mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-01-24 09:56:32 +07:00
2387 lines
137 KiB
INI
2387 lines
137 KiB
INI
credits.text = Gemaakt door [royal]Anuken[] - [sky]anukendev@gmail.com[]
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||
credits = Credits
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contributors = Vertalers en Bijdragers
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discord = Word lid van de Mindustry Discord!
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link.discord.description = De offici<63>le Mindustry discord chatroom
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link.reddit.description = De Mindustry subreddit
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link.github.description = Spel Broncode
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link.changelog.description = Lijst van updates
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link.dev-builds.description = Onstabiele versies
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link.trello.description = Offici<EFBFBD>le trello-bord voor geplande functies
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link.itch.io.description = itch.io pagina met pc-downloads
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link.google-play.description = Google Play store vermelding
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link.f-droid.description = F-Droid catalogus vermelding
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link.wiki.description = Offici<EFBFBD>le Mindustry wiki
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link.suggestions.description = Stel iets voor
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link.bug.description = <EFBFBD><EFBFBD>n gevonden? Rapporteer het hier.
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linkopen = Deze server heeft je een link gestuurd. Weet je zeker dat je hem wilt openen?\n\n[sky]{0}
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linkfail = Kon link niet openen!\nDe URL is gekopieerd naar je klembord
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screenshot = Schermafbeeling opgeslagen in {0}
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screenshot.invalid = Map is te groot, er is mogelijk niet genoeg geheugen beschikbaar voor een schermafbeelding.
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gameover = Spel afgelopen
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gameover.disconnect = Disconnect
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gameover.pvp = Het[accent] {0}[] team heeft gewonnen!
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gameover.waiting = [accent]Wachten op de volgende map...
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highscore = [accent]Nieuw topscore!
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copied = Gekopieerd.
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indev.notready = Dit gedeelte van het spel is nog niet klaar
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load.sound = Geluiden
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load.map = Kaarten
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load.image = Afbeeldingen
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load.content = Inhoud
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load.system = Systeem
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load.mod = Mods
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load.scripts = Scripts
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be.update = Er is een nieuwe Bleeding Edge versie beschikbaar:
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be.update.confirm = Download en gelijk herstarten?
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be.updating = Updaten...
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be.ignore = Negeer
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be.noupdates = Geen updates gevonden.
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be.check = Check voor updates
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mods.browser = Mod Browser
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mods.browser.selected = Geselecteerde mod
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mods.browser.add = Installeer
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mods.browser.reinstall = Herinstalleren
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mods.browser.view-releases = Bekijk Releases
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mods.browser.noreleases = [scarlet]Geen Releases Gevonden\n[accent]Kon geen releases vinden voor deze mod. Controleer of de repository van de mod releases heeft gepubliceerd.
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mods.browser.latest = <Recentst>
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mods.browser.releases = Releases
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mods.github.open = Repo
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mods.github.open-release = Release Pagina
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mods.browser.sortdate = Sorteer op recentst
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mods.browser.sortstars = Sorteer op sterren
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schematic = Ontwerp
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schematic.add = Bewaar ontwerp...
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schematics = Ontwerpen
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schematic.search = Search schematics...
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schematic.replace = Er bestaat al een ontwerp met die naam. Overschrijven?
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schematic.exists = Een ontwerp met die naam bestaat al.
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schematic.import = Importeer ontwerp...
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schematic.exportfile = Exporteer bestand
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schematic.importfile = Importeer bestand
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schematic.browseworkshop = Blader werkplaats
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schematic.copy = Kopi<EFBFBD>ren naar Klembord
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schematic.copy.import = Importeren van Klembord
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schematic.shareworkshop = Delen op de Werkplaats
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schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Spiegel ontwerp
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schematic.saved = Ontwerp bewaard.
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schematic.delete.confirm = Dit ontwerp zal in een zwart gat verdwijnen.
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schematic.edit = Edit Schematic
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schematic.info = {0}x{1}, {2} blokken
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schematic.disabled = [scarlet]Ontwerpen uitgeschakeld[]\nJe hebt geen toestemming om ontwerpen te gebruiken op deze [accent]map[] of [accent]server.
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schematic.tags = Tags:
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schematic.edittags = Wijzig Tags
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schematic.addtag = Voeg Tag toe
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schematic.texttag = Tekst Tag
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schematic.icontag = Icoon Tag
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schematic.renametag = Hernoem Tag
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schematic.tagged = {0} tagged
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schematic.tagdelconfirm = Deze tag compleet verwijderen?
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schematic.tagexists = Die tag bestaat al.
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stats = Statistieken
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stats.wave = Waves Verslagen
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stats.unitsCreated = Eenheden Gemaakt
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stats.enemiesDestroyed = Vijanden Vernietigd
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stats.built = Gebouwen Gebouwd
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stats.destroyed = Gebouwen Gesloopt
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stats.deconstructed = Gebouwen Gedeconstrueerd
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stats.playtime = Tijd Gespeeld
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globalitems = [accent]Planeet Materialen
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map.delete = Weet je zeker dat je de map wilt verwijderen? "[accent]{0}[]"?
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level.highscore = Topscore: [accent]{0}
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level.select = Selecteer Level
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level.mode = Spelmodus:
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coreattack = < Core wordt aangevallen! >
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nearpoint = [[ [scarlet]VERLAAT DE LANDINGSZONE ONMIDDELIJK[] ]\nlevensgevaarlijk
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database = Core Database
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database.button = Database
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savegame = Opslaan
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loadgame = Laden
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joingame = Treed toe
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customgame = Aangepast spel
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newgame = Nieuw spel
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none = <geen>
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none.found = [lightgray]<niks gevonden>
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none.inmap = [lightgray]<geen in map>
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minimap = Minimap
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position = Positie
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close = Aflsuiten
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website = Website
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quit = Stoppen
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save.quit = Bewaar & Stop
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maps = Kaarten
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maps.browse = Blader door kaarten
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continue = Ga door
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maps.none = [lightgray]Geen Kaarten gevonden!
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invalid = Ongeldig
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pickcolor = Kies kleur
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preparingconfig = Configuratie voorbereiden
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preparingcontent = Inhoud voorbereiden
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uploadingcontent = Inhoud aan het uploaden
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uploadingpreviewfile = Thumbnail aan het uploaden
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committingchanges = Wijzigingen aan het bewaren
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done = Klaar
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feature.unsupported = Je apparaat ondersteunt deze functionaliteit niet.
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mods.initfailed = [red]?[] De vorige Mindustry instantie faalde te initialiseren. Dit werd waarschijnlijk veroorzaakt door misdragende mods.\n\nOm een crash loop te voorkomen, zijn [red]alle mods uitgeschakeld.[]
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mods = Mods
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mods.none = [lightgray]Geen mods gevonden!
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mods.guide = Handboek voor modding
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mods.report = Rapporteer Bug
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mods.openfolder = Open Mod Folder
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mods.viewcontent = Bekijk Inhoud
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mods.reload = Herlaad
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mods.reloadexit = Het spel zal nu afsluiten, om mods te herladen.
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mod.installed = [[Installed]
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mod.display = [gray]Mod:[orange] {0}
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mod.enabled = [lightgray]Ingeschakeld
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mod.disabled = [scarlet]Uitgeschakeld
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mod.multiplayer.compatible = [gray]Geschikt voor meerdere speleres
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mod.disable = Deactiveer
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mod.content = Inhoud:
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mod.delete.error = Mod verwijderen mislukt. Bestand mogelijk in gebruik.
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mod.incompatiblegame = [red]Verouderd spel
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mod.incompatiblemod = [red]Onverenigbaar
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mod.blacklisted = [red]Niet Ondersteund
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mod.unmetdependencies = [red]Onbevredigde Afhankelijkheden
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mod.erroredcontent = [scarlet]Fouten in de inhoud
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mod.circulardependencies = [red]Circular Dependencies
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mod.incompletedependencies = [red]Incomplete Dependencies
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mod.requiresversion.details = Vereist spelversie: [accent]{0}[]\nJouw spel is verouderd. Deze mod heeft een nieuwere versie van de game nodig (mogelijk een beta/alpha release) om te functioneren.
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mod.outdatedv7.details = Deze mod is onverenigbaar met de nieuwste versie van het spel. De auteur moet het updaten en [accent]minGameVersion: 136[] toevoegen aan zijn/haar [accent]mod.json[] bestand.
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mod.blacklisted.details = Deze mod is handmatig op de zwarte lijst gezet wegens het veroorzaken van crashes of andere problemen met deze versie van het spel. Gebruik het niet.
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mod.missingdependencies.details = Deze mod mist afhankelijkheden: {0}
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mod.erroredcontent.details = Deze mod veroorzaakte fouten tijdens het laden. Vraag de auteur van de mod om ze te op te lossen.
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mod.circulardependencies.details = This mod has dependencies that depends on each other.
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mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
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mod.requiresversion = Vereist spelversie: [red]{0}
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mod.errors = Er hebben zich fouten voordaan tijdens het laden van de inhoud.
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mod.noerrorplay = [red]Je mods bevatten fouten.[] Zet de mods uit of los de problemen op voordat je verder gaat met spelen.
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mod.nowdisabled = [red]Mod '{0}' mist een aantal benodigdheden:[accent] {1}\n[lightgray]Deze moet je eerst zelf downloaden.\nDeze mod is nu voor je uitgezet.
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mod.enable = Activeer
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mod.requiresrestart = Het spel zal nu afsluiten om de veranderingen aan de mods door te voeren.
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mod.reloadrequired = [scarlet]Herstart Vereist
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mod.import = Importeer Mod
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mod.import.file = Importeer Bestand
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mod.import.github = Importeer GitHub Mod
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mod.jarwarn = [scarlet]JAR mods zijn van nature onveilig.[]\nZorg ervoor dat je deze mod van een vertrouwde bron importeert.
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mod.item.remove = Dit item is onderdeel van de[accent] '{0}'[] mod. Verwijder deze eerst.
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mod.remove.confirm = Deze mod zal worden verwijderd.
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mod.author = [lightgray]Auteur:[] {0}
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mod.missing = Deze Save bevat mods die zijn geupdatet of die je niet meer hebt geinstaleerd. Er kan corruptie optreden in deze save. Weet je zeker dat je het wilt laden?\n[lightgray]Mods:\n{0}
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mod.preview.missing = Voordat je je mod publiceert in de workshop moet je een thumbnail toevoegen.\nPlaats een afbeelding genaamd[accent] preview.png[] in de folder van die mod en probeer het opnieuw.
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mod.folder.missing = Alleen mods in folder formaat kunnen worden gepubliceerd in de werkplaats.\nOm een mod om te zetten in een folder, unzip de mod en verwijder de zip, herstart dan het spel of herlaad de mods.
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mod.scripts.disable = Uw apparaat ondersteunt geen mods met scripts. Je moet deze mods uitschakelen om het spel te kunnen spelen.
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about.button = Over
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name = Naam:
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noname = Maak eerst een[accent] Speler naam[].
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search = Zoek:
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planetmap = Planeten kaart
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launchcore = Lanceer core
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filename = Bestandsnaam:
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unlocked = Nieuwe inhoud ontgrendeld!
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available = Nieuw onderzoek beschikbaar.
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unlock.incampaign = < Ontgrendel in veldtocht voor details >
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campaign.select = Selecteer een veldtocht om mee te starten
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campaign.none = [lightgray]Kies een planeet om op te starten.\nJe kan op elk moment omschakelen naar de andere planeet.
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campaign.erekir = Nieuwere, meer gepolijste inhoud. Grotendeels lineair veldtochtverloop.\n\nKaarten en algemene ervaring van hogere kwaliteit.
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campaign.serpulo = Oudere inhoud; de klassieke ervaring. Meer open veldtochtverloop.\n\nKans op ongebalanceerde kaarten en veldtocht mechanismen. Minder gepolijst.
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completed = [accent]Voltooid
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techtree = Techniekboom
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techtree.select = Techniekboom selectie
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techtree.serpulo = Serpulo
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techtree.erekir = Erekir
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research.load = Laad
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research.discard = Wegdoen
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research.list = [lightgray]Onderzoek:
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research = Onderzoek
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researched = [lightgray]{0} Onderzocht.
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research.progress = {0}% compleet
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players = {0} Spelers online
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players.single = {0} Speler online
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players.search = zoek
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players.notfound = [gray]geen spelers gevonden
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server.closing = [accent]Server aan het sluiten...
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server.kicked.kick = Je bent verwijderd van deze sessie.
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server.kicked.whitelist = Je staat niet op de whitelist.
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server.kicked.serverClose = Server afgesloten...
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server.kicked.vote = Je bent weggestemd. Vaarwel.
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server.kicked.clientOutdated = Verouderde client! Update jouw spel!
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server.kicked.serverOutdated = Verouderde server! Vraag de host om te upgraden!
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server.kicked.banned = Je bent gedegradeerd van deze server.
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server.kicked.typeMismatch = Deze server is niet verenigbaar met jouw bouwtype.
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server.kicked.playerLimit = Deze server is vol. Wacht voor een vrije plek.
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server.kicked.recentKick = Je bent reeds verwijderd.\nWacht voordat je opnieuw verbindt.
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server.kicked.nameInUse = Er is al iemand met die naam\nop deze server.
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server.kicked.nameEmpty = Je gekozen naam is niet geldig.
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server.kicked.idInUse = Je bent al verbonden met deze server! Verbinden met 2 accounts is verboden.
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server.kicked.customClient = Deze server ondersteunt geen aangepaste spellen . Download de officiele versie.
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server.kicked.gameover = Spel afgelopen
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server.kicked.serverRestarting = De server is aan het herstarten.
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server.versions = Jouw versie:[accent] {0}[]\nServer versie:[accent] {1}[]
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host.info = De [accent]host[] knop host een server op port [scarlet]6567[]. \nIedereen op dezelfde [lightgray]wifi of locaal netwerk[] zou jouw server in hun serverlijst moeten zien.\n\nAls je wilt dat vrienden vanaf overal kunnen meedoen via IP, dan is [accent]port forwarding[] vereist.\n\n[lightgray]Let op: Als iemand moeilijkheden heeft met het meedoen aan jouw spel, kijk of je Mindustry in je firewall instellingen toegang hebt gegeven tot jouw locaal netwerk.
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join.info = Hier kan je een [accent]server IP[] invoeren om met een server te verbinden, of om[accent]locale netwerken[] te vinden.\nZowel LAN als WAN multiplayer is ondersteund.\n\n[lightgray]Let op: Er is geen automatische globale serverlijst; Als je met iemands IP wil verbinden, zou je moeten vragen om hun IP.
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hostserver = Host Spel
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invitefriends = Nodig vrienden uit
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hostserver.mobile = Host\nSpel
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host = Host
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hosting = [accent]Server openen...
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hosts.refresh = Herlaad
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hosts.discovering = LAN spellen aan het zoeken
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hosts.discovering.any = spellen aan het zoeken
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server.refreshing = Herlaad server
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hosts.none = [lightgray]Geen lokale spellen gevonden!
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host.invalid = [scarlet]Kan niet verbinden met server.
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servers.local = Lokale Servers
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servers.local.steam = Open Spellen & Lokale Servers
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servers.remote = Externe servers
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servers.global = Community Servers
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servers.disclaimer = Community servers zijn [accent]niet[] in bezit of worden controlleerd door de ontwikkelaar.\n\nServers kunnen door gebruikers gegenereerde inhoud bevatten die niet geschikt is voor alle leeftijden.
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servers.showhidden = Toon Verborgen Servers
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server.shown = Weergegeven
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server.hidden = Verborgen
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viewplayer = Viewing Player: [accent]{0}
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trace = Traceer Speler
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trace.playername = Speler naam: [accent]{0}
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trace.ip = IP: [accent]{0}
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trace.id = Unieke ID: [accent]{0}
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trace.language = Language: [accent]{0}
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trace.mobile = Mobiel apparaat: [accent]{0}
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trace.modclient = Unofficie<EFBFBD>l: [accent]{0}
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trace.times.joined = Keren Aangesloten: [accent]{0}
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trace.times.kicked = Keren uit het spel gezet: [accent]{0}
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trace.ips = IPs:
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trace.names = Names:
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invalidid = Ongeldige speler ID! Raporteer deze bug.
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player.ban = Ban
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||
player.kick = Kick
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||
player.trace = Trace
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player.admin = Toggle Admin
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player.team = Change Team
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server.bans = Verbannen
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||
server.bans.none = Geen gedegradeerde spelers gevonden!
