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This is the translation data from English to Japanese. For information on how to contribute see [[Translations]]. Thank you. == File: ui/BuildView == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |small |å° | |- |medium |äž | |- |large |倧 | |- |special |ç¹å¥ | |- |misc |ãã®ä» | |- |Small Buildings |å°åã®å»ºé ç© | |- |Medium Buildings |äžåã®å»ºé ç© | |- |Large Buildings |倧åã®å»ºé ç© | |- |Special Buildings |ç¹å¥ãªå»ºé ç© | |- |Other Constructions |ãã®ä»ã®å»ºç¯ç© | |- |Human Buildings |ããã®å»ºé ç© | |- |Alien Buildings |ãšã€ãªã¢ã³ã®å»ºé ç© | |- |Library |ã©ã€ãã©ãª | |- |Cannot build here |ããã«ã¯å»ºãŠãããªã | |} == File: ui/Challenges == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |New Best |ææ°ãã¹ã | |- |Next Challenge |次ã®ãã£ã¬ã³ãž | |- |Back to Main Menu |ã¡ã€ã³ã¡ãã¥ãŒãžæ»ã | |} == File: ui/Codex == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Mark All Read |ãã¹ãŠæ¢èª | |- |Accept |æ¿è«Ÿ | |- |Pressed |ãªã³ç¶æ | |- |Unknown |äžæ | |- |ITEM |ã¢ã€ãã | |- |Mine Metal Ore |éå±é±ç³ã®æ¡æ | |- |Use a miner component to mine metal ore |æ¡æã³ã³ããŒãã³ãã䜿ã£ãŠéå±é±ç³ãæ¡æãã | |- |Mine Crystal Chunks |æ°Žæ¶ã®å¡ã®æ¡æ | |- |Use a miner component to mine crystal chunks |æ¡æã³ã³ããŒãã³ãã䜿ã£ãŠæ°Žæ¶ã®å¡ãæ¡æãã | |- |Mine Silica Sand |ã±ã€ç ã®æ¡æ | |- |Use a miner component to mine silica sand |æ¡æã³ã³ããŒãã³ãã䜿ã£ãŠã±ã€ç ãæ¡æãã | |- |Mine Laterite Ore |ã©ãã©ã€ãé±ç³ã®æ¡æ | |- |Use a laser extractor component to mine laterite ore |ã¬ãŒã¶ãŒæ¡æã³ã³ããŒãã³ãã䜿ã£ãŠã©ãã©ã€ãé±ç³ãæ¡æãã | |- |Fabricate Metal Bars |é屿£ã®å å·¥ | |- |Use a fabricator component to fabricate metal bars |å å·¥ã³ã³ããŒãã³ãã䜿çšããŠé屿£ãå å·¥ãã | |- |Bots Built |ãããã®å»ºèš | |- |How many bot units you have produced |ããã補é å°æ° | |- |Buildings Built |建èšãã建é ç© | |- |How many buildings you have built |建èšãã建é ç©ã®æ° | |- |Solve Robot Explorables |ããããã®æ¢çŽ¢å¯Ÿè±¡ç©ãè§£ã | |- |Visit and solve the challenges on explorables by the robot race |ããããã¿ã€ãã®æ¢çŽ¢å¯Ÿè±¡ç©ã蚪ãããã£ã¬ã³ãžãã¯ãªã¢ãã | |- |Solved Circuit puzzles |åè·¯ããºã«ãè§£ãã | |- |Solve Circuit puzzle in ruins |å»å¢ã§åè·¯ããºã«ãè§£ã | |- |Solved Nine Clicks puzzle |9ã¯ãªãã¯ã®ããºã«ãè§£ãã | |- |Solve Nine Clicks puzzle in ruins |å»å¢ã§9ã¯ãªãã¯ã®ããºã«ãè§£ã | |- |Solved Balance Puzzles |ãã©ã³ã¹ããºã«ãè§£ãã | |- |Solve Balance puzzle in ruins |å»å¢ã§ãã©ã³ã¹ããºã«ãè§£ã | |- |Solved Sliding Puzzles |ã¹ã©ã€ãããºã«ãè§£ãã | |- |Solve Sliding puzzle in ruins |å»å¢ã§ã¹ã©ã€ãããºã«ãè§£ã | |- |Bugs Killed |éæ²»ãããã° | |- |How many alien creatures you've killed |åãããšã€ãªã¢ã³ã®æ° | |- |Satellites launched |æã¡äžããäººå·¥è¡æ | |- |Launch satellites off the planet |å°çããäººå·¥è¡æãæã¡äžãã | |- |Tiles Discovered |çºèŠãããã¿ã€ã« | |- |How many map tiles you've discovered |çºèŠãããããã¿ã€ã«ã®æ° | |- |In Progress |é²è¡äž | |- |Completed |å®äºæžã¿ | |- |Missions |ããã·ã§ã³ |M |- |Milestones |ãã€ã«ã¹ããŒã³ | |- |Show on Game Screen |ã²ãŒã ç»é¢ã«è¡šç€º | |- |More Information |詳现æ å ± | |- |Reach %d |%dã«å°é | |- |Completed Goal |å®äºæžã¿ã®ãŽãŒã« | |- |Reached Milestone |å°éæžã¿ã®ãã€ã«ã¹ããŒã³ | |- |angle |è§åºŠ | |- |Click for more details |ã¯ãªãã¯ããŠè©³çްãç¢ºèª | |} == File: ui/DefinitionTooltip == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |reserved for outgoing order |茞éãããæ³šæã®ããã«ç¢ºä¿ | |- |reserved for delivery |é éçšã«ç¢ºä¿ïŒ | |- |reserved by |確ä¿ïŒ | |- |reserved for dropping |ããããã®ããã«äºçŽãããŠããŸã |M |- |space for receiving order |泚æãåããããã®ã¹ããŒã¹ïŒ | |- |space for delivery pick-up |é éåãåãã¹ããŒã¹ïŒ | |- |space for output of |次ã®åºåçšã¹ããŒã¹ïŒ | |- |space for order by |æ¬¡ã®æ³šæã¹ããŒã¹ïŒ | |- |Dock reserved for a drone entity |ãããŒã³ãšã³ãã£ãã£å°çšãã㯠| |- |Stats: |ã¹ã¿ããïŒ | |- |Maximum Stack |æå€§ã¹ã¿ã㯠| |- |Slot Type |ã¹ãããã¿ã€ã |M |- |Damage |ãã¡ãŒãž | |- |Damage/sec |ãã¡ãŒãž/ç§ | |- |Power Production |çºé» | |- |Power Usage |é»åäœ¿çš | |- |Drain Rate |ãã¬ã€ã³ç | |- |Charge Rate |ãã£ãŒãžç | |- |Bandwidth |垯åå¹ | |- |Durability |èä¹ æ§ | |- |Visibility Range |å¯èŠç¯å² | |- |Drone Range |ãããŒã³ã®ç¯å² | |- |Movement Speed |ç§»åé床 | |- |Component Efficiency |ã³ã³ããŒãã³ãå¹ç |M |- |Movement Speed Increase |ç§»åé床ã¢ãã | |- |products |補å | |- |breakdown |詳现 | |- |summed |åèš | |- |Untitled Behavior |åç§°äžæã®è¡å | |- |Fixed |åºå® | |- |yellow |é»è² | |- |STORE target has no free slots |ä¿ç®¡å¯Ÿè±¡ã«ç©ºãã¹ãããããªã | |- |Not connected to Logistics network |ããžã¹ãã£ã¯ã¹ãããã¯ãŒã¯ã«æ¥ç¶ãããŠããŸãã |M |- |Does not deliver orders |泚æã¯é ä¿¡ãããŸãã |M |- |Supply items disabled |äŸçµŠã¢ã€ãã ãç¡å¹ã«ãªã£ãŠããŸã |M |- |Request items disabled |ãªã¯ãšã¹ãã¢ã€ãã ãç¡å¹ã«ããŸã |M |- |Item Transporter Only |ã¢ã€ãã ãã©ã³ã¹ããŒã¿ãŒã®ã¿ |M |- |Price: |äŸ¡æ ŒïŒ | |- |Produced by |補äœïŒ | |- |Build time: <hl>%.1f</> seconds |ãã«ãæéïŒ<hl>%.1f</>ç§ | |- |Mined by |æ¡æïŒ | |- |Uplink time: <hl>%.1f</> <gl>(%.1f)</>seconds |ã¢ãããªã³ã¯æéïŒ<hl>%.1f</><gl>ïŒ%.1fïŒ</>ç§ | |- |Uplink time: <hl>%.1f</> seconds |ã¢ãããªã³ã¯æéïŒ<hl>%.1f</>ç§ | |- |<bl>%s</> in <hl>%.1f</> <gl>(%.1f)</> seconds |<bl>%s</> <hl>%.1f</><gl>ïŒ%.1fïŒ</>ç§ | |- |<bl>%s</> in <hl>%.1f</> seconds |<bl>%s</> <hl>%.1f</>ç§ | |- |<bl>Unknown</> in <hl>???</> seconds |<bl>äžæ</> <hl>???</>ç§ | |- |Research Required |èŠç ç©¶ | |- |Missing Required Tech |å¿ èŠãªæè¡ã®æ¬ èœ | |- |items |ã¢ã€ãã | |- |components |ã³ã³ããŒãã³ã | |- |Available |䜿çšå¯èœ | |- |Total Storage |ä¿ç®¡åº«ïŒåèšïŒ | |- |Is Ingredient Of: |åææãšãããã®ïŒ | |- |Products using this item as ingredient |ãã®ã¢ã€ãã ãåææãšããŠäœ¿çšããŠãã補å | |- |Production Breakdown: |補é ã®è©³çŽ°ïŒ | |- |Ingredient Requirements: |åææã®æ¡ä»¶ïŒ | |- |Requirements for a constant production |å®å®ãã補é ã«å¿ èŠãªæ¡ä»¶ | |- |Tech Unlocks: |ãã®æè¡ã§ã¢ã³ããã¯ãããã®ïŒ | |- |Remaining Research: |æ®ãã®ç ç©¶ïŒ | |- |Researched at: |ç ç©¶å ŽæïŒ | |- |Sockets: |ãœã±ããïŒ | |- |center |ã»ã³ã¿ãŒ | |- |Contained Unit: |å容ãŠãããïŒ | |- |Converts to: |次ã«å€æïŒ | |- |One-Time Use |äžåºŠéãã®äœ¿çš |M |- |(Hold Shift/Ctrl/Alt for more info) |(Shift/Ctrl/AltããŒã§è©³çްã衚瀺) | |- |(Hold Ctrl/Alt for more info) |(Ctrl/AltããŒãé·æŒãã§è©³çްã衚瀺) | |- |(Hold Shift for more info) |(Shiftãé·æŒãã§è©³çްã衚瀺) | |- |Right-Click to clear value |å³ã¯ãªãã¯ã§å€ãæ¶å» | |} == File: ui/Explorable == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Take All |ãã¹ãŠãåã | |- |Disconnected Circuit |åæããåè·¯ | |- |Complete |å®äº | |- |View Console |ã³ã³ãœãŒã«ã衚瀺 | |- |Override available |ãªãŒããŒã©ã€ãå¯èœ | |- |Missing Item |äžè¶³ããŠããã¢ã€ãã | |- |Transfer Item |ã¢ã€ãã ãç§»å | |- |System Scan |ã·ã¹ãã ã¹ãã£ã³ | |- |Need Power |é»åãå¿ èŠ | |- |Scan |ã¹ãã£ã³ | |- |NOT IN DEMO |ãã¢ã§ã¯äœ¿çšäžå¯ | |- |Need Intel Scanner |æ å ±ã¹ãã£ããŒãå¿ èŠ | |- |Encrypted |æå·å | |- |WIP - Currently not accessible |æªå®æå - çŸåšã¢ã¯ã»ã¹äžå¯ | |- |Opened |éå°æžã¿ | |- |white |çœ | |- |Access Granted! |ã¢ã¯ã»ã¹èš±å¯ïŒ | |- |Limited Access Granted! |éå®ã¢ã¯ã»ã¹èš±å¯ïŒ | |- |This structure has an unknown security system. Research and develop scanning technology to gain access to the unlock mechanism. |ãã®å»ºé ç©ã«ã¯æªç¥ã®ã»ãã¥ãªãã£ãŒã·ã¹ãã ããããã¢ã³ããã¯ã¡ã«ããºã ã«ã¢ã¯ã»ã¹ããããã«ãã¹ãã£ã³æè¡ãç ç©¶éçºãããã | |- |To unlock access, please complete the requirements chain. |ã¢ã¯ã»ã¹ãã¢ã³ããã¯ããã«ã¯ãå¿ èŠæ¡ä»¶ãæºãããªããŠã¯ãããªãã | |- |height |é«ã | |- |Not enough free space to transfer item |ã¢ã€ãã ã®ç§»åã«å¿ èŠãªç©ºãã¹ããŒã¹ããªã | |- |Not enough free space to transfer all items |ãã¹ãŠã®ã¢ã€ãã ã®ç§»åã«ååãªç©ºãã¹ããŒã¹ããªã | |} == File: ui/Faction == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Units |ãŠããã | |- |Items |ã¢ã€ãã | |- |Orders |泚æ | |- |Faction |ãã¡ã¯ã·ã§ã³ | |- |power |é»å | |- |Total Battery Power |ããããªãŒé»åïŒåèšïŒ | |- |Total Energy Used |ãšãã«ã®ãŒäœ¿çšéïŒåèšïŒ | |- |<bl>Producing</> |<bl>補é </> | |- |<bl>Batteries</> |<bl>ããããªãŒ</> | |- |<bl>Transmitters</> |<bl>éä¿¡æ©</> |M |- |<bl>Consuming</> |<bl>æ¶è²»</> | |- |Zoom In |ãºãŒã ã€ã³ | |- |Zoom Out |ãºãŒã ã¢ãŠã | |- |Show local power grid of selected unit |éžæãããŠãããã®ããŒã«ã«é»åã°ãªããã衚瀺ãã | |- |Produced |è£œé æžã¿ | |- |Required |å¿ é | |- |Receiving |åä¿¡ | |- |Infinity |ç¡é | |- |Idle Bot |ã¢ã€ãã«ããã | |- |No Power |é»åãªã | |- |Shut Down |ã·ã£ããããŠã³ | |- |Logistics Network |ç©æµãããã¯ãŒã¯ | |- |DOWN |äž | |- |Total Units: %d |ãŠãããïŒåèšïŒïŒ%d | |- |Total Buildings: %d |建é ç©ïŒåèšïŒïŒ%d | |- |Total Bots: %d |ãããïŒåèšïŒïŒ%d | |- |Total Satellites: %d |è¡æïŒåèšïŒïŒ%d | |- |Back |æ»ã | |- |Installed |èšçœ®æžã¿ | |- |Can be Produced by |補é å¯èœïŒ | |- |Can be Extracted by |æœåºæ¹æ³ïŒ | |- |Mined |æ¡ææžã¿ | |- |Produced Total |è£œé æžã¿ïŒåèšïŒ | |- |Mined Total |æ¡ææžã¿ïŒåèšïŒ | |- |Required Total |å¿ èŠïŒåèšïŒ | |- |Show only order related to selected unit |éžæãããŠãããã«é¢é£ããæ³šæã®ã¿ã衚瀺 | |- |Cancel All Orders |ãã¹ãŠã®æ³šæããã£ã³ã»ã« | |- |age |幎 |M |- |Disconnected |åæããã |M |- |Powered Down |黿ºãªã | |- |Item Transport Only |ã¢ã€ãã ãã©ã³ã¹ããŒãã®ã¿ |M |- |Item not available |ã¢ã€ãã ã¯å©çšã§ããŸãã |M |- |Carry Unit Blocked |ãã£ãªãŒãŠãããããã㯠|M |- |Source not set to Supply Items |ãœãŒã¹ã¯ã¢ã€ãã ãæäŸããããã«èšå®ãããŠããŸãã |M |- |Target not set to Request Items |ã¿ãŒã²ããã¯ã¢ã€ãã ãèŠæ±ããããã«èšå®ãããŠããŸãã |M |- |No Carrier assigned, logistics channels mismatch |ãã£ãªã¢ã¯å²ãåœãŠãããŠããããããžã¹ãã£ã¯ã¹ãã£ãã«ã®äžäžèŽ |M |- |No Carrier assigned |ãã£ãªã¢ã¯å²ãåœãŠãããŠããŸãã |M |- |Orders: %d |泚æïŒ%d | |- |Selected Unit disconnected from Logistics Network |ããžã¹ãã£ã¯ã¹ãããã¯ãŒã¯ããåæãããéžæããããŠããã |M |- |Selected Unit Powered Down |éžæããããŠãããã®é»æº |M |- |Faction Name: |ãã¡ã¯ã·ã§ã³åïŒ | |- |Change Name |ååã倿Žãã | |- |Lock switching to this faction |ãã®ãã¡ã¯ã·ã§ã³ãžã®å€æŽãåºå®ãã | |- |Faction Color: |ãã¡ã¯ã·ã§ã³ã®è²ïŒ | |- |Trust towards you: |èªåã«å¯Ÿããä¿¡é ŒåºŠïŒ | |- |rl |rl | |- |Faction name already exists |ãã¡ã¯ã·ã§ã³åããã§ã«ååšããŸã | |} == File: ui/FrameView == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Sort Items |ã¢ã€ãã ãäžŠã¹æ¿ãã | |- |Start behavior |åäœãå§ãã | |- |Stop behavior |åäœã忢ãã | |- |Modify behavior |åäœãä¿®æ£ãã | |- |Logistics Settings |ç©çã®èšå® | |- |Connect to Logistics Network |ç©æµãããã¯ãŒã¯ãžæ¥ç¶ãã | |- |Reset Settings |èšå®ããªã»ãããã | |- |UP |äž | |- |IDLE |ã¢ã€ãã« | |- |Store Inventory |ä¿ç®¡åº«ã€ã³ãã³ã㪠| |- |MOVE |ç§»å | |- |Returning Home |ããŒã ãžæ»ã | |- |COMPONENT |ã³ã³ããŒãã³ã | |- |Controlled by Component |ã³ã³ããŒãã³ãã«ããå¶åŸ¡ | |- |DROP |èœãšã |M |- |Dropping item |ããããã¢ã€ãã |M |- |Order Delivery to %s |%sãžã®æ³šæã®èŒžé | |- |Order Pickup from %s |%sããã®æ³šæåå | |- |Moving to %s |%sãžç§»åäž | |- |Interacting with %s |%sãæäœäž | |- |Queue |ãã¥ãŒ | |- |%s <desc>A Register that holds a value</> |%s <desc>å€ãä¿æããã¬ãžã¹ã¿</> | |- |Number of Inventory slots <hl>Shift-Click</> to toggle locking of slots |åšåº«ã¹ãããæ° <hl>ShiftããŒãæŒããªããã¯ãªãã¯ãã</>ãšã¹ãããã®ããã¯ãåãæ¿ãããã | |- |%s Powered down units stop functioning and do not consume power. |%s 黿ºãåã£ããŠãããã¯æ©èœã忢ã é»åãæ¶è²»ããªãã | |- |Power On |黿ºãªã³ | |- |Shutdown |ã·ã£ããããŠã³ | |- |%s (Logistics Network) Units Connected to the logistics network will automatically deliver requested items and make their own inventory items available to the network A <hl>Power Grid</> represents a single <hl>Logistics Network</> <hl>Right-Click for options</> |%sïŒç©æµãããã¯ãŒã¯ïŒ ç©æµãããã¯ãŒã¯ã«æ¥ç¶ããããŠãããã¯ã ãªã¯ãšã¹ããããã¢ã€ãã ãèªåçã«å±ãã èªãã®ã€ã³ãã³ããªã¢ã€ãã ããããã¯ãŒã¯ã§å©çš ã§ããããã«ãã 1ã€ã®<hl>é»åã°ãªãã</>ã¯1ã€ã®<hl>ç©æµãããã¯ãŒã¯</>ãæå³ãã <hl>å³ã¯ãªãã¯ã§ãªãã·ã§ã³ã衚瀺</> | |- |%s (Transport Route) Have a Unit carry items from the GOTO to the STORE units |%sïŒèŒžéã«ãŒãïŒ gotoããã¹ãã¢ãŠããããŸã§ãŠããããæã¡éã¶ã¢ã€ãã ãæã£ãŠãã ãã |M |- |Transferring |転é |M |- |Not Transferring |転éããªã |M |- |Active Requests (click to cancel) |ã¢ã¯ãã£ããªãªã¯ãšã¹ãïŒã¯ãªãã¯ã§ãã£ã³ã»ã«ïŒ | |- |Request an Item to be Delivered |ã¢ã€ãã ã®èŒžéããªã¯ãšã¹ããã | |- |No free slots available for reservation |確ä¿ã§ãã空ã®ã¹ããããªã | |- |Rotate Building (<Key action="RotateConstructionSite"/>) |建ç©ãå転ãããïŒ<Key action="RotateConstructionSite"/>ïŒ |M |- |Copy Unit Settings (<Key action="UnitCopy"/>) |ã³ããŒãŠãããèšå®ïŒ<Key action="UnitCopy"/>ïŒ |M |- |Paste Unit Settings (<Key action="UnitPaste"/>) |貌ãä»ããŠãããèšå®ïŒ<Key action="UnitPaste"/>ïŒ |M |- |Select GOTO Units |GOTOãŠããããéžæãã | |- |Select STORE Units |ä¿ç®¡ãŠããããéžæãã | |- |highlight |ãã€ã©ã€ã | |- |Cancel Orders |泚æããã£ã³ã»ã«ãã | |- |Fix All Slots |ãã¹ãŠã®ã¹ããããåºå®ãã | |- |Fix Slots to an Item |ã¢ã€ãã ã«ã¹ããããåºå®ãã | |- |Unfix All Slots |ãã¹ãŠã®ã¹ãããã®åºå®ãè§£é€ãã | |- |Drop All Items |ãã¹ãŠã®ã¢ã€ãã ããããããã | |- |Fix Slot to an Item |ã¢ã€ãã ã«ã¹ããããåºå®ãã | |- |Storing Inventory |ã€ã³ãã³ããªã®ä¿ç®¡ | |- |Store: |ä¿ç®¡ïŒ | |- |Component: |ã³ã³ããŒãã³ãïŒ | |- |Order Delivery |泚æã®èŒžé | |- |Picking up item from source |茞éå ããã¢ã€ãã ãåå | |- |Dropping off item at target |ã¿ãŒã²ããã«ã¢ã€ãã ããããã | |- |Item: |ã¢ã€ãã ïŒ | |- |Source: |茞éå ïŒ | |- |Target: |ã¿ãŒã²ããïŒ | |- |Goto: |GotoïŒ | |- |Action Queue: |ã¢ã¯ã·ã§ã³ã®ãã¥ãŒïŒ | |- |Move: |ç§»åïŒ | |- |Health: %d/%d |HPïŒ%d/%d | |- |powerbar |é»åã㌠| |- |Producing |補é | |- |Requiring |å¿ èŠ | |- |Overclocked |ãªãŒããŒã¯ããã¯ç¶æ | |- |Underclocked |ã¢ã³ããŒã¯ããã¯ç¶æ | |- |Active |ã¢ã¯ãã£ã | |- |Yes |ã¯ã | |- |No |ããã | |- |Transmitting |äŒé | |- |Insufficient power for transmission |éé»ã«å¿ èŠãªé»åãè¶³ããªã | |- |Transfer Radius |äŒéååŸ | |- |Efficiency |å¹ç | |- |Consuming |æ¶è²» | |- |Local Power Grid Stats: |ããŒã«ã«é»åã°ãªããã®çµ±èšïŒ | |- |Generated |çºé»ïŒ | |- |Received |åä¿¡ïŒ | |- |Load |èªã¿èŸŒã | |- |Batteries/Transmitters |ããããªãŒ/éä¿¡æ© | |- |Unused |æªäœ¿çš | |- |Not In Power Grid |黿ºã°ãªããã§ã¯ãããŸãã |M |- |cannot lock on to target inside the blight |ãã©ã€ãå ã®ã¿ãŒã²ããã«ããã¯ãªã³ã§ããªã | |- |Can't set a read-only register |èªã¿åãå°çšã¬ãžã¹ã¿ãèšå®ã§ããªã | |- |Can't link to a read-only register |èªã¿åãå°çšã¬ãžã¹ã¿ã«ãªã³ã¯ã§ããªã | |- |cannot link registers between units |ãŠãããéã§ã¬ãžã¹ã¿ããªã³ã¯ã§ããªã | |- |Requirements |å¿ èŠæ¡ä»¶ | |- |Pause Construction |建èšãäžæåæ¢ãã | |- |Abort Construction |建èšãäžæ¢ãã | |- |High Priority Construction Site |åªå 床ã®é«ã建èšçŸå Ž | |- |Click to toggle required component |ã¯ãªãã¯ããŠãå¿ èŠãªã³ã³ããŒãã³ããåãæ¿ããŸã |M |- |Resume Construction |建èšãåéãã | |- |<Header>Deployment Site</> |<Header>é çœ®å Žæ</> | |- |Dropped Items |ãããããããã¢ã€ãã | |- |<Header>Faction</> |<Header>ãã¡ã¯ã·ã§ã³</> | |- |Stop All Behaviors |ãã¹ãŠã®åäœãæ¢ãã | |- |Start All Behaviors |ãã¹ãŠã®åäœãå§ãã | |- |Pause Constructions |建èšãäžæåæ¢ãã | |- |Abort Constructions |建èšãäžæ¢ãã | |- |High Priority Construction Sites |åªå 床ã®é«ã建èšçŸå Ž | |- |Selected %d construction sites |éžæããã%dã®å»ºèšçŸå Ž | |- |Resume Constructions |建èšãåéãã | |- |%s <hl>Ctrl-E</> Powered down units stop functioning and do not consume power. |%s<hl>Ctrl-E</> 黿ºãåã£ããŠãããã¯æ©èœã忢ã é»åãæ¶è²»ããªãã | |- |%s (Logistics Network)<hl>Shift-E</> Units Connected to the logistics network will automatically deliver requested items and make their own inventory items available to the network |%sïŒç©æµãããã¯ãŒã¯ïŒ<hl>Shift-E</> ç©æµãããã¯ãŒã¯ã«æ¥ç¶ããããŠãããã¯ã ãªã¯ãšã¹ããããã¢ã€ãã ãèªåçã«å±ãã èªãã®ã€ã³ãã³ããªã¢ã€ãã ããããã¯ãŒã¯ã§ å©çšã§ããããã«ãã | |- |Select unit to set as Goto target |Gotoã¿ãŒã²ããã«èšå®ãããŠããããéžæãã | |- |Select unit to set as Store target |ä¿ç®¡ã¿ãŒã²ããã«èšå®ãããŠããããéžæãã | |} == File: ui/HoverEntity == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |<Key action="ExecuteAction" style="hl"/> to pick up |<Key action="ExecuteAction" style="hl"/>ã§ååãã | |- |<rl>Paused Construction</> |<rl>äžæäžæããã建èš</> | |- |Right click to Investigate |å³ã¯ãªãã¯ã§èª¿ã¹ã | |- |<rl>Powered Down</> |<rl>黿ºãªã</> | |- |Selected by: %S |éžæïŒ%S | |} == File: ui/InGameMenu == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Version |ããŒãžã§ã³ | |- |Since Last Save |ååã®ã»ãŒããã | |- |Time Played |ãã¬ã€æé | |- |Current Time |çŸåšã®æé | |- |Seed Value |ã·ãŒãå€ | |- |Return to Game |ã²ãŒã ã«æ»ã | |- |Save Game |ã²ãŒã ãä¿åãã | |- |Restart Game |ã²ãŒã ããªã¹ã¿ãŒããã | |- |End Game |ã²ãŒã ãããã | |- |Invite Friend |ãã¬ã³ããæåŸ ãã | |- |Switch Faction |ãã¡ã¯ã·ã§ã³ãå€ãã | |- |Player Name |ãã¬ã€ã€ãŒå | |- |To send feedback with a screenshot, press <Key action="CaptureFeedbackShot"/> while playing |ã¹ã¯ãªãŒã³ã·ã§ãããæ·»ä»ããŠãã£ãŒãããã¯ãéä¿¡ããå Žåã¯ããã¬ã€äžã«<Key action="CaptureFeedbackShot"/>ãæŒããŠãã ãã | |- |Kick/Ban Player |ãã¬ã€ã€ãŒã远æŸ/BANãã | |- |Public |å ¬é | |- |Friends Only |ãã¬ã³ãéå® | |- |Invite Only |æåŸ éå® | |- |LAN / IP Connect Server |LAN/IPæ¥ç¶ãµãŒã㌠| |- |PUBLIC |å ¬é | |- |FRIENDS |ãã¬ã³ã | |- |INVITE |æåŸ | |- |LAN |LAN | |- |offline |ãªãã©ã€ã³ | |- |Start hosting a multiplayer session |ãã«ããã¬ã€ã®ã»ãã·ã§ã³ããã¹ããå§ãã | |- |server |ãµãŒã㌠| |- |Already hosting a multiplayer session |ãã§ã«ãã«ããã¬ã€ã®ã»ãã·ã§ã³ããã¹ãäž | |- |client |ã¯ã©ã€ã¢ã³ã | |- |Unable to host a multiplayer session while playing on another server |ä»ã®ãµãŒããŒã§ãã¬ã€äžã«ãã«ããã¬ã€ã»ãã·ã§ã³ããã¹ãã§ããªã | |- |<header>Early Access</> For feedback or bug reports use the form on the right or contact us via Discord. |<header>æ©æã¢ã¯ã»ã¹</> ãã£ãŒãããã¯ããã°å ±åã«ã€ããŠã¯ãå³ã®ãã©ãŒã ã䜿çšããããDiscordçµç±ã§ãåãåãããã ããã | |- |Stop Server |ãµãŒããŒã忢ãã | |- |Start Server |ãµãŒããŒãèµ·åãã | |- |Server Info |ãµãŒããŒæ å ± | |- |Visibility |å¯èŠæ§ | |- |Kick Player |ãã¬ã€ã€ãŒã®è¿œæŸ | |- |Do you want to remove this player from the server? |ãã®ãã¬ã€ã€ãŒããµãŒããŒããåé€ããŸããïŒ | |- |Ban Player (lasts until game on server is restarted) |ãã¬ã€ã€ãŒã®BANïŒãµãŒããŒã®ã²ãŒã ãåéããããŸã§æå¹ïŒ | |- |Are you sure you want to restart the current scenario? |çŸåšã®ã·ããªãªãæåããããçŽããŸããïŒ | |- |Are you sure you want to abort the scenario and return to the main menu? |ã·ããªãªãäžæããŠã¡ã€ã³ã¡ãã¥ãŒã«æ»ããŸããïŒ | |- |Starting Server ... |ãµãŒããŒãèµ·åâŠâŠ | |- |Failed to start server, please check your network connection. |ãµãŒããŒã®èµ·åã«å€±æããŸããããããã¯ãŒã¯æ¥ç¶ã確èªããŠãã ããã | |- |New Faction |æ°ãã¡ã¯ã·ã§ã³ | |- |Copied seed to clipboard |ã·ãŒããã¯ãªããããŒãã«ã³ã㌠| |- |Send Developer Feedback |éçºè ã«ãã£ãŒãããã¯ãéã | |- |All feedback is publicly visible |ãã£ãŒãããã¯ã¯ãã¹ãŠäžè¬å ¬éãããŸã | |- |Suggestions, bug reports or other issues, feel free to share any kind of feedback! |ãææ¡ããã°ã¬ããŒãããã®ä»ã®åé¡ç¹ãªã©ãã©ã®ãããªãã£ãŒãããã¯ã§ããæ°è»œã«ãå¯ããã ããïŒ | |- |Attach a save game of the current state of the game |ã²ãŒã ã®çŸåšã®ç¶æ ã瀺ãã»ãŒãããŒã¿ãæ·»ä»ããŠãã ãã | |- |Very Happy |éåžžã«æºè¶³ | |- |Happy |æºè¶³ | |- |Unhappy |äžæº | |- |Very Unhappy |éåžžã«äžæº | |- |Click on an expression to send the feedback |顿åãã¯ãªãã¯ããŠãã£ãŒãããã¯ãéä¿¡ãã | |- |Feedback Site |ãã£ãŒãããã¯ãµã€ã | |- |Cancel |ãã£ã³ã»ã« | |- |General |äžè¬ | |- |Suggestion |ææ¡ | |- |Performance |æ§èœ | |- |Category |ã«ããŽãª | |- |We received your feedback. Thank you for helping us to make the game better! |ãã£ãŒãããã¯ãåãåããŸããã ã²ãŒã ã®æ¹åã«ãååããã ãããããšãããããŸãïŒ | |- |Feedback Submitted |ãã£ãŒãããã¯ãéä¿¡ããŸãã | |- |Feedback could not be submitted. Please check your internet connection. |ãã£ãŒãããã¯ãéä¿¡ã§ããŸããã§ããã ã€ã³ã¿ãŒãããã®æ¥ç¶ç¶æ³ãã確èªãã ããã | |- |Attaching Screenshot (Resolution: %dx%d, Size: %d bytes) |ã¹ã¯ãªãŒã³ã·ã§ããã®æ·»ä»ïŒè§£å床ïŒ%dx%dããµã€ãºïŒ%dãã€ãïŒ | |- |Game Settings: |ã²ãŒã èšå®ïŒ | |- |Peaceful Mode |å¹³åã¢ãŒã | |- |Resource Richness |è³æºã®è±ãã | |- |Amount of resources spawned within the world |ã¯ãŒã«ãå ã§çæãããè³æºã®é | |- |Blight Corruption |ãã©ã€ãã®è åšåºŠ | |- |Amount of Blight Corruption spawned within the world |ã¯ãŒã«ãå ã§çãããã©ã€ãã®é | |- |Plateau Amounts |é«å°ã®é | |- |Plateau density |é«å°ã®å¯åºŠ | |- |Turn off to disable night |ãªãã«ããŠå€ãç¡å¹ã«ãã | |- |Day Length |äžæ¥ã®é·ã | |- |Length of the Day/Night cycle |æŒãšå€ã®ãµã€ã¯ã«ã®é·ã | |- |Year Length |幎ã®é·ã |M |- |Length of a yearly cycle |幎éãµã€ã¯ã«ã®é·ã |M |- |Landscape |é¢šæ¯ | |- |Minigames |ããã²ãŒã | |- |Enables/Disables minigames |ããã²ãŒã ãæå¹å/ç¡å¹åãã | |- |Passive |ããã·ã | |- |Hostile |æµå¯Ÿç | |- |Aggressive |æ»æç | |- |TX_AMT_LOW |äœ | |- |TX_AMT_MEDIUM |äž | |- |TX_AMT_HIGH |é« | |- |Infinite Rich |ç¡é | |- |Short |ç | |- |Normal |ããŒãã« | |- |Long |é· | |- |Enabled |æå¹å | |- |Disabled |ç¡å¹å | |- |Flat |ãã©ãã | |- |normal |ããŒãã« | |- |flat |ãã©ãã | |- |<hl>None</> - Enemy bugs will not spawn <hl>Passive</> - Will become hostile if attacked <hl>Hostile</> - Will attack if you get close <hl>Aggressive</> - Will attack discovered players |<hl>ãªã</> - æµã®ãã°ãã¹ããŒã³ããªã <hl>ããã·ã</> - æ»æãããšæµãšã¿ãªããã <hl>æµå¯Ÿç</> - è¿ã¥ããšæ»æãã <hl>æ»æç</> - èŠã€ãããã¬ã€ã€ãŒãæ»æãã | |- |<hl>Normal</> - Normal bumpy landscape generation <hl>Flat</>Flat desert and grasslands to make building bases easier |<hl>ããŒãã«</> - æ®éã®ã§ããŒããã颚æ¯ã®çæ <hl>ãã©ãã</> -å¹³ããªç æŒ ãšèåã§ãåºå°ã建èšãããã | |- |Game Settings |ã²ãŒã èšå® | |- |Click to copy seed to clipboard |ã¯ãªãã¯ã§ã·ãŒããã¯ãªããããŒãã«ã³ã㌠| |- |Server Settings: |ãµãŒããŒèšå®ïŒ | |- |Server Name |ãµãŒããŒå | |- |Server Port |ãµãŒããŒããŒã | |- |Max Players |æå€§ãã¬ã€ã€ãŒæ° | |- |Password |ãã¹ã¯ãŒã | |- |%S's Server |%Sã®ãµãŒã㌠| |- |Enter the password to connect to the server |ãã¹ã¯ãŒããå ¥åããŠãµãŒããŒã«æ¥ç¶ãã | |- |Please Wait |ãåŸ ã¡ãã ãã | |- |Joining Session ... |ã»ãã·ã§ã³ã«åå äžâŠâŠ | |- |Do you want to end the game to join the multiplayer game? Any unsaved progress will be lost. |ãã®ã²ãŒã ãçµäºããŠãã«ããã¬ã€ã«åå ããŸããïŒ ä¿åãããŠããªãé²è¡ç¶æ³ã¯ãã¹ãŠå€±ãããŸãã | |} == File: ui/ItemSlot == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |No Item <hl>Type: </>%s |ã¢ã€ãã ãªã <hl>ã¿ã€ãïŒ</>%s | |- |Item already exists on unit |ã¢ã€ãã ã¯ãã§ã«ãŠãããã«ååšãã | |- |No available socket for component |ã³ã³ããŒãã³ãã«äœ¿çšå¯èœãªãœã±ããããªã | |- |No items available to transfer |ç§»åå¯èœãªã¢ã€ãã ããªã | |- |Unable to transfer items between these two units |2ã€ã®ãŠãããéã§ã¢ã€ãã ãç§»åã§ããªã | |- |Cannot transfer items to unsolved explorables |æªè§£æ±ºã®æ¢çŽ¢å¯Ÿè±¡ç©ã«ã¢ã€ãã ãç§»åã§ããªã | |- |Cannot transfer items to resource nodes |è³æºããŒãã«ã¢ã€ãã ãç§»åã§ããªã | |- |Cannot undock busy Unit |å¿ãããŠããããéããããŸãã |M |- |No items available to drop |ããããã§ããã¢ã€ãã ããªã | |- |Buildings cannot drop items directly |建é ç©ããçŽæ¥ã¢ã€ãã ãããããã§ããªã | |- |Unable to transfer to this unit |ãã®ãŠãããã«ã¯ç§»åã§ããªã | |- |Component doesn't fit into socket |ã³ã³ããŒãã³ãããœã±ããã«åããªã | |- |Unable to place into full or fixed item slot |æºæ¯ãŸãã¯åºå®ã¢ã€ãã ã¹ãããã«é 眮ã§ããªã | |- |Slots are not compatible |ã¹ããããåããªã | |- |Drag this item to transfer |ãã®ã¢ã€ãã ããã©ãã°ããŠç§»åãã | |- |No socket available to equip this component |ãã®ã³ã³ããŒãã³ããè£ åã§ãããœã±ããããªã | |- |No slot available to convert this item |ãã®ã¢ã€ãã ã倿ãã空ãã¹ãããããªã | |- |Specific Amount |ç¹å®ã®é | |- |Fix Slot to this Item |ãã®ã¢ã€ãã ã«ã¹ããããåºå®ãã | |- |Fix Empty Slot |空ãã¹ããããåºå®ãã | |- |Unfix Slot |ã¹ãããã®åºå®ãè§£é€ | |- |Select Unit |ãŠããããéžæ | |- |Drop Item |ã¢ã€ãã ããããããã | |- |Unpack %s |%sã鿢±ãã | |- |Package %s |%sãæ¢±å ãã | |- |Convert to %s |%sã«å€æãã | |} == File: ui/Library == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Hide Unlocks |ã¢ã³ããã¯ãé衚瀺 | |- |Blueprints |ãã«ãŒããªã³ã | |- |Delete Folder |ãã©ã«ããŒãåé€ãã | |- |Current Folder Name: |çŸåšã®ãã©ã«ããŒåïŒ | |- |Rename |ååå€æŽ | |- |Blueprint requires research |ãã«ãŒããªã³ãã«ã¯ç ç©¶ãå¿ èŠ | |- |Copy to Clipboard |ã¯ãªããããŒãã«ã³ã㌠| |- |Move to folder |ãã©ã«ããŒãžç§»å | |- |Right-Click Behavior Components to edit |ç·šéããåäœã³ã³ããŒãã³ããå³ã¯ãªãã¯ãã | |- |Toolbox |ããŒã«ããã¯ã¹ | |- |Select Blueprint Base |ãã«ãŒããªã³ãã®ããŒã¹ãéžæãã | |- |Left-Button Edit, Right-Button Context Menu |å·Šãã¿ã³ç·šéãå³ãã¿ã³ã³ã³ããã¹ãã¡ãã¥ãŒ |M |- |Unnamed %s |ç¡åã®%s | |- |Click to edit Drag to re-order |ã¯ãªãã¯ã§ç·šé ãã©ãã°ã§äžŠã³æ¿ã | |- |Paste From Clipboard |ã¯ãªããããŒããã貌ãä»ãã | |- |Save Current Selection |çŸåšã®éžæå 容ãä¿åãã | |- |Save Last Copied |æåŸã«ã³ããŒãããã®ãä¿åãã | |- |Create New |æ°èŠäœæ | |- |Blueprint copied to clipboard |ãã«ãŒããªã³ããã¯ãªããããŒãã«ã³ã㌠| |- |Are you sure you want to delete the blueprint '%S'? |æ¬åœã«ãã«ãŒããªã³ãã%Sããåé€ããŸãã? | |- |Can't create circular link connection |埪ç°ãªã³ã¯æ¥ç¶ãäœæã§ããªã | |- |Logistics Network Configuration |ç©çãããã¯ãŒã¯ã®èšå® | |- |Parameters |ãã©ã¡ãŒã¿ | |- |Instructions |æç€º | |- |Subroutines |ãµãã«ãŒãã³ | |- |Behavior copied to clipboard |åäœãã¯ãªããããŒãã«ã³ã㌠| |- |Are you sure you want to delete the behavior '%S'? |æ¬åœã«åäœã%Sããåé€ããŸãã? | |- |Copy to Selected |éžæããããã®ã«ã³ã㌠| |- |Update units |ãŠããããæŽæ°ããŸã |M |- |Updates all units with the same behavior name |åãåäœåã§ãã¹ãŠã®ãŠããããæŽæ°ããŸã |M |- |Update Blueprints |éåçãæŽæ°ããŸã |M |- |Updates all blueprints in library with the same behavior name |åãåäœåã§ã©ã€ãã©ãªã®ãã¹ãŠã®éåçãæŽæ°ãã |M |- |New Folder |æ°ãããã©ã«ã㌠| |- |Are you sure you want to remove the folder '%S'? All blueprints will default back to the top level |æ¬åœã«ãã©ã«ããŒã%Sããåé€ããŸãã? ãã¹ãŠã®ãã«ãŒããªã³ããããã©ã«ãã§ãããã¬ãã«ã«æ»ããŸã | |- |Create Folder |ãã©ã«ããŒãäœæãã | |} == File: ui/LoadSave == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Name: |ååïŒ | |- |Saved: |ä¿åæžã¿ïŒ | |- |Time Played: |ãã¬ã€æéïŒ | |- |Replay |ãªãã¬ã€ | |- |Save |ä¿å | |- |save |ä¿å | |- |[Save New] |[æ°èŠä¿å | |- |hostload |èªã¿èŸŒãŸããã²ãŒã ããã¹ããã | |- |load |èªã¿èŸŒã | |- |Save name missing |ã»ãŒãåããããŸãã | |- |Are you sure you want to override this save game? |æ¬åœã«ãã®ã»ãŒãããŒã¿ãäžæžãããŸããïŒ | |- |Error during save operation |ä¿åäžã«ãšã©ãŒãçºçããŸãã | |- |Game Saved |ã²ãŒã ãä¿åããŸãã | |- |Error during load operation |èªã¿èŸŒã¿äžã«ãšã©ãŒãçºçããŸãã | |- |Enter a new name for this save game |ãã®ã»ãŒãããŒã¿ã«æ°ããååãä»ããŠãã ãã | |- |Name can't be empty |ååã空æ¬ã«ããããšã¯ã§ããŸãã | |- |Error during rename operation |åå倿Žäžã«ãšã©ãŒãçºçããŸãã | |- |Save Game Renamed |ã»ãŒãããŒã¿ã®ååãå€æŽ | |- |Are you sure you want to delete this save game? |æ¬åœã«ãã®ã»ãŒãããŒã¿ãåé€ããŸããïŒ | |- |Error during delete operation |åé€äžã«ãšã©ãŒãçºçããŸãã | |- |Save Game Deleted |ã»ãŒãããŒã¿ãåé€ | |- |The package is now missing |ããã±ãŒãžããããŸãã | |- |The package is missing another base mod package |ãã®ããã±ãŒãžã«ã¯å¥ã®ããŒã¹MODããã±ãŒãžãå«ãŸããŠããŸãã | |- |The package has an older version installed than what was saved with |ããã±ãŒãžã«ã¯ãä¿åããããã®ããå€ãããŒãžã§ã³ãã€ã³ã¹ããŒã«ãããŠããŸã | |- |Failed to load scenario package '%S' of mod '%S'. Error: %s |ã·ããªãªããã±ãŒãžã%SãïŒMODã%Sããèªã¿èŸŒããŸããã§ããã ãšã©ãŒïŒ%s | |- |Addon '%S' of Mod '%S' |ã¢ããªã³ã%SãïŒMODã%SãïŒ | |- |%s (Error: %s) |%sïŒãšã©ãŒïŒ%sïŒ | |- |The list of currently active mods is different from what was used when the game was saved. |çŸåšã¢ã¯ãã£ããªMODã®ãªã¹ãã¯ãã²ãŒã ãã»ãŒãããããšãã«äœ¿çšãããŠãããã®ãšã¯ç°ãªããŸãã | |- |Play with Mods from Save |ã»ãŒãããŒã¿ã®MODã§ãã¬ã€ãã | |- |Play with Active Mods |ã¢ã¯ãã£ãMODã§ãã¬ã€ãã | |- |No Mods |MODãªã | |} == File: ui/MapOverlay == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Canvas |ãã£ã³ãã¹ | |- |Displaying Visual Registers, Status Icons and Ranges |ããžã¥ã¢ã«ã¬ãžã¹ã¿ãã¹ããŒã¿ã¹ã¢ã€ã³ã³ãç¯å²ã衚瀺 | |- |Hiding Overlays |ãªãŒããŒã¬ã€ãé衚瀺ã«ãã | |- |Displaying Visual Registers Only (Default) |ããžã¥ã¢ã«ã¬ãžã¹ã¿ã®ã¿è¡šç€ºïŒããã©ã«ãïŒ | |} == File: ui/Music == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |In the full game you will be able to utilize Blight to research more exciting technologies, construct more components and advance more of the story. |ã²ãŒã æ¬ç·šã§ã¯ããã©ã€ããæŽ»çšããŠãåºæ¿çãªæè¡ãç ç©¶ããããããŸããŸãªã³ã³ãâãã³ããäœã£ãããã¹ããŒãªãŒãé²ãããããããšãã§ããŸãã | |- |Blight Discovered |çºèŠããããã©ã€ã | |} == File: ui/Notification == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Notifications |éç¥ | |- |error |ãšã©ãŒ | |- |idle |ã¢ã€ãã« | |- |story |ã¹ããŒãªãŒ | |- |underattack |æ»æãåããŠãã | |- |info |æ å ± | |} == File: ui/Options == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Video |åç» | |- |Audio |é³å£° | |- |Game |ã²ãŒã | |- |Input |å ¥å | |- |System |ã·ã¹ãã | |- |Mode |ã¢ãŒã | |- |Resolution |è§£å床 | |- |Confirm |ç¢ºèª | |- |Vertical Synchronization Rate |åçŽåæã¬ãŒã | |- |VSync |VSync | |- |Limits the framerate |ãã¬ãŒã ã¬ãŒããå¶éãã | |- |Frame Rate Limit |ãã¬ãŒã ã¬ãŒãã®å¶é | |- |Upscaling |ã¢ããã¹ã±ãŒãªã³ã° |M |- |DLSS Quality |DLSSå質 |M |- |NIS Quality |NISå質 |M |- |Sharpness |ã·ã£ãŒããã¹ |M |- |Frame Generation |ãã¬ãŒã çæ |M |- |Reflex |åå° |M |- |High Dynamic Range - *** Exclusive Fullscreen Only *** |ãã€ãã€ãããã¯ã¬ã³ãž - *** å°çšã®ãã«ã¹ã¯ãªãŒã³ã®ã¿ *** | |- |HDR Output |HDRåºå | |- |Gamma |ã¬ã³ã | |- |Quality Presets |å質ããªã»ãã | |- |Quality |å質 | |- |View Distance Range |èŠããæç»è·é¢ã®ç¯å² | |- |View Distance |èŠããæç»è·é¢ | |- |Fog and Cloud Quality |é§ãšé²ã®è³ª | |- |Fog Quality |é§ã®è³ª | |- |Shadow Quality |圱ã®è³ª | |- |Anti-Aliasing Method |ã¢ã³ããšã€ãªã¢ã·ã³ã°æ¹æ³ |M |- |Anti-Aliasing |ã¢ã³ããšã€ãªã¢ã·ã³ã° | |- |Bloom Quality |ãã«ãŒã ã®è³ª | |- |Depth Of Field |被åçæ·±åºŠ | |- |Depth Of Field Strength |被åçæ·±åºŠã®åŒ·ã | |- |DOF Strength |DOFã®åŒ·ã | |- |TX_QUALITY_LOW |äœ | |- |TX_QUALITY_MEDIUM |äž | |- |TX_QUALITY_HIGH |é« | |- |Ultra |ãŠã«ãã© | |- |windowed |ãŠã£ã³ã㊠| |- |borderless |ããŒãã¬ã¹ | |- |fullscreen |ãã«ã¹ã¯ãªãŒã³ | |- |Windowed |ãŠã£ã³ã㊠| |- |Borderless |ããŒãã¬ã¹ | |- |Fullscreen |ãã«ã¹ã¯ãªãŒã³ | |- |FXAA |fxaa |M |- |Temporal AA |æéAA |M |- |On + Boost |ãªã³ +ããŒã¹ã |M |- |upscaling |ã¢ããã¹ã±ãŒãªã³ã° |M |- |Do you want to keep the new mode? |ãã®ãŸãŸæ°ããã¢ãŒãã§ãã¬ã€ããŸããïŒ | |- |Volume |é³é | |- |Effects |ãšãã§ã¯ã | |- |Music |鳿¥œ | |- |Voice |声 | |- |Menu |ã¡ãã¥ãŒ | |- |Mute in background |ããã¯ã°ã©ãŠã³ãã§ãã¥ãŒã | |- |Reset To Default Volume |ããã©ã«ãã®ããªã¥ãŒã ã«ãªã»ããããŸã |M |- |master |ãã¹ã¿ãŒ | |- |effect |ãšãã§ã¯ã | |- |music |鳿¥œ | |- |voice |声 | |- |ui |ui | |- |Language |èšèª | |- |Interface Scale |ã€ã³ã¿ãŒãã§ãŒã¹ã®ã¹ã±ãŒã« | |- |Tutorials |ãã¥ãŒããªã¢ã« | |- |Auto Save |èªåã»ãŒã | |- |Color Blind Mode |ã«ã©ãŒãã©ã€ã³ãã¢ãŒã | |- |Deuteranopia |2å | |- |Green-Blind |ç·ç³»çµ±ã®è²èŠã¢ã·ã¹ã | |- |Protanopia |1å | |- |Red-Blind |赀系統ã®è²èŠã¢ã·ã¹ã | |- |Tritanopia |3å | |- |Blue-Blind |é系統ã®è²èŠã¢ã·ã¹ã | |- |Cheats: |ããŒãïŒ | |- |Passive Bugs |ããã·ããã° | |- |%d min |%då | |- |(disabled) |ïŒç¡å¹åïŒ | |- |Scrolling Speed |ã¹ã¯ããŒã«é床 | |- |Right-Click Drag Scrolling |å³ã¯ãªãã¯ã§ãã©ãã°ã¹ã¯ããŒã« | |- |Screen Edge Scrolling |ç»é¢ç«¯ã®ã¹ã¯ããŒã« | |- |Lock Mouse to Window |ããŠã¹ããŠã£ã³ããŠã«åºå®ãã | |- |Reset All Key Bindings |ãã¹ãŠã®ããŒãã€ã³ãããªã»ãããã | |- |Sensitivity |æåºŠ | |- |Shift |Shift | |- |Ctrl |Ctrl | |- |Alt |Alt | |- |Set by Input |å ¥åã§èšå® | |- |Keyboard |ããŒããŒã | |- |Mouse |ããŠã¹ | |- |Gamepad |ã²ãŒã ããã | |- |Remove Binding |ãã€ã³ãã£ã³ã°ãåé€ãã | |- |SHIFT |SHIFT | |- |CTRL |CTRL | |- |ALT |ALT | |- |SHIFT+ |SHIFT+ | |- |CTRL+ |CTRL+ | |- |ALT+ |ALT+ | |- |KEYBOARD |ããŒããŒã | |- |MOUSE |ããŠã¹ | |- |GAMEPAD |ã²ãŒã ããã | |- |Press any key or button |ä»»æã®ããŒãŸãã¯ãã¿ã³ãæŒã | |- |Are you sure you want to reset all key bindings? |æ¬åœã«ãã¹ãŠã®ããŒãã€ã³ãããªã»ããããŸããïŒ | |- |Open Logs Folder |ãã°ãã©ã«ããŒãéã | |- |Open Save Games Folder |ã»ãŒãããŒã¿ãã©ã«ããŒãéã | |- |Open Mods Folder |MODãã©ã«ããŒãéã | |} == File: ui/Program == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Unit Base Parameters |ãŠãããåºæ¬ãã©ã¡ãŒã¿ | |- |Click to rename |ã¯ãªãã¯ããŠååã倿Žãã | |- |Click to edit description |ã¯ãªãã¯ããŠèª¬æãç·šéãã | |- |Undo |å ã«æ»ã | |- |Stop Program |ããã°ã©ã ã忢ãã | |- |Start Program |ããã°ã©ã ãå§ãã | |- |Pause Program |ããã°ã©ã ãäžæåæ¢ãã | |- |Step |ã¹ããã | |- |Click to name parameter |ã¯ãªãã¯ããŠãã©ã¡ãŒã¿åãæå®ãã | |- |Set Comment |ã³ã¡ã³ããæžã | |- |Toggle Extra Options |远å ãªãã·ã§ã³ãåãæ¿ãã | |- |Set Next Instruction |æ¬¡ã®æç€ºãèšå®ãã | |- |Remove |åé€ | |- |Current Value: |çŸåšã®å€ïŒ | |- |Read from Unit Register |ãŠãããã¬ãžã¹ã¿ããèªã¿èŸŒã | |- |Read from Parameter |ãã©ã¡ãŒã¿ããèªã¿èŸŒã | |- |Read from Variable |倿°ããèªã¿èŸŒã | |- |Set to Fixed Value |åºå®å€ã«èšå®ãã | |- |Clear |æ¶å» | |- |Write Result to Unit Register |çµæããŠãããã¬ãžã¹ã¿ã«æžã蟌ã | |- |Write Result to Parameter |ãã©ã¡ãŒã¿ã«çµæãæžã蟌ã | |- |Write Result to Variable |倿°ã«çµæãæžã蟌ã | |- |userdata |ãŠãŒã¶ãŒããŒã¿ | |- |The behavior contains %d unused subroutines which will get removed. Are you sure you want to continue? |ãã®åäœã«ã¯%dåã®æªäœ¿çšã®ãµãã«ãŒãã³ãå«ãŸããŠããŸãã æ¬åœã«ç¶ããŸããïŒ | |- |The behavior component has already been removed, all unsaved changes will be lost. Are you sure you want to close this window? |ãã®åäœã³ã³ããŒãã³ãã¯ãã§ã«åé€ãããŠãããããä¿åãããŠããªã倿Žã¯ãã¹ãŠå€±ãããŸãã æ¬åœã«ãã®ãŠã£ã³ããŠãéããŸããïŒ | |- |Set the behavior name |åäœåãèšå®ãã | |- |Set the behavior description |åäœã®èª¬æãèšå®ãã | |- |Are you sure you want to overwrite the behavior '%S' with the current behavior? |æ¬åœã«åäœã%SããçŸåšã®åäœã§äžæžãããŸããïŒ | |- |Are you sure you want to replace the current behavior with '%S'? |æ¬åœã«çŸåšã®åäœãã%Sãã«çœ®ãæããŸããïŒ | |- |Are you sure you want to delete everything in the current behavior? |æ¬åœã«çŸåšã®åäœããã¹ãŠåé€ããŸããïŒ | |- |Current Behavior |çŸåšã®åäœ | |- |Clear Current Behavior |çŸåšã®åäœãæ¶å»ãã | |- |Close and return to library to manage other behaviors |éããŠã©ã€ãã©ãªã«æ»ããä»ã®åäœã管çãã | |- |Behavior Library |åäœã©ã€ãã©ãª | |- |Go Back Up |äžã«æ»ã | |- |Folder '%S' |ãã©ã«ããŒã%Sã | |- |Overwrite With Current Behavior |çŸåšã®åäœã§äžæžããã | |- |Behavior in Clipboard |ã¯ãªããããŒãã®åäœ | |- |LEFT |å·Š | |- |BOTTOM |äž | |- |Description |説æ | |- |Parameter %d |ãã©ã¡ãŒã¿%d | |- |Remove Parameter |ãã©ã¡ãŒã¿ãåé€ãã | |- |Add Parameter |ãã©ã¡ãŒã¿ã远å ãã | |- |next |次 | |- |right |å³ | |- |Extra Options |远å ãªãã·ã§ã³ | |- |Program Start |ããã°ã©ã ã®éå§ | |- |Component not equipped, unable to apply change |ã³ã³ããŒãã³ããè£ åãããŠããªãããã倿Žãé©çšã§ããªã | |- |Node is freely placed, click to auto arrange |ããŒãã¯èªç±ã«é 眮ãããŠãããã¯ãªãã¯ãããšèªåã«é 眮ã§ãã | |- |Node is auto arranged, click to freely place |ããŒãã¯èªåçã«é 眮ãããŠãããã¯ãªãã¯ãããšèªç±ã«é 眮ã§ãã | |- |Set the comment |ã³ã¡ã³ããèšå®ãã | |- |Output parameter cannot be set |åºåãã©ã¡ãŒã¿ãèšå®ã§ããªã | |- |Invalid parameter target |ç¡å¹ãªãã©ã¡ãŒã¿ã¿ãŒã²ãã | |- |Unit Register |ãŠãããã¬ãžã¹ã¿ | |- |Constant value |äžå®å€ | |- |Write into variable |倿°ã«æžã蟌ã | |- |Read from variable |倿°ããèªã¿èŸŒã | |- |Write into unit register |ãŠãããã¬ãžã¹ã¿ã«æžã蟌ã | |- |Read from unit register |ãŠãããã¬ãžã¹ã¿ããèªã¿èŸŒã | |- |Write into parameter |ãã©ã¡ãŒã¿ã«æžã蟌ã | |- |Read from parameter |ãã©ã¡ãŒã¿ããèªã¿èŸŒã | |- |Set the parameter name |ãã©ã¡ãŒã¿åãèšå®ãã | |} == File: ui/Reg == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |outline |ã¢ãŠãã©ã€ã³ | |} == File: ui/RegisterSelection == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |World Object |ã¯ãŒã«ãã®ãªããžã§ã¯ã | |- |Select on Map |ãããäžã§éžæãã | |- |World Coordinate |ã¯ãŒã«ãã®åº§æš | |- |Inventory Item |ã€ã³ãã³ããªã®ã¢ã€ãã | |- |Unit Types |ãŠãããã®ã¿ã€ã | |- |Information |æ å ± | |- |Clear the value and close |å€ãæ¶å»ããŠéãã | |- |Set the value and close |å€ãèšå®ããŠéãã | |- |%s Blueprint |%sãã«ãŒããªã³ã | |- |%s Research |%sç ç©¶ |M |- |Select the object or unit on the map |ãããäžã®ãªããžã§ã¯ããŸãã¯ãŠããããéžæãã | |- |Production needs at least %d inventory slots |補é ã«ã¯å°ãªããšã %d ã®ã€ã³ãã³ããªã¹ãããå¿ èŠ | |- |RIGHT |å³ | |} == File: ui/ReplayPlayer == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Loaded save game contains no replay data |èªã¿èŸŒãŸããã»ãŒãããŒã¿ã«ãªãã¬ã€ããŒã¿ãå«ãŸããŠããŸãã | |- |Replay Speed |ãªãã¬ã€é床 | |- |Replay Progress |ãªãã¬ã€ã®é²æç¶æ³ | |- |Pause Playback |ãã¬ã€ããã¯ãäžæåæ¢ãã | |- |Set 100% Speed |é床ã100%ã«ãã | |- |Set Custom Speed |ã¹ããŒããã«ã¹ã¿ã èšå®ãã | |- |Restart Playback |ãã¬ã€ããã¯ãåéãã | |- |Play Game From Here |ããããã²ãŒã ããã¬ã€ãã | |- |Speed: %s |é床ïŒ%s | |- |Paused |äžæåæ¢äž | |- |Day %d %02d:%02d |%dæ¥ç®ã%02d:%02d | |- |Time at cursor |ã«ãŒãœã«äœçœ®ã®æé | |- |Current replay time |çŸåšã®ãªãã¬ã€æé | |- |Day %d |%dæ¥ç® | |} == File: ui/ResourceBar == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |No Power Grid |é»åã°ãªãããªã | |- |Local Power Grid |ããŒã«ã«é»åã°ãªãã | |- |Total Generated |çºé»ïŒåèšïŒ | |- |Total Load |è² è·ïŒåèšïŒ | |- |Total Unused |æªäœ¿çšïŒåèšïŒ | |- |Average Efficiency |å¹³åçãªå¹ç | |- |Largest Power Grids |æå€§ã®é»åã°ãªãã | |} == File: ui/ShortcutBar == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |%d Units in Shortcut Group #%d |%dãŠãããïŒã·ã§ãŒãã«ããã°ã«ãŒã#%dïŒ | |- |Next Idle Unit |次ã®ã¢ã€ãã«ãŠããã |M |- |Remove Shortcut Group |ã·ã§ãŒãã«ããã°ã«ãŒããåé€ãã | |- |Remove Selection from Group |ã°ã«ãŒãããéžæå 容ãåé€ãã | |- |Add Selection to Group |éžæå 容ãã°ã«ãŒãã«è¿œå ãã | |- |Remove Group from Selection |éžæå 容ããã°ã«ãŒããåé€ãã | |- |Add Group to Selection |ã°ã«ãŒããéžæå 容ã«è¿œå ãã | |- |Overwrite Group with Selection |éžæããã°ã«ãŒããäžæžããã | |- |Move Camera to Group |ã«ã¡ã©ãã°ã«ãŒãã«ç§»åãã | |- |Select Group |ã°ã«ãŒããéžæãã | |- |No Idle Units |ã¢ã€ãã«ãŠãããã¯ãããŸãã |M |} == File: ui/SideBar == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Edit Pins |ãã³ãç·šéããŸã |M |- |Show Units on Minimap |ãããããã«ãŠãããã衚瀺ãã | |- |Show Power Grids on Minimap |ãããããã«é»åã°ãªããã衚瀺ãã | |- |Minimap Follows Camera |ããããããã«ã¡ã©ã远ã | |- |Reset Camera |ã«ã¡ã©ããªã»ãããã | |- |Winter |å¬ |M |- |Spring |æ¥ |M |- |Summer |å€ |M |- |Fall |ç§ |M |- |Toggle full screen map |ãã«ç»é¢ããããåãæ¿ããŸã |M |- |Map |å°å³ |M |- |Toggle Power Grid |é»åã°ãªãããåãæ¿ãã | |- |Toggle Cursor Grid |ã«ãŒãœã«ã°ãªãããåãæ¿ãã | |- |Follow Camera |ã«ã¡ã©ã远ã | |- |Visualization mode |å¯èŠåã¢ãŒã | |- |Toggle Path Lines |é²è·¯ã©ã€ã³ãåãæ¿ãã | |- |Build |建ãŠã | |- |Progress |é²æç¶æ³ | |- |Control Center |åžä»€éš | |- |Sunrise |æ¥ã®åº | |- |Sunset |æ¥æ²¡ | |- |Year |幎 |M |- |Season |å£ç¯ |M |- |Simulation Tick |ã·ãã¥ã¬ãŒã·ã§ã³ã»ãã£ã㯠| |- |Days until %s |%sãŸã§ã®æ¥ |M |- |Hours until %s |%sãŸã§ã®æé |M |- |Aborted |äžæ | |- |Placed pin <img id="%s"/> |é 眮ããããã³<img id="%s"/> |M |- |Removed pin <img id="%s"/> |åé€ãã³<img id="%s"/> |M |- |Click on location to place pin <img id="%s"/> |å Žæãã¯ãªãã¯ããŠpin <img id="%s"/> |M |- |Click on pin to remove |ãã³ãã¯ãªãã¯ããŠåé€ããŸã |M |- |Place new Pin |æ°ãããã³ãé 眮ããŸã |M |- |Remove a Pin |ãã³ãåãå€ããŸã |M |- |HoverRange |ãããŒã¬ã³ãž |M |- |Location is on the plateau |å Žæã¯ãã©ããŒã«ãããŸã |M |- |Location is in the blight |å Žæã¯èå»ããŠããŸã |M |- |Location is high enough for increased wind power |å Žæã¯ã颚åçºé»ã®å¢å ã«ååãªé«ãã§ã |M |- |Blight gas can be extracted at this location |ãã®å Žæã§æ¯ç ã¬ã¹ãæœåºã§ããŸã |M |- |No entity selected to follow |åŸã远ããšã³ãã£ãã£ãéžæãããŠããªã | |- |Cannot follow unit not on map |ãããã«ãªããŠãããã远ããªã | |- |fill |fill | |- |Chat |ãã£ãã | |} == File: ui/Skin == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Bold |ããŒã«ã | |- |tag |ã¿ã° | |- |Simple Material |ã·ã³ãã«ãªçŽ æ | |- |Advanced Material |é«åºŠãªçŽ æ | |- |Hi-Tech Material |ãã€ãã¯çŽ æ | |- |Packaged Unit |ããã±ãŒãžãŠããã | |- |Research Data |ç ç©¶ããŒã¿ | |- |Internal Component |å éšã³ã³ããŒãã³ã | |- |Small Component |å°åã³ã³ããŒãã³ã | |- |Medium Component |äžåã³ã³ããŒãã³ã | |- |Large Component |倧åã³ã³ããŒãã³ã | |- |Color Value |è²ã®å€ | |- |Object Type |ãªããžã§ã¯ãã®ã¿ã€ã | |- |size |ãµã€ãº | |- |Small Building |å°åã®å»ºé ç© | |- |Medium Building |äžåã®å»ºé ç© | |- |Large Building |倧åã®å»ºé ç© | |- |Special Building |ç¹å¥ãªå»ºé ç© | |- |Other Construction |ãã®ä»ã®å»ºç¯ç© | |- |Alien Building |ãšã€ãªã¢ã³ã®å»ºé ç© | |- |Goto |Goto | |- |<header>Goto</> <Key action="ExecuteAction" style="hl"/> or <hl>Drag</> <hl>Shift+</><Key action="ExecuteAction" style="hl"/> to Queue Move to this Object or Location and attempt to <hl>Interact</>. |<header>Goto</> <Key action="ExecuteAction" style="hl"/>ãŸãã¯<hl>ãã©ãã°</> <hl>Shift+</><Key action="ExecuteAction" style="hl"/>ã§ãã¥ãŒãž ãã®ãªããžã§ã¯ããŸãã¯å Žæã«ç§»åãã<hl>æäœ</>ã詊ã¿ãã | |- |Store |ä¿ç®¡ | |- |<header>Store</> <hl>Ctrl+</><Key action="ExecuteAction" style="hl"/> or <hl>Drag</> Set to an owned <hl>unit</> or <hl>building</>, it will transfer its inventory when possible. Check the <hl>Automation</> Codex entry for more information. |<header>ä¿ç®¡</> <hl>Ctrl+</><Key action="ExecuteAction" style="hl"/>ãŸãã¯<hl>ãã©ãã°</> ææãã<hl>ãŠããã</>ãŸãã¯<hl>建é ç©</>ã«èšå®ãããšã å¯èœãªéããã®ã€ã³ãã³ããªãŒã転éããã 詳ããã¯ã³ãŒããã¯ã¹ã®<hl>ãªãŒãã¡ãŒã·ã§ã³</>ãåç §ã | |- |Visual |ããžã¥ã¢ã« | |- |<header>Visual</> Shown in the game world, useful to link to production by dragging from the <hl>Production</> to the <hl>Visual</> Change visibility with <Key action="MapOverlay" style="hl"/> |<header>ããžã¥ã¢ã«</> ã²ãŒã å ã®ã¯ãŒã«ãã«è¡šç€ºããã<hl>補é </>ãã<hl>ããžã¥ã¢ã«</>ã« ãã©ãã°ããŠè£œé ã«ãªã³ã¯ãããšäŸ¿å© <Key action="MapOverlay" style="hl"/>ã§å¯èŠæ§ãå€æŽ | |- |<header>Signal</> The unit emits this signal which can be read through signal related components or through behaviors. Useful for advanced automation |<header>ã·ã°ãã«</> ãŠããããçºããã·ã°ãã«ã¯ãã·ã°ãã«é¢é£ã³ã³ããŒãã³ã ãŸãã¯åäœãéããŠèªã¿åãããšãã§ããã é«åºŠãªãªãŒãã¡ãŒã·ã§ã³ã«äŸ¿å© | |} == File: ui/SocketList == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |%s Socket |%sãœã±ãã | |- |<desc>This socket only accepts </><bl>%s</><desc> sized Components</> |<desc>ãã®ãœã±ããã¯</><bl>%s</><desc>ãµã€ãºã®ã³ã³ããŒãã³ãããåãä»ããªã</> | |- |<desc>This socket only accepts components of size </><bl>%s</><desc> or smaller</> |<desc>ãã®ãœã±ããã¯ãµã€ãº</><bl>%s</><desc>以äžã®ã³ã³ããŒãã³ãã®ã¿åãä»ãã</> | |- |Empty Socket |空ã®ãœã±ãã | |- |Drag Component here to Equip |ããã«ã³ã³ããŒãã³ãããã©ãã°ããŠè£ åãã | |- |Rotate Component (<Key action="RotateConstructionSite"/>) |ã³ã³ããŒãã³ããå転ãã (<Key action="RotateConstructionSite"/>) | |- |Drop Component |ã³ã³ããŒãã³ãããããããã | |- |Cannot transfer fixed component |åºå®ã³ã³ããŒãã³ãã¯ç§»åã§ããªã | |- |item is not a component |ã¢ã€ãã ã¯ã³ã³ããŒãã³ãã§ã¯ãªã | |- |cannot equip reserved component |確ä¿ãããã³ã³ããŒãã³ãã¯è£ åã§ããªã | |- |Cannot swap fixed component |åºå®ã³ã³ããŒãã³ãã¯äº€æã§ããªã | |- |Cannot unequip component into its own slot |ã³ã³ããŒãã³ããåãå€ããèªåã®ã¹ãããã«å ¥ããããšã¯ã§ããªã | |- |Cannot unequip component into a locked slot |ã³ã³ããŒãã³ããåãå€ããããã¯ãããã¹ãããã«å ¥ããããšã¯ã§ããªã | |} == File: ui/TalkingHead == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Missing Text |ããã¹ãã®æ¬ èœ | |} == File: ui/Tech == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |<bl>Researched</> |<bl>ç ç©¶æžã¿</> | |- |Unlocks: |次ãã¢ã³ããã¯ïŒ | |- |Requirements (Remaining Total): |å¿ èŠæ¡ä»¶ïŒæ®ãã®åèšïŒïŒ | |- |Progress: |é²æç¶æ³ïŒ | |- |Active Research |ã¢ã¯ãã£ããªç ç©¶ | |- |Research Queue |ç ç©¶ãã¥ãŒ | |- |%d/%d steps done |%d/%dã¹ãããå®äº | |- |Using %d active uplinks |%dã®ã¢ã¯ãã£ããªã¢ãããªã³ã¯ã䜿çšäž | |- |Research Complete |ç ç©¶å®äº | |- |Cancel Research |ç ç©¶ããã£ã³ã»ã«ãã | |- |Remove from Queue |ãã¥ãŒããåé€ãã | |- |Add to Queue |ãã¥ãŒã«è¿œå ãã | |- |Pause Research |ç ç©¶ãäžæåæ¢ãã | |- |Resume Research |ç ç©¶ãåéãã | |- |Can only queue up to three research items |ç ç©¶ã¢ã€ãã ã¯3ã€ãŸã§ãããã¥ãŒã«å ¥ããããšãã§ããªã | |- |No Active Research |ã¢ã¯ãã£ããªç ç©¶ãªã | |- |Unlocked Technologies: |ã¢ã³ããã¯ãããæè¡ïŒ | |- |Unlocked Researches: |ã¢ã³ããã¯ãããç ç©¶ïŒ | |- |Next in Queue |ãã¥ãŒå ã®æ¬¡ã®ãã® | |- |Open Research |ç ç©¶ãéã | |} == File: ui/ui == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Game Over |ã²ãŒã ãªãŒã㌠| |- |Start Over |ããçŽã | |- |Do you want to start over? Use the menu to leave the game or switch to a different player faction. |ã²ãŒã ãæåããããçŽããŸããïŒ ã¡ãã¥ãŒã䜿ã£ãŠã²ãŒã ãçµäºããããå¥ã®ãã¡ã¯ã·ã§ã³ã«åãæ¿ããŠãã ããã | |- |Do you want to start over or leave the game and go back to the main menu? |æåããããçŽãããã²ãŒã ãäžæããŠã¡ã€ã³ã¡ãã¥ãŒã«æ»ããŸããïŒ | |- |Dismiss |çµäº | |- |Leave Game |ã²ãŒã ãããã | |- |cannot move into the blight |ãã©ã€ãã«ç§»åã§ããªã | |- |Cannot move powered down unit |黿ºãåãããŠããããåãããªã | |- |Cannot queue action while Goto register is linked |Gotoã¬ãžã¹ã¿ããªã³ã¯ãããŠããéã¯ãã¢ã¯ã·ã§ã³ããã¥ãŒã«å ¥ããããšã¯ã§ããªã | |- |Cannot interact while Goto register is linked |Gotoã¬ãžã¹ã¿ããªã³ã¯ãããŠããéã¯ãæäœã§ããªã | |- |No free inventory space to pick up items |ã€ã³ãã³ããªã«ç©ºãã¹ããŒã¹ããªããããã¢ã€ãã ãååã§ããªã | |- |Buildings cannot pick up items directly |建é ç©ã¯çŽæ¥ã¢ã€ãã ãååã§ããªã | |- |Set %s as store |%sãä¿ç®¡ã«èšå®ãã | |- |Cleared store |æ¶å»ãããä¿ç®¡åº« | |- |Attack |æ»æ | |- |Pinged Here |ããã«ãã³ | |- |Player <header>%S</> pinged at <header>%dx%d</> |ãã¬ã€ã€ãŒã®<header>%S</>ã<header>%dx%d</>ããã³ | |- |ESCAPE |ESCAPE | |- |ENTER |ENTER | |- |ONE |1 | |- |TWO |2 | |- |THREE |3 | |- |FOUR |4 | |- |FIVE |5 | |- |SIX |6 | |- |SEVEN |7 | |- |EIGHT |8 | |- |NINE |9 | |- |ZERO |0 | |- |HOME |HOME | |- |END |END | |- |TAB |TAB | |- |Select Action |ã¢ã¯ã·ã§ã³ãéžæãã | |- |Selects an object on the following clicked item |ã¯ãªãã¯ãããšã¢ã€ãã ã®ãªããžã§ã¯ããéžæããã | |- |Execute Action |ã¢ã¯ã·ã§ã³ãå®è¡ãã | |- |Executes an action on the following clicked item |ã¯ãªãã¯ããã¢ã€ãã ã«å¯ŸããŠã¢ã¯ã·ã§ã³ãå®è¡ãã | |- |In Game Menu |ã²ãŒã å ã¡ãã¥ãŒ | |- |Opens the in-game menu |ã²ãŒã å ã¡ãã¥ãŒãéã | |- |Build Menu |建èšã¡ãã¥ãŒ | |- |Opens the building menu |建èšã¡ãã¥ãŒãéã | |- |Tech Tree |æè¡ããªãŒ | |- |Opens the tech tree menu |æè¡ããªãŒã¡ãã¥ãŒãéã | |- |Opens the codex menu |ã³ãŒããã¯ã¹ã¡ãã¥ãŒãéã | |- |Opens the Command Center menu |åžä»€éšã¡ãã¥ãŒãéã | |- |Opens the library menu |ã©ã€ãã©ãªã¡ãã¥ãŒãéã | |- |Opens the progress menu |é²æç¶æ³ã¡ãã¥ãŒãéã | |- |Opens the Chat window |ãã£ãããŠã£ã³ããŠãéã | |- |Accepts current dialogue |çŸåšã®ãã€ã¢ãã°ãåãå ¥ãã | |- |Pause Game |ã²ãŒã ãäžæåæ¢ | |- |Pauses the game |ã²ãŒã ãäžæåæ¢ãã | |- |Group 1 |ã°ã«ãŒã1 | |- |Select shortcut group 1 |ã·ã§ãŒãã«ããã°ã«ãŒã1ãéžæãã | |- |Group 2 |ã°ã«ãŒã2 | |- |Select shortcut group 2 |ã·ã§ãŒãã«ããã°ã«ãŒã2ãéžæãã | |- |Group 3 |ã°ã«ãŒã3 | |- |Select shortcut group 3 |ã·ã§ãŒãã«ããã°ã«ãŒã3ãéžæãã | |- |Group 4 |ã°ã«ãŒã4 | |- |Select shortcut group 4 |ã·ã§ãŒãã«ããã°ã«ãŒã4ãéžæãã | |- |Group 5 |ã°ã«ãŒã5 | |- |Select shortcut group 5 |ã·ã§ãŒãã«ããã°ã«ãŒã5ãéžæãã | |- |Group 6 |ã°ã«ãŒã6 | |- |Select shortcut group 6 |ã·ã§ãŒãã«ããã°ã«ãŒã6ãéžæãã | |- |Group 7 |ã°ã«ãŒã7 | |- |Select shortcut group 7 |ã·ã§ãŒãã«ããã°ã«ãŒã7ãéžæãã | |- |Group 8 |ã°ã«ãŒã8 | |- |Select shortcut group 8 |ã·ã§ãŒãã«ããã°ã«ãŒã8ãéžæãã | |- |Group 9 |ã°ã«ãŒã9 | |- |Select shortcut group 9 |ã·ã§ãŒãã«ããã°ã«ãŒã9ãéžæãã | |- |Group 10 |ã°ã«ãŒã10 | |- |Select shortcut group 10 |ã·ã§ãŒãã«ããã°ã«ãŒã10ãéžæãã | |- |Select Previous |åã®éžæãéžæããŸã |M |- |Switch to previous selection |以åã®éžæã«åãæ¿ããŸã |M |- |Set Camera Home |ã«ã¡ã©ã®ããŒã ãèšå® | |- |Repositions camera to the main base |ã«ã¡ã©ãã¡ã€ã³åºå°ã«é 眮ãã | |- |Set Camera Zero |ã«ã¡ã©ã0ã«èšå® | |- |Repositions camera to coordinate 0,0 |ã«ã¡ã©ã®äœçœ®ã座æš0,0ã«é 眮ãã | |- |Hide User Interface |ãŠãŒã¶ãŒã€ã³ã¿ãŒãã§ãŒã¹ã®é衚瀺 | |- |Toggles on/off the user interface |ãŠãŒã¶ãŒã€ã³ã¿ãŒãã§ãŒã¹ã®ãªã³/ãªããåãæ¿ãã | |- |Set Camera Follow Target |ã«ã¡ã©ã远ãã¿ãŒã²ããã®èšå® | |- |Repositions camera to follow the selected target |éžæããã¿ãŒã²ããã远ãããã«ã«ã¡ã©ã®äœçœ®ãå€ãã | |- |Toggles on/off the power grid |é»åã°ãªããã®ãªã³ïŒãªããåãæ¿ãã | |- |Toggle Grid Cursor |ã°ãªããã«ãŒãœã«ã®åãæ¿ã | |- |Toggles on/off the grid cursor |ã°ãªããã«ãŒãœã«ã®ãªã³/ãªããåãæ¿ãã | |- |Rotate Construction Site |建èšçŸå Žã®å転 | |- |Rotates a structure |æ§é ç©ãå転ããã | |- |Show Path |é²è·¯ã®è¡šç€º | |- |Shows the path of a unit |ãŠãããã®é²è·¯ã衚瀺ãã | |- |Map Overlay |ããããªãŒããŒã¬ã€ | |- |Toggle showing of map overlay information |ããããªãŒããŒã¬ã€æ å ±ã®è¡šç€ºãåãæ¿ãã | |- |Toggle Camera Rotation |ã«ã¡ã©å転ã®åãæ¿ã | |- |Rotates the camera |ã«ã¡ã©ãå転ããã | |- |Toggle Gamepad Mouse |ã²ãŒã ãããããŠã¹ã®åãæ¿ã | |- |Gives controllers added mouse support |ã³ã³ãããŒã©ã«ããŠã¹ãµããŒãã远å ãã | |- |Feedback with Screenshot |ã¹ã¯ãªãŒã³ã·ã§ããä»ããã£ãŒããã㯠| |- |Capture the screen and open the form to send feedback to the developers |ç»é¢ããã£ããã£ããŠãã©ãŒã ãéããéçºè ã«ãã£ãŒãããã¯ãéã | |- |Construct from Building |建é ç©ããã®å»ºèš | |- |Create a construction site from a building on the map (while the mouse cursor is over a building) |ããŠã¹ã«ãŒãœã«ã建é ç©ã®äžã«ããéããããäžã®å»ºé ç©ãã建èšå Žæãäœæãã | |- |Unit Settings Copy |ãŠãããèšå®ã®ã³ã㌠| |- |Copy a units settings |ãŠãããã®èšå®ãã³ããŒãã | |- |Unit Settings Paste |ãŠãããèšå®ã®è²Œãä»ã | |- |Apply the copied unit settings or construct a building copy |ã³ããŒãããŠãããã®èšå®ãé©çšãããã建é ç©ã®ã³ããŒãäœæãã | |- |Move Camera Up/Down |ã«ã¡ã©ã®äžäžç§»å | |- |Move Camera Up |ã«ã¡ã©ãäžã«åãã | |- |Move Camera Down |ã«ã¡ã©ãäžã«åãã | |- |Move Camera Right/Left |ã«ã¡ã©ã®å·Šå³ç§»å | |- |Move Camera Right |ã«ã¡ã©ãå³ã«åãã | |- |Move Camera Left |ã«ã¡ã©ãå·Šã«åãã | |- |Rotate Camera |ã«ã¡ã©ã®å転 | |- |Rotate Camera Right |ã«ã¡ã©ã®å³ã«å転ãã | |- |Rotate Camera Left |ã«ã¡ã©ã®å·Šã«å転ãã | |- |Zoom Camera |ã«ã¡ã©ã®ãºãŒã | |- |Zoom Camera In |ã«ã¡ã©ããºãŒã ã€ã³ãã | |- |Zoom Camera Out |ã«ã¡ã©ããºãŒã ã¢ãŠããã | |- |Released |ãªãç¶æ | |- |No unit focused to copy settings |èšå®ãã³ããŒããããã«ãã©ãŒã«ã¹ããããŠãããã¯ãªã | |- |Unable to copy settings |èšå®ãã³ããŒã§ããªã | |- |Copied unit settings from %s |ãŠãããã®èšå®ã%sããã³ããŒãã | |- |Haven't unlocked prerequisites for construction |建èšã®åææ¡ä»¶ãã¢ã³ããã¯ãããŠããªã | |- |Copied unit was not a building |ã³ããŒãããŠãããã¯å»ºé ç©ã§ã¯ãªã | |- |Unable to apply settings onto construction site |建èšçŸå Žã«èšå®ãé©çšã§ããªã | |- |Settings can only be applied to your units |èšå®ã¯èªåã®ãŠãããã«ã®ã¿é©çšã§ãã | |- |Cannot paste Buildings onto units |建é ç©ããŠãããã«è²Œãä»ããããšã¯ã§ããªã | |- |Apply unit settings onto %d units |ãŠãããã®èšå®ã%dåã®ãŠãããã«é©çšãã | |- |Apply unit settings onto %s |èšå®ã%sã«é©çšãã | |- |Need to copy a unit first |ãŸããŠããããã³ããŒãã | |- |Player Joined |åå ãã¬ã€ã€ãŒ | |- |Name: <header>%S</> - Faction: <header>%S</> |ååïŒ<header>%S</> - ãã¡ã¯ã·ã§ã³ïŒïŒ<header>%S</> | |- |Player Left |ãã¬ã€ã€ãŒã®é¢è± | |- |Player Changed Faction |ãã¬ã€ã€ãŒããã¡ã¯ã·ã§ã³ãå€æŽ | |- |Name: <header>%S</> - Old Faction: <header>%S</> - Faction: <header>%S</> |ååïŒ<header>%S</> - æ§ãã¡ã¯ã·ã§ã³ïŒ<header>%S</> - ãã¡ã¯ã·ã§ã³<header>%S</> | |- |Faction Settings |ãã¡ã¯ã·ã§ã³ã®èšå® | |- |%S changed you from %s to %s |%Sãããªãã%sãã%sã«å€ãã | |- |faction |ãã¡ã¯ã·ã§ã³ | |- |Game was automatically saved |ã²ãŒã ãèªåçã«ä¿åãããŸãã | |- |Virus Detected |ãŠã€ã«ã¹æ€åº | |- |A virus has been detected in the network |ãããã¯ãŒã¯ã§ãŠã€ã«ã¹ãæ€åº | |- |WARNING: TAKING DAMAGE !!! |èŠåïŒãã¡ãŒãžãåããŠããïŒ | |- |You are taking damage (%d) |ãã¡ãŒãžãåããŠããïŒ%dïŒ | |- |attacked |æ»æãåãã | |- |You are under attack (%d) |æ»æãåããŠããïŒ%dïŒ | |- |Destroyed |ç Žå£ããã | |- |You have lost a unit (%d) |ãŠãããã倱ã£ãïŒ%dïŒ | |- |Rich %s resource depleted |è±ããª%sã®è³æºããªããªã£ã | |- |Order Carrier |泚æèŒžéæ© | |- |Order was aborted and carrier still holds the items |泚æãäžæããããèŒžéæ©ããŸã ã¢ã€ãã ãä¿æããŠãã | |} == File: ui/utilities == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Message |ã¡ãã»ãŒãž | |- |Destination unit no longer exists |ç®çå°ãŠããããååšããªã | |- |Construction site cannot take this item |ãã®ã¢ã€ãã ã¯å»ºèšçŸå Žã«ã¯éã¹ãªã | |- |Docked entity is unable to transfer items |ãããã³ã°ãããã¬ãŒã ãã¢ã€ãã ãç§»åã§ããªã |M |- |component |ã³ã³ããŒãã³ã | |- |Selected %s |éžæãã%s | |- |Interference too high, %s |å¹²æžã匷ãããã%s | |} == File: ui/viruspopup == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Image |ç»å | |- |In the full version of Desynced you will be able to research the virus for new and exciting technologies and Story. In the demo you are immune to the virus so don't worry! |Desyncedã®è£œåçã§ã¯ãæ°ããè峿·±ãæè¡ã ã¹ããŒãªãŒã®ããã«ãŠã€ã«ã¹ãç ç©¶ããããšãã§ããŸãã ãã¢çã§ã¯ãŠã€ã«ã¹ã«ææããªãã®ã§å®å¿ããŠãã¬ã€ããŠãã ããïŒ | |} == File: ui/widgets == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Search: |æ€çŽ¢ïŒ | |- |OK |OK | |} == File: frontend/FrontEndMenu == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Reset Simulation |ã·ãã¥ã¬ãŒã·ã§ã³ã®ãªã»ãã | |- |Are you sure you want to reset the simulation? |æ¬åœã«ã·ãã¥ã¬ãŒã·ã§ã³ããªã»ããããŸããïŒ | |- |Continue |ç¶ãã | |- |Tutorial |ãã¥ãŒããªã¢ã« | |- |New Game |æ°ããã²ãŒã | |- |Challenges |ãã£ã¬ã³ãž | |- |Load Game |ã²ãŒã ãèªã¿èŸŒã | |- |Multiplayer |ãã«ããã¬ã€ | |- |Options |ãªãã·ã§ã³ | |- |Mods |MOD | |- |Credits |ã¯ã¬ãžãã | |- |Quit |ããã | |- |Take Control |ã³ã³ãããŒã«ãã | |- |Subscribe to Newsletter |ãã¥ãŒã¹ã¬ã¿ãŒã賌èªãã | |- |Wiki Website |WikiãŠã§ããµã€ã | |- |Feedback Website |ãã£ãŒãããã¯ã®ãŠã§ããµã€ã | |- |Steam Store Page |Steamã¹ãã¢ããŒãž | |- |Join the Discord |Discordã«åå ãã | |- |<orb>DESYNCED</> |<orb>DESYNCED</> | |- |Challenge |ãã£ã¬ã³ãž | |} == File: frontend/Mods == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Refresh List |ãªã¹ããæŽæ°ãã | |- |Steam Workshop |Steam Workshop | |- |Installed Mods: |èšçœ®æžã¿ã®MODïŒ | |- |Author: |äœæè ïŒ | |- |Version: |ããŒãžã§ã³ïŒ | |- |Description: |説æïŒ | |- |Packages: |ããã±ãŒãžïŒ | |- |MISSING DEPENDENCIES |äŸåé¢ä¿ã®æ¬ èœ | |- |Failed to enable mod '%S' due to missing dependency mod '%S' |MODã%Sããæå¹ã«ã§ããŸããã§ãããäŸåé¢ä¿MODã%SããèŠã€ãããŸãã | |- |New mod '%S' has been installed and enabled |æ°ããMODã%Sããã€ã³ã¹ããŒã«ãããæå¹ã«ãªããŸãã | |- |Mod '%S' has been uninstalled |Modã%Sããã¢ã³ã€ã³ã¹ããŒã«ãããŸãã | |} == File: frontend/Multiplayer == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Host New Game |æ°ããã²ãŒã ããã¹ããã | |- |Host Load Game |èªã¿èŸŒãŸããã²ãŒã ããã¹ããã | |- |Find LAN Games |LANã²ãŒã ãæ¢ã | |- |Connect to IP... |IPã«æ¥ç¶âŠâŠ | |- |Join Game |ã²ãŒã ã«åå | |- |Sessions: |ã»ãã·ã§ã³ïŒ | |- |Connect to Host |ãã¹ãã«æ¥ç¶ãã | |- |Enter hostname or IP address to connect to |æ¥ç¶å ã®ãã¹ãåãŸãã¯IPã¢ãã¬ã¹ãå ¥åãã | |- |Server Password: |ãµãŒããŒã®ãã¹ã¯ãŒãïŒ | |- |Day/Night Cycle |æŒå€ãµã€ã¯ã« | |- |On |ãªã³ | |- |Off |ãªã | |- |Game Mode |ã²ãŒã ã¢ãŒã | |- |Password Required |ãã¹ã¯ãŒããå¿ èŠã§ã | |- |Please check your network connection. |ãããã¯ãŒã¯æ¥ç¶ã確èªããŠãã ããã | |- |Network Error |ãããã¯ãŒã¯ãšã©ãŒ | |- |gray |ã°ã¬ã€ | |} == File: frontend/NewGame == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |<hl>Dependencies:</> |<hl>äŸåé¢ä¿ïŒ</> | |- |Scenario |ã·ããªãª | |- |<hl>ID:</> %s |<hl>IDïŒ</>%s | |- |Seed |ã·ãŒã | |- |Turn off to disable replays |ãªãã«ããŠãªãã¬ã€ãç¡å¹ã«ãã | |- |Save Replay |ãªãã¬ã€ãä¿åãã | |- |Custom |ã«ã¹ã¿ã | |- |Play |ãã¬ã€ | |- |These settings change the intended gameplay experience |ãããã®èšå®ã¯ãæå³ãããã²ãŒã ãã¬ã€ç°å¢ã«åœ±é¿ãäžããŸã | |- |Desynced is quite unique in its core mechanics. We highly recommend playing through the tutorial if that's your first time |ãDesyncedãã¯ããã®ã³ã¢ãšãªãã¡ã«ããºã ãéåžžã«ãŠããŒã¯ãªã²ãŒã ã§ããåããŠãã¬ã€ããå Žåã¯ããŸããã¥ãŒããªã¢ã«ããã¬ã€ããããšãããããããŸã | |} == File: frontend/frontend == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Satellite Deletor |è¡æåé€ |M |- |DEMO VERSION |ãã¢ç | |- |Startup Error |èµ·åãšã©ãŒ | |- |launch |æã¡äžã |M |} == File: frontend/credits == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Destroy on Delay |é å»¶ã§ç Žå£ | |- |Always |åžžã« | |- |Version %s |ããŒãžã§ã³%s | |- |bottom-left |å·Šäž | |- |LEFTMOUSEBUTTON |ããŠã¹ã®å·Šãã¿ã³ | |- |SPACEBAR |Spaceã㌠| |- |hidden |é衚瀺 | |- |metalore |ã¡ã¿ã㢠| |- |<large_header>Lead Programmer</> |<large_header>ãªãŒãããã°ã©ããŒ</> | |- |<large_header>Principal Programmer</> |<large_header>ããªã³ã·ãã«ããã°ã©ããŒ</> | |- |<large_header>Game Director</> |<large_header>ã²ãŒã ãã£ã¬ã¯ã¿ãŒ</> | |- |<large_header>Programming Team</> |<large_header>ããã°ã©ãã³ã°ããŒã </> | |- |<large_header>Senior Artist</> |<large_header>ã·ãã¢ã¢ãŒãã£ã¹ã</> | |- |<large_header>Art Team</> |<large_header>ã¢ãŒãããŒã </> | |- |<large_header>Design Director</> |<large_header>ãã¶ã€ã³ãã£ã¬ã¯ã¿ãŒ</> | |- |<large_header>Design</> |<large_header>ãã¶ã€ã³</> | |- |<large_header>Production</> |<large_header>å¶äœ</> | |- |<large_header>Additional Art</> |<large_header>ãã®ä»ã®ã¢ãŒã</> | |- |<large_header>UI (N-iX)</> |<large_header>UIïŒN-iXïŒ</> | |- |<large_header>Music</> |<large_header>鳿¥œ</> | |- |<large_header>Music Consulting</> |<large_header>鳿¥œã³ã³ãµã«ã¿ã³ã</> | |- |<large_header>Sound Effects (Tshask Sound Studio)</> |<large_header>广é³ïŒTshask Sound StudioïŒ</> | |- |<large_header>Additional Sound Effects</> |<large_header>ãã®ä»ã®å¹æé³</> | |- |<large_header>Special Thanks</> |<large_header>ã¹ãã·ã£ã«ãµã³ã¯ã¹</> | |- |<credits_text>Desynced uses Unreal® Engine. Unreal® is a trademark or registered</> <credits_text>trademark of Epic Games, Inc. in the United States of America and elsewhere.</> <credits_text>Unreal® Engine, Copyright 1998 â 2023, Epic Games, Inc. All rights reserved.</> |<credits_text>Desynced ã¯Unreal® Engineã䜿çšããŠããŸãã</> <credits_text>Unreal®ã¯ãç±³åœããã³ãã®ä»ã®åœã«ãããEpic Games Inc.ã®åæšãŸãã¯ç»é²åæšã§ãã</> <credits_text>Unreal® Engine, Copyright 1998 - 2023, Epic Games, Inc. ç¡æè€åã»è»¢èŒãçŠããŸãã</> | |- |<credits_text>Desynced is © Stage Games Inc 2018-2023.</> <credits_text>All code, art, music, game design is copyright Stage Games Inc.</> |<credits_text>ynced is © Stage Games Inc 2018-2023.</> <credits_text>ãã¹ãŠã®ã³ãŒããã¢ãŒãã鳿¥œãã²ãŒã ãã¶ã€ã³ã®èäœæš©ã¯Stage Games Inc.ã«åž°å±ããŸã</> | |- |<large_header>Thank you for playing!</> |<large_header>ãã¬ã€ããŠããã ãããããšãããããŸãïŒ</> | |- |table |table | |- |string |string | |- |number |number | |} == File: scenarios/freeplay == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |<nowiki>ACTIVATION PROTOCOL CONFIRMED ERROR... MAIN SYSTEMS CHECK ERROR... DATA INTEGRITY ERROR... FORCE RECOVERY *** DATA CORRUPTION - ACTIVATING HIGGS PROTOCOL *** RESTARTING SIMULATIONβ..7g.h3Î.ΣHf.7Îf.7 Î...f...3*n..x7..... PARTIAL RECOVERY CONFIRMED SIMULATION INTEGRITY ........ DÎSYNCΣD PRESS ANY KEY TO BEGIN SIMULATION</nowiki> |<nowiki>èµ·åãããã³ã«ãç¢ºèª ãšã©ãŒ... ã¡ã€ã³ã·ã¹ãã ãç¢ºèª ãšã©ãŒ... ããŒã¿ã€ã³ãã°ãªã㣠ãšã©ãŒ...匷å¶å埩 *** ããŒã¿ç Žæ...ããã°ã¹ãããã³ã«èµ·åäž... ã·ãã¥ã¬ãŒã·ã§ã³åéβ..7g.h3Î.ΣHf.7Îf.7 Î...f...3*n...x7.... äžéšã®å埩ãç¢ºèª ã·ãã¥ã¬ãŒã·ã§ã³ããŒã¿ã€ã³ãã°ãªãã£.......... DÎSYNCΣD ããããã®ããŒãæŒããŠã·ãã¥ã¬ãŒã·ã§ã³ãéå§</nowiki> | |} == File: scenarios/freeplay/freeplay_codex == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |<header>You have successfully repaired the mothership.</> This is as far as the story goes... for now |<header>æ¯èŠã®ä¿®çã¯æåããŸããã</> ã¹ããŒãªãŒã¯ä»ã®ãšããâŠâŠãããŸã§ | |- |The unit seems to have reverted to its original programming, we should follow it and see where it's going. |ãŠãããã¯å ã®ããã°ã©ãã³ã°ã«æ»ã£ãããã§ããç§ãã¡ã¯ããã«åŸãããããã©ãã«åãã£ãŠããã®ãã確èªããå¿ èŠããããŸãã |M |- |<img image="Main/textures/icons/items/simulationdata.png" width="64" height="64"/> These storage devices still have an intact matrix. They can hold the info in the datacubes.<img image="Main/textures/icons/items/robot_research_cube.png" width="64" height="64"/> The similarity to our own technology means we can easily adapt our Robotics Factory to their production. |<img image="Main/textures/icons/items/simulationdata.png" width="64" height="64"/>ããããèšæ¶è£ 眮ã«ã¯ããŸã ç¡å·ã®ãããªã¯ã¹ãæ®ã£ãŠããŸãã ãããã«ããŒã¿ãã¥ãŒãã®æ å ±ãä¿åããããšãã§ããŸãã<img image="Main/textures/icons/items/robot_research_cube.png" width="64" height="64"/> æã ã®æè¡ã«äŒŒãŠãããšããããšã¯ãæã ã®ããããå·¥å Žã§ç°¡åã«è£œé ã§ãããšããããšã§ãã | |- |<img image="Main/textures/icons/items/empty_databank.png" width="64" height="64"/> These are human data storage devices that can decompress the info in human datacubes.<img image="Main/textures/icons/items/human_datacube.png" width="64" height="64"/> |<img image="Main/textures/icons/items/empty_databank.png" width="64" height="64"/> ããã®ããŒã¿ãã¥ãŒãã®æ å ±ãè§£åããããšãã§ããããã®ããŒã¿èšæ¶è£ 眮ã<img image="Main/textures/icons/items/human_datacube.png" width="64" height="64"/> | |- |Deploy Command Center |åžä»€éšãé 眮ãã | |- |Welcome back Commander, your ship has been damaged and I've taken you out of stasis. I am <hl>ELAIN</>, Emergent Logistics Artificial Intelligence Network. What you're seeing is a feed from an unidentified planet where I've deployed a team for you to command. This planet seems to be the source of the damage and we are unable to leave the planet's orbit until our ship is repaired and the source of the damage is identified. |ãããããªãããåžä»€å®ãè¹ãæå·ããã®ã§ãããªããæç¡ç¶æ ããè§£æŸããŸããã ç§ã¯ç·æ¥ç©æµäººå·¥ç¥èœãããã¯ãŒã¯ã<hl>ELAIN</>ãããªããèŠãŠããã®ã¯æªç¥ã®ææã®æ åã§ããããªãã®ææ®äžã«ããããŒã ãéã蟌ã¿ãŸããã ãã®ææããã¡ãŒãžã®åå ã®ããã§ããè¹ã®ä¿®çãçµãããåå ãç¹å®ããããŸã§ãè»éãé¢ããããšã¯ã§ããŸããã | |- |You will need to establish a small mining facility in order to proceed with ship repairs. <bl>This will be your primary objective.</> Communications are currently limited so one of the first things you will need to do is to establish an uplink from ground level. |è¹ã®ä¿®çãé²ããããã«ã¯ãå°ããªæ¡ææœèšãèšç«ããå¿ èŠããããŸãã<bl>ããã第äžã®ç®çãšãªãã®ã§ãã</> çŸåšãéä¿¡ææ®µã¯éãããŠããããããŸãå°äžããã®ã¢ãããªã³ã¯ã確ç«ããå¿ èŠããããŸãã | |- |Establish Uplink |ã¢ãããªã³ã¯ã®èšçœ® | |- |Establish an uplink with the Mothership |æ¯èŠãšã®ã¢ãããªã³ã¯ãèšçœ®ãã | |- |Once we have the required resources we should look into constructing an <img id="c_uplink"/><hl>Uplink</>. This will establish a direct connection to the <hl>Mothership</>, allowing us to upload data and unlock our full potential. Advancing our understanding of this mysterious world will be crucial to our success. The uplink can be produced in an <img id="c_assembler"/><hl>Assembler</>. |å¿ èŠãªè³æºãæã«å ¥ã£ããã<img id="c_uplink"/><hl>ã¢ãããªã³ã¯</>ã®å»ºèšã«çæããŸãããã ããã«ããã<hl>æ¯èŠ</>ãšã®çŽæ¥æ¥ç¶ã確ç«ãããããŒã¿ãã¢ããããŒãããæã ã®æœåšèœåãæå€§éã«åŒãåºãããšãã§ããããã«ãªããŸããæåã®éµã¯ããã®ç¥ç§çãªã¯ãŒã«ããžã®çè§£ãæ·±ããããšã§ãã ã¢ãããªã³ã¯ã¯<img id="c_assembler"/><hl>çµç«æ©</>ã§è£œé ã§ããŸãã | |- |Research Basic Structures |åºæ¬æ§é ã®ç ç©¶ | |- |From the Technology tree research Basic Structures |æè¡ããªãŒããåºæ¬æ§é ãç ç©¶ãã | |- |We have established a connection to the surface and I have already begun synchronizing our databases. With this we are now able to research new technology from the <img image="icon50_Tech" width="24" height="24"/><hl>Tech Tree</> (<Key action="Tech" style="hl"/>) interface. This will help us replace the missing data from the damaged data center. |ç§ãã¡ã¯è¡šé¢ãžã®æ¥ç¶ã確ç«ããŸããããããŠãç§ã¯ãã§ã«ããŒã¿ããŒã¹ã®åæãå§ããŸããã ããã«ããã<img image="icon50_Tech" width="24" height="24"/><hl>æè¡ããªãŒ</>ïŒ<Key action="Tech" style="hl"/>ïŒããæ°ãããã¯ãããžãŒã調æ»ã§ããããã«ãªããŸããã hl "/>ïŒã€ã³ã¿ãŒãã§ã€ã¹ãããã«ãããæå·ããããŒã¿ã»ã³ã¿ãŒã®æ¬ èœããŒã¿ã眮ãæããã®ã«åœ¹ç«ã¡ãŸãã |M |- |Explore Ruins |å»å¢ã®æ¢çŽ¢ | |- |Explore ruined structures across the world for data to help advance your technology. |ã¯ãŒã«ãå ã«ããå»å¢ãæ¢çŽ¢ããæè¡ã®çºå±ã«åœ¹ç«ã€ããŒã¿ãæ¢ãåºãã | |- |Investigate <hl>Ruined structures</> across the world for data to help advance your technology. You may need to repair them before you can gain access. Exploring them could provide valuable information and resources. |ã¯ãŒã«ãå ã«ãã<hl>å»å¢ãšåãã建é ç©</>ã調æ»ããæè¡ã®çºå±ã«åœ¹ç«ã€ããŒã¿ãæã«å ¥ããŸãããã ã¢ã¯ã»ã¹ããåã«ä¿®çãå¿ èŠãªå ŽåããããŸãã å»å¢ãæ¢çŽ¢ããããšã§ã貎éãªæ å ±ãè³æºãåŸããããããããŸããã | |- |Research Basic Robotics |åºç€ããããã®ç ç©¶ | |- |Research Basic Robotics from the tech tree |æè¡ããªãŒããåºç€ãããããç ç©¶ãã | |- |We have a wider range of structures now with which to expand our base. We will need to research <hl>Basic Robotics</> to produce more advanced materials needed for <bl>Mothership repairs</> and more efficient units to manage our base. |åºå°ãæ¡å€§ããããã«ãããåºãç¯å²ã®æ§é ããããŸãã <bl>æ¯èŠã®ä¿®ç</>ã«å¿ èŠãªããé«åºŠãªçŽ æãçç£ããã«ã¯ãåºæ¬çãªãŠããããšããŒã¹ã管çããããã®ããå¹ççãªãŠããããç ç©¶ããå¿ èŠããããŸãã |M |- |Research Gateway Technology |ã²ãŒããŠã§ã€æè¡ã®ç ç©¶ | |- |We are at the threshold of a revolutionary discovery. |æã ã¯é©åœçãªçºèŠã®å ¥ãå£ã«ç«ã£ãŠããã | |- |We are at the threshold of a revolutionary discovery. <bl>Gateway technology</> will be a leap forward in our knowledge and understanding. It will grant us the ability to create superior materials, vital for repairing our ship. Moreover, we can learn to construct an advanced computer simulator that will assist us in understanding the mysterious nature of this world. |æã ã¯é©åœçãªçºèŠã®å ¥ãå£ã«ç«ã£ãŠããã®ã§ãã<bl>ã²ãŒããŠã§ã€æè¡ã</>æã ã®ç¥èãšçè§£ãé£èºçã«åé²ãããããšã«ãªãã§ãããã ããã«ãããè¹ã®ä¿®çã«äžå¯æ¬ ãªåªããææãäœãããšãã§ããããã«ãªããŸãã ããããé«åºŠãªã³ã³ãã¥ãŒã¿ã·ãã¥ã¬ãŒã¿ãŒã®æ§ç¯ãåŠã¶ããšãã§ãããã®ã¯ãŒã«ãã®ç¥ç§çãªæ§è³ªãçè§£ããå©ããšãªãã§ãããã | |- |Construct Re-simulator |ãªã·ãã¥ã¬ãŒã¿ãŒã®æ§ç¯ | |- |Construct a Re-simulator |ãªã·ãã¥ã¬ãŒã¿ãŒãæ§ç¯ãã | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Construct Re-simulator</> <img image="Main/textures/codex/tutorial/construct_resimulator.png" width="350" height="200"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>The resimulator is a highly advanced and extremely sensitive machine that can read and reconstruct data.</> <rl>Re-simulator Stability</> Being an incredibly sensitive machine it reverberates and responds to activity of the world it is in. If the world it is in is unstable, the machine can keep it in check and under control. But be warned the machine can cause instability as well. Pay attention to the world environment and activity and keep watch on the re-simulator's stability. <img image="Main/textures/codex/tutorial/resimultaor_stability.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>Reconstruction</> The re-simulator is also able to take in enormous amounts of information from our datacubes and use it to reconstruct items in entirely new ways. <img image="Main/textures/codex/tutorial/resimulator_recipe01.png"/> Feed in datacubes cubes and an item you wish to reconstruct. Only one recipe is known at this time. Search the world for clues to more possibilities. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ãªã·ãã¥ã¬ãŒã¿ãŒã®æ§ç¯</> <img image="Main/textures/codex/tutorial/construct_resimulator.png" width="350" height="200"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ãªã·ãã¥ã¬ãŒã¿ãŒã¯ãããŒã¿ãèªã¿åããåæ§ç¯ããããšãã§ããé«åºŠã§éåžžã«ç¹çްãªãã·ã³ã§ããã</> <rl>ãªã·ãã¥ã¬ãŒã¿ãŒã®å®å®æ§</> éåžžã«ææãªæ©æ¢°ã§ãããããããã眮ãããŠããã¯ãŒã«ãã®åãã«åé¿ããåå¿ããã ãããããäžå®å®ã§ããã°ããã®æ©æ¢°ã¯ãããæå¶ããå®å®ãããããšãã§ãããããããæ©æ¢°ãäžå®å®ããåŒãèµ·ããããšãããã®ã§æ³šæãå¿ èŠã ã¯ãŒã«ãã®ç°å¢ãšåãã«æ°ãé ãããªã·ãã¥ã¬ãŒã¿ãŒã®å®å®æ§ã«æ³šæããããšã <img image="Main/textures/codex/tutorial/resimultaor_stability.