addFirst(new BuildRequest(BrokenBlock.x(block), BrokenBlock.y(block), BrokenBlock.rotation(block), content.block(BrokenBlock.block(block))));
|
||||
setState(build);
|
||||
BrokenBlock block = data.brokenBlocks.removeLast();
|
||||
if(Build.validPlace(getTeam(), block.x, block.y, content.block(block.block), block.rotation)){
|
||||
placeQueue.addFirst(new BuildRequest(block.x, block.y, block.rotation, content.block(block.block)).configure(block.config));
|
||||
setState(build);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|