mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-01-21 01:37:13 +07:00
1839 lines
91 KiB
Properties
1839 lines
91 KiB
Properties
credits.text = Created by [royal]Anuken[] - [sky]anukendev@gmail.com[]
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credits = Credits
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contributors = Translators and Contributors
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discord = Join the Mindustry Discord!
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link.discord.description = The official Mindustry Discord chatroom
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||
link.reddit.description = The Mindustry subreddit
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||
link.github.description = Game source code
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||
link.changelog.description = List of update changes
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link.dev-builds.description = Unstable development builds
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link.trello.description = Official Trello board for planned features
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link.itch.io.description = itch.io page with PC downloads
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link.google-play.description = Google Play store listing
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link.f-droid.description = F-Droid listing
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link.wiki.description = Official Mindustry wiki
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link.suggestions.description = Suggest new features
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link.bug.description = Found one? Report it here
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linkfail = Failed to open link!\nThe URL has been copied to your clipboard.
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screenshot = Screenshot saved to {0}
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screenshot.invalid = Map too large, potentially not enough memory for screenshot.
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gameover = Game Over
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gameover.disconnect = Disconnect
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gameover.pvp = The[accent] {0}[] team is victorious!
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gameover.waiting = [accent]Waiting for next map...
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highscore = [accent]New highscore!
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copied = Copied.
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indev.notready = This part of the game isn't ready yet
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load.sound = Sounds
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load.map = Maps
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load.image = Images
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load.content = Content
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load.system = System
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load.mod = Mods
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load.scripts = Scripts
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be.update = A new Bleeding Edge build is available:
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be.update.confirm = Download it and restart now?
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be.updating = Updating...
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be.ignore = Ignore
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be.noupdates = No updates found.
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be.check = Check for updates
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mods.browser = Mod Browser
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mods.browser.selected = Selected mod
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mods.browser.add = Install
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mods.browser.reinstall = Reinstall
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mods.github.open = Repo
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mods.browser.sortdate = Sort by recent
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mods.browser.sortstars = Sort by stars
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schematic = Schematic
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schematic.add = Save Schematic...
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schematics = Schematics
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schematic.replace = A schematic by that name already exists. Replace it?
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schematic.exists = A schematic by that name already exists.
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schematic.import = Import Schematic...
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schematic.exportfile = Export File
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schematic.importfile = Import File
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schematic.browseworkshop = Browse Workshop
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schematic.copy = Copy to Clipboard
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schematic.copy.import = Import from Clipboard
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schematic.shareworkshop = Share on Workshop
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schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
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schematic.saved = Schematic saved.
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schematic.delete.confirm = This schematic will be utterly eradicated.
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schematic.rename = Rename Schematic
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schematic.info = {0}x{1}, {2} blocks
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schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
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schematic.tags = Tags:
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schematic.edittags = Edit Tags
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schematic.addtag = Add Tag
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schematic.texttag = Text Tag
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schematic.icontag = Icon Tag
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schematic.renametag = Rename Tag
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schematic.tagdelconfirm = Delete this tag completely?
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schematic.tagexists = That tag already exists.
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stats = Stats
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stat.wave = Waves Defeated:[accent] {0}
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stat.unitsCreated = Units Created:[accent] {0}
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stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
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stat.built = Buildings Built:[accent] {0}
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stat.destroyed = Buildings Destroyed:[accent] {0}
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stat.deconstructed = Buildings Deconstructed:[accent] {0}
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stat.playtime = Time Played:[accent] {0}
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globalitems = [accent]Total Items
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map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
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level.highscore = High Score: [accent]{0}
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level.select = Level Select
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level.mode = Gamemode:
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coreattack = < Core is under attack! >
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nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
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database = Core Database
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database.button = Database
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savegame = Save Game
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loadgame = Load Game
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joingame = Join Game
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customgame = Custom Game
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newgame = New Game
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none = <none>
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none.found = [lightgray]<none found>
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none.inmap = [lightgray]<none in map>
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minimap = Minimap
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position = Position
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close = Close
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website = Website
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quit = Quit
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save.quit = Save & Quit
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maps = Maps
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maps.browse = Browse Maps
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continue = Continue
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maps.none = [lightgray]No maps found!
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invalid = Invalid
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pickcolor = Pick Color
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preparingconfig = Preparing Config
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preparingcontent = Preparing Content
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uploadingcontent = Uploading Content
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uploadingpreviewfile = Uploading Preview File
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committingchanges = Committing Changes
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done = Done
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feature.unsupported = Your device does not support this feature.
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mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
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mods = Mods
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mods.none = [lightgray]No mods found!
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mods.guide = Modding Guide
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mods.report = Report Bug
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mods.openfolder = Open Folder
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mods.viewcontent = View Content
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mods.reload = Reload
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mods.reloadexit = The game will now exit, to reload mods.
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mod.installed = [[Installed]
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mod.display = [gray]Mod:[orange] {0}
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mod.enabled = [lightgray]Enabled
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mod.disabled = [scarlet]Disabled
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mod.multiplayer.compatible = [gray]Multiplayer Compatible
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mod.disable = Disable
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mod.content = Content:
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mod.delete.error = Unable to delete mod. File may be in use.
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mod.requiresversion = [scarlet]Requires min game version: [accent]{0}
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mod.outdated = [scarlet]Not compatible with V6 (no minGameVersion: 105)
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mod.missingdependencies = [scarlet]Missing dependencies: {0}
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mod.erroredcontent = [scarlet]Content Errors
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mod.errors = Errors have occurred loading content.
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mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
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mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
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mod.enable = Enable
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mod.requiresrestart = The game will now close to apply the mod changes.
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mod.reloadrequired = [scarlet]Restart Required
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mod.import = Import Mod
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mod.import.file = Import File
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mod.import.github = Import From GitHub
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mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source!
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mod.item.remove = This item is part of the[accent] '{0}'[] mod. To remove it, uninstall that mod.
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mod.remove.confirm = This mod will be deleted.
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mod.author = [lightgray]Author:[] {0}
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mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
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mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
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mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
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mod.scripts.disable = Your device does not support mods with scripts. You must disable these mods to play the game.
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about.button = About
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name = Name:
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noname = Pick a[accent] player name[] first.
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planetmap = Planet Map
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launchcore = Launch Core
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filename = File Name:
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unlocked = New content unlocked!
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available = New research available!
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unlock.incampaign = < Unlock in campaign for details >
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completed = [accent]Completed
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techtree = Tech Tree
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techtree.select = Tech Tree Selection
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techtree.serpulo = Serpulo
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techtree.erekir = Erekir
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research.legacy = [accent]5.0[] research data found.\nDo you want to [accent]load this data[], or [accent]discard it[] and restart research in the new campaign (recommended)?
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research.load = Load
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research.discard = Discard
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research.list = [lightgray]Research:
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research = Research
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researched = [lightgray]{0} researched.
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research.progress = {0}% complete
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players = {0} players
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players.single = {0} player
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players.search = search
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players.notfound = [gray]no players found
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server.closing = [accent]Closing server...
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server.kicked.kick = You have been kicked from the server!
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server.kicked.whitelist = You are not whitelisted here.
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server.kicked.serverClose = Server closed.
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server.kicked.vote = You have been vote-kicked. Goodbye.
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server.kicked.clientOutdated = Outdated client! Update your game!
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server.kicked.serverOutdated = Outdated server! Ask the host to update!
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server.kicked.banned = You are banned on this server.
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server.kicked.typeMismatch = This server is not compatible with your build type.
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server.kicked.playerLimit = This server is full. Wait for an empty slot.
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server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
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server.kicked.nameInUse = There is someone with that name\nalready on this server.
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server.kicked.nameEmpty = Your chosen name is invalid.
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server.kicked.idInUse = You are already on this server! Connecting with two accounts is not permitted.
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server.kicked.customClient = This server does not support custom builds. Download an official version.
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server.kicked.gameover = Game over!
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server.kicked.serverRestarting = The server is restarting.
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server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
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host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
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join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] or [accent]global[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]If you want to connect to someone by IP, you would need to ask the host for their IP, which can be found by googling "my ip" from their device.
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hostserver = Host Multiplayer Game
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invitefriends = Invite Friends
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hostserver.mobile = Host Game
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host = Host
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hosting = [accent]Opening server...
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hosts.refresh = Refresh
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hosts.discovering = Discovering LAN games
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hosts.discovering.any = Discovering games
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server.refreshing = Refreshing server
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hosts.none = [lightgray]No local games found!
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host.invalid = [scarlet]Can't connect to host.
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servers.local = Local Servers
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servers.local.steam = Open Games & Local Servers
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servers.remote = Remote Servers
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servers.global = Community Servers
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servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
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servers.showhidden = Show Hidden Servers
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server.shown = Shown
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server.hidden = Hidden
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trace = Trace Player
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trace.playername = Player name: [accent]{0}
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trace.ip = IP: [accent]{0}
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trace.id = ID: [accent]{0}
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trace.mobile = Mobile Client: [accent]{0}
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trace.modclient = Custom Client: [accent]{0}
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trace.times.joined = Times Joined: [accent]{0}
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trace.times.kicked = Times Kicked: [accent]{0}
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invalidid = Invalid client ID! Submit a bug report.
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server.bans = Bans
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server.bans.none = No banned players found!
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server.admins = Admins
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server.admins.none = No admins found!
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server.add = Add Server
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server.delete = Are you sure you want to delete this server?
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server.edit = Edit Server
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server.outdated = [scarlet]Outdated Server![]
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server.outdated.client = [scarlet]Outdated Client![]
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server.version = [gray]v{0} {1}
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server.custombuild = [accent]Custom Build
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confirmban = Are you sure you want to ban "{0}[white]"?