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||
server.admins = Administrateurs
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||
server.admins.none = Geen administrateurs gevonden!
|
||
server.add = Voeg server toe
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||
server.delete = Weet je zeker dat je deze server wilt wegdoen?
|
||
server.edit = Bewerk server
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||
server.outdated = [crimson]Server draait op een oudere versie![]
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||
server.outdated.client = [crimson]Server draait op een nieuwere versie![]
|
||
server.version = [lightgray]Versie: {0} {1}
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||
server.custombuild = [accent]Aangespaste Bouw
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||
confirmban = Weet je zeker dat je deze speler wilt verbannen?
|
||
confirmkick = Weet je zeker dat je deze speler uit het spel wilt zetten?
|
||
confirmunban = Weet je zeker dat je deze speler weer wilt toelaten?
|
||
confirmadmin = Weet je zeker dat je deze speler administrateur wilt geven?
|
||
confirmunadmin = Weet je zeker dat je de administrateurs status van deze speler wilt intrekken?
|
||
votekick.reason = Vote-Kick Reason
|
||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
||
joingame.title = Treed toe
|
||
joingame.ip = Adres:
|
||
disconnect = Gesloten.
|
||
disconnect.error = Verbindingsfout.
|
||
disconnect.closed = Verbinding gestopt.
|
||
disconnect.timeout = Verbinding afgekapt.
|
||
disconnect.data = Kon de wereld niet laden!
|
||
cantconnect = Geen verbinding mogelijk ([accent]{0}[]).
|
||
connecting = [accent]Aan het verbinden...
|
||
reconnecting = [accent]Aan het herverbinden...
|
||
connecting.data = [accent]Wereld aan het laden...
|
||
server.port = Poort:
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||
server.addressinuse = Adres is al in gebruik!
|
||
server.invalidport = Poort is geen geldig getal!
|
||
server.error = [crimson]Fout met hosten: [accent]{0}
|
||
save.new = Nieuwe Save
|
||
save.overwrite = Weet je zeker dat je deze\nsave wilt overschrijven?
|
||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
||
overwrite = Overschrijf
|
||
save.none = Geen saves gevonden!
|
||
savefail = Bewaren is mislukt!
|
||
save.delete.confirm = Weet je zeker dat je deze save wilt verwijderen?
|
||
save.delete = Verwijder
|
||
save.export = Exporteer Save
|
||
save.import.invalid = [accent]Deze save is ongeldig!
|
||
save.import.fail = [crimson]Importeren van save mislukt: [accent]{0}
|
||
save.export.fail = [crimson]Exporteren van save mislukt: [accent]{0}
|
||
save.import = Importeer Save
|
||
save.newslot = Save naam:
|
||
save.rename = Hernoem
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||
save.rename.text = Nieuwe naam:
|
||
selectslot = Selecteer een save.
|
||
slot = [accent]Gleuf {0}
|
||
editmessage = Bewerk bericht
|
||
save.corrupted = [accent]Save misvormd of ongeldig!\nAls je net je game hebt geupdatet, is dit waarschijnlijk een verandering in hoe saves werken, dit is[scarlet]geen[] bug.
|
||
empty = <leeg>
|
||
on = Aan
|
||
off = Uit
|
||
save.search = Zoek opgeslagen spellen...
|
||
save.autosave = Autosave: {0}
|
||
save.map = Kaart: {0}
|
||
save.wave = Ronde {0}
|
||
save.mode = Spelmodus: {0}
|
||
save.date = Laatst bewaard: {0}
|
||
save.playtime = Speeltijd: {0}
|
||
warning = Waarschuwing.
|
||
confirm = Bevestig
|
||
delete = Verwijder
|
||
view.workshop = Bekijk in Werkplaats
|
||
workshop.listing = Bewerk Workshop vermelding
|
||
ok = Oke
|
||
open = Open
|
||
customize = Aanpassen
|
||
cancel = Annuleer
|
||
command = Commando
|
||
command.queue = [lightgray][Queuing]
|
||
command.mine = Mijn
|
||
command.repair = Repareer
|
||
command.rebuild = Herbouw
|
||
command.assist = Assist Speler
|
||
command.move = Beweeg
|
||
command.boost = Boost
|
||
stance.stop = Cancel Orders
|
||
stance.shoot = Stance: Shoot
|
||
stance.holdfire = Stance: Hold Fire
|
||
stance.pursuetarget = Stance: Pursue Target
|
||
stance.patrol = Stance: Patrol Path
|
||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||
openlink = Open Link
|
||
copylink = Kopieer Link
|
||
back = Terug
|
||
max = Max
|
||
objective = Map Doel
|
||
crash.export = Exporteer Crash Logs
|
||
crash.none = Geen crash logs gevonden.
|
||
crash.exported = Crash logs geexporteerd.
|
||
data.export = Exporteer Data
|
||
data.import = Importeer Data
|
||
data.openfolder = Open Data Folder
|
||
data.exported = Data Ge<47>xporteerd.
|
||
data.invalid = Dit is geen geldige game data.
|
||
data.import.confirm = Importeren van data verwijderd[scarlet] alle[] huidige data.\n[accent]Dit kan niet ongedaan worden gemaakt![]\n\nWanneer de data is geimport herstart de game automatisch.
|
||
quit.confirm = Weet je zeker dat je wilt stoppen?
|
||
loading = [accent]Laden...
|
||
downloading = [accent]Downloaden...
|
||
saving = [accent]Opslaan...
|
||
respawn = [accent][[{0}][] om te respawnen in de core
|
||
cancelbuilding = [accent][[{0}][] om blauwdruk te verwijderen
|
||
selectschematic = [accent][[{0}][] om te selecteren + kopi<70>ren
|
||
pausebuilding = [accent][[{0}][] om bouwen te pauzeren
|
||
resumebuilding = [scarlet][[{0}][] om bouwen te hervatten
|
||
enablebuilding = [scarlet][[{0}][] om bouwen in te schakelen
|
||
showui = UI verborgen.\nDruk op [accent][[{0}][] om UI te laten zien.
|
||
commandmode.name = [accent]Command Mode
|
||
commandmode.nounits = [no units]
|
||
wave = [accent]Ronde {0}
|
||
wave.cap = [accent]Golf {0}/{1}
|
||
wave.waiting = [lightgray]Volgende ronde over {0}
|
||
wave.waveInProgress = [lightgray]Ronde bezig
|
||
waiting = [lightgray]Wachten...
|
||
waiting.players = Wachten op spelers...
|
||
wave.enemies = [lightgray]{0} Vijanden resterend
|
||
wave.enemycores = [accent]{0}[lightgray] Vijandelijke Cores
|
||
wave.enemycore = [accent]{0}[lightgray] Vijandelijke Core
|
||
wave.enemy = [lightgray]{0} Vijand resterend
|
||
wave.guardianwarn = Bewaker nadert in [accent]{0}[] golven.
|
||
wave.guardianwarn.one = Bewaker nadert in [accent]{0}[] golf.
|
||
loadimage = Laad afbeelding
|
||
saveimage = Bewaar afbeelding
|
||
unknown = Onbekend
|
||
custom = Aangepast
|
||
builtin = Ingebouwd
|
||
map.delete.confirm = Weet je zeker dat je deze map wilt verwijderen? Deze actie kan niet ongedaan worden gemaakt!
|
||
map.random = [accent]Willekeurige map
|
||
map.nospawn = Deze map heeft geen cores voor de spelers om in te spawnen! Voeg een {0} core toe aan de map via de editor.
|
||
map.nospawn.pvp = Deze map heeft geen cores voor je vijanden om in te spawnen! Voeg een [scarlet]rode[] core to aan de map via de editor.
|
||
map.nospawn.attack = Deze map bevat geen vijandige cores om aan te vallen! Voeg een {0} core toe aan de map via de editor.
|
||
map.invalid = Fout tijdens laden van map: Ongeldig map bestand.
|
||
workshop.update = Bijwerken
|
||
workshop.error = Fout bij laden workshop info: {0}
|
||
map.publish.confirm = Weet je zeker dat je deze map wilt publiceren?\n\n[lightgray]Zorg ervoor dat je de EULA van de workshop leest, anders zal je map niet zichtbaar zijn!
|
||
workshop.menu = Selecteer wat je hiermee wilt doen.
|
||
workshop.info = Informatie
|
||
changelog = Update logboek (optioneel):
|
||
updatedesc = Overschrijf Titel & Beschrijving
|
||
eula = Steam EULA
|
||
missing = Dit object is verwijderd of verplaatst.\n[lightgray]De lijst met workshops is nu automatisch ontkoppeld.
|
||
publishing = [accent]Publiceren...
|
||
publish.confirm = Weet je zeker dat je dit wilt publiceren?\n\n[lightgray]Zorg ervoor dat je de EULA van de workshop leest, anders zal je map niet zichtbaar zijn!
|
||
publish.error = Fout met het publiceren: {0}
|
||
steam.error = Fout met het opstarten van steam diensten.\nError: {0}
|
||
editor.planet = Planeet:
|
||
editor.sector = Sector:
|
||
editor.seed = Zaad:
|
||
editor.cliffs = Muren naar kliffen
|
||
|
||
editor.brush = Kwast
|
||
editor.openin = Bewerk in editor
|
||
editor.oregen = Ertsgeneratie
|
||
editor.oregen.info = Ertsgeneratie:
|
||
editor.mapinfo = Kaart Informatie
|
||
editor.author = Auteur:
|
||
editor.description = Beschrijving:
|
||
editor.nodescription = De kaart moet een beschrijving van minimaal 4 tekens hebben voordat je deze kan publiceren.
|
||
editor.waves = Rondes:
|
||
editor.rules = Regels:
|
||
editor.generation = Generatie:
|
||
editor.objectives = Doelen
|
||
editor.ingame = Bewerk In-Spel
|
||
editor.playtest = Speeltest
|
||
editor.publish.workshop = Publiceer in Werkplaats
|
||
editor.newmap = Nieuwe Kaart
|
||
editor.center = Centraaliseer
|
||
editor.search = Zoek kaarten...
|
||
editor.filters = Filter Kaarten
|
||
editor.filters.mode = Spelmodi:
|
||
editor.filters.type = Kaart Type:
|
||
editor.filters.search = Zoek In:
|
||
editor.filters.author = Auteur
|
||
editor.filters.description = Beschrijving
|
||
editor.shiftx = Shift X
|
||
editor.shifty = Shift Y
|
||
workshop = Werkplaats
|
||
waves.title = Rondes
|
||
waves.remove = Verwijder
|
||
waves.every = elke
|
||
waves.waves = ronde(s)
|
||
waves.health = levenspunten: {0}%
|
||
waves.perspawn = per keer
|
||
waves.shields = schilden/golven
|
||
waves.to = tot
|
||
waves.spawn = spawn:
|
||
waves.spawn.all = <allemaal>
|
||
waves.spawn.select = Spawn Select
|
||
waves.spawn.none = [scarlet]geen spawns gevonden in kaart
|
||
waves.max = maximale eenheden
|
||
waves.guardian = Bewaker
|
||
waves.preview = Voorvertoning
|
||
waves.edit = Bewerk...
|
||
waves.random = Random
|
||
waves.copy = Kopieer naar klembord
|
||
waves.load = Laad van klembord
|
||
waves.invalid = Ongeldige rondes in klembord.
|
||
waves.copied = Rondes Gekopi<70>erd.
|
||
waves.none = Geen vijanden ingesteld.\nLege ronden worden automatisch gevuld met de standaard waarden.
|
||
waves.sort = Sorteer Op
|
||
waves.sort.reverse = Omgekeerd Sorteren
|
||
waves.sort.begin = Begin
|
||
waves.sort.health = Levenspunten
|
||
waves.sort.type = Type
|
||
waves.search = Search waves...
|
||
waves.filter = Unit Filter
|
||
waves.units.hide = Verberg Alle
|
||
waves.units.show = Toon Alle
|
||
|
||
wavemode.counts = telt
|
||
wavemode.totals = totalen
|
||
wavemode.health = levenspunten
|
||
|
||
editor.default = [lightgray]<Standaard>
|
||
details = Details...
|
||
edit = Bewerk...
|
||
variables = Vars
|
||
editor.name = Naam:
|
||
editor.spawn = Voeg Eenheid toe
|
||
editor.removeunit = Verwijder Eenheid
|
||
editor.teams = Teams
|
||
editor.errorload = Fout bij laden van bestand:\n[accent]{0}
|
||
editor.errorsave = Fout van bewaren van bestand:\n[accent]{0}
|
||
editor.errorimage = Dat is een afbeelding, geen kaart. Laat de extenties met rust.\n\nAls je een oude kaart wilt importeren gebruik je de knop die hiervoor bedoeld is in de editor.
|
||
editor.errorlegacy = Deze kaart is te oud, bestandsformaat word niet meer ondersteund.
|
||
editor.errornot = Dat is geen kaartbestand.
|
||
editor.errorheader = Dit kaartbestand is ongeldig of corrupt.
|
||
editor.errorname = Kaart heeft geen naam.
|
||
editor.update = Bijwerken
|
||
editor.randomize = Willekeurig
|
||
editor.moveup = Beweeg Omhoog
|
||
editor.movedown = Beweeg Omlaag
|
||
editor.copy = Kopieer
|
||
editor.apply = Gebruiken
|
||
editor.generate = Genereer
|
||
editor.sectorgenerate = Sector Genereren
|
||
editor.resize = Verander formaat
|
||
editor.loadmap = Laad Kaart
|
||
editor.savemap = Bewaar Kaart
|
||
editor.saved = Bewaard!
|
||
editor.save.noname = Je kaart heeft geen naam! Stel er <20><>n in het menu 'kaartinfo'.
|
||
editor.save.overwrite = De naam van deze kaart is al in gebruik door een van het spel zelf, kies een andere.
|
||
editor.import.exists = [scarlet]Importeren mislukt:[] een ingebouwde kaart met de naam '{0}' bestaat al!
|
||
editor.import = Importeer...
|
||
editor.importmap = Importeer kaart
|
||
editor.importmap.description = Importeer een al bestaande kaart
|
||
editor.importfile = Importeer Bestand
|
||
editor.importfile.description = Een extern kaartbestand importeren
|
||
editor.importimage = Afbeeldingsbestand Importeren
|
||
editor.importimage.description = Importeer een oude afbeelding
|
||
editor.export = Exporteer...
|
||
editor.exportfile = Exporteer Bestand
|
||
editor.exportfile.description = Exporteer een kaartbestand
|
||
editor.exportimage = Exporteer Thumbnail
|
||
editor.exportimage.description = Exporteer kaart thumbnail
|
||
editor.loadimage = Importeer Terrein
|
||
editor.saveimage = Exporteer Terrein
|
||
editor.unsaved = [scarlet]Weet u zeker dat u wilt afsluiten?[]\nAlle niet opgeslagen veranderingen zullen verloren gaan.
|
||
editor.resizemap = Kaart vergroten of verkleinen
|
||
editor.mapname = Kaart Naam:
|
||
editor.overwrite = [accent]Waarschuwing!\nDit overschrijft een bestaande kaart.
|
||
editor.overwrite.confirm = [scarlet]Waarschuwing![] Een kaart met deze naam bestaat al. Weet je zeker dat je deze wilt overschrijven?
|
||
editor.exists = Een kaart met deze naam bestaat al.
|
||
editor.selectmap = Selecteer een kaart om te laden:
|
||
|
||
toolmode.replace = Vervang
|
||
toolmode.replace.description = Werkt enkel op vaste blokken.
|
||
toolmode.replaceall = Vervang alles
|
||
toolmode.replaceall.description = Vervangt alle blokken in de kaart.
|
||
toolmode.orthogonal = Orthogonaal
|
||
toolmode.orthogonal.description = Teken enkel orthogonale lijnen.
|
||
toolmode.square = Vierkant
|
||
toolmode.square.description = Vierkante kwast.
|
||
toolmode.eraseores = Verwijder grondstoffen
|
||
toolmode.eraseores.description = Verwijderd enkel grondstoffen.
|
||
toolmode.fillteams = Vervang Teams
|
||
toolmode.fillteams.description = Vervang teams in plaats van blokken.
|
||
toolmode.fillerase = Fill Erase
|
||
toolmode.fillerase.description = Erase blocks of the same type.
|
||
toolmode.drawteams = Teken Teams
|
||
toolmode.drawteams.description = Tekent teams in plaats van blokken.
|
||
toolmode.underliquid = Onder vloeistoffen
|
||
toolmode.underliquid.description = Teken vloeren onder vloeistoffen tegels.
|
||
|
||
filters.empty = [lightgray]Geen filters! Voeg er <20><>n toe met de onderstaande knop.
