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WIP descriptions
This commit is contained in:
parent
cef63bae3a
commit
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@ -2160,3 +2160,109 @@ lenum.boost = Start/stop boosting.
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#Don't translate these yet!
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#Don't translate these yet!
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onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
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onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
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onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
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onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
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#TODO!
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block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
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block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion.
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block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel.
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block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
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block.diffuse.description = Fires a burst of bullets in a wide cone.
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block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
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block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
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block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
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block.disperse.description = Fires bursts of flak at aerial targets.
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block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
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block.scathe.description = Launches a powerful missile at ground targets over vast distances.
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block.smite.description = Fires bursts of lightning-emitting piercing bullets.
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block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
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block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
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block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
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block.electric-heater.description = Heats facing blocks. Requires power. Inefficient, but simple.
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block.slag-heater.description = Heats facing blocks. Requires slag.
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block.phase-heater.description = Heats facing blocks. Requires phase fabric.
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block.heat-redirector.description = Redirects accumulated heat to other blocks.
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block.electrolyzer.description = Converts water into hydrogen and ozone gas.
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block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
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block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
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block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
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block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
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block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
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block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
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block.vent-condenser.description = Condenses vent gases into water. Consumes power.
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block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
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block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
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block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
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block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
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block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
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block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
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block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
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block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
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block.reinforced-liquid-tank.description = Stores a large amount of fluids.
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block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
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block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
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block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
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block.beryllium-wall.description = Protects structures from enemy projectiles.
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block.beryllium-wall-large.description = Protects structures from enemy projectiles.
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block.tungsten-wall.description = Protects structures from enemy projectiles.
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block.tungsten-wall-large.description = Protects structures from enemy projectiles.
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block.carbide-wall.description = Protects structures from enemy projectiles.
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block.carbide-wall-large.description = Protects structures from enemy projectiles.
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block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
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block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
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block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
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block.blast-door.description = A wall that opens and closes automatically whenever a friendly ground unit approaches it. Cannot be manually controlled.
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block.duct.description = Moves items forward. Only capable of storing a single item.
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block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
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block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
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block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
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block.duct-bridge.description = Moves items over structures and terrain.
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block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
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block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
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block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
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block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
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block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
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block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
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block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
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block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
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block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
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block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
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block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
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block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
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block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
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block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
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block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Doesn't increase core storage capacity.
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block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Doesn't increase core storage capacity.
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block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
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block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
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block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
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block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
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block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
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block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
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block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
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block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
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block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
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block.prime-refabricator.description = Upgrades inputted units to the third tier.
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block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
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block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
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block.reinforced-payload-conveyor.description = Moves payloads forward.
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block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
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block.payload-mass-driver.description = Long range payload transport structure. Shoots received payloads to linked payload mass drivers.
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block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
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block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
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block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
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item.beryllium.description = Used in many types of construction and ammunition on Erekir.
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item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
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item.oxide.description = Used as a heat conductor and insulator for power.
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item.carbide.description = Used in advanced structures, heavier units, and ammunition.
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liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
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liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
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liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
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liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