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confirmkick = Are you sure you want to kick "{0}[white]"?
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confirmvotekick = Are you sure you want to vote-kick "{0}[white]"?
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confirmunban = Are you sure you want to unban this player?
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confirmadmin = Are you sure you want to make "{0}[white]" an admin?
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confirmunadmin = Are you sure you want to remove admin status from "{0}[white]"?
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joingame.title = Join Game
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joingame.ip = Address:
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disconnect = Disconnected.
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disconnect.error = Connection error.
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disconnect.closed = Connection closed.
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disconnect.timeout = Timed out.
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disconnect.data = Failed to load world data!
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||
cantconnect = Unable to join game ([accent]{0}[]).
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connecting = [accent]Connecting...
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reconnecting = [accent]Reconnecting...
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connecting.data = [accent]Loading world data...
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server.port = Port:
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server.addressinuse = Address already in use!
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||
server.invalidport = Invalid port number!
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||
server.error = [scarlet]Error hosting server.
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||
save.new = New Save
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||
save.overwrite = Are you sure you want to overwrite\nthis save slot?
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||
overwrite = Overwrite
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save.none = No saves found!
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||
savefail = Failed to save game!
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||
save.delete.confirm = Are you sure you want to delete this save?
|
||
save.delete = Delete
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||
save.export = Export Save
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||
save.import.invalid = [accent]This save is invalid!
|
||
save.import.fail = [scarlet]Failed to import save: [accent]{0}
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||
save.export.fail = [scarlet]Failed to export save: [accent]{0}
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||
save.import = Import Save
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||
save.newslot = Save name:
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||
save.rename = Rename
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||
save.rename.text = New name:
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selectslot = Select a save.
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||
slot = [accent]Slot {0}
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||
editmessage = Edit Message
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||
save.corrupted = Save file corrupted or invalid!
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||
empty = <empty>
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||
on = On
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||
off = Off
|
||
save.search = Search saved games...
|
||
save.autosave = Autosave: {0}
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||
save.map = Map: {0}
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||
save.wave = Wave {0}
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||
save.mode = Gamemode: {0}
|
||
save.date = Last Saved: {0}
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||
save.playtime = Playtime: {0}
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||
warning = Warning.
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||
confirm = Confirm
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||
delete = Delete
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||
view.workshop = View In Workshop
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||
workshop.listing = Edit Workshop Listing
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||
ok = OK
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||
open = Open
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customize = Customize Rules
|
||
cancel = Cancel
|
||
openlink = Open Link
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||
copylink = Copy Link
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||
back = Back
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||
max = Max
|
||
crash.export = Export Crash Logs
|
||
crash.none = No crash logs found.
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||
crash.exported = Crash logs exported.
|
||
data.export = Export Data
|
||
data.import = Import Data
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||
data.openfolder = Open Data Folder
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||
data.exported = Data exported.
|
||
data.invalid = This isn't valid game data.
|
||
data.import.confirm = Importing external data will overwrite[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
||
quit.confirm = Are you sure you want to quit?
|
||
loading = [accent]Loading...
|
||
downloading = [accent]Downloading...
|
||
saving = [accent]Saving...
|
||
respawn = [accent][[{0}][] to respawn in core
|
||
cancelbuilding = [accent][[{0}][] to clear plan
|
||
selectschematic = [accent][[{0}][] to select+copy
|
||
pausebuilding = [accent][[{0}][] to pause building
|
||
resumebuilding = [scarlet][[{0}][] to resume building
|
||
enablebuilding = [scarlet][[{0}][] to enable building
|
||
showui = UI hidden.\nPress [accent][[{0}][] to show UI.
|
||
wave = [accent]Wave {0}
|
||
wave.cap = [accent]Wave {0}/{1}
|
||
wave.waiting = [lightgray]Wave in {0}
|
||
wave.waveInProgress = [lightgray]Wave in progress
|
||
waiting = [lightgray]Waiting...
|
||
waiting.players = Waiting for players...
|
||
wave.enemies = [lightgray]{0} Enemies Remaining
|
||
wave.enemycores = [accent]{0}[lightgray] Enemy Cores
|
||
wave.enemycore = [accent]{0}[lightgray] Enemy Core
|
||
wave.enemy = [lightgray]{0} Enemy Remaining
|
||
wave.guardianwarn = Guardian approaching in [accent]{0}[] waves.
|
||
wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave.
|
||
loadimage = Load Image
|
||
saveimage = Save Image
|
||
unknown = Unknown
|
||
custom = Custom
|
||
builtin = Built-In
|
||
map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone!
|
||
map.random = [accent]Random Map
|
||
map.nospawn = This map does not have any cores for the player to spawn in! Add a [#{0}]{1}[] core to this map in the editor.
|
||
map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[scarlet] non-orange[] cores to this map in the editor.
|
||
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add [#{0}]{1}[] cores to this map in the editor.
|
||
map.invalid = Error loading map: corrupted or invalid map file.
|
||
workshop.update = Update Item
|
||
workshop.error = Error fetching workshop details: {0}
|
||
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
|
||
workshop.menu = Select what you would like to do with this item.
|
||
workshop.info = Item Info
|
||
changelog = Changelog (optional):
|
||
eula = Steam EULA
|
||
missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked.
|
||
publishing = [accent]Publishing...
|
||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||
publish.error = Error publishing item: {0}
|
||
steam.error = Failed to initialize Steam services.\nError: {0}
|
||
|
||
editor.planet = Planet:
|
||
editor.sector = Sector:
|
||
editor.seed = Seed:
|
||
editor.cliffs = Walls To Cliffs
|
||
editor.brush = Brush
|
||
editor.openin = Open In Editor
|
||
editor.oregen = Ore Generation
|
||
editor.oregen.info = Ore Generation:
|
||
editor.mapinfo = Map Info
|
||
editor.author = Author:
|
||
editor.description = Description:
|
||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||
editor.waves = Waves:
|
||
editor.rules = Rules:
|
||
editor.generation = Generation:
|
||
editor.ingame = Edit In-Game
|
||
editor.playtest = Playtest
|
||
editor.publish.workshop = Publish On Workshop
|
||
editor.newmap = New Map
|
||
editor.center = Center
|
||
editor.search = Search maps...
|
||
editor.filters = Filter Maps
|
||
editor.filters.mode = Gamemodes:
|
||
editor.filters.type = Map Type:
|
||
editor.filters.search = Search In:
|
||
editor.filters.author = Author
|
||
editor.filters.description = Description
|
||
workshop = Workshop
|
||
waves.title = Waves
|
||
waves.remove = Remove
|
||
waves.every = every
|
||
waves.waves = wave(s)
|
||
waves.health = health: {0}%
|
||
waves.perspawn = per spawn
|
||
waves.shields = shields/wave
|
||
waves.to = to
|
||
waves.max = max units
|
||
waves.guardian = Guardian
|
||
waves.preview = Preview
|
||
waves.edit = Edit...
|
||
waves.copy = Copy to Clipboard
|
||
waves.load = Load from Clipboard
|
||
waves.invalid = Invalid waves in clipboard.
|
||
waves.copied = Waves copied.
|
||
waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout.
|
||
waves.sort = Sort By
|
||
waves.sort.reverse = Reverse Sort
|
||
waves.sort.begin = Begin
|
||
waves.sort.health = Health
|
||
waves.sort.type = Type
|
||
waves.units.hide = Hide All
|
||
waves.units.show = Show All
|
||
|
||
#these are intentionally in lower case
|
||
wavemode.counts = counts
|
||
wavemode.totals = totals
|
||
wavemode.health = health
|
||
|
||
editor.default = [lightgray]<Default>
|
||
details = Details...
|
||
edit = Edit...
|
||
variables = Vars
|
||
editor.name = Name:
|
||
editor.spawn = Spawn Unit
|
||
editor.removeunit = Remove Unit
|
||
editor.teams = Teams
|
||
editor.errorload = Error loading file.
|
||
editor.errorsave = Error saving file.
|
||
editor.errorimage = That's an image, not a map.
|
||
editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported.
|
||
editor.errornot = This is not a map file.
|
||
editor.errorheader = This map file is either not valid or corrupt.
|
||
editor.errorname = Map has no name defined. Are you trying to load a save file?
|
||
editor.update = Update
|
||
editor.randomize = Randomize
|
||
editor.apply = Apply
|
||
editor.generate = Generate
|
||
editor.sectorgenerate = Sector Generate
|
||
editor.resize = Resize
|
||
editor.loadmap = Load Map
|
||
editor.savemap = Save Map
|
||
editor.saved = Saved!
|
||
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
||
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
||
editor.import.exists = [scarlet]Unable to import:[] a built-in map named '{0}' already exists!
|
||
editor.import = Import...
|
||
editor.importmap = Import Map
|
||
editor.importmap.description = Import an already existing map
|
||
editor.importfile = Import File
|
||
editor.importfile.description = Import an external map file
|
||
editor.importimage = Import Image File
|
||
editor.importimage.description = Import an external map image file
|
||
editor.export = Export...
|
||
editor.exportfile = Export File
|
||
editor.exportfile.description = Export a map file
|
||
editor.exportimage = Export Terrain Image
|
||
editor.exportimage.description = Export an image file containing only basic terrain
|
||
editor.loadimage = Import Terrain
|
||
editor.saveimage = Export Terrain
|
||
editor.unsaved = Are you sure you want to exit?\n[scarlet]Any unsaved changes will be lost.