|
||
|
||
filter.distort = Verdraai
|
||
filter.noise = Ruis
|
||
filter.enemyspawn = Vijandelijke Spawn Selecteren
|
||
filter.spawnpath = Pad Naar Spawn
|
||
filter.corespawn = Core Selecteren
|
||
filter.median = Mediaan
|
||
filter.oremedian = Ertsmediaan
|
||
filter.blend = Meng
|
||
filter.defaultores = Standaard Grondstoffen
|
||
filter.ore = Grondstof
|
||
filter.rivernoise = Rivier Ruis
|
||
filter.mirror = Spiegel
|
||
filter.clear = Verwijder
|
||
filter.option.ignore = Negeer
|
||
filter.scatter = Verstrooi
|
||
filter.terrain = Terrein
|
||
|
||
filter.option.scale = Schaal
|
||
filter.option.chance = Verander
|
||
filter.option.mag = Omvang
|
||
filter.option.threshold = Drempel
|
||
filter.option.circle-scale = Formaat Circkel
|
||
filter.option.octaves = Octaven
|
||
filter.option.falloff = Falloff
|
||
filter.option.angle = Hoek
|
||
filter.option.tilt = Kanteling
|
||
filter.option.rotate = Draai
|
||
filter.option.amount = Hoeveelheid
|
||
filter.option.block = Blok
|
||
filter.option.floor = Vloer
|
||
filter.option.flooronto = Doelvloer
|
||
filter.option.target = Doel
|
||
filter.option.replacement = Vervanging
|
||
filter.option.wall = Muur
|
||
filter.option.ore = Grondstof
|
||
filter.option.floor2 = Secundaire Vloer
|
||
filter.option.threshold2 = Secundaire Drempel
|
||
filter.option.radius = Straal
|
||
filter.option.percentile = percentiel
|
||
|
||
width = Breedte:
|
||
height = Hoogte:
|
||
menu = Menu
|
||
play = Speel
|
||
campaign = Veldtocht
|
||
load = Laad
|
||
save = Bewaar
|
||
fps = FPS: {0}
|
||
ping = Ping: {0}ms
|
||
tps = TPS: {0}
|
||
memory = Mem: {0}mb
|
||
memory2 = Mem:\n {0}mb +\n {1}mb
|
||
language.restart = Start je spel opnieuw op om de taalinstellingen in werking te laten treden.
|
||
settings = Instellingen
|
||
tutorial = Tutorial
|
||
tutorial.retake = Herstart Tutorial
|
||
editor = Editor
|
||
mapeditor = Kaart Editor
|
||
|
||
abandon = Verlaat
|
||
abandon.text = Je verliest deze kaart met alles erop en eraan aan de vijand.
|
||
locked = Op slot
|
||
complete = [lightgray]Voltooid:
|
||
requirement.wave = Bereik ronde {0} in {1}
|
||
requirement.core = Vernietig vijandige core in {0}
|
||
requirement.research = Onderzoek {0}
|
||
requirement.produce = Produceer {0}
|
||
requirement.capture = Verover {0}
|
||
requirement.onplanet = Controlesector Op {0}
|
||
requirement.onsector = Land Op Sector: {0}
|
||
launch.text = Lanceer
|
||
research.multiplayer = Alleen de host kan dingen onderzoeken.
|
||
map.multiplayer = Alleen de host kan sectoren bekijken.
|
||
uncover = Ontmasker
|
||
configure = Configureer startinventaris
|
||
|
||
objective.research.name = Onderzoek
|
||
objective.produce.name = Verkrijg
|
||
objective.item.name = Verkrijg Item
|
||
objective.coreitem.name = Core Item
|
||
objective.buildcount.name = Aantal Gebouwen
|
||
objective.unitcount.name = Aantal Eenheden
|
||
objective.destroyunits.name = Vernietig Eenheden
|
||
objective.timer.name = Timer
|
||
objective.destroyblock.name = Vernietig Blok
|
||
objective.destroyblocks.name = Vernietig Blokken
|
||
objective.destroycore.name = Vernietig Core
|
||
objective.commandmode.name = Commando Modus
|
||
objective.flag.name = Vlag
|
||
marker.shapetext.name = Vorm Tekst
|
||
marker.minimap.name = Minimap
|
||
marker.shape.name = Vorm
|
||
marker.text.name = Tekst
|
||
marker.background = Achtergrond
|
||
marker.outline = Omtrek
|
||
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
||
objective.produce = [accent]Verkrijg:\n[]{0}[lightgray]{1}
|
||
objective.destroyblock = [accent]Vernietig:\n[]{0}[lightgray]{1}
|
||
objective.destroyblocks = [accent]Vernietig: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||
objective.item = [accent]Verkrijg: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||
objective.coreitem = [accent]Verplaats In Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||
objective.build = [accent]Bouw: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||
objective.buildunit = [accent]Bouw Eenheid: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||
objective.destroyunits = [accent]Vernietig: [][lightgray]{0}[]x Eenheden
|
||
objective.enemiesapproaching = [accent]Vijanden naderen in [lightgray]{0}[]
|
||
objective.enemyescelating = [accent]Vijandelijke productie stijgt in [lightgray]{0}[]
|
||
objective.enemyairunits = [accent]De productie van vijandelijke luchtmachteenheden begint in [lightgray]{0}[]
|
||
objective.destroycore = [accent]Vernietig Vijandelijke Core
|
||
objective.command = [accent]Commandeer Eenheden
|
||
objective.nuclearlaunch = [accent]? Nucleaire lancering gedetecteerd: [lightgray]{0}
|
||
announce.nuclearstrike = [red]? NUCLEAIRE AANVAL IN AANTOCHT ?
|
||
loadout = Uitrusting
|
||
resources = Materialen
|
||
resources.max = Max
|
||
bannedblocks = Verboden Blokken
|
||
objectives = Doelen
|
||
bannedunits = Verboden eenheden
|
||
bannedunits.whitelist = Verboden eenheden als whitelist
|
||
bannedblocks.whitelist = Verboden blokken als whitelist
|
||
addall = Voeg Alles Toe
|
||
launch.from = Lanceren van: [accent]{0}
|
||
launch.capacity = Lanceercapaciteit: [accent]{0}
|
||
launch.destination = Bestemming: {0}
|
||
configure.invalid = Hoeveelheid moet een getal zijn tussen 0 en {0}.
|
||
add = Voeg toe...
|
||
guardian = Bewaker
|
||
|
||
connectfail = [crimson]Kon niet verbinden met server:\n\n[accent]{0}
|
||
error.unreachable = Server onbereikbaar.\nHeb je het adres goed gespeld?
|
||
error.invalidaddress = Ongeldig adres.
|
||
error.timedout = Verbindingspoging duurde te lang!\nDubbelcheck dat je host is geportforward, en of je het IP wel goed hebt ingetikt!
|
||
error.mismatch = Pakket fout:\nmogelijk verschilt de versie van jou en de server.\nZorg ervoor dat jullie beiden op de meest recente versie van Mindustry zitten!
|
||
error.alreadyconnected = Al verbonden.
|
||
error.mapnotfound = Kaartbestand niet gevonden!
|
||
error.io = Netwerk I/O fout.
|
||
error.any = Onbekende netwerk fout.
|
||
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
|
||
|
||
weather.rain.name = Regen
|
||
weather.snow.name = Sneeuw
|
||
weather.sandstorm.name = Zandstorm
|
||
weather.sporestorm.name = Schimmelstorm
|
||
weather.fog.name = Mist
|
||
campaign.playtime = \uf129 [lightgray]Sector Speeltijd: {0}
|
||
campaign.complete = [accent]Gefeliciteerd.\n\nDe vijand op {0} is verslagen.\n[lightgray]De laatste sector is veroverd.
|
||
sectorlist = Sectoren
|
||
sectorlist.attacked = {0} onder vuur
|
||
|
||
sectors.unexplored = [lightgray]Onverkend
|
||
sectors.resources = Grondstoffen:
|
||
sectors.production = Productie:
|
||
sectors.export = Export:
|
||
sectors.import = Import:
|
||
sectors.time = Tijd:
|
||
sectors.threat = Dreiging:
|
||
sectors.wave = Golf:
|
||
sectors.stored = Opgeslagen:
|
||
sectors.resume = Doorgaan
|
||
sectors.launch = Lanceer
|
||
sectors.select = Selecteer
|
||
sectors.nonelaunch = [lightgray]geen (sun)
|
||
sectors.rename = Hernoem Sector
|
||
sectors.enemybase = [scarlet]Vijandelijke Basis
|
||
sectors.vulnerable = [scarlet]Kwetsbaar
|
||
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
||
sectors.underattack.nodamage = [scarlet]Onoverwonnen
|
||
sectors.survives = [accent]Overleeft {0} waves
|
||
sectors.go = Ga
|
||
sector.abandon = Verlaat
|
||
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
||
sector.curcapture = Sector Veroverd
|
||
sector.curlost = Sector Verloren
|
||
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||
sector.lost = Sector [accent]{0}[white] verloren!
|
||
sector.captured = Sector [accent]{0}[white]veroverd!
|
||
sector.changeicon = Verander icoon
|
||
sector.noswitch.title = Kan niet van sector wisselen
|
||
sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
|
||
sector.view = Bekijk Sector
|
||
threat.low = Laag
|
||
threat.medium = Gemiddeld
|
||
threat.high = Hoog
|
||
threat.extreme = Extreem
|
||
threat.eradication = Uitroeiing
|
||
planets = Planeten
|
||
|
||
planet.serpulo.name = Serpulo
|
||
planet.erekir.name = Erekir
|
||
planet.sun.name = Zon
|
||
sector.impact0078.name = Impact 0078
|
||
|
||
sector.groundZero.name = Ground Zero
|
||
sector.craters.name = The Craters
|
||
sector.frozenForest.name = Frozen Forest
|
||
sector.ruinousShores.name = Ruinous Shores
|
||
sector.stainedMountains.name = Stained Mountains
|
||
sector.desolateRift.name = Desolate Rift
|
||
sector.nuclearComplex.name = Nuclear Production Complex
|
||
sector.overgrowth.name = Overgrowth
|
||
sector.tarFields.name = Tar Fields
|
||
sector.saltFlats.name = Salt Flats
|
||
sector.fungalPass.name = Fungal Pass
|
||
sector.biomassFacility.name = Biomass Synthesis Facility
|
||
sector.windsweptIslands.name = Windswept Islands
|
||
sector.extractionOutpost.name = Extraction Outpost
|
||
sector.planetaryTerminal.name = Planetery Launch Terminal
|
||
sector.coastline.name = Coastline
|
||
sector.navalFortress.name = Naval Fortress
|
||
|
||
sector.groundZero.description = De optimale locatie om nog een keer te beginnen. Lage vijandelijke dreiging. Enkele grondstoffen.\nVerzamel zoveel mogelijk lood en koper.\nGa door.
|
||
sector.frozenForest.description = Zelfs hier, dichter bij de bergen, hebben de schimmels zich verspreid. De koude temperaturen kunnen ze niet eeuwig tegenhouden.\n\nBegin de onderneming in energie. Bouw verbrandingsgeneratoren. Leer herstellers te gebruiken.
|
||
sector.saltFlats.description = Aan de rand van de woestijn liggen de Zoutvlaktes. Weinig grondstoffen zijn te vinden op deze locatie.\n\nDe vijand heeft hier een opslagplaats voor grondstoffen gebouwd. Roei hun core uit. Laat niets overeind staan.
|
||
sector.craters.description = Water heeft zich opgehoopt in deze krater, restant van de oude oorlogen. Herwin het gebied. Verzamel zand. Smelt glasvezel. Pomp water om geschuttorens en boormachines te koelen.
|
||
sector.ruinousShores.description = Voorbij het puin is de kustlijn. Ooit stond hier een kustbeschermingsinstallatie. Er is niet veel van overgebleven. Alleen de meest eenvoudige verdedigingswerken zijn onbeschadigd gebleven, al het andere tot schroot gereduceerd.\nGa door met de uitbreiding naar buiten. Herontdek de technologie.
|
||
sector.stainedMountains.description = Verder landinwaarts liggen de bergen, nog niet aangetast door schimmels.\nWin het overvloedige titanium in dit gebied. Leer het te gebruiken.\n\nDe vijandelijke aanwezigheid is hier groter. Geef ze geen tijd om hun sterkste eenheden te sturen.
|
||
sector.overgrowth.description = Dit gebied is overgroeid, dichter bij de bron van de schimmels.\nDe vijand heeft hier een voorpost gevestigd. Bouw mace-eenheden. Vernietig het. Herover wat verloren was gegaan.
|
||
sector.tarFields.description = De rand van een olieproductiezone, tussen de bergen en de woestijn. Een van de weinige gebieden met bruikbare teerreserves.\nHoewel verlaten, heeft dit gebied enkele gevaarlijke vijandelijke troepen in de buurt. Onderschat ze niet.\n\n[lightgray]Onderzoek olieverwerkingstechnologie indien mogelijk.
|
||
sector.desolateRift.description = Een extreem gevaarlijke zone. Veel grondstoffen, maar weinig ruimte. Hoog risico op vernietiging. Vertrek zo snel mogelijk. Laat je niet misleiden door de grote intervallen tussen vijandelijke aanvallen.
|
||
sector.nuclearComplex.description = Een voormalige faciliteit voor de productie en verwerking van thorium, gereduceerd tot ru<72>nes.\n[lightgray]Onderzoek het thorium en zijn vele toepassingen.\n\nDe vijand is hier in grote getallen aanwezig en zoekt voortdurend naar aanvallers.
|
||
sector.fungalPass.description = Een overgangsgebied tussen hoge bergen en lagere, met schimmels bezaaide gronden. Een kleine vijandelijke verkenningsbasis bevindt zich hier.\nVernietig het.\nGebruik Dolk en Kruiper eenheden. Schakel de twee cores uit.
|
||
sector.biomassFacility.description = De oorsprong van de schimmels. Dit is de faciliteit waar ze werden onderzocht en aanvankelijk geproduceerd.\nOnderzoek de technologie die erin zit. Kweek schimmels voor de productie van brandstof en plastic.\n\n[lightgray]Bij de ondergang van deze faciliteit werden de schimmels vrijgelaten. Niets in het lokale ecosysteem kon het opnemen tegen zo'n invasief organisme.
|
||
sector.windsweptIslands.description = Verderop langs de kustlijn ligt deze afgelegen keten van eilanden. Uit gegevens blijkt dat ze ooit [accent]Plastanium[]-producerende gebouwen hadden.\n\nScherm de marine-eenheden van de vijand af. Vestig een basis op de eilanden. Onderzoek deze fabrieken.
|
||
sector.extractionOutpost.description = Een afgelegen voorpost, gebouwd door de vijand om grondstoffen naar andere sectoren te lanceren.\n\nCross-sector transport technologie is essentieel voor verdere verovering. Vernietig de basis. Onderzoek hun lanceerplatforms.
|
||
sector.impact0078.description = Hier liggen overblijfselen van het interstellaire transportschip dat dit stelsel als eerste binnenkwam.\n\nHaal zoveel mogelijk uit het wrak. Onderzoek elk stuk nog intacte technologie.
|
||
sector.planetaryTerminal.description = Het einddoel.\n\nDeze kustbasis bevat een structuur die Cores kan lanceren naar lokale planeten. Het wordt extreem goed bewaakt.\n\nProduceer marine eenheden. Schakel de vijand zo snel mogelijk uit. Onderzoek de lanceerstructuur.
|
||
sector.coastline.description = Op deze locatie zijn resten van marinetechnologie gedetecteerd. Sla de vijandelijke aanvallen af, verover deze sector en verkrijg de technologie.
|
||
sector.navalFortress.description = De vijand heeft een basis gevestigd op een afgelegen, natuurlijk versterkt eiland. Vernietig deze voorpost. Verkrijg hun geavanceerde marinetechnologie en onderzoek die.
|
||
|
||
sector.onset.name = The Onset
|
||
sector.aegis.name = Aegis
|
||
sector.lake.name = Lake
|
||
sector.intersect.name = Intersect
|
||
sector.atlas.name = Atlas
|
||
sector.split.name = Split
|
||
sector.basin.name = Basin
|
||
sector.marsh.name = Marsh
|
||
sector.peaks.name = Peaks
|
||
sector.ravine.name = Ravine
|
||
sector.caldera-erekir.name = Caldera
|
||
sector.stronghold.name = Stronghold
|
||
sector.crevice.name = Crevice
|
||
sector.siege.name = Siege
|
||
sector.crossroads.name = Crossroads
|
||
sector.karst.name = Karst
|
||
sector.origin.name = Origin
|
||
|
||
sector.onset.description = Begin de verovering van Erekir. Verzamel grondstoffen, produceer eenheden, en begin onderzoek naar technologie.
|
||
sector.aegis.description = Deze sector bevat afzettingen van wolfraam.\nOnderzoek de [accent]Klopboormachine[] om deze bron te mijnen en vernietig de vijandelijke basis in het gebied.
|
||
sector.lake.description = Het lava meer in deze sector beperkt de levensvatbare eenheden enorm. Een zwevende eenheid is de enige optie.\nOnderzoek de [accent]scheepsbouwerij[] en produceer zo snel mogelijk een [accent]elude[] eenheid.
|
||
sector.intersect.description = Scans geven aan dat deze sector snel na de landing van meerdere kanten zal worden aangevallen.\nZet snel verdedigingen op en breid zo snel mogelijk uit.\n[accent]Mech[] eenheden zullen nodig zijn voor het ruwe terrein.
|
||
sector.atlas.description = Deze sector bevat gevarieerd terrein en vereist een variatie aan eenheden om effectief aan te vallen.\nOpgewaardeerde eenheden kunnen ook van belang zijn om voorbij sommige van de moeilijkere gedetecteerde vijandelijke basissen te komen.\nOnderzoek de [accent]Elektrolyseur[] en de [accent]Tank Reconstructeur[].