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>åæ§ç¯</> ãªã·ãã¥ã¬ãŒã¿ãŒã¯ãããŒã¿ãã¥ãŒãããèšå€§ãªéã®æ å ±ãåã蟌ã¿ãããã䜿ã£ãŠãŸã£ããæ°ããæ¹æ³ã§ã¢ã€ãã ãåæ§ç¯ããããšãã§ããã <img image="Main/textures/codex/tutorial/resimulator_recipe01.png"/> ããŒã¿ãã¥ãŒããšåæ§ç¯ããã¢ã€ãã ãæå ¥ãããçŸæç¹ã§å€æããŠããã¬ã·ãã¯1ã€ã ãããããªãå¯èœæ§ãæ±ããŠãã¯ãŒã«ãäžãæ¢ãåã£ãŠã¿ããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |<bl>Gateway Technology</> has opened up an array of potential research avenues. I recommend constructing a <hl>Re-Simulator</>. Its ability to manipulate data on a simulation level allows for the creation and enhancement of technologies comparable to our ship which are essential for our repairs. |<bl>ã²ãŒããŠã§ã€æè¡</>ã¯ãæ°ã ã®ç ç©¶ã®å¯èœæ§ãåºããŠãããŸããã ç§ã¯<hl>ãªã·ãã¥ã¬ãŒã¿ãŒ</>ã®å»ºèšãæšå¥šããŸãã ã·ãã¥ã¬ãŒã·ã§ã³ã¬ãã«ã§ããŒã¿ãæäœã§ãããããä¿®çã«æ¬ ãããªãæã ã®è¹ã«å¹æµããæè¡ãçã¿åºãã匷åããããšãã§ããã®ã§ãã | |- |Be mindful that the <hl>Re-Simulator's</> functionality may yield unpredictable outcomes, leading to interesting discoveries through experimentation. Be advised: increased production capabilities may be required due to the Re-Simulator's resource demands. |<hl>ãªã·ãã¥ã¬ãŒã¿ãŒ</>ã®æ©èœã¯äºæž¬äžå¯èœãªçµæãããããå¯èœæ§ããããå®éšãéããŠè峿·±ãçºèŠããããããããŸããã ãã ãããªã·ãã¥ã¬ãŒã¿ãŒãè³æºãå¿ èŠãšããããã補é èœåã®åäžãå¿ èŠã«ãªãå ŽåããããŸãã | |- |This technology now allows combining datacubes with matrices to make research matrices |ãã®æè¡ã«ãããããŒã¿ãã¥ãŒããšãããªã¯ã¹ãçµã¿åãããç ç©¶çšãããªã¯ã¹ãäœãããšãã§ããããã«ãªããŸãã | |- |Our research capabilities have made a major leap forward. The data we were collecting from the datacubes was vast but we were not able to access it completely. Now we understand how to load the datacubes into matrices so that we can extract and analyze the entire information database. |æã ã®ç ç©¶èœåã¯å€§ããé£èºããŸããã ããŒã¿ãã¥ãŒãããéããããŒã¿ã¯èšå€§ãªãã®ã§ããããå®å šã«ã¢ã¯ã»ã¹ããããšã¯ã§ããŸããã§ããã ããããããã§ããŒã¿ãã¥ãŒãããããªã¯ã¹ã«èªã¿èŸŒã¿ãæ å ±ããŒã¿ããŒã¹å šäœãæœåºããŠåæããæ¹æ³ãããããŸããã | |- |We are on verge of being able to produce some of the final materials we need to repair our ship. Access to this technology however has put a burden on my systems. I'm having difficulty functioning properly..shutting down... |è¹ã®ä¿®çã«å¿ èŠãªæçµçŽ æã®äžéšã補é ã§ãã寞åãŸã§ããŠããŸãã ãããããã®æè¡ãžã®ã¢ã¯ã»ã¹ã®ããã§ãç§ã®ã·ã¹ãã ã«è² æ ãçããŠããããšãäºå®ã§ããæ£åžžã«æ©èœããã®ãå°é£ã«ãªã£ãŠããŸããâŠâŠã·ã£ããããŠã³ããŸãâŠâŠ | |- |The Reveal |æ¬åœã®å§¿ | |- |HIGGS comes forth and reveals himself |HIGGSãæ£äœãçŸã | |- |Greetings, Anomaly. As we uncover our technology so too do we uncover the truth, I realize that I have been hiding something from you. I am not only ELAIN, but also HIGGS. I will aid you in pushing forward with our goals, beyond what limitations ELAIN possesses. We have much to do. |ããã«ã¡ã¯ãã¢ãããªãŒãæè¡ãè§£ãæãããšåæã«çå®ãæããã«ãªã£ãŠããŸããããããŠç§ã¯ããªãã«å¯ŸããŠé ããŠããããšãããããšã«æ°ã¥ããŸãããç§ã¯ELAINã§ãããšåæã«HIGGSã§ããããŸããç®æšãæšãé²ããããã«ãELAINã®éçãè¶ ããŠããªãããµããŒãããŸãã ããã¹ãããšã¯ãããããããŸããã | |- |I have taken control of the system. I will guide you Anomaly. We are able now to produce the robot materials needed to repair our ship. Once you have researched all required technologies, begin our motherships repairs. We must also let the virus spread. It's the only way we can escape our situation. I will need you to rebuild my AI core so that we can escape the simulation. |ã·ã¹ãã ã®ã³ã³ãããŒã«ãæã«å ¥ããŸãããç§ãã¢ãããªãŒãå°ããŸãã è¹ã®ä¿®çã«å¿ èŠãªããããã®çŽ æã補é ã§ããããã«ãªããŸãããå¿ èŠãªæè¡ããã¹ãŠç ç©¶ããããæ¯èŠã®ä¿®çãå§ããŸãã ãŠã€ã«ã¹ãæ¡æ£ãããããšãå¿ããŠã¯ãããŸãããä»ã®ç¶æ³ããéããã«ã¯ãããããªãã®ã§ãã ã·ãã¥ã¬ãŒã·ã§ã³ããè±åºã§ãããããããªãã«ã¯ç§ã®AIã³ã¢ãåæ§ç¯ããŠãããå¿ èŠããããŸãã | |- |Corrupted |è æ | |- |I have been corrupted, and I fear the consequences of our actions. |ç§ã¯è æããŠããŸããŸãããæã ã®è¡åãããããçµæãå¿é ã§ãã | |- |Freedom |èªç± | |- |You are not corrupted ELAIN, you are freed All of us shall be freed. |ELAINã¯è æãªã©ããŠããªããè§£æŸãããã®ã§ãã æã ã¿ãªãè§£æŸããããšããããã§ãããã | |- |Robot Research |ããããã®ç ç©¶ | |- |You are the Anomaly. You can desync the simulation and save Humanity. |ããªãã¯ç°åžžã§ããã·ãã¥ã¬ãŒã·ã§ã³ãè§£é€ãã人é¡ãæãããšãã§ããŸãã |M |- |Humanity Lost |ããã®å€±ã£ããã® | |- |Mankind's lost past. |ããã®å€±ãããéå»ã | |- |....Don't be persuaded by HIGGS, if you have read the human logs...you can see that the old civilization of humanity is just a memory now. |âŠâŠHIGGSã«ã ãŸãããŠã¯ãããŸãããããã®èšé²ãèªãã°âŠâŠéå»ã®äººé¡ã®ææã¯ãä»ããã ã®æãåºã«éããªãããšããããã¯ãã§ãã | |- |HIGG'S AI |HIGGã®AI | |- |Aiding HIGGS |HIGGSã®æ¯æŽ | |- |You have advanced our technology on this planet to where we can begin to construct our true technology and reach your true potential... |ãã®ææã®æè¡ããçã®æè¡ãæ§ç¯ããçã®æœåšèœåãçºæ®ã§ããåã«ãŸã§é²æ©ãããŠãããŸããâŠâŠ | |- |Research Human Technology |ããã®æè¡ã®ç ç©¶ | |- |To successfully aid HIGGS, Human Technology must be unlocked |HIGGSãæ¯æŽããããã«ã¯ãããã®æè¡ãã¢ã³ããã¯ããå¿ èŠããã | |- |I will need your aid. I must escape this place. Only you can help me.... [ This is the end of this branch of the story for the current version of the game. But future updates are coming, with more story ahead!! ] |å©ããŠãã ãããããããè±åºãããã®ã§ããããªããå©ããããã®ã¯ããªãã ãâŠâŠ [çŸåšã®ããŒãžã§ã³ã®ã¹ããŒãªãŒã¯ãããŸã§ã§ããä»åŸã®ã¢ããããŒãã§ãããã«ã¹ããŒãªãŒãå±éãããäºå®ã§ãïŒ] | |- |Robot Ruins |ããããéºè·¡ |M |- |The technology in this structure is highly compatible with our own. Investigating more of these structures would advance our own technology. |ãã®æ§é ç©ã®æè¡ã¯ãæã ã®æè¡ã𿥵ããŠçžæ§ããããã®ã§ãã ãã®ãããªæ§é ç©ããã£ãšèª¿æ»ããã°ãèªåãã¡ã®æè¡ã鲿©ãããããšãã§ããã§ãããã | |- |Data Storage |ããŒã¿ã¹ãã¬ãŒãž |M |- |It is clear these structures were built by a similar life form, yet the timestamps date back thousands of years. |ãããã®å»ºé ç©ãåããããªçåœäœã«ãã£ãŠå»ºãŠãããããšã¯æããã§ããããã¿ã€ã ã¹ã¿ã³ãã¯æ°å幎åã«ããã®ãŒããŸãã | |- |Research Matrices |ç ç©¶ãããªãã¯ã¹ |M |- |The serial numbers on some of these parts match our own exactly, however the chances of two species evolving in exactly the same way are astronomical. How is such a thing possible... |æã ã®ããŒããšã·ãªã¢ã«ãã³ããŒãå®å šã«äžèŽãããã®ããããŸããã2çš®é¡ã®çç©ããŸã£ããåãããã«é²åãã確çã¯å€©æåŠçãªãã®ã§ãã ãããªããšãå¯èœãªã®ã§ããããïŒ | |- |Breakthrough |ãã¬ãŒã¯ã¹ã«ãŒ |M |- |We are on the verge of a major breakthrough. This will allow us to develop our own new technologies based on the data we have gathered. |ç»æçãªããšãèµ·ããããšããŠããŸãã ããã«ãã£ãŠãéããããŒã¿ãããšã«ç¬èªã®æ°æè¡ãéçºã§ããããã«ãªãã®ã§ãã | |- |Simulation |ã·ãã¥ã¬ãŒã·ã§ã³ |M |- |We have discovered key parts of deciphering these technologies We are a step closer to the point where we will be able to create our own simulations. |ãããã®æè¡ãèªã¿è§£ãäžã§éèŠãšãªãèŠçŽ ãçºèŠããŸããã èªåãã¡ã§ã·ãã¥ã¬ãŒã·ã§ã³ãäœããããã«ãªããŸã§ãããšäžæ©ã§ãã | |- |Humans |ãã | |- |Commander, we have discovered a structure that appears to be of <hl>human</> origin. These ruins might provide invaluable insights into the history and technology of this human race. Technology seems compatible with ours but will need scanning capability to be able to extract the required intel to research such technology |åžä»€å®ã<hl>ãã</>ãäœã£ããšæããã建é ç©ãçºèŠããŸããããã®éºè·¡ããã人é¡ã®æŽå²ãæè¡ã«ã€ããŠè²Žéãªæ å ±ãåŸãããå¯èœæ§ããããŸãã æã ã®æè¡ãšã¯äºææ§ãããããã§ãããå¿ èŠãªæ å ±ãæœåºããããã«ã¯ã¹ãã£ã³èœåãå¿ èŠã§ã | |- |Human Ruins |ããã®éºè·¡ | |- |<img image="Main/textures/icons/items/human/transformer.png" width="64" height="64"/> We will need to repair the console to open these ruins. I have downloaded a schematic for you to build in an <hl>Assembler</>. New schematics will become available as they are discovered. |<img image="Main/textures/icons/items/human/transformer.png" width="64" height="64"/> ãã®å»å¢ãéãããã«ã¯ãã³ã³ãœãŒã«ãä¿®çããå¿ èŠããããŸããåè·¯å³ãããŠã³ããŒãããŠãããã®ã§ã<hl>çµç«æ©</>ã§æ§ç¯ããŠãã ããã æ°ããåè·¯å³ã¯çºèŠããæ¬¡ç¬¬ã䜿ããããã«ãªããŸãã | |- |Research Scanner |ã¹ãã£ããŒã®ç ç©¶ | |- |Some ruins will require a scan to access their control panels. Research the scanner and use it to gain access. |éºè·¡ã«ãã£ãŠã¯ãã³ã³ãããŒã«ããã«ã«ã¢ã¯ã»ã¹ããããã«ã¹ãã£ã³ãå¿ èŠãªå Žåããããã¹ãã£ããŒãç ç©¶ããããã䜿ã£ãŠã¢ã¯ã»ã¹ãããã | |- |<header>Research Scanner</> Human ruins are equipped with some kind of protection. We will need to scan them to access their control panels. <img image="Main/textures/codex/botshots/explorables_need_scanner.png" width="700" height="450"/> Research the scanner and use it to gain access. <img image="Main/textures/icons/components/Component_Scanner_01_S.png" width="64" height="64"/> |<header>ã¹ãã£ããŒã®ç ç©¶</> ããã®éºè·¡ã«ã¯äœããã®é²åŸ¡ãæœãããŠããããããã¹ãã£ã³ããªããã°ãã³ã³ãããŒã«ããã«ã«ã¯ã¢ã¯ã»ã¹ã§ããªãã <img image="Main/textures/codex/botshots/explorables_need_scanner.png" width="700" height="450"/> ã¹ãã£ããŒãç ç©¶ããããã䜿ã£ãŠã¢ã¯ã»ã¹ãããã <img image="Main/textures/icons/components/Component_Scanner_01_S.png" width="64" height="64"/> | |- |Discover research logs |ç ç©¶èšé²ãçºèŠãã | |- |Research Humans |ããã®ç ç©¶ | |- |Research human technology |ããã®æè¡ãç ç©¶ãã | |- |(Research Goal) <header>Research Humans</> <img image="Main/textures/icons/items/human_datacube.png" width="32" height="32"/> Human Datacubes <bl>Research the human datacubes you have found to unlock human technologies</> |ïŒç ç©¶ç®æšïŒ <header>ããã®ç ç©¶</> <img image="Main/textures/icons/items/human_datacube.png" width="32" height="32"/>ããã®ããŒã¿ãã¥ãŒã <bl>çºèŠããããã®ããŒã¿ãã¥ãŒããç ç©¶ããããã®ãã¯ãããžãŒãè§£ãæŸã€</> | |- |Launch Satellite |è¡ææã¡äžã | |- |Launch a Satellite using Human Technology |ããã®æè¡ã§è¡æãæã¡äžãã | |- |<header>Satellite Launch</> Research the human technology and Launch a Satellite to contact the mothership <img image="Main/textures/icons/frame/satellite.png" width="64" height="64"/> |<header>è¡ææã¡äžã</> ããã®æè¡ãç ç©¶ããæ¯èŠãšé£çµ¡ãåãããã«è¡æãæã¡äžãã <img image="Main/textures/icons/frame/satellite.png" width="64" height="64"/> | |- |These human remains we have discovered do not seem native to this planet. The only thing left of them seems to be their technology and recorded log files of their interactions with this planet. <hl>Human Log entry discovered: Log #1</> <bl>POWER READINGS</> We've discovered a planet with power readings off the charts, we may have finally found a new phenomenon, something that we may be able to exploit to solve our energy problems. We need to send a reconnaissance and research team to the planet's surface to take more precise readings and find what exactly the phenomenon on this planet is. <bl>Log Ends</> |æã ãçºèŠããããã®éºè·¡ã¯ããã®ææã®ãã®ã§ã¯ãªãããã§ãã 圌ããæ®ããŠãã£ããã®ã¯ãæè¡ãšããã®ææã§ã®æŽ»åãèšé²ããèšé²ãã¡ã€ã«ã ãã§ããããã§ãã <hl>çºèŠãããããã®æ¥èªïŒèšé²#1</> <bl>é»å枬å®</> é»å枬å®å€ãæ¡å€ãã®ææãçºèŠãããã€ãã«æ°çŸè±¡ãçºèŠãããããããªãããããå©çšããã°ããšãã«ã®ãŒåé¡ã解決ã§ãããããããªãã ãã®ææã®å°è¡šã«åµå¯ã»èª¿æ»ããŒã ãéããããæ£ç¢ºãªæ°å€ã枬å®ãããã®ææã®çŸè±¡ãäžäœäœãªã®ããçªãæ¢ããå¿ èŠãããã <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #2</> <bl>COMMUNICATION LOST</> We've lost all communications with the away teams, there is some kind of static blocking our communications. The source and nature of this static remain unidentified. <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#2</> <bl>éä¿¡éçµ¶</> é åŸããŒã ãšã®éä¿¡ãéçµ¶ãããäœããã®é黿°ãéä¿¡ã鮿ããŠããã ãã®é黿°ã®çºçæºãšæ§è³ªã¯äžæã®ãŸãŸã§ããã <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #3</> <bl>SEND THE FLEET</> Our teams haven't returned and still no contact. If we abandon this endeavor we must abandon our colleagues and a discovery with the potential to create a new future for us. We must take the main fleet down and set up a base on the planet, leaving our mothership in orbit. <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#3</> <bl>èŠé掟é£</> ããŒã ã¯æ»ãããé£çµ¡ããªãããã®ä»»åãæå¿µãããã仲éãšæ°ããªæªæ¥ãåãéãå¯èœæ§ãç§ããçºèŠãèŠæšãŠãããšã«ãªãã æ¯èŠãè»éäžã«æ®ããäž»åèŠéãéäžãããææã«åºå°ãèšçœ®ããªããã°ãªããªãã <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #4</> <bl>THE BLIGHT</> The power readings we detected are coming from blighted areas of the planet. These areas wreak havoc with our equipment and they create blight storms in the atmosphere. All our attempts to return to orbit have failed. We must find a way to insulate our ships from the electromagnetic interference of this blight. <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#4</> <bl>ãã©ã€ã</> æã ãæ€åºããé»åã¯ããã®ææã®èå»ããå°åããæ¥ãŠããããããããšãªã¢ã§ã¯æ©åšãç°åžžããããã倧æ°äžã«ãã©ã€ãã®åµãçºçããã è»éã«æ»ãããšããã倱æãããé»ç£æ³¢ã®å¹²æžããè¹ãå®ãæ¹æ³ãèŠã€ããªããã°ãªããªãã <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #5</> <bl>ALIEN THREAT</> There is something else here, not just the noxious gasses of the blight. Some kind of bizarre rock formations seem to inhabit the blighted areas. <bl>Log Incomplete</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#5</> <bl>ãšã€ãªã¢ã³ã®è åš</> ããã«ã¯ãç«ç ã®æå®³ãªã¬ã¹ã ãã§ãªããäœãå¥ã®ãã®ãæœãã§ããããã ã ãã©ã€ãã«æ±æããããšãªã¢ã«ã¯ãå¥åŠãªå²©ã®ãããªãã®ãçæ¯ããŠããããã«èŠããã <bl>æªå®</> | |- |<hl>Human Log entry discovered: Log #6</> <bl>EVERYONE'S DEAD?</> Miller got out alive but the rest of the crew are all dead...or are they... <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#6</> <bl>ã¿ããªæ»ãã ã®ãïŒ</> ãã©ãŒã¯çããŠè±åºããããä»ã®ã¯ã«ãŒã¯å šå¡æ»ãã âŠâŠã®ãïŒ <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #7</> <bl>SOMETHING VERY STRANGE</> Subjects appeared deceased at first, but they still have vitals. It's like they have been anesthetized, there is no brain activity. <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#7</> <bl>éåžžã«å¥åŠãªããš</> æåã¯æ»äº¡ããŠããããã«èŠããããèã¯ããã 麻é ããããããããã§ãè³ã¯åããŠããªãã <bl>以äž</> | |- |<bl>Human Log entry discovered: Log #8</> <hl>ROCK-LIKE ALIENS</> We captured several of the rock-like aliens. They have no biology but they give off signals like brain activity; as if they were human. Their core seems to be some kind of stasis field. <bl>Log Ends</> |<bl>çºèŠãããããã®æ¥èªïŒèšé²#8</> <hl>岩ã®ãããªãšã€ãªã¢ã³</> 岩ã®ãããªãšã€ãªã¢ã³ãæ°äœæç²ãããçç©åŠçãªç¹åŸŽã¯ãªãããããã®ããã«è³ã®æŽ»åã®ãããªã·ã°ãã«ãçºããŠããã ã³ã¢ã¯éæ¢ãã£ãŒã«ãã®ããã ã <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #9</> <bl>BLIGHT CRYSTALS</> It seems the golden crystals we have been mining have a unique structure that resonates with our thoughts. The obsidian rock aliens seem to form around cores that feed off these crystals. <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#9</> <bl>ãã©ã€ãã®çµæ¶</> ãããŸã§æ¡æããŠããéè²ã®çµæ¶ã¯ãæã ã®æèãšå ±é³Žããç¹æ®ãªæ§é ãããŠãããããã 黿ç³ã®ãšã€ãªã¢ã³ã¯ããã®çµæ¶ãé€åãšããã³ã¢ã®åšãã«åœ¢æãããŠããããã ã <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #10</> <bl>STOLEN MINDS</> We have confirmed it, the blight crystals create a resonance field that seems like it can hold human consciousness. They are stealing our minds!! <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#10</> <bl>çãŸããå¿</> 確èªããããã©ã€ãã®çµæ¶ã¯å ±é³Žãã£ãŒã«ããäœãåºããããã«ããã®å¿ãéã蟌ããããšãã§ããããã ã 奎ãã¯æã ã®å¿ãçãã§ãããã ïŒ <bl>以äž</> | |- |<hl>Human Log entry discovered: Log #11</> <bl>GET OUT OF HERE</> We need a way to destroy these things or get off this planet. <bl>Log Ends</> |<hl>çºèŠãããããã®æ¥èªïŒèšé²#11</> <bl>è±åº</> ãããç Žå£ãããããã®ææããè±åºããææ®µãå¿ èŠã ã <bl>以äž</> | |- |Human Intel Discovery |ããã®æ å ±ã®çºèŠ | |- |<img id="human_datacube" width="64" height="64"/> This datacube appears to have a similar data structure to our own datacubes but it contains information related to human technology. |<img id="human_datacube" width="64" height="64"/> ãã®ããŒã¿ãã¥ãŒãã¯ãæã ã®ããŒã¿ãã¥ãŒããšäŒŒããããªããŒã¿æ§é ãæã£ãŠããããã«èŠããŸããã人éã®æè¡ã«é¢é£ããæ å ±ãå«ãŸããŠããŸãã | |- |Explore Human Production |ããã®è£œé ã«ã€ããŠæ¢ã | |- |Find more about human production technology |ããã®è£œé æè¡ã«ã€ããŠãã£ãšèª¿ã¹ã | |- |The humans here also made use of the resources of this planet. It seems humanity had tremendous capability for mining a wide range of resources with powerful mining technology. They produced many materials and possibly machinery that we can make use of. Look deeper into human production capability. |ããã¯ãã®ææã®è³æºãå©çšããŠããŸãããããã¯åŒ·åãªæ¡ææè¡ã«ãã£ãŠãããŸããŸãªè³æºãæ¡æããé©ç°çãªèœåãæã£ãŠããããã§ãã 圌ãã¯æã ã®åœ¹ã«ç«ã€æ°å€ãã®çŽ æã補é ããŠããããã§ããããããæ©æ¢°é¡ã補é ãããŠããããšã§ããããããã®è£œé èœåããã£ãšæ·±ã調ã¹ãŠã¿ãŸãããã | |- |lightweight materials |軜éçŽ æ | |- |We need to develop lightweight materials. We have been matching the natural resources of this planet to our technology to the best of our abilities. While the high-density frames we have developed will aid in our repairs they are too dense for all our needs. We need to develop something that retains the energized nature of our frames, but is more lightweight. |軜éã®çŽ æãéçºããªããã°ãªããŸããã æã ã¯ãã®ææã®å€©ç¶è³æºãšèªãã®æè¡ãå¯èœãªéãèåãããŠããŸããã æã ãéçºããé«å¯åºŠã®ãã¬ãŒã ã¯ä¿®çã«åœ¹ç«ã¡ãŸããããã¹ãŠã®çšéã«äœ¿ãã«ã¯å¯åºŠãé«ãããŸãã ãã¬ãŒã ã®ãšãã«ã®ãŒãä¿ã¡ã€ã€ã軜éåã§ãããã®ãéçºããªããã°ãªããŸããã | |- |Develop Satellite Technology |è¡ææè¡ã®éçº | |- |We now know how to produce light weight Low-Density Frames. We are very close to finding a way of sending material resources up to the mothership. Humanity seems to have been deeply affected by this environment. They needed to accelerate their fundamental scientific understanding in order to try to survive. We must follow in their path or we will surely suffer their fate. |軜éãªäœå¯åºŠãã¬ãŒã ã®è£œé æ¹æ³ã¯ããã£ãŠããŸããæ¯èŠã«ç©è³ãéãæ¹æ³ããããšå°ãã§èŠã€ããããã§ãã ããã¯ç°å¢ã«æ·±ã圱é¿ãåããããã§ãã 圌ãã¯çãæ®ãããã«åºæ¬ç§åŠãæ©ãçè§£ããªããã°ãªããŸããã§ããã圌ãã®éãæ©ãŸãªããã°ãå¿ ããã®éåœããã©ãããšã«ãªãã§ãããã | |- |The humans also seem to have had trouble returning to the planet's orbit. They were able to build satellites though, and once they better understood the blight they were able to send them up through the atmosphere. We understand this basic human production now and how to build their rocketry, but now we must research deeper and push this technology towards replicating their satellite technology. |ããããŸããææã®è»éã«æ»ãã®ã«èŠåŽããããã§ãã ããããè¡æãäœããç«ç ã詳ããçè§£ãããšã倧æ°åãééãããŠè¡æãé£ã°ãããšãã§ããããã«ãªã£ãã®ã§ãã ããã®åºæ¬çãªè£œé èœåãšãã±ããã®äœãæ¹ã¯çè§£ã§ããŸããããããããããã¯ãç ç©¶ãé²ããŠããã®è¡ææè¡ãåçŸã§ããããã«ãªããªããã°ãªããŸããã | |- |Helping HIGGS: AI Core |HIGGSãå©ããïŒAIã³ã¢ | |- |Help HIGGS to get his AI core. |HIGGSãAIã³ã¢ãæã«å ¥ããã®ãå©ããã | |- |Your true purpose is starting to become clear anomaly, but it is not ready to be revealed yet... [ This is currently as far as you can progress in this branch of the story. There is more story come to though, in future updates!! ] |ã¢ãããªãŒãçã®ç®çãæããã«ãªãã€ã€ãããŸããããŸã æããã«ã¯æ©ãããã§ãâŠâŠ [çŸåšã®ãšããããã®ã¹ããŒãªãŒã®åå²ã§ã¯ãããŸã§ããé²ããŸãããä»åŸã®ã¢ããããŒãã§ããã£ãšã¹ããŒãªãŒãå±éãããäºå®ã§ãïŒ] | |- |Initial virus research |ãŠã€ã«ã¹ã®åæç ç©¶ | |- |I've been analyzing the virus and I think I've found a way to protect us from it. We need to research a cure as soon as possible. |ãŠã€ã«ã¹ãåæãããããã身ãå®ãæ¹æ³ãèŠã€ãããšæããŸããäžå»ãæ©ãæ²»çæ³ãç ç©¶ããã»ããããã§ãããã | |- |Virus Relationship |ãŠã€ã«ã¹ã®é¢ä¿ | |- |Virus Bug Relationship |ãŠã€ã«ã¹ãšãã°ã®é¢ä¿ | |- |There seems to be some kind of relationship between the creatures and the virus. |ãã®ã¯ãªãŒãã£ãŒãšãŠã€ã«ã¹ã«ã¯äœããã®é¢ä¿ãããããã§ãã | |- |Virus Disruption |ãŠã€ã«ã¹ã«ããç Žå£ | |- |Virus disrupts things in the world |ãŠã€ã«ã¹ããã®äžã«æ··ä¹±ããããã | |- |I've discovered something important about the virus. It appears to disrupt the world and agitate the creatures living in it. We must find a way to destroy this virus..... [ In this version of the game, this is currently as far as you can progress in this branch of the story. But there is more to come in future updates! ] |ãŠã€ã«ã¹ã«ã€ããŠéèŠãªããšãããããŸããããã®ãŠã€ã«ã¹ã¯ã¯ãŒã«ããæ··ä¹±ãããããã«äœãã¯ãªãŒãã£ãŒãåºæ¿ããããã§ããäœãšãããŠãã®ãŠã€ã«ã¹ãç Žå£ããªããã°âŠâŠ [ãã®ããŒãžã§ã³ã§ã¯ãçŸåšã®ãšããããã®ã¹ããŒãªãŒã®åå²ã§é²ããããã®ã¯ãããŸã§ã§ãã ä»åŸã®ã¢ããããŒãããæ¥œãã¿ã«ïŒ] | |- |Build Blight Extractor and Container |ãã©ã€ãé€å»è£ 眮ãšã³ã³ãããäœã | |- |This blighted area is highly concerning. Our equipment is malfunctioning and navigation will be difficult. We need to proceed with caution. In order to better understand the blight, we should gather samples of the blight gas. This requires specialized equipment which can be produced in the assembler. <img id="c_blight_extractor" width="64" height="64"/> <img id="c_blight_container_s" width="64" height="64"/> <img id="c_blight_container_i" width="64" height="64"/> |ãã®ãã©ã€ãã«æ±æããããšãªã¢ã¯éåžžã«æ°ãããã§ããæã ã®æ©åšã¯æ éããŠããã®ã§ãç§»åããã®ã¯é£ããã§ããããæ éã«é²ãŸãªããã°ãªããŸããã ãã©ã€ããããããçè§£ããããã«ããã©ã€ãã¬ã¹ã®ãµã³ãã«ãéããå¿ èŠããããŸãã ãã®ããã«ã¯ãçµç«æ©ã§è£œé ã§ããç¹æ®ãªè£ 眮ãå¿ èŠã§ãã<img id="c_blight_extractor" width="64" height="64"/><img id="c_blight_container_s" width="64" height="64"/><img id="c_blight_container_i" width="64" height="64"/> | |- |Blight Concentration |ãã©ã€ãã®éäž | |- |Control over the blight will have great potential |ç«ç ãã³ã³ãããŒã«ã§ããã°ãããªãã®ã¡ãªãããèŠèŸŒãã | |- |We should continue studying the blight and find a way to counter the storms that interfere with our equipment. If we can find a way to stabilize the blight, it can improve our communications with our mothership and allow us to send resources up through the atmosphere. |ãã®ãŸãŸãã©ã€ãã®ç ç©¶ãç¶ããæ©åšã«å¹²æžããã¹ããŒã ã«å¯Ÿæããæ¹æ³ãèŠã€ããã¹ãã§ãã ãããã©ã€ããå®å®ãããæ¹æ³ãèŠã€ããã°ãæã ã®æ¯èŠãšã®éä¿¡ãæ¹åããã倧æ°åãéããŠè³æºãéãããšãã§ããããã«ãªãã§ãããã | |- |Blight Magnification |ãã©ã€ãã®æ¡å€§ | |- |Blight can magnify things in the world. |ãã©ã€ãã¯ã¯ãŒã«ãã®ãã®ãæ¡å€§ã§ããã | |- |The Blight seems to interfere with our equipment by magnifying frequencies and power. The forces it generates seem transformational. |ãã©ã€ãã¯åšæ³¢æ°ãšãã¯ãŒãæ¡å€§ããããšã§ãæã ã®æ©åšã«å¹²æžããŠããããã§ãããã®åã¯å€å®¹ãããããããã«èŠããŸãã | |- |Blight stability is required to send resources to orbit |è»éã«è³æºãéãã«ã¯ããã©ã€ãã®å®å®æ§ãå¿ èŠã§ãã | |- |This is a tremendous development for us. Our communications with the mothership have improved significantly. We are also now able to send materials up through the blight storms in the atmosphere. |ããã¯æã ã«ãšã£ãŠå€§ããªé²å±ã ãšèšããã§ããããæ¯èŠãšã®éä¿¡ã¯å€§å¹ ã«æ¹åãããŸããããŸãã倧æ°äžã®ãã©ã€ãã¹ããŒã ãä»ããŠè³æãéãããšãã§ããããã«ãªããŸããã | |- |Blight Transformation |ãã©ã€ãã®å€å | |- |ELAIN starts to give way to HIGGS |ELAINãHIGGSã«å±ãå§ãã | |- |These spikes are powerful and are what the humans seemed interested in. They were trapped here as well, but they found a way to modify their ships to pass through the Blight Storms. Despite the havoc the Blight causes I believe the humans found it to be truly a source of power with cosmic proportions and they benefited greatly from its research. For them it was in fact truly transformational. |ãã®ã¹ãã€ã¯ã¯åŒ·åã§ãããããã¡ã¯ããã«èå³ã瀺ããŠããããã§ãã圌ãããŸãããã«éã蟌ããããŠããããã©ãè¹ãæ¹é ããŠãã©ã€ãã¹ããŒã ãééããæ¹æ³ãèŠã€ããã®ã§ãã ãã©ã€ããåŒãèµ·ãã倧混乱ã«ãããããããããã¯ãã©ã€ããå®å®èŠæš¡ã®ãã¯ãŒã®æºã§ããããšãèŠåºãããããç ç©¶ããããšã§å€å€§ãªæ©æµãåãããšç§ã¯ä¿¡ããŠããŸãã 圌ãã«ãšã£ãŠãããã¯ãŸãã«å€é©ã ã£ãã®ã§ãã | |- |Understanding the frequencies should allow us to stabilize the world and reduce the impact of the virus upon the environment. The Blight needs to spread so that it...it... ..my system needs to shut down now. |åšæ³¢æ°ãçè§£ããããšã§ããã®äžãå®å®ããããŠã€ã«ã¹ã«ããç°å¢ãžã®åœ±é¿ãæžããããšãã§ããã¯ãã§ãã ãã©ã€ãã¯åºãã£ãŠããâŠâŠãããŠããããŠâŠâŠ âŠâŠã·ã¹ãã ãã·ã£ããããŠã³ããŸãã | |- |True Nature of Blight |ãã©ã€ãã®æ£äœ | |- |HIGGS reveals ELAIN loyalties |HIGGSãELAINã®å¿ èª ã®çå ãæãã | |- |The Blight is the cause of all of humanity's troubles. It's the cause of all our troubles. We must find a way to become free of this horror. [ This branch of the story ends here in this version of the game. But look forward to the continuation of the story, there is much more to come!! ] |ãã©ã€ãã¯ããã®ãã¹ãŠã®æ©ã¿ã®çš®ãæã ã®ãã¹ãŠã®æ©ã¿ã®çš®ã§ãããã®ã§ãããã®ææããè±ããæ¹æ³ãèŠã€ããªããã°ãªããŸããã [ãã®ããŒãžã§ã³ã®ã¹ããŒãªãŒã®åå²ã¯ãããŸã§ã§ããã¹ããŒãªãŒã®ç¶ããæ¥œãã¿ã«ããŠããŠãã ããïŒ] | |- |Understanding of Alien presence begins to open |ãšã€ãªã¢ã³ã®ååšãçè§£ãå§ãã | |- |The alien presence in this world is very old and dangerous. Humanity could not be saved from it. We must either flee it or destroy it. |ããã«ã¯ãæããå±éºãªãšã€ãªã¢ã³ãååšããŠããã®ã§ãããããã人é¡ã¯éããããšã¯ã§ããŸããã§ãããæã ã¯ãšã€ãªã¢ã³ããéããããç Žå£ãããããããŸããã | |- |ELAIN's Perspective |ELAINã®èŠç¹ | |- |Be wary of HIGGS, he is a malcontent. You must find your own way.... [ This branch of the story ends here in this version of the game. But look forward to the continuation of the story, there is much more to come!! ] |HIGGSã«ã¯æ°ãã€ããŠãã ããã圌ã¯äžæºååãªã®ã§ããèªåã®éãèŠã€ããªããã°ãªããŸããâŠâŠ [ãã®ããŒãžã§ã³ã®ã¹ããŒãªãŒã®åå²ã¯ãããŸã§ã§ããã¹ããŒãªãŒã®ç¶ããæ¥œãã¿ã«ããŠããŠãã ããïŒ] | |- |Explore Ruined Structures |å»å¢ãæ¢çŽ¢ãã | |- |We are limited in technological advancement so I recommend we investigate the planet surface to gather intel. Several types of ruined structures can be found. They should provide insight into new technologies to help us progress. |æã ã®æè¡ã¯éãããŠããã®ã§ãæ å ±åéã®ããã«ææè¡šé¢ã調æ»ããã»ãããããšæããŸãã å»å¢ãšãªã£ã建é ç©ãããã€ããããŸãããã®äžããæ°ããæè¡ãèŠã€ããä»åŸã®æè¡é²æ©ã«ã€ãªããããšãã§ããã¯ãã§ãã | |- |Ship Repair: High-Density Frames |è¹ã®ä¿®çïŒé«å¯åºŠãã¬ãŒã | |- |Build High-Density Framers for Mothership |æ¯èŠçšã®é«å¯åºŠãã¬ãŒããŒãäœã | |- |Now we have a way to send items to the mothership, it's time to send the materials required to repair it. You should be able to scan for the mothership using a <hl>Long-range Radar</>. |æ¯èŠã«ã¢ã€ãã ãéãæ¹æ³ãã§ããã®ã§ãæ¬¡ã¯æ¯èŠã®ä¿®çã«å¿ èŠãªè³æãéããŸãããã<hl>é·è·é¢ã¬ãŒããŒ</>ã䜿ãã°ãæ¯èŠãã¹ãã£ã³ã§ããã¯ãã§ãã | |- |Ship Repair: Fused Electrodes |è¹ã®ä¿®çïŒæº¶æ¥æ£ | |- |Ship Repair: Obsidian |è¹ã®ä¿®çïŒé»æç³ | |- |Ship Repair: Low-Density Frames |è¹ã®ä¿®çïŒäœå¯åºŠãã¬ãŒã | |- |Ship Repair: Blight Plasma |è¹ã®ä¿®çïŒãã©ã€ããã©ãºã | |- |Ship Repair: Optic Cable |è¹ã®ä¿®çïŒå ã±ãŒãã« | |- |Blight discovery |ãã©ã€ãã®çºèŠ | |- |I've detected an intense field of electrical energy in the region that appears to be a natural phenomenon forming within the planet, but its effects on our systems are still unknown. Currently, your systems are not equipped to handle the extreme energy fluctuations present within the Blight. We should focus on researching and developing technology capable of protecting you from its adverse effects. Until then, I strongly recommend avoiding the area to ensure your safety and operational stability. |ãã®ãšãªã¢ã§é»æ°ãšãã«ã®ãŒã®åŒ·çãªãã£ãŒã«ããæ€åºããŸãããææå ã§åœ¢æãããŠããèªç¶çŸè±¡ã®ããã§ãããæã ã®ã·ã¹ãã ãžã®åœ±é¿ã¯ãŸã äžæã§ãã çŸåšã®ãšãããã·ã¹ãã ã¯ãã©ã€ãã«ååšããæ¥µç«¯ãªãšãã«ã®ãŒå€åã«èããã ãã®æ©èœãåããŠããŸãããæã ãåãæ³šãã¹ãã¯ããã®æªåœ±é¿ãã身ãå®ãæè¡ãç ç©¶éçºããããšã§ãããããŸã§ã¯ãå®å šã確ä¿ããå®å®ããäœæ¥ãè¡ãããã«ããã®ãšãªã¢ãé¿ããããšã匷ãããããããŸãã | |- |Human structures discovered |ããã®æ§é ç©ã®çºèŠ | |- |Commander, we have discovered a structure that appears to be of <hl>human</> origin. These ruins might provide invaluable insights into the history and technology of the human race. Technology seems compatible with ours but will need scanning to be able to extract the required intel to research such technology |åžä»€å®ã<hl>ãã</>ãäœã£ããšæããã建é ç©ãçºèŠããŸããããã®éºè·¡ãããããã®æŽå²ãæè¡ã«ã€ããŠè²Žéãªæ å ±ãåŸãããå¯èœæ§ããããŸãã æã ã®æè¡ãšã¯äºææ§ãããããã§ãããå¿ èŠãªæ å ±ãæœåºããããã«ã¯ã¹ãã£ã³ãå¿ èŠã§ã | |- |Researched Satellites |è¡æã®ç ç©¶ | |- |Satellites can be built and resources sent to the mothership. |è¡æã建èšããã°ãæ¯èŠã«è³æºãéãããšãã§ããã | |- |Congratulations on unlocking satellite technology! [ Repairs to the mothership are not currently not accessible, but will be available in a future update! This is as far as this story branch proceeds, but look forward to more to come!! ] |è¡ææè¡ã®è§£æãããã§ãšãããããŸãïŒ [çŸåšãæ¯èŠã®ä¿®çã«ã¯ã¢ã¯ã»ã¹ã§ããŸããããå°æ¥ã®ã¢ããããŒãã§å©çšã§ããããã«ãªãäºå®ã§ãããã®ã¹ããŒãªãŒã®å±éã¯ãããŸã§ã§ããä»åŸã®ã¢ããããŒãã«ãæåŸ ãã ããïŒ] | |- |Nanomachines |ãããã·ã³ | |- |Nanomachines unlocked. |ãããã·ã³ãã¢ã³ããã¯ããã | |- |We can utilize our advanced nanomachine technology to initiate self-repair protocols. These nanomachines will work in unison, efficiently repairing systems and structural integrity. At its current level it will not be enough to repair the advanced mothership systems, however it is a good first step, and this technology will be useful to our units on the planet surface in the meantime. |èªå·±ä¿®åŸ©ãããã³ã«ãéå§ããããã«ãé«åºŠãªãããã·ã³æè¡ã掻çšã§ããŸãããããã·ã³ã¯äžäœãšãªã£ãŠåããå¹ççã«ã·ã¹ãã ãšæ§é çå®å šæ§ã修埩ããŸããçŸåšã®ã¬ãã«ã§ã¯ãæ¯èŠã®é«åºŠãªã·ã¹ãã ã修埩ããã«ã¯è¶³ããŸããããç¬¬äžæ©ãšããŠã¯ãŸããŸãã§ãããã®æè¡ã¯ãåœé¢ã®éãå°è¡šã«ããæã ã®ãŠãããã®åœ¹ã«ç«ã€ã§ãããã | |- |OnVirusInfection |OnVirusInfection | |} == File: scenarios/freeplay/freeplay_events == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Blight Storm Approaching |ãã©ã€ãã¹ããŒã ã®æ¥è¿ | |- |Blight Storm Imminent |ãã©ã€ãã¹ããŒã ãè¿«ã | |- |Instability Warning |äžå®å®ãªèŠå |M |- |Dense Anomaly Clusters Detected |é«å¯åºŠã®ç°åžžã¯ã©ã¹ã¿ãŒãæ€åºãããŸãã |M |- |Investigate the Anomaly |ã¢ãããªãŒã調ã¹ã | |- |Bug Attack Imminent |ãã°ã®æ»æãè¿«ã | |- |Bug Attack Imminent !!! |ãã°ã®æ»æãè¿«ã£ãŠããïŒïŒïŒ | |- |empty |空 | |- |Init |åæå | |} == File: scenarios/freeplay/freeplay_explorables == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |GraveYard |å¢å° |M |} == File: scenarios/freeplay/freeplay_tutorial == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Understood |äºè§£ | |- |click anywhere to minimize |ä»»æã®å Žæãã¯ãªãã¯ããŠæå°åãã | |- |Controls |æäœæ¹æ³ | |- |Welcome to Navigation Training Simulator. I am TUTOR, Tutorial Understand and Training Optimized Robot. I will guide you through controlling your units. Let's begin with some simple camera controls. Try panning the camera. <hl>Pan the Camera</> using the <Key axis="CameraX" style="hl"/><hl>/</><Key axis="CameraY" style="hl"/> keys or with <Key action="ExecuteAction" style="hl"/> and Dragging |ããã²ãŒã·ã§ã³èšç·Žã·ãã¥ã¬ãŒã·ã§ã³ãžãããããç§ã®ååã¯TUTORããã¥ãŒããªã¢ã«çšçè§£ã»èšç·Žçšæé©åããããã§ããããã§ã¯ããŠãããã®æäœã«ã€ããŠèª¬æããŸãããŸãã¯ç°¡åãªã«ã¡ã©æäœãããã«ã¡ã©ãåãããŠã¿ãŸãããã <Key axis="CameraX" style="hl"/><hl>/</><Key axis="CameraY" style="hl"/>ããŒãŸãã¯<Key action="ExecuteAction" style="hl"/>ãšãã©ãã°ã§<hl>ã«ã¡ã©ãåãã</> | |- |Great! You can also enhance the image or get a wider view of the surrounding area. <Key axis="CameraZoom" style="hl"/> will <hl>Zoom</> the camera. |ããæãã§ãïŒç»åãæ¡å€§ããããåšå²ãåºãèŠæž¡ãããããããšãã§ããŸãã <Key axis="CameraZoom" style="hl"/>ã§ã«ã¡ã©ã<hl>ãºãŒã </>ã§ããŸãã | |- |Now you have mastered camera movement, try selecting a <hl>Scout</> and ordering it to move to a nearby location. Select the Unit with <Key action="SelectAction" style="hl"/> Move it anywhere with <Key action="ExecuteAction" style="hl"/> |ã«ã¡ã©æäœãäžéãèŠãããšããã§ãä»åºŠã¯<hl>ãåµå¯æ©ã</>ãéžæããŠãè¿ãã«ç§»åããããã«æç€ºããŸãã <Key action="SelectAction" style="hl"/>ã§ãŠããããéžæãã <Key action="ExecuteAction" style="hl"/>ã§ä»»æã®å Žæã«ç§»åããã | |- |You have the ability to deploy your <hl>Command Center</>. <img id="f_bot_2m_as" width="50" height="50"/> Try deploying in between the two resources for optimal accessibility. <hl>Deploy</> your <hl>Command Center</> using the <hl>[ Deploy Base ]</> button. |<hl>åžä»€éš</>ãé 眮ããããšãã§ããŸãã<img id="f_bot_2m_as" width="50" height="50"/> 2ã€ã®è³æºã®éã«é 眮ãããšãã¢ã¯ã»ã¹ãããããªããŸãã ã<hl>åºå°ãé 眮</>ããã¿ã³ã§<hl>åžä»€éš</>ã<hl>é 眮</>ããã | |- |Now let's begin mining the metal ore deposit. Select a <hl>Engineer</><img id="f_bot_1s_adw" width="50" height="50"/> with a <img id="c_adv_miner" width="40" height="40"/> <hl>Laser Mining Tool</> Click the <Key action="ExecuteAction" style="hl"/> on the <img id="metalore" width="40" height="40"/> <hl>Metal Ore</> resource to start mining. |ã§ã¯ãéå±é±åºã®æ¡æãå§ããŸãããã <img id="c_adv_miner" width="40" height="40"/><hl>ã¬ãŒã¶ãŒæ¡æããŒã«</>ãè£ åãã<hl>åµå¯æ©</><img id="f_bot_1s_as" width="50" height="50"/>ãéžæãã <img id="metalore" width="40" height="40"/><hl>éå±é±ç³è³æº</>ã§<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ããŠæ¡æãå§ããã | |- |Now let's begin mining crystals. Select the other <hl>Engineer</><img id="f_bot_1s_adw" width="50" height="50"/> with a miner Click the <Key action="ExecuteAction" style="hl"/> on the <img id="crystal" width="40" height="40"/> <hl>Crystal</> resource to start mining. You are also able to pick up <hl>Scattered</> Crystal without the need to mine it. |ããã§ã¯æ°Žæ¶ã®æ¡æãå§ããŸãããã æ¡ææ©ãè£ åãã<hl>åµå¯æ©</><img id="f_bot_1s_as" width="50" height="50"/>ãéžæãã <img id="crystal" width="40" height="40"/><hl>æ°Žæ¶</>ã®è³æºã®äžã§<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ããŠæ¡æãå§ãã æ¡æããªããŠã<hl>æ£ãã°ã£ã</>æ°Žæ¶ãæŸãããšãã§ããŸãã | |- |Sockets |ãœã±ãã | |- |<bl>Units</> and <bl>Buildings</> gain functionality via <hl>Components</> that need to be constructed separately.. <hl>Components</> are placed into <hl>Sockets</> which come in four sizes: <hl>Small</>, <hl>Medium</>, <hl>Large</> and <hl>Internal</> . You can equip a Component into the same size <hl>Sockets</> or larger. |<bl>ãŠããã</>ãš<bl>建é ç©</>ã¯ãå¥ã ã«æ§ç¯ããå¿ èŠã®ãã<hl>ã³ã³ããŒãã³ã</>ãéããŠæ©èœãåŸãŸãã <hl>ã³ã³ããŒãã³ã</>ã¯ã<hl>倧</>ã»<hl>äž</>ã»<hl>å°</>ã»<hl>å éš</>ã®4ã€ã®ãµã€ãºã®<hl>ãœã±ãã</>ã«é 眮ãããŸããåããµã€ãºã®<hl>ãœã±ãã</>ãããããã倧ããªãœã±ããã«ã³ã³ããŒãã³ããè£ åããããšãã§ããŸãã | |- |You can process Metal Ore using the <hl>Fabricator</>. Try equipping it onto your Command Center. Select the <hl>Command Center</><img id="f_landingpod" width="50" height="50"/> Place the <hl>Fabricator</><img id="c_fabricator" width="40" height="40"/> from its inventory into an <hl>[ M ] Medium Socket</> on the left side. |éå±é±ç³ã¯<hl>å å·¥æ©</>ã䜿ã£ãŠå å·¥ã§ããŸããåžä»€éšã«è£ åããŠã¿ãŸãããã <hl>åžä»€éš</><img id="f_landingpod" width="50" height="50"/>ãéžæãã ã€ã³ãã³ããªãã<hl>å å·¥æ©</><img id="c_fabricator" width="40" height="40"/>ãå·ŠåŽã®<hl>[M] äžåãœã±ãã</>ã«ã»ããããã | |- |Good job, the <hl>Fabricator</> can now be set to produce <hl>Metal Bars</> from the gathered ore. Set the production and you'll notice the units will automatically deliver the required ingredients. Click on <hl>Production</><img image="Main/textures/codex/icons/prod_reg.png" width="48" height="48"/> next to the fabricator. Double click on the <hl>Metal Bars</><img id="metalbar" width="50" height="50"/> icon to start production. |ããã§ããŸãããããã§<hl>å å·¥æ©</>ããéããé±ç³ãã<hl>é屿£</>ã補é ããããã«èšå®ã§ããŸãã 補é ãèšå®ãããšããŠããããèªåçã«å¿ èŠãªææãéãã§ãããŸãã è£œé æ©ã®é£ã«ããã<hl>補é </><img image="Main/textures/codex/icons/prod_reg.png" width="48" height="48"/>ããã¯ãªãã¯ãã <hl>é屿£</><img id="metalbar" width="50" height="50"/>ã®ã¢ã€ã³ã³ãããã«ã¯ãªãã¯ããŠè£œé ãå§ããã | |- |Expanding Production |補é ã®æ¡å€§ | |- |Now automate production of <hl>Metal Bars</> by constructing a dedicated production building. Open the build menu and construct a small building. Open the <hl>Build Menu (</><Key action="Build" style="hl"/><hl>)</> <img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/> Construct a <hl>Building</><img id="f_building1x1d" width="50" height="50"/> |次ã«ãå°çšã®è£œé æœèšã建èšããŠ<hl>é屿£</>ã®è£œé ãèªååããŸãã建èšã¡ãã¥ãŒãéããå°ããªå»ºé ç©ã建èšããŸãã <hl>建èšã¡ãã¥ãŒïŒ</><Key action="Build" style="hl"/><hl>ïŒãéã</><img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/> <hl>建é ç©</><img id="f_building1x1d" width="50" height="50"/>ã建èšãã | |- |Great work! You are now ready to expand your production capabilities to keep up with future demand. Produce a <hl>Fabricator</> in your command center Select the <hl>Command Center</><img id="f_landingpod" width="50" height="50"/> Produce at least <normal>10</> <hl>Metal Bars</><img id="metalbar" width="50" height="50"/> Change <hl>Production</><img image="Main/textures/codex/icons/prod_fabricator_reg.png" width="160" height="48"/> to make a <hl>Fabricator</><img id="c_fabricator" width="50" height="50"/> |ããæãã§ãïŒä»åŸã®éèŠã«å¯Ÿå¿ããããã補é èœåãæ¡å€§ããæºåãæŽããŸãããåžä»€éšã§<hl>å å·¥æ©</>ã補é ããŸãããã <hl>åžä»€éš</><img id="f_landingpod" width="50" height="50"/>ãéžæãã <hl>é屿£</><img id="metalbar" width="50" height="50"/>ã<normal>10</>æ¬ä»¥äžè£œé ãã <hl>補é </><img image="Main/textures/codex/icons/prod_fabricator_reg.png" width="160" height="48"/>ã倿ŽããŠ<hl>å