|
||
editor.resizemap = Resize Map
|
||
editor.mapname = Map Name:
|
||
editor.overwrite = [accent]Warning!\nThis overwrites an existing map.
|
||
editor.overwrite.confirm = [scarlet]Warning![] A map with this name already exists. Are you sure you want to overwrite it?\n"[accent]{0}[]"
|
||
editor.exists = A map with this name already exists.
|
||
editor.selectmap = Select a map to load:
|
||
|
||
toolmode.replace = Replace
|
||
toolmode.replace.description = Draws only on solid blocks.
|
||
toolmode.replaceall = Replace All
|
||
toolmode.replaceall.description = Replace all blocks in map.
|
||
toolmode.orthogonal = Orthogonal
|
||
toolmode.orthogonal.description = Draws only orthogonal lines.
|
||
toolmode.square = Square
|
||
toolmode.square.description = Square brush.
|
||
toolmode.eraseores = Erase Ores
|
||
toolmode.eraseores.description = Erase only ores.
|
||
toolmode.fillteams = Fill Teams
|
||
toolmode.fillteams.description = Fill teams instead of blocks.
|
||
toolmode.drawteams = Draw Teams
|
||
toolmode.drawteams.description = Draw teams instead of blocks.
|
||
toolmode.underliquid = Under Liquids
|
||
toolmode.underliquid.description = Draw floors under liquid tiles.
|
||
|
||
filters.empty = [lightgray]No filters! Add one with the button below.
|
||
|
||
filter.distort = Distort
|
||
filter.noise = Noise
|
||
filter.enemyspawn = Enemy Spawn Select
|
||
filter.spawnpath = Path To Spawn
|
||
filter.corespawn = Core Select
|
||
filter.median = Median
|
||
filter.oremedian = Ore Median
|
||
filter.blend = Blend
|
||
filter.defaultores = Default Ores
|
||
filter.ore = Ore
|
||
filter.rivernoise = River Noise
|
||
filter.mirror = Mirror
|
||
filter.clear = Clear
|
||
filter.option.ignore = Ignore
|
||
filter.scatter = Scatter
|
||
filter.terrain = Terrain
|
||
|
||
filter.option.scale = Scale
|
||
filter.option.chance = Chance
|
||
filter.option.mag = Magnitude
|
||
filter.option.threshold = Threshold
|
||
filter.option.circle-scale = Circle Scale
|
||
filter.option.octaves = Octaves
|
||
filter.option.falloff = Falloff
|
||
filter.option.angle = Angle
|
||
filter.option.tilt = Tilt
|
||
filter.option.rotate = Rotate
|
||
filter.option.amount = Amount
|
||
filter.option.block = Block
|
||
filter.option.floor = Floor
|
||
filter.option.flooronto = Target Floor
|
||
filter.option.target = Target
|
||
filter.option.replacement = Replacement
|
||
filter.option.wall = Wall
|
||
filter.option.ore = Ore
|
||
filter.option.floor2 = Secondary Floor
|
||
filter.option.threshold2 = Secondary Threshold
|
||
filter.option.radius = Radius
|
||
filter.option.percentile = Percentile
|
||
|
||
width = Width:
|
||
height = Height:
|
||
menu = Menu
|
||
play = Play
|
||
campaign = Campaign
|
||
load = Load
|
||
save = Save
|
||
fps = FPS: {0}
|
||
ping = Ping: {0}ms
|
||
tps = TPS: {0}
|
||
memory = Mem: {0}mb
|
||
memory2 = Mem:\n {0}mb +\n {1}mb
|
||
language.restart = Restart your game for the language settings to take effect.
|
||
settings = Settings
|
||
tutorial = Tutorial
|
||
tutorial.retake = Re-Take Tutorial
|
||
editor = Editor
|
||
mapeditor = Map Editor
|
||
|
||
abandon = Abandon
|
||
abandon.text = This zone and all its resources will be lost to the enemy.
|
||
locked = Locked
|
||
complete = [lightgray]Complete:
|
||
requirement.wave = Reach Wave {0} in {1}
|
||
requirement.core = Destroy Enemy Core in {0}
|
||
requirement.research = Research {0}
|
||
requirement.produce = Produce {0}
|
||
requirement.capture = Capture {0}
|
||
requirement.onplanet = Control Sector On {0}
|
||
requirement.onsector = Land On Sector: {0}
|
||
launch.text = Launch
|
||
research.multiplayer = Only the host can research items.
|
||
map.multiplayer = Only the host can view sectors.
|
||
uncover = Uncover
|
||
configure = Configure Loadout
|
||
|
||
loadout = Loadout
|
||
resources = Resources
|
||
bannedblocks = Banned Blocks
|
||
bannedunits = Banned Units
|
||
addall = Add All
|
||
launch.from = Launching From: [accent]{0}
|
||
launch.capacity = Launching Item Capacity: [accent]{0}
|
||
launch.destination = Destination: {0}
|
||
configure.invalid = Amount must be a number between 0 and {0}.
|
||
add = Add...
|
||
guardian = Guardian
|
||
|
||
connectfail = [scarlet]Connection error:\n\n[accent]{0}
|
||
error.unreachable = Server unreachable.\nIs the address spelled correctly?
|
||
error.invalidaddress = Invalid address.
|
||
error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct!
|
||
error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry!
|
||
error.alreadyconnected = Already connected.
|
||
error.mapnotfound = Map file not found!
|
||
error.io = Network I/O error.
|
||
error.any = Unknown network error.
|
||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||
|
||
weather.rain.name = Rain
|
||
weather.snow.name = Snow
|
||
weather.sandstorm.name = Sandstorm
|
||
weather.sporestorm.name = Sporestorm
|
||
weather.fog.name = Fog
|
||
|
||
sectorlist = Sectors
|
||
sectorlist.attacked = {0} under attack
|
||
sectors.unexplored = [lightgray]Unexplored
|
||
sectors.resources = Resources:
|
||
sectors.production = Production:
|
||
sectors.export = Export:
|
||
sectors.import = Import:
|
||
sectors.time = Time:
|
||
sectors.threat = Threat:
|
||
sectors.wave = Wave:
|
||
sectors.stored = Stored:
|
||
sectors.resume = Resume
|
||
sectors.launch = Launch
|
||
sectors.select = Select
|
||
sectors.nonelaunch = [lightgray]none (sun)
|
||
sectors.rename = Rename Sector
|
||
sectors.enemybase = [scarlet]Enemy Base
|
||
sectors.vulnerable = [scarlet]Vulnerable
|
||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||
sectors.underattack.nodamage = [scarlet]Under attack!
|
||
sectors.survives = [accent]Survives {0} waves
|
||
sectors.go = Go
|
||
sector.curcapture = Sector Captured
|
||
sector.curlost = Sector Lost
|
||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||
sector.lost = Sector [accent]{0}[white] lost!
|
||
#note: the missing space in the line below is intentional
|
||
sector.captured = Sector [accent]{0}[white]captured!
|
||
sector.changeicon = Change Icon
|
||
sector.noswitch.title = Unable to Switch Sectors
|
||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||
sector.view = View Sector
|
||
|
||
threat.low = Low
|
||
threat.medium = Medium
|
||
threat.high = High
|
||
threat.extreme = Extreme
|
||
threat.eradication = Eradication
|
||
|
||
planets = Planets
|
||
|
||
planet.serpulo.name = Serpulo
|
||
planet.erekir.name = Erekir
|
||
planet.sun.name = Sun
|
||
|
||
sector.impact0078.name = Impact 0078
|
||
sector.groundZero.name = Ground Zero
|
||
sector.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 = Planetary Launch Terminal
|
||
sector.coastline.name = Coastline
|
||
sector.navalFortress.name = Naval Fortress
|
||
|
||
sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
|
||
sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
|
||
sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing.
|
||
sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
|
||
sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
|
||
sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units.
|
||
sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Mace units. Destroy it.
|
||
sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible.
|
||
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks.
|
||
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
|
||
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
|
||
sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism.
|
||
sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
|
||
sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads.
|
||
sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology.
|
||
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
|
||
|
||
sector.onset.name = The Onset
|
||
|
||
status.burning.name = Burning
|
||
status.freezing.name = Freezing
|
||
status.wet.name = Wet
|
||
status.muddy.name = Muddy
|
||
status.melting.name = Melting
|
||
status.sapped.name = Sapped
|
||
status.electrified.name = Electrified
|
||
status.spore-slowed.name = Spore Slowed
|
||
status.tarred.name = Tarred
|
||
status.overdrive.name = Overdrive
|
||
status.overclock.name = Overclock
|
||
status.shocked.name = Shocked
|
||
status.blasted.name = Blasted
|
||
status.unmoving.name = Unmoving
|
||
status.boss.name = Guardian
|
||
|
||
settings.language = Language
|
||
settings.data = Game Data
|
||
settings.reset = Reset to Defaults
|
||
settings.rebind = Rebind
|
||
settings.resetKey = Reset
|
||
settings.controls = Controls
|
||
settings.game = Game
|
||
settings.sound = Sound
|
||
settings.graphics = Graphics
|
||
settings.cleardata = Clear Game Data...
|
||
settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone!
|
||
settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit.
|
||
settings.clearsaves.confirm = Are you sure you want to clear all your saves?
|
||
settings.clearsaves = Clear Saves
|
||
settings.clearresearch = Clear Research
|
||
settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research?
|
||
settings.clearcampaignsaves = Clear Campaign Saves
|
||
settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves?