|
||
sector.split.description = De minimale vijandelijke aanwezigheid in deze sector maakt het perfect voor het testen van nieuwe transporttechnologie.
|
||
sector.basin.description = Grote vijandelijke aanwezigheid ontdekt in deze sector.\nProduceer snel eenheden en verover vijandelijke Cores om voet aan de grond te krijgen.
|
||
sector.marsh.description = Deze sector heeft een overvloed aan arkyciet, maar heeft beperkte openingen.\nBouw [accent]Chemische Verbrandingskamers[] om energie op te wekken.
|
||
sector.peaks.description = Het bergachtige terrein in deze sector maakt de meeste eenheden nutteloos. Vliegende eenheden zullen nodig zijn.\nLet op vijandelijke luchtafweerinstallaties. Het kan mogelijk zijn sommige van deze installaties uit te schakelen door op hun ondersteunende gebouwen te richten.
|
||
sector.ravine.description = Geen vijandelijke Cores ontdekt in de sector, hoewel het een belangrijke transportroute is voor de vijand. Verwacht een gevarieerd aantal vijandelijke troepen.\nProduceer [accent]golflegering[]. Construeer [accent]Afflict[] turrets.
|
||
sector.caldera-erekir.description = De in deze sector aangetroffen grondstoffen liggen verspreid over verschillende eilanden.\nOnderzoek en implementeer drone-gebasseerd veroer.
|
||
sector.stronghold.description = Het grote vijandelijke kampement in deze sector bewaakt aanzienlijke afzettingen van [accent]torium[].\nGebruik het om geavanceerdere eenheden en geschutstorens te ontwikkelen.
|
||
sector.crevice.description = De vijand zal felle aanvalstroepen sturen om je basis in deze sector uit te schakelen.\nOntwikkeling van [accent]carbid[] en de [accent]Pyrolysegenerator[] kan noodzakelijk zijn om te overleven.
|
||
sector.siege.description = Deze sector heeft twee parallelle ravijnen die een tweeledige aanval zullen forceren.\nOnderzoek [accent]cyanogeen[] om de mogelijkheid te krijgen om nog sterkere tankeenheden te cre<72>ren.\nAttentie: vijandelijke langeafstandsraketten zijn gedetecteerd. De raketten kunnen worden neergeschoten voordat ze inslaan.
|
||
sector.crossroads.description = De vijandelijke basissen in deze sector zijn gevestigd in verschillend terrein. Onderzoek verschillende eenheden om aan te passen.\nBovendien worden sommige basissen beschermd door schilden. Zoek uit hoe ze worden aangedreven.
|
||
sector.karst.description = Deze sector is rijk aan grondstoffen, maar zal door de vijand worden aangevallen zodra een nieuwe Core aan land komt.Profiteer van de grondstoffen en onderzoek [accent]fasestof[].
|
||
sector.origin.description = De laatste sector met een aanzienlijke vijandelijke aanwezigheid.\nEr blijven geen waarschijnlijke onderzoeksmogelijkheden over - richt je alleen op het vernietigen van alle vijandelijke Cores.
|
||
status.burning.name = Aan het branden
|
||
status.freezing.name = Aan het vriezen
|
||
status.wet.name = Nat
|
||
status.muddy.name = Modderig
|
||
status.melting.name = Smelten
|
||
status.sapped.name = Ondermijnd
|
||
status.electrified.name = Ge<EFBFBD>lektrificeerd
|
||
status.spore-slowed.name = Door Schimmel Vertraagd
|
||
status.tarred.name = Geteerd
|
||
status.overdrive.name = Overdrive
|
||
status.overclock.name = Overklok
|
||
status.shocked.name = Geschokt
|
||
status.blasted.name = Gestraald
|
||
status.unmoving.name = Onbeweeglijk
|
||
status.boss.name = Bewaker
|
||
|
||
settings.language = Taal
|
||
settings.data = Spelgegevens
|
||
settings.reset = Terug naar standaardinstellingen
|
||
settings.rebind = Verander
|
||
settings.resetKey = Reset
|
||
settings.controls = Bediening
|
||
settings.game = Spel
|
||
settings.sound = Geluid
|
||
settings.graphics = Grafisch
|
||
settings.cleardata = Wis Spelgegevens...
|
||
settings.clear.confirm = Weet je zeker dat je deze gegevens wilt verwijderen?\nDit is niet terug te draaien!
|
||
settings.clearall.confirm = [scarlet]WAARSCHUWING![]\nDit verwijderd alle gegevens, inclusief saves, kaarten, technologie en bedienings-instellingen.\nAls je op doorgaat wist het spel al je gegevens en stopt automatisch.
|
||
settings.clearsaves.confirm = Weet je zeker dat je al je saves wilt verwijderen?
|
||
settings.clearsaves = Wis Saves
|
||
settings.clearresearch = Wis Onderzoek
|
||
settings.clearresearch.confirm = Weet je zeker dat je al je onderzoek wilt verwijderen?
|
||
settings.clearcampaignsaves = Wis Veldtocht Saves
|
||
settings.clearcampaignsaves.confirm = Weet je zeker dat je al je veldtocht saves wilt verwijderen?
|
||
paused = [accent]< Gepauzeerd >
|
||
clear = Wis
|
||
banned = [scarlet]Verbannen
|
||
unsupported.environment = [scarlet]Niet-ondersteunde Omgeving
|
||
yes = Ja
|
||
no = Nee
|
||
info.title = Informatie
|
||
error.title = [crimson]Een fout is opgetreden
|
||
error.crashtitle = Een fout is opgetreden
|
||
unit.nobuild = [scarlet]Eenheid kan niet worden gebouwd
|
||
lastaccessed = [lightgray]Laatste Toegang: {0}
|
||
lastcommanded = [lightgray]Laatst Gecommandeerd: {0}
|
||
block.unknown = [lightgray]???
|
||
stat.showinmap = <laad kaart om te tonen>
|
||
stat.description = Doel
|
||
|
||
stat.input = Invoer
|
||
stat.output = Uitvoer
|
||
stat.maxefficiency = Max effici<63>ntie
|
||
stat.booster = Booster
|
||
stat.tiles = Benodigde Tegels
|
||
stat.affinities = Affiniteiten
|
||
stat.opposites = Tegenstellingen
|
||
stat.powercapacity = Stroomcapaciteit
|
||
stat.powershot = Stroom/Schot
|
||
stat.damage = Schade
|
||
stat.targetsair = Luchtdoelwitten
|
||
stat.targetsground = Gronddoelwitten
|
||
stat.itemsmoved = Beweegingssnelheid
|
||
stat.launchtime = Tijd tussen lanceringen
|
||
stat.shootrange = Bereik
|
||
stat.size = Formaat
|
||
stat.displaysize = Weergavegrootte
|
||
stat.liquidcapacity = Vloeistofcapaciteit
|
||
stat.powerrange = Stroombereik
|
||
stat.linkrange = Verbindingsbereik
|
||
stat.instructions = Instructies
|
||
stat.powerconnections = Maximale Hoeveelheid Connecties
|
||
stat.poweruse = Stroomverbruik
|
||
stat.powerdamage = Stroom/Schade
|
||
stat.itemcapacity = Itemcapaciteit
|
||
stat.memorycapacity = Geheugencapaciteit
|
||
stat.basepowergeneration = Standaard Stroom Generatie
|
||
stat.productiontime = Productie Tijd
|
||
stat.repairtime = Volledige Blok Repareertijd
|
||
stat.repairspeed = Repareersnelheid
|
||
stat.weapons = Wapens
|
||
stat.bullet = Kogel
|
||
stat.moduletier = Module Niveau
|
||
stat.unittype = Unit Type
|
||
stat.speedincrease = Snelheidsverhoging
|
||
stat.range = Bereik
|
||
stat.drilltier = Valt te delven
|
||
stat.drillspeed = Standaard mijn snelheid
|
||
stat.boosteffect = Boost-effect
|
||
stat.maxunits = Maximaal Actieve Units
|
||
stat.health = Levenspunten
|
||
stat.armor = Pantser
|
||
stat.buildtime = Bouwtijd
|
||
stat.maxconsecutive = Max Opeenvolgend
|
||
stat.buildcost = Bouwkosten
|
||
stat.inaccuracy = Onnauwkeurigheid
|
||
stat.shots = Schoten
|
||
stat.reload = Schoten/Seconde
|
||
stat.ammo = Ammunitie
|
||
stat.shieldhealth = Schild Levenspunten
|
||
stat.cooldowntime = Afkoelingsperiode
|
||
stat.explosiveness = Explosiviteit
|
||
stat.basedeflectchance = Basis Afbuigingskans
|
||
stat.lightningchance = Bliksemkans
|
||
stat.lightningdamage = Bliksemschade
|
||
stat.flammability = Ontvlambaarheid
|
||
stat.radioactivity = Radioactiviteit
|
||
stat.charge = Lading
|
||
stat.heatcapacity = Warmtecapaciteit
|
||
stat.viscosity = Viscositeit
|
||
stat.temperature = Temperatuur
|
||
stat.speed = Snelheid
|
||
stat.buildspeed = Bouw Snelheid
|
||
stat.minespeed = Delvingssnelheid
|
||
stat.minetier = Delvingsniveau
|
||
stat.payloadcapacity = Ladingscapaciteit
|
||
stat.abilities = Capaciteiten
|
||
stat.canboost = Kan Boosten
|
||
stat.flying = Vliegende
|
||
stat.ammouse = Ammunitie gebruik
|
||
stat.damagemultiplier = Schade Vermenigvuldiger
|
||
stat.healthmultiplier = Levenspunten Vermenigvuldiger
|
||
stat.speedmultiplier = Snelheids Vermenigvuldiger
|
||
stat.reloadmultiplier = Herlaad vermenigvuldiger
|
||
stat.buildspeedmultiplier = Productiesnelheid Vermenigvuldiger
|
||
stat.reactive = Reageert
|
||
stat.immunities = Immuniteiten
|
||
stat.healing = Genezing
|
||
|
||
ability.forcefield = Krachtveld
|
||
ability.repairfield = Reparatieveld
|
||
ability.statusfield = Statusveld
|
||
ability.unitspawn = Fabriek
|
||
ability.shieldregenfield = Schild Regeneratie Veld
|
||
ability.movelightning = Beweging Bliksem
|
||
ability.shieldarc = Schild Boog
|
||
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
||
ability.energyfield = Energieveld
|
||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||
ability.regen = Regeneration
|
||
|
||
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
||
|
||
bar.drilltierreq = Betere boor nodig
|
||
bar.noresources = Er ontbreken materialen
|
||
bar.corereq = Core Basis Vereist
|
||
bar.corefloor = Core Zone Tegel Vereist
|
||
bar.cargounitcap = Vracht eenheid limiet bereikt
|
||
bar.drillspeed = Delvingssnelheid: {0}/s
|
||
bar.pumpspeed = Pompsnelheid: {0}/s
|
||
bar.efficiency = Rendement: {0}%
|
||
bar.boost = Boost: +{0}%
|
||
bar.powerbalance = Stroom: {0}
|
||
bar.powerstored = Opgeslagen: {0}/{1}
|
||
bar.poweramount = Stroom: {0}
|
||
bar.poweroutput = Stroom uitvoer: {0}
|
||
bar.powerlines = Connecties: {0}/{1}
|
||
bar.items = Materialen: {0}
|
||
bar.capacity = Capaciteit: {0}
|
||
bar.unitcap = {0} {1}/{2}
|
||
bar.liquid = Vloeistof
|
||
bar.heat = Warmte
|
||
bar.instability = Instabiliteit
|
||
bar.heatamount = Warmte: {0}
|
||
bar.heatpercent = Warmte: {0} ({1}%)
|
||
bar.power = Stroom
|
||
bar.progress = Bouw Voortgang
|
||
bar.loadprogress = Voortgang
|
||
bar.launchcooldown = Lancering Afkoelingstijd
|
||
bar.input = Invoer
|
||
bar.output = Uitvoer
|
||
bar.strength = [stat]{0}[lightgray]x sterkte
|
||
|
||
units.processorcontrol = [lightgray]Processor Gestuurd
|
||
|
||
bullet.damage = [stat]{0}[lightgray] schade
|
||
bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels
|
||
bullet.incendiary = [stat]brandstichtend
|
||
bullet.homing = [stat]doelzoekend
|
||
bullet.armorpierce = [stat]pantserdoorborend
|
||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
|
||
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
|
||
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
|
||
bullet.knockback = [stat]{0}[lightgray] terugslag
|
||
bullet.pierce = [stat]{0}[lightgray]x doorboor
|
||
bullet.infinitepierce = [stat]doorboor
|
||
bullet.healpercent = [stat]{0}[lightgray]% genezing
|
||
bullet.healamount = [stat]{0}[lightgray] directe reparatie
|
||
bullet.multiplier = [stat]{0}[lightgray]x ammunitieverdubbelaar
|
||
bullet.reload = [stat]{0}[lightgray]x herlaad
|
||
bullet.range = [stat]{0}[lightgray] tegels bereik
|
||
|
||
unit.blocks = blokken
|
||
unit.blockssquared = blokken<EFBFBD>
|
||
unit.powersecond = stroom eenheden/seconde
|
||
unit.tilessecond = tegels/seconde
|
||
unit.liquidsecond = vloeistof eenheden/seconde
|
||
unit.itemssecond = materialen/seconde
|
||
unit.liquidunits = vloeistof eenheden
|
||
unit.powerunits = stroom eenheden
|
||
unit.heatunits = warmte eenheden
|
||
unit.degrees = graden
|
||
unit.seconds = seconden
|
||
unit.minutes = minuten
|
||
unit.persecond = /sec
|
||
unit.perminute = /min
|
||
unit.timesspeed = x snelheid
|
||
unit.percent = %
|
||
unit.shieldhealth = levenspunten schild
|
||
unit.items = materialen
|
||
unit.thousands = k
|
||
unit.millions = mln
|
||
unit.billions = mjd
|
||
unit.pershot = /schot
|
||
category.purpose = Doel
|
||
category.general = Algemeen
|
||
category.power = Stroom
|
||
category.liquids = Vloeisoffen
|
||
category.items = Materialen
|
||
category.crafting = Invoer/Uitvoer
|
||
category.function = Functie
|
||
category.optional = Optionele Verbeteringen
|
||
setting.skipcoreanimation.name = Skip Core Lancering/Land Animatie
|
||
setting.landscape.name = Vergrendel Landschap
|
||
setting.shadows.name = Schaduwen
|
||
setting.blockreplace.name = Automatische Blok Suggesties
|
||
setting.linear.name = Linear Filteren
|
||
setting.hints.name = Hints
|
||
setting.logichints.name = Logische Hints
|
||
setting.backgroundpause.name = Pauzeer in achtergrond
|
||
setting.buildautopause.name = Pauzeer Bouw Automatisch
|
||
setting.doubletapmine.name = Dubbelklik om te delven
|
||
setting.commandmodehold.name = Vasthouden voor commandomodus
|
||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
||
setting.modcrashdisable.name = Mods uitschakelen bij crash opstarten
|
||
setting.animatedwater.name = Animeer Water
|
||
setting.animatedshields.name = Animeer Schilden
|
||
setting.playerindicators.name = Spelersindicatoren
|
||
setting.indicators.name = Toon Bondgenoten
|
||
setting.autotarget.name = Automatisch Richten
|
||
setting.keyboard.name = Muis+Toetsenbord Controls
|
||
setting.touchscreen.name = Touchscreen Controls
|
||
setting.fpscap.name = Max FPS
|
||
setting.fpscap.none = Geen
|
||
setting.fpscap.text = {0} FPS
|
||
setting.uiscale.name = UI Schaal[lightgray] (herstart vereist)[]
|
||
setting.uiscale.description = Herstart vereist om veranderingen door te voeren.
|
||
setting.swapdiagonal.name = Altijd Diagonaal Plaatsen
|
||
setting.difficulty.training = Oefening
|
||
setting.difficulty.easy = Makkelijk
|
||
setting.difficulty.normal = Normaal
|
||
setting.difficulty.hard = Moeilijk
|
||
setting.difficulty.insane = Krankzinnig
|
||
setting.difficulty.name = Moeilijkheidsgraad:
|
||
setting.screenshake.name = Schuddend Scherm
|
||
setting.bloomintensity.name = Bloom Intensiteit
|
||
setting.bloomblur.name = Bloom Waas
|
||
setting.effects.name = Toon Effecten
|
||
setting.destroyedblocks.name = Toon Vernietigde Blokken
|
||
setting.blockstatus.name = Toon Blok Status
|
||
setting.conveyorpathfinding.name = Transportband Plaats Hulp
|
||
setting.sensitivity.name = Gevoeligheid Controller
|
||
setting.saveinterval.name = Autosave Interval
|
||
setting.seconds = {0} seconden
|
||
setting.milliseconds = {0} millisecondes
|
||
setting.fullscreen.name = Volledig Scherm
|
||
setting.borderlesswindow.name = Grenzeloos Venster[lightgray] (wellicht herstart vereist)
|
||
setting.borderlesswindow.name.windows = Grenzeloos Venster
|
||
setting.borderlesswindow.description = Een herstart kan vereist zijn om de wijzigingen door te voeren.