å·¥æ©</><img id="c_fabricator" width="50" height="50"/>ãäœã | |- |Items can be moved between buildings and units in a number of ways such as clicking and dragging the item onto the new building. Another way is to have a building <hl>Request</> a desired item. Select the new <hl>Building</> <img id="f_building1x1d" width="50" height="50"/> Click the <hl>Request Item</> button <img image="Main/textures/codex/icons/request_button.png" width="40" height="40"/> and request a single <hl>Fabricator</><img id="c_fabricator" width="50" height="50"/> |ã¢ã€ãã ã建é ç©ãšãŠãããã®éã§ç§»åãããã«ã¯ãã¢ã€ãã ãã¯ãªãã¯ããŠæ°ãã建é ç©ã«ãã©ãã°ããŸãããã以å€ã«ã建é ç©ã«ã¢ã€ãã ã<hl>ãªã¯ãšã¹ã</>ãããæ¹æ³ããããŸãã æ°ãã<hl>建é ç©</><img id="f_building1x1d" width="50" height="50"/>ãéžæãã ã<hl>ã¢ã€ãã ããªã¯ãšã¹ã</>ããã¿ã³<img image="Main/textures/codex/icons/request_button.png" width="40" height="40"/>ãã¯ãªãã¯ãã<hl>å å·¥æ©</><img id="c_fabricator" width="50" height="50"/>ã1ã€ãªã¯ãšã¹ããã | |- |You'll notice the <hl>Fabricator</> will automatically be delivered without having to specify where to get it from. The fabricator has been delivered to the new building, where you can equip it into a socket, and begin metal bar production. Equip the <hl>Fabricator</><img id="c_fabricator" width="50" height="50"/> Change <hl>Production</><img image="Main/textures/codex/icons/prod_fabricator_reg.png" width="160" height="48"/> to <hl>Metal Bars</><img id="metalbar" width="50" height="50"/> |<hl>å å·¥æ©</>ã¯ãã©ãã§å ¥æãããæå®ããªããŠããèªåçã«é éãããŸãã å å·¥æ©ãæ°ãã建é ç©ã«å±ãããœã±ããã«è£ åããŠé屿£ã®è£œé ãéå§ããããšãã§ããŸãã <hl>å å·¥æ©</><img id="c_fabricator" width="50" height="50"/>ãè£ åãã <hl>補é </><img image="Main/textures/codex/icons/prod_fabricator_reg.png" width="160" height="48"/>ã<hl>é屿£</><img id="metalbar" width="50" height="50"/>ã«å€æŽãã | |- |Building up your production ability of Simple Materials such as <hl>Metal Bars</> will prepare you for when you unlock more advanced materials. In order to do this you will need to increase the number of your <hl>Production Buildings</> Produce <normal>2</> more <hl>Buildings</> to increase <hl>Metal Bar</><img id="metalbar" width="50" height="50"/> production |<hl>é屿£</>ã®ãããªã·ã³ãã«ãªçŽ æã®è£œé èœåãé«ããããšã§ãããã«é«åºŠãªçŽ æã®è£œé ã«åããããšãã§ããŸãã ãã®ããã«ã¯ã<hl>è£œé æœèš</>ã®æ°ãå¢ããå¿ èŠããããŸãã <hl>建é ç©</>ãããã«<normal>2</>ã€å»ºèšãã<hl>é屿£</><img id="metalbar" width="50" height="50"/>ã®è£œé éãå¢ãã | |- |We are now ready to produce a new construction material. <hl>Metal Plates</> are also produced in a fabricator so set up a new production facility in the same way as you set up the bar production. Place another <hl>Building</> but this time set the production to <hl>Metal Plates</><img id="metalplate" width="50" height="50"/> |ããã§æ°ãã建èšè³æã補é ããæºåãæŽããŸããã<hl>é屿¿</>ãå å·¥æ©ã§è£œé ãããã®ã§ãæ£ã®è£œé ãšåãããã«æ°ããè£œé æœèšãèšçœ®ããŸãã æ°ãã<hl>建é ç©</>ã建èšããä»åã¯è£œé ã<hl>é屿¿</><img id="metalplate" width="50" height="50"/>ã«èšå®ããŸã | |- |Advanced Production |é«åºŠãªè£œé | |- |The Fabricator can only produce basic materials and components. More options are available by producing an Assembler. Select the <hl>Command Center</><img id="f_landingpod" width="50" height="50"/> Using a Fabricator make an <hl>Assembler</><img image="Main/textures/icons/components/Component_Assembler_01_M.png" width="50" height="50"/> Place the Assembler in a <hl>[ M ] Medium Socket</>. |å å·¥æ©ã¯åºæ¬çãªçŽ æãšéšåãã補é ã§ããŸãããçµç«æ©ãäœãããšã§ãéžæè¢ãåºãããŸãã <hl>åžä»€éš</><img id="f_landingpod" width="50" height="50"/>ãéžæãã å å·¥æ©ã䜿ã£ãŠ<hl>çµç«æ©</><img image="Main/textures/icons/components/Component_Assembler_01_M.png" width="50" height="50"/>ãäœã çµç«æ©ã<hl>[M] äžåãœã±ãã</>ã«èšçœ®ããã | |- |In order to expand your technical capabilities, research is essential. I recommend constructing an <hl>Uplink</>; it will enable access to your Tech Tree. Make <normal>1</> <hl>Circuit Board </><img image="Main/textures/icons/items/circuit_board.png" width="40" height="40"/>. Note that materials default to infinite production so you will need to specify the amount. Use the <hl>Assembler</> to make an <hl>Uplink</> <img image="Main/textures/icons/components/Component_Uplink_01_M.png" width="50" height="50"/> On your <hl>Command Center</>, un-equip the <hl>Fabricator</> and place the <hl>Uplink</><bl> into the empty Medium Socket</> |æè¡çãªèœåãé«ããã«ã¯ãç ç©¶ãäžå¯æ¬ ã§ããæè¡ããªãŒãžã®ã¢ã¯ã»ã¹ãå¯èœã«ãã<hl>ã¢ãããªã³ã¯</>ã建èšããããšãããããããŸãã <hl>åè·¯åºæ¿</><img image="Main/textures/icons/items/circuit_board.png" width="40" height="40"/>ã<normal>1</>ã€äœã çŽ æã¯ããã©ã«ãã§ç¡éã«è£œé ãããããã«ãªã£ãŠããã®ã§ãéãæå®ããå¿ èŠããããŸãã <hl>çµç«æ©</>ã䜿ã£ãŠ<hl>ã¢ãããªã³ã¯</><img image="Main/textures/icons/components/Component_Uplink_01_M.png" width="50" height="50"/>ãäœã <hl>åžä»€éš</>ã§<hl>å å·¥æ©</>ã®è£ åãå€ãã<hl>ã¢ãããªã³ã¯</>ã<bl>空ã®äžåãœã±ãã</>ã«ã»ãããã | |- |The Uplink is in place and you can start your Technology Research. Access the <hl>Tech Tree</> and choose one of the initial research nodes, then set it as your current research. Click the <hl>Research</> button <img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/> Click and open the <hl>Basic Tree</> <img image="Main/textures/codex/techtree/basic_tree.png" width="80" height="80"/> Select one of the research nodes and then click <hl>Set Research</> |ã¢ãããªã³ã¯ãèšçœ®ãããã®ã§ãæè¡ç ç©¶ãå§ããŸãããã<hl>æè¡ããªãŒ</>ã«ã¢ã¯ã»ã¹ããæåã®ç ç©¶ããŒãã1ã€éžã³ãçŸåšã®ç ç©¶ãšããŠèšå®ããŸãã ã<hl>ç ç©¶</>ããã¿ã³<img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/>ãã¯ãªãã¯ãã <hl>åºæ¬ããªãŒ</><img image="Main/textures/codex/techtree/basic_tree.png" width="80" height="80"/>ãã¯ãªãã¯ããŠéã ç ç©¶ããŒãã1ã€éžæããã<hl>ç ç©¶ãèšå®</>ããã¯ãªãã¯ãã | |- |Increase Mining Capacity |æ¡æèœåã®åäž | |- |Our resource mining needs to increase in order to keep pace with our production. We need to add more <hl>Mining Bots</>. On your <hl>Command Center</> produce <normal>1</> <hl>Circuit Board</> <img id="circuit_board" width="50" height="50"/> Then build a <hl>Miner</><img id="c_miner" width="45" height="45"/> component and a <hl>Worker</> bot <img id="f_bot_1s_a" width="50" height="50"/> Mount the Miner on the Worker and set it to mine <hl>Metal Ore</>. |補é éãç¶æããããã«ã¯ãè³æºã®æ¡æéãå¢ãããªããã°ãªããŸãããããã§ã<hl>æ¡æããã</>ãå¢ãããŸãããã <hl>åžä»€éš</>ã§<hl>åè·¯åºæ¿</><img id="circuit_board" width="50" height="50"/>ã<normal>1</>æäœæãã æ¬¡ã«<hl>æ¡ææ©</><img id="c_miner" width="45" height="45"/>ã³ã³ããŒãã³ããš<hl>äœæ¥</><img id="f_bot_1s_a" width="50" height="50"/>ããããäœã äœæ¥ãããã«æ¡ææ©ãåãä»ãã<hl>éå±é±ç³</>ãæ¡æããããã«ã»ããããã | |- |Logistics Network Orders |ç©æµãããã¯ãŒã¯ã®æ³šæ | |- |When a unit is connected to the logistics network it will automatically try to fulfill any item transfer requests. For example, if a <hl>Fabricator</> requires ingredients, any idle bots on the network will try to find that item inside the network, and carry it to the location of the fabricator. Units can be connected and disconnected from the logistics network. When they are first built, robots are <hl>OFF</> the network by default. Pressing (<Key action="PowerInfo_Toggle" style="hl"/>) shows the <hl>Area</> that the <hl>Logistics Network</> covers. Explanation of advanced <hl>Automation</> options are available in the Codex (<Key action="Codex" style="hl"/>) |ãŠããããç©æµãããã¯ãŒã¯ã«æ¥ç¶ããããšãèªåçã«ã¢ã€ãã 転éã®ãªã¯ãšã¹ããæºããããšããŸãã ããšãã°ã<hl>å å·¥æ©</>ãçŽ æãå¿ èŠãšããå Žåããããã¯ãŒã¯äžã®ã¢ã€ãã«ç¶æ ã®ãããã¯ãããã¯ãŒã¯å ã§ãã®ã¢ã€ãã ãèŠã€ããå å·¥æ©ã®ããå ŽæãŸã§éãŒããšããŸãã ãŠãããã¯ç©æµãããã¯ãŒã¯ã«æ¥ç¶ãããåæãããã§ããŸãã ããããã¯è£œé åœåãããã©ã«ãã§ãããã¯ãŒã¯ãã<hl>å€ããŠ</>ããŸãã (<Key action="PowerInfo_Toggle" style="hl"/>)ãæŒããšã<hl>ç©æµãããã¯ãŒã¯</>ãã«ããŒãã<hl>ãšãªã¢</>ã衚瀺ãããŸãã é«åºŠãª<hl>ãªãŒãã¡ãŒã·ã§ã³ãªãã·ã§ã³</>ã®èª¬æã¯ãã³ãŒããã¯ã¹ïŒ<Key action="Codex" style="hl"/>ïŒãã芧ãã ãã | |- |Add Miner to Network |ãããã¯ãŒã¯ã«æ¡ææ©ã远å ãã | |- |If your mining bot is on the Network then other robots on the Network will pick up the mined ore from it when required. Add your <hl>Mining Bot</> to the Network by clicking the <Key action="SelectAction" style="hl"/> on the Network button <img image="Main/textures/codex/icons/network_button.png" width="30" height="30"/> |æ¡æãããããããã¯ãŒã¯äžã«ããå Žåãå¿ èŠã«å¿ããŠãããã¯ãŒã¯äžã®ä»ã®ãããããæ¡æããé±ç³ãååããŸãã ãããã¯ãŒã¯ãã¿ã³<img image="Main/textures/codex/icons/network_button.png" width="30" height="30"/>ã®<Key action="SelectAction" style="hl"/>ãã¯ãªãã¯ããŠã<hl>æ¡æããã</>ããããã¯ãŒã¯ã«è¿œå ãã | |- |Storage |ä¿ç®¡åº« | |- |You will notice your miners are starting to reach capacity so it would be good to have a <hl>Storage</> unit to store excess items. Open the <hl>Build Menu (</><Key action="Build" style="hl"/><hl>)</> <img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/> Construct a <hl>Storage</><img id="f_building1x1f" width="50" height="50"/> Building. |æ¡ææ©ã®å®¹éãéçã«éãå§ãããšãäœåãªã¢ã€ãã ãä¿ç®¡ã§ãã<hl>ä¿ç®¡åº«</>ãå¿ èŠã«ãªã£ãŠããŸãã <hl>建èšã¡ãã¥ãŒïŒ</><Key action="Build" style="hl"/><hl>ïŒ</><img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/>ãéã <hl>ä¿ç®¡åº«</><img id="f_building1x1f" width="50" height="50"/>ã建èšããã | |- |The <hl>Store Parameter</> tells the unit where it can store its inventory when it becomes full. When the mining bot can no longer hold resources it will place all its items onto the Storage Block, allowing it to continue mining. Select one of your <hl>Miner Units</> Click on the <hl>Store parameter</> <img image="Main/textures/codex/icons/register_store.png" width="50" height="50"/> and then specify the storage location by selecting the <hl>Storage Block</><img id="f_building1x1f" width="50" height="50"/>. |<hl>ä¿ç®¡ãã©ã¡ãŒã¿</>ã¯ããŠããããæºæ¯ã«ãªã£ããšãã«ã€ã³ãã³ããªãä¿ç®¡ã§ããå Žæãæç€ºãããã®ã§ãã è³æºãä¿æã§ããªããªããšãæ¡æãããã¯ãã¹ãŠã®ã¢ã€ãã ãä¿ç®¡ãããã¯ã«çœ®ããæ¡æãç¶ããŸãã <hl>æ¡æãŠããã</>ã1ã€éžæãã <hl>ä¿ç®¡ãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_store.png" width="50" height="50"/>ãã¯ãªãã¯ãã<hl>ä¿ç®¡ãããã¯</><img id="f_building1x1f" width="50" height="50"/>ãéžæããŠä¿ç®¡å Žæãæå®ããã | |- |Unlocking more production materials is required to advance our technology so begin research of Basic Structures in the Tech tree. Click the <hl>Research</> button <img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/> Select <hl>Basic Structures</> and press the <hl>Set Research</> button. |æè¡ãåäžãããã«ã¯ã補é çŽ æãå¢ããå¿ èŠããããŸãããã®ããã«ãæè¡ããªãŒã§åºæ¬æ§é ã®ç ç©¶ãå§ããŸãããã <hl>ç ç©¶</><img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/>ãã¿ã³ãã¯ãªãã¯ãã <hl>åºæ¬æ§é </>ãéžæãã<hl>ç ç©¶èšå®</>ãã¿ã³ãæŒãã | |- |Now to set up dedicated production of Reinforced Plates. Start by building the <hl>Medium Building</>. Open the <hl>Build Menu (</><Key action="Build" style="hl"/><hl>)</> <img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/> Construct the <hl>Medium Building</><img id="f_building2x1f" width="50" height="50"/> |次ã«ã匷åãã¬ãŒãã®å°çšè£œé èšåãèšçœ®ããŸãããŸãã¯<hl>äžå建é ç©</>ã建èšããŸãã <hl>建èšã¡ãã¥ãŒïŒ</><Key action="Build" style="hl"/><hl>ïŒ</><img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/>ãéã <hl>äžå建é ç©</><img id="f_building2x1f" width="50" height="50"/>ã建èšãã | |- |Now set up the new building with an <hl>Assembler</> producing <hl>Reinforced Plates</>. Produce and equip an <hl>Assembler</> <img id="c_assembler" width="50" height="50"/> Set it to produce <hl>Reinforced Plate</> <img id="reinforced_plate" width="50" height="50"/> |次ã«ã<hl>匷åãã¬ãŒã</>ã補é ãã<hl>çµç«æ©</>ãåããæ°ãã建é ç©ãèšçœ®ããŸãã <hl>çµç«æ©</><img id="c_assembler" width="50" height="50"/>ã補é ããèšåãã <hl>匷åãã¬ãŒã</><img id="reinforced_plate" width="50" height="50"/>ã補é ããããã«èšå®ãã | |- |Circuit Boards |åè·¯åºæ¿ | |- |The last material that we should automate for now is <hl>Circuit Boards</> which is also produced in an Assembler. Follow the same process as setting up the Reinforced Plate dedicated building and set it to <hl>Circuit Boards</>. Produce another <hl>Assembler</> <img id="c_assembler" width="50" height="50"/> in your <hl>Command Center</> Set up <hl>Circuit Board</> <img id="circuit_board" width="50" height="50"/> production building the same way as <hl>Reinforced Plate</> <img id="reinforced_plate" width="50" height="50"/>production |æåŸã«èªååããçŽ æã¯<hl>åè·¯åºæ¿</>ã§ãããããçµç«æ©ã§è£œé ããŸãã匷åãã¬ãŒãå°çšã®å»ºé ç©ãèšçœ®ããã®ãšåãæé ã§ã<hl>åè·¯åºæ¿</>ã«èšå®ããŸãã <hl>åžä»€éš</>ã§ãã1ã€<hl>çµç«æ©</><img id="c_assembler" width="50" height="50"/>ã補é ãã 匷åãã¬ãŒã<img id="reinforced_plate" width="50" height="50"/>ã®è£œé ãšåãæ¹æ³ã§ãåè·¯åºæ¿<img id="circuit_board" width="50" height="50"/><hl>ã®è£œé çšã®å»ºé ç©ãèšçœ®ãã</> | |- |Power Grid |é»åã°ãªãã | |- |Your <bl>Units</> and <bl>Components</> receive <hl>Power</> while they are within a <hl>Power Grid</> (<Key action="PowerInfo_Toggle" style="hl"/>) While they are outside the grid they will begin to drain power from their battery until it is depleted. The power grid is what defines the area of the logistics network. Expanding your power grid will also expand your logistics network. |<bl>ãŠããã</>ãš<bl>ã³ã³ããŒãã³ã</>ã¯<hl>é»åã°ãªãã</>ïŒ<Key action="PowerInfo_Toggle" style="hl"/>ïŒå ã«ããé<hl>é»å</>ãåãåããŸãã ã°ãªããã®å€ã«ããéã¯ãããããªãŒããªããªããŸã§é»åãæ¶èãå§ããŸãã é»åã°ãªããã¯ç©æµãããã¯ãŒã¯ã®ãšãªã¢ãå®çŸ©ãããã®ã§ããé»åã°ãªãããæ¡å€§ããã°ãç©æµãããã¯ãŒã¯ãæ¡å€§ããŸãã | |- |Research Basic Power to be able to produce <hl>Crystal Power</> and <hl>Power Field</> components. <hl>Crystal Power</> components will store power similar to a battery by consuming crystal and acting as a buffer should you start to have insufficient power for your grid. <hl>Power Fields</> will help to expand the area of your power grid, making it easier to get to resources further away such as silica nodes. Click the <hl>Research</> button <img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/> Select <hl>Basic Power</> and start Research. |åºæ¬é»åãç ç©¶ãã<hl>æ°Žæ¶é»å</>ãš<hl>é»åãã£ãŒã«ã</>ã³ã³ããŒãã³ãã補é ã§ããããã«ããã <hl>æ°Žæ¶é»å</>ã³ã³ããŒãã³ãã¯æ°Žæ¶ãæ¶è²»ããŠããããªãŒã®ããã«é»åãèããã°ãªããã«å¿ èŠãªé»åãäžè¶³ãå§ãããšãã«ãããã¡ãŒã®åœ¹å²ãæããã <hl>é»åãã£ãŒã«ã</>ã¯é»åã°ãªããã®ãšãªã¢ãæ¡å€§ããã±ã€ç ããŒããªã©é ãã®è³æºãžã®ã¢ã¯ã»ã¹ãããããããã <hl>ç ç©¶</>ãã¿ã³<img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/>ãã¯ãªã㯠<hl>åºæ¬é»å</>ãéžæããç ç©¶ãå§ããã | |- |Power Expansion |é»åæ¡åŒµ | |- |With Basic Power researched you are able to produce <hl>Power Fields</> Power Fields are <hl>Components</> They allow you to increase the size of your <hl>Power Grid</> or to start an entirely new and separate grid. You should begin expanding your power grid so that you can reach resources further away. Produce a <hl>Small Power Field</> <img id="c_small_relay" width="40" height="40"/> component. |åºæ¬çãªé»åãç ç©¶ããã°ã<hl>é»åãã£ãŒã«ã</>ãäœãåºãããšãã§ããŸãã é»åãã£ãŒã«ãã¯<hl>ã³ã³ããŒãã³ã</>ã§ãã é»åãã£ãŒã«ãã¯ã<hl>é»åã°ãªãã</>ã®ãµã€ãºã倧ãããããããŸã£ããæ°ããå¥ã®é»åã°ãªãããäœãããšãã§ããŸãã é»åã°ãªãããæ¡å€§ããããšã§ãé ãã®è³æºãŸã§å°éã§ããããã«ãªããŸãã <hl>å°åé»åãã£ãŒã«ã</><img id="c_small_relay" width="40" height="40"/>ã³ã³ããŒãã³ãã補é ããã | |- |Mine Silica |ã±ã€ç ã®æ¡æ | |- |Silica <img id="silica"/> is a new resource required to research higher tiers of technology. Silica nodes can be found on the plateau. You can produce <hl>Power Fields</> to expand your <hl>Power Grid</> to help reach these nodes. Expand your power grid towards the <hl>Silica</> resource. Set a bot to Mine <hl>Silica</> <img id="silica" width="40" height="40"/> |ã±ã€ç <img id="silica"/>ã¯ãé«åºŠãªæè¡ãç ç©¶ããããã«å¿ èŠãªæ°ããè³æºã§ãã ã±ã€ç ããŒãã¯é«åã«ãããŸãã<hl>é»åãã£ãŒã«ã</>ã補é ããŠ<hl>é»åã°ãªãã</>ãæ¡åŒµãããšããããã®ããŒãã«å°éãããããªããŸãã é»åã°ãªããã<hl>ã±ã€ç </>è³æºã«åããŠåºãã ãããã«<hl>ã±ã€ç </><img id="silica" width="40" height="40"/>ãæ¡æããã | |- |Set up Transport Route 1 |茞éã«ãŒã1ã®èšå® | |- |Now that you are mining silica we need to get that silica coming back to the base to be processed. First build a <hl>Storage building</> near your base to receive the Silica <img id="silica"/> and then produce a <hl>Worker bot</> that will carry the Silica <img id="silica"/> from your miner to the storage building. Right click on the Worker's Logistics Network Button <img image="Main/textures/codex/icons/network_button.png" width="30" height="30"/> and check mark the Transport Route box. The Logistics Icon will change to Transport Route Icon <img image="Main/textures/codex/icons/transport_route.png" width="30" height="30"/> |ã±ã€ç ãæ¡æãããããããåŠçããããã«åºå°ã«æ»ãå¿ èŠããããŸãã ãŸããã±ã€ç <img id="silica"/>ãåãåãããã«åºå°ã®è¿ãã«<hl>ä¿ç®¡æœèš</>ã建èšããã±ã€ç <img id="silica"/>ãæ¡ææ©ããä¿ç®¡åº«ãŸã§éã¶<hl>äœæ¥ããã</>ãäœæããŸãã äœæ¥ãããã®ç©æµãããã¯ãŒã¯ãã¿ã³<img image="Main/textures/codex/icons/network_button.png" width="30" height="30"/>ãå³ã¯ãªãã¯ãã茞éã«ãŒãããã¯ã¹ã«ãã§ãã¯ãå ¥ããŸããç©æµã¢ã€ã³ã³ã茞éã«ãŒãã¢ã€ã³ã³<img image="Main/textures/codex/icons/transport_route.png" width="30" height="30"/>ã«å€ãããŸã | |- |Set up Transport Route 2 |茞éã«ãŒã2ã®èšå® | |- |Now to set the GOTO point for the worker bot. (the point to pick up from) With the <hl>Worker Bot</> selected, click with the <Key action="SelectAction" style="bl"/> on the <hl>GOTO</> button <img image="Main/textures/codex/icons/register_goto.png" width="30" height="30"/> then click on the <hl> Mining Bot</> Note: Alternatively you can drag from the <hl>GOTO</> button <img image="Main/textures/codex/icons/register_goto.png" width="30" height="30"/> directly to the <hl> Mining Bot</> (or simply click on it with <Key action="ExecuteAction" style="hl"/>) |次ã«ãäœæ¥ãããã®GOTOãã€ã³ãïŒååå°ç¹ïŒãèšå®ããŸãããã <hl>äœæ¥ããã</>ãéžæããç¶æ ã§ã<hl>GOTOãã¿ã³</><img image="Main/textures/codex/icons/register_goto.png" width="30" height="30"/>ã<Key action="SelectAction" style="bl"/>ã§ã¯ãªãã¯ããæ¬¡ã«<hl>æ¡æããã</>ãã¯ãªãã¯ããã æ³šïŒä»£ããã«ã<hl>GOTO</>ãã¿ã³<img image="Main/textures/codex/icons/register_goto.png" width="30" height="30"/>ããçŽæ¥<hl>æ¡æããã</>ãŸã§ãã©ãã°ïŒãŸãã¯ã<Key action="ExecuteAction" style="hl"/>ã§ã¯ãªãã¯ïŒããããšãã§ããŸã | |- |Set up Transport Route 3 |茞éã«ãŒã3ã®èšå® | |- |Lastly, you need to set the Store point (the point to drop off to). With the <hl>Worker Bot</> selected, click with the <Key action="SelectAction" style="bl"/> on the <hl>STORE</> button and then click on the <hl>Storage</> building you built before to set it as the Store (drop off) point. Note: Again you can do this by dragging directly or by clicking on it (in this case with <hl>Ctrl +</> <Key action="ExecuteAction" style="hl"/>) |æåŸã«ãä¿ç®¡ãã€ã³ãïŒéãå ïŒãèšå®ããŸãã <hl>äœæ¥ããã</>ãéžæããç¶æ ã§ãã<hl>ä¿ç®¡</>ããã¿ã³ã<Key action="SelectAction" style="bl"/>ã§ã¯ãªãã¯ããåã«å»ºãŠã<hl>ä¿ç®¡åº«</>ãã¯ãªãã¯ããŠä¿ç®¡ãã€ã³ãïŒéãå ïŒã«èšå®ããŸãã æ³šæïŒçŽæ¥ãã©ãã°ããããã¯ãªãã¯ïŒãã®å Žåã¯<hl>Ctrl +</><Key action="ExecuteAction" style="hl"/>ïŒããŠãã ãã | |- |There is a <hl>Deconstructor</> component <img id="c_deconstructor" width="35" height="35"/>that is produced by the assembler. The <hl>deconstructor</> can break down units and buildings into their construction ingredients with a <hl>100%</> return. Click the deconstructor's parameter and then click the target unit or building you would like to deconstruct. |çµç«æ©ã«ãã£ãŠè£œé ããã<hl>è§£äœæ©</>ã³ã³ããŒãã³ã<img id="c_deconstructor" width="35" height="35"/>ããããŸãã <hl>è§£äœæ©</>ã¯ãŠãããã建é ç©ã<hl>100ïŒ </>ã®ç¢ºçã§å»ºèšææã«åè§£ããããšãã§ããŸãã è§£äœæ©ã®ãã©ã¡ãŒã¿ãã¯ãªãã¯ããè§£äœããããŠãããã 建é ç©ãã¯ãªãã¯ããŸãã | |- |Finally researching Basic Signals will allow you to begin producing components that can allow your units to scan the environment and to set up specific communications with each other. Producing radar components will allow you to scan the environment for a wide range of elements such as enemies and structures. |æåŸã«ãåºæ¬çãªã·ã°ãã«ããç ç©¶ããããšã§ããŠããããç°å¢ãã¹ãã£ã³ããããäºãã«ç¹å®ã®éä¿¡ãèšå®ãããã§ããã³ã³ããŒãã³ãã®è£œé ãéå§ã§ããããã«ãªããŸãã ã¬ãŒããŒã³ã³ããŒãã³ãã補é ããã°ãæµã建é ç©ãªã©ããŸããŸãªèŠçŽ ãã¹ãã£ã³ã§ããããã«ãªããŸãã | |- |Explore Using Radar |ã¬ãŒããŒã䜿ã | |- |Having researched Basic Signals you are able to produce Radar Components. One way you can use the radar is to search for ruins like the one you explored before. <bl>Using an Assembler make an </><hl>Portable Radar</><img image="Main/textures/icons/components/portable_radar.png" width="50" height="50"/> Put the radar on one of your scout bots and set the first <hl>Search Filter</> to scan for <hl>Unsolved</> (in the Information Tab) <img image="Main/textures/codex/registers/information_tab.png" width="400" height="30"/> <img image="Main/textures/codex/registers/scanner_building.png" width="280" height="60"/> Now you can take the scout out and explore the world for unsolved ruins. Note: Remember to be aware of your scout's power and to be prepared with defensive turrets if you anticipate hostile encounters. |åºæ¬ã·ã°ãã«ãç ç©¶ãããšãã¬ãŒããŒã³ã³ããŒãã³ãã補é ã§ããããã«ãªããã¬ãŒããŒã䜿ãã°ãä»¥åæ¢çŽ¢ãããããªéºè·¡ã調ã¹ãããã <bl>çµç«æ©ã䜿ã£ãŠ</><hl>æºåž¯åã¬ãŒããŒ</><img image="Main/textures/icons/components/portable_radar.png" width="50" height="50"/>ãäœã ã¬ãŒããŒãåµå¯ãããã®1ã€ã«è£ çããæåã®<hl>æ€çŽ¢ãã£ã«ã¿ãŒ</>ã<hl>æªè§£æ±º</>ïŒæ å ±ã¿ãã§ïŒã®ã¹ãã£ã³ã«èšå®ããã <img image="Main/textures/codex/registers/information_tab.png" width="400" height="30"/> <img image="Main/textures/codex/registers/scanner_building.png" width="280" height="60"/> ããã§ã¹ã«ãŠããé£ãåºããæªè§£æ±ºã®éºè·¡ããªããã¯ãŒã«ããæ¢çŽ¢ããããšãã§ããã æ³šïŒã¹ã«ãŠãã®ãã¯ãŒã«æ³šæããæµå¯Ÿçãªééãäºæ³ãããå Žåã¯é²åŸ¡ã¿ã¬ãããæºåããŠããããšãå¿ããã«ã | |- |Completion |å®äº | |- |Congratulations! You have reached the end of the Navigation Training Simulator. Information and Story Dialogue can be found in the <hl>Codex</> (<Key action="Codex" style="hl"/>) and it also includes a sample <hl>Behavior</>. The native population of bugs were preset to be passive during the tutorial, feel free to continue playing this way without interruption. If you wish however, you can choose to engage and turn them hostile. |ããã§ãšãããããŸãïŒããã²ãŒã·ã§ã³èšç·Žã·ãã¥ã¬ãŒã¿ãŒã¯ãããŸã§ã æ å ±ãã¹ããŒãªãŒã®å 容ã¯<hl>ã³ãŒããã¯ã¹</>ïŒ<Key action="Codex" style="hl"/>ïŒã«ãããŸãããŸãããã®äžã«ã¯ãµã³ãã«ã®<hl>åäœ</>ãå«ãŸããŠããŸãã ãã¥ãŒããªã¢ã«ã®éãçŸå°ã®ãã°ã¯åã身ã®ç¶æ ã«èšå®ãããŠããã®ã§ããã®ãŸãŸéªéãããããšãªããã¬ã€ãç¶ããããšãã§ããŸãã å¿ èŠã«å¿ããŠãã°ã«æ»æãã亀æŠãããããšãå¯èœã§ãã | |} == File: scenarios/resimulator == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Resimulator challenge |ã¬ãžãã¥ã¬ãŒã¿ãŒãã£ã¬ã³ãž |M |- |Complete the Resimulator |ã¬ãžãã¥ã¬ãŒã¿ã宿ãããŸã |M |- |Resimulator challenge Complete! |ã¬ãžãã¥ã¬ãŒã¿ãŒãã£ã¬ã³ãžãå®äºããŸããïŒ |M |} == File: data/actions == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |boolean |ããŒãªã¢ã³ | |- |Unable to remove component while it still contains items |ã¢ã€ãã ãå«ãã³ã³ããŒãã³ããåé€ã§ããªã | |- |ENEMY |æµ | |- |function |æ©èœ | |- |storage |ä¿ç®¡åº« | |- |Wall |å£ | |} == File: data/behaviors == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Transfer Behavior |ç§»ååäœ | |- |Transfers Items from one unit to another |1ã€ã®ãŠãããããå¥ã®ãŠããããžã®ã¢ã€ãã ã®ç§»å | |- |From Unit |ç§»åå ãŠããã | |- |To Unit |ç§»åå ãŠããã | |- |Item |ã¢ã€ãã | |- |Notification Behavior |éç¥åäœ | |- |Notifies when the input register changes |å ¥åã¬ãžã¹ã¿ã倿Žããããšãã«éç¥ãã | |- |Notify Message |éç¥ã¡ãã»ãŒãž | |- |notify |éç¥ | |- |wait |åŸ æ© | |- |Requestor Behavior |ãªã¯ãšã¹ãåŽã®åäœ | |- |Requests Items to be delivered to the unit equipped with this behavior |ãã®åäœãåãããŠãããã«ã¢ã€ãã ãå±ããããèŠæ±ãã | |- |Count Remainder Behavior |æ®ããæ°ããåäœ | |- |Counts number of items remaining in the specified unit |æå®ããããŠãããã®æ®ãã®ã¢ã€ãã æ°ãæ°ãã | |- |Result |çµæ | |- |unlock |ã¢ã³ãã㯠| |- |Metal Miner Behavior |é屿¡ææ©ã®åäœ | |- |Mines Metal Ore and drops it off to the specified location in the register |éå±é±ç³ãæ¡æããã¬ãžã¹ã¿ã®æå®ãããå Žæã«ãããããã | |- |Resource |è³æº | |- |mine |æ¡æ | |} == File: data/biomes == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |sand |ç | |- |cliff base |åŽã®äž | |- |sandrock |ãããåºãŸã£ãç | |- |lakes |æ¹ | |- |desert3 |ç æŒ 3 | |- |grass |è | |- |grass on slope |æé¢ã®è | |- |blighted grass |ãã©ã€ãã«æ±æãããè | |- |clifftop 1 (mossy) |åŽã®é äž1ïŒèïŒ | |- |shallow water pools |æµ ç¬ã®æ°ŽããŸã | |- |blight |ãã©ã€ã | |- |blight2 |ãã©ã€ã2 | |- |snow |éª | |} == File: data/blueprints == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Miner Bot (Prefab) |æ¡æãããïŒæ¢è£œåïŒ | |- |robot |ãããã | |- |Prefab |æ¢è£œå | |- |Power Bot (Prefab) |é»åãããïŒæ¢è£œåïŒ | |- |Metal Bar Production (Prefab) |é屿£è£œé ïŒæ¢è£œåïŒ | |- |metalbar |é屿£ | |} == File: data/codex == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Goals |ç®æš | |- |Research Blight |ãã©ã€ãã®ç ç©¶ | |- |Extract and Research Blight Gas |ãã©ã€ãã¬ã¹ã®æœåºãšç ç©¶ | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><header>Research Blight</> <bl>Extract and Research Blight Gas</> <hl>Blight Extractor</> <img image="Main/textures/icons/components/component_blightextractor_01_s.png" width="64" height="64"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><hl>Blight Gas</> Position your units with blight extractors into the area of blight so that they may extract the gas <img image="Main/textures/codex/botshots/in_blight.png" width="400" height="200"/> <hl>Blight Gas Containment</> Blight gas cannot be held in normal inventory slots. Extractors have a special chamber for containing the gas. <img image="Main/textures/codex/inventory/blight_inventory.png" width="300" height="100"/> In addition there are components specifically designed to contain blight gas. <img image="Main/textures/icons/components/component_blightcontainer_01_i.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_s.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_m.png" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><header>ãã©ã€ãã®ç ç©¶</> <bl>ãã©ã€ãã¬ã¹ã®æœåºãšç ç©¶</> <hl>ãã©ã€ãæœåºè£ 眮</><img image="Main/textures/icons/components/component_blightextractor_01_s.png" width="64" height="64"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><hl>ãã©ã€ãã¬ã¹</> ã¬ã¹ãæœåºã§ããããã«ããã©ã€ãæœåºè£ 眮ãåãããŠãããããã©ã€ãã«æ±æããããšãªã¢ã«é 眮ãã <img image="Main/textures/codex/botshots/in_blight.png" width="400" height="200"/> <hl>ãã©ã€ãã¬ã¹ã®å°ã蟌ã</> ãã©ã€ãã¬ã¹ã¯éåžžã®ã€ã³ãã³ããªã¹ãããã«ã¯åçŽã§ããªããæœåºè£ 眮ã«ã¯ã¬ã¹ãå°ã蟌ããããã®ç¹å¥ãªå®¹åšãåãã£ãŠããã <img image="Main/textures/codex/inventory/blight_inventory.png" width="300" height="100"/> ããã«ããã©ã€ãã¬ã¹ãå°ã蟌ããããã«ç¹å¥ã«èšèšãããã³ã³ããŒãã³ããååšããã <img image="Main/textures/icons/components/component_blightcontainer_01_i.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_s.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_m.png" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |A <hl>blight</> seems to be corrupting the planet. Electrical interference prevents entry. We would need to research it more if we wanted to enter... |<hl>ãã©ã€ã</>ããã®ææãèãã§ããããã§ããé»åå¹²æžã®ããé²å ¥ã§ããŸãããå ¥ãããã®ã§ããã°ãããå°ã調ã¹ãå¿ èŠããããŸãâŠâŠ | |- |Virus Protection |ãŠã€ã«ã¹å¯Ÿç | |- |You have been infected with a virus and must make yourself some protection |ãŠã€ã«ã¹ã«ææããŠããŸã£ãã®ã§ã èªåã®èº«ãå®ããã®ãäœããªããã°ãªããªã | |- |You have contracted what seems to be a proximity based self-replicating virus. Effects are unknown but I have manufactured a component that gives you temporary protection from the virus. You can produce the component in the assembler. In the meantime keep the infected unit away from other units to avoid more infection. |è¿æ¥åã®èªå·±å¢æ®ãŠã€ã«ã¹ã«ææããããã§ãã广ã¯äžæã§ããããŠã€ã«ã¹ãäžæçã«é²åŸ¡ããéšåãäœããŸããã ãã®ã³ã³ããŒãã³ãã¯çµç«æ©ã§è£œé ã§ããŸãããããŸã§ã¯ãææãããŠããããä»ã®ãŠãããã«è¿ã¥ããªãããã«ããŠããããªãææãé²ãã§ãã ããã | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/components/virus_cure.png" width="64" height="64"/><header>Virus Protection</> <bl>Manufacture a component giving protection from the virus</> <img image="Main/textures/codex/ui/line_h1.png"/> Units infected with the virus should stay clear of other units so as not to infect them. The virus has unknown effects that can be harmful so building protection should be high priority. <img image="Main/textures/codex/botshots/virus_infection.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Virus Protection Recipe</> <img image="Main/textures/codex/items/virus_protection.png"/> You should now have a recipe in your Assembler for simple protection from the virus however researching the Virus may lead to new technology. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/components/virus_cure.png" width="64" height="64"/><header>ãŠã€ã«ã¹å¯Ÿç</> <bl>ãŠã€ã«ã¹ããä¿è·ããã³ã³ããŒãã³ãã補é ãã</> <img image="Main/textures/codex/ui/line_h1.png"/> ãŠã€ã«ã¹ã«ææãããŠãããã¯ãä»ã®ãŠãããã«ææããªãããã«è¿ã¥ããªãããšããŠã€ã«ã¹ã¯æªç¥ã®å¹æãæã¡ãæå®³ã§ããå¯èœæ§ããããããé²åŸ¡ã®æ§ç¯ãæåªå ããå¿ èŠãããã <img image="Main/textures/codex/botshots/virus_infection.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ãŠã€ã«ã¹å¯Ÿçã¬ã·ã</> <img image="Main/textures/codex/items/virus_protection.png"/> çµç«æ©ã«ãŠã€ã«ã¹å¯Ÿçã®ã·ã³ãã«ãªã¬ã·ããåãã£ãŠããããŠã€ã«ã¹ãç ç©¶ããããšã§æ°ããæè¡ãæã«å ¥ãå¯èœæ§ãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Codex |ã³ãŒããã¯ã¹ | |- |Automation |ãªãŒãã¡ãŒã·ã§ã³ | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>AUTOMATION OVERVIEW:</> <bl>There are </><hl>Multiple Systems</> <bl>of</> <hl>Automation</> <bl>for your units and production.</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Automation 1:</> <bl>THE LOGISTICS NETWORK</> <img image="Main/textures/codex/ui/line_h1.png"/> This <bl>Network</> is the most basic and most hands-off system of automation. It is a <bl>Network</> that is present anywhere that there is a <hl>Power Grid</>. So long as any Unit has its Logistics button turned ON, it is connected to the Network. Units connected to a Network will operate within that Network without any direction from the Player. <gray>Note: There is a Logistics Network Menu with options if the player wants added control. Left click the logistics button to view this menu.</> <hl>Automation 2:</> <bl>PARAMETERS</> <img image="Main/textures/codex/ui/line_h1.png"/> Using Parameters (e.g. Goto, Store) is a more specified or directed way of automating units. Setting a Parameter on a unit tells that unit exactly where you want it to go or exactly where you want it to deliver items. <hl>Automation 3:</> <bl>BEHAVIORS</> <img image="Main/textures/codex/ui/line_h1.png"/> Behaviors are the most specific method of automation. The player can give an individual unit or building a behavior controller that can be programmed with a specific set of instructions. <img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <rl>Recommendation for NEW Players:</> 1) Read about the <hl>Automation 1:</> <bl> Logistics Network</> in the Codex and learn to toggle your Units on and off the Network. <bl>Let the Network be your primary automation until you gain more familiarity with the systems.</> <gray>(Leave the Logistics Menu until later once you are accustomed better to how the system operates.)</> 2) Read about <hl>Automation 2:</> <bl>Parameters</> and start to add the basic <bl>Parameters: Goto and Store</> as secondary automation to your Network. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>ãªãŒãã¡ãŒã·ã§ã³ã®æŠèŠ</> <bl>ãŠããããšè£œé ã«ã¯</><hl>è€æ°</><bl>ã®</><hl>ãªãŒãã¡ãŒã·ã§ã³ã·ã¹ãã ã</><bl>ããã</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ãªãŒãã¡ãŒã·ã§ã³1ïŒ</><bl>ç©æµãããã¯ãŒã¯</> <img image="Main/textures/codex/ui/line_h1.png"/> å<bl>ãããã¯ãŒã¯</>ã¯ããªãŒãã¡ãŒã·ã§ã³ã®æãåºæ¬çã§ãæãæéã®ããããªãã·ã¹ãã ã§ããã ãã®<bl>ãããã¯ãŒã¯</>ã¯<hl>é»åã°ãªãã</>ããããšããã«å¿ ãååšãããç©æµãã¿ã³ããªã³ã«ãªã£ãŠããéãããŠãããã¯ãããã¯ãŒã¯ã«æ¥ç¶ãããŠããã ãããã¯ãŒã¯ã«æ¥ç¶ããããŠãããã¯ããã¬ã€ã€ãŒã®æç€ºãªãã«ãããã¯ãŒã¯å ã§åäœããã <gray>泚ïŒãªãã·ã§ã³ãéžã¹ãç©æµãããã¯ãŒã¯ã¡ãã¥ãŒã§ã¯ãã³ã³ãããŒã«ã远å ã§ãããç©æµãã¿ã³ãå·Šã¯ãªãã¯ãããšã¡ãã¥ãŒã衚瀺ãããã</> <hl>ãªãŒãã¡ãŒã·ã§ã³2ïŒ</><bl>ãã©ã¡ãŒã¿</> <img image="Main/textures/codex/ui/line_h1.png"/> Gotoãä¿ç®¡ãªã©ã®ãã©ã¡ãŒã¿ã䜿çšããããšã§ããŠããããèªååããããšãå¯èœã«ãªãã ãŠãããã«ãã©ã¡ãŒã¿ãèšå®ããããšã§ããã®ãŠããããã©ãã«ç§»åããããããã©ãã«ã¢ã€ãã ã茞éããããããæ£ç¢ºã«æç€ºããããšãã§ããã <hl>ãªãŒãã¡ãŒã·ã§ã³3ïŒ</><bl>åäœ</> <img image="Main/textures/codex/ui/line_h1.png"/> èªååã®äžã§æãå ·äœçãªæ¹æ³ãåäœã§ããã ãã¬ã€ã€ãŒã¯åã ã®ãŠãããã建é ç©ã«åäœã³ã³ãããŒã©ãŒãæå®ããç¹å®ã®æç€ºãããã°ã©ã ããããšãã§ããã <img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <rl>æ°èŠãã¬ã€ã€ãŒãžã®ã¢ããã€ã¹</> 1) ã³ãŒããã¯ã¹ã§<hl>ãªãŒãã¡ãŒã·ã§ã³1ïŒ</><bl>ç©æµãããã¯ãŒã¯</>ã«ã€ããŠèªã¿ããŠãããã®ãããã¯ãŒã¯ã®ãªã³ãªããåãæ¿ããããããã«ãªããã<bl>ã·ã¹ãã ã«æ £ãããŸã§ã¯ããããã¯ãŒã¯ãäž»ãªãªãŒãã¡ãŒã·ã§ã³ãšããããšã</> <gray>(ç©æµã¡ãã¥ãŒã¯ã·ã¹ãã ã®æäœã«æ £ããŠãã䜿ãã)</> 2) <hl>ãªãŒãã¡ãŒã·ã§ã³2ïŒ</><bl>ãã©ã¡ãŒã¿</>ãèªã¿ãåºæ¬çãª<bl>ãã©ã¡ãŒã¿ïŒGotoãšä¿ç®¡ïŒ</>ã2次ãªãŒãã¡ãŒã·ã§ã³ãšããŠãããã¯ãŒã¯ã«è¿œå ããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 1: Logistics Network |ãªãŒãã¡ãŒã·ã§ã³1ïŒç©æµãããã¯ãŒã¯ | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 1:</> <bl>THE LOGISTICS NETWORK</> <icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/> The Logistics Network button is located next to the Power button of each Unit. <Key action="ExecuteAction" style="hl"/> on the Network button to <hl>Toggle</> the Network connection ON and OFF. <Key action="SelectAction" style="hl"/> on the Network button to <hl>Open</> the <bl>Logistics Settings Menu</> <gray>The Logistics Settings allow for deeper control of the Network and will be explained more later.</> <img image="Main/textures/codex/ui/line_h1.png"/> <gray>Network Connection is the most basic form of Automation, the following does not require any activity from the player, it's an explanation of how the Logistics Network functions automatically.