|
||
paused = [accent]< Paused >
|
||
clear = Clear
|
||
banned = [scarlet]Banned
|
||
unsupported.environment = [scarlet]Unsupported Environment
|
||
yes = Yes
|
||
no = No
|
||
info.title = Info
|
||
error.title = [scarlet]An error has occured
|
||
error.crashtitle = An error has occured
|
||
unit.nobuild = [scarlet]Unit can't build
|
||
lastaccessed = [lightgray]Last Accessed: {0}
|
||
block.unknown = [lightgray]???
|
||
|
||
stat.showinmap = <load map to show>
|
||
stat.description = Purpose
|
||
stat.input = Input
|
||
stat.output = Output
|
||
stat.maxefficiency = Max Efficiency
|
||
stat.booster = Booster
|
||
stat.tiles = Required Tiles
|
||
stat.affinities = Affinities
|
||
stat.opposites = Opposites
|
||
stat.powercapacity = Power Capacity
|
||
stat.powershot = Power/Shot
|
||
stat.damage = Damage
|
||
stat.targetsair = Targets Air
|
||
stat.targetsground = Targets Ground
|
||
stat.itemsmoved = Move Speed
|
||
stat.launchtime = Time Between Launches
|
||
stat.shootrange = Range
|
||
stat.size = Size
|
||
stat.displaysize = Display Size
|
||
stat.liquidcapacity = Liquid Capacity
|
||
stat.powerrange = Power Range
|
||
stat.linkrange = Link Range
|
||
stat.instructions = Instructions
|
||
stat.powerconnections = Max Connections
|
||
stat.poweruse = Power Use
|
||
stat.powerdamage = Power/Damage
|
||
stat.itemcapacity = Item Capacity
|
||
stat.memorycapacity = Memory Capacity
|
||
stat.basepowergeneration = Base Power Generation
|
||
stat.productiontime = Production Time
|
||
stat.repairtime = Block Full Repair Time
|
||
stat.repairspeed = Repair Speed
|
||
stat.weapons = Weapons
|
||
stat.bullet = Bullet
|
||
stat.speedincrease = Speed Increase
|
||
stat.range = Range
|
||
stat.drilltier = Drillables
|
||
stat.drillspeed = Base Drill Speed
|
||
stat.boosteffect = Boost Effect
|
||
stat.maxunits = Max Active Units
|
||
stat.health = Health
|
||
stat.armor = Armor
|
||
stat.buildtime = Build Time
|
||
stat.maxconsecutive = Max Consecutive
|
||
stat.buildcost = Build Cost
|
||
stat.inaccuracy = Inaccuracy
|
||
stat.shots = Shots
|
||
stat.reload = Firing Rate
|
||
stat.ammo = Ammo
|
||
stat.shieldhealth = Shield Health
|
||
stat.cooldowntime = Cooldown Time
|
||
stat.explosiveness = Explosiveness
|
||
stat.basedeflectchance = Base Deflect Chance
|
||
stat.lightningchance = Lightning Chance
|
||
stat.lightningdamage = Lightning Damage
|
||
stat.flammability = Flammability
|
||
stat.radioactivity = Radioactivity
|
||
stat.charge = Charge
|
||
stat.heatcapacity = Heat Capacity
|
||
stat.viscosity = Viscosity
|
||
stat.temperature = Temperature
|
||
stat.speed = Speed
|
||
stat.buildspeed = Build Speed
|
||
stat.minespeed = Mine Speed
|
||
stat.minetier = Mine Tier
|
||
stat.payloadcapacity = Payload Capacity
|
||
stat.abilities = Abilities
|
||
stat.canboost = Can Boost
|
||
stat.flying = Flying
|
||
stat.ammouse = Ammo Use
|
||
stat.damagemultiplier = Damage Multiplier
|
||
stat.healthmultiplier = Health Multiplier
|
||
stat.speedmultiplier = Speed Multiplier
|
||
stat.reloadmultiplier = Reload Multiplier
|
||
stat.buildspeedmultiplier = Build Speed Multiplier
|
||
stat.reactive = Reacts
|
||
stat.immunities = Immunities
|
||
stat.healing = Healing
|
||
|
||
ability.forcefield = Force Field
|
||
ability.repairfield = Repair Field
|
||
ability.statusfield = {0} Status Field
|
||
ability.unitspawn = {0} Factory
|
||
ability.shieldregenfield = Shield Regen Field
|
||
ability.movelightning = Movement Lightning
|
||
ability.energyfield = Energy Field: [accent]{0}[] damage ~ [accent]{1}[] blocks / [accent]{2}[] targets
|
||
|
||
bar.drilltierreq = Better Drill Required
|
||
bar.noresources = Missing Resources
|
||
bar.corereq = Core Base Required
|
||
bar.corefloor = Core Zone Tile Required
|
||
bar.cargounitcap = Cargo Unit Cap Reached
|
||
bar.drillspeed = Drill Speed: {0}/s
|
||
bar.pumpspeed = Pump Speed: {0}/s
|
||
bar.efficiency = Efficiency: {0}%
|
||
bar.boost = Boost: +{0}%
|
||
bar.powerbalance = Power: {0}/s
|
||
bar.powerstored = Stored: {0}/{1}
|
||
bar.poweramount = Power: {0}
|
||
bar.poweroutput = Power Output: {0}
|
||
bar.powerlines = Connections: {0}/{1}
|
||
bar.items = Items: {0}
|
||
bar.capacity = Capacity: {0}
|
||
bar.unitcap = {0} {1}/{2}
|
||
bar.liquid = Liquid
|
||
bar.heat = Heat
|
||
bar.heatamount = Heat: {0}
|
||
bar.heatpercent = Heat: {0} ({1}%)
|
||
bar.power = Power
|
||
bar.progress = Build Progress
|
||
bar.loadprogress = Progress
|
||
bar.launchcooldown = Launch Cooldown
|
||
bar.input = Input
|
||
bar.output = Output
|
||
bar.strength = [stat]{0}[lightgray]x strength
|
||
|
||
units.processorcontrol = [lightgray]Processor Controlled
|
||
|
||
bullet.damage = [stat]{0}[lightgray] damage
|
||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||
bullet.incendiary = [stat]incendiary
|
||
bullet.homing = [stat]homing
|
||
bullet.armorpierce = [stat]armor piercing
|
||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||
bullet.knockback = [stat]{0}[lightgray] knockback
|
||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||
bullet.infinitepierce = [stat]pierce
|
||
bullet.healpercent = [stat]{0}[lightgray]% repair
|
||
bullet.healamount = [stat]{0}[lightgray] direct repair
|
||
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
|
||
bullet.reload = [stat]{0}[lightgray]x fire rate
|
||
bullet.range = [stat]{0}[lightgray] tiles range
|
||
|
||
unit.blocks = blocks
|
||
unit.blockssquared = blocks<EFBFBD>
|
||
unit.powersecond = power units/second
|
||
unit.tilessecond = tiles/second
|
||
unit.liquidsecond = liquid units/second
|
||
unit.itemssecond = items/second
|
||
unit.liquidunits = liquid units
|
||
unit.powerunits = power units
|
||
unit.heatunits = heat units
|
||
unit.degrees = degrees
|
||
unit.seconds = seconds
|
||
unit.minutes = mins
|
||
unit.persecond = /sec
|
||
unit.perminute = /min
|
||
unit.timesspeed = x speed
|
||
unit.percent = %
|
||
unit.shieldhealth = shield health
|
||
unit.items = items
|
||
unit.thousands = k
|
||
unit.millions = mil
|
||
unit.billions = b
|
||
unit.pershot = /shot
|
||
category.purpose = Purpose
|
||
category.general = General
|
||
category.power = Power
|
||
category.liquids = Liquids
|
||
category.items = Items
|
||
category.crafting = Input/Output
|
||
category.function = Function
|
||
category.optional = Optional Enhancements
|
||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||
setting.landscape.name = Lock Landscape
|
||
setting.shadows.name = Shadows
|
||
setting.blockreplace.name = Automatic Block Suggestions
|
||
setting.linear.name = Linear Filtering
|
||
setting.hints.name = Hints
|
||
setting.logichints.name = Logic Hints
|
||
setting.backgroundpause.name = Pause In Background
|
||
setting.buildautopause.name = Auto-Pause Building
|
||
setting.doubletapmine.name = Double-Tap to Mine
|
||
setting.modcrashdisable.name = Disable Mods On Startup Crash
|
||
setting.animatedwater.name = Animated Surfaces
|
||
setting.animatedshields.name = Animated Shields
|
||
setting.playerindicators.name = Player Indicators
|
||
setting.indicators.name = Enemy Indicators
|
||
setting.autotarget.name = Auto-Target
|
||
setting.keyboard.name = Mouse+Keyboard Controls
|
||
setting.touchscreen.name = Touchscreen Controls
|
||
setting.fpscap.name = Max FPS
|
||
setting.fpscap.none = None
|
||
setting.fpscap.text = {0} FPS
|
||
setting.uiscale.name = UI Scaling
|
||
setting.uiscale.description = Restart required to apply changes.
|
||
setting.swapdiagonal.name = Always Diagonal Placement
|
||
setting.difficulty.training = Training
|
||
setting.difficulty.easy = Easy
|
||
setting.difficulty.normal = Normal
|
||
setting.difficulty.hard = Hard
|
||
setting.difficulty.insane = Insane
|
||
setting.difficulty.name = Difficulty:
|
||
setting.screenshake.name = Screen Shake
|
||
setting.effects.name = Display Effects
|
||
setting.destroyedblocks.name = Display Destroyed Blocks
|
||
setting.blockstatus.name = Display Block Status
|
||
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
|
||
setting.sensitivity.name = Controller Sensitivity
|
||
setting.saveinterval.name = Save Interval
|
||
setting.seconds = {0} seconds
|
||
setting.milliseconds = {0} milliseconds
|
||
setting.fullscreen.name = Fullscreen
|
||
setting.borderlesswindow.name = Borderless Window
|
||
setting.borderlesswindow.name.windows = Borderless Fullscreen
|
||
setting.borderlesswindow.description = Restart may be required to apply changes.