|
||
setting.fps.name = Toon FPS
|
||
setting.console.name = Console Inschakelen
|
||
setting.smoothcamera.name = Vloeiende Camera
|
||
setting.vsync.name = VSync
|
||
setting.pixelate.name = Verpixel Spel [lightgray](mogelijk verminderde performance)
|
||
setting.minimap.name = Toon Minimap
|
||
setting.coreitems.name = Toon Core Materialen
|
||
setting.position.name = Toon Speler Posities
|
||
setting.mouseposition.name = Toon Muis Positie
|
||
setting.musicvol.name = Muziek Volume
|
||
setting.atmosphere.name = Toon Atmosfeer Planeet
|
||
setting.drawlight.name = Draw Darkness/Lighting
|
||
setting.ambientvol.name = Achtergrond Volume
|
||
setting.mutemusic.name = Demp Muziek
|
||
setting.sfxvol.name = SFX Volume
|
||
setting.mutesound.name = Demp Geluid
|
||
setting.crashreport.name = Stuur Anonieme Crashmeldingen
|
||
setting.savecreate.name = Bewaar Saves Automatisch
|
||
setting.publichost.name = Publieke Server Zichtbaarheid
|
||
setting.playerlimit.name = Spelerslijst
|
||
setting.chatopacity.name = Chat Transparantie
|
||
setting.lasersopacity.name = Stroomdraad Transparantie
|
||
setting.bridgeopacity.name = Brug Transparantie
|
||
setting.playerchat.name = Toon Chat
|
||
setting.showweather.name = Toon Weer Graphics
|
||
setting.hidedisplays.name = Verberg Logische Displays
|
||
setting.macnotch.name = Pas de interface aan om de inkeping weer te geven
|
||
setting.macnotch.description = Herstart vereist om veranderingen door te voeren
|
||
steam.friendsonly = Friends Only
|
||
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
||
public.beta = Onthoud dat b<>ta versies geen publieke lobby's kunnen maken.
|
||
uiscale.reset = UI formaat is geweizigd.\nKlik op "OK" om het te bevestigen.\n[scarlet]Anders word het in[accent] {0}[] seconden ongedaan gemaakt...
|
||
uiscale.cancel = Annuleer & Sluit
|
||
setting.bloom.name = Bloom
|
||
keybind.title = Herbind Toetsen
|
||
keybinds.mobile = [scarlet]De meeste toetscombinaties werken niet voor mobiele apparaten. Enkel standaard bewegingen zijn ondersteund.
|
||
category.general.name = Algemeen
|
||
category.view.name = Toon
|
||
category.command.name = Unit Command
|
||
category.multiplayer.name = Multiplayer
|
||
category.blocks.name = Selecteer Blok
|
||
placement.blockselectkeys = \n[lightgray]Toets: [{0},
|
||
keybind.respawn.name = Respawn
|
||
keybind.control.name = Bediening Eenheid
|
||
keybind.clear_building.name = Stop met bouwen
|
||
keybind.press = Druk op een toets...
|
||
keybind.press.axis = Druk op een as of toets...
|
||
keybind.screenshot.name = Folder Schermafbeelding
|
||
keybind.toggle_power_lines.name = Wel/Geen Stroomdraden
|
||
keybind.toggle_block_status.name = Schakel Blokstatus in
|
||
keybind.move_x.name = Beweeg x
|
||
keybind.move_y.name = Beweeg y
|
||
keybind.mouse_move.name = Volg Muis
|
||
keybind.pan.name = Schuif Weergave
|
||
keybind.boost.name = Boost
|
||
keybind.command_mode.name = Commandomodus
|
||
keybind.command_queue.name = Unit Command Queue
|
||
keybind.create_control_group.name = Create Control Group
|
||
keybind.cancel_orders.name = Cancel Orders
|
||
keybind.unit_stance_1.name = Unit Stance 1
|
||
keybind.unit_stance_2.name = Unit Stance 2
|
||
keybind.unit_stance_3.name = Unit Stance 3
|
||
keybind.unit_stance_4.name = Unit Stance 4
|
||
keybind.unit_stance_5.name = Unit Stance 5
|
||
keybind.rebuild_select.name = Herbouw Regio
|
||
keybind.schematic_select.name = Selecteer gebied
|
||
keybind.schematic_menu.name = Ontwerpmenu
|
||
keybind.schematic_flip_x.name = Spiegel ontwerp X
|
||
keybind.schematic_flip_y.name = Spiegel ontwerp Y
|
||
keybind.category_prev.name = Vorige Categorie
|
||
keybind.category_next.name = Volgende Categorie
|
||
keybind.block_select_left.name = Selecteer Blok Links
|
||
keybind.block_select_right.name = Selecteer Blok Rechts
|
||
keybind.block_select_up.name = Selecteer Blok Omhoog
|
||
keybind.block_select_down.name = Selecteer Blok Omlaag
|
||
keybind.block_select_01.name = Selecteer Categorie/Blok 1
|
||
keybind.block_select_02.name = Selecteer Categorie/Blok 2
|
||
keybind.block_select_03.name = Selecteer Categorie/Blok 3
|
||
keybind.block_select_04.name = Selecteer Categorie/Blok 4
|
||
keybind.block_select_05.name = Selecteer Categorie/Blok 5
|
||
keybind.block_select_06.name = Selecteer Categorie/Blok 6
|
||
keybind.block_select_07.name = Selecteer Categorie/Blok 7
|
||
keybind.block_select_08.name = Selecteer Categorie/Blok 8
|
||
keybind.block_select_09.name = Selecteer Categorie/Blok 9
|
||
keybind.block_select_10.name = Selecteer Categorie/Blok 10
|
||
keybind.fullscreen.name = Schakel Fullscreen In/Uit
|
||
keybind.select.name = Selecteer/Schiet
|
||
keybind.diagonal_placement.name = Plaats Diagonaal
|
||
keybind.pick.name = Kies Blok
|
||
keybind.break_block.name = Breek Blok
|
||
keybind.select_all_units.name = Selecteer Alle Eenheden
|
||
keybind.select_all_unit_factories.name = Selecteer Alle Eenheidsfabrieken
|
||
keybind.deselect.name = Deselecteer
|
||
keybind.pickupCargo.name = Pak Vracht Op
|
||
keybind.dropCargo.name = Laat Vracht Vallen
|
||
keybind.shoot.name = Schiet
|
||
keybind.zoom.name = Zoom
|
||
keybind.menu.name = Menu
|
||
keybind.pause.name = Pauze
|
||
keybind.pause_building.name = Pauzeer/Hervat Bouwen
|
||
keybind.minimap.name = Minimap
|
||
keybind.planet_map.name = Planetenkaart
|
||
keybind.research.name = Onderzoek
|
||
keybind.block_info.name = Blok Informatie
|
||
keybind.chat.name = Chat
|
||
keybind.player_list.name = Spelerslijst
|
||
keybind.console.name = Console
|
||
keybind.rotate.name = Roteer
|
||
keybind.rotateplaced.name = Roteer bestaand (Houdt vast)
|
||
keybind.toggle_menus.name = Schakel Menu's
|
||
keybind.chat_history_prev.name = Chat Geschiedenis Ouder
|
||
keybind.chat_history_next.name = Chat Geschiedenis Nieuwer
|
||
keybind.chat_scroll.name = Chat Scroll
|
||
keybind.chat_mode.name = Verander Chatmodus
|
||
keybind.drop_unit.name = Laat Eenheid Vallen
|
||
keybind.zoom_minimap.name = Zoom Minimap
|
||
mode.help.title = Beschrijving van Modi
|
||
mode.survival.name = Overleving
|
||
mode.survival.description = De normale modus. Standaard grondstoffen en automatisch inkomende golven van vijanden.
|
||
mode.sandbox.name = Zandbak
|
||
mode.sandbox.description = Oneindige resources en geen automatische vijandelijke golven.
|
||
mode.editor.name = Editor
|
||
mode.pvp.name = PvP
|
||
mode.pvp.description = Vecht tegen andere spelers.\n[gray]Vereist minstens 2 verschillend gekleurde cores in de kaart om te kunnen spelen.
|
||
mode.attack.name = Aanvallen
|
||
mode.attack.description = Geen rondes, maar met als doel de vijandlijke core(s) te vernietigen.
|
||
mode.custom = Aangepaste Regels
|
||
rules.invaliddata = Invalid clipboard data.
|
||
rules.hidebannedblocks = Verberg verboden blokken
|
||
|
||
rules.infiniteresources = Oneindige Resources
|
||
rules.onlydepositcore = Alleen spullen in de core doen toestaan.
|
||
rules.reactorexplosions = Ontploffende Reactors
|
||
rules.coreincinerates = Core verbrandt overvloed aan materialen.
|
||
rules.disableworldprocessors = Zet Wereld-Processors Uit.
|
||
rules.schematic = Ontwerpen Toegestaan
|
||
rules.wavetimer = Vijandelijke Golven Timer
|
||
rules.wavesending = Golven Sturen
|
||
rules.waves = Golven
|
||
rules.attack = Aanvalmodus
|
||
rules.buildai = Base Builder AI
|
||
rules.buildaitier = Builder AI Tier
|
||
rules.rtsai = RTS AI
|
||
rules.rtsminsquadsize = Min Ploeg Grootte
|
||
rules.rtsmaxsquadsize = Max Ploeg Grootte
|
||
rules.rtsminattackweight = Min Aanvalsgewicht
|
||
rules.cleanupdeadteams = Ruim verslagen gebouwen van team op (PvP)
|
||
rules.corecapture = Verover Core Bij Vernietiging
|
||
rules.polygoncoreprotection = Veelhoekige Corebescherming
|
||
rules.placerangecheck = Plaatsingsbereik Controle
|
||
rules.enemyCheat = Oneindige AI Materialen
|
||
rules.blockhealthmultiplier = Blok Levenspunten Vermenigvuldiger
|
||
rules.blockdamagemultiplier = Blokschade Vermenigvuldiger
|
||
rules.unitbuildspeedmultiplier = Eenheid Spawnsnelheid Vermenigvuldiger
|
||
rules.unitcostmultiplier = Eenheidskosten Vermenigvuldiger
|
||
rules.unithealthmultiplier = Eenheid Levenspunten Vermenigvuldiger
|
||
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||
rules.unitcap = Bais Eenheidlimiet
|
||
rules.limitarea = Limiteer Kaart Gebied
|
||
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
||
rules.wavespacing = Tijd Tussen Rondes:[lightgray] (sec)
|
||
rules.initialwavespacing = Initi<EFBFBD>le Golfafstand:[lightgray] (sec)
|
||
rules.buildcostmultiplier = Bouwkosten Vermenigvuldiger
|
||
rules.buildspeedmultiplier = Bouwsnelheid Vermenigvuldiger
|
||
rules.deconstructrefundmultiplier = Deconstructie Terugbetalings Vermenigvuldiger
|
||
rules.waitForWaveToEnd = Golven wachten tot alle vijanden zijn verslagen
|
||
rules.wavelimit = Map Ends After Wave
|
||
rules.dropzoneradius = Vijandelijke Spawn Diameter:[lightgray] (tegels)
|
||
rules.unitammo = Eenheden Gebruiken Ammunitie
|
||
rules.enemyteam = Vijandelijk Team
|
||
rules.playerteam = Spelerteam
|
||
rules.title.waves = Golven
|
||
rules.title.resourcesbuilding = Grondstoffen & Bouwen
|
||
rules.title.enemy = Vijanden
|
||
rules.title.unit = Eenheden
|
||
rules.title.experimental = Experimenteel
|
||
rules.title.environment = Omgeving
|
||
rules.title.teams = Teams
|
||
rules.title.planet = Planeet
|
||
rules.lighting = Belichting
|
||
rules.fog = Mist van de Oorlog
|
||
rules.fire = Vuur
|
||
rules.anyenv = <Elk>
|
||
rules.explosions = Blok/Eenheid Explosieschade
|
||
rules.ambientlight = Omgevingslicht
|
||
rules.weather = Weer
|
||
rules.weather.frequency = Frequentie:
|
||
rules.weather.always = Altijd
|
||
rules.weather.duration = Duur:
|
||
|
||
content.item.name = Materialen
|
||
content.liquid.name = Vloeistoffen
|
||
content.unit.name = Eenheden
|
||
content.block.name = Blokken
|
||
content.status.name = Status Effecten
|
||
content.sector.name = Sectoren
|
||
content.team.name = Facties
|
||
wallore = (Muur)
|
||
|
||
item.copper.name = Koper
|
||
item.lead.name = Lood
|
||
item.coal.name = Steenkool
|
||
item.graphite.name = Grafiet
|
||
item.titanium.name = Titanium
|
||
item.thorium.name = Thorium
|
||
item.silicon.name = Silicium
|
||
item.plastanium.name = Plastanium
|
||
item.phase-fabric.name = Fasestof
|
||
item.surge-alloy.name = Golflegering
|
||
item.spore-pod.name = Schimmelcapsule
|
||
item.sand.name = Zand
|
||
item.blast-compound.name = Ontploffingsverbinding
|
||
item.pyratite.name = Pyratiet
|
||
item.metaglass.name = Glasvezel
|
||
item.scrap.name = Schroot
|
||
item.fissile-matter.name = Splijtbare Materie
|
||
item.beryllium.name = Beryllium
|
||
item.tungsten.name = Wolfraam
|
||
item.oxide.name = Oxide
|
||
item.carbide.name = Carbid
|
||
item.dormant-cyst.name = Slapende Cyste
|
||
liquid.water.name = Water
|
||
liquid.slag.name = Lava
|
||
liquid.oil.name = Olie
|
||
liquid.cryofluid.name = Koelvloeistof
|
||
liquid.neoplasm.name = Neoplasma
|
||
liquid.arkycite.name = Arkyciet
|
||
liquid.gallium.name = Gallium
|
||
liquid.ozone.name = Ozon
|
||
liquid.hydrogen.name = Waterstof
|
||
liquid.nitrogen.name = Stikstof
|
||
liquid.cyanogen.name = Cyanogeen
|
||
|
||
unit.dagger.name = Dolk
|
||
unit.mace.name = Mace
|
||
unit.fortress.name = Fortress
|
||
unit.nova.name = Nova
|
||
unit.pulsar.name = Pulsar
|
||
unit.quasar.name = Quasar
|
||
unit.crawler.name = Kruiper
|
||
unit.atrax.name = Atrax
|
||
unit.spiroct.name = Spiroct
|
||
unit.arkyid.name = Arkyid
|
||
unit.toxopid.name = Toxopid
|
||
unit.flare.name = Flare
|
||
unit.horizon.name = Horizon
|
||
unit.zenith.name = Zenith
|
||
unit.antumbra.name = Antumbra
|
||
unit.eclipse.name = Eclips
|
||
unit.mono.name = Mono
|
||
unit.poly.name = Poly
|
||
unit.mega.name = Mega
|
||
unit.quad.name = Quad
|
||
unit.oct.name = Oct
|
||
unit.risso.name = Risso
|
||
unit.minke.name = Minke
|
||
unit.bryde.name = Bryde
|
||
unit.sei.name = Sei
|
||
unit.omura.name = Omura
|
||
unit.retusa.name = Retusa
|
||
unit.oxynoe.name = Oxynoe
|
||
unit.cyerce.name = Cyerce
|
||
unit.aegires.name = Aegires
|
||
unit.navanax.name = Navanax
|
||
unit.alpha.name = Alpha
|
||
unit.beta.name = Beta
|
||
unit.gamma.name = Gamma
|
||
unit.scepter.name = Scepter
|
||
unit.reign.name = Reign
|
||
unit.vela.name = Vela
|
||
unit.corvus.name = Corvus
|
||
unit.stell.name = Stell
|
||
unit.locus.name = Locus
|
||
unit.precept.name = Precept
|
||
unit.vanquish.name = Vanquish
|
||
unit.conquer.name = Conquer
|
||
unit.merui.name = Merui
|
||
unit.cleroi.name = Cleroi
|
||
unit.anthicus.name = Anthicus
|
||
unit.tecta.name = Tecta
|
||
unit.collaris.name = Collaris
|
||
unit.elude.name = Elude
|
||
unit.avert.name = Avert
|
||
unit.obviate.name = Obviate
|
||
unit.quell.name = Quell
|
||
unit.disrupt.name = Disrupt
|
||
unit.evoke.name = Evoke
|
||
unit.incite.name = Incite
|
||
unit.emanate.name = Emanate
|
||
unit.manifold.name = Spruitstuk
|
||
unit.assembly-drone.name = Montage Drone
|
||
unit.latum.name = Latum
|
||
unit.renale.name = Renale
|
||
block.parallax.name = Parallax
|
||
block.cliff.name = Klif
|
||
block.sand-boulder.name = Zandkei
|
||
block.basalt-boulder.name = Basaltkei
|
||
block.grass.name = Gras
|
||
block.molten-slag.name = Lava
|
||
block.pooled-cryofluid.name = Koelvloeistof
|
||
block.space.name = Ruimte
|
||
block.salt.name = Zout
|
||
block.salt-wall.name = Zoutmuur
|
||
block.pebbles.name = Steentjes
|
||
block.tendrils.name = Ranken
|
||
block.sand-wall.name = Zandmuur
|
||
block.spore-pine.name = Schimmel Den
|
||
block.spore-wall.name = Schimmelmuur
|
||
block.boulder.name = Kei
|
||
block.snow-boulder.name = Sneeuwkei
|
||
block.snow-pine.name = Sneeuw Den
|
||
block.shale.name = Leisteen
|
||
block.shale-boulder.name = Leisteen Kei
|
||
block.moss.name = Mos
|
||
block.shrubs.name = Bosjes
|
||
block.spore-moss.name = Schimmelmos
|
||
block.shale-wall.name = Leisteen Muur
|
||
block.scrap-wall.name = Schrootmuur
|
||
block.scrap-wall-large.name = Grote Schrootmuur
|
||
block.scrap-wall-huge.name = Enorme Schrootmuur
|
||
block.scrap-wall-gigantic.name = Gigantische Schrootmuur
|
||
block.thruster.name = Stuwraket
|
||
block.kiln.name = Glasoven
|
||
block.graphite-press.name = Grafietpers
|
||
block.multi-press.name = Super-Pers
|
||
block.constructing = {0} [lightgray](Bouwen)
|
||
block.spawn.name = Vijandelijke Spawn
|
||
block.core-shard.name = Core: Scherf
|
||
block.core-foundation.name = Core: Fundament
|
||
block.core-nucleus.name = Core: Nucleus
|
||
block.deep-water.name = Diep Water
|
||
block.shallow-water.name = Ondiep Water
|
||
block.tainted-water.name = Vervuild Water
|
||
block.deep-tainted-water.name = Diep Vervuild Water
|
||
block.darksand-tainted-water.name = Donkerzand Vervuild Water
|
||
block.tar.name = Teer
|
||
block.stone.name = Steen
|
||
block.sand-floor.name = Zand
|
||
block.darksand.name = Donkerzand
|
||
block.ice.name = Ijs
|
||
block.snow.name = Sneeuw
|
||
block.crater-stone.name = Kraters
|
||
block.sand-water.name = Zand Water
|
||
block.darksand-water.name = Donkerzand Water
|
||
block.char.name = Char
|
||
block.dacite.name = Daciet
|
||
block.rhyolite.name = Rhyoliet
|
||
block.dacite-wall.name = Dacieten Muur
|
||
block.dacite-boulder.name = Dacieten Kei
|
||
block.ice-snow.name = Ijssneeuw
|
||
block.stone-wall.name = Stenen Muur
|
||
block.ice-wall.name = Ijsmuur
|
||
block.snow-wall.name = Sneeuwmuur
|
||
block.dune-wall.name = Duinmuur
|
||
block.pine.name = Den
|
||
block.dirt.name = Aarde
|
||
block.dirt-wall.name = Aardemuur
|
||
block.mud.name = Modder
|
||