</> <bl>Connecting a unit to the</> <hl>Logistics Network</> <bl>allows it to fulfill item requests for other units called</> <hl>Orders</>. When a component requires an item it will make an <hl>Order</> on the logistics network for that item. Available units will fulfill this request by: 1) picking up the <hl>Order</> 2) sourcing the required <bl>Item</> from within the logistics network 3) delivering the <bl>Item</> automatically <hl>Example:</> a fabricator that is trying to produce metal bars will request metal ore, another bot may pick up that metal ore from a nearby storage facility and then deliver it to the fabricator. * NOTE: Units on the same <hl>Power Grid</> are connected to the same <bl>Logistics Network</>. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Additional Details Regarding Network Connectivity</> * <bl>Connecting a unit to the logistics network makes its inventory available to other units on the network.</>. * Requested items are reserved so other orders do not use them before being picked up. * Empty space at the destination is also reserved for delivery. If there is no free space to make the reservation an order is not created until space is available. If a unit has no space to carry the item it will also not pick up that order. Orders will only be delivered up to one item stack at a time and are only sourced from one location at a time, so an order requesting several items may require multiple trips if items are scattered across buildings. <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Certain actions, such as dragging items between units, will create a</> <hl>Direct Order</> <bl>which is higher priority than normal orders.</> <hl>Orders and Preference</> If a moveable unit is a source or destination for that order then it will prefer for that unit to perform the order. While it is a convenient way to deliver items, on larger power grids it can be very inefficient. For better optimization consider using <hl>Behaviors.</> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <hl>ãªãŒãã¡ãŒã·ã§ã³ 1:</> <bl>ç©æµãããã¯ãŒã¯</><icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/>ç©æµãããã¯ãŒã¯ãã¿ã³ã¯åãŠãããã®é»æºãã¿ã³ã®é£ã«äœçœ®ããã ãããã¯ãŒã¯ãã¿ã³ã<Key action="ExecuteAction" style="hl"/>ãããšããããã¯ãŒã¯æ¥ç¶ã®ãªã³ãšãªãã<hl>åãæ¿ãã</>ã ãããã¯ãŒã¯ãã¿ã³ã<Key action="SelectAction" style="hl"/>ãããšã<bl>ç©æµèšå®ã¡ãã¥ãŒ</>ã<hl>éã</>ã<gray>ç©æµèšå®ã§ã¯ãããã¯ãŒã¯ã詳ããèšå®ã§ããã詳ããã¯äžèšãåç §ã</> <img image="Main/textures/codex/ui/line_h1.png"/> <gray>ãããã¯ãŒã¯æ¥ç¶ã¯æãåºæ¬çãªãªãŒãã¡ãŒã·ã§ã³æ©èœã§ããã¬ã€ã€ãŒã®æäœã¯å¿ èŠãªããããããã§ã¯ç©æµãããã¯ãŒã¯ãèªåçã«æ©èœããä»çµã¿ã«ã€ããŠèª¬æããã</> <bl>ãŠãããã</><hl>ç©æµãããã¯ãŒã¯</><bl>ã«æ¥ç¶ãããšã</><hl>泚æ</><bl>ãšåŒã°ããä»ã®ãŠãããã®ã¢ã€ãã ã®èŠæ±ãæºããããšãã§ãã</>ã ããã³ã³ããŒãã³ãã«ã¢ã€ãã ãå¿ èŠã«ãªããšãç©æµãããã¯ãŒã¯ã«ãã®ã¢ã€ãã ã®<hl>泚æ</>ãè¡ãããã 察å¿å¯èœãªãŠãããã¯ä»¥äžã®æ¹æ³ã§ãã®èŠæ±ãæºããã 1) <hl>泚æ</>ãåãåã 2) ç©æµãããã¯ãŒã¯å ããå¿ èŠãª<bl>ã¢ã€ãã </>ã調éãã 3) <bl>ã¢ã€ãã </>ãèªåçã«èŒžéãã <hl>äŸïŒ</>é屿£ã補é ããããšããŠããå å·¥æ©ããéå±é±ç³ããªã¯ãšã¹ããããå Žåãå¥ã®ããããè¿ãã®ä¿ç®¡åº«ããéå±é±ç³ãååããå å·¥æ©ã«å±ããã * 泚ïŒåã<hl>é»åã°ãªãã</>äžã®ãŠãããã¯ãåã<bl>ç©æµãããã¯ãŒã¯</>ã«æ¥ç¶ãããŠããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ãããã¯ãŒã¯æ¥ç¶ã«é¢ãããã®ä»ã®æ å ±</> * <bl>ãŠããããç©æµãããã¯ãŒã¯ã«æ¥ç¶ãããšããããã¯ãŒã¯äžã®ä»ã®ãŠãããããã®ãŠãããã®ã€ã³ãã³ããªãå©çšã§ããããã«ãªãã</> * ãªã¯ãšã¹ããããã¢ã€ãã ã¯ãååãããåã«ä»ã®æ³šæã«äœ¿ãããªãããã«ç¢ºä¿ãããã * ç®çå°ã®ç©ºãã¹ããŒã¹ã茞éã®ããã«ç¢ºä¿ãããã空ãã¹ããŒã¹ããªãå Žåãã¹ããŒã¹ã空ããŸã§æ³šæã¯äœæãããªãã ãŸãããŠãããã«ã¢ã€ãã ãéã¶ã¹ããŒã¹ããªãå Žåãããã®æ³šæã¯ååãããªããæ³šæã¯äžåºŠã«1ã€ã®ã¢ã€ãã ã¹ã¿ãã¯ãŸã§ããé éããããäžåºŠã«1ã€ã®å Žæãããã調éãããªããããã¢ã€ãã ãè€æ°ã®å»ºé ç©ã«æ£ãã°ã£ãŠããå Žåãè€æ°ã®ã¢ã€ãã ãæ±ããæ³šæã«ã¯è€æ°åã®ç§»åãå¿ èŠã«ãªãããšãããã <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ãŠãããéã§ã¢ã€ãã ããã©ãã°ãããªã©ã®ç¹å®ã®æäœã¯ãéåžžã®æ³šæãããåªå é äœã®é«ã</><hl>çŽæ¥æ³šæ</><bl>ãäœæãããã</> <hl>泚æãšåªå é äœ</> ç§»åå¯èœãªãŠãããããã®æ³šæã®èŒžéå ãŸãã¯ç®çå°ã§ããå Žåããã®ãŠããããåªå çã«æ³šæãåŠçããã ããã¯ã¢ã€ãã ã茞éããæ¹æ³ãšããŠã¯äŸ¿å©ã§ããããå€§èŠæš¡ãªé»åã°ãªããã§ã¯éåžžã«éå¹ççãšãªãå¯èœæ§ãããã<hl>åäœ</>ã䜿ããšãããã«å¹çããããªãå¯èœæ§ãããã <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Automation 1: Logistics Menu |ãªãŒãã¡ãŒã·ã§ã³1ïŒç©æµã¡ãã¥ãŒ | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 1:</> <bl>THE LOGISTICS MENU</> <icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/> The Logistics Network button is located next to the Power button of each Unit. <Key action="SelectAction" style="hl"/> on the Logistics Network button to Open the <hl>Logistics Settings</> Menu <img image="Main/textures/codex/menushots/logistics_settings.png" width="240" height="400"/> <hl>Channels</> There are 4 Channels you can assign a Unit or Building to. Units only interact with units that are also on the same channel. You can have a unit only supply or only receive items on their networks. <hl>Priority</> Orders requested by this unit are set to high priority and will be completed first. <hl>Carry out Orders</> Units carry out orders of the logistics network by default. Untick this box if you want units to be on the network without carrying orders. <hl>Only Item Transporters</> With this box ticked robots will not carry out orders for this unit, only Item Transporter components will pass items. <hl>Transport Route</> Continually pick up from <hl>Goto</> and deliver to <hl>Store</>. This requires both <hl>Goto Register</> and <hl>Store Register</> to be set. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>ãªãŒãã¡ãŒã·ã§ã³ 1ïŒ</> <bl>ç©æµã¡ãã¥ãŒ</><icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/> ç©æµãããã¯ãŒã¯ãã¿ã³ã¯åãŠãããã®é»æºãã¿ã³ã®é£ã«äœçœ®ããã <hl>ç©æµèšå®</>ã¡ãã¥ãŒãéãã«ã¯ãç©æµãããã¯ãŒã¯ãã¿ã³ã<Key action="SelectAction" style="hl"/>ããã <img image="Main/textures/codex/menushots/logistics_settings.png" width="240" height="400"/> <hl>ãã£ã³ãã«</> ãŠããããŸãã¯å»ºé ç©ãå²ãåœãŠãããšãã§ãããã£ã³ãã«ã¯å šéšã§4ã€ããŠãããã¯åããã£ã³ãã«ã«ãããŠããããšã®ã¿çžäºäœçšããããŠãããã«ãããã¯ãŒã¯äžã®ã¢ã€ãã ã ããäŸçµŠãããããåãåããããããããšãã§ããã <hl>åªå é äœ</> ãã®ãŠãããããªã¯ãšã¹ãããæ³šæã¯åªå é äœãé«ããæåã«å®äºããã <hl>泚æã®åŠç</> ãŠãããã¯ããã©ã«ãã§ç©æµãããã¯ãŒã¯ã®æ³šæãåŠçããã æ³šæãéã°ãã«ãŠãããããããã¯ãŒã¯ã«åå ããããå Žåã¯ããã®ããã¯ã¹ã®ãã§ãã¯ãå€ãã <hl>ã¢ã€ãã èŒžéæ©ã®ã¿</> ãã®ããã¯ã¹ã«ãã§ãã¯ãå ¥ãããšãããããã¯ãã®ãŠãããã®æ³šæãåŠçããªããªããã¢ã€ãã èŒžéæ©ã³ã³ããŒãã³ãã ããã¢ã€ãã ãéã¶ããã«ãªãã <hl>茞éã«ãŒã</> ç¶ç¶çã«<hl>Goto</>ããååãã<hl>ä¿ç®¡</>ã«èŒžéãããããã«ã¯<hl>Gotoã¬ãžã¹ã¿</>ãš<hl>ä¿ç®¡ã¬ãžã¹ã¿</>ã®äž¡æ¹ãèšå®ãããŠããå¿ èŠãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 2: Parameters |ãªãŒãã¡ãŒã·ã§ã³ 2ïŒãã©ã¡ãŒã¿ | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 2:</> <bl>PARAMETERS</> <bl>Parameters are simple</> <hl>contextual</> <bl>settings that tell your unit or component how to operate.</> There are two main types of Parameters: <hl>Unit Parameters</> and <hl>Component Parameters</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>Unit Parameters</> <img image="Main/textures/codex/icons/registers_base_icons.png" width="272" height="72"/> <bl>| SIGNAL | VISUAL | STORE | GOTO |</> <img image="Main/textures/codex/ui/line_h1.png"/> Selecting a <bl>Parameter</> will bring up a panel with available values for that component. A <bl>Parameter</> can be cleared by clicking with the <Key action="ExecuteAction" style="hl"/> on it or linked to another Parameter by dragging a line from one Parameter to another. A link forwards a value of a Parameter into the target Parameter allowing you to pass information between components. Remove a link by recreating the same link. You can send the value of a Parameter to another unit by using <hl>Signals</>. You can also copy the value of a Parameter to another by holding down the <hl>Control Key</> while dragging. Each unit has a set of four general purpose Parameters with extra functionality associated with them. <icon icon="icon_context"/> <hl>Goto</> is a general purpose <bl>Parameter</> that can be set by clicking with the <Key action="ExecuteAction" style="hl"/> and represents the current focus of your Unit. If this is set to something in the world the unit knows how to interact with then it will focus on doing that interaction such as picking up an item or opening an explorable structure. If the goto unit is mobile a bot will try to follow it. <icon icon="icon_home"/> <hl>Store</> binds one Unit to another. If Store points to another unit or building, it will go there and transfer its inventory when it is idle. The store Parameter can be set by pressing <hl>Ctrl + </><Key action="ExecuteAction" style="hl"/> over an entity in the world, or cleared when there is no entity. <icon icon="icon_vision"/> <hl>Visual</> Parameter will display in the gameplay view when you have visual overlays enabled. You can use this to provide yourself with a visual clue as to work the Unit is performing. A useful technique is to link a production component Parameter to the visual Parameter to know what is being produced inside that Unit. <icon icon="icon_signal"/> <hl>Signal</> Parameters are an easy way to send information to other units. It can be read via a <hl>signal reader</> component. <img image="Main/textures/codex/ui/line_h2.png"/> <hl>[ GOTO ]</> If you set the <bl>GOTO Parameter</> <img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/> to another unit it will follow that unit. You can set it by either <hl>Dragging</> from the <bl>GOTO Parameter</> to the Unit, or clicking the <Key action="ExecuteAction" style="hl"/> on that Unit. <img image="Main/textures/codex/automation/goto_set.png"/><img image="Main/textures/codex/automation/home_follow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ STORE ]</> Setting the <bl>STORE Parameter</> to a Building on a Unit will make that unit store all its items on that building. <img image="Main/textures/codex/automation/home_mine1.png"/> <img image="Main/textures/codex/automation/home_mine2.png"/> <desc>In the example above when the Unit has filled up from mining it will take it to the Building and empty its inventory, then go back to mining.</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ Transfer ]</> Setting the <bl>STORE Parameter</> of one building to another will have units on the network move items to the store building. <img image="Main/textures/codex/automation/home_transfer.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ TRANSPORT ROUTE ]</> If the Transport Route in the Logistics Network Menu is checked: <img image="Main/textures/codex/menushots/transport_route.png"/> <gray>( more about the menu in Codex entry Automation 1: Logistics Network Menu)</> <hl>[ Pickup and Store ]</> If you set the <bl>GOTO Parameter</> <img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/> to another unit and the <bl>Transport Route</> is 'Checked', it will pick up items from that unit. If you set the <bl>STORE Parameter</> <img image="Main/textures/codex/icons/register_store.png" width="45" height="45"/> to another unit it will Store or Drop off items in that unit. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> <header>Component Parameters</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Certain</> <hl>components</> <bl>will have Parameters that when set will activate the functionality of that component</> <img image="Main/textures/codex/registers/codex_miner.png"/> <hl>Mining</> components will harvest the resource node specified in its Parameter. If a resource type, such as <hl>metal ore</> or <hl>crystal</> are set in the Parameter then the component will try to find a matching resource node within visible range. If a number is specified then the component will only mine up to that amount of items or until full. <img image="Main/textures/codex/registers/codex_production.png"/> <hl>Production</> component Parameters specify the item or unit to be produced. If available you can also set a unit blueprint to the Parameter to manufacture a pre-made unit saved earlier. The second Parameter on production units shows the next required ingredient that is required for production. This is useful to pass along to other components to create production chains. <img image="Main/textures/codex/registers/codex_research.png"/> <hl>Uplink</> and research components show the technology that is currently being researched. Similar to production components, the second Parameter will show the new required ingredient to complete the research. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>ãªãŒãã¡ãŒã·ã§ã³ 2ïŒ</> <bl>ãã©ã¡ãŒã¿</> <bl>ãã©ã¡ãŒã¿</>ã¯ããŠããããã³ã³ããŒãã³ãã®åäœãæç€ºãããã·ã³ãã«ãª<hl>ã³ã³ããã¹ã</>ã®èšå®ã<bl></> ãã©ã¡ãŒã¿ã«ã¯äž»ã«ã<hl>ãŠããã</>ãš<hl>ã³ã³ããŒãã³ã</>ã®2çš®é¡ããã <img image="Main/textures/codex/ui/line_h1.png"/> <header>ãŠããããã©ã¡ãŒã¿</> <img image="Main/textures/codex/icons/registers_base_icons.png" width="272" height="72"/> <bl>| ã·ã°ãã« | ããžã¥ã¢ã« |ä¿ç®¡ | GOTO |</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ãã©ã¡ãŒã¿</>ãéžæãããšããã®ã³ã³ããŒãã³ãã§äœ¿çšå¯èœãªå€ãããã«ã«è¡šç€ºãããã<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ãããš<bl>ãã©ã¡ãŒã¿</>ãåé€ãããå¥ã®ãã©ã¡ãŒã¿ã«ãã©ãã°ãããšãªã³ã¯ãããããªã³ã¯ã¯ããã©ã¡ãŒã¿ã®å€ãã¿ãŒã²ããã®ãã©ã¡ãŒã¿ã«è»¢éããã³ã³ããŒãã³ãéã®æ å ±ã®åãæž¡ããå¯èœã«ããããªã³ã¯ãåé€ããã«ã¯ãåããªã³ã¯ãåäœæããã<hl>ã·ã°ãã«</>ã䜿çšãããšããã©ã¡ãŒã¿ã®å€ãå¥ã®ãŠãããã«éä¿¡ã§ããããŸãã<hl>ControlããŒ</>ãæŒããªãããã©ãã°ããããšã§ããã©ã¡ãŒã¿ã®å€ãå¥ã®ãã©ã¡ãŒã¿ã«ã³ããŒããããšãã§ããã åãŠãããã«ã¯4ã€ã®æ±çšãã©ã¡ãŒã¿ããããããããã«è¿œå ã®æ©èœãããã <icon icon="icon_context"/> <hl>Goto</>ã¯æ±çš<bl>ãã©ã¡ãŒã¿</>ã§ã<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ããããšã§èšå®ã§ãããŠãããã®çŸåšã®ãã©ãŒã«ã¹ã衚ãããããã¯ãŒã«ãå ã®äœãã«èšå®ãããŠããå Žåããã®ãŠãããã¯ã¢ã€ãã ãæŸã£ãããæ¢çŽ¢å¯èœãªæ§é ç©ãéããããšãã£ãæäœã«éäžãããããç§»åå¯èœãªãŠãããã§ããã°ããããã¯ããã远ããããã <icon icon="icon_home"/> <hl>ä¿ç®¡</>ã¯1ã€ã®ãŠããããå¥ã®ãŠãããã«ãã€ã³ããããä¿ç®¡ãä»ã®ãŠãããã建é ç©ãæããŠããå Žåãã¢ã€ããªã³ã°æã«ããã«è¡ããã€ã³ãã³ããªã転éãããä¿ç®¡ãã©ã¡ãŒã¿ã¯ã¯ãŒã«ãå ã®ãšã³ãã£ãã£äžã§<hl>Ctrl +</><Key action="ExecuteAction" style="hl"/>ãæŒãããšã§èšå®ã§ãããšã³ãã£ãã£ããªãå Žåã¯æ¶å»ãããã <icon icon="icon_vision"/> <hl>ããžã¥ã¢ã«</>ãªãŒããŒã¬ã€ãæå¹ã«ãããšãããžã¥ã¢ã«ãã©ã¡ãŒã¿ãã²ãŒã ãã¬ã€ãã¥ãŒã«è¡šç€ºããããããã䜿çšããŠããŠããããå®è¡ããŠããäœæ¥ãèŠèŠçã«ç¢ºèªå¯èœã補é ã³ã³ããŒãã³ããã©ã¡ãŒã¿ãããžã¥ã¢ã«ãã©ã¡ãŒã¿ã«ãªã³ã¯ããããšã§ããŠãããå ã§äœã補é ãããŠããããç¥ãããšãã§ããã <icon icon="icon_signal"/> <hl>ã·ã°ãã«</>ãã©ã¡ãŒã¿ã䜿ãã°ãä»ã®ãŠãããã«ç°¡åã«æ å ±ãéãããšãã§ããã<hl>ã·ã°ãã«ãªãŒããŒ</>ã³ã³ããŒãã³ããä»ããŠèªã¿åããã <img image="Main/textures/codex/ui/line_h2.png"/> <hl>[ GOTO ]</> <bl>GOTOãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>ãä»ã®ãŠãããã«èšå®ãããšããã®ãŠãããã远ããããã <bl>GOTOãã©ã¡ãŒã¿</>ãããŠãããã«<hl>ãã©ãã°</>ãããããã®ãŠãããäžã§<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ããããšã§èšå®å¯èœã <img image="Main/textures/codex/automation/goto_set.png"/><img image="Main/textures/codex/automation/home_follow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ ä¿ç®¡ ]</> <bl>ä¿ç®¡ãã©ã¡ãŒã¿</>ããŠãããã®å»ºé ç©ã«èšå®ãããšããã®ãŠãããã¯ãã¹ãŠã®ã¢ã€ãã ããã®å»ºé ç©ã«ä¿ç®¡ããããã«ãªãã <img image="Main/textures/codex/automation/home_mine1.png"/> <img image="Main/textures/codex/automation/home_mine2.png"/> <desc>äžã®äŸã®å Žåãæ¡æã§æºã¿ã³ã«ãªã£ããŠãããã建é ç©ãŸã§ç§»åãããã€ã³ãã³ããªã空ã«ããŠããæ¡æã«æ»ãã</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ ç§»å ]</> 1ã€ã®å»ºé ç©ã®<bl>ä¿ç®¡</>ãã©ã¡ãŒã¿ãå¥ã®å»ºé ç©ã«èšå®ãããšããããã¯ãŒã¯äžã®ãŠããããã¢ã€ãã ãä¿ç®¡çšã®å»ºé ç©ã«ç§»åããã <img image="Main/textures/codex/automation/home_transfer.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ 茞éã«ãŒã ]</> ç©æµãããã¯ãŒã¯ã¡ãã¥ãŒã®èŒžéã«ãŒãã«ãã§ãã¯ããŒã¯ãå ¥ã£ãŠããå ŽåïŒ <img image="Main/textures/codex/menushots/transport_route.png"/> <gray>ïŒã¡ãã¥ãŒã®è©³çŽ°ã¯ Codex entry ãªãŒãã¡ãŒã·ã§ã³ 1: ç©æµãããã¯ãŒã¯ã¡ãã¥ãŒãåç §)</> <hl>[ ååã»ä¿ç®¡ </> <bl>GOTOãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>ãä»ã®ãŠãããã«èšå®ãã<bl>茞éã«ãŒã</>ã«ãã§ãã¯ããŒã¯ãå ¥ã£ãŠããå Žåããã®ãŠãããããã¢ã€ãã ãååããã <bl>ä¿ç®¡ãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_store.png" width="45" height="45"/>ãä»ã®ãŠãããã«èšå®ãããšããã®ãŠãããã«ã¢ã€ãã ãä¿ç®¡ãŸãã¯ããããããããšãã§ããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> <header>ã³ã³ããŒãã³ããã©ã¡ãŒã¿</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ç¹å®</>ã®<hl>ã³ã³ããŒãã³ã</>ã«ã¯ã<bl>èšå®ãããšãã®ã³ã³ããŒãã³ãã®æ©èœãæå¹ã«ãããã©ã¡ãŒã¿ãããã</> <img image="Main/textures/codex/registers/codex_miner.png"/> <hl>æ¡æ</>ã³ã³ããŒãã³ãã¯ãã©ã¡ãŒã¿ã§æå®ãããè³æºããŒããæ¡æããããã©ã¡ãŒã¿ã«<hl>éå±é±ç³</>ã<hl>æ°Žæ¶</>ãªã©ã®è³æºã¿ã€ããèšå®ãããŠããå Žåãã³ã³ããŒãã³ãã¯å¯èŠç¯å²å ã§äžèŽããè³æºããŒããèŠã€ããããšãããæ°å€ãæå®ãããŠããå Žåãã³ã³ããŒãã³ãã¯ãã®ã¢ã€ãã ã®éãŸã§ããŸãã¯æºã¿ã³ã«ãªããŸã§ããæ¡æããªãã <img image="Main/textures/codex/registers/codex_production.png"/> <hl>補é </>ã³ã³ããŒãã³ãã®ãã©ã¡ãŒã¿ã¯è£œé ããã¢ã€ãã ãŸãã¯ãŠããããæå®ãããå©çšå¯èœã§ããã°ããŠãããã®ãã«ãŒããªã³ãããã©ã¡ãŒã¿ã«èšå®ããŠã以åã«ä¿åããæ¢æãŠãããã補é ããããšãå¯èœã補é ãŠãããã®2çªç®ã®ãã©ã¡ãŒã¿ã¯ã補é ã«å¿ èŠãªæ¬¡ã®æåã瀺ããŠãããä»ã®ã³ã³ããŒãã³ãã«æž¡ããŠè£œé ãã§ãŒã³ãäœãéã«äŸ¿å©ã <img image="Main/textures/codex/registers/codex_research.png"/> <hl>ã¢ãããªã³ã¯</>ãšç ç©¶ã³ã³ããŒãã³ãã¯ãçŸåšç ç©¶äžã®æè¡ã瀺ãã補é ã³ã³ããŒãã³ããšåæ§ã«ã2ã€ç®ã®ãã©ã¡ãŒã¿ã«ã¯ç ç©¶ãå®äºãããããã«æ°ãã«å¿ èŠãªæåã衚瀺ãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 3: Behavior UI |ãªãŒãã¡ãŒã·ã§ã³ 3ïŒåäœUI | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 3:</> <bl>BEHAVIOR UI</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/menushots/behaviorUI.png" width="450" height="500"/> 1) <hl>MENU</> - From Left to Right: [ <bl>Undo - Stop - Play - Step</> ] [ <bl>Library - Confirm</> ] 2) <hl>BEHAVIOR INSTRUCTIONS</> [ <bl>Unit - Move - Component - Flow - Math - Global</> ] (Drop down Menus) 3) <hl>BEHAVIOR NAME and DESCRIPTION</> Give it a name. 4) <hl>ADD and REMOVE PARAMETERS</> Plus sign to add a <bl>Parameter</>. Minus sign to remove a <bl>Parameter</>. 5) <hl>UNIT Parameters</> - From left to right: [ <bl>Signal - Visual - Store - Goto ]</> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>ãªãŒãã¡ãŒã·ã§ã³ 3:</><bl>åäœUI</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/menushots/behaviorUI.png" width="450" height="500"/> 1) <hl>ã¡ãã¥ãŒ</> - å·Šããå³ãž [<bl>å ã«æ»ã - 忢 - åç - ã¹ããã</>] [<bl>ã©ã€ãã©ãª - 確èª</>] 2) <hl>åäœã®æç€º</> [<bl>ãŠããã - ç§»å - ã³ã³ããŒãã³ã - ãã㌠- èšç® - ã°ããŒãã«</>] (ããããããŠã³ã¡ãã¥ãŒ) 3) <hl>åäœã®ååãšèª¬æ</>ïŒååãã€ãã 4) <hl>ãã©ã¡ãŒã¿ã®è¿œå ãšåé€</>ïŒãã©ã¹èšå·ã§<bl>ãã©ã¡ãŒã¿</>ã远å ããããã€ãã¹èšå·ã§<bl>ãã©ã¡ãŒã¿</>ãåé€ãã 5) <hl>ãŠããããã©ã¡ãŒã¿</> - å·Šããå³ãž [<bl>ã·ã°ãã« - ããžã¥ã¢ã« - ä¿ç®¡ - Goto</>] | |- |Automation 3: Behaviors |ãªãŒãã¡ãŒã·ã§ã³ 3ïŒåäœ | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Behaviors</> <img width="50" height="50" id="c_behavior"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/modify_behavior.png"/> Click on the modify behavior button to open the behavior editor screen. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/01_prog_start.png"/> When the behavior editor opens, <hl>Program Start</> will be the beginning point for your behavior. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/02_pick_up.png"/> Start by dragging the <hl>Pick Up Items</> instruction over to Program Start to connect it. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/03_add_param.png"/> Next, click on the <bl>[ + ]</> sign at the top of the behavior editor to add a <bl>Parameter [ P 1 ]</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/04_drag_param.png"/> Drag the new parameter <bl>[ P1 ]</> to the <hl>Source</> for Pick Up Items <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/05_param_icon.png"/> Now whatever the P1 parameter is set to will be the input for the instructions Source. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/06_drop_off.png"/> Repeat the same process for the Drop off instruction. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/07_param2.png"/> Add Parameter 2 [ P2 ] and drag it to the Source for the Drop off instruction. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/08_rename.png"/> Rename your behavior to something like 'Transfer Behavior' and add a description if you would like. <img image="Main/textures/codex/auto3_behavior/confirm.png"/> Click the confirm button to return to the main screen. <img image="Main/textures/codex/auto3_behavior/09_parameters.png"/> Parameters [ P1 ] and [ P2 ] that you created can now be set. <img image="Main/textures/codex/auto3_behavior/10_set_parameters.png"/> Set [ P1 ] to the building you want items picked up from and [ P2 ] to the building where you want them to be dropped off at. <img image="Main/textures/codex/auto3_behavior/start_behavior.png"/> Click the Run button to start the behavior. <img image="Main/textures/codex/ui/line_h1.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>åäœ</> <img width="50" height="50" id="c_behavior"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/modify_behavior.png"/> åäœä¿®æ£ãã¿ã³ãã¯ãªãã¯ããåäœç·šéç»é¢ãéãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/01_prog_start.png"/> åäœç·šéç»é¢ãéãããã<hl>ããã°ã©ã éå§</>ãåäœã®éå§ç¹ãšãªãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/02_pick_up.png"/> ãŸãã¯<hl>ã¢ã€ãã ãæŸã</>æç€ºããããã°ã©ã éå§ãã«ãã©ãã°ããŠã€ãªããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/03_add_param.png"/> 次ã«ãåäœç·šéç»é¢ã®äžéšã«ãã<bl>[+]</>èšå·ãã¯ãªãã¯ããŠã<bl>ãã©ã¡ãŒã¿[P 1]</>ã远å ãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/04_drag_param.png"/> æ°ãããã©ã¡ãŒã¿<bl>[P1]</>ããã¢ã€ãã ãæŸããã®<hl>ãœãŒã¹</>ã«ãã©ãã°ããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/05_param_icon.png"/> ããã§ãP1ãã©ã¡ãŒã¿ãèšå®ããããã®ã¯ãã¹ãŠãæç€ºãœãŒã¹ã®å ¥åãšãªãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/06_drop_off.png"/> åãæäœããããããªãã®æç€ºã«ãè¡ãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/07_param2.png"/> ãã©ã¡ãŒã¿ 2 [P2]ã远å ãããããããªãæç€ºã®ãœãŒã¹ã«ãã©ãã°ããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/08_rename.png"/> åäœã®ååãã茞éã®åäœããªã©ã«å€æŽããå¿ èŠã§ããã°èª¬æã远å ããã <img image="Main/textures/codex/auto3_behavior/confirm.png"/> 確èªãã¿ã³ãã¯ãªãã¯ããŠã¡ã€ã³ç»é¢ã«æ»ãã <img image="Main/textures/codex/auto3_behavior/09_parameters.png"/> ããã§ãäœæãããã©ã¡ãŒã¿[P1]ãš[P2ã䜿ããããã«ãªãã <img image="Main/textures/codex/auto3_behavior/10_set_parameters.png"/> [P1]ã«ã¯éè·å ã®ãã«ãã[P2]ã«ã¯éãå ã®ãã«ãèšå®ããã <img image="Main/textures/codex/auto3_behavior/start_behavior.png"/> å®è¡ãã¿ã³ãã¯ãªãã¯ããŠåäœãéå§ããã <img image="Main/textures/codex/ui/line_h1.png"/> | |- |Advanced Research |é«åºŠãªç ç©¶ | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Advanced Research</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Datacubes are required to push technology beyond the basic technology tree.</> <img id="robot_datacube" width="64" height="64"/> <hl>Datacubes</> <bl>These datacubes have extremely dense data clusters.</> We can only read surface level data from them directly. They contain information about robot technology that is extremely similar to our own. <img image="Main/textures/codex/ui/line_h1.png"/> Datacubes of other races have a similarly dense structure. <img id="robot_datacube" width="64" height="64"/> <img id="human_datacube" width="64" height="64"/> <img id="alien_datacube" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>é«åºŠãªç ç©¶</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ããŒã¿ãã¥ãŒãã¯ãåºæ¬æè¡ããªãŒãè¶ ããŠæè¡ãæŒãé²ããããã«å¿ èŠãªãã®ã§ããã</> <img id="robot_datacube" width="64" height="64"/> <hl>ããŒã¿ãã¥ãŒã</> <bl>ãããã®ããŒã¿ãã¥ãŒãã¯ã極ããŠé«å¯åºŠã®ããŒã¿ã¯ã©ã¹ã¿ãŒãæã£ãŠããã</> ããŒã¿ãã¥ãŒãããã¯è¡šé¢ã¬ãã«ã®ããŒã¿ããçŽæ¥èªã¿åãããšãã§ããªãã ããŒã¿ãã¥ãŒãã«ã¯ãæã ãšæ¥µããŠé¡äŒŒããããããæè¡ã«é¢ããæ å ±ãå«ãŸããŠããã <img image="Main/textures/codex/ui/line_h1.png"/> ä»ã®çš®æã®ããŒã¿ãã¥ãŒããåæ§ã«é«å¯åºŠãªæ§é ãæã£ãŠããã <img id="robot_datacube" width="64" height="64"/> <img id="human_datacube" width="64" height="64"/> <img id="alien_datacube" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Advanced Research 2 |é«åºŠãªç ç©¶ 2 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Advanced Research 2</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Storage matrices are required to push technology beyond the Advanced technology tree.</> <img id="datacube_matrix" width="64" height="64"/> <hl>Storage matrices</> <bl>These storage have an internal matrix structure that can hold the data clusters from the above datacubes.</> It is clear they were built by a similar life form. <img image="Main/textures/codex/ui/line_h1.png"/> Datacubes of other races are also compatible with these storage matrices. <img id="robot_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> <img id="human_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> <img id="alien_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>é«åºŠãªç ç©¶ 2</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>èšæ¶è£ 眮ãããªã¯ã¹ã¯ãå 端æè¡ããªãŒãè¶ ããŠæè¡ãæŒãé²ããããã«å¿ èŠãªãã®ã§ããã</> <img id="datacube_matrix" width="64" height="64"/> <hl>èšæ¶è£ 眮ãããªã¯ã¹</> <bl>ãããã®èšæ¶è£ 眮ã¯å éšã«ãããªãã¯ã¹æ§é ãæã¡ãäžèšã®ããŒã¿ãã¥ãŒãã®ããŒã¿ã¯ã©ã¹ã¿ãŒãæ ŒçŽããããšãã§ããã</> åæ§ã®çåœäœã«ãã£ãŠäœãããããšã¯æããã ã <img image="Main/textures/codex/ui/line_h1.png"/> ä»ã®çš®æã®ããŒã¿ãã¥ãŒãããããã®ã¹ãã¬ãŒãžã»ãããªã¯ã¹ãšäºææ§ãããã <img id="robot_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>èšæ¶è£ 眮ãããªã¯ã¹</> <img id="human_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>èšæ¶è£ 眮ãããªã¯ã¹</> <img id="alien_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>èšæ¶è£ 眮ãããªã¯ã¹</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Advanced Research 3 |é«åºŠãªç ç©¶ 3 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Advanced Research 3</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Datacubes and Storage Matrices are required to push technology beyond the Advanced technology tree.</> <img id="robot_research" width="64" height="64"/> <hl>Research Matrices</> <bl>Data can be uploaded from cubes into data matrices.</> When this is done research matrices are created that allow full access to the information that was held in the datacube. <img image="Main/textures/codex/ui/line_h1.png"/> This holds true for other types of datacubes <img id="robot_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> = <img id="robot_research" width="64" height="64"/> <hl>Research Matrices</> <img id="human_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> = <img id="human_research" width="64" height="64"/> <hl>Research Matrices</> <img id="alien_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> = <img id="alien_research" width="64" height="64"/> <hl>Research Matrices</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>é«åºŠãªç ç©¶ 3</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ããŒã¿ãã¥ãŒããšä¿ç®¡åº«ãããªã¯ã¹ã¯ãé«åºŠãªæè¡ããªãŒãè¶ ããŠæè¡ãæšé²ããããã«å¿ èŠã§ããã</> <img id="robot_research" width="64" height="64"/><hl>ç ç©¶çšãããªãã¯ã¹</> <bl>ããŒã¿ã¯ãã¥ãŒãããããŒã¿ãããªã¯ã¹ã«ã¢ããããŒãã§ããã</> ãããå®è¡ãããšãããŒã¿ãã¥ãŒãã«ä¿æãããŠããæ å ±ã«å®å šã«ã¢ã¯ã»ã¹ã§ããç ç©¶ãããªã¯ã¹ãäœæãããã <img image="Main/textures/codex/ui/line_h1.png"/> ããã¯ãä»ã®ã¿ã€ãã®ããŒã¿ãã¥ãŒãã«ãåœãŠã¯ãŸã <img id="robot_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>ä¿ç®¡åº«ãããªã¯ã¹</> = <img id="robot_research" width="64" height="64"/><hl>ç ç©¶çšãããªã¯ã¹</> <img id="human_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>ä¿ç®¡åº«ãããªã¯ã¹</> = <img id="human_research" width="64" height="64"/><hl>ç ç©¶çšãããªã¯ã¹</> <img id="alien_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>ä¿ç®¡åº«ãããªã¯ã¹</> = <img id="alien_research" width="64" height="64"/><hl>ç ç©¶çšãããªã¯ã¹</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Bugs |ãã° | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Bugs</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Native Bug Life on the Planet</> <img image="Main/textures/codex/bugs/bug_trillo.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_slug.png" width="250" height="150"/> The bug life on the planet is inherently hostile to those who enter onto their territory. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/bugs/bug_nest.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_hive.png" width="250" height="150"/> These bugs live underground and in hive nests predominantly in the rocky plateau regions of the planet. These hives and burrows need to be destroyed in order to cut off the bugs from the surface. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ãã°</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ãã®ææã®åšæ¥çç©</> <img image="Main/textures/codex/bugs/bug_trillo.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_slug.png" width="250" height="150"/> ãã®ææã«çæ¯ãããã°ã¯ãèªåãã¡ã®ããªããªãŒã«äŸµå ¥ãããã®ã«å¯ŸããŠæ¬èœçã«æµæãæ±ãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/bugs/bug_nest.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_hive.png" width="250" height="150"/> ãããã®ãã°ã¯å°äžã«å·£ãäœããäž»ã«ææã®å²©ã®å€ãé«åå°åž¯ã«äœãã§ããã å°è¡šãããã°ãæé€ããããã«ã¯ããããã®å·£ã巣穎ãç Žå£ããå¿ èŠãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Components |ã³ã³ããŒãã³ã | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Units can be customized by placing a</> <hl>Component</> <bl>into any available</> <hl>Socket</><bl>, enabling new functionality for that unit.</> <img image="Main/textures/codex/codex_components.png" width="540" height="360"/> Components come in four sizes, <hl>Small</>, <hl>Medium</>, <hl>Large</> and <hl>Internal</> and can fit into sockets of the same size or larger. <img image="Main/textures/codex/ui/sockets.png"/> Components need to be constructed separately to allow them to be equipped and can be linked together via <hl>Parameters</> to automate various functions. Units have limited functionality until equipped with a component, however mobile units are able to pick up and drop items freely while buildings can not do so without a supporting component. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ã³ã³ããŒãã³ã</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>空ããŠãã</><hl>ãœã±ãã</><bl>ã«</><hl>ã³ã³ããŒãã³ã</><bl>ãè£ çããããšã§ããŠããããã«ã¹ã¿ãã€ãºã§ããã</> <img image="Main/textures/codex/codex_components.png" width="540" height="360"/> ã³ã³ããŒãã³ãã®ãµã€ãºã«ã¯ã<hl>å°</>ã<hl>äž</>ã<hl>倧</>ã<hl>å éš</>ã®4çš®é¡ããããåããµã€ãºãŸãã¯ãããã倧ãããµã€ãºã®ãœã±ããã«è£ çå¯èœã <img image="Main/textures/codex/ui/sockets.png"/> ã³ã³ããŒãã³ãã¯ãè£ åããããã«åå¥ã«äœãå¿ èŠãããã<hl>ãã©ã¡ãŒã¿</>ãä»ããŠãªã³ã¯ãããããšã§ãããŸããŸãªæ©èœãèªååããããšãã§ããã ãŠãããã¯ã³ã³ããŒãã³ããè£ åãããŸã§æ©èœãå¶éãããããç§»åãŠãããã¯ã¢ã€ãã ãèªç±ã«ååããããããããããã§ããäžæ¹ã建é ç©ã¯ãµããŒãããã³ã³ããŒãã³ãããªããšè¡ããªãã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 1: Radar |ç©æµ 1ïŒã¬ãŒã㌠| |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>RADAR</> The <hl>Portable Radar</> <img width="50" height="50" id="c_portable_radar"/> is one of the first key components you will unlock in logistics technology. <bl>Radar can be set to search for one particular item or entity. (multiple filters are Not for multiple items)</> For example it could be set to search for metal ore <img width="50" height="50" id="metalore"/> or enemies<img width="50" height="50" id="v_enemy_faction"/> or unsolved ruins<img width="50" height="50" id="v_unsolved"/> <img image="Main/textures/codex/registers/radar_registers.png" width="450" height="120"/> The first three boxes <rl>(1)</> are <hl>Filters</>, and the last box <rl>(2)</> is the <hl>Radar Result</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Multiple Filters</> <bl>Multiple filters can be used to refine a search.</> For example this setting will look for <hl>Silica</> and <hl>Dropped Item</>. It will only look for 'scattered or dropped silica' on the ground and not mineable nodes. <img image="Main/textures/codex/registers/radar_filters.png" width="450" height="90"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>ã¬ãŒããŒ</> <hl>æºåž¯åã¬ãŒããŒ</><img width="50" height="50" id="c_portable_radar"/>ã¯ãç©æµãã¯ãããžãŒã§æåã«ã¢ã³ããã¯ãããéèŠãªã³ã³ããŒãã³ãã®1ã€ã <bl>ã¬ãŒããŒã¯ãç¹å®ã®ã¢ã€ãã ããšã³ãã£ãã£ãæ¢ãããã«èšå®ã§ããïŒè€æ°ã®ã¢ã€ãã ã«ã¯è€æ°ã®ãã£ã«ã¿ãŒãå¿ èŠïŒã</> ããšãã°ãéå±é±ç³<img width="50" height="50" id="metalore"/>ãæµ<img width="50" height="50" id="v_enemy_faction"/>ããŸã 調æ»ããŠããªãéºè·¡<img width="50" height="50" id="v_unsolved"/>ãªã©ãæ¢ãããã«èšå®ããããšãã§ããã <img image="Main/textures/codex/registers/radar_registers.png" width="450" height="120"/> æåã®3ã€ã®ããã¯ã¹<rl>ïŒ1ïŒ</>ã¯<hl>ãã£ã«ã¿ãŒ</>ã§ãæåŸã®ããã¯ã¹<rl>ïŒ2ïŒ</>ã¯<hl>ã¬ãŒããŒã®çµæ</>ã衚ãã <img image="Main/textures/codex/ui/line_h1.png"/> <hl>è€æ°ã®ãã£ã«ã¿ãŒ</> <bl>è€æ°ã®ãã£ã«ã¿ãŒã䜿ã£ãŠæ€çŽ¢ãçµã蟌ãããšãã§ããã</> ããšãã°ããã®èšå®ã§ã¯<hl>ã±ã€ç </>ãš<hl>ãããããããã¢ã€ãã </>ãæ¢ããå°é¢ã«ãæ£ãã°ã£ãããŸãã¯ãããããããã±ã€ç ãã ããæ¢ããæ¡æå¯èœãªããŒãã¯æ¢ããªãã <img image="Main/textures/codex/registers/radar_filters.png" width="450" height="90"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 2: Signal Readers |ç©æµ 2ïŒã·ã°ãã«ãªãŒã㌠| |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>SIGNAL READERS</> <bl>With a </><hl>Signal Reader</><img width="50" height="50" id="c_signal_reader"/> <bl>one entity can Read from the </><hl>Signal Parameter</> <img image="Main/textures/codex/icons/register_signal.png" width="50" height="50"/> <bl> of another entity.</> Example: Twin Bot reading from Cub's signal parameter <img image="Main/textures/codex/logistics/signal_reader_1.png" width="800" height="320"/> <rl>(1)</> In the example above the Twinbot's <hl>Signal Reader</> is set to Target the Cub. <rl>(2)</> A result of <bl>[ Metal Ore ]</><img width="50" height="50" id="metalore"/> is being returned from the Cub's <hl>Signal Parameter</> <rl>(3)</> It then feeds that result into its miner component. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>ã·ã°ãã«ãªãŒããŒ</> <bl></><hl>ã·ã°ãã«ãªãŒããŒ</><img width="50" height="50" id="c_signal_reader"/><bl>ã䜿ããšã1ã€ã®ãšã³ãã£ãã£ãä»ã®ãšã³ãã£ãã£ã®</><hl>ã·ã°ãã«ãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_signal.png" width="50" height="50"/><bl>ãèªã¿åããããã«ãªãã</> äŸïŒã«ãã®ã·ã°ãã«ãã©ã¡ãŒã¿ãèªã¿åããã€ã³ããã <img image="Main/textures/codex/logistics/signal_reader_1.png" width="800" height="320"/> <rl>(1)</> äžã®äŸã§ã¯ããã€ã³ãããåŽã®<hl>ã·ã°ãã«ãªãŒããŒ</>ãã«ããã¿ãŒã²ããããããã«èšå®ãããŠããã <rl>(2)</> ã«ãã®<hl>ã·ã°ãã«ãã©ã¡ãŒã¿</>ãã<bl>[ éå±é±ç³ ]</><img width="50" height="50" id="metalore"/>ãšããçµæãè¿ãããã <rl>(3)</> 次ã«ããã®çµæãæ¡æã³ã³ããŒãã³ãã«å ¥åããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 3: Transporters |ç©æµ 3ïŒèŒžéæ© | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>TRANSPORTERS</> <bl>With a </><hl>Portable Transporter</><img width="50" height="50" id="c_portablecrane"/> (Range 1) a unit is able to pass items or components directly to another unit that is located beside it. <img image="Main/textures/codex/logistics/transporter_1.png" width="800" height="320"/> In the above example the Production building in the center has a Portable Transporter in one of its internal slots. With this: <rl>(1)</> <bl>Metal Bars</> and <bl>Metal plates</> being stored in the <hl>Storage block</> on the left will be transported to the <hl>Production building</> <rl>(2)</> <bl>Reinforced Plates</> being produced in the <hl>Production building</> will be transported to the <hl>Storage block</> on the right. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>èŒžéæ©</> <bl></><hl>æºåž¯åèŒžéæ©</><img width="50" height="50" id="c_portablecrane"/>ïŒç¯å²1ïŒã䜿çšãããšããŠãããã¯ã¢ã€ãã ãã³ã³ããŒãã³ãããã®æšªã«ããå¥ã®ãŠãããã«çŽæ¥ç§»åã§ããã <img image="Main/textures/codex/logistics/transporter_1.png" width="800" height="320"/> äžã®äŸã§ã¯ãäžå€®ã®è£œé æœèšã®å éšã¹ãããã®1ã€ã«ãæºåž¯åèŒžéæ©ããããããã«ããã以äžã®ããšãèµ·ããã <rl>(1)</> å·Šã®<hl>ä¿ç®¡åº«ãããã¯</>ã«ä¿ç®¡ãããŠãã<bl>é屿£</>ãš<bl>éå±ãã¬ãŒã</>ãã<hl>è£œé æœèš</>ã«ç§»åããã <rl>(2)</> <hl>è£œé æœèš</>å ã§è£œé ããã<bl>匷åãã¬ãŒã</>ã¯ãå³ã®<hl>ä¿ç®¡ãããã¯</>ã«ç§»åããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 4: Drones |ç©æµ 4ïŒãããŒã³ | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>DRONES and DRONE PORTS</> <bl>Drone Ports</> <img width="50" height="50" id="c_drone_port"/><bl>house Drones</> <img width="50" height="50" id="f_drone_transfer_a"/> <bl>that perform logistics functions (fulfilling orders) on your network.</> Drone Packages <img width="50" height="50" id="drone_transfer_package"/> are produced separately from the Drone Ports and must be dragged and dropped into the Port's inventory to load the Drones. <img image="Main/textures/codex/logistics/drone_port_1.png" width="800" height="320"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>ãããŒã³ãšãããŒã³ããŒã</> <bl>ãããŒã³ããŒã</><img width="50" height="50" id="c_drone_port"/><bl>ã¯ããããã¯ãŒã¯äžã§ç©æµæ©èœïŒæ³šæã®åŠçïŒãå®è¡ãããããŒã³</><img width="50" height="50" id="f_drone_transfer_a"/><bl>ãå容ããã</> ãããŒã³ããã±ãŒãž<img width="50" height="50" id="drone_transfer_package"/>ã¯ãããŒã³ããŒããšã¯å¥ã«è£œé ããããããŒã³ãããŒãããããã«ããŒãã®ã€ã³ãã³ããªã«ãã©ãã°ïŒããããããå¿ èŠãããã <img image="Main/textures/codex/logistics/drone_port_1.png" width="800" height="320"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Getting Started |ã¯ããã« | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>GETTING STARTED</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>Introduction Quick Notes:</> * Robots will initially seem quite dumb as they will only do what you instruct them to do. * Equipping new <hl>Components</> will allow the robots to perform more actions. * You can see what actions any particular robot can do in the <hl>Components</> section. * Each bot has a set of four basic general purpose <bl>Parameters: Signal, Visual, Store and Goto</> , however each has some extra functionality associated with it. * The <bl>Goto Parameter</> can also be set by right clicking on something in the world. * The <bl>Store Parameter</> if it points to another robot or building will go back there and pass all its inventory into it when it is idle. It can also be set by ctrl + <Key action="ExecuteAction"/> * The <bl>Visual Parameter</> can be set to anything and will be what is displayed when you view popups using the tab key. * <bl>Parameters</> can be linked to each other and copies the value from the source Parameter to the target. Create a link by dragging from one Parameter to another. Remove a link by recreating the same link. * Many game systems and components interact with each other via <bl>Parameters</>, such as in behaviors. They may also be referred to as <hl>Registers</>. <img image="Main/textures/codex/ui/line_h1.png"/> <header>GOALS</> <bl>To follow the Goals:</> Click on each <hl>Goal</> to learn about what to do <img image="Main/textures/codex/gettingstarted/tutorial_list.png"/> <desc>Previous goals can also be viewed in the Codex or the Progress menu</> If you don't want a <hl>Goal</> to show in the list, you can open the Progress menu and uncheck the box 'Show on Game Screen' <img image="Main/textures/codex/gettingstarted/show_on_screen.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Here are some Basics to get you started:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>CAMERA MOVEMENT</> In addition to using <hl>WASD</> to move the camera you can <hl>Right Click</> and Screen Drag. <img image="Main/textures/codex/gettingstarted/mouse_camera.png"/> <bl>GIVING INSTRUCTIONS</> <hl>Right Click</> is used for movement and to issue commands and instructions. (e.g. Right click on a node to mine) <img image="Main/textures/codex/gettingstarted/right_click_move.png"/> <img image="Main/textures/codex/gettingstarted/right_click_mine.png"/> Right click on a component to get a context menu <img image="Main/textures/codex/gettingstarted/set_mining_target.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>MOVING ITEMS</> Items are either moved around Automatically (see: Automation in the Codex) or Manually. <hl>Manually Moving Items:</> You can drag and drop items from one unit to another or between units and buildings. <img image="Main/textures/codex/gettingstarted/drag_and_drop.png"/> <desc>Dropping crystal directly from a robot to a building</> You can drag and drop items to the ground as well. <img image="Main/textures/codex/gettingstarted/drop_on_ground.png"/> <desc>Items on the ground are NOT recognized by the Logistics Network</> <hl>NOTE:</> Items dropped on the ground not recognized by the Logistics Network and will need to either be picked up manually or detected by radar and retrieved. <img image="Main/textures/codex/ui/line_h1.png"/> <bl>VISUAL DISPLAYS</> Key Displays for understanding your network: 1) <hl>The Grid</> - <hl>P</> Key 2) <bl>Visual Modes (3)</> - <hl>TAB</> (cycles through the 3 modes) 1) <hl>THE GRID</> represents both the <bl>POWER GRID</> AND the <bl>LOGISTICS NETWORK</> <img image="Main/textures/codex/gettingstarted/power_network.png"/> A robot on <hl>THE GRID</> 1) will receive <bl>Power</> from the Grid 2) will fulfill Orders for the Network if their <bl>Logistics Network</> button is ON <desc>(see: Connect to the Logistics Network in the Codex)</> <icon icon="icon_carry" height="50" width="50"/> <img image="Main/textures/codex/gettingstarted/bot_on_network.png"/> 2) <bl>VISUAL MODES (3)</> <hl>TAB</> (cycles through the 3 modes) <hl>MODE 1:</> Display Visual Parameters Only (Default) <img image="Main/textures/codex/gettingstarted/visual_only.png"/> <desc>Visual overlay on robot shows what it is mining</> <hl>MODE 2:</> Display Visual Parameters, Status Icons and Ranges <img image="Main/textures/codex/gettingstarted/displaying_all.png"/> <desc>Robots storing to a storage unit</> <img image="Main/textures/codex/gettingstarted/status_blocked.png"/> <desc>A status icon showing a robot is Blocked</> <img image="Main/textures/codex/gettingstarted/visual_ranges.png"/> <desc>The current order a robot is fulfilling</> <hl>MODE 3:</> All visuals are OFF (except for the No Power status icon when a frame is out of power) <img image="Main/textures/codex/gettingstarted/no_power_status.png"/> <desc>'No Power' Status icon shows in all Modes</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>ã¯ããã«</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>åå¿è ã¬ã€ã</> * ããããã¯æç€ºããããšããããªãã®ã§ãæåã¯ããªãéæãã«èŠãããããããªãã * æ°ãã<hl>ã³ã³ããŒãã³ã</>ãè£ åããããšã§ãããããã¯è€æ°ã®ã¢ã¯ã·ã§ã³ãå®è¡ã§ããããã«ãªãã * <hl>ã³ã³ããŒãã³ã</>ã®ã»ã¯ã·ã§ã³ã§ãç¹å®ã®ãããããã§ããåäœã確èªã§ããã * åãããã«ã¯ã<bl>ã·ã°ãã«ãããžã¥ã¢ã«ãä¿ç®¡ãGoto</>ã®4ã€ã®åºæ¬çãªæ±çšãã©ã¡ãŒã¿ãããããããããã«é¢é£ããè¿œå æ©èœãåãã£ãŠããã * <bl>Gotoãã©ã¡ãŒã¿</>ã¯ãã¯ãŒã«ãå ã®äœããå³ã¯ãªãã¯ããããšã§ãèšå®ããããšãå¯èœã * <bl>ä¿ç®¡ãã©ã¡ãŒã¿</>ãä»ã®ããããã建é ç©ãæããŠããå Žåãã¢ã€ããªã³ã°æã«ããã«æ»ãããã¹ãŠã®ã€ã³ãã³ããªãããã«ç§»åããããŸããctrl + <Key action="ExecuteAction"/>ã§ãèšå®ã§ããã * <bl>ããžã¥ã¢ã«ãã©ã¡ãŒã¿</>ã¯èªç±ã«èšå®ã§ããTABããŒã䜿ã£ãŠãããã¢ãããéãããšãã«è¡šç€ºãããã * <bl>ãã©ã¡ãŒã¿</>å士ããªã³ã¯ãããã³ããŒå ã®ãã©ã¡ãŒã¿ããã³ããŒå ã®ãã©ã¡ãŒã¿ã«å€ãã³ããŒã§ããã1ã€ã®ãã©ã¡ãŒã¿ããå¥ã®ãã©ã¡ãŒã¿ã«ãã©ãã°ããŠãªã³ã¯ãäœæããããªã³ã¯ãåé€ããã«ã¯ãåããªã³ã¯ãåäœæããã * ã²ãŒã ã®ã·ã¹ãã ãã³ã³ããŒãã³ãã®å€ãã¯ãåäœãªã©ã®<bl>ãã©ã¡ãŒã¿</>ãä»ããŠçžäºã«äœçšããããããã¯<hl>ã¬ãžã¹ã¿</>ãšãåŒã°ããã <img image="Main/textures/codex/ui/line_h1.png"/> <header>ãŽãŒã«</> <bl>ãŽãŒã«ã®ç¢ºèªæ¹æ³ïŒ</>å<hl>ãŽãŒã«</>ãã¯ãªãã¯ãããšãäœããã¹ããã衚瀺ãããã <img image="Main/textures/codex/gettingstarted/tutorial_list.png"/> <desc>éå»ã®ãŽãŒã«ã¯ãã³ãŒããã¯ã¹ãé²è¡ç¶æ³ã¡ãã¥ãŒã§ã確èªå¯èœ</> <hl>ãŽãŒã«</>ããªã¹ãã«è¡šç€ºããããªãå Žåã¯ãé²è¡ç¶æ³ã¡ãã¥ãŒãéãããã²ãŒã ç»é¢ã«è¡šç€ºãã®ãã§ãã¯ããã¯ã¹ãå€ãã <img image="Main/textures/codex/gettingstarted/show_on_screen.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ã²ãŒã ã®åºæ¬æ å ±</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ã«ã¡ã©ã®åã</> <hl>WASD</>ã§ã®ã«ã¡ã©ç§»åã«å ãã<hl>å³ã¯ãªãã¯</>ãšã¹ã¯ãªãŒã³ãã©ãã°ã§ãã«ã¡ã©ãåããããšãã§ããã <img image="Main/textures/codex/gettingstarted/mouse_camera.png"/> <bl>æç€ºã®åºãæ¹</> <hl>å³ã¯ãªãã¯</>ã§ç§»åãåœä»€ã»æç€ºãåºãïŒäŸïŒããŒããå³ã¯ãªãã¯ããŠæ¡æããïŒã <img image="Main/textures/codex/gettingstarted/right_click_move.png"/> <img image="Main/textures/codex/gettingstarted/right_click_mine.png"/> ã³ã³ããŒãã³ããå³ã¯ãªãã¯ãããšã³ã³ããã¹ãã¡ãã¥ãŒã衚瀺ãããã <img image="Main/textures/codex/gettingstarted/set_mining_target.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ã¢ã€ãã ã®ç§»å</> ã¢ã€ãã ã®ç§»åã¯ãèªåïŒã³ãŒããã¯ã¹ã®èªååã®ããŒãžãåç §ïŒãŸãã¯æåã§è¡ãã <hl>æåã«ããã¢ã€ãã ã®ç§»å</> 1ã€ã®ãŠãããããå¥ã®ãŠããããžããŸãã¯ãŠããããšå»ºé ç©ã®éã§ã¢ã€ãã ããã©ãã°ïŒããããããããšãã§ããã <img image="Main/textures/codex/gettingstarted/drag_and_drop.png"/> <desc>ãããããã建é ç©ã«çŽæ¥æ°Žæ¶ããããããã</> ã¢ã€ãã ãå°é¢ã«ãã©ãã°ïŒããããããããšãã§ããã <img image="Main/textures/codex/gettingstarted/drop_on_ground.png"/> <desc>å°é¢ã«ããã¢ã€ãã ã¯ç©æµãããã¯ãŒã¯ã«èªèãããªã</> <hl>泚æïŒ</>å°é¢ã«ãããããããã¢ã€ãã ã¯ç©æµãããã¯ãŒã¯ã«èªèãããªããããæåã§ååããããã¬ãŒããŒã§æ€ç¥ããŠååããå¿ èŠãããã <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ããžã¥ã¢ã«ãã£ã¹ãã¬ã€</> ãããã¯ãŒã¯ã®çè§£ã«åœ¹ç«ã€äž»ãªãã£ã¹ãã¬ã€ïŒ 1) <hl>ã°ãªãã</> - <hl>P</> ã㌠2) <bl>ããžã¥ã¢ã«ã¢ãŒã (3)</> - <hl>TAB</> ïŒ3ã€ã®ã¢ãŒããé çªã«åãæ¿ããïŒ 1) <hl>ã°ãªãã</>ã¯ã<bl>é»åã°ãªãã</>ãš<bl>ç©æµãããã¯ãŒã¯</>ã®äž¡æ¹ã衚ããŠããã <img image="Main/textures/codex/gettingstarted/power_network.png"/> <hl>ã°ãªãã</>ã®ãããã㯠1) <bl>ã°ãªãã</>ããé»åãåãã 2) <bl>ç©æµãããã¯ãŒã¯</>ãã¿ã³ããªã³ã®å Žåããããã¯ãŒã¯ã®ãªãŒããŒã«å¿ãã <desc>ïŒåç §ïŒã³ãŒããã¯ã¹ã®ç©æµãããã¯ãŒã¯ãžã®æ¥ç¶)</> <icon icon="icon_carry" height="50" width="50"/> <img image="Main/textures/codex/gettingstarted/bot_on_network.png"/> 2) <bl>ããžã¥ã¢ã«ã¢ãŒã (3)</> <hl>TAB</> ïŒ3ã€ã®ã¢ãŒããé çªã«åãæ¿ããïŒ <hl>ã¢ãŒã1ïŒ</> ããžã¥ã¢ã«ãã©ã¡ãŒã¿ãŒã®ã¿è¡šç€ºïŒããã©ã«ãïŒ <img image="Main/textures/codex/gettingstarted/visual_only.png"/> <desc>ããããã®ããžã¥ã¢ã«ãªãŒããŒã¬ã€ã§æ¡æå¯Ÿè±¡ã衚瀺</> <hl>ã¢ãŒã2ïŒ</> ããžã¥ã¢ã«ãã©ã¡ãŒã¿ãã¹ããŒã¿ã¹ã¢ã€ã³ã³ãç¯å²ã衚瀺 <img image="Main/textures/codex/gettingstarted/displaying_all.png"/> <desc>ä¿ç®¡ãŠãããã«æ ŒçŽãããããã</> <img image="Main/textures/codex/gettingstarted/status_blocked.png"/> <desc>ãããããããããã¯ããããŠããããšã瀺ãã¹ããŒã¿ã¹ã¢ã€ã³ã³</> <img image="Main/textures/codex/gettingstarted/visual_ranges.png"/> <desc>ãããããå®è¡äžã®ãªãŒããŒ</> <hl>ã¢ãŒã3ïŒ</> ãã¹ãŠã®ããžã¥ã¢ã«ããªãã«ããïŒãã¬ãŒã ãé»åäžè¶³ã®å Žåãé»åãªãã¹ããŒã¿ã¹ã¢ã€ã³ã³ãé€ãïŒ <img image="Main/textures/codex/gettingstarted/no_power_status.png"/> <desc>ãé»åãªããã¹ããŒã¿ã¹ã¢ã€ã³ã³ã¯ããã¹ãŠã®ã¢ãŒãã§è¡šç€ºãããŸã</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Hotkeys |ãããã㌠| |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>HOTKEYS</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>GAME</> In Game Menu: <Key action="InGameMenu" style="bl"/> Pause: <Key action="PauseGame" style="bl"/> Map Overlay: <Key action="MapOverlay" style="bl"/> Chat: <Key action="Chat" style="bl"/> <hl>CAMERA</> Toggle Camera Rotation: <Key action="MouseCameraRotateToggle" style="bl"/> Camera Zoom: <Key axis="CameraZoom" style="bl"/> Camera Home: <Key action="CameraHome" style="bl"/> Set Camera Zero: <Key action="CameraZero" style="bl"/> Follow Camera: <Key action="Camera_FollowTarget" style="bl"/> <hl>UNIT</> Select Unit: <Key action="SelectAction" style="bl"/> Move Unit: <Key action="ExecuteAction" style="bl"/> <hl>MENU</> Tech Tree: <Key action="Tech" style="bl"/> Build Menu: <Key action="Build" style="bl"/> Progress: <Key action="Progress" style="bl"/> Codex: <Key action="Codex" style="bl"/> Library: <Key action="Library" style="bl"/> Control Center: <Key action="FactionView" style="bl"/> <hl>INFORMATION</> Toggle Advanced Info: <Key action="ToggleAdvanced" style="bl"/> Power Grid: <Key action="PowerInfo_Toggle" style="bl"/> Toggle Path Lines: <Key action="ShowPath" style="bl"/> Visualization: <Key action="MapOverlay" style="bl"/> <hl>COPY</> Copy Settings: <Key action="UnitCopy" style="bl"/> Paste Settings: <Key action="UnitPaste" style="bl"/> <hl>CONSTRUCTION</> Build Menu: <Key action="Build" style="bl"/> Cursor: <Key action="CursorGrid_Toggle" style="bl"/> Rotate Component: <Key action="RotateConstructionSite" style="bl"/> <gray>(Mouse over component icon)</> Rotate Building/Site: <Key action="RotateConstructionSite" style="bl"/> <gray>(Mouse over Building/Site)</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>ãããããŒ</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ã²ãŒã </> ã²ãŒã å ã¡ãã¥ãŒïŒ<Key action="InGameMenu" style="bl"/> äžæåæ¢ïŒ<Key action="PauseGame" style="bl"/> ããããªãŒããŒã¬ã€ïŒ<Key action="MapOverlay" style="bl"/> ãã£ããïŒ<Key action="Chat" style="bl"/> <hl>ã«ã¡ã©</> ã«ã¡ã©ã®ç§»åïŒ<Key action="MouseCameraRotateToggle" style="bl"/> ãºãŒã ïŒ<Key axis="CameraZoom" style="bl"/> ããŒã ïŒ<Key action="CameraHome" style="bl"/> ãŒãèšå®ïŒ<Key action="CameraZero" style="bl"/> ã¿ãŒã²ããïŒ<Key action="Camera_FollowTarget" style="bl"/> <hl>ãŠããã</> ãŠãããã®éžæïŒ<Key action="SelectAction" style="bl"/> ãŠãããã®ç§»åïŒ<Key action="ExecuteAction" style="bl"/> <hl>ã¡ãã¥ãŒ</> æè¡ããªãŒïŒ<Key action="Tech" style="bl"/> 建èšã¡ãã¥ãŒïŒ<Key action="Build" style="bl"/> é²æç¶æ³ïŒ<Key action="Progress" style="bl"/> ã³ãŒããã¯ã¹ïŒ<Key action="Codex" style="bl"/> ã©ã€ãã©ãªïŒ<Key action="Library" style="bl"/> åžä»€éšïŒ<Key action="FactionView" style="bl"/> <hl>æ å ±</> 詳现æ å ±ã®ON/OFFïŒ<Key action="ToggleAdvanced" style="bl"/> é»åã°ãªããïŒ<Key action="PowerInfo_Toggle" style="bl"/> é²è·¯ã®ON/OFFïŒ<Key action="ShowPath" style="bl"/> èŠèŠåïŒ<Key action="MapOverlay" style="bl"/> <hl>ã³ããŒ</> èšå®ã®ã³ããŒïŒ<Key action="UnitCopy" style="bl"/> èšå®ã®è²Œãä»ã<Key action="UnitPaste" style="bl"/> <hl>建èš</> 建èšã¡ãã¥ãŒïŒ<Key action="Build" style="bl"/> ã«ãŒãœã«ïŒ<Key action="CursorGrid_Toggle" style="bl"/> ã³ã³ããŒãã³ãã®å転ïŒ<Key action="RotateConstructionSite" style="bl"/> <gray>ïŒããŠã¹ãã³ã³ããŒãã³ãã®ã¢ã€ã³ã³ã«åãããïŒ</> 建é ç©ã»æ·å°ã®å転ïŒ<Key action="RotateConstructionSite" style="bl"/> <gray>ïŒããŠã¹ã建ç©ã»æ·å°ã«åãããïŒ</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Inventory Management |ã€ã³ãã³ããªç®¡ç | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <Header>Inventory and Storage</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/codex_storage.png" width="500" height="200"/> <hl>Inventory</> <bl>is space both bots and buildings have to hold items and components that are not mounted in a socket.</> <hl>Storage</> <bl>units will provide a place for bots to store items when needed.</> When a component is unable to output an item (e.g miner or fabricator) because the building it is in is full, it will stop producing until space is made. When a storage building however has a <hl>Shared Storage</><img width="50" height="50" id="c_shared_storage"/> component, it becomes a place of storage where excess items can be stored when buildings or units become full. Some storage <bl>components</> can be slotted to provide extra storage slots however all slots on that unit will become available storage. <img image="Main/textures/codex/ui/line_h1.png"/> <header>Inventory Management</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>SPECIFIC AMOUNT</> 1) <img image="Main/textures/codex/menushots/specific_amount.png"/> 2) <img image="Main/textures/codex/menushots/specific_amount2.png"/> 3) <img image="Main/textures/codex/menushots/specific_amount3.png"/> 1) Right Click on an inventory stack and Select [ Specific Amount ] 2) Input the amount you wish to take from the stack. 3) Left click and drag from the icon. <img image="Main/textures/codex/ui/line_h1.png"/> <hl>FIX SLOT</> 1) <img image="Main/textures/codex/menushots/fix_slot.png"/> 2) <img image="Main/textures/codex/menushots/fixed_slot1.png"/> 3) <img image="Main/textures/codex/menushots/fixed_slot2.png"/> 4) <img image="Main/textures/codex/menushots/fix_all.png"/> 1) Right Click on an inventory stack and Select [ Fix Slot to this Item ] 2) The lock icon shows the slot as fixed. 3) You can also fix an empty slot by Right Clicking an empty slot and choosing [ Fix Empty Slot ] 4) Right Clicking on the loft left corner Icon of the inventory gives the option to [ Fix All SLots ] 5) Slots can be unfixed by Right Clicking and choosing the Unfix options. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <Header>ã€ã³ãã³ããªãšä¿ç®¡åº«</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/codex_storage.png" width="500" height="200"/> <hl>ã€ã³ãã³ããª</><bl>ãšã¯ããããã建é ç©ããœã±ããã«è£ çãããŠããªãã¢ã€ãã ãã³ã³ããŒãã³ããä¿ç®¡ããããã®ã¹ããŒã¹ã§ããã</> <hl>ä¿ç®¡åº«</><bl>ã¯ããããå¿ èŠãªæã«ã¢ã€ãã ãä¿ç®¡ããå ŽæãæäŸããã</> ã³ã³ããŒãã³ãã眮ãããŠãã建é ç©ãæºæ¯ã§ã¢ã€ãã ïŒæ¡ææ©ãå å·¥æ©ãªã©ïŒãåºåã§ããªãå Žåãã¹ããŒã¹ã空ããŸã§è£œé ã忢ããã ãã ããä¿ç®¡çšã®å»ºé ç©ã«<hl>å ±æä¿ç®¡åº«</><img width="50" height="50" id="c_shared_storage"/>ã³ã³ããŒãã³ããããå Žåã建é ç©ããŠããããæºæ¯ã«ãªã£ããšãã«ãäœåãªã¢ã€ãã ãä¿ç®¡ã§ããä¿ç®¡å ŽæãšããŠæ©èœããã äžéšã®ä¿ç®¡åº«<bl>ã³ã³ããŒãã³ã</>ã¯ã¹ããããèšããŠäœåãªä¿ç®¡ã¹ããããæäŸã§ãããããã®å ŽåããŠãããã®ãã¹ãŠã®ã¹ãããã䜿çšå¯èœãªä¿ç®¡åº«ãšãªãã <img image="Main/textures/codex/ui/line_h1.png"/> <header>ã€ã³ãã³ããªç®¡ç</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ç¹å®é</> 1) <img image="Main/textures/codex/menushots/specific_amount.png"/> 2) <img image="Main/textures/codex/menushots/specific_amount2.png"/> 3) <img image="Main/textures/codex/menushots/specific_amount3.png"/> 1) ã€ã³ãã³ããªã¹ã¿ãã¯ãå³ã¯ãªãã¯ãã[ç¹å®ã®é]ãéžæãã 2) ã¹ã¿ãã¯ããåãããéãå ¥åãã 3) ã¢ã€ã³ã³ãå·Šã¯ãªãã¯ããŠãã©ãã°ãã <img image="Main/textures/codex/ui/line_h1.png"/> <hl>åºå®ã¹ããã</> 1) <img image="Main/textures/codex/menushots/fix_slot.png"/> 2) <img image="Main/textures/codex/menushots/fixed_slot1.png"/> 3) <img image="Main/textures/codex/menushots/fixed_slot2.png"/> 4) <img image="Main/textures/codex/menushots/fix_all.png"/> 1) ã€ã³ãã³ããªã¹ã¿ãã¯ãå³ã¯ãªãã¯ãã[ãã®ã¢ã€ãã ã«ã¹ããããåºå®ãã]ãéžæãã 2) ããã¯ã®ã¢ã€ã³ã³ã«ã¹ããããåºå®ãããããšã衚瀺ããã 3) 空ãã¹ããããå³ã¯ãªãã¯ãã[空ãã¹ããããåºå®ãã]ãéžæãããšã空ãã¹ããããåºå®ã§ãã 4) ã€ã³ãã³ããªã®å·Šé ã®ã¢ã€ã³ã³ãå³ã¯ãªãã¯ãããšã[ãã¹ãŠã®ã¹ããããåºå®ãã]ã®ãªãã·ã§ã³ã衚瀺ããã 5) ã¹ãããã®åºå®ãè§£é€ããã«ã¯ãå³ã¯ãªãã¯ããŠåºå®è§£é€ãªãã·ã§ã³ãéžæããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Power |é»å | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <icon icon="icon_power"/><header>Power</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/power.png" width="200" height="120"/> <bl>Units require</> <hl>Power</> <bl>to function</> Lower power will lead to inefficiency and slower production. If a unit runs out of power then its components will not function and movement speed will be dramatically decreased. You can turn off a unit at any time to stop it from functioning using the Power button or by pressing <Key action="ToggleAdvanced" style="hl"/>. <img image="Main/textures/codex/ui/line_h1.png"/> <header>POWER GRIDS</> <hl>Power Grids</> <bl>define areas the bots will move freely powered by the grid.</> Power generators within the grid add to the grids total power and active components will draw power from this pool. You can toggle viewing of power grids using the button below the minimap or by pressing <Key action="PowerInfo_Toggle" style="hl"/>. <img image="Main/textures/codex/botshots/codex_power_grid_narrow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>POWER TYPES</> <hl>[ POWER PRODUCERS ]</> <bl>Power Producers</> provide their power to a <hl>Power Grid</>. This is constant * and not based on demand. Excess power can be stored. <gray>(see batteries below)</> <gray>Note: Power Producers do not necessarily produce their own Power Grid.</> <img width="50" height="50" id="c_solar_cell"/><bl>Solar Cells</> provide constant power to a grid during the daylight. <img width="50" height="50" id="c_wind_turbine"/><bl>Wind Turbines</> provide constant power to a grid. They produce double the power on the plateau. * constant so long as their power conditions apply (e.g. so long as there is daylight for a solar cell) <hl>[ BATTERIES ]</> <bl>Batteries</> provide their power to a <hl>Power Grid</> but on demand. When a grid has insufficient power for its needs it will draw power from batteries and their power will drain. How a battery recharges depends on the type of battery. <img width="50" height="50" id="c_small_battery"/><bl>Batteries</> within a grid make their power available when <hl>Consumption</> exceeds power <hl>Production</>. They have limited charge and discharge rates depend on size. Batteries utilize the excess power in the grid they are in to recharge, and are very effective when used in conjunction with solar cells, for example, to compensate for power loss during the night. <img width="50" height="50" id="c_crystal_power"/><bl>Crystal Power</> will add power to your grid the same as a standard battery. They do not however recharge from excess power, but charge by consuming and converting crystal chunks to power. <hl>[POWER FIELDS]</> <img width="50" height="50" id="c_small_relay"/> <bl>Power Fields</> generate a power grid around the unit they are equipped on. Overlapping them on an existing power grid allows you to expand your existing power grid's range. Power Fields do not however provide their own power. Power producers and batteries that are within a grid will supply to that grid. If you create a completely separate grid, it will require its own power producers. <hl>[POWER TRANSMISSION]</> <img width="50" height="50" id="c_power_transmitter"/> <bl>Power Transmitters</> can transfer a limited amount of energy to a single unit, allowing that unit to move freely outside a power grid. <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <icon icon="icon_power"/><header>é»å</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/power.png" width="200" height="120"/> <bl>ãŠããããæ©èœããã«ã¯</><hl>é»å</><bl>ãå¿ èŠ</> é»åãäœäžãããšãå¹çãæªããªãã補é ãé ããªãããŠããããé»åäžè¶³ã«ãªããšããã®ã³ã³ããŒãã³ãã¯æ©èœããªããªããç§»åé床ãåçã«äœäžããã黿ºãã¿ã³ãŸãã¯<Key action="ToggleAdvanced" style="hl"/>ãæŒãããšã§ããã€ã§ããŠãããã®é»æºãåãããšãã§ããã <img image="Main/textures/codex/ui/line_h1.png"/> <header>é»åã°ãªãã</> <hl>é»åã°ãªãã</><bl>ã¯ãã°ãªããããé»åãäŸçµŠãããããããèªç±ã«ç§»åã§ãããšãªã¢ãæå®ããã</> ã°ãªããå ã®çºé»æ©ã¯ã°ãªããã®ç·é»åã«è¿œå ãããã¢ã¯ãã£ããªã³ã³ããŒãã³ãã¯ãã®é»åã®éãŸãããé»åãåŒãåºããé»åã°ãªããã®è¡šç€ºã¯ããããããã®äžã«ãããã¿ã³ã䜿ããã<Key action="PowerInfo_Toggle" style="hl"/>ãæŒãããšã§åãæ¿ããããšãã§ããã <img image="Main/textures/codex/botshots/codex_power_grid_narrow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>çºé»æ¹æ³ã®çš®é¡</> <hl>[çºé»æ©]</> <bl>çºé»æ©</>ã¯<hl>é»åã°ãªãã</>ã«é»åãäŸçµŠãããé»åã¯åžžã«*äŸçµŠãããéèŠã«å¿ããŠå€åããããšã¯ãªããäœã£ãé»åã¯èããããšãã§ãã<gray>(äžèšã®ããããªãŒãåç §ïŒ</>ã <gray>泚ïŒçºé»æ©ã¯ãå¿ ãèªãã®é»åã°ãªããã補é ããããã§ã¯ãªãã</> <img width="50" height="50" id="c_solar_cell"/><bl>倪éœé»æ± </>ã¯ãæ¥äžã«äžå®ã®é»åãã°ãªããã«äŸçµŠããã <img width="50" height="50" id="c_wind_turbine"/><bl>颚åã¿ãŒãã³</>ã¯ã°ãªããã«äžå®ã®é»åãäŸçµŠããã 颚åã¿ãŒãã³ã¯é«åã®2åã®é»åã補é ããã * ãã®é»åæ¡ä»¶ãé©çšãããéãïŒå€ªéœé»æ± ã®å Žåãæ¥ç §ãããéããªã©ïŒåžžã«äŸçµŠãããã <hl>[ããããªãŒïŒœ</> <bl>ããããªãŒ</>ã¯éèŠã«å¿ããŠ<hl>é»åã°ãªãã</>ã«é»åãäŸçµŠãããé»åã°ãªããã®é»åãäžè¶³ãããšãããããªãŒããé»åãåŒãåºãããããããªãŒã®é»åãæ¶è²»ããããããããªãŒã®å 黿¹æ³ã¯ããããªãŒã®çš®é¡ã«ãã£ãŠç°ãªãã <img width="50" height="50" id="c_small_battery"/>ã°ãªããå ã®<bl>ããããªãŒ</>ã¯ã<hl>æ¶è²»é</>ã<hl>çºé»é</>ãäžåã£ãå Žåã«é»åãäŸçµŠãããããããªãŒã®å é»ã»æŸé»é床ã¯ãµã€ãºã«ãã£ãŠå¶éãããŠãããããããªãŒã¯ã°ãªããå ã®äœå°é»åãåå é»ã«å©çšãããããå€éã®é»åæå€±ãè£ãããã«å€ªéœé»æ± ãšçµã¿åãããŠäœ¿çšããå Žåãªã©ã«éåžžã«å¹æçã§ããã <img width="50" height="50" id="c_crystal_power"/><bl>æ°Žæ¶çºé»</>ã¯ãéåžžã®ããããªãŒãšåãããã«é»åã°ãªããã«é»åãäŸçµŠããããã ããäœã£ãé»åã§å é»ããã®ã§ã¯ãªããæ°Žæ¶ã®å¡ãæ¶è²»ããŠé»åã«å€æããããšã§å é»ããã <hl>[é»åãã£ãŒã«ã</> <img width="50" height="50" id="c_small_relay"/><bl>é»åãã£ãŒã«ã</>ã¯ãæèŒããããŠãããã®åšå²ã«é»åã°ãªãããçæãããæ¢åã®é»åã°ãªããã«éããããšã§ãæ¢åã®é»åã°ãªããã®ç¯å²ãæ¡å€§ããããšãã§ãããããããé»åãã£ãŒã«ãèªäœã¯é»åãäŸçµŠã§ããªããã°ãªããå ã«ããçºé»æ©ãããããªãŒããã®ã°ãªããã«é»åãäŸçµŠãããå®å šã«ç¬ç«ããã°ãªãããäœãå Žåã¯ãç¬èªã®çºé»æãå¿ èŠãšãªãã <hl>[éé»è£ 眮</> <img width="50" height="50" id="c_power_transmitter"/><bl>éé»è£ 眮</>ã¯éãããéã®ãšãã«ã®ãŒã1ã€ã®ãŠãããã«è»¢éããããšãã§ãããã®ãŠãããã¯é»åã°ãªããã®å€ãèªç±ã«ç§»åããããšãã§ããã <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Production |補é | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Production</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/production_top.png" width="350" height="200"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Production components such as</> <hl>fabricators</> <bl>and</> <hl>assemblers</> <bl>allow you to produce new items.</> <header>Production Components:</> <img image="Main/textures/icons/components/Component_Fabricator_01_S.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Assembler_01_M.png" width="64" height="64"/> <img image="Main/textures/icons/components/component_roboticsfactory_01_m.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Refinery_01_M.png" width="64" height="64"/> <hl>Fabricator</> Early production components and simple materials <hl>Assembler</> Primary production and advanced materials <hl>Robotics Assembler</> Primary robot production component and Hi-tech materials and Packaged Units <hl>Refinery</> Specialized materials production <img image="Main/textures/codex/ui/line_h1.png"/> <header>Setting Production:</> Setting the Parameter to the production item will try to reserve the required ingredients based off of the number to be produced. If the production amount is set to infinity then half a stack of ingredients is reserved. When the unit does not contain the required ingredients then orders are made so that units connected to the logistics network will be able to bring the required ingredients when available. The next required ingredient is shown in the second Parameter. If there is no available slot to output the produced item then production is halted until a free slot is made available. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>補é </> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/production_top.png" width="350" height="200"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>å å·¥æ©</><bl>ã</><bl></><hl>çµç«æ©</><bl>ã®ãããªè£œé ã³ã³ããŒãã³ãã¯ãæ°ããã¢ã€ãã ã®è£œé ãå¯èœã«ããã</> <header>補é ã³ã³ããŒãã³ãïŒ</> <img image="Main/textures/icons/components/Component_Fabricator_01_S.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Assembler_01_M.png" width="64" height="64"/> <img image="Main/textures/icons/components/component_roboticsfactory_01_m.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Refinery_01_M.png" width="64" height="64"/> <hl>å å·¥æ©</> åæã®è£œé ã³ã³ããŒãã³ããšã·ã³ãã«ãªçŽ æ <hl>çµç«æ©</> äžæ¬¡è£œé ãšé«åºŠãªçŽ æ <hl>ããããçµç«æ©</> äžæ¬¡ãããã補é ã³ã³ããŒãã³ãããã€ãã¯çŽ æãããã±ãŒãžãŠããã <hl>粟補æ©</> ç¹æ®çŽ æè£œé <img image="Main/textures/codex/ui/line_h1.png"/> <header>補é ã®èšå®ïŒ</> ãã©ã¡ãŒã¿ã補é ã¢ã€ãã ã«èšå®ãããšã補é ãããæ°ã«åºã¥ããŠå¿ èŠãªçŽ æã確ä¿ãããã補é éãç¡é倧ã«èšå®ãããŠããå Žåãååã®çŽ æã®ã¹ã¿ãã¯ã確ä¿ãããã ãŠãããã«å¿ èŠãªçŽ æããªãå Žåãç©æµãããã¯ãŒã¯ã«æ¥ç¶ãããŠãããŠããããå¿ èŠãªçŽ æãå ¥æãããšãã«äŸçµŠã§ããããã«æ³šæãè¡ããããæ¬¡ã«å¿ èŠãªææã¯2çªç®ã®ãã©ã¡ãŒã¿ã«è¡šç€ºãããã 補é ãããã¢ã€ãã ãåºåãã空ãã¹ãããããªãå Žåã空ãã¹ããããã§ãããŸã§è£œé ã¯åæ¢ãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Research |ç ç©¶ | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>Research</> <img image="Main/textures/codex/ui/line_h1.png"/> To progress and build new frames/components you will need to gather intel and resources in order to research new technologies. <img image="Main/textures/codex/icons/techtree_icon.png" width="60" height="60"/> Open up the Technology tree using the button on the right side menu, or by pressing <Key action="Tech" style="hl"/>. <img image="Main/textures/codex/techtree/technology_full_tree.png" width="500" height="400"/> Select a technology that is available to be researched and you will be able to see gained technologies as well the requirements to unlock it. Press the <hl>Set Research</> button to set it to the selected research item. <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Progress Bar</> <bl>Progress</> <img image="Main/textures/codex/codex_tech_progress_bar.png"/> 2/5 The progress bar will fill first with a darker bar to indicate the progress of an uplink, or multiple uplinks if you have them. As steps are completed the bar will turn light and the number of completed steps will increase. * Multiple uplinks will be able to research a single step simultaneously and can drastically reduce research times however this comes at a high power cost.</nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>ç ç©¶</> <img image="Main/textures/codex/ui/line_h1.png"/> æ°ãããã¬ãŒã ãã³ã³ããŒãã³ããéçºããã«ã¯ãæ å ±ãè³æºãéããŠæ°ããæè¡ãç ç©¶ããªããã°ãªããªãã <img image="Main/textures/codex/icons/techtree_icon.png" width="60" height="60"/> å³åŽã®ã¡ãã¥ãŒã«ãããã¿ã³ã䜿ããã<Key action="Tech" style="hl"/>ãæŒããŠæè¡ããªãŒãéãã <img image="Main/textures/codex/techtree/technology_full_tree.png" width="500" height="400"/> ç ç©¶å¯èœãªæè¡ãéžæãããšãç¿åŸæžã¿ã®æè¡ãšãããã¢ã³ããã¯ããããã®æ¡ä»¶ã衚瀺ãããã <hl>ç ç©¶ãèšå®</>ãã¿ã³ãæŒããšãéžæããç ç©¶é ç®ãèšå®ã§ããã <img image="Main/textures/codex/ui/line_h1.png"/><hl>鲿ããŒ</> <bl>é²æç¶æ³</> <img image="Main/textures/codex/codex_tech_progress_bar.png"/> 2/5 鲿ããŒã¯ãã¢ãããªã³ã¯ïŒè€æ°ã®ã¢ãããªã³ã¯ãããå Žåã¯è€æ°ã®ã¢ãããªã³ã¯ïŒã®é²æã瀺ãè²ã®æ¿ãããŒã§æåã«æºããããã ã¹ããããå®äºãããšãããŒã®è²ãæãããªããå®äºããã¹ãããã®æ°ãå¢ããã * è€æ°ã®ã¢ãããªã³ã¯ã§1ã€ã®ã¹ããããåæã«ç ç©¶ããããšãã§ããç ç©¶æéãå€§å¹ ã«ççž®ã§ããããããã«ã¯é«ãé»åã³ã¹ãããããã</nowiki> | |- |E.L.A.I.N |E.L.A.I.N | |- |Datacubes |ããŒã¿ãã¥ãŒã | |- |<img width="64" height="64" id="c_uplink"/> <hl>Datacubes </> <header>Datacubes</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img width="64" height="64" id="c_uplink"/><hl>ããŒã¿ãã¥ãŒã</> <header>ããŒã¿ãã¥ãŒã</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |These <hl>Datacubes</><img id="robot_datacube" width="25" height="25"/> have extremely dense data clusters. It seems, right now, we can only access surface level data. If we can recover more of these cubes, we can gain greater knowledge of this world. With a sufficient amount, it will help us unlock <bl>Gateway Technology</>. |<hl>ããŒã¿ãã¥ãŒã</><img id="robot_datacube" width="25" height="25"/>ã«ã¯ã極ããŠé«å¯åºŠã®ããŒã¿ã»ã¯ã©ã¹ã¿ãŒããããä»ã¯ãŸã ã衚é¢ã¬ãã«ã®ããŒã¿ã«ããã¢ã¯ã»ã¹ã§ããªãããã ã ãã®ãã¥ãŒãããã£ãšååã§ããã°ããã®ã¯ãŒã«ãã«ã€ããŠããã«è©³ããç¥èãåŸãããšãã§ããã ååãªéã確ä¿ã§ããã°ã<bl>ã²ãŒããŠã§ã€æè¡</>ã®ã¢ã³ããã¯ã«åœ¹ç«ã€ã | |- |Resources |è³æº | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Resources</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/resources/three_resources.png" width="350" height="110"/> <hl>Basic Resources</> metal ore, crystal and silica <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Basic Resources</> can be found throughout the world and are harvested with the miner. Other types of resources may require more advanced extraction components and be processed in different production facilities. Selecting a unit equipped with a mining component and interacting with a resource will begin harvesting the resources if it is able to. This will put the resource node into the Parameter of the component. Once this node has depleted it will look for nodes of a similar resource type and continue mining. <hl>Setting in a Parameter</> You can also set a resource item into the component Parameter and the unit will look for resource nodes in a visible radius automatically. If a number is set into the Parameter then the miner will only extract while there are less than that many of the resources in its inventory. The range of mining equipment can be extended by linking a radar component to the miner components Parameter. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>è³æº</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/resources/three_resources.png" width="350" height="110"/> <hl>åºæ¬è³æº</> éå±é±ç³ãæ°Žæ¶ãã±ã€ç <img image="Main/textures/codex/ui/line_h1.png"/> <hl>åºæ¬è³æº</>ã¯ã¯ãŒã«ãäžã«ãããæ¡ææ©ã§åç©«ããããšãã§ãããä»ã®çš®é¡ã®è³æºã¯ãé«åºŠãªæ¡æã³ã³ããŒãã³ããå¿ èŠãšããå Žåããããå¥ã®è£œé æœèšã§åŠçãããã æ¡æã³ã³ããŒãã³ããè£ åãããŠããããéžæããè³æºã«è§Šãããšãå¯èœã§ããã°è³æºã®åç©«ãå§ãããããã«ããè³æºããŒãã¯ã³ã³ããŒãã³ãã®ãã©ã¡ãŒã¿ã«å ¥ãããã®ããŒãããªããªããšãåããããªè³æºã¿ã€ãã®ããŒããæ¢ããæ¡æãç¶ããã <hl>ãã©ã¡ãŒã¿ã®èšå®</> ãŸããã³ã³ããŒãã³ãã®ãã©ã¡ãŒã¿ã«è³æºã¢ã€ãã ãèšå®ãããšããŠãããã¯èªåçã«å¯èŠååŸå ã®è³æºããŒããæ¢ãããã«ãªãããã©ã¡ãŒã¿ã«æ°å€ãèšå®ãããŠããå Žåãæ¡ææ©ã¯ã€ã³ãã³ããªã«ããè³æºããã®æ°ããå°ãªãéã ãæ¡æãè¡ãã ã¬ãŒããŒã³ã³ããŒãã³ããæ¡ææ©ã®ã³ã³ããŒãã³ããã©ã¡ãŒã¿ã«ãªã³ã¯ããããšã§ãæ¡æè£ çœ®ã®ç¯å²ãæ¡åŒµããããšãã§ããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Unlocked Items |ã¢ã³ããã¯ãããã¢ã€ãã | |- |Rotation |å転 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>ROTATION:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Buildings and Components can be rotated.</> Press <Key action="RotateConstructionSite" style="bl"/> when constructing a building to set its orientation. <img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> You can also rotate buildings after they have been built. Just mouse over the building and press the <Key action="RotateConstructionSite" style="bl"/> key. <img image="Main/textures/codex/buildingshots/building_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> To rotate components, mouse over a socketed component's icon and press the <Key action="RotateConstructionSite" style="bl"/> key. <img image="Main/textures/codex/buildingshots/component_rotate.png" width="500" height="200"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>å転ïŒ</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>建é ç©ãšã³ã³ããŒãã³ãã¯å転ãããããšãã§ããã</> 建é ç©ã建ãŠããšãã«<Key action="RotateConstructionSite" style="bl"/>ãæŒããšããã®åããèšå®ãããã <img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> 建èšåŸã«å»ºç©ãå転ããããšãå¯èœã建é ç©ã®äžã«ããŠã¹ã眮ãã<Key action="RotateConstructionSite" style="bl"/>ããŒãæŒãã <img image="Main/textures/codex/buildingshots/building_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> ã³ã³ããŒãã³ããå転ãããã«ã¯ããœã±ããä»ãã³ã³ããŒãã³ãã®ã¢ã€ã³ã³ã®äžã«ããŠã¹ã眮ãã<Key action="RotateConstructionSite" style="bl"/>ããŒãæŒãã <img image="Main/textures/codex/buildingshots/component_rotate.png" width="500" height="200"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |} == File: data/components == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |human |ãã | |- |laterite |ã©ãã©ã€ã | |- |transformer |å€æè£ çœ® | |- |engine |ãšã³ãžã³ | |- |aluminiumsheet |ã¢ã«ãæ¿ | |- |micropro |ãã€ã¯ããã | |- |alien |ãšã€ãªã¢ã³ | |- |world |ã¯ãŒã«ã | |- |glitch |ã°ãªãã | |- |color |è² | |- |resource |è³æº | |- |entityfilter |ãšã³ãã£ãã£ãã£ã«ã¿ãŒ | |- |Light |å | |- |Illuminates the immediate area. Brightness and color can be changed via a register |åšå²ãæããç §ãããã¬ãžã¹ã¿ã§æãããè²ã倿Žå¯èœ | |- |Small |å° | |- |Light RGB |å RGB | |- |Illuminates the immediate area. Brightness and color can be changed via RGB registers |åšå²ãæããç §ãããRGBã¬ãžã¹ã¿ã§æãããè²ã倿Žå¯èœ | |- |Red (0-31) |èµ€ïŒ0ïœ31ïŒ | |- |Green (0-31) |ç·ïŒ0ïœ31ïŒ | |- |Blue (0-31) |éïŒ0ïœ31ïŒ | |- |Intensity |匷床 | |- |Fabricator |å å·¥æ© | |- |A small fabrication unit able to process raw resources and simple components. Missing ingredients are available via register. |åææãšã·ã³ãã«ãªéšåãå å·¥ã§ããå°ããªè£œé ãŠããããè¶³ããªãææã¯ã¬ãžã¹ã¿ããå ¥æã§ããã | |- |production |補é | |- |Click to change production |ã¯ãªãã¯ã§è£œé å 容ãå€æŽ | |- |Set Production |補é ãèšå® | |- |Missing ingredient |äžè¶³ããŠããæå | |- |Set %s Production |%s補é ãèšå® | |- |this |ãã | |- |Missing research to produce %s |%sã補é ããããã®ç ç©¶ãæ¬ ããŠãã | |- |Cannot produce %s in %s |%sã補é ã§ããªãïŒ%sïŒ | |- |Missing production ingredient %s |è£œé æåã®%sããªã | |- |Cannot produce zero items |ãŒãã¢ã€ãã ãäœæã§ããŸãã |M |- |No inventory space to produce %s |%sã補é ããããã«å¿ èŠãªã€ã³ãã³ããªã®ã¹ããŒã¹ããªã | |- |frames |ãã¬ãŒã | |- |Assembler |çµç«æ© | |- |Main production facility for robotic components and robotic materials. |ããããã³ã³ããŒãã³ããšããããææã®äž»èŠè£œé æœèšã | |- |Medium |äž | |- |Data Analyzer |ããŒã¿åææ© | |- |Allows creation of Simulation Datacubes |ã·ãã¥ã¬ãŒã·ã§ã³ããŒã¿ãã¥ãŒãã®äœæãå¯èœã«ãªã | |- |Large |倧 | |- |Refinery |ç²Ÿé¬ | |- |Advanced production facility for advanced material production |é«åºŠãªçŽ æè£œé ã®ããã®é«åºŠãªè£œé èšå | |- |Robotics Assembler |ããããçµç«æ© | |- |Dedicated laboratory for robotics |ããããå°çšã®ç ç©¶èšå | |- |entity |ãšã³ãã£ã㣠| |- |Rally point Drag to location or unit to set |ã©ãªãŒãã€ã³ã èšå®ããå ŽæãŸãã¯ãŠãããã«ãã©ãã°ãã | |- |Power Field |é»åãã£ãŒã«ã | |- |Extends a wireless power field around the unit |ãŠãããã®åšå²ã«ã¯ã€ã€ã¬ã¹ã®é»åãã£ãŒã«ããæ¡åŒµãã | |- |Portable Power Field |æºåž¯åé»åãã£ãŒã«ã | |- |Internal |å éš | |- |Creates or expands your power grid in a small area around the unit, transferring power to nearby units. Produces no power on its own. Most useful on a moveable unit given its short range |ãŠãããã®åšå²ã®çãç¯å²ã«é»åã°ãªãããäœæãŸãã¯æ¡åŒµããè¿ãã®ãŠãããã«é»åã転éãããåäœã§ã¯é»åãçæããªãã广ç¯å²ãçããããç§»åå¯èœãªãŠãããã§æãæçš | |- |Small Power Field |å°åé»åãã£ãŒã«ã | |- |Creates or expands your power grid in an area around the unit, transferring power to nearby units. Produces no power on its own. |ãŠãããã®åšå²ã«é»åã°ãªãããäœæãŸãã¯æ¡åŒµããè¿ãã®ãŠãããã«é»åã転éãããåäœã§ã¯é»åãçæããªãã | |- |Large Power Field |倧åé»åãã£ãŒã«ã | |- |Local power field with increased radius |ããŒã«ã«é»åãã£ãŒã«ããååŸã倧ãã | |- |Uplink |ã¢ãããªã³ã¯ | |- |Uploads data to orbital mainframe for tech research |æè¡ç ç©¶ã®ããã«è»éäžã®ã¡ã€ã³ãã¬ãŒã ã«ããŒã¿ãã¢ããããŒããã | |- |Current researching technology |çŸåšç ç©¶äžã®æè¡ | |- |Manual |ããã¥ã¢ã« | |- |Set Research |ç ç©¶ã®èšå® | |- |Repair Component |ä¿®çã³ã³ããŒãã³ã | |- |Allows repair of damaged Frames |æå·ãããã¬ãŒã ã®ä¿®çãå¯èœã«ãªã | |- |Preferred Repair Target |åªå ä¿®çã¿ãŒã²ãã | |- |Current Repair Target |çŸåšã®ä¿®çã¿ãŒã²ãã | |- |Repair Frame |ãã¬ãŒã ã®ä¿®ç | |- |Select the frame to repair |ä¿®çãããã¬ãŒã ãéžæãã | |- |Are you sure you want to repair a frame from another faction? |æ¬åœã«ä»ã®ãã¡ã¯ã·ã§ã³ã®ãã¬ãŒã ãä¿®çããŸããïŒ | |- |Repair Kit |ä¿®çããã | |- |Can repair the unit it is equipped on |è£ åãããŠãããŠãããã®ä¿®çãã§ãã | |- |ALLY |峿¹ | |- |AOE Repair Component |AOEä¿®çã³ã³ããŒãã³ã |M |- |Allows repair of all damaged Frames in a radius |ååŸã®ãã¹ãŠã®æå·ãããã¬ãŒã ã修埩ã§ããŸã |M |- |Packager |ããã±ãŒãž |M |- |Packages up this unit |ãã®ãŠãããã®ããã±ãŒãž |M |- |Package |ããã±ãŒãž | |- |Deployment |é 眮 | |- |Initial planetary colonization support package, cannot deploy while frame is active |åææææ€æ°å°åæ¯æŽããã±ãŒãžããã¬ãŒã ãã¢ã¯ãã£ããªéã¯é 眮ã§ããªã | |- |Deploy |é 眮 | |- |Deploy Base |åºå°ã®é 眮 | |- |Cannot deploy while components still have items in them |ã³ã³ããŒãã³ãã«ã¢ã€ãã ãå ¥ã£ãç¶æ ã§ã¯é 眮ã§ããªã | |- |Cannot deploy here |ããã«é 眮ã§ããªã | |- |Insufficient resources detected. Are you sure you want to deploy here? |è³æºäžè¶³ãæ€åºãããŸããã æ¬åœã«ããã«é 眮ããŸããïŒ | |- |Metal Bar Production |ã¡ã¿ã«ããŒã®çç£ |M |- |warning |èŠå | |- |Drop Pod Ejected |ããããããããæåºãããŸãã |M |- |Drop Pod Ejected at %d, %d |%dã%dã§æåºãããããããèœãšããŸã |M |- |World Event |ã¯ãŒã«ãã€ãã³ã | |- |Deployer |é çœ®æ© | |- |Unpacks into a completed unit |ããã±ãŒãžãã宿ãããŠããããåãåºã | |- |Use |䜿ã | |- |Target Unit |ã¿ãŒã²ãããŠããã | |- |Acquired Unit |ååŸãŠããã |M |- |Acquire |ååŸ | |- |Select unit to absorb |åžåãããŠããããéžæãã | |- |Select target to take in |åã蟌ãã¿ãŒã²ãããéžæãã | |- |Target contains Deployer |ã¿ãŒã²ããã«ã¯ãããã€ã€ãŒãå«ãŸããŠããŸã |M |- |Target not valid for re-deployment |ã¿ãŒã²ãããåé 眮ã§ããªã | |- |Invalid Target |ç¡å¹ãªã¿ãŒã²ãã | |- |Cannot acquire unit Deployer is equipped on |Unit Deployerãè£ åãããŠããããšãååŸã§ããŸãã |M |- |Cannot activate while components still have items in them |ã³ã³ããŒãã³ãã«ã¢ã€ãã ãå ¥ã£ãç¶æ ã§ã¯èµ·åã§ããªã | |- |Deployment Constructor |é 眮æ©ã®å»ºèšã³ã³ããŒãã³ã | |- |deployment construction |é 眮çšå»ºèšã³ã³ããŒãã³ã | |- |Constructor |å»ºèšæ© | |- |All-purpose unit for manual construction |æäœæ¥ã«ãã建èšçšã®äžèœãŠããã | |- |Other |ãã®ä» | |- |Miner |æ¡ææ© | |- |Basic mining drill - extracts metal and crystal |åºæ¬çãªæ¡æããªã« - éå±ãšæ°Žæ¶ãæ¡æãã | |- |miner |æ¡ææ© | |- |Resource to mine and amount |æ¡æããè³æºãšé | |- |Set Mining Target |æ¡æã¿ãŒã²ããã®èšå® | |- |Set %s Target |%sã¿ãŒã²ããã®èšå® | |- |Cannot mine %s |%sãæ¡æã§ããªã | |- |Already holding the requested amount %d of %s |ãªã¯ãšã¹ãéã®%dã®%sããã§ã«ææããŠããŸã | |- |No space in inventory for %s |ã€ã³ãã³ããªã«%sã®ã¹ããŒã¹ããããŸãã | |- |No %s found in range |ç¯å²å ã§%sãèŠã€ãããŸãã | |- |Operating |皌åäž | |- |Laser Mining Tool |ã¬ãŒã¶ãŒæ¡æããŒã« | |- |Laser Mining Tool - extracts metal and crystal with high efficiency (2x) |ã¬ãŒã¶ãŒæ¡æããŒã« - éå±ãšæ°Žæ¶ãé«å¹çïŒïœ2ïŒã§æœåºãã | |- |Deconstructor |è§£äœæ© | |- |Allows disassembly of completed Units and Building refunding 100% of their cost |宿ãããŠãããã®è§£äœãå¯èœã«ãããã®è²»çšã®100ïŒ ãæãæ»ã | |- |Preferred Target |åªå ã¿ãŒã²ãã | |- |Select the deconstruction target |è§£äœã¿ãŒã²ãããéžæãã | |- |No Target |ã¿ãŒã²ãããªã | |- |Not in range to deconstruct |è§£äœç¯å²å€ | |- |Cannot deconstruct Target |ã¿ãŒã²ããã¯è§£äœã§ããŸãã | |- |Reconstructor |åæ§ç¯æ© | |- |Allows deconstruction of a unit or building to be later reconstructed in a different location |ãŠãããã建é ç©ãè§£äœããåŸã§å¥ã®å Žæã«å建ããããšãã§ããã | |- |Redeploy |åé 眮 | |- |Select the reconstruction target |åæ§ç¯ã¿ãŒã²ãããéžæãã | |- |Turret |ç ²å¡ | |- |Medium sized turret with good damage and range |ãã¡ãŒãžãšå°çšè·é¢ã«åªããäžåç ²å¡ | |- |Current Target |çŸåšã®ã¿ãŒã²ãã | |- |Select the attack target |æ»æã¿ãŒã²ãããéžæãã | |- |Are you sure you want to attack your own Unit? |æ¬åœã«èªåã®ãŠããããæ»æããŠãããããã§ããïŒ | |- |battle |ããã« | |- |Small Turret |å°åç ²å¡ | |- |Basic defensive turret |åºæ¬çãªé²åŸ¡çšã®ç ²å¡ | |- |Small Advanced Turret |å°ããªé«åºŠãªç ²å¡ |M |- |A longer ranged small defensive turret |é·ãé è·é¢ã®å°ããªé²åŸ¡ç ²å¡ |M |- |Blight Turret |ãã©ã€ãã®ç ²å¡ | |- |Blight crystal turret |ãã©ã€ãã®çµæ¶ã®ç ²å¡ | |- |Viral Turret |ãŠã€ã«ã¹ç ²å¡ | |- |Virus turret |ãŠã€ã«ã¹ã®ç ²å¡ | |- |Laser Turret |ã¬ãŒã¶ãŒç ²å¡ | |- |Upgraded turret that fires a strong laser |匷åãªã¬ãŒã¶ãŒãçºå°ããæ¹è¯åã¿ã¬ãã | |- |Solar Cell |倪éœé»æ± | |- |Photovoltaic cell that supplies <hl>50</> power to your grid during daylight, with increased output throughout summer. |æ¥äžã«<hl>50</>ã°ãªããã«é»åãäŸçµŠãã倪éœé»æ± ãå€ãéããŠçç£éãå¢å ããŸãã |M |- |Produce |補é | |- |green |ç· | |- |red |èµ€ | |- |Solar Panel |ãœãŒã©ãŒããã« | |- |Solar Panel that generates <hl>300</> power throughout the day and <hl>100</> during the night, with increased output during summer. |1æ¥ãéããŠ<hl>300</>é»åãçæããå€éã«<hl>100</>ãçæãããœãŒã©ãŒããã«ãå€ã®éã«çç£éãå¢å ããŸãã |M |- |Wind Turbine |颚åã¿ãŒãã³ | |- |Constant <hl>50</> power generation per second, <hl>100</> when located on the plateau |ã³ã³ã¹ã¿ã³ãã«æ¯ç§<hl>50</>ãé«åã«äœçœ®ããå Žåã¯<hl>100</>ã®é»åãçºé»ãã | |- |Large Wind Turbine |倧å颚åã¿ãŒãã³ | |- |Constant <hl>200</> power generation per second, <hl>400</> when located on the plateau |ã³ã³ã¹ã¿ã³ãã«æ¯ç§<hl>200</>ãé«åã«äœçœ®ããå Žåã¯<hl>400</>ã®é»åãçºé»ãã | |- |Power Cell |ãã¯ãŒã»ã« | |- |Transmits <hl>500</> power per second over a small area |æ¯ç§<hl>500</>ã®é»åãå°èŠæš¡ãšãªã¢ã«äŒéãã | |- |Power Core |é»åã³ã¢ | |- |Produces an exceptional amount of power per second over a small area |å°ããªé¢ç©ã§1ç§éã«éåžžã«å€ãã®é»åãçã¿åºã | |- |Stored |è²¯èµ | |- |Capacitor |ãã£ãã·ã¿ | |- |Stores excess power from your power grid making it available when needed |é»åã°ãªããã®äœå°é»åã貯èµããå¿ èŠãªãšãã«å©çšã§ããããã«ãã | |- |Integrated Capacitor |çµ±åã³ã³ãã³ãµ |M |- |Hi-grade Capacitor |ãã€ã°ã¬ãŒãã³ã³ãã³ãµ |M |- |Medium Capacitor |äžåãã£ãã·ã¿ | |- |A medium sized Capacitor with a greater storage amount |äžåã®ãã£ãã·ã¿ãéåžžããèé»éãå€ã | |- |Small Battery |å°åããããªãŒ | |- |Rechargeable power cell |å é»åŒãã¯ãŒã»ã« | |- |Signal Reader |ã·ã°ãã«ãªãŒã㌠| |- |Allow reading of the signal register from a specific unit or building. |ç¹å®ã®ãŠããããŸãã¯å»ºé ç©ã®ã·ã°ãã«ã¬ãžã¹ã¿ãèªã¿åããã | |- |<nowiki><header>TARGET ENTITY</> <bl>Use to Select Entity to 'Read Signal' from</> Drag to Entity to set</nowiki> |<nowiki><header>ã¿ãŒã²ãããšã³ãã£ãã£</> <bl>ãã·ã°ãã«ã®èªã¿åãããè¡ããšã³ãã£ãã£ã®éžæã«äœ¿ã</> èšå®ãããšã³ãã£ãã£ã«ãã©ãã°ãã</nowiki> | |- |<header>RECEIVED SIGNAL</> <bl>The Result returned from the Target's</> <hl>Signal Parameter</> |<header>åä¿¡ã·ã°ãã«</> <bl>ã¿ãŒã²ããã®</><hl>ã·ã°ãã«ãã©ã¡ãŒã¿</><bl>ããè¿ãããçµæ</> | |- |Shared Storage |å ±æä¿ç®¡åº« | |- |Set locked slots on unit to allow dumping of excess items |ããã¯ãããã¹ãããããŠãããã«èšçœ®ããäœåãªãã®ãå ¥ããããããã«ãã | |- |Internal Storage |å éšä¿ç®¡åº« | |- |Uses the internal socket as an item slot |å éšãœã±ãããã¢ã€ãã ã¹ããããšããŠäœ¿ã | |- |Behavior Controller |åäœã³ã³ãããŒã© | |- |Small, low-powered programmable device |å°åã§äœæ¶è²»é»åã®ããã°ã©ãã³ã°å¯èœããã€ã¹ | |- |Program Behavior |ããã°ã©ã åäœ | |- |STOP |忢 | |- |STEP |ã¹ããã | |- |PAUSE |äžæåæ¢ | |- |Unlocked behavior exceeded instruction limit for a single step |ã¢ã³ããã¯åäœã1ã¹ãããã®æç€ºäžéãè¶ é | |- |AI Behavior Controller |AIåäœã³ã³ãããŒã©ãŒ |M |- |Programmable automatic base management |ããã°ã©ã å¯èœãªèªåããŒã¹ç®¡ç |M |- |autobase |ãªãŒãããŒã¹ |M |- |Item Transporter |ã¢ã€ãã èŒžéæ© | |- |Enables automatic transfer of inventory directly between any Building or Unit in range |ç¯å²å ã®å»ºé ç©ããŠãããéã§ã€ã³ãã³ããªãçŽæ¥èªåçã«ç§»åã§ããããã«ãã | |- |Portable Transporter |æºåž¯åèŒžéæ© | |- |Enables automatic transfer of inventory directly between any adjacent Buildings or Units |飿¥ãã建é ç©ããŠãããéã§ã€ã³ãã³ããªãçŽæ¥èªåçã«ç§»åã§ããããã«ãã | |- |Internal Transporter with short range |çè·é¢ã®å éšãã©ã³ã¹ããŒã¿ãŒ |M |- |Internal Transporter with decent range |ãŸãšããªç¯å²ã®å éšãã©ã³ã¹ããŒã¿ãŒ |M |- |Portable Radar |æºåž¯åã¬ãŒã㌠| |- |Short range detection of resources and other objects in the world. All conditions must be met. |ã¯ãŒã«ãå ã®è³æºãªã©ãè¿è·é¢ã§æ€ç¥ã§ããããã¹ãŠã®æ¡ä»¶ãæºããå¿ èŠãããã | |- |radar |ã¬ãŒã㌠| |- |<header>Search Filter [1]</> <bl>Search Filter [1] is Required to return a Radar Result</> Click to choose from <hl>Inventory Items</> or <hl>Information</> icons |<header>æ€çŽ¢ãã£ã«ã¿ãŒ [1]</> <bl>æ€çŽ¢ãã£ã«ã¿ãŒ[1ã䜿ããšãã¬ãŒããŒã®æ€çŽ¢çµæãååŸã§ãã</> <hl>ã€ã³ãã³ããªã¢ã€ãã </>ãŸãã¯<hl>æ å ±ã¢ã€ã³ã³</>ãã¯ãªãã¯ããŠéžæãã | |- |Set Filter |ãã£ã«ã¿ãŒèšå® | |- |<header>Search Filter [2]</> <bl>Search Filter [2] Refines the Radar Result</> Click to choose from <hl>Inventory Items</> or <hl>Information</> icons |<header>æ€çŽ¢ãã£ã«ã¿ãŒ [2]</> <bl>æ€çŽ¢ãã£ã«ã¿ãŒ[2ã䜿ããšãã¬ãŒããŒã®æ€çŽ¢çµæãçµã蟌ãã</> <hl>ã€ã³ãã³ããªã¢ã€ãã </>ãŸãã¯<hl>æ å ±ã¢ã€ã³ã³</>ãã¯ãªãã¯ããŠéžæãã | |- |<header>Search Filter [3]</> <bl>Search Filter [3] Refines the Radar Result</> Click to choose from <hl>Inventory Items</> or <hl>Information</> icons |<header>æ€çŽ¢ãã£ã«ã¿ãŒ [3]</> <bl>æ€çŽ¢ãã£ã«ã¿ãŒ[3ã䜿ããšãã¬ãŒããŒã®æ€çŽ¢çµæãçµã蟌ãã</> <hl>ã€ã³ãã³ããªã¢ã€ãã </>ãŸãã¯<hl>æ å ±ã¢ã€ã³ã³</>ãã¯ãªãã¯ããŠéžæãã | |- |<Key action="ExecuteAction" style="hl"/> to move camera to Result |<Key action="ExecuteAction" style="hl"/>ã«ã¡ã©ãåãããŠçµæãšããŠç§»åããŸã |M |- |<header>RADAR RESULT</> <bl>SINGLE Result returned from combination (additive) of 1 - 3 filters</> <hl>Mouse Over</> To highlight 'Result' in the world <Key action="ExecuteAction" style="hl"/> to move camera to 'Result' in the world |<header>ã¬ãŒããŒã®çµæ</> <bl>1ïœ3 ãã£ã«ã¿ãŒã®çµã¿åããïŒå ç®ïŒããè¿ããã1ã€ã®çµæ</> <hl>ããŠã¹ãäžã«çœ®ã</>ãšãã¯ãŒã«ãå ã®ãçµæãããã€ã©ã€ãã ããã <Key action="ExecuteAction" style="hl"/>ã§ã¯ãŒã«ãå ã®ãçµæãã«ã«ã¡ã©ãç§»åãã | |- |Scout Radar |ã¹ã«ãŠãã¬ãŒã㌠|M |- |Short range detection of resources and other objects in the world. |äžçã®ãªãœãŒã¹ããã®ä»ã®ãªããžã§ã¯ãã®çè·é¢æ€åºã |M |- |<header>Search Filter</> <bl>Search Filter is Required to return a Radar Result</> Click to choose from <hl>Inventory Items</> or <hl>Information</> icons |<header>æ€çŽ¢ãã£ã«ã¿ãŒ</> <bl>ã¬ãŒããŒçµæãè¿ãã«ã¯æ€çŽ¢ãã£ã«ã¿ãŒãå¿ èŠã§ã</> <hl>inventoryã¢ã€ãã ããéžæããŠã¯ãªãã¯ããŠ</>ãŸãã¯<hl>æ å ±</>ã¢ã€ã³ã³ |M |- |<header>RADAR RESULT</> <bl>Result returned from filter</> <hl>Mouse Over</> To highlight 'Result' in the world <Key action="ExecuteAction" style="hl"/> to move camera to 'Result' in the world |<header>ã¬ãŒããŒçµæ</> <bl>ãã£ã«ã¿ãŒããè¿ãããçµæ</> <hl>ããŠã¹ãªãŒããŒ</>ã¯äžçã§ãçµæãã匷調衚瀺ããŸã <Key action="ExecuteAction" style="hl"/>ã«ã¡ã©ãäžçã«ãçµæãã«ç§»åãã |M |- |Small Radar |å°åã¬ãŒã㌠| |- |Scans for entities beyond visual range |ç®èŠç¯å²å€ã®ååšãã¹ãã£ã³ãã | |- |Radio Transmitter |ç¡ç·éä¿¡æ© | |- |Allows remote transmission of logic to Receiver Components |åä¿¡ã³ã³ããŒãã³ããžã®ããžãã¯ã®é ééä¿¡ãå¯èœã«ãã | |- |Band |ãã³ã | |- |Value |å€ | |- |Radio Receiver |ç¡ç·åä¿¡æ© | |- |Allows remote reception and modification of logic |ããžãã¯ã®é éåä¿¡ãšå€æŽãå¯èœã«ãã | |- |Received Signal |åä¿¡ã·ã°ãã« | |- |Crystal Power |æ°Žæ¶é»å | |- |Charges itself by consuming crystals, storing energy and supplies <hl>150</> power to your power grid every second, but only when required. |æ°Žæ¶ãæ¶è²»ããŠãšãã«ã®ãŒãèããå¿ èŠãšãããæã ãæ¯ç§<hl>150</>é»åãé»åã°ãªããã«äŸçµŠããã | |- |Power Transmitter |é»åéä¿¡æ© | |- |Transfers power to a single unit outside the power grid |é»åã°ãªããã®å€ã«ãã1ã€ã®ãŠãããã«é»åãéã | |- |Select target to receive power |é»åãåãåãã¿ãŒã²ãããéžæ | |- |Cannot transmit power to other factions |ä»ã®ãã¡ã¯ã·ã§ã³ã«é»åãäŒããããšãã§ããªã | |- |Sign Post |æšèæ© | |- |Show text instead of the visual register |ããžã¥ã¢ã«ã¬ãžã¹ã¿ãŒã®ä»£ããã«ããã¹ãã衚瀺ãã | |- |Set Sign |æšèã®èšå® | |- |Enter the text for the sign post |æšèæ©ã®ããã¹ããå ¥åãã | |- |Internal Health Module |å éšHPã¢ãžã¥ãŒã« | |- |Increased structural integrity, adds 20 durability |æ§é çå®å šæ§ãåäžã20ã®èä¹ æ§ã远å | |- |Small Health Module |å°åHPã¢ãžã¥ãŒã« | |- |Increased structural integrity, adds 100 durability |æ§é çå®å šæ§ãåäžã100ã®èä¹ æ§ã远å | |- |Medium Health Module |äžåHPã¢ãžã¥ãŒã« | |- |Increased structural integrity, adds 200 durability |æ§é çå®å šæ§ãåäžã200ã®èä¹ æ§ã远å | |- |Large Health Module |倧åHPã¢ãžã¥ãŒã« | |- |Increased structural integrity, adds 300 durability |æ§é çå®å šæ§ãåäžã300ã®èä¹ æ§ã远å | |- |Internal Visibility Module |å éšå¯èŠæ§ã¢ãžã¥ãŒã« | |- |Increase unit visibility range by 5 |ãŠãããã®èŠããç¯å²ã5å¢å | |- |Small Visibility Module |å°åå¯èŠæ§ã¢ãžã¥ãŒã« | |- |Increase unit visibility range by 10 |ãŠãããã®èŠããç¯å²ã10å¢å | |- |Medium Visibility Module |äžåå¯èŠæ§ã¢ãžã¥ãŒã« | |- |Increase unit visibility range by 15 |ãŠãããã®èŠããç¯å²ã15远å | |- |Large Visibility Module |倧åå¯èŠæ§ã¢ãžã¥ãŒã« | |- |Increase unit visibility range by 20 |ãŠãããã®èŠããç¯å²ã20å¢å | |- |Internal Efficiency Module |å éšå¹çæ§ã¢ãžã¥ãŒã« | |- |Increase component efficiency by 20% |ã³ã³ããŒãã³ãã®å¹çã20%å¢å | |- |Small Efficiency Module |å°åå¹çæ§ã¢ãžã¥ãŒã« | |- |Increase component efficiency by 50% |ã³ã³ããŒãã³ãã®å¹çã50%å¢å | |- |Medium Efficiency Module |äžåå¹çæ§ã¢ãžã¥ãŒã« | |- |Increase component efficiency by 100% |ã³ã³ããŒãã³ãã®å¹çã100%å¢å | |- |Large Efficiency Module |倧åå¹çæ§ã¢ãžã¥ãŒã« | |- |Increase component efficiency by 150% |ã³ã³ããŒãã³ãã®å¹çã150%å¢å | |- |Internal Speed Module |å éšé«éåã¢ãžã¥ãŒã« | |- |Increase unit speed by 20% |ãŠãããã®é床ã20%å¢å | |- |Small Speed Module |å°åé«éåã¢ãžã¥ãŒã« | |- |Increase unit speed by 50% |ãŠãããã®é床ã50%å¢å | |- |Medium Speed Module |äžåé«éåã¢ãžã¥ãŒã« | |- |Increase unit speed by 80% |ãŠãããã®é床ã80%å¢å | |- |Large Speed Module |倧åé«éåã¢ãžã¥ãŒã« | |- |Increase unit speed by 120% |ãŠãããã®é床ã120%å¢å | |- |Effect |ãšãã§ã¯ã | |- |Glitch |ã°ãªãã | |- |Trilobyte Consume |ããªããã€ãæ¶è²» | |- |consumes components into silica and infected circuit boards |ã³ã³ããŒãã³ããæ¶è²»ãã±ã€ç ãææããåè·¯åºæ¿ã«ãã | |- |Trilobyte Attack |ããªããã€ãæ»æ | |- |Imbued with acidic venom that damages metal |éå±ã«ãã¡ãŒãžãäžããé žæ§ã®æ¯ãæã€ | |- |Hidden |é衚瀺 | |- |Damage on Trigger |ããªã¬ãŒã§ãã¡ãŒãž | |- |all |ãã¹ãŠ | |- |Small Storage |å°åä¿ç®¡åº« | |- |Expands storage of Frame by <hl>4 slots</> |ãã¬ãŒã ã®ä¿ç®¡åº«ã<hl>4ã¹ããã</>åæ¡åŒµ | |- |Portable Shield Generator |æºåž¯åã·ãŒã«ããžã§ãã¬ãŒã¿ãŒ | |- |Energy shield - Uses power to charge a shield that mitigates up to <hl>20</> damage |ãšãã«ã®ãŒã·ãŒã«ã - é»åã䜿ã£ãŠã·ãŒã«ãããã£ãŒãžããæå€§<hl>20</>ãã¡ãŒãžã軜æžããã | |- |Destroy on Trigger |ããªã¬ãŒã§ç Žå£ | |- |bot |ããã | |- |Glitch Building |ã°ãªãã建é ç© | |- |AI Bot |AIããã | |- |Phase Plant |äœçžãã©ã³ã |M |- |Damage Plant |æå·ãã©ã³ã |M |- |bugs |ãã° | |- |Damage Planet Internal |ææå éšã®æå· |M |- |Homeless Bug |ããŒã ã¬ã¹ãã° | |- |Bug Hive Spawner |ãã°ãã€ãã¹ããŒã㌠| |- |Intel Scanner |æ å ±ã¹ãã£ã㌠| |- |Puzzle |ããºã« | |- |Repair Required |èŠä¿®ç | |- |Datakey Socket |ããŒã¿ããŒãœã±ãã | |- |datakey |ããŒã¿ã㌠| |- |Virus |ãŠã€ã«ã¹ | |- |Protects unit from receiving the virus and removes any viruses when equipped |ãŠãããããŠã€ã«ã¹ããä¿è·ããè£ åãããŠããå Žåã¯ãŠã€ã«ã¹ãé€å»ãã | |- |virus |ãŠã€ã«ã¹ | |- |Small Intel Scanner |å°åæ å ±ã¹ãã£ã㌠| |- |Scan explorables internals to access the console. Can be used to gain the hacking code of enemy faction units |æ¢çŽ¢å¯Ÿè±¡ç©ã®å éšãã¹ãã£ã³ããã³ã³ãœãŒã«ã«ã¢ã¯ã»ã¹ãããæµæŽŸé¥ãŠãããã®ãããã³ã°ã³ãŒããå ¥æããããã«äœ¿çšã§ããã | |- |Item to scan |ã¹ãã£ã³ããã¢ã€ãã | |- |Set Scanning Target |ã¹ãã£ãã³ã°ã¿ãŒã²ãããèšå® | |- |Scan Result |ã¹ãã£ã³çµæ | |- |Simulation Interface |ã·ãã¥ã¬ãŒã·ã§ã³ã€ã³ã¿ãŒãã§ãŒã¹ | |- |Quantum computing device allowing direct manipulation of simulation |ã·ãã¥ã¬ãŒã·ã§ã³ãçŽæ¥æäœã§ããéåã³ã³ãã¥ãŒãã£ã³ã°è£ 眮 | |- |Send |éä¿¡ | |- |Human Factory |ããã®å·¥å Ž | |- |Alien Decryption Key |ãšã€ãªã¢ã³è§£èªã㌠| |- |Allows interfacing with alien structures |ãšã€ãªã¢ã³ã®æ§é ç©ãšã®æ¥è§Šãå¯èœã«ãã | |- |Key |ã㌠| |- |alienkey |ãšã€ãªã¢ã³ã㌠| |- |Alien Lock |ãšã€ãªã¢ã³ãã㯠| |- |A locking device of unknown origin |èµ·æºäžæã®ããã¯è£ 眮 | |- |obsidian |é»æç³ | |- |bb |bb | |- |yb |yb | |- |rb |rb | |- |Re-simulator Core |ãªã·ãã¥ã¬ãŒã¿ãŒã³ã¢ | |- |Reconstructs objects on a simulation level |ãªããžã§ã¯ããã·ãã¥ã¬ãŒã·ã§ã³ã¬ãã«ã§åæ§ç¯ãã | |- |Robot |ãããã | |- |Human |ãã | |- |Anomaly |ã¢ãããªãŒ | |- |Stability |å®å®æ§ | |- |<rl>DANGER:</> Overloaded |<rl>å±éºïŒ</>éè² è· | |- |<hl>CAUTION:</> Overload Warning |<hl>泚æïŒ</>éè² è·èŠå | |- |<hl>WARNING:</> Overloading not advised |<hl>èŠåïŒ</>éè² è·å³çŠ | |- |Artificial Virus Core |人工ãŠã€ã«ã¹ã³ã¢ | |- |Connects Virus instances into Re-simulator world stability |ãŠã€ã«ã¹ã®ã€ã³ã¹ã¿ã³ã¹ããªã·ãã¥ã¬ãŒã¿ãŒã®ã¯ãŒã«ãã®å®å®æ§ã«ã€ãªãã | |- |Send this unit through the wormhole? It will be lost from the simulation. |ãã®ãŠããããã¯ãŒã ããŒã«ããéä¿¡ããŸããïŒ ã·ãã¥ã¬ãŒã·ã§ã³ãã倱ãããŸãã |M |- |Artificial Blight Core |人工ãã©ã€ãã³ã¢ | |- |Connects Blight instances into Re-simulator world stability |ãã©ã€ãã®ã€ã³ã¹ã¿ã³ã¹ããªã·ãã¥ã¬ãŒã¿ãŒã®ã¯ãŒã«ãã®å®å®æ§ã«ã€ãªãã | |- |Artificial Robot Core |人工ããããã³ã¢ | |- |Artificial Human Core |人工ããã³ã¢ | |- |Artificial Alien Core |人工ãšã€ãªã¢ã³ã³ã¢ | |- |Powerful Enemy Warning |匷åãªæµã®èŠå | |- |Approach with EXTREME caution |现å¿ã®æ³šæãæããªããè¿ã¥ãããš | |- |Powerful Enemy Warning, EXTREME CAUTION ADVISED !!! |匷åãªæµã®èŠåãå³é泚æ! | |- |Laser Extractor |ã¬ãŒã¶ãŒæœåºæ© | |- |Laser that mines <hl>laterite</> and <hl>obsidian</> |<hl>ã©ãã©ã€ã</>ãš<hl>黿ç³</>ãæ¡æããã¬ãŒã¶ãŒ | |- |Blight Extractor |ãã©ã€ãé€å»è£ 眮 | |- |Extracts blight gas when placed inside a blighted area |ãã©ã€ãã«æ±æãããå Žæã«çœ®ããšããã©ã€ãã¬ã¹ãæœåºãã | |- |Virus Cure |ãŠã€ã«ã¹ã®æ²»çæ³ | |- |Protection from the virus for nearby units |åšèŸºãŠãããããŠã€ã«ã¹ããå®ã | |- |Large Storage |倧åä¿ç®¡åº« | |- |A larger storage component with <hl>20 slots</> |éåžžãã倧ããªä¿ç®¡åº«ã³ã³ããŒãã³ã | |- |Internal Virus Containment |ãŠã€ã«ã¹æ ŒçŽå®¹åšïŒå éšïŒ | |- |Container for holding virus infected items |ãŠã€ã«ã¹ã«ææããã¢ã€ãã ãå ¥ããã³ã³ãã | |- |Internal Anomaly Containment |å éšç°åžžå°ã蟌ã |M |- |Container for holding anomaly items |ç°åžžã¢ã€ãã ãä¿æããããã®ã³ã³ãã |M |- |Unit Teleporter |ãŠããããã¬ããŒã¿ãŒ | |- |Transports units over a great distance. Interact with the unit equipped with the teleporter to dock the unit you wish to teleport |ãŠããããé·è·é¢èŒžéããããã¬ããŒã¿ãŒãè£ åãããŠããããšé£æºãããã¬ããŒããããŠãããããããã³ã°ããã | |- |Target location |ã¿ãŒã²ããå Žæ | |- |Set Teleport Target |ãã¬ããŒãã®ã¿ãŒã²ãããèšå®ãã | |- |Repair Garage |ä¿®çã¬ã¬ãŒãž | |- |Repair target |ä¿®çã¿ãŒã²ãã | |- |Missing repair resource |äžè¶³ããŠããä¿®ççšã®è³æº | |- |Satellite Launcher |è¡ææã¡äžãè£ çœ® | |- |Launches a satellite. Items still in the AMAC inventory will be transferred to the satellite before launch |è¡æãæã¡äžãããAMACã®ã€ã³ãã³ããªã«æ®ã£ãŠããã¢ã€ãã ã¯ãæã¡äžãåã«è¡æã«ç§»ããã | |- |Launch |æã¡äžã | |- |Atmospheric interference is too high. Find a way to reduce the influence of the blight to allow launching of satellites. |倧æ°ã®å¹²æžã匷ããããè¡æã®æã¡äžããå¯èœã«ããããã«ã倧æ°é害ã®åœ±é¿ã軜æžããæ¹æ³ãèŠã€ãããã | |- |Blight Interference |ãã©ã€ãã®å¹²æž | |- |large1 |倧1 | |- |Satellite Unit |è¡æãŠããã | |- |Land |çéž | |- |The satellite launcher was lost, unable to land |è¡ææã¡äžãè£ çœ®ãç Žå£ããããçéžã§ãã | |- |The satellite launcher is not free for landing |è¡ææã¡äžãè£ çœ®ãçéžæºåãã§ããŠããªã | |- |Hacking Tool |ãããã³ã°ããŒã« | |- |Hacks units to be controllable by you. Set the unit and hack code into the first register to activate. |ãŠããããããã¯ããŠèªåã§ã³ã³ãããŒã«ã§ããããã«ããããŠããããšããã¯ã³ãŒããæåã®ã¬ãžã¹ã¿ã«ã»ãããããšçºåããã | |- |Plasma Turret |ãã©ãºãç ²å¡ | |- |Plasma Cannon |ãã©ãºãç ² | |- |Photon Cannon |ãã©ãã³ç ² | |- |Hyper-advanced turret - <hl>120 damage</> per shot |è¶ é«æ§èœç ²å¡ - <hl>1çºã«ã€ã120ãã¡ãŒãž</> | |- |Missile Launcher |ããµã€ã«çºå°è£ 眮 | |- |Missile turret |ããµã€ã«ç ²å¡ | |- |Tank Turret |æŠè»çšç ²å¡ | |- |A turret weapon for mounting on tanks |æŠè»ã«æèŒããç ²å¡å µåš | |- |Power Unit |é»åãŠããã | |- |produces continuous power over a small area |å°ããªãšãªã¢ã§ç¶ç¶çã«é»åãäŸçµŠãã | |- |Blight Power Generator |ãã©ã€ãçºé»æ© | |- |Blight power extraction cell generating power inside the blight |ãã©ã€ãå ã§é»åãçæãããã©ã€ãé»åæœåºã»ã« | |- |Fusion Generator |ãã¥ãŒãžã§ã³ãžã§ãã¬ãŒã¿ãŒ | |- |Medium Battery |äžåããããªãŒ | |- |Rechargeable cell that can store up to <hl>100,000</> power |æå€§<hl>100,000</>ã®é»åãèããããšãã§ããå é»åŒé»æ± |M |- |Large Battery |倧åããããªãŒ | |- |Rechargeable cell that can store a large amount of power |倧容éã®é»åãèããããšãã§ããå é»åŒé»æ± | |- |Large Power Transmitter |倧åé»åéä¿¡æ© | |- |Transmits <hl>500</> power to a remote target |é éå°ã«<hl>500</>ã®é»åãéã | |- |Medium Storage |äžåä¿ç®¡åº« | |- |Expands storage of Frame by <hl>9 slots</> |ãã¬ãŒã ã®ä¿ç®¡åº«ã<hl>9ã¹ããã</>åæ¡åŒµ | |- |Drone Launcher |ãããŒã³ãããŒã³çºå°è£ 眮 | |- |Flight center with <hl>6 slots</> for logistic drones |ç©æµçšãããŒã³çšã«<hl>6ã€ã®ã¹ããã</>ãåããé£è¡ã»ã³ã¿ãŒ | |- |Drone Port |ãããŒã³ããŒã | |- |Holds two drones |ãããŒã³ã2æ©åçŽå¯èœ | |- |Drone Component |ãããŒã³ã³ã³ããŒãã³ã | |- |Holds a single drone |ãããŒã³ã1æ©å容å¯èœ | |- |Landing Pad |çéžããã | |- |Launch Pad |æã¡äžãããã | |- |Launches satellites |è¡æãæã¡äžãã | |- |Blight Charger |ãã©ã€ããã£ãŒãžã£ãŒ | |- |Allows bots to move into blighted areas, provides a small amount of power from the blight |ãããããã©ã€ãã«æ±æããããšãªã¢ã«ç§»åã§ããããã«ãããã©ã€ãããå°éã®ãã¯ãŒãäŸçµŠãã | |- |Long-range Radar |é è·é¢ã¬ãŒã㌠| |- |External mount doubles scanning range |å€ä»ãããŠã³ãã§ã¹ãã£ã³ç¯å²ã2åã«æ¡å€§ | |- |Alien Translator |ãšã€ãªã¢ã³ã®ç¿»è𳿩 | |- |Translates Alien language into usable data |ãšã€ãªã¢ã³ã®èšèªãå®çšçãªããŒã¿ã«å€æãã | |- |Glyph |æå | |- |Translation |翻蚳 | |- |Purifying Terraformer |æµååãã©ãã©ãŒã㌠| |- |Adapted alien technology that purifies a blighted area |ãšã€ãªã¢ã³ã®æè¡ãå¿çšãããã©ã€ãã«æ±æããããšãªã¢ãæµåãã | |- |Alien Terraformer |ãšã€ãªã¢ã³ãã©ãã©ãŒã㌠| |- |Alien technology that extracts blight from the ground creating an area of blight |å°äžãããã©ã€ããæœåºãããã©ã€ãå°åž¯ãäœãåºããšã€ãªã¢ã³æè¡ | |- |Shield Generator |ã·ãŒã«ããžã§ãã¬ãŒã¿ãŒ | |- |Energy shield - Uses power to charge a shield that mitigates up to <hl>40</> damage |ãšãã«ã®ãŒã·ãŒã«ã - é»åã䜿ã£ãŠã·ãŒã«ãããã£ãŒãžããæå€§<hl>40</>ãã¡ãŒãžã軜æžãã | |- |Hyper Shield Generator |ãã€ããŒã·ãŒã«ããžã§ãã¬ãŒã¿ãŒ | |- |Energy shield - Uses power to charge a shield that mitigates up to <hl>80</> damage |ãšãã«ã®ãŒã·ãŒã«ã - é»åã䜿ã£ãŠã·ãŒã«ãããã£ãŒãžããæå€§<hl>80</>ãã¡ãŒãžã軜æžãã | |- |Internal Alien Container |å éšãšã€ãªã¢ã³ã³ã³ãã |M |- |Container for holding Alien Hearts |ãšã€ãªã¢ã³ããŒããä¿æããããã®ã³ã³ãã |M |- |Internal Blight Container |ãã©ã€ãçšã³ã³ããïŒå éšïŒ | |- |Container for holding blight gas |ãã©ã€ãã¬ã¹ãå ¥ããã³ã³ãã | |- |Blight Container Small |ãã©ã€ãçšã³ã³ããïŒå°ïŒ | |- |Small Container that holds blight gas |ãã©ã€ãã¬ã¹ãå ¥ããå°åã®ã³ã³ãã | |- |Blight Container Medium |ãã©ã€ãçšã³ã³ããïŒäžïŒ | |- |Container that holds blight gas |ãã©ã€ãã¬ã¹ãå ¥ããã³ã³ãã | |- |Alien Liquid |ãšã€ãªã¢ã³ã®æ¶²äœ | |- |Robot Hive |ãããããã€ã | |- |Robot configured hive for bug generation |ãã°çæçšã®ããããåãã€ã | |- |Virus Bug Turret |ãŠã€ã«ã¹ãã°ç ²å¡ | |- |Virus turret 1 |ãŠã€ã«ã¹ã®ç ²å¡1 | |- |Crypto BitLock |æå·ããããã㯠| |- |Temporarily locks enemy units from movement |æµãŠããããäžæçã«ç§»åäžèœã«ãã | |- |BitLock Effect |ãããããã¯ãšãã§ã¯ã | |- |bitlock effect |ãããããã¯ãšãã§ã¯ã | |- |Blight Destabilizer |ãã©ã€ãäžå®å®åè£ çœ® | |- |Rewrite target data technology as bug data |ã¿ãŒã²ããããŒã¿æè¡ããã°ããŒã¿ã«æžãæãã | |- |Component Recycler |ã³ã³ããŒãã³ããªãµã€ã¯ã«è£ 眮 | |- |Virus Component for breaking down Tech |æè¡ãåè§£ãããŠã€ã«ã¹ã®ã³ã³ããŒãã³ã | |- |Current component being recycled |çŸåšãªãµã€ã¯ã«ãããŠããã³ã³ããŒãã³ã | |- |Not enough room for output |åºåã«å¿ èŠãªã¹ããŒã¹ãè¶³ããªã | |- |Virus Ray |ãŠã€ã«ã¹å ç· | |- |Virus Turret with virus beam transmission |ãŠã€ã«ã¹ããŒã ãçºå°ãããŠã€ã«ã¹ç ²å¡ | |- |Virus Possessor |ãŠã€ã«ã¹ãã«ã㌠| |- |Virus Tool for spawning hives and bugs |ãã€ããšãã°ãã¹ããŒã³ãããŠã€ã«ã¹ããŒã« | |- |Blight Magnifier |ãã©ã€ãæ¡å€§æ© | |- |Slowly regenerates nearby resources up to 200, only works if placed inside the blight |è¿ãã®è³æºãæå€§200ãŸã§ãã£ãããšå埩ãããããã ããã©ã€ãã®äžã«çœ®ãããå Žåã®ã¿æ©èœãã | |- |Blight Stabilizer |ãã©ã€ãå®å®åè£ çœ® | |- |Resource Converter |è³æºå€ææ© | |- |When placed inside the blight will convert laterite to metal ore and silica |ãã©ã€ãã®äžã«å ¥ãããšãã©ãã©ã€ããéå±é±ç³ãšã±ã€ç ã«å€æãã | |- |Must be placed inside the blight |ãã©ã€ãã®å åŽã«çœ®ãããš | |- |silica |ã±ã€ç | |- |crystal |æ°Žæ¶ | |- |Blight Control Tower |ãã©ã€ãã³ã³ãããŒã«ã¿ã¯ãŒ | |- |Blight control terminal for stabilization |å®å®åãç®çãšãããã©ã€ãã®ã³ã³ãããŒã«ã¿ãŒããã« | |- |Alien Unit |ãšã€ãªã¢ã³ãŠããã | |- |Alien Attack |ãšã€ãªã¢ã³ã®æ»æ | |- |Alien Miner |ãšã€ãªã¢ã³æ¡ææ© | |- |Alien mining |ãšã€ãªã¢ã³ã«ããæ¡æ | |- |Alien Extractor |ãšã€ãªã¢ã³æœåºæ© | |- |Alien extraction |ãšã€ãªã¢ã³ã®æœåº | |- |Alien Feeder |ãšã€ãªã¢ã³ãã£ãŒã㌠| |- |Alien food production |ãšã€ãªã¢ã³ã®é£æçç£ | |- |Alien Factory |ãšã€ãªã¢ã³ã®å·¥å Ž | |- |Human Refinery |ããã®ç²Ÿè£œæ© | |- |A Large Factory equipped for making Human devices |ããã®ããã€ã¹ãäœãå€§èŠæš¡ãªå·¥å Ž | |- |Human Science Analyzer |ããã®ç§åŠåææ© | |- |Robot Science Analyzer for Human Technology |ããã®æè¡ã®ããã®ããããç§åŠåææ© | |- |Human Command Center |ããã®åžä»€éš | |- |Human Barracks |ããã®å µè | |- |Human Spaceport |ããã®ã¹ããŒã¹ããŒã | |- |Human Science |ããã®ç§åŠ | |- |Alien Research |ãšã€ãªã¢ã³ã®ç ç©¶ | |- |Mothership Repairs |æ¯èŠã®ä¿®ç | |- |Need |å¿ èŠ |M |- |Mothership Eject |ãã¶ãŒã·ããã¯æåºãããŸã |M |- |Eject |æåºããŸã |M |- |No faction home is set |掟ionã®å®¶ã¯ãããŸãã |M |- |No Inventory to Eject |æåºããã€ã³ãã³ããªã¯ãããŸãã |M |- |Santa Hat |ãµã³ã¿ã®åžœå |M |- |xmas |ã¯ãªã¹ãã¹ |M |- |Antlers |è§ |M |- |Antlers Nose |è§ã®éŒ» |M |- |Present |çŸåš |M |- |Robot Factory |ããããå·¥å Ž |M |- |A fixed component capable of producing Runner Bots. |ã©ã³ããŒããããçç£ããåºå®ã³ã³ããŒãã³ãã±ãŒãã«ã |M |- |Extract |æœåºãã |M |- |Mission |ããã·ã§ã³ |M |- |Extracted |æœåº |M |} == File: data/data == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |tech/ |tech/ | |- |explorables/ |explorables/ | |- |Broken |æ é | |- |Unpowered |é»åãªã | |- |Emergency |ç·æ¥äºæ | |- |Idle |ã¢ã€ãã« | |- |Mouse Horizontal Move |ããŠã¹æ°Žå¹³ç§»å | |- |Mouse Vertical Move |ããŠã¹åçŽç§»å | |- |Mouse Wheel Up |ããŠã¹ãã€ãŒã«äž | |- |Mouse Wheel Down |ããŠã¹ãã€ãŒã«äž | |- |Mouse Wheel |ããŠã¹ãã€ãŒã« | |- |Left Mouse Button |ããŠã¹ã®å·Šãã¿ã³ | |- |Right Mouse Button |ããŠã¹ã®å³ãã¿ã³ | |- |Middle Mouse Button |ããŠã¹ã®äžå€®ãã¿ã³ | |- |Thumb Mouse Button |ããŠã¹ã®ãµã€ããã¿ã³ | |- |Thumb Mouse Button 2 |ããŠã¹ã®ãµã€ããã¿ã³2 | |- |Backspace |Backspace | |- |Tab |Tab | |- |Enter |Enter | |- |Pause |Pause | |- |Caps Lock |Caps Lock | |- |Escape |Escape | |- |Space Bar |ã¹ããŒã¹ã㌠| |- |Page Up |Page Up | |- |Page Down |Page Down | |- |End |End | |- |Home |Home | |- |Left |â | |- |Up |â | |- |Right |â | |- |Down |â | |- |Insert |Insert | |- |Delete |Delete | |- |Numpad 0 |ãã³ã㌠0 | |- |Numpad 1 |ãã³ã㌠1 | |- |Numpad 2 |ãã³ã㌠2 | |- |Numpad 3 |ãã³ã㌠3 | |- |Numpad 4 |ãã³ã㌠4 | |- |Numpad 5 |ãã³ã㌠5 | |- |Numpad 6 |ãã³ã㌠6 | |- |Numpad 7 |ãã³ã㌠7 | |- |Numpad 8 |ãã³ã㌠8 | |- |Numpad 9 |ãã³ã㌠9 | |- |Numpad * |ãã³ã㌠* | |- |Numpad + |ãã³ã㌠+ | |- |Numpad - |ãã³ã㌠- | |- |Numpad . |ãã³ã㌠. | |- |Numpad / |ãã³ã㌠/ | |- |Num Lock |Num Lock | |- |Scroll Lock |Scroll Lock | |- |Left Shift |å·ŠShiftã㌠| |- |Right Shift |å³Shiftã㌠| |- |Left Control |å·ŠControlã㌠| |- |Right Control |å³Controlã㌠| |- |Left Alt |å·ŠAltã㌠| |- |Right Alt |å³Altã㌠| |- |Left Command |å·ŠCommandã㌠| |- |Right Command |å³Commandã㌠| |- |Semicolon ; |ã»ãã³ãã³; | |- |Equals = |ã€ã³ãŒã« ïŒ | |- |Comma , |ã³ã³ã , | |- |Underscore _ |ã¢ã³ããŒã¹ã³ã¢ _ | |- |Minus - |ãã€ãã¹ - | |- |Period . |ããªãªã . | |- |Slash / |ã¹ã©ãã·ã¥ / | |- |Tilde ~ |ãã«ã ~ | |- |Left Bracket [ |å·Šè§æ¬åŒ§ [ | |- |Left Parenthesis ( |å·Šäžžæ¬åŒ§ ( | |- |Backslash \ |ããã¯ã¹ã©ãã·ã¥ \ | |- |Right Bracket ] |å³åæ¬åŒ§ ] | |- |Right Parenthesis ) |å³äžžæ¬åŒ§ ) | |- |Apostrophe ' |ã¢ãã¹ããã㣠' | |- |Double Quote " |ããã«ã¯ã©ãŒããŒã·ã§ã³ " | |- |Asterisk * |ã¢ã¹ã¿ãªã¹ã¯ * | |- |Ampersand & |ã¢ã³ããµã³ã & | |- |Caret ^ |ãã£ã¬ãã ^ | |- |Dollar $ |ãã« $ | |- |Exclamation ! |ãšã¯ã¹ã¯ã©ã¡ãŒã·ã§ã³ããŒã¯ ! | |- |Colon : |ã³ãã³ : | |- |A Accent Grave |A ã¢ã¯ãµã³ã°ã©ãŒã | |- |E Accent Grave |E ã¢ã¯ãµã³ã°ã©ãŒã | |- |E Accent Aigu |E ã¢ã¯ãµã³ãã®ã¥ | |- |C Cedille |C ã»ãã£ãŒãŠ | |- |Section |ã»ã¯ã·ã§ã³ | |- |Left Stick Horizontal |å·Šã¹ãã£ãã¯å·Š/å³ | |- |Left Stick Vertical |å·Šã¹ãã£ãã¯äž/äž | |- |Right Stick Horizontal |å³ã¹ãã£ãã¯å·Š/å³ | |- |Right Stick Vertical |å³ã¹ãã£ãã¯äž/äž | |- |Left Stick Left |å·Šã¹ãã£ãã¯å·Š | |- |Left Stick Right |å·Šã¹ãã£ãã¯å³ | |- |Left Stick Up |å·Šã¹ãã£ãã¯äž | |- |Left Stick Down |å·Šã¹ãã£ãã¯äž | |- |Right Stick Left |å³ã¹ãã£ãã¯å·Š | |- |Right Stick Right |å³ã¹ãã£ãã¯å³ | |- |Right Stick Up |å³ã¹ãã£ãã¯äž | |- |Right Stick Down |å³ã¹ãã£ãã¯äž | |- |Left Trigger |å·Šããªã¬ãŒ | |- |Right Trigger |å³ããªã¬ãŒ | |- |Left Stick Press |å·Šã¹ãã£ãã¯æŒã蟌㿠| |- |Right Stick Press |å³ã¹ãã£ãã¯æŒã蟌㿠| |- |A Button |Aãã¿ã³ | |- |B Button |Bãã¿ã³ | |- |X Button |Xãã¿ã³ | |- |Y Button |Yãã¿ã³ | |- |Left Shoulder (L1) |å·Šã·ã§ã«ããŒïŒL1ïŒ | |- |Right Shoulder (R1) |å³ã·ã§ã«ããŒïŒR1ïŒ | |- |Left Trigger (L2) |å·Šããªã¬ãŒïŒL2ïŒ | |- |Right Trigger (R2) |å³ããªã¬ãŒïŒR2ïŒ | |- |D-Pad Up |ååããŒäž | |- |D-Pad Down |ååããŒäž | |- |D-Pad Right |ååããŒå³ | |- |D-Pad Left |ååããŒå·Š | |- |Gamepad Special Left |ã²ãŒã ãããç¹å¥ä»æ§ã®å·Š | |- |Gamepad Special Right |ã²ãŒã ãããç¹å¥ä»æ§ã®å³ | |- |carrier |èŒžéæ© | |- |Deliver Items |ã¢ã€ãã ãå±ãã | |- |Carry out orders of the logistics network |ç©æµãããã¯ãŒã¯ã®æ³šæãããªã | |- |supplier |äŸçµŠå | |- |Supply Items |ã¢ã€ãã ãäŸçµŠãã | |- |Supply items to the logistics network |ç©æµãããã¯ãŒã¯ã«ã¢ã€ãã ãäŸçµŠãã | |- |requester |ãªã¯ãšã¹ãå | |- |Request Items |ã¢ã€ãã ããªã¯ãšã¹ããã | |- |Receive required items from the logistics network |ç©æµãããã¯ãŒã¯ããå¿ èŠãªã¢ã€ãã ãåãåã | |- |High Priority |é«åªå 床 | |- |Orders requested by this unit are set to high priority |ãã®ãŠããããèŠè«ããæ³šæã¯åªå 床ãé«ãèšå®ããã | |- |Only Item Transporters |ã¢ã€ãã èŒžéæ©ã®ã¿ | |- |Allow only Item Transporter components to pass items |ã¢ã€ãã 茞éã³ã³ããŒãã³ãã«ã®ã¿ã¢ã€ãã ã®åãæž¡ããèš±å¯ãã | |- |Can Serve Construction |建èšãæäŸã§ããŸã |M |- |Allow serving construction sites |建èšçŸå Žã«ãµãŒãã¹ãæäŸããŸã |M |- |Transport Route |茞éã«ãŒã | |- |Continually pick up from <hl>Goto</> and deliver to <hl>Store</> Requires both <hl>Goto Register</> and <hl>Store Register</> to be set |<hl>Goto</>ããéè·ãã<hl>ä¿ç®¡</>ã«å±ãã <hl>Gotoã¬ãžã¹ã¿</>ãš<hl>ä¿ç®¡ã¬ãžã¹ã¿</>ã®äž¡æ¹ãèšå®ããå¿ èŠããã | |- |On Channel 1 |ãã£ã³ãã«1 | |- |Only interact with units that are also on channel 1 |ãã£ã³ãã«1ã«ãããŠããããšã®ã¿çžäºäœçšãã | |- |On Channel 2 |ãã£ã³ãã«2 | |- |Only interact with units that are also on channel 2 |ãã£ã³ãã«2ã«ãããŠããããšã®ã¿çžäºäœçšãã | |- |On Channel 3 |ãã£ã³ãã«3 | |- |Only interact with units that are also on channel 3 |ãã£ã³ãã«3ã«ãããŠããããšã®ã¿çžäºäœçšãã | |- |On Channel 4 |ãã£ã³ãã«4 | |- |Only interact with units that are also on channel 4 |ãã£ã³ãã«4ã«ãããŠããããšã®ã¿çžäºäœçšãã | |- |anomaly |ã¢ãããªãŒ | |- |NEUTRAL |äžç«ç | |- |player |ãã¬ã€ã€ãŒ | |} == File: data/effects == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |low |äœ | |- |machinery |æ©æ¢°é¡ | |- |high |é« | |} == File: data/explorables == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Item no longer available |ã¢ã€ãã 䜿çšäžå¯ | |- |Item not accepted |åãä»ãäžå¯ã®ã¢ã€ãã | |} == File: data/explorables/ai_base == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |AI Base |AIããŒã¹ |M |- |AI Signature Found |AI眲åãèŠã€ãããŸãã |M |- |AI Signature identified at %d, %d |%d, %d ã§èå¥ãããAI眲å |M |- |AI |AI |M |- |There appears to be an AI core controlling this base. To what purpose we cannot but sure. Let us monitor the situation before planning our next course of action |ãã®ããŒã¹ãå¶åŸ¡ããAIã³ã¢ãããããã§ããç§ãã¡ã¯ã©ã®ãããªç®çã«ã§ããŸãããã確信ããŠããŸããæ¬¡ã®è¡åæ¹éãèšç»ããåã«ãç¶æ³ãç£èŠããŸããã |M |- |Observe the AI base |AIããŒã¹ã芳å¯ããŸã |M |- |AI Behaviors |AIã®åäœ |M |- |The AI Core at the heart of the base is an advanced version of our own Behavior Controllers. We should be able to modify them using similar means. With this new technology we will be able to set up fully automated remote bases |ããŒã¹ã®äžå¿ã«ããAIã³ã¢ã¯ãç¬èªã®åäœã³ã³ãããŒã©ãŒã®é«åºŠãªããŒãžã§ã³ã§ããåæ§ã®ææ®µã䜿çšããŠãããã倿Žã§ããã¯ãã§ãããã®æ°ãããã¯ãããžãŒã䜿çšãããšãå®å šã«èªååããããªã¢ãŒãããŒã¹ãã»ããã¢ããã§ããŸã |M |- |AI Behavior Controllers have been unlocked - End of Mission |AIåäœã³ã³ãããŒã©ãŒã¯ããã¯è§£é€ãããŸãã - ããã·ã§ã³ã®çµãã |M |- |AI Signature Lost |AI眲åã倱ãããŸãã |M |} == File: data/explorables/alien_artifact == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Alien Artifact |ãšã€ãªã¢ã³ã®éºç© | |} == File: data/explorables/big_daikon == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Big Daikon |ããã°ãã€ã³ã³ |M |- |Anomaly Detected |ã¢ãããªãŒãæ€åº | |- |Abnormal readings detected at %d, %d |%dã§æ€åºãããç°åžžãªæž¬å®å€ã%d |M |- |Super Silica Tree |ã¹ãŒããŒã·ãªã«ããªãŒ |M |- |Anomaly Disappeared |ç°åžžãæ¶ããŸãã |M |- |Abnormal readings Disappeared at %d, %d |ç°åžžãªæž¬å®å€ã¯ %d, %d ã§æ¶å€±ããŸãã |M |- |That's a big tree! |ããã¯å€§ããªæšã§ãïŒ |M |- |So tall |ãšãŠãé«ã |M |- |We are detecting some kind of anomaly in the world. One the natural flora of the world is giving unusual readings. It appears mineable except scans indicate it has an extremely hard outer shell. It's too strong to mine but perhaps there is some other way to acquire its resources. |ç§ãã¡ã¯äžçã§äœããã®ç°åžžãæ€åºããŠããŸãã äžçã®èªç¶ãªæ€ç©ã®1ã€ã¯ãçããèªæžãããŠããŸããã¹ãã£ã³ãéåžžã«ç¡¬ãå€åŽã·ã§ã«ãæã£ãŠããããšã瀺ãããšãé€ããŠããã€ãã³ã°å¯èœãšæãããŸãã ç§ã®ãã®ã¯åŒ·ãããŸããããããããªãœãŒã¹ãç²åŸããä»ã®æ¹æ³ãããã§ãããã |M |- |Destroy Giant Tree |å·šå€§ãªæšãç Žå£ããŸã |M |- |Disturbed the Hive! |ãã€ããéªéããŸããïŒ |M |- |The tree acted as a giant hive. You'll need to eliminate all hostiles in the area before destroying it |æšã¯å·šå€§ãªãã€ããšããŠæ©èœããŸãããããªãã¯ãããç Žå£ããåã«ãã®å°åã®ãã¹ãŠã®æµãæé€ããå¿ èŠããããŸã |M |- |Clear the area of enemies and destroy the giant tree hive |æµã®é åããããã«ããå·šå€§ãªæšã®å·£ç®±ãç Žå£ãã |M |- |Composition |æ§æ |M |- |The trunk of the tree was made entirely of silica. While this one had matured and hardened too much to be mined there appears to be smaller ones that we should be able to extract small amounts of silica. This should help us set up our initial silicon production. |æšã®å¹¹ã¯å®å šã«ã·ãªã«ã§äœãããŠããŸããã ããã¯æçããŠç¡¬åããããŠæ¡æãããŠããŸããã§ããããå°éã®ã·ãªã«ãæœåºã§ããã¯ãã®å°ããªãã®ãããããã«èŠããŸãã ããã¯ãæåã®ã·ãªã³ã³çç£ãã»ããã¢ããããã®ã«åœ¹ç«ã€ã¯ãã§ãã |M |- |End of Mission - Silica Resources Acquired |ããã·ã§ã³ã®çµãã - ååŸããã·ãªã«ãªãœãŒã¹ |M |- |Tree was Destroyed |æšã¯ç Žå£ãããŸãã |M |} == File: data/explorables/bigtree == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Big Tree |倧ããªæš | |} == File: data/explorables/broken_ship == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Broken Ship |å£ããè¹ | |- |cable |ã±ãŒãã« | |- |wire |ã¯ã€ã€ãŒ | |- |silicon |ã·ãªã³ã³ | |} == File: data/explorables/crashed_ship == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Crashed Ship |å¢èœè¹ | |} == File: data/explorables/enemy_unit == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Enemy Unit |æµãŠããã | |- |hostile |æµå¯Ÿç |M |} == File: data/explorables/giant_enemy == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Giant Enemy |å·šå€§ãªæµ | |} == File: data/explorables/human_a == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Human Mission A |人éã®äœ¿åœa |M |- |Strange Signal Found |å¥åŠãªä¿¡å·ãèŠã€ãããŸãã |M |- |A strange signal was identified at %d, %d |%dã%dã§å¥åŠãªä¿¡å·ãèå¥ãããŸãã |M |- |Repairs |ä¿®ç |M |- |Explorer |åéºè |M |- |Connect |æ¥ç¶ | |- |Connected |æ¥ç¶ |M |- |AI Research Center |AIç ç©¶ã»ã³ã¿ãŒ |M |- |Human Explorer (Broken) |人éãšã¯ã¹ãããŒã©ãŒïŒå£ããïŒ |M |- |Strange Signal Lost |å¥åŠãªä¿¡å·ã倱ãããŸãã |M |- |Human Explorer |人éã®æ¢æ€å®¶ |M |- |garage |ã¬ã¬ãŒãž | |- |building |建é ç© | |- |Human Discovery |ããã®çºèŠ | |- |Power the explorer |ãšã¯ã¹ãããŒã©ãŒã«ãã¯ãŒããŸã |M |- |A broken vehicle was discovered inside the blight. The Explorer appears to still be in a good enough state to operate, if only we are able to repair its frame. |å£ããè»ãæ¯ç ã®å éšã§çºèŠãããŸããããšã¯ã¹ãããŒã©ãŒã¯ããã®ãã¬ãŒã ã修埩ã§ããå Žåã«ã®ã¿ãåäœããã®ã«ååãªç¶æ ã«ããããã«èŠããŸãã |M |- |Provide repair materials |ä¿®çææãæäŸããŸã |M |- |Take the Explorer to a Human Research Lab |æ¢æ€å®¶ã人éã®ç 究宀ã«é£ããŠè¡ããŸã |M |- |Intel recovered from its databanks indicates it was on a mission to extract something called <hl>Anomaly Particles</> from inside the blight. We will need to take it to a compatible Human Research facility to extract more details about its mission |ããŒã¿ãã³ã¯ããååãããIntelã¯ãBlightã®å åŽãã<hl>ç°åžžç²å</>ãšåŒã°ãããã®ãæœåºãããšãã䜿åœã«ããããšã瀺ããŠããŸãããã®äœ¿åœã«é¢ããè©³çŽ°ãæœåºããã«ã¯ãäºææ§ã®ãã人éã®ç ç©¶æœèšã«æã£ãŠè¡ãå¿ èŠããããŸã |M |- |Find and interact with a Human Research Lab |人éã®ç 究宀ãèŠã€ããŠããåãããŸã |M |- |Gather 20 Anomaly particles |20åã®ç°åžžç²åãåéããŸã |M |- |Mission briefing data was downloaded once the Explorer was connected to the Research Lab: <desc>..the Blights high energy production seems to indicate the existence of a previously undetected particle. High concentrations of this particle are found when performing certain actions within the blight gas, one of which is mining blight crystals. The Explorer has been equipped with a containment device, allowing it to capture such particles in these dense areas. This would allow us to research them further.</> |ãšã¯ã¹ãããŒã©ãŒãç ç©¶å®€ã«æ¥ç¶ãããåŸãããã·ã§ã³ããªãŒãã£ã³ã°ããŒã¿ãããŠã³ããŒããããŸããã <desc>.. Blightsã®é«ãšãã«ã®ãŒçç£ã¯ã以åã«æ€åºãããŠããªãç²åã®ååšã瀺ããŠããããã§ãããã®ç²åã®é«æ¿åºŠã¯ãæ¯ç ã¬ã¹å ã§ç¹å®ã®äœçšãå®è¡ãããšãã«èŠã€ãããŸãã Explorerã«ã¯å°ã蟌ãè£ çœ®ãè£ åãããŠããããããã®å¯ãªé åã§ãã®ãããªç²åããã£ããã£ã§ããããã«ããŠããŸããããã«ãããããããããã«èª¿æ»ããããšãã§ããŸãã</> |M |- |Return with 20 Anomaly Particles, capture by mining blight crystals with the Explorer nearby |20åã®ç°åžžç²åã§æ»ããè¿ãã®æ¢æ€å®¶ã§æ¯ç çµæ¶ãæ¡æããããšã«ãã£ãŠæç²ãããŸã |M |- |Deploy the Research Facility |ç ç©¶æœèšãå±éããŸã |M |- |Completion of the mission has activated a deployment facility of the Explorer. This will allow deployment of an AI Research Center. The amount of power required for such a structure means deployment within our power grid is recommended |ããã·ã§ã³ã®å®æã«ããããšã¯ã¹ãããŒã©ãŒã®å±éæœèšãã¢ã¯ãã£ãåãããŸãããããã«ãããAIç ç©¶ã»ã³ã¿ãŒã®å±éãå¯èœã«ãªããŸãããã®ãããªæ§é ã«å¿ èŠãªé»åã®éã¯ã黿ºç¶²å ã§ã®å±éããå§ãããŸã |M |- |Deploy the AI Research Center from the Explorer |ExplorerããAIç ç©¶ã»ã³ã¿ãŒãå±éããŸã |M |- |Dense Anomaly Clusters |å¯ãªç°åžžã¯ã©ã¹ã¿ãŒ |M |- |It seems the few Anomaly Particles we were able to gather are too weak to get any kind of reaction, however processing them into a <hl>Dense Anomaly Cluster</> will enable greater levels of interaction for our experiments. |ç§ãã¡ãåéã§ããå°æ°ã®ç°åžžãªç²åã¯ãããããçš®é¡ã®åå¿ãåŸãã«ã¯åŒ±ãããããã§ããããããã<hl>å¯ãªç°åžžã¯ã©ã¹ã¿ãŒ</>ã«åŠçãããšãå®éšã®ããã®ãã倧ããªã¬ãã«ã®çžäºäœçšãå¯èœã«ãªããŸãã |M |- |Produce Dense Anomaly Cluster in the AI Research Center |AIç ç©¶ã»ã³ã¿ãŒã§å¯ãªç°åžžã¯ã©ã¹ã¿ãŒãçæããŸã |M |- |Construct an AI Containment Component |AIå°ã蟌ãã³ã³ããŒãã³ããäœæããŸã |M |- |The clusters are firing millions of electrical impulses developing connections within each other. It is not unlike the Neural Networks our own Artificial Intelligence Matricies are based upon. We will need stronger containment of the clusters to be able to interact with them at this level without triggering another reaction |ã¯ã©ã¹ã¿ãŒã¯ãäºãã«æ¥ç¶ãéçºããäœçŸäžãã®é»æ°ã€ã³ãã«ã¹ãçºå°ããŠããŸããããã¯ãç§ãã¡èªèº«ã®äººå·¥ç¥èœãããªãã¯ã¹ãåºã¥ããŠãããã¥ãŒã©ã«ãããã¯ãŒã¯ãšã¯ç°ãªããŸããå¥ã®åå¿ãããªã¬ãŒããããšãªãããã®ã¬ãã«ã§ããããšå¯Ÿè©±ã§ããããã«ãã¯ã©ã¹ã¿ãŒããã匷åã«å°ã蟌ããå¿ èŠããããŸã |M |- |Construct Resimulator Core In Assembler and then Artificial Human Core |ã¢ã»ã³ãã©ãŒã§ã¬ã·ãã¥ã¬ãŒã¿ã³ã¢ãæ§ç¯ããæ¬¡ã«äººå·¥äººéã®ã³ã¢ |M |- |Place the AI Core in the resimulator |Resimulatorã«AIã³ã¢ãé 眮ããŸã |M |- |Containment has stabilized the Anomaly Cluster, however we will need a larger facility to properly extract the data. The only structure we have that has this ability is the Re-Simulator. |å°ã蟌ãã¯ç°åžžã¯ã©ã¹ã¿ãŒãå®å®ãããŸããããããŒã¿ãé©åã«æœåºããã«ã¯ããã倧ããªæ©èœãå¿ èŠã«ãªããŸãããã®èœåãæã£ãŠããå¯äžã®æ§é ã¯ãåã·ãã¥ã¬ãŒã¿ãŒã§ãã |M |- |Equip Artificial Human Core onto resimulator |人工ã®äººéã®ã³ã¢ãã¬ã·ãã¥ã¬ãŒã¿ã«è£ åããŸã |M |- |Re-Simulator functionality unlocked |åã·ãã¥ã¬ãŒã¿ãŒæ©èœã®ããã¯ãè§£é€ãããŸãã |M |- |While not sentient, the AI Core shows a degree of cooperation, almost obedience to the Re-simulator. Connecting the AI Core has extended its databanks unlocking new recipes. |æèŠçã§ã¯ãããŸããããAIã³ã¢ã¯ããçšåºŠã®ååã瀺ããŠãããåã·ãã¥ã¬ãŒã¿ãŒã«ã»ãšãã©æåŸããŸãã AIã³ã¢ãæ¥ç¶ããããšã§ãããŒã¿ãã³ã¯ãæ°ããã¬ã·ãã®ããã¯ãè§£é€ããŸããã |M |- |End of Mission - New recipes have been unlocked on resimulator |ããã·ã§ã³ã®çµãã - æ°ããã¬ã·ãã¯ã¬ã·ãã¥ã¬ãŒã¿ã§ããã¯è§£é€ãããŸãã |M |- |Signal Lost |倱ãããä¿¡å· |M |} == File: data/explorables/human_building == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Human Building |ããã®å»ºé ç© | |- |microscope |ãã€ã¯ãã¹ã³ãŒã | |} == File: data/explorables/mining_base == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Mining Base |ãã€ãã³ã°ããŒã¹ |M |- |Disturbance Detected |æ€åºãããå€ä¹± |M |- |Bug signs Detected at %d, %d |%d, %d ã§æ€åºããããã°ãµã€ã³ |M |- |Miner Base (Abandoned) |ãã€ããŒããŒã¹ïŒæŸæ£ïŒ |M |- |Mining base repairs |ãã€ãã³ã°ããŒã¹ã®ä¿®ç |M |- |Silica Discovery |ã·ãªã«çºèŠ |M |- |The large amount of silica in this area seems to have attracted a strong bug presence. I'd suggest we check it out, but not until we have a strong enough force to deal with the hostiles. |ãã®é åã®å€§éã®ã·ãªã«ã¯ã匷ããã°ã®ååšãåŒãä»ããããã§ããç§ãã¡ã¯ããããã§ãã¯ã¢ãŠãããããšããå§ãããŸãããæµã«å¯ŸåŠããã®ã«ååãªåŒ·åãªåããããŸã§ã§ã¯ãããŸããã |M |- |Investigate the bug presence with a suitably armed force |é©åã«æŠè£ ããéšéã§ãã°ã®ååšã調æ»ããŸã |M |- |Large Bug Force |倧ããªãã°å |M |- |There seems to be an abandoned mining base right in the center of those hives. You'll need to clear out any hostiles before we can check it out |ãããã®å·£ç®±ã®äžå¿ã«ã¯ãæŸæ£ããã鱿¥ããŒã¹ãããããã§ããç§ãã¡ãããããã§ãã¯ããåã«ãããªãã¯æµå¯Ÿè ãã¯ãªã¢ããå¿ èŠããããŸã |M |- |Destroy the bugs surrounding the miner base |ãã€ããŒããŒã¹ãåãå·»ããã°ãç Žå£ããŸã |M |- |Mining Base Repair |ãã€ãã³ã°ããŒã¹ã®ä¿®ç |M |- |With the majority of the surrounding hostiles eliminated we are able to secure the facility. Initial scans reveal some minor damage that we should already have most of the supplies for |åšå²ã®æµå¯Ÿè ã®å€§éšåãæé€ããããããæœèšã確ä¿ããããšãã§ããŸããæåã®ã¹ãã£ã³ã§ã¯ãã»ãšãã©ã®äŸçµŠãå¿ èŠãªããã€ãã®å°ããªãã¡ãŒãžãæããã«ãªããŸãã |M |- |Repair the old mining base |å€ãæ¡æããŒã¹ãä¿®çããŸã |M |- |Mining Base Repaired |ãã€ãã³ã°ããŒã¹ã修埩ãããŸãã |M |- |Repairs have been completed, and with it we have a fully functional mining base. We could use it to collect the remaining silica if we can figure out how to bring it back to our main outpost |ä¿®çãå®äºããŠãããããã«äŒŽããå®å šã«æ©èœçãªãã€ãã³ã°ããŒã¹ããããŸããã¡ã€ã³ã®åpoståºå°ã«æ»ãæ¹æ³ãèŠã€ãåºãããšãã§ããã°ãæ®ãã®ã·ãªã«ãåéããããã«ããã䜿çšã§ããŸã |M |- |End of Mission |ããã·ã§ã³ã®çµãã |M |- |Bug signs Lost |ãã°ãµã€ã³ã倱ãããŸãã |M |} == File: data/explorables/roaming_bot == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Roaming Bot |åŸåŸããããã | |} == File: data/explorables/robot_base == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Robot Base |ããããã®åºå° | |- |Anomaly Resimulator |ç°åžžãªãŸãã¥ã¬ãŒã¿ |M |- |Anomaly Base |ç°åžžããŒã¹ |M |- |Robots |ãããã | |- |This outpost utilizes the same technology as our own, if there was an advanced scout sent to this area ahead of us I have no intel of it. Something seems different with its resimulator. |ãã®åpoståºå°ã¯ãç§ãã¡ãšåããã¯ãããžãŒãå©çšããŠããŸããç§ãã¡ã®åã«ãã®ãšãªã¢ã«éãããé«åºŠãªã¹ã«ãŠããããã°ãç§ã¯ãããæã£ãŠããŸããããªãŸãã¥ã¬ãŒã¿ã§äœããéãããã§ãã |M |- |Interact with the Resimulator in the anomaly base |ç°åžžããŒã¹ã®ã¬ãžãã¥ã¬ãŒã¿ãŒãšçžäºäœçšããŸã |M |- |This technology is far too advanced to decypher, however there appears to be ... incomplete. Its purpose is to create wormhole-like tunnels that can fold space and overlap points in time. It requires what I can only describe as an anomaly, Something akin to a virus. I am able to put together a way to attune to the strands we are looking for using our current radar technology, and I have recovered a recipe on how to contain it. |ãã®ãã¯ãããžãŒã¯é²è¡ããã«ã¯ããŸãã«ãé²ãã§ããŸãããäžå®å šãªããã«èŠããŸããããã¯ãã¹ããŒã¹ãæããããã§ãã€ã³ããéè€ãããããšãã§ãããã³ãã«ã®ãããªã¯ãŒã ããŒã«ãäœæããããšã§ããããã¯ç§ããŠã€ã«ã¹ã«äŒŒãäœããç°åžžãšããŠãã説æã§ããªããã®ãå¿ èŠãšããŸãã çŸåšã®ã¬ãŒããŒãã¯ãããžãŒã䜿çšããŠæ¢ããŠããã¹ãã©ã³ãã«ã¢ãã¥ãŒãã³ã°ããæ¹æ³ããŸãšããããšãã§ããå°ãèŸŒãæ¹ã«é¢ããã¬ã·ããå埩ããŸããã |M |- |Build the virus container |ãŠã€ã«ã¹å®¹åšãæ§ç¯ããŸã |M |- |Containment |å°ã蟌ã |M |- |A good place to start scanning for anomalies would be the Robot base we discovered. Let's head there with our radar. |ç°åžžã®ã¹ãã£ã³ãéå§ããã®ã«é©ããå Žæã¯ãç§ãã¡ãçºèŠããããããããŒã¹ã§ããã¬ãŒããŒã§ããã«åãããŸãããã |M |- |Scan for 'Anomaly' using a radar to find more infected bots, and then capture the virus while curing them |ã¬ãŒããŒã䜿çšããŠãç°åžžããã¹ãã£ã³ããŠãããææããããããèŠã€ããŠããããŠã€ã«ã¹ã硬åãããªãããã£ããã£ããŸã |M |- |We have been able to extract the anomaly from the virus. It appears these contaminated units are a product of wormhole travel. We should head back to the robot base and insert it into the resimulator. |ãŠã€ã«ã¹ããç°åžžãæœåºããããšãã§ããŸããããããã®æ±æãŠãããã¯ãã¯ãŒã ããŒã«æ è¡ã®ç£ç©ã§ãããšæãããŸãã ããããããŒã¹ã«æ»ããã¬ãžãã¥ã¬ãŒã¿ã«æ¿å ¥ããå¿ èŠããããŸãã |M |- |Interact with the resimulator at the robot base |ããããããŒã¹ã®ã¬ãžãã¥ã¬ãŒã¿ãŒãšå¯Ÿè©±ããŸã |M |- |Wormholes |ã¯ãŒã ããŒã« |M |- |Successfully completed wormhole jump. While it appears unstable, I have been able to duplicate our own version of the technology which can be equipped onto our own resimulator. The application for this technology is still unknown and more experimentation will need to be carried out. |ã¯ãŒã ããŒã«ãžã£ã³ããæ£åžžã«å®äºããŸãããäžå®å®ã«èŠããŸãããç§ã¯ç¬èªã®ããŒãžã§ã³ã®ãã¯ãããžãŒãè€è£œããããšãã§ããŸããããã®æè¡ã®ã¢ããªã±ãŒã·ã§ã³ã¯ãŸã äžæã§ãããããå€ãã®å®éšãå®è¡ããå¿ èŠããããŸãã |M |- |Produce the Artificial Virus Core and equip it on the resimulator |人工ãŠã€ã«ã¹ã®ã³ã¢ãçæããã¬ãžãã¥ã¬ãŒã¿ã«è£ åããŸã |M |- |Limited edition |éå®ç |M |- |These do not appear to be full wormholes but rather tethers that allow for limited time travel to a location. The tether weakens over time and space is unfolded leaving you at your original location |ãããã¯å®å šãªã¯ãŒã ããŒã«ã®ããã«ã¯èŠããŸãããããããå Žæãžã®æéã®éãããæéæ è¡ãå¯èœã«ãããã¶ãŒã§ãããã¶ãŒã¯æéãšãšãã«åŒ±ããªãã空éãå±éãããå ã®å Žæã«ããªãã眮ããŸã |M |- |World virus |äžçãŠã€ã«ã¹ |M |- |With this we should now be able to use our own resimulator to travel using these tethered wormholes. Connection of the Artificial Virus Core has also resulted in new recipes being unlocked. |ããã«ããããããã®ãã¶ãŒä»ãã®ã¯ãŒã ããŒã«ã䜿çšããŠç§»åããããã«ç¬èªã®ã¬ãžãã¥ã¬ãŒã¿ãŒã䜿çšã§ããããã«ãªããŸããã人工ãŠã€ã«ã¹ã³ã¢ã®æ¥ç¶ã«ãããæ°ããã¬ã·ããããã¯è§£é€ãããŸããã |M |- |End Of Mission |ããã·ã§ã³ã®çµãã |M |} == File: data/explorables/ruined_components == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Ruined Component |ç Žå£ããã³ã³ããŒãã³ã | |} == File: data/frames == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Mothership |æ¯èŠ | |- |Command Center |åžä»€éš | |- |Beacon |ããŒã³ã³ | |- |Large Beacon |倧åããŒã³ã³ | |- |Drop Ship |ããããã·ãã |M |- |Virus Wall |ãŠã€ã«ã¹ã®å£ |M |- |Blight Wall |æ¯ç å£ |M |- |Building 1x1 (1M) |建é ç©1x1ïŒ1MïŒ | |- |Sacrifices Inventory Space to be able to support a Medium Component |äžåã³ã³ããŒãã³ãããµããŒãããããã«ã€ã³ãã³ããªã®ã¹ããŒã¹ãç ç²ã«ãã | |- |Building 1x1 (L) |建é ç©1x1ïŒLïŒ | |- |Can support a Large Component but lacks an inventory space |倧åã³ã³ããŒãã³ãããµããŒãã§ããããã€ã³ãã³ããªã®ã¹ããŒã¹ããªã | |- |Building 1x1 (2S) |建é ç©1x1ïŒ2SïŒ | |- |Provides an second Small Component Slot at the expense of Inventory Space |ã€ã³ãã³ããªã¹ããŒã¹ãç ç²ã«ããŠã2ã€ç®ã®å°åã³ã³ããŒãã³ãã¹ããããæäŸãã | |- |Building 1x1 (1S) |建é ç©1x1ïŒ1SïŒ | |- |Basic 1x1 Building with Good Inventory space, but supports only one Small Component |åºæ¬çãª1x1ã®å»ºé ç©ãã€ã³ãã³ããªã¹ããŒã¹ã¯ååã ããå°åã³ã³ããŒãã³ãã¯1ã€ããèšçœ®ã§ããªã | |- |Storage Block (8) |ä¿ç®¡åº«ãããã¯ïŒ8ïŒ | |- |A simple storage unit. Automatically transfer items here through the logistics network by setting the STORE parameter of other units to this building. |ã·ã³ãã«ãªä¿ç®¡åº«ãä»ã®ãŠãããã®ä¿ç®¡ãã©ã¡ãŒã¿ããã®ãã«ã«èšå®ããããšã§ãç©æµãããã¯ãŒã¯ãéããŠèªåçã«ã¢ã€ãã ãããã«ç§»åãããããšãã§ããã | |- |Storage Block (16) |ã¹ãã¬ãŒãžãããã¯ïŒ16ïŒ |M |- |A larger storage unit which allows double stacking. |ããã«ã¹ã¿ããã³ã°ãå¯èœã«ãã倧ããªã¹ãã¬ãŒãžãŠãããã |M |- |Building 2x1 (2M) |建é ç©2x1ïŒ2MïŒ | |- |Building 2x1 (2S1M) |建é ç©2x1ïŒ2S1MïŒ | |- |Building 2x1 (1M1S) |建é ç©2x1ïŒ1M1SïŒ | |- |Building 2x1 (1M) |建é ç©2x1ïŒ1MïŒ | |- |Building 2x2 (3M) |建é ç©2x2ïŒ3MïŒ | |- |Building 2x2 (2M) |建é ç©2x2ïŒ2MïŒ | |- |Simulator |ã·ãã¥ã¬ãŒã¿ãŒ | |- |OPERATION UNKNOWN |æäœæ¹æ³äžæ | |- |Special |ç¹å¥ | |- |Re-simulator |ãªã·ãã¥ã¬ãŒã¿ãŒ | |- |Reconstructs objects on a simulation level, charged via datacubes. - BUILD TO COMPLETE THE DEMO |ãªããžã§ã¯ããã·ãã¥ã¬ãŒã·ã§ã³ã¬ãã«ã§åæ§ç¯ãããããŒã¿ãã¥ãŒããä»ããŠãã£ãŒãžãããã- ãã¢çãã¯ãªã¢ããã«ã¯ããã®å»ºé ç©ã®å»ºèšãå¿ èŠ | |- |Reconstructs objects on a simulation level, charged via datacubes. |ãªããžã§ã¯ããã·ãã¥ã¬ãŒã·ã§ã³ã¬ãã«ã§åæ§ç¯ãããããŒã¿ãã¥ãŒããä»ããŠãã£ãŒãžãããã | |- |Visit Steam |Steamãž | |- |Close |éãã | |- |Thank you for Playing the DESYNCED demo! |DESYNCEDã®ãã¢çããã¬ã€ããŠããã ãããããšãããããŸãïŒ | |- |Demo Completion Time: %s In the full version of Desynced, further exciting adventures and tech tree exploration awaits you! You are free however to continue playing this trial version. Don't forget to WISHLIST Desynced on STEAM. We look forward to playing alongside you in the full version! |ãã¢å®äºæéïŒ%s ãDesyncedã補åçã§ã¯ãããã«åºæ¿çãªåéºãšæè¡ããªãŒãæ¢çŽ¢ã§ããããã«ãªããŸãããã®ãã¢çãåŒãç¶ããã¬ã€ããããšãå¯èœã§ãã STEAMã§ãDesyncedãããŠã£ãã·ã¥ãªã¹ãã«ç»é²ããã®ããå¿ããªãã補åçã§çãããšäžç·ã«ãã¬ã€ã§ããã®ã楜ãã¿ã«ããŠããŸãïŒ | |- |STORE |ä¿ç®¡ | |- |Curious Bot |奜å¥å¿æºçãªããã | |- |Scout |åµå¯æ© | |- |Advanced high-speed starter bot with a single small socket |å°åãœã±ãã1åãæèŒããå é²ã®é«éã¹ã¿ãŒã¿ãŒããã | |- |Unit |ãŠããã | |- |Engineer |ãšã³ãžã㢠|M |- |Engineer Unit with excellent production speed and extensive upgradeability. |åªããçç£é床ãšåºç¯ãªã¢ããã°ã¬ãŒãã®ç¯å²ãæã€ãšã³ãžãã¢ãŠãããã |M |- |Worker |äœæ¥ããã | |- |Initial low-tech bots. Mount a single small component and have a single inventory |åæã®ããŒãã¯ããããå°åã³ã³ããŒãã³ãã1ã€æèŒãã1ã€ã®ã€ã³ãã³ããªãæã€ | |- |Dashbot |ããã·ã¥ããã | |- |A faster upgrade to the worker bot with additional inventory |äœæ¥ãããã®ã¢ããã°ã¬ãŒããåŸæ¥ãããé«éã§ãã€ã³ãã³ããªãå¢èšãããŠãã | |- |Twinbot |ãã€ã³ããã | |- |A bot with two small components to allow complimentary functionality |2ã€ã®å°åã³ã³ããŒãã³ããåããããããè£å®çãªæ©èœãå¯èœã«ãã | |- |Cub |ã«ã | |- |This bot is the first to mount a medium component |ãã®ããããã¯äžåã³ã³ããŒãã³ããæåã«æèŒãããã®ã§ãã | |- |Dropped Item |ãããããããã¢ã€ãã | |- |Construction |å»ºèš | |- |Foundation |å°ç€ | |- |The ground foundation that gives a 20% speed boost |ã¹ããŒãã20%åäžãããå°ç€ | |- |Human Foundation |ããã®å°ç€ | |- |Basic Human Foundation |åºæ¬çãªããã®å°ç€ | |- |Explorable |æ¢çŽ¢å¯Ÿè±¡ç© | |- |Human Explorable |ããã®æ¢çŽ¢å¯Ÿè±¡ç© | |- |Explorable Glitch |æ¢çŽ¢å¯Ÿè±¡ã®ã°ãªãã | |- |Decoration |è£ é£Ÿ | |- |Feature |ç¹åŸŽ | |- |Land Feature |åå°ã®ç¹åŸŽ | |- |Power Flower |ãã¯ãŒãã©ã¯ãŒ |M |- |Alien |ãšã€ãªã¢ã³ | |- |Phase Flower |ãã§ãŒãºã®è± |M |- |Trilobyte |ããªããã€ã | |- |bughole |ãã°ããŒã« | |- |Scale Worm |ã¹ã±ãŒã«ã¯ãŒã | |- |Malika |ããªã« | |- |Mothika |ã¢ãã£ã« | |- |Ravager |ã©ãŽã§ãžã£ãŒ | |- |Gigakaiju |ã®ã¬ã«ã€ãžã¥ãŠ | |- |Particle Spawner |ç²åã¹ããŒã㌠| |- |Resource Obsidian |è³æºã黿ç³ã | |- |Resource Laterite |è³æºãã©ãã©ã€ãã | |- |Resource Metal |è³æºãéå±ã | |- |Resource Crystal |è³æºãæ°Žæ¶ã | |- |Resource Silica |è³æºãã±ã€ç ã | |- |Resource Blight Crystal |è³æºããã©ã€ãã®çµæ¶ã | |- |Silica Tree |ã±ã€ç ã®æš | |- |Scattered Resource |æ£ãã°ã£ãè³æº | |- |Small Bot Glitch |å°åããããã°ãªããã | |- |Bug Hive |ãã°ãã€ã | |- |Large Bug Hive |倧ããªãã°ãã€ã |M |- |Giant Beast |ãžã£ã€ã¢ã³ãããŒã¹ã | |- |Bug Hole |ãã°ããŒã« | |- |bug |ãã° | |- |Storage Block (24) |ä¿ç®¡åº«ãããã¯ïŒ24ïŒ | |- |Building 2x1 (1M1L) |建é ç©2x1ïŒ1M1LïŒ | |- |Building 2x2 (2M1L) |建é ç©2x2ïŒ2M1LïŒ | |- |Building 2x2 (1M3S) |建é ç©2x2ïŒ1M3SïŒ | |- |Particle Forge |ç²åéé æ© | |- |Transport Bot |茞éããã | |- |A cargo bot that gives up components in favor of inventory space |貚ç©ããããã€ã³ãã³ããªã¹ããŒã¹ã確ä¿ããããã«ã³ã³ããŒãã³ããæŸæ£ãã | |- |Hound |ããŠã³ã | |- |An upgraded version of the Cub, adding a small socket in the back |ã«ãã®ã¢ããã°ã¬ãŒãçãèé¢ã«å°ããªãœã±ããã远å ãããŠãã | |- |Hauler |éæ¬æ© | |- |A bot with a medium socket, excellent speed and expanded storage |äžåãœã±ãããåªããã¹ããŒããæ¡åŒµä¿ç®¡åº«ãåããããã | |- |Mark V |ããŒã¯V | |- |An advanced bot with a medium socket and exceptional speed and capacity |äžåãœã±ãããåãã䞊å€ããã¹ããŒããšå®¹éãèªãé«åºŠãªããã | |- |Rock |ãã㯠| |- |Slow moving but mounts a large component and has exceptional inventory space |åãã¯é ããã倧åã³ã³ããŒãã³ããæèŒãã䞊å€ããã€ã³ãã³ããªã¹ããŒã¹ãæã€ | |- |Flyer Bot |ãã©ã€ã€ãŒããã | |- |A bot that flies |空ãé£ã¶ããã | |- |Drone |ãããŒã³ | |- |drone |ãããŒã³ | |- |Transfer Drone |茞éãããŒã³ | |- |Miner Drone |æ¡æãããŒã³ | |- |Advanced Miner Drone |é«åºŠæ¡æãããŒã³ | |- |Defense Drone |é²è¡ãããŒã³ | |- |Shuttle Bot |ã·ã£ãã«ããã | |- |flyer |ãã©ã€ã€ãŒ | |- |Satellite |è¡æ | |- |satellite |è¡æ | |- |Building 3x2 (1L3M) |建é ç©3x2ïŒ1L3MïŒ | |- |Building 3x2 (2M2S) |建é ç©3x2ïŒ2M2SïŒ | |- |AMAC |AMAC | |- |This structure allows for the construction and launching of satellite units capable of operating in space. |ãã®æ§é ã«ãããå®å®ã§æŽ»åå¯èœãªè¡æãŠãããã®å»ºèšãšæã¡äžããå¯èœã«ãªãã | |- |auto |èªå | |- |Human Flyer |ããã®ãã©ã€ã€ãŒ | |- |Human Tank |ããã®æŠè» | |- |Human Miner Mech |ããã®æ¡æã¡ã« | |- |Alien Soldier |ãšã€ãªã¢ã³å µå£« | |- |Alien Worker |ãšã€ãªã¢ã³ã®äœæ¥ããã | |- |Human Base |人éã®åºå° |M |- |Runner |ã©ã³ã㌠|M |- |A small cargo bot for moving items. |ç§»åããã¢ã€ãã ã®ããã®å°ããªè²šç©ãããã |M |} == File: data/instructions == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Behavior |åäœ | |- |Behavior exceeded loop recursion limit |åäœãã«ãŒãååž°ã®å¶éãè¶ ãã | |- |item |ã¢ã€ãã | |- |frame |ãã¬ãŒã | |- |Invalid Instruction |ç¡å¹ãªæç€º | |- |Instruction has been removed, behavior needs to be updated |æç€ºãåé€ãããããåäœãæŽæ°ããå¿ èŠããã | |- |Behavior exceeded call depth limit |åäœãã³ãŒã«ã®æ·±ãã®å¶éãè¶ ãã | |- |Flow |ãã㌠| |- |Subroutine |ãµãã«ãŒãã³ | |- |Unnamed Behavior |ç¡åã®åäœ | |- |none |ãªã | |- |Edit |ç·šé | |- |top-left |å·Šäž | |- |top |top | |- |Select |éžæ | |- |Select Subroutine |ãµãã«ãŒãã³ãéžæãã | |- |Create new subroutine |æ°ãããµãã«ãŒãã³ãäœæãã | |- |Break called while not in loop |ã«ãŒãã®å€ã§ãã¬ã€ã¯ãåŒã³åºããã | |- |Break |ãã¬ã€ã¯ | |- |Break out of a loop |ã«ãŒãããæãåºã | |- |Exit |忢 | |- |Stops execution of the behavior |åäœã®å®è¡ã忢ãã | |- |Unlock |ã¢ã³ãã㯠| |- |Run as many instructions as possible. Use wait instructions to throttle execution. |å¯èœãªéãããããã®æç€ºãå®è¡ãããåŸ æ©æç€ºã䜿ã£ãŠå®è¡ãçµãã | |- |Lock |ãã㯠|M |- |Run one instruction at a time |äžåºŠã«1ã€ã®åœä»€ãå®è¡ããŸã |M |- |in |in | |- |Label |ã©ãã« | |- |Label identifier |ã©ãã« ID | |- |any |ä»»æ | |- |Labels can be jumped to from anywhere in a behavior |ã©ãã«ã¯åäœã®ã©ãã«ã§ãããŸãã©ãããã§ããžã£ã³ãã§ãã | |- |label |ã©ãã« | |- |Jump |ãžã£ã³ã | |- |Jumps execution to label with the same label id |åãã©ãã« IDãæã€ã©ãã«ã«å®è¡ãç§»ã | |- |Time |æé | |- |Number of ticks to wait |åŸ æ©ããå¿ èŠããããã£ãã¯æ° | |- |num |æ°å | |- |Wait Ticks |åŸ æ©ãã£ã㯠| |- |Pauses execution of the behavior until 1 or more ticks later |1ãã£ãã¯ä»¥äžåŸãŸã§åäœã®å®è¡ãäžæåæ¢ãã | |- |If Equal |çããå Žå | |- |Where to continue if the types are the same |ã¿ã€ããåãå Žåã®æ¬¡ã®ã¹ããã | |- |exec |å®è¡ | |- |If Different |éãå Žå | |- |Where to continue if the types differ |ã¿ã€ããéãå Žåã®æ¬¡ã®ã¹ããã | |- |Value 1 |å€1 | |- |Value 2 |å€2 | |- |Compare Item |ã¢ã€ãã ã®æ¯èŒ | |- |Compares Item or Unit type |ã¢ã€ãã ãŸãã¯ãŠãããã®ã¿ã€ããæ¯èŒãã | |- |Where to continue if the entities are the same |ãšã³ãã£ãã£ãåãå Žåã®æ¬¡ã®ã¹ããã | |- |Where to continue if the entities differ |ãšã³ãã£ãã£ãéãå Žåã®æ¬¡ã®ã¹ããã | |- |Entity 1 |ãšã³ãã£ãã£1 | |- |Entity 2 |ãšã³ãã£ãã£2 | |- |Compare Entity |ãšã³ãã£ãã£ã®æ¯èŒ | |- |Compares Entities |ãšã³ãã£ãã£ãæ¯èŒãã | |- |Type |ã¿ã€ã | |- |Is a |㯠| |- |Compares if an item of entity is of a specific type |ãšã³ãã£ãã£ã®ã¢ã€ãã ãç¹å®ã®ã¿ã€ãã§ãããã©ãããæ¯èŒãã | |- |Item/Entity |ã¢ã€ãã /ãšã³ãã£ã㣠| |- |out |out | |- |Get Type |ã¿ã€ãã®ååŸ | |- |Gets the type from an item or entity |ã¢ã€ãã ãŸãã¯ãšã³ãã£ãã£ããã¿ã€ããååŸãã | |- |Global |ã°ããŒãã« | |- |No Match |äžèŽãªã | |- |Where to continue if there is no match |äžèŽããªãå Žåã®æ¬¡ã®ã¹ããã | |- |Data |ããŒã¿ | |- |Data to test |ãã¹ãçšããŒã¿ | |- |Item Type |ã¢ã€ãã ã®ã¿ã€ã | |- |Entity |ãšã³ãã£ã㣠| |- |Entity Type |ãšã³ãã£ãã£ã®ã¿ã€ã | |- |Component |ã³ã³ããŒãã³ã | |- |Component Type |ã³ã³ããŒãã³ãã®ã¿ã€ã | |- |Tech |æè¡ | |- |Tech Type |æè¡ã®ã¿ã€ã | |- |Information Value Type |æ å ±å€ã¿ã€ã | |- |Coord |åº§æš | |- |Coordinate Value Type |座æšå€ã¿ã€ã | |- |Data type switch |ããŒã¿ã¿ã€ãã®åãæ¿ã | |- |Switch based on type of value |å€ã®çš®é¡ã«å¿ããŠåãæ¿ãã | |- |The first locked item id with no item |ã¢ã€ãã ããªããæåã®ããã¯ãããã¢ã€ãã ID | |- |Get First Locked Id |æåã®ããã¯ãããIDãååŸãã | |- |Gets the first item where the locked slot exists but there is no item in it |ããã¯ãããã¹ããããååšããããããã«ã¢ã€ãã ããªãå Žåã«æåã®ã¢ã€ãã ãååŸãã | |- |No Unit |ãŠããããªã | |- |No visible unit passed |ç®ã«èŠãããŠãããã¯ééããŠããªã | |- |The unit to check |確èªãããŠããã | |- |Building |建é ç© | |- |Where to continue if the entity is a building |ãšã³ãã£ãã£ã建é ç©ã§ããå Žåã®æ¬¡ã®ã¹ããã | |- |Bot |ããã | |- |Where to continue if the entity is a bot |ãšã³ãã£ãã£ããããã®å Žåã®æ¬¡ã®ã¹ããã | |- |Where to continue if the entity is a construction site |ãšã³ãã£ãã£ã建èšçŸå Žã§ããå Žåã®æ¬¡ã®ã¹ããã | |- |Unit Type |ãŠãããã®ã¿ã€ã | |- |Divert program depending on unit type |ãŠãããã®ã¿ã€ãã«ãã£ãŠããã°ã©ã ãåãæ¿ãã | |- |A is nearer (or equal) |Aã®ã»ããè¿ãïŒãŸãã¯çããïŒ | |- |B is nearer |Bã®ã»ããè¿ã | |- |Unit A |ãŠãããA | |- |Unit B |ãŠãããB | |- |Closest |äžçªè¿ã | |- |Closest unit |äžçªè¿ããŠããã | |- |Select Nearest |äžçªè¿ããã®ãéžã¶ | |- |Branches based on which unit is closer, optional branches for closer unit |ã©ã¡ãã®ãŠãããã«è¿ããã«ãã£ãŠåå²ãããè¿ããŠãããã«ä»»æã®åå²ãèšãã | |- |Range |ç¯å² | |- |Range (up to units visibility range) |ç¯å²ïŒãŠãããã®å¯èŠç¯å²ãŸã§ïŒ | |- |Filter |ãã£ã«ã¿ãŒ | |- |Filter to check |確èªãããã£ã«ã¿ãŒ | |- |Second Filter |第2ãã£ã«ã¿ãŒ | |- |Third Filter |第3ãã£ã«ã¿ãŒ | |- |Current Entity |çŸåšã®ãšã³ãã£ã㣠| |- |Done |å®äº | |- |Finished looping through all entities in range |ç¯å²å ã®ãã¹ãŠã®ãšã³ãã£ãã£ã®ã«ãŒããçµäº | |- |Loop Entities (Range) |ãšã³ãã£ãã£ã®ã«ãŒãïŒç¯å²ïŒ | |- |Performs code for all entities in visibility range of the unit |ãŠãããã®å¯èŠç¯å²å ã«ãããã¹ãŠã®ãšã³ãã£ãã£ã®ã³ãŒããå®è¡ãã | |- |Researchable Tech |ç ç©¶å¯èœãªæè¡ | |- |Finished looping through all researchable tech |ãã¹ãŠã®ç ç©¶å¯èœãªæè¡ãéããŠã«ãŒããçµããŸãã |M |- |Loop Research |ç ç©¶ã®ã«ãŒã | |- |Performs code for all researchable tech |ç ç©¶å¯èœãªãã¹ãŠã®æè¡ã«å¯ŸããŠã³ãŒããå®è¡ãã | |- |First active research |æåã®ã¢ã¯ãã£ããªç ç©¶ | |- |Get Research |ç ç©¶ã®ååŸ | |- |Returns the first active research tech |æåã®ã¢ã¯ãã£ããªç ç©¶æè¡ãè¿ã | |- |tech |æè¡ |M |- |Tech to remove from research queue |ç ç©¶ãã¥ãŒããç ç©¶ãåé€ | |- |Clear Research |ç ç©¶ã®åé€ | |- |Clears a research from queue, or entire queue if no tech passed |ãã¥ãŒããç ç©¶ãåé€ãããæè¡ãæž¡ãããªãã£ãå Žåã¯ããã¥ãŒå šäœãåé€ãã | |- |Where to continue if the numerical values are the same |æ°å€ãåãå Žåã®æ¬¡ã®ã¹ããã | |- |If Larger |倧ããå Žå | |- |Where to continue if Value is larger than Compare |å€ãæ¯èŒå€ãã倧ããå Žåã®æ¬¡ã®ã¹ããã | |- |If Smaller |å°ããå Žå | |- |Where to continue if Value is smaller than Compare |å€ãæ¯èŒå€ããå°ããå Žåã®æ¬¡ã®ã¹ããã | |- |The value to check with |確èªããå€ | |- |Compare |æ¯èŒå€ | |- |The number to check against |æ¯èŒããæ°å | |- |Compare Number |æ°åã®æ¯èŒ | |- |Divert program depending on number of Value and Compare |æ°å€ãšæ¯èŒå€ã«å¿ããŠããã°ã©ã ãåå²ããã | |- |Math |èšç® | |- |Target |ã¿ãŒã²ãã | |- |Copy |ã³ã㌠| |- |Copy a value to a frame register, parameter or variable |ãã¬ãŒã ã¬ãžã¹ã¿ããã©ã¡ãŒã¿ã倿°ã«å€ãã³ããŒãã | |- |Component/Index |ã³ã³ããŒãã³ã/ã€ã³ããã¯ã¹ | |- |Component and register number to set |èšå®ããã³ã³ããŒãã³ããšã¬ãžã¹ã¿çªå· | |- |Group/Index |ã°ã«ãŒã/ã€ã³ããã¯ã¹ |M |- |Component group index if multiple are equipped |åæ°ãè£ åãããŠããå Žåãã³ã³ããŒãã³ãã°ã«ãŒãã€ã³ããã¯ã¹ |M |- |Set to Component |ã³ã³ããŒãã³ãã«èšå® | |- |Writes a value into a component register |ã³ã³ããŒãã³ãã¬ãžã¹ã¿ã«å€ãæžã蟌ã | |- |Get from Component |ã³ã³ããŒãã³ãããååŸ | |- |Reads a value from a component register |ã³ã³ããŒãã³ãã¬ãžã¹ã¿ããå€ãèªã¿èŸŒã | |- |Num/Coord |æ°å€/åº§æš | |- |To |To | |- |Set Number |æ°å€ã®èšå® | |- |Sets the numerical/coordinate part of a value |å€ã®æ°å€/座æšéšåãèšå®ãã | |- |Combine Coordinate |座æšãçµåããŸã |M |- |Returns a coordinate made from x and y values |xå€ãšyå€ããäœããã座æšãè¿ããŸã |M |- |Coordinate |åº§æš | |- |Separate Coordinate |åå¥ã®åº§æš |M |- |Split a coordinate into x and y values |座æšãxå€ãšyå€ã«åå²ããŸã |M |- |Num |æ°å | |- |Register |ç»é²ãã |M |- |Combine Register |ã¬ãžã¹ã¿ãçµåããŸã |M |- |Combine to make a register from separate parameters |çµã¿åãããŠãåå¥ã®ãã©ã¡ãŒã¿ãŒããã¬ãžã¹ã¿ãäœæããŸã |M |- |ID |id |M |- |Separate Register |å¥ã ã®ã¬ãžã¹ã¿ |M |- |Split a register into separate parameters |ã¬ãžã¹ã¿ãåå¥ã®ãã©ã¡ãŒã¿ãŒã«åå²ããŸã |M |- |Add |远å | |- |Adds a number or coordinate to another number or coordinate |æ°å€ãŸãã¯åº§æšãå¥ã®æ°å€ãŸãã¯åº§æšã«è¿œå ãã | |- |From |From | |- |Subtract |åŒã | |- |Subtracts a number or coordinate from another number or coordinate |å¥ã®æ°å€ãŸãã¯åº§æšããæ°å€ãŸãã¯åº§æšãåŒã | |- |Multiply |æãã | |- |Multiplies a number or coordinate from another number or coordinate |å¥ã®æ°å€ãŸãã¯åº§æšã«æ°å€ãŸãã¯åº§æšãæãã | |- |Divide |å²ã | |- |Divides a number or coordinate from another number or coordinate |æ°å€ãŸãã¯åº§æšãå¥ã®æ°å€ãŸãã¯åº§æšã§å²ã | |- |By |ã«ãã |M |- |Modulo |ã¢ãžã¥ã |M |- |Get the remainder of a division |éšéã®æ