|
||
setting.fps.name = Show FPS & Ping
|
||
setting.smoothcamera.name = Smooth Camera
|
||
setting.vsync.name = VSync
|
||
setting.pixelate.name = Pixelate
|
||
setting.minimap.name = Show Minimap
|
||
setting.coreitems.name = Display Core Items
|
||
setting.position.name = Show Player Position
|
||
setting.musicvol.name = Music Volume
|
||
setting.atmosphere.name = Show Planet Atmosphere
|
||
setting.ambientvol.name = Ambient Volume
|
||
setting.mutemusic.name = Mute Music
|
||
setting.sfxvol.name = SFX Volume
|
||
setting.mutesound.name = Mute Sound
|
||
setting.crashreport.name = Send Anonymous Crash Reports
|
||
setting.savecreate.name = Auto-Create Saves
|
||
setting.publichost.name = Public Game Visibility
|
||
setting.playerlimit.name = Player Limit
|
||
setting.chatopacity.name = Chat Opacity
|
||
setting.lasersopacity.name = Power Laser Opacity
|
||
setting.bridgeopacity.name = Bridge Opacity
|
||
setting.playerchat.name = Display Player Bubble Chat
|
||
setting.showweather.name = Show Weather Graphics
|
||
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
||
public.confirm.really = If you want to play with friends, use [green]Invite Friend[] instead of a [scarlet]Public server[]!\nAre you sure you want to make your game [scarlet]public[]?
|
||
public.beta = Note that beta versions of the game cannot make public lobbies.
|
||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
|
||
uiscale.cancel = Cancel & Exit
|
||
setting.bloom.name = Bloom
|
||
keybind.title = Rebind Keys
|
||
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
|
||
category.general.name = General
|
||
category.view.name = View
|
||
category.multiplayer.name = Multiplayer
|
||
category.blocks.name = Block Select
|
||
placement.blockselectkeys = \n[lightgray]Key: [{0},
|
||
keybind.respawn.name = Respawn
|
||
keybind.control.name = Control Unit
|
||
keybind.clear_building.name = Clear Building
|
||
keybind.press = Press a key...
|
||
keybind.press.axis = Press an axis or key...
|
||
keybind.screenshot.name = Map Screenshot
|
||
keybind.toggle_power_lines.name = Toggle Power Lasers
|
||
keybind.toggle_block_status.name = Toggle Block Statuses
|
||
keybind.move_x.name = Move X
|
||
keybind.move_y.name = Move Y
|
||
keybind.mouse_move.name = Follow Mouse
|
||
keybind.pan.name = Pan View
|
||
keybind.boost.name = Boost
|
||
keybind.schematic_select.name = Select Region
|
||
keybind.schematic_menu.name = Schematic Menu
|
||
keybind.schematic_flip_x.name = Flip Schematic X
|
||
keybind.schematic_flip_y.name = Flip Schematic Y
|
||
keybind.category_prev.name = Previous Category
|
||
keybind.category_next.name = Next Category
|
||
keybind.block_select_left.name = Block Select Left
|
||
keybind.block_select_right.name = Block Select Right
|
||
keybind.block_select_up.name = Block Select Up
|
||
keybind.block_select_down.name = Block Select Down
|
||
keybind.block_select_01.name = Category/Block Select 1
|
||
keybind.block_select_02.name = Category/Block Select 2
|
||
keybind.block_select_03.name = Category/Block Select 3
|
||
keybind.block_select_04.name = Category/Block Select 4
|
||
keybind.block_select_05.name = Category/Block Select 5
|
||
keybind.block_select_06.name = Category/Block Select 6
|
||
keybind.block_select_07.name = Category/Block Select 7
|
||
keybind.block_select_08.name = Category/Block Select 8
|
||
keybind.block_select_09.name = Category/Block Select 9
|
||
keybind.block_select_10.name = Category/Block Select 10
|
||
keybind.fullscreen.name = Toggle Fullscreen
|
||
keybind.select.name = Select/Shoot
|
||
keybind.diagonal_placement.name = Diagonal Placement
|
||
keybind.pick.name = Pick Block
|
||
keybind.break_block.name = Break Block
|
||
keybind.deselect.name = Deselect
|
||
keybind.pickupCargo.name = Pickup Cargo
|
||
keybind.dropCargo.name = Drop Cargo
|
||
keybind.shoot.name = Shoot
|
||
keybind.zoom.name = Zoom
|
||
keybind.menu.name = Menu
|
||
keybind.pause.name = Pause
|
||
keybind.pause_building.name = Pause/Resume Building
|
||
keybind.minimap.name = Minimap
|
||
keybind.planet_map.name = Planet Map
|
||
keybind.research.name = Research
|
||
keybind.block_info.name = Block Info
|
||
keybind.chat.name = Chat
|
||
keybind.player_list.name = Player List
|
||
keybind.console.name = Console
|
||
keybind.rotate.name = Rotate
|
||
keybind.rotateplaced.name = Rotate Existing (Hold)
|
||
keybind.toggle_menus.name = Toggle Menus
|
||
keybind.chat_history_prev.name = Chat History Prev
|
||
keybind.chat_history_next.name = Chat History Next
|
||
keybind.chat_scroll.name = Chat Scroll
|
||
keybind.chat_mode.name = Change Chat Mode
|
||
keybind.drop_unit.name = Drop Unit
|
||
keybind.zoom_minimap.name = Zoom Minimap
|
||
mode.help.title = Description of modes
|
||
mode.survival.name = Survival
|
||
mode.survival.description = The normal mode. Limited resources and automatic incoming waves.\n[gray]Requires enemy spawns in the map to play.
|
||
mode.sandbox.name = Sandbox
|
||
mode.sandbox.description = Infinite resources and no timer for waves.
|
||
mode.editor.name = Editor
|
||
mode.pvp.name = PvP
|
||
mode.pvp.description = Fight against other players locally.\n[gray]Requires at least 2 differently-colored cores in the map to play.
|
||
mode.attack.name = Attack
|
||
mode.attack.description = Destroy the enemy's base. \n[gray]Requires a red core in the map to play.
|
||
mode.custom = Custom Rules
|
||
|
||
rules.infiniteresources = Infinite Resources
|
||
rules.reactorexplosions = Reactor Explosions
|
||
rules.coreincinerates = Core Incinerates Overflow
|
||
rules.schematic = Schematics Allowed
|
||
rules.wavetimer = Wave Timer
|
||
rules.waves = Waves
|
||
rules.attack = Attack Mode
|
||
rules.rtsai = RTS AI
|
||
rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP)
|
||
rules.corecapture = Capture Core On Destruction
|
||
rules.polygoncoreprotection = Polygonal Core Protection
|
||
rules.placerangecheck = Placement Range Check
|
||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||
rules.blockhealthmultiplier = Block Health Multiplier
|
||
rules.blockdamagemultiplier = Block Damage Multiplier
|
||
rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
|
||
rules.unithealthmultiplier = Unit Health Multiplier
|
||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||
rules.unitcap = Base Unit Cap
|
||
rules.limitarea = Limit Map Area
|
||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||
rules.buildcostmultiplier = Build Cost Multiplier
|
||
rules.buildspeedmultiplier = Build Speed Multiplier
|
||
rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
|
||
rules.waitForWaveToEnd = Waves Wait for Enemies
|
||
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
|
||
rules.unitammo = Units Require Ammo
|
||
rules.enemyteam = Enemy Team
|
||
rules.playerteam = Player Team
|
||
rules.title.waves = Waves
|
||
rules.title.resourcesbuilding = Resources & Building
|
||
rules.title.enemy = Enemies
|
||
rules.title.unit = Units
|
||
rules.title.experimental = Experimental
|
||
rules.title.environment = Environment
|
||
rules.title.teams = Teams
|
||
rules.title.planet = Planet
|
||
rules.lighting = Lighting
|
||
rules.enemyLights = Enemy Lights
|
||
rules.fire = Fire
|
||
rules.explosions = Block/Unit Explosion Damage
|
||
rules.ambientlight = Ambient Light
|
||
rules.weather = Weather
|
||
rules.weather.frequency = Frequency:
|
||
rules.weather.always = Always
|
||
rules.weather.duration = Duration:
|
||
|
||
content.item.name = Items
|
||
content.liquid.name = Fluids
|
||
content.unit.name = Units
|
||
content.block.name = Blocks
|
||
content.status.name = Status Effects
|
||
content.sector.name = Sectors
|
||
content.team.name = Factions
|
||
|
||
wallore = (Wall)
|
||
|
||
item.copper.name = Copper
|
||
item.lead.name = Lead
|
||
item.coal.name = Coal
|
||
item.graphite.name = Graphite
|
||
item.titanium.name = Titanium
|
||
item.thorium.name = Thorium
|
||
item.silicon.name = Silicon
|
||
item.plastanium.name = Plastanium
|
||
item.phase-fabric.name = Phase Fabric
|
||
item.surge-alloy.name = Surge Alloy
|
||
item.spore-pod.name = Spore Pod
|
||
item.sand.name = Sand
|
||
item.blast-compound.name = Blast Compound
|
||
item.pyratite.name = Pyratite
|
||
item.metaglass.name = Metaglass
|
||
item.scrap.name = Scrap
|
||
item.fissile-matter.name = Fissile Matter
|
||
item.beryllium.name = Beryllium
|
||
item.tungsten.name = Tungsten
|
||
item.oxide.name = Oxide
|
||
item.carbide.name = Carbide
|
||
item.dormant-cyst.name = Dormant Cyst
|
||
|
||
liquid.water.name = Water
|
||
liquid.slag.name = Slag