block.white-tree-dead.name = Witte Boom Dood
|
||
block.white-tree.name = Witte Boom
|
||
block.spore-cluster.name = Schimmel Cluster
|
||
block.metal-floor.name = Metalen Vloer 1
|
||
block.metal-floor-2.name = Metalen Vloer 2
|
||
block.metal-floor-3.name = Metalen Vloer 3
|
||
block.metal-floor-4.name = Metalen Vloer 4
|
||
block.metal-floor-5.name = Metalen Vloer 5
|
||
block.metal-floor-damaged.name = Beschadigde Metalen Vloer
|
||
block.dark-panel-1.name = Donker Paneel 1
|
||
block.dark-panel-2.name = Donker Paneel 2
|
||
block.dark-panel-3.name = Donker Paneel 3
|
||
block.dark-panel-4.name = Donker Paneel 4
|
||
block.dark-panel-5.name = Donker Paneel 5
|
||
block.dark-panel-6.name = Donker Paneel 6
|
||
block.dark-metal.name = Donker Metaal
|
||
block.basalt.name = Basalt
|
||
block.hotrock.name = Hete Steen
|
||
block.magmarock.name = Magmasteen
|
||
block.copper-wall.name = Koperen Muur
|
||
block.copper-wall-large.name = Grote Koperen Muur
|
||
block.titanium-wall.name = Titanium Muur
|
||
block.titanium-wall-large.name = Grote Titanium Muur
|
||
block.plastanium-wall.name = Plastanium Muur
|
||
block.plastanium-wall-large.name = Grote Plastanium Muur
|
||
block.phase-wall.name = Fase Muur
|
||
block.phase-wall-large.name = Grote Fase Muur
|
||
block.thorium-wall.name = Thorium Muur
|
||
block.thorium-wall-large.name = Grote Thorium Muur
|
||
block.door.name = Deur
|
||
block.door-large.name = Grote Deur
|
||
block.duo.name = Duo
|
||
block.scorch.name = Vlammenwerper
|
||
block.scatter.name = Strooier
|
||
block.hail.name = Hagel
|
||
block.lancer.name = Lansier
|
||
block.conveyor.name = Transportband
|
||
block.titanium-conveyor.name = Titanium Transportband
|
||
block.plastanium-conveyor.name = Plastanium Transportband
|
||
block.armored-conveyor.name = Gepantserde Transportband
|
||
block.junction.name = Kruising
|
||
block.router.name = Verdeler
|
||
block.distributor.name = Distributeur
|
||
block.sorter.name = Sorteerder
|
||
block.inverted-sorter.name = Omgekeerder Sorteerder
|
||
block.message.name = Bericht
|
||
block.reinforced-message.name = Gepansterd Bericht
|
||
block.world-message.name = Wereldbericht
|
||
block.illuminator.name = Lamp
|
||
block.overflow-gate.name = Overstroom Poort
|
||
block.underflow-gate.name = Onderstroom Poort
|
||
block.silicon-smelter.name = Siliciumsmelter
|
||
block.phase-weaver.name = Fase Wever
|
||
block.pulverizer.name = Verpulveraar
|
||
block.cryofluid-mixer.name = Koelvloeistof Mixer
|
||
block.melter.name = Smelter
|
||
block.incinerator.name = Verbrandingsoven
|
||
block.spore-press.name = Schimmelpers
|
||
block.separator.name = Afscheider
|
||
block.coal-centrifuge.name = Steenkoolcentrifuge
|
||
block.power-node.name = Stroompaal
|
||
block.power-node-large.name = Grote Stroompaal
|
||
block.surge-tower.name = Hoogspanningsmast
|
||
block.diode.name = Batterij Diode
|
||
block.battery.name = Batterij
|
||
block.battery-large.name = Grote Batterij
|
||
block.combustion-generator.name = Verbrandingsgenerator
|
||
block.steam-generator.name = Turbinegenerator
|
||
block.differential-generator.name = Temperatuursverschilgenerator
|
||
block.impact-reactor.name = Impactreactor
|
||
block.mechanical-drill.name = Mechanische Boor
|
||
block.pneumatic-drill.name = Pneumatische Boor
|
||
block.laser-drill.name = Lazerboor
|
||
block.water-extractor.name = Waterput
|
||
block.cultivator.name = Kweekmachine
|
||
block.conduit.name = Pijp
|
||
block.mechanical-pump.name = Mechanische Pomp
|
||
block.item-source.name = Materiaalbron
|
||
block.item-void.name = Materiaalgat
|
||
block.liquid-source.name = Vloeistofbron
|
||
block.liquid-void.name = Vloeistofgat
|
||
block.power-void.name = Stroomgat
|
||
block.power-source.name = Stroombron
|
||
block.unloader.name = Losser
|
||
block.vault.name = Kluis
|
||
block.wave.name = Golf
|
||
block.tsunami.name = Tsunami
|
||
block.swarmer.name = Zwermer
|
||
block.salvo.name = Salvo
|
||
block.ripple.name = Ripple
|
||
block.phase-conveyor.name = Fase-transportband
|
||
block.bridge-conveyor.name = Brug-transportband
|
||
block.plastanium-compressor.name = Plastaniumcompressor
|
||
block.pyratite-mixer.name = Pyratietmixer
|
||
block.blast-mixer.name = Ontploffingsmixer
|
||
block.solar-panel.name = Zonnepaneel
|
||
block.solar-panel-large.name = Groot zonnepaneel
|
||
block.oil-extractor.name = Olieput
|
||
block.repair-point.name = Repareerpunt
|
||
block.repair-turret.name = Repareergeschutstoren
|
||
block.pulse-conduit.name = Impulsleiding
|
||
block.plated-conduit.name = Gepantserde Pijp
|
||
block.phase-conduit.name = Faseleiding
|
||
block.liquid-router.name = Vloeistofverdeler
|
||
block.liquid-tank.name = Vloeistoftank
|
||
block.liquid-container.name = Vloeistofcontainer
|
||
block.liquid-junction.name = Vloeistofkruising
|
||
block.bridge-conduit.name = Brugleiding
|
||
block.rotary-pump.name = Draaipomp
|
||
block.thorium-reactor.name = Thoriumreactor
|
||
block.mass-driver.name = Mass Driver
|
||
block.blast-drill.name = Luchtstraalboor
|
||
block.impulse-pump.name = Thermische Pomp
|
||
block.thermal-generator.name = Thermische Generator
|
||
block.surge-smelter.name = Golflegering Smelterij
|
||
block.mender.name = Hersteller
|
||
block.mend-projector.name = Herstelprojector
|
||
block.surge-wall.name = Golflegeringen Muur
|
||
block.surge-wall-large.name = Grote Golflegeringen Muur
|
||
block.cyclone.name = Cycloon
|
||
block.fuse.name = Zekering
|
||
block.shock-mine.name = Elektrische Landmijn
|
||
block.overdrive-projector.name = Overdrive Projector
|
||
block.force-projector.name = Krachtveld
|
||
block.arc.name = Arc
|
||
block.rtg-generator.name = RTG Generator
|
||
block.spectre.name = Spectre
|
||
block.meltdown.name = Meltdown
|
||
block.foreshadow.name = Foreshadow
|
||
block.container.name = Doos
|
||
block.launch-pad.name = Lanceerplatform
|
||
block.segment.name = Segment
|
||
block.ground-factory.name = Grondfabriek
|
||
block.air-factory.name = Luchtfabriek
|
||
block.naval-factory.name = Marinefabriek
|
||
block.additive-reconstructor.name = Additieve Reconstructeur
|
||
block.multiplicative-reconstructor.name = Multiplicatieve Reconstructeur
|
||
block.exponential-reconstructor.name = Exponenti<EFBFBD>le Reconstructeur
|
||
block.tetrative-reconstructor.name = Tetratieve Reconstructeur
|
||
block.payload-conveyor.name = Massa-Transportband
|
||
block.payload-router.name = Vrachtverdeler
|
||
|
||
block.duct.name = Duct
|
||
block.duct-router.name = Duct Router
|
||
block.duct-bridge.name = Duct Bridge
|
||
block.large-payload-mass-driver.name = Large Payload Mass Driver
|
||
block.payload-void.name = Payload Void
|
||
block.payload-source.name = Payload Source
|
||
block.disassembler.name = Disassembler
|
||
block.silicon-crucible.name = Silicon Crucible
|
||
block.overdrive-dome.name = Overdrive Dome
|
||
block.interplanetary-accelerator.name = Interplanetary Accelerator
|
||
block.constructor.name = Constructor
|
||
block.constructor.description = Fabricates structures up to 2x2 tiles in size.
|
||
block.large-constructor.name = Large Constructor
|
||
block.large-constructor.description = Fabricates structures up to 4x4 tiles in size.
|
||
block.deconstructor.name = Deconstructor
|
||
block.deconstructor.description = Deconstructs structures and units. Returns 100% of build cost.
|
||
block.payload-loader.name = Payload Loader
|
||
block.payload-loader.description = Load liquids and items into blocks.
|
||
block.payload-unloader.name = Payload Unloader
|
||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
||
block.heat-source.name = Heat Source
|
||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||
block.empty.name = Empty
|
||
block.rhyolite-crater.name = Rhyolite Crater
|
||
block.rough-rhyolite.name = Rough Rhyolite
|
||
block.regolith.name = Regolith
|
||
block.yellow-stone.name = Yellow Stone
|
||
block.carbon-stone.name = Carbon Stone
|
||
block.ferric-stone.name = Ferric Stone
|
||
block.ferric-craters.name = Ferric Craters
|
||
block.beryllic-stone.name = Beryllic Stone
|
||
block.crystalline-stone.name = Crystalline Stone
|
||
block.crystal-floor.name = Crystal Floor
|
||
block.yellow-stone-plates.name = Yellow Stone Plates
|
||
block.red-stone.name = Red Stone
|
||
block.dense-red-stone.name = Dense Red Stone
|
||
block.red-ice.name = Red Ice
|
||
block.arkycite-floor.name = Arkycite Floor
|
||
block.arkyic-stone.name = Arkyic Stone
|
||
block.rhyolite-vent.name = Rhyolite Vent
|
||
block.carbon-vent.name = Carbon Vent
|
||
block.arkyic-vent.name = Arkyic Vent
|
||
block.yellow-stone-vent.name = Yellow Stone Vent
|
||
block.red-stone-vent.name = Red Stone Vent
|
||
block.crystalline-vent.name = Crystalline Vent
|
||
block.redmat.name = Redmat
|
||
block.bluemat.name = Bluemat
|
||
block.core-zone.name = Core Zone
|
||
block.regolith-wall.name = Regolith Wall
|
||
block.yellow-stone-wall.name = Yellow Stone Wall
|
||
block.rhyolite-wall.name = Rhyolite Wall
|
||
block.carbon-wall.name = Carbon Wall
|
||
block.ferric-stone-wall.name = Ferric Stone Wall
|
||
block.beryllic-stone-wall.name = Beryllic Stone Wall
|
||
block.arkyic-wall.name = Arkyic Wall
|
||
block.crystalline-stone-wall.name = Crystalline Stone Wall
|
||
block.red-ice-wall.name = Red Ice Wall
|
||
block.red-stone-wall.name = Red Stone Wall
|
||
block.red-diamond-wall.name = Red Diamond Wall
|
||
block.redweed.name = Redweed
|
||
block.pur-bush.name = Pur Bush
|
||
block.yellowcoral.name = Yellowcoral
|
||
block.carbon-boulder.name = Carbon Boulder
|
||
block.ferric-boulder.name = Ferric Boulder
|
||
block.beryllic-boulder.name = Beryllic Boulder
|
||
block.yellow-stone-boulder.name = Yellow Stone Boulder
|
||
block.arkyic-boulder.name = Arkyic Boulder
|
||
block.crystal-cluster.name = Crystal Cluster
|
||
block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster
|
||
block.crystal-blocks.name = Crystal Blocks
|
||
block.crystal-orbs.name = Crystal Orbs
|
||
block.crystalline-boulder.name = Crystalline Boulder
|
||
block.red-ice-boulder.name = Red Ice Boulder
|
||
block.rhyolite-boulder.name = Rhyolite Boulder
|
||
block.red-stone-boulder.name = Red Stone Boulder
|
||
block.graphitic-wall.name = Graphitic Wall
|
||
block.silicon-arc-furnace.name = Silicon Arc Furnace
|
||
block.electrolyzer.name = Electrolyzer
|
||
block.atmospheric-concentrator.name = Atmospheric Concentrator
|
||
block.oxidation-chamber.name = Oxidation Chamber
|
||
block.electric-heater.name = Electric Heater
|
||
block.slag-heater.name = Slag Heater
|
||
block.phase-heater.name = Phase Heater
|
||
block.heat-redirector.name = Heat Redirector
|
||
block.heat-router.name = Heat Router
|
||
block.slag-incinerator.name = Slag Incinerator
|
||
block.carbide-crucible.name = Carbide Crucible
|
||
block.slag-centrifuge.name = Slag Centrifuge
|
||
block.surge-crucible.name = Surge Crucible
|
||
block.cyanogen-synthesizer.name = Cyanogen Synthesizer
|
||
block.phase-synthesizer.name = Phase Synthesizer
|
||
block.heat-reactor.name = Heat Reactor
|
||
block.beryllium-wall.name = Beryllium Wall
|
||
block.beryllium-wall-large.name = Large Beryllium Wall
|
||
block.tungsten-wall.name = Tungsten Wall
|
||
block.tungsten-wall-large.name = Large Tungsten Wall
|
||
block.blast-door.name = Blast Door
|
||
block.carbide-wall.name = Carbide Wall
|
||
block.carbide-wall-large.name = Large Carbide Wall
|
||
block.reinforced-surge-wall.name = Reinforced Surge Wall
|
||
block.reinforced-surge-wall-large.name = Large Reinforced Surge Wall
|
||
block.shielded-wall.name = Shielded Wall
|
||
block.radar.name = Radar
|
||
block.build-tower.name = Build Tower
|
||
block.regen-projector.name = Regen Projector
|
||
block.shockwave-tower.name = Shockwave Tower
|
||
block.shield-projector.name = Shield Projector
|
||
block.large-shield-projector.name = Large Shield Projector
|
||
block.armored-duct.name = Armored Duct
|
||
block.overflow-duct.name = Overflow Duct
|
||
block.underflow-duct.name = Underflow Duct
|
||
block.duct-unloader.name = Duct Unloader
|
||
block.surge-conveyor.name = Surge Conveyor
|
||
block.surge-router.name = Surge Router
|
||
block.unit-cargo-loader.name = Unit Cargo Loader
|
||
block.unit-cargo-unload-point.name = Unit Cargo Unload Point
|
||
block.reinforced-pump.name = Reinforced Pump
|
||
block.reinforced-conduit.name = Reinforced Conduit
|
||
block.reinforced-liquid-junction.name = Reinforced Liquid Junction
|
||
block.reinforced-bridge-conduit.name = Reinforced Bridge Conduit
|
||
block.reinforced-liquid-router.name = Reinforced Liquid Router
|
||
block.reinforced-liquid-container.name = Reinforced Liquid Container
|
||
block.reinforced-liquid-tank.name = Reinforced Liquid Tank
|
||
block.beam-node.name = Beam Node
|
||
block.beam-tower.name = Beam Tower
|
||
block.beam-link.name = Beam Link
|
||
block.turbine-condenser.name = Turbine Condenser
|
||
block.chemical-combustion-chamber.name = Chemical Combustion Chamber
|
||
block.pyrolysis-generator.name = Pyrolysis Generator
|
||
block.vent-condenser.name = Vent Condenser
|
||
block.cliff-crusher.name = Cliff Crusher
|
||
block.plasma-bore.name = Plasma Bore
|
||
block.large-plasma-bore.name = Large Plasma Bore
|
||
block.impact-drill.name = Impact Drill
|
||
block.eruption-drill.name = Eruption Drill
|
||
block.core-bastion.name = Core Bastion
|
||
block.core-citadel.name = Core Citadel
|
||
block.core-acropolis.name = Core Acropolis
|
||
block.reinforced-container.name = Reinforced Container
|
||
block.reinforced-vault.name = Reinforced Vault
|
||
block.breach.name = Breach
|
||
block.sublimate.name = Sublimate
|
||
block.titan.name = Titan
|
||
block.disperse.name = Disperse
|
||
block.afflict.name = Afflict
|
||
block.lustre.name = Lustre
|
||
block.scathe.name = Scathe
|
||
block.fabricator.name = Fabricator
|
||
block.tank-refabricator.name = Tank Refabricator
|
||
block.mech-refabricator.name = Mech Refabricator
|
||
block.ship-refabricator.name = Ship Refabricator
|
||
block.tank-assembler.name = Tank Assembler
|
||
block.ship-assembler.name = Ship Assembler
|
||
block.mech-assembler.name = Mech Assembler
|
||
block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor
|
||
block.reinforced-payload-router.name = Reinforced Payload Router
|
||
block.payload-mass-driver.name = Payload Mass Driver
|
||
block.small-deconstructor.name = Small Deconstructor
|
||
block.canvas.name = Canvas
|
||
block.world-processor.name = World Processor
|
||
block.world-cell.name = World Cell
|
||
block.tank-fabricator.name = Tank Fabricator
|
||
block.mech-fabricator.name = Mech Fabricator
|
||
block.ship-fabricator.name = Ship Fabricator
|
||
block.prime-refabricator.name = Prime Refabricator
|
||
block.unit-repair-tower.name = Unit Repair Tower
|
||
block.diffuse.name = Diffuse
|
||
block.basic-assembler-module.name = Basic Assembler Module
|
||
block.smite.name = Smite
|
||
block.malign.name = Malign
|
||
block.flux-reactor.name = Flux Reactor
|
||
block.neoplasia-reactor.name = Neoplasia Reactor
|
||
|
||
block.switch.name = Switch
|
||
block.micro-processor.name = Micro Processor
|
||
block.logic-processor.name = Logic Processor
|
||
block.hyper-processor.name = Hyper Processor
|
||
block.logic-display.name = Logic Display
|
||
block.large-logic-display.name = Large Logic Display
|
||
block.memory-cell.name = Memory Cell
|
||
block.memory-bank.name = Memory Bank
|
||
team.malis.name = Malis
|
||
team.crux.name = rood
|
||
team.sharded.name = oranje
|
||
team.derelict.name = wees
|
||
team.green.name = groen
|
||
|
||
team.blue.name = blauw
|
||
hint.skip = Skip
|
||
hint.desktopMove = Use [accent][[WASD][] to move.