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liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
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liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
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liquids.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
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@ -2566,8 +2566,8 @@ public class Blocks{
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itemDuration = 60f * 3f;
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itemDuration = 60f * 3f;
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itemCapacity = 10;
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itemCapacity = 10;
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explosionRadius = 5;
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explosionRadius = 7;
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explosionDamage = 500;
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explosionDamage = 1000;
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explodeEffect = new MultiEffect(Fx.bigShockwave, new WrapEffect(Fx.titanSmoke, Liquids.neoplasm.color), Fx.neoplasmSplat);
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explodeEffect = new MultiEffect(Fx.bigShockwave, new WrapEffect(Fx.titanSmoke, Liquids.neoplasm.color), Fx.neoplasmSplat);
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explodeSound = Sounds.largeExplosion;
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explodeSound = Sounds.largeExplosion;
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@ -4842,10 +4842,11 @@ public class Blocks{
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outlineColor = Pal.darkOutline;
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outlineColor = Pal.darkOutline;
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size = 5;
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size = 5;
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envEnabled |= Env.space;
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envEnabled |= Env.space;
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warmupMaintainTime = 30f;
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reload = 100f;
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reload = 100f;
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recoil = 2f;
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recoil = 2f;
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range = 300;
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range = 300;
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shootCone = 10f;
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shootCone = 30f;
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scaledHealth = 350;
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scaledHealth = 350;
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rotateSpeed = 1.5f;
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rotateSpeed = 1.5f;
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@ -4871,7 +4872,7 @@ public class Blocks{
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loopSound = Sounds.spellLoop;
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loopSound = Sounds.spellLoop;
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loopSoundVolume = 1.3f;
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loopSoundVolume = 1.3f;
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shootType = new FlakBulletType(8f, 80f){{
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shootType = new FlakBulletType(8f, 70f){{
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sprite = "missile-large";
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sprite = "missile-large";
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lifetime = 45f;
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lifetime = 45f;
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@ -4908,7 +4909,7 @@ public class Blocks{
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flakInterval = 20f;
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flakInterval = 20f;
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despawnShake = 3f;
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despawnShake = 3f;
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fragBullet = new LaserBulletType(90f){{
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fragBullet = new LaserBulletType(65f){{
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colors = new Color[]{haloColor.cpy().a(0.4f), haloColor, Color.white};
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colors = new Color[]{haloColor.cpy().a(0.4f), haloColor, Color.white};
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buildingDamageMultiplier = 0.25f;
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buildingDamageMultiplier = 0.25f;
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width = 19f;
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width = 19f;
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@ -5167,6 +5168,7 @@ public class Blocks{
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velocityRnd = 0.15f;
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velocityRnd = 0.15f;
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heatRequirement = 90f;
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heatRequirement = 90f;
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maxHeatEfficiency = 2f;
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maxHeatEfficiency = 2f;
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warmupMaintainTime = 30f;
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consumePower(10f);
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consumePower(10f);
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shoot = new ShootSummon(0f, 0f, circleRad, 48f);
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shoot = new ShootSummon(0f, 0f, circleRad, 48f);
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@ -66,6 +66,8 @@ public class Turret extends ReloadTurret{
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public boolean accurateDelay = true;
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public boolean accurateDelay = true;
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/** If false, this turret can't move while charging. */
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/** If false, this turret can't move while charging. */
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public boolean moveWhileCharging = true;
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public boolean moveWhileCharging = true;
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/** How long warmup is maintained even if this turret isn't shooting. */
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public float warmupMaintainTime = 0f;
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/** pattern used for bullets */
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/** pattern used for bullets */
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public ShootPattern shoot = new ShootPattern();
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public ShootPattern shoot = new ShootPattern();
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@ -206,7 +208,7 @@ public class Turret extends ReloadTurret{
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public Seq<AmmoEntry> ammo = new Seq<>();
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public Seq<AmmoEntry> ammo = new Seq<>();
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public int totalAmmo;
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public int totalAmmo;
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public float curRecoil, heat, logicControlTime = -1;
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public float curRecoil, heat, logicControlTime = -1;
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public float shootWarmup, charge;
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public float shootWarmup, charge, warmupHold = 0f;
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public int totalShots;
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public int totalShots;
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public boolean logicShooting = false;
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public boolean logicShooting = false;
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public @Nullable Posc target;
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public @Nullable Posc target;
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@ -344,6 +346,14 @@ public class Turret extends ReloadTurret{
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if(!validateTarget()) target = null;
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if(!validateTarget()) target = null;
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float warmupTarget = (isShooting() && canConsume()) || charging() ? 1f : 0f;
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float warmupTarget = (isShooting() && canConsume()) || charging() ? 1f : 0f;
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if(warmupTarget > 0){
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warmupHold = 1f;
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}
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if(warmupHold > 0f){
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warmupHold -= Time.delta / warmupMaintainTime;
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warmupTarget = 1f;
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}
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if(linearWarmup){
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if(linearWarmup){
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shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
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shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
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}else{
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}else{
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rebuildable = false;
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rebuildable = false;
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explosionRadius = 12;
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explosionRadius = 16;
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explosionDamage = 1000;
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explosionDamage = 1500;
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explodeEffect = new MultiEffect(Fx.bigShockwave, new WrapEffect(Fx.titanSmoke, Color.valueOf("e3ae6f")));
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explodeEffect = new MultiEffect(Fx.bigShockwave, new WrapEffect(Fx.titanSmoke, Color.valueOf("e3ae6f")));
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explodeSound = Sounds.explosionbig;
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explodeSound = Sounds.explosionbig;
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@ -315,7 +315,7 @@ task updateBundles{
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removals.clear()
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removals.clear()
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for(String key : other.orderedKeys()){
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for(String key : other.orderedKeys()){
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if(!base.containsKey(key) && key.contains(".details")){
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if(!base.containsKey(key) && key.contains(".details") && false){
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extras.put(key, other.get(key))
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extras.put(key, other.get(key))
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}else if(!base.containsKey(key)){
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}else if(!base.containsKey(key)){
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removals.add(key)
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removals.add(key)
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Reference in New Issue
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