|
||
liquid.oil.name = Oil
|
||
liquid.cryofluid.name = Cryofluid
|
||
liquid.neoplasm.name = Neoplasm
|
||
liquid.arkycite.name = Arkycite
|
||
liquid.gallium.name = Gallium
|
||
liquid.ozone.name = Ozone
|
||
liquid.hydrogen.name = Hydrogen
|
||
liquid.nitrogen.name = Nitrogen
|
||
liquid.cyanogen.name = Cyanogen
|
||
|
||
unit.dagger.name = Dagger
|
||
unit.mace.name = Mace
|
||
unit.fortress.name = Fortress
|
||
unit.nova.name = Nova
|
||
unit.pulsar.name = Pulsar
|
||
unit.quasar.name = Quasar
|
||
unit.crawler.name = Crawler
|
||
unit.atrax.name = Atrax
|
||
unit.spiroct.name = Spiroct
|
||
unit.arkyid.name = Arkyid
|
||
unit.toxopid.name = Toxopid
|
||
unit.flare.name = Flare
|
||
unit.horizon.name = Horizon
|
||
unit.zenith.name = Zenith
|
||
unit.antumbra.name = Antumbra
|
||
unit.eclipse.name = Eclipse
|
||
unit.mono.name = Mono
|
||
unit.poly.name = Poly
|
||
unit.mega.name = Mega
|
||
unit.quad.name = Quad
|
||
unit.oct.name = Oct
|
||
unit.risso.name = Risso
|
||
unit.minke.name = Minke
|
||
unit.bryde.name = Bryde
|
||
unit.sei.name = Sei
|
||
unit.omura.name = Omura
|
||
unit.retusa.name = Retusa
|
||
unit.oxynoe.name = Oxynoe
|
||
unit.cyerce.name = Cyerce
|
||
unit.aegires.name = Aegires
|
||
unit.navanax.name = Navanax
|
||
unit.alpha.name = Alpha
|
||
unit.beta.name = Beta
|
||
unit.gamma.name = Gamma
|
||
unit.scepter.name = Scepter
|
||
unit.reign.name = Reign
|
||
unit.vela.name = Vela
|
||
unit.corvus.name = Corvus
|
||
|
||
block.parallax.name = Parallax
|
||
block.cliff.name = Cliff
|
||
block.sand-boulder.name = Sand Boulder
|
||
block.basalt-boulder.name = Basalt Boulder
|
||
block.grass.name = Grass
|
||
block.molten-slag.name = Slag
|
||
block.pooled-cryofluid.name = Cryofluid
|
||
block.space.name = Space
|
||
block.salt.name = Salt
|
||
block.salt-wall.name = Salt Wall
|
||
block.pebbles.name = Pebbles
|
||
block.tendrils.name = Tendrils
|
||
block.sand-wall.name = Sand Wall
|
||
block.spore-pine.name = Spore Pine
|
||
block.spore-wall.name = Spore Wall
|
||
block.boulder.name = Boulder
|
||
block.snow-boulder.name = Snow Boulder
|
||
block.snow-pine.name = Snow Pine
|
||
block.shale.name = Shale
|
||
block.shale-boulder.name = Shale Boulder
|
||
block.moss.name = Moss
|
||
block.shrubs.name = Shrubs
|
||
block.spore-moss.name = Spore Moss
|
||
block.shale-wall.name = Shale Wall
|
||
block.scrap-wall.name = Scrap Wall
|
||
block.scrap-wall-large.name = Large Scrap Wall
|
||
block.scrap-wall-huge.name = Huge Scrap Wall
|
||
block.scrap-wall-gigantic.name = Gigantic Scrap Wall
|
||
block.thruster.name = Thruster
|
||
block.kiln.name = Kiln
|
||
block.graphite-press.name = Graphite Press
|
||
block.multi-press.name = Multi-Press
|
||
block.constructing = {0} [lightgray](Constructing)
|
||
block.spawn.name = Enemy Spawn
|
||
block.core-shard.name = Core: Shard
|
||
block.core-foundation.name = Core: Foundation
|
||
block.core-nucleus.name = Core: Nucleus
|
||
block.deep-water.name = Deep Water
|
||
block.shallow-water.name = Water
|
||
block.tainted-water.name = Tainted Water
|
||
block.deep-tainted-water.name = Deep Tainted Water
|
||
block.darksand-tainted-water.name = Dark Sand Tainted Water
|
||
block.tar.name = Tar
|
||
block.stone.name = Stone
|
||
block.sand.name = Sand
|
||
block.darksand.name = Dark Sand
|
||
block.ice.name = Ice
|
||
block.snow.name = Snow
|
||
block.crater-stone.name = Craters
|
||
block.sand-water.name = Sand Water
|
||
block.darksand-water.name = Dark Sand Water
|
||
block.char.name = Char
|
||
block.dacite.name = Dacite
|
||
block.rhyolite.name = Rhyolite
|
||
block.dacite-wall.name = Dacite Wall
|
||
block.dacite-boulder.name = Dacite Boulder
|
||
block.ice-snow.name = Ice Snow
|
||
block.stone-wall.name = Stone Wall
|
||
block.ice-wall.name = Ice Wall
|
||
block.snow-wall.name = Snow Wall
|
||
block.dune-wall.name = Dune Wall
|
||
block.pine.name = Pine
|
||
block.dirt.name = Dirt
|
||
block.dirt-wall.name = Dirt Wall
|
||
block.mud.name = Mud
|
||
block.white-tree-dead.name = White Tree Dead
|
||
block.white-tree.name = White Tree
|
||
block.spore-cluster.name = Spore Cluster
|
||
block.metal-floor.name = Metal Floor 1
|
||
block.metal-floor-2.name = Metal Floor 2
|
||
block.metal-floor-3.name = Metal Floor 3
|
||
block.metal-floor-4.name = Metal Floor 4
|
||
block.metal-floor-5.name = Metal Floor 5
|
||
block.metal-floor-damaged.name = Damaged Metal Floor
|
||
block.dark-panel-1.name = Dark Panel 1
|
||
block.dark-panel-2.name = Dark Panel 2
|
||
block.dark-panel-3.name = Dark Panel 3
|
||
block.dark-panel-4.name = Dark Panel 4
|
||
block.dark-panel-5.name = Dark Panel 5
|
||
block.dark-panel-6.name = Dark Panel 6
|
||
block.dark-metal.name = Dark Metal
|
||
block.basalt.name = Basalt
|
||
block.hotrock.name = Hot Rock
|
||
block.magmarock.name = Magma Rock
|
||
block.copper-wall.name = Copper Wall
|
||
block.copper-wall-large.name = Large Copper Wall
|
||
block.titanium-wall.name = Titanium Wall
|
||
block.titanium-wall-large.name = Large Titanium Wall
|
||
block.plastanium-wall.name = Plastanium Wall
|
||
block.plastanium-wall-large.name = Large Plastanium Wall
|
||
block.phase-wall.name = Phase Wall
|
||
block.phase-wall-large.name = Large Phase Wall
|
||
block.thorium-wall.name = Thorium Wall
|
||
block.thorium-wall-large.name = Large Thorium Wall
|
||
block.door.name = Door
|
||
block.door-large.name = Large Door
|
||
block.duo.name = Duo
|
||
block.scorch.name = Scorch
|
||
block.scatter.name = Scatter
|
||
block.hail.name = Hail
|
||
block.lancer.name = Lancer
|
||
block.conveyor.name = Conveyor
|
||
block.titanium-conveyor.name = Titanium Conveyor
|
||
block.plastanium-conveyor.name = Plastanium Conveyor
|
||
block.armored-conveyor.name = Armored Conveyor
|
||
block.junction.name = Junction
|
||
block.router.name = Router
|
||
block.distributor.name = Distributor
|
||
block.sorter.name = Sorter
|
||
block.inverted-sorter.name = Inverted Sorter
|
||
block.message.name = Message
|
||
block.illuminator.name = Illuminator
|
||
block.overflow-gate.name = Overflow Gate
|
||
block.underflow-gate.name = Underflow Gate
|
||
block.silicon-smelter.name = Silicon Smelter
|
||
block.phase-weaver.name = Phase Weaver
|
||
block.pulverizer.name = Pulverizer
|
||
block.cryofluid-mixer.name = Cryofluid Mixer
|
||
block.melter.name = Melter
|
||
block.incinerator.name = Incinerator
|
||
block.spore-press.name = Spore Press
|
||
block.separator.name = Separator
|
||
block.coal-centrifuge.name = Coal Centrifuge
|
||
block.power-node.name = Power Node
|
||
block.power-node-large.name = Large Power Node
|
||
block.surge-tower.name = Surge Tower
|
||
block.diode.name = Battery Diode
|
||
block.battery.name = Battery
|
||
block.battery-large.name = Large Battery
|
||
block.combustion-generator.name = Combustion Generator
|
||
block.steam-generator.name = Steam Generator
|
||
block.differential-generator.name = Differential Generator
|
||
block.impact-reactor.name = Impact Reactor
|
||
block.mechanical-drill.name = Mechanical Drill
|
||
block.pneumatic-drill.name = Pneumatic Drill
|
||
block.laser-drill.name = Laser Drill
|
||
block.water-extractor.name = Water Extractor
|
||
block.cultivator.name = Cultivator
|
||
block.conduit.name = Conduit
|
||
block.mechanical-pump.name = Mechanical Pump
|
||
block.item-source.name = Item Source
|
||
block.item-void.name = Item Void
|
||
block.liquid-source.name = Liquid Source
|
||
block.liquid-void.name = Liquid Void
|
||
block.power-void.name = Power Void
|
||
block.power-source.name = Power Source
|
||
block.unloader.name = Unloader
|
||
block.vault.name = Vault
|
||
block.wave.name = Wave
|
||
block.tsunami.name = Tsunami
|
||
block.swarmer.name = Swarmer
|
||
block.salvo.name = Salvo
|
||
block.ripple.name = Ripple
|
||
block.phase-conveyor.name = Phase Conveyor
|
||
block.bridge-conveyor.name = Bridge Conveyor
|
||
block.plastanium-compressor.name = Plastanium Compressor
|
||
block.pyratite-mixer.name = Pyratite Mixer
|
||
block.blast-mixer.name = Blast Mixer
|
||
block.solar-panel.name = Solar Panel
|
||
block.solar-panel-large.name = Large Solar Panel
|
||
block.oil-extractor.name = Oil Extractor
|
||
block.repair-point.name = Repair Point
|
||
block.repair-turret.name = Repair Turret
|
||
block.pulse-conduit.name = Pulse Conduit
|
||
block.plated-conduit.name = Plated Conduit
|
||
block.phase-conduit.name = Phase Conduit
|
||
block.liquid-router.name = Liquid Router
|
||
block.liquid-tank.name = Liquid Tank
|
||
block.liquid-container.name = Liquid Container
|
||
block.liquid-junction.name = Liquid Junction
|
||