|
||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||
hint.desktopShoot = [accent][[Left-click][] to shoot.
|
||
hint.depositItems = To transfer items, drag from your ship to the core.
|
||
hint.respawn = To respawn as a ship, press [accent][[V][].
|
||
hint.respawn.mobile = You have switched control to a unit/structure. To respawn as a ship, [accent]tap the avatar in the top left.[]
|
||
hint.desktopPause = Press [accent][[Space][] to pause and unpause the game.
|
||
hint.breaking = [accent]Right-click[] and drag to break blocks.
|
||
hint.breaking.mobile = Activate the \ue817 [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection.
|
||
hint.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
|
||
hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources.
|
||
hint.research = Use the \ue875 [accent]Research[] button to research new technology.
|
||
hint.research.mobile = Use the \ue875 [accent]Research[] button in the \ue88c [accent]Menu[] to research new technology.
|
||
hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets.
|
||
hint.unitControl.mobile = [accent][[Double-tap][] to control friendly units or turrets.
|
||
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
||
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
||
hint.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the bottom right.
|
||
hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the \ue88c [accent]Menu[].
|
||
hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
|
||
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||
hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||
hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
|
||
hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path.
|
||
hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.
|
||
hint.payloadPickup = Press [accent][[[] to pick up small blocks or units.
|
||
hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up.
|
||
hint.payloadDrop = Press [accent]][] to drop a payload.
|
||
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
|
||
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
|
||
hint.generator = \uf879 [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with \uf87f [accent]Power Nodes[].
|
||
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or \uf835 [accent]Graphite[] \uf861Duo/\uf859Salvo ammunition to take Guardians down.
|
||
hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a \uf868 [accent]Foundation[] core over the \uf869 [accent]Shard[] core. Make sure it is free from nearby obstructions.
|
||
hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
|
||
hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
|
||
hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
|
||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
||
gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
|
||
gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
|
||
gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
|
||
gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
|
||
gz.moveup = \ue804 Move up for further objectives.
|
||
gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
|
||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
||
gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
|
||
gz.defend = Enemy incoming, prepare to defend.
|
||
gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
|
||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
||
gz.supplyturret = [accent]Supply Turret
|
||
gz.zone1 = This is the enemy drop zone.
|
||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||
gz.zone3 = A wave will begin now.\nGet ready.
|
||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||
onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
|
||
onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
|
||
onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
|
||
onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
|
||
onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
|
||
onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
|
||
onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
|
||
onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
|
||
onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
|
||
onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
|
||
onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
|
||
onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
|
||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||
onset.enemies = Enemy incoming, prepare to defend.
|
||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||
split.acquire = You must acquire some tungsten to build units.
|
||
split.build = Units must be transported to the other side of the wall.\nPlace two [accent]Payload Mass Drivers[], one on each side of the wall.\nSet up the link by pressing one of them, then selecting the other.
|
||
split.container = Similar to the container, units can also be transported using a [accent]Payload Mass Driver[].\nPlace a unit fabricator adjacent to a mass driver to load them, then send them across the wall to attack the enemy base.
|
||
|
||
item.copper.description = Een nuttig materiaal voor gebouwen. Wordt erg vaak in blokken gebruikt.
|
||
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
|
||
item.lead.description = Een basismateriaal. Wordt veel gebruikt in elektronica en vloeistoftransport.
|
||
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
|
||
item.metaglass.description = Een supersterke glas-samenstelling. Veel gebruikt voor vloeistof transport en opslag.
|
||
item.graphite.description = Gemineraliseerde koolstof, gebruikt voor ammunitie en elektrische isolatie.
|
||
item.sand.description = A common material that is used extensively in smelting, both in alloying and as a flux.
|
||
item.coal.description = A common and readily available fuel.
|
||
item.coal.details = Appears to be fossilized plant matter, formed long before the seeding event.
|
||
item.titanium.description = A rare super-light metal used extensively in liquid transportation, drills and aircraft.
|
||
item.thorium.description = A dense, radioactive metal used as structural support and nuclear fuel.
|
||
item.scrap.description = Leftover remnants of old structures and units. Contains trace amounts of many different metals.
|
||
item.scrap.details = Leftover remnants of old structures and units.
|
||
item.silicon.description = An extremely useful semiconductor, with applications in solar panels and many complex electronics.
|
||
item.plastanium.description = A light, ductile material used in advanced aircraft and fragmentation ammunition.
|
||
item.phase-fabric.description = A near-weightless substance used in advanced electronics and self-repairing technology.
|
||
item.surge-alloy.description = An advanced alloy with unique electrical properties.
|
||
item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
|
||
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||
item.oxide.description = Used as a heat conductor and insulator for power.
|
||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||
liquid.water.description = Commonly used for cooling machines and waste processing.
|
||
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.oil.description = Can be burnt, exploded or used as a coolant.
|
||
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||
liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
|
||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||
block.derelict = \uf77e [lightgray]Derelict
|
||
block.armored-conveyor.description = Verplaatst items met dezelfde snelheid als een van titanium, maar heeft meer levenspunten. Accepteert alleen items van de zijkanten als het ook lopende banden zijn.
|
||
block.illuminator.description = Een kleine aanpasbare lamp, heeft stroom nodig.
|
||
|
||
block.message.description = Stores a message. Used for communication between allies.
|
||
block.reinforced-message.description = Stores a message for communication between allies.
|
||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||
block.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.
|
||
block.silicon-smelter.description = Reduces sand with highly pure coal in order to produce silicon.
|
||
block.kiln.description = Smelts sand and lead into metaglass. Requires small amounts of power.
|
||
block.plastanium-compressor.description = Produces plastanium from oil and titanium.
|
||
block.phase-weaver.description = Produces phase fabric from radioactive thorium and high amounts of sand.
|
||
block.surge-smelter.description = Produces surge alloy from titanium, lead, silicon and copper.
|
||
block.cryofluid-mixer.description = Combines water and titanium into cryofluid which is much more efficient for cooling.
|
||
block.blast-mixer.description = Uses oil for transforming pyratite into the less flammable but more explosive blast compound.
|
||
block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite.
|
||
block.melter.description = Melts down scrap into slag for further processing or usage in turrets.
|
||
block.separator.description = Extracts useful minerals from slag.
|
||
block.spore-press.description = Compresses spore pods into oil.
|
||
block.pulverizer.description = Crushes stone into sand. Useful when there is a lack of natural sand.
|
||
block.coal-centrifuge.description = Solidifes oil into chunks of coal.
|
||
block.incinerator.description = Gets rid of any excess item or liquid.
|
||
block.power-void.description = Voids all power inputted into it. Sandbox only.
|
||
block.power-source.description = Infinitely outputs power. Sandbox only.
|
||
block.item-source.description = Infinitely outputs items. Sandbox only.
|
||
block.item-void.description = Destroys any items which go into it without using power. Sandbox only.
|
||
block.liquid-source.description = Infinitely outputs liquids. Sandbox only.
|
||
block.liquid-void.description = Removes any liquids. Sandbox only.
|
||
block.payload-source.description = Infinitely outputs payloads. Sandbox only.
|
||
block.payload-void.description = Destroys any payloads. Sandbox only.
|
||
block.copper-wall.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.
|
||
block.copper-wall-large.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.\nSpans multiple tiles.
|
||
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.plastanium-wall.description = A special type of wall that absorbs electric arcs and blocks automatic power node connections.
|
||
block.plastanium-wall-large.description = A special type of wall that absorbs electric arcs and blocks automatic power node connections.\nSpans multiple tiles.
|
||
block.thorium-wall.description = A strong defensive block.\nGood protection from enemies.
|
||
block.thorium-wall-large.description = A strong defensive block.\nGood protection from enemies.\nSpans multiple tiles.
|
||
block.phase-wall.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.
|
||
block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles.
|
||
block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.
|
||
block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles.
|
||
block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.
|
||
block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles.
|
||
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 = Periodically heals blocks in its vicinity.
|
||
block.overdrive-projector.description = Increases the speed of nearby buildings like drills and conveyors.
|
||
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage through bullets.
|
||
block.shock-mine.description = Damages enemies stepping on the mine. Nearly invisible to the enemy.
|
||
block.conveyor.description = Basic item transport block. Moves items forward and automatically deposits them into turrets or crafters. Rotatable.
|
||
block.titanium-conveyor.description = Advanced item transport block. Moves items faster than standard conveyors.
|
||
block.plastanium-conveyor.description = Moves items in batches.\nAccepts items at the back, and unloads them in three directions at the front.
|
||
block.junction.description = Acts as a bridge for two crossing conveyor belts. Useful in situations with two different conveyors carrying different materials to different locations.
|
||
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.description = Processes items like a standard sorter, but outputs selected items to the sides instead.
|
||
block.router.description = Accepts items from one direction and outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.
|
||
block.router.details = A necessary evil. Using next to production inputs is not advised, as they will get clogged by output.
|
||
block.distributor.description = An advanced router which splits items to up to 7 other directions equally.
|
||
block.overflow-gate.description = A combination splitter and router that only outputs to the left and right if the front path is blocked.
|
||
block.underflow-gate.description = The opposite of an overflow gate. Outputs to the front if the left and right paths are blocked.
|
||
block.mass-driver.description = Ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range.
|
||
block.mechanical-pump.description = A cheap pump with slow output, but no power consumption.
|
||
block.rotary-pump.description = An advanced pump which doubles up speed by using power.
|
||
block.impulse-pump.description = The ultimate pump. Three times as fast as a mechanical pump and the only pump which is able to retrieve lava.
|
||
block.conduit.description = Basic liquid transport block. Works like a conveyor, but with liquids. Best used with extractors, pumps or other conduits.
|
||
block.pulse-conduit.description = Advanced liquid transport block. Transports liquids faster and stores more than standard conduits.
|
||
block.plated-conduit.description = Moves liquids at the same rate as pulse conduits, but possesses more armor. Does not accept fluids from the sides by anything other than conduits.\nLeaks less.
|
||
block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid. Useful for splitting the liquids from one source to multiple targets.
|
||
block.liquid-container.description = Stores a sizeable amount of liquid. Outputs to all sides, similarly to a liquid router.
|
||
block.liquid-tank.description = Stores a large amount of liquids. Use it for creating buffers when there is a non-constant demand of materials or as a safeguard for cooling vital blocks.
|
||
block.liquid-junction.description = Acts as a bridge for two crossing conduits. Useful in situations with two different conduits carrying different liquids to different locations.
|
||
block.bridge-conduit.description = Advanced liquid transport block. Allows transporting liquids over up to 3 tiles of any terrain or building.
|
||
block.phase-conduit.description = Advanced liquid transport block. Uses power to teleport liquids to a connected phase conduit over several tiles.
|
||
block.power-node.description = Transmits power to connected nodes. Up to four power sources, sinks or nodes can be connected. The node will receive power from or supply power to any adjacent blocks.
|
||
block.power-node-large.description = Has a larger radius than the power node and connects to up to six power sources, sinks or nodes.
|
||
block.surge-tower.description = An extremely long-range power node with fewer available connections.
|
||
block.diode.description = Battery power can flow through this block in only one direction, but only if the other side has less power stored.
|
||
block.battery.description = Stores power whenever there is an abundance and provides power whenever there is a shortage, as long as there is capacity left.
|
||
block.battery-large.description = Stores much more power than a regular battery.
|
||
block.combustion-generator.description = Generates power by burning oil or flammable materials.
|
||
block.thermal-generator.description = Generates power when placed in hot locations.
|
||
block.steam-generator.description = More efficient than a combustion generator, but requires additional water.
|
||
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
|
||
block.rtg-generator.description = A radioisotope thermoelectric generator which does not require cooling but provides less power than a thorium reactor.
|
||
block.solar-panel.description = Genereert een klein beetje zonne-energie.
|
||
block.solar-panel-large.description = Genereert veel meer zonne-energie dan een normale zonnepaneel, maar is ook veel duurder om te bouwen.
|
||
block.thorium-reactor.description = Genereert super veel elektriciteit van radioactief thorium. Moet constant gekoeld worden. Als het oververhit raakt explodeert het met een grote knal. Genereert meer energie naarmate het voller zit, met normale productie op halve capaciteit.
|
||
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.mechanical-drill.description = A cheap drill. When placed on appropriate tiles, outputs items at a slow pace indefinitely.
|
||
block.pneumatic-drill.description = An improved drill which is faster and able to process harder materials by making use of air pressure.
|
||
block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Additionally, radioactive thorium can be retrieved with this drill.
|
||
block.blast-drill.description = The ultimate drill. Requires large amounts of power.
|
||
block.water-extractor.description = Extracts water from the ground. Use it when there is no lake nearby.
|
||
block.cultivator.description = Cultivates spores with water in order to obtain biomatter.
|
||
block.cultivator.details = Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the initial incubator of the spores now covering Serpulo.
|
||
block.oil-extractor.description = Uses large amounts of power in order to extract oil from sand. Use it when there is no direct source of oil nearby.
|
||
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.details = The first iteration. Compact. Self-replicating. Equipped with single-use launch thrusters. Not designed for interplanetary travel.
|
||
block.core-foundation.description = The second version of the core. Better armored. Stores more resources.
|
||
block.core-foundation.details = The second iteration.
|
||
block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources.
|
||
block.core-nucleus.details = The third and final iteration.
|
||
block.vault.description = Stores a large amount of items of each type. Adjacent containers, vaults and cores will be treated as a single storage unit. An[lightgray] unloader[] can be used to retrieve items from the vault.
|
||
block.container.description = Stores a small amount of items of each type. Adjacent containers, vaults and cores will be treated as a single storage unit. An[lightgray] unloader[] 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 on the unloader.
|
||
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
||
block.duo.description = A small, cheap turret.
|
||
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||
block.hail.description = A small artillery turret.
|
||
block.wave.description = A medium-sized rapid-fire turret which shoots liquid bubbles.
|
||
block.lancer.description = A medium-sized turret which shoots charged electricity beams.
|
||
block.arc.description = A small turret which shoots electricity in a random arc towards the enemy.
|
||
block.swarmer.description = A medium-sized turret which shoots burst missiles.
|
||
block.salvo.description = A medium-sized turret which fires shots in salvos.
|
||
block.fuse.description = A large turret which shoots powerful short-range beams.
|
||
block.ripple.description = A large artillery turret which fires several shots simultaneously.
|
||
block.cyclone.description = A large rapid fire turret.
|
||
block.spectre.description = A large turret which shoots two powerful bullets at once.
|
||
block.meltdown.description = A large turret which shoots powerful long-range beams.
|
||
block.foreshadow.description = Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health.
|
||
block.repair-point.description = Continuously heals the closest damaged unit in its vicinity.
|
||
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted.
|
||
block.parallax.description = Fires a tractor beam that pulls in air targets, damaging them in the process.
|
||
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
||
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
||
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
||
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
|
||
block.payload-conveyor.description = Moves large payloads, such as units from factories.
|
||
block.payload-router.description = Splits input payloads into 3 output directions.
|
||
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
|
||
block.air-factory.description = Produces air units. Output units can be used directly, or moved into reconstructors for upgrading.
|
||
block.naval-factory.description = Produces naval units. Output units can be used directly, or moved into reconstructors for upgrading.
|
||
block.additive-reconstructor.description = Upgrades inputted units to the second tier.
|
||
block.multiplicative-reconstructor.description = Upgrades inputted units to the third tier.
|
||
block.exponential-reconstructor.description = Upgrades inputted units to the fourth tier.
|
||
block.tetrative-reconstructor.description = Upgrades inputted units to the fifth and final tier.
|
||
block.switch.description = A toggleable switch. State can be read and controlled with logic processors.
|
||
block.micro-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings.
|
||
block.logic-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the micro processor.
|
||
block.hyper-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the logic processor.
|
||
block.memory-cell.description = Stores information for a logic processor.
|
||
block.memory-bank.description = Stores information for a logic processor. High capacity.
|
||
block.logic-display.description = Displays arbitrary graphics from a logic processor.
|
||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||
block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
|
||
block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
|
||
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
||
block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
|
||
block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
|
||
block.disperse.description = Fires bursts of flak at aerial targets.
|
||
block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
|
||
block.scathe.description = Launches a powerful missile at ground targets over vast distances.
|
||
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
||
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
||
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
|
||
block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
|
||
block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
|
||
block.slag-heater.description = Heats facing blocks. Requires slag.
|
||
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
|
||
block.heat-redirector.description = Redirects accumulated heat to other blocks.
|
||
block.heat-router.description = Spreads accumulated heat in three output directions.
|
||
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
|
||
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
|
||
block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
|
||
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
|
||
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
|
||
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
|
||
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
||
block.vent-condenser.description = Condenses vent gases into water. Consumes power.
|
||
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
|
||
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
|
||
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
|
||
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
|
||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||
block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
|
||
block.beryllium-wall.description = Protects structures from enemy projectiles.
|
||
block.beryllium-wall-large.description = Protects structures from enemy projectiles.
|
||
block.tungsten-wall.description = Protects structures from enemy projectiles.
|
||
block.tungsten-wall-large.description = Protects structures from enemy projectiles.
|
||
block.carbide-wall.description = Protects structures from enemy projectiles.
|
||
block.carbide-wall-large.description = Protects structures from enemy projectiles.
|
||
block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
||
block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
||
block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
|
||
block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
|
||
block.duct.description = Moves items forward. Only capable of storing a single item.
|
||
block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
|
||
block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
|
||
block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
|
||
block.duct-bridge.description = Moves items over structures and terrain.
|
||
block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
|
||
block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
|
||
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
||
block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
|
||
block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
|
||
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
||
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
||
block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
|
||
block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
|
||
block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
|
||
block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
|
||
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
||
block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
|
||
block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
|
||
block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
|
||
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
|
||
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
||
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
||
block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
||
block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
||
block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
||
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
||
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
||
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
||
block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
|
||
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
||
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
||
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
||
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
||
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
||
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
||
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
||
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
||
block.large-payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
||
block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
|
||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||
block.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||
unit.fortress.description = Fires long-range artillery at ground targets.
|
||
unit.scepter.description = Fires a barrage of charged bullets at all nearby enemies.
|
||
unit.reign.description = Fires a barrage of massive piercing bullets at all nearby enemies.
|
||
unit.nova.description = Fires laser bolts that damage enemies and repair allied structures. Capable of flight.
|
||
unit.pulsar.description = Fires arcs of electricity that damage enemies and repair allied structures. Capable of flight.
|
||
unit.quasar.description = Fires piercing laser beams that damage enemies and repair allied structures. Capable of flight. Shielded.
|
||
unit.vela.description = Fires a massive continuous laser beam that damages enemies, causes fires and repairs allied structures. Capable of flight.
|
||
unit.corvus.description = Fires a massive laser blast that damages enemies and repairs allied structures. Can step over most terrain.
|
||
unit.crawler.description = Runs toward enemies and self-destructs, causing a large explosion.
|
||
unit.atrax.description = Fires debilitating orbs of slag at ground targets. Can step over most terrain.
|
||
unit.spiroct.description = Fires sapping laser beams at enemies, repairing itself in the process. Can step over most terrain.
|
||
unit.arkyid.description = Fires large sapping laser beams at enemies, repairing itself in the process. Can step over most terrain.
|
||
unit.toxopid.description = Fires large electric cluster-shells and piercing lasers at enemies. Can step over most terrain.
|
||
unit.flare.description = Fires standard bullets at nearby ground targets.
|
||
unit.horizon.description = Drops clusters of bombs on ground targets.
|
||
unit.zenith.description = Fires salvos of missiles at all nearby enemies.
|
||
unit.antumbra.description = Fires a barrage of bullets at all nearby enemies.
|
||
unit.eclipse.description = Fires two piercing lasers and a barrage of flak at all nearby enemies.
|
||
unit.mono.description = Automatically mines copper and lead, depositing it into the core.
|
||
unit.poly.description = Automatically rebuilds destroyed structures and assists other units in construction.
|
||
unit.mega.description = Automatically repairs damaged structures. Capable of carrying blocks and small ground units.
|
||
unit.quad.description = Drops large bombs on ground targets, repairing allied structures and damaging enemies. Capable of carrying medium-sized ground units.
|
||
unit.oct.description = Protects nearby allies with its regenerating shield. Capable of carrying most ground units.
|
||
unit.risso.description = Fires a barrage of missiles and bullets at all nearby enemies.
|
||
unit.minke.description = Fires shells and standard bullets at nearby ground targets.
|
||
unit.bryde.description = Fires long-range artillery shells and missiles at enemies.
|
||
unit.sei.description = Fires a barrage of missiles and armor-piercing bullets at enemies.
|
||
unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Constructs flare units.
|
||
unit.alpha.description = Defends the Shard core from enemies. Builds structures.
|
||
unit.beta.description = Defends the Foundation core from enemies. Builds structures.
|
||
unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
|
||
unit.retusa.description = Fires homing torpedoes at nearby enemies. Repairs allied units.
|
||
unit.oxynoe.description = Fires structure-repairing streams of flame at nearby enemies. Targets nearby enemy projectiles with a point defense turret.
|
||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||
unit.stell.description = Fires standard bullets at enemy targets.
|
||
unit.locus.description = Fires alternating bullets at enemy targets.
|
||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
|
||
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
|
||
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
||
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
||
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
||
unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
|
||
unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
|
||
unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
|
||
unit.avert.description = Fires twisting pairs of bullets at enemy targets.
|
||
unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
|
||
unit.quell.description = Fires long-range homing missiles at enemy targets. Suppresses enemy structure repair blocks.
|
||
unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks.
|
||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||
lst.read = Read a number from a linked memory cell.
|
||
lst.write = Write a number to a linked memory cell.
|
||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||
lst.getlink = Get a processor link by index. Starts at 0.
|
||
lst.control = Control a building.
|
||
lst.radar = Locate units around a building with range.
|
||
lst.sensor = Get data from a building or unit.
|
||
lst.set = Set a variable.
|
||
lst.operation = Perform an operation on 1-2 variables.
|
||
lst.end = Jump to the top of the instruction stack.
|
||
lst.wait = Wait a certain number of seconds.
|
||
lst.stop = Halt execution of this processor.
|
||
lst.lookup = Look up an item/liquid/unit/block type by ID.\nTotal counts of each type can be accessed with:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||
lst.jump = Conditionally jump to another statement.
|
||
lst.unitbind = Bind to the next unit of a type, and store it in [accent]@unit[].
|
||
lst.unitcontrol = Control the currently bound unit.
|
||
lst.unitradar = Locate units around the currently bound unit.
|
||
lst.unitlocate = Locate a specific type of position/building anywhere on the map.\nRequires a bound unit.
|
||
lst.getblock = Get tile data at any location.
|
||
lst.setblock = Set tile data at any location.
|
||
lst.spawnunit = Spawn unit at a location.
|
||
lst.applystatus = Apply or clear a status effect from a uniut.
|
||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||
lst.explosion = Create an explosion at a location.
|
||
lst.setrate = Set processor execution speed in instructions/tick.
|
||
lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
|
||
lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
|
||
lst.setrule = Set a game rule.
|
||
lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
|
||
lst.cutscene = Manipulate the player camera.
|
||
lst.setflag = Set a global flag that can be read by all processors.
|
||
lst.getflag = Check if a global flag is set.
|
||
lst.setprop = Sets a property of a unit or building.
|
||
lst.effect = Create a particle effect.
|
||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||
lenum.shoot = Shoot at a position.
|
||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||
lenum.config = Building configuration, e.g. sorter item.
|
||
lenum.enabled = Whether the block is enabled.
|
||
laccess.color = Illuminator color.
|
||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
|
||
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
|
||
laccess.speed = Top speed of a unit, in tiles/sec.
|
||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||
lcategory.unknown = Unknown
|
||
lcategory.unknown.description = Uncategorized instructions.
|
||
lcategory.io = Input & Output
|
||
lcategory.io.description = Modify contents of memory blocks and processor buffers.
|
||
lcategory.block = Block Control
|
||
lcategory.block.description = Interact with blocks.
|
||
lcategory.operation = Operations
|
||
lcategory.operation.description = Logical operations.
|
||
lcategory.control = Flow Control
|
||
lcategory.control.description = Manage execution order.
|
||
lcategory.unit = Unit Control
|
||
lcategory.unit.description = Give units commands.
|
||
lcategory.world = World
|
||
lcategory.world.description = Control how the world behaves.
|
||
graphicstype.clear = Fill the display with a color.
|
||
graphicstype.color = Set color for next drawing operations.
|
||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||
graphicstype.stroke = Set line width.
|
||
graphicstype.line = Draw line segment.
|
||
graphicstype.rect = Fill a rectangle.
|
||
graphicstype.linerect = Draw a rectangle outline.
|
||
graphicstype.poly = Fill a regular polygon.
|
||
graphicstype.linepoly = Draw a regular polygon outline.
|
||
graphicstype.triangle = Fill a triangle.
|
||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||
lenum.always = Always true.
|
||
lenum.idiv = Integer division.
|
||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||
lenum.mod = Modulo.
|
||
lenum.equal = Equal. Coerces types.\nNon-null objects compared with numbers become 1, otherwise 0.
|
||
lenum.notequal = Not equal. Coerces types.
|
||
lenum.strictequal = Strict equality. Does not coerce types.\nCan be used to check for [accent]null[].
|
||
lenum.shl = Bit-shift left.
|
||
lenum.shr = Bit-shift right.
|
||
lenum.or = Bitwise OR.
|
||
lenum.land = Logical AND.
|
||
lenum.and = Bitwise AND.
|
||
lenum.not = Bitwise flip.
|
||
lenum.xor = Bitwise XOR.
|
||
lenum.min = Minimum of two numbers.
|
||
lenum.max = Maximum of two numbers.
|
||
lenum.angle = Angle of vector in degrees.
|
||
lenum.anglediff = Absolute distance between two angles in degrees.
|
||
lenum.len = Length of vector.
|
||
lenum.sin = Sine, in degrees.
|
||
lenum.cos = Cosine, in degrees.
|
||
lenum.tan = Tangent, in degrees.
|
||
lenum.asin = Arc sine, in degrees.
|
||
lenum.acos = Arc cosine, in degrees.
|
||
lenum.atan = Arc tangent, in degrees.
|
||
lenum.rand = Random decimal in range [0, value).
|
||
lenum.log = Natural logarithm (ln).
|
||
lenum.log10 = Base 10 logarithm.
|
||
lenum.noise = 2D simplex noise.
|
||
lenum.abs = Absolute value.
|
||
lenum.sqrt = Square root.
|
||
lenum.any = Any unit.
|
||
lenum.ally = Ally unit.
|
||
lenum.attacker = Unit with a weapon.
|
||
lenum.enemy = Enemy unit.
|
||
lenum.boss = Guardian unit.
|
||
lenum.flying = Flying unit.
|
||
lenum.ground = Ground unit.
|
||
lenum.player = Unit controlled by a player.
|
||
lenum.ore = Ore deposit.
|
||
lenum.damaged = Damaged ally building.
|
||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||
lenum.building = Building in a specific group.
|
||
lenum.core = Any core.
|
||
lenum.storage = Storage building, e.g. Vault.
|
||
lenum.generator = Buildings that generate power.
|
||
lenum.factory = Buildings that transform resources.
|
||
lenum.repair = Repair points.
|
||
lenum.battery = Any battery.
|
||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||
lenum.reactor = Impact/Thorium reactor.
|
||
lenum.turret = Any turret.
|
||
sensor.in = The building/unit to sense.
|
||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||
radar.target = Filter for units to sense.
|
||
radar.and = Additional filters.
|
||
radar.order = Sorting order. 0 to reverse.
|
||
radar.sort = Metric to sort results by.
|
||
radar.output = Variable to write output unit to.
|
||
unitradar.target = Filter for units to sense.
|
||
unitradar.and = Additional filters.
|
||
unitradar.order = Sorting order. 0 to reverse.
|
||
unitradar.sort = Metric to sort results by.
|
||
unitradar.output = Variable to write output unit to.
|
||
control.of = Building to control.
|
||
control.unit = Unit/building to aim at.
|
||
control.shoot = Whether to shoot.
|
||
unitlocate.enemy = Whether to locate enemy buildings.
|
||
unitlocate.found = Whether the object was found.
|
||
unitlocate.building = Output variable for located building.
|
||
unitlocate.outx = Output X coordinate.
|
||
unitlocate.outy = Output Y coordinate.
|
||
unitlocate.group = Building group to look for.
|
||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||
lenum.stop = Stop moving/mining/building.
|
||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||
lenum.move = Move to exact position.
|
||
lenum.approach = Approach a position with a radius.
|
||
lenum.pathfind = Pathfind to the enemy spawn.
|
||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
||
lenum.target = Shoot a position.
|
||
lenum.targetp = Shoot a target with velocity prediction.
|
||
lenum.itemdrop = Drop an item.
|
||
lenum.itemtake = Take an item from a building.
|
||
lenum.paydrop = Drop current payload.
|
||
lenum.paytake = Pick up payload at current location.
|
||
lenum.payenter = Enter/land on the payload block the unit is on.
|
||
lenum.flag = Numeric unit flag.
|
||
lenum.mine = Mine at a position.
|
||
lenum.build = Build a structure.
|
||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||
lenum.within = Check if unit is near a position.
|
||
lenum.boost = Start/stop boosting.
|