block.bridge-conduit.name = Bridge Conduit
|
||
block.rotary-pump.name = Rotary Pump
|
||
block.thorium-reactor.name = Thorium Reactor
|
||
block.mass-driver.name = Mass Driver
|
||
block.blast-drill.name = Airblast Drill
|
||
block.impulse-pump.name = Impulse Pump
|
||
block.thermal-generator.name = Thermal Generator
|
||
block.surge-smelter.name = Surge Smelter
|
||
block.mender.name = Mender
|
||
block.mend-projector.name = Mend Projector
|
||
block.surge-wall.name = Surge Wall
|
||
block.surge-wall-large.name = Large Surge Wall
|
||
block.cyclone.name = Cyclone
|
||
block.fuse.name = Fuse
|
||
block.shock-mine.name = Shock Mine
|
||
block.overdrive-projector.name = Overdrive Projector
|
||
block.force-projector.name = Force Projector
|
||
block.arc.name = Arc
|
||
block.rtg-generator.name = RTG Generator
|
||
block.spectre.name = Spectre
|
||
block.meltdown.name = Meltdown
|
||
block.foreshadow.name = Foreshadow
|
||
block.container.name = Container
|
||
block.launch-pad.name = Launch Pad
|
||
block.segment.name = Segment
|
||
block.ground-factory.name = Ground Factory
|
||
block.air-factory.name = Air Factory
|
||
block.naval-factory.name = Naval Factory
|
||
block.additive-reconstructor.name = Additive Reconstructor
|
||
block.multiplicative-reconstructor.name = Multiplicative Reconstructor
|
||
block.exponential-reconstructor.name = Exponential Reconstructor
|
||
block.tetrative-reconstructor.name = Tetrative Reconstructor
|
||
block.payload-conveyor.name = Payload Conveyor
|
||
block.payload-router.name = Payload Router
|
||
block.duct.name = Duct
|
||
block.duct-router.name = Duct Router
|
||
block.duct-bridge.name = Duct Bridge
|
||
block.payload-propulsion-tower.name = Payload Propulsion Tower
|
||
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.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.blue.name = blue
|
||
team.crux.name = crux
|
||
team.sharded.name = sharded
|
||
team.derelict.name = derelict
|
||
team.green.name = green
|
||
team.purple.name = purple
|
||
|
||
hint.skip = Skip
|
||
hint.desktopMove = Use [accent][[WASD][] to move.
|
||
hint.zoom = [accent]Scroll[] to zoom in or out.
|
||
hint.mine = Move near the \uf8c4 copper ore and [accent]tap[] it to mine manually.
|
||
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.placeDrill = Select the \ue85e [accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and click on a copper patch to place it.
|
||
hint.placeDrill.mobile = Select the \ue85e [accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and tap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
||
hint.placeConveyor = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
|
||
hint.placeConveyor.mobile = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nHold down your finger for a second and drag to place multiple conveyors.
|
||
hint.placeTurret = Place \uf861 [accent]Turrets[] to defend your base from enemies.\n\nTurrets require ammo - in this case, \uf838copper.\nUse conveyors and drills to supply them.
|
||
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.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.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 [accent]Foundation[] core over the [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.coopCampaign = When playing the [accent]co-op campaign[], items that are produced in the current map will also be sent [accent]to your local sectors[].\n\nAny new research done by the host also carries over.
|
||
|
||
item.copper.description = Used in all types of construction and ammunition.
|
||
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
|
||
item.lead.description = Used in liquid transportation and electrical structures.
|
||
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
|
||
item.metaglass.description = Used in liquid distribution/storage structures.
|
||
item.graphite.description = Used in electrical components and turret ammunition.
|
||
item.sand.description = Used for production of other refined materials.
|
||
item.coal.description = Used for fuel and refined material production.
|
||
item.coal.details = Appears to be fossilized plant matter, formed long before the seeding event.
|
||
item.titanium.description = Used in liquid transportation structures, drills and factories.
|
||
item.thorium.description = Used in durable structures and as nuclear fuel.
|
||
item.scrap.description = Used in Melters and Pulverizers for refining into other materials.
|
||
item.scrap.details = Leftover remnants of old structures and units.
|
||
item.silicon.description = Used in solar panels, complex electronics and homing turret ammunition.
|
||
item.plastanium.description = Used in advanced units, insulation and fragmentation ammunition.
|
||
item.phase-fabric.description = Used in advanced electronics and self-repairing structures.
|
||
item.surge-alloy.description = Used in advanced weaponry and reactive defense structures.
|
||
item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||
item.blast-compound.description = Used in bombs and explosive ammunition.
|
||
item.pyratite.description = Used in incendiary weapons and combustion-fueled generators.
|
||
|
||
liquid.water.description = Used for cooling machines and waste processing.
|
||
liquid.slag.description = Refined in separators into constituent metals. Consumed in liquid turrets as ammunition.
|
||
liquid.oil.description = Used in advanced material production and as incendiary ammunition.
|
||
liquid.cryofluid.description = Used as coolant in reactors, turrets and factories.
|
||
|
||
block.derelict = [lightgray]Derelict
|
||
block.armored-conveyor.description = Moves items forward. Does not accept non-conveyor inputs from the sides.
|
||
block.illuminator.description = Emits light.
|
||
block.message.description = Stores a message for communication between allies.
|
||
block.graphite-press.description = Compresses coal into graphite.
|
||
block.multi-press.description = Compresses coal into graphite. Requires water as coolant.
|
||
block.silicon-smelter.description = Refines silicon from sand and coal.
|
||
block.kiln.description = Smelts sand and lead into metaglass.
|
||
block.plastanium-compressor.description = Produces plastanium from oil and titanium.
|
||
block.phase-weaver.description = Synthesizes phase fabric from thorium and sand.
|
||
block.surge-smelter.description = Fuses titanium, lead, silicon and copper into surge alloy.
|
||
block.cryofluid-mixer.description = Mixes water and fine titanium powder to produce cryofluid.
|
||
block.blast-mixer.description = Produces blast compound from pyratite and spore pods.
|
||
block.pyratite-mixer.description = Mixes coal, lead and sand into pyratite.
|
||
block.melter.description = Melts down scrap into slag.
|
||
block.separator.description = Separates slag into its mineral components.
|
||
block.spore-press.description = Compresses spore pods into oil.
|
||
block.pulverizer.description = Crushes scrap into fine sand.
|
||
block.coal-centrifuge.description = Transforms oil into coal.
|
||
block.incinerator.description = Vaporizes any item or liquid it receives.
|
||
block.power-void.description = Voids all power inputted. Sandbox only.
|
||
block.power-source.description = Infinitely outputs power. Sandbox only.
|
||
block.item-source.description = Infinitely outputs items. Sandbox only.
|
||
block.item-void.description = Destroys inputted items. Sandbox only.
|
||
block.liquid-source.description = Infinitely outputs liquids. Sandbox only.
|
||
block.liquid-void.description = Destroys inputted liquids. Sandbox only.
|
||
block.payload-source.description = Infinitely outputs payloads. Sandbox only.
|
||
block.payload-void.description = Destroys any payloads. Sandbox only.
|
||
block.copper-wall.description = Protects structures from enemy projectiles.
|
||
block.copper-wall-large.description = Protects structures from enemy projectiles.
|
||
block.titanium-wall.description = Protects structures from enemy projectiles.
|
||
block.titanium-wall-large.description = Protects structures from enemy projectiles.
|
||
block.plastanium-wall.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections.
|
||
block.plastanium-wall-large.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections.
|
||
block.thorium-wall.description = Protects structures from enemy projectiles.
|
||
block.thorium-wall-large.description = Protects structures from enemy projectiles.
|
||
block.phase-wall.description = Protects structures from enemy projectiles, reflecting most bullets upon impact.
|
||
block.phase-wall-large.description = Protects structures from enemy projectiles, reflecting most bullets upon impact.
|
||
block.surge-wall.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
||
block.surge-wall-large.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
||
block.door.description = A wall that can be opened and closed.
|
||
block.door-large.description = A wall that can be opened and closed.
|
||
block.mender.description = Periodically repairs blocks in its vicinity.\nOptionally uses silicon to boost range and efficiency.
|
||
block.mend-projector.description = Repairs blocks in its vicinity.\nOptionally uses phase fabric to boost range and efficiency.
|
||
block.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency.
|
||
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric increases shield size.
|
||
block.shock-mine.description = Releases electric arcs upon enemy unit contact.
|
||
block.conveyor.description = Transports items forward.
|
||
block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
|
||
block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
|
||
block.junction.description = Acts as a bridge for two crossing conveyor belts.
|
||
block.bridge-conveyor.description = Transports items over terrain or buildings.
|
||
block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
|
||
block.sorter.description = If an input item matches the selection, it passes forward. Otherwise, the item is outputted to the left and right.
|
||
block.inverted-sorter.description = Similar to a standard sorter, but outputs selected items to the sides instead.
|
||
block.router.description = Distributes input items to 3 output directions equally.
|
||
block.router.details = A necessary evil. Using next to production inputs is not advised, as they will get clogged by output.
|
||
block.distributor.description = Distributes input items to 7 output directions equally.
|
||
block.overflow-gate.description = Only outputs items to the left and right if the front path is blocked.
|
||
block.underflow-gate.description = Opposite of an overflow gate. Outputs to the front if the left and right paths are blocked.
|
||
block.mass-driver.description = Long-range item transport structure. Collects batches of items and shoots them to other mass drivers.
|
||
block.mechanical-pump.description = Pumps and outputs liquids. Does not require power.
|
||
block.rotary-pump.description = Pumps and outputs liquids. Requires power.
|
||
block.impulse-pump.description = Pumps and outputs liquids.
|
||
block.conduit.description = Moves liquids forward. Used in conjunction with pumps and other conduits.
|
||
block.pulse-conduit.description = Moves liquids forward. Transports faster and stores more than standard conduits.
|
||
block.plated-conduit.description = Moves liquids forward. Does not accept input from the sides. Does not leak.
|
||
block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid.
|
||
block.liquid-container.description = Stores a sizeable amount of liquid. Outputs to all sides, similarly to a liquid router.
|
||
block.liquid-tank.description = Stores a large amount of liquid. Outputs to all sides, similarly to a liquid router.
|
||
block.liquid-junction.description = Acts as a bridge for two crossing conduits.
|
||
block.bridge-conduit.description = Transports liquids over terrain or buildings.
|
||
block.phase-conduit.description = Transports liquids over terrain or buildings. Longer range than the bridge conduit, but requires power.
|
||
block.power-node.description = Transmits power to connected nodes. The node will receive power from or supply power to any adjacent blocks.
|
||
block.power-node-large.description = An advanced power node with greater range.
|
||
block.surge-tower.description = A long-range power node with fewer available connections.
|
||
block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
|
||
block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
|
||
block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
|
||
block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
|
||
block.thermal-generator.description = Generates power when placed in hot locations.
|
||
block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
|
||
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
|
||
block.rtg-generator.description = Uses the heat of decaying radioactive compounds to produce energy at a slow rate.
|
||
block.solar-panel.description = Provides a small amount of power from the sun.
|
||
block.solar-panel-large.description = Provides a small amount of power from the sun. More efficient than the standard solar panel.
|
||
block.thorium-reactor.description = Generates significant amounts of power from thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied.
|
||
block.impact-reactor.description = Creates massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
|
||
block.mechanical-drill.description = When placed on ore, outputs items at a slow pace indefinitely. Only capable of mining basic resources.
|
||
block.pneumatic-drill.description = An improved drill, capable of mining titanium. Mines at a faster pace than a mechanical drill.
|
||
block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Capable of mining thorium.
|
||
block.blast-drill.description = The ultimate drill. Requires large amounts of power.
|
||
block.water-extractor.description = Extracts groundwater. Used in locations with no surface water available.
|
||
block.cultivator.description = Cultivates tiny concentrations of atmospheric spores into spore pods.
|
||
block.cultivator.details = Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the initial incubator of the spores now covering Serpulo.
|
||
block.oil-extractor.description = Uses large amounts of power, sand and water to drill for oil.
|
||
block.core-shard.description = Core of the base. Once destroyed, the sector is lost.
|
||
block.core-shard.details = The first iteration. Compact. Self-replicating. Equipped with single-use launch thrusters. Not designed for interplanetary travel.
|
||
block.core-foundation.description = Core of the base. Well armored. Stores more resources than a Shard.
|
||
block.core-foundation.details = The second iteration.
|
||
block.core-nucleus.description = Core of the base. Extremely well armored. Stores massive amounts of resources.
|
||
block.core-nucleus.details = The third and final iteration.
|
||
block.vault.description = Stores a large amount of items of each type. Expands storage when placed next to a core. Contents can be retrieved with an unloader.
|
||
block.container.description = Stores a small amount of items of each type. Expands storage when placed next to a core. Contents can be retrieved with an unloader.
|
||
block.unloader.description = Unloads the selected item from nearby blocks.
|
||
block.launch-pad.description = Launches batches of items to selected sectors.
|
||
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 = Fires alternating bullets at enemies.
|
||
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||
block.hail.description = Fires small shells at ground enemies over long distances.
|
||
block.wave.description = Fires streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
||
block.lancer.description = Charges and fires powerful beams of energy at ground targets.
|
||
block.arc.description = Fires arcs of electricity at ground targets.
|
||
block.swarmer.description = Fires homing missiles at enemies.
|
||
block.salvo.description = Fires quick salvos of bullets at enemies.
|
||
block.fuse.description = Fires three close-range piercing blasts at nearby enemies.
|
||
block.ripple.description = Shoots clusters of shells at ground enemies over long distances.
|
||
block.cyclone.description = Fires explosive clumps of flak at nearby enemies.
|
||
block.spectre.description = Fires large armor-piercing bullets at air and ground targets.
|
||
block.meltdown.description = Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate.
|
||
block.foreshadow.description = Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health.
|
||
block.repair-point.description = Continuously repairs the closest damaged unit in its vicinity.
|
||
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted.
|
||
block.parallax.description = Fires a tractor beam that pulls in air targets, damaging them in the process.
|
||
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
||
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
||
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
||
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
|
||
block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
|
||
block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
|
||
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.
|
||
|
||
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.
|
||
|
||
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.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.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.
|
||
|
||
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\nOtherwise, 0.
|
||
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
|
||
lacess.speed = Top speed of a unit, in tiles/sec.
|
||
|
||
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.len = Length of vector.
|
||
|
||
lenum.sin = Sine, in degrees.
|
||
lenum.cos = Cosine, in degrees.
|
||
lenum.tan = Tangent, in degrees.
|
||
|
||
lenum.asin = Arc sine, in degrees.
|
||
lenum.acos = Arc cosine, in degrees.
|
||
lenum.atan = Arc tangent, in degrees.
|
||
|
||
#not a typo, look up 'range notation'
|
||
lenum.rand = Random decimal in range [0, value).
|
||
lenum.log = Natural logarithm (ln).
|
||
lenum.log10 = Base 10 logarithm.
|
||
lenum.noise = 2D simplex noise.
|
||
lenum.abs = Absolute value.
|
||
lenum.sqrt = Square root.
|
||
|
||
lenum.any = Any unit.
|
||
lenum.ally = Ally unit.
|
||
lenum.attacker = Unit with a weapon.
|
||
lenum.enemy = Enemy unit.
|
||
lenum.boss = Guardian unit.
|
||
lenum.flying = Flying unit.
|
||
lenum.ground = Ground unit.
|
||
lenum.player = Unit controlled by a player.
|
||
|
||
lenum.ore = Ore deposit.
|
||
lenum.damaged = Damaged ally building.
|
||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||
lenum.building = Building in a specific group.
|
||
|
||
lenum.core = Any core.
|
||
lenum.storage = Storage building, e.g. Vault.
|
||
lenum.generator = Buildings that generate power.
|
||
lenum.factory = Buildings that transform resources.
|
||
lenum.repair = Repair points.
|
||
lenum.battery = Any battery.
|
||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||
lenum.reactor = Impact/Thorium reactor.
|
||
lenum.turret = Any turret.
|
||
|
||
sensor.in = The building/unit to sense.
|
||
|
||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||
radar.target = Filter for units to sense.
|
||
radar.and = Additional filters.
|
||
radar.order = Sorting order. 0 to reverse.
|
||
radar.sort = Metric to sort results by.
|
||
radar.output = Variable to write output unit to.
|
||
|
||
unitradar.target = Filter for units to sense.
|
||
unitradar.and = Additional filters.
|
||
unitradar.order = Sorting order. 0 to reverse.
|
||
unitradar.sort = Metric to sort results by.
|
||
unitradar.output = Variable to write output unit to.
|
||
|
||
control.of = Building to control.
|
||
control.unit = Unit/building to aim at.
|
||
control.shoot = Whether to shoot.
|
||
|
||
unitlocate.enemy = Whether to locate enemy buildings.
|
||
unitlocate.found = Whether the object was found.
|
||
unitlocate.building = Output variable for located building.
|
||
unitlocate.outx = Output X coordinate.
|
||
unitlocate.outy = Output Y coordinate.
|
||
unitlocate.group = Building group to look for.
|
||
|
||
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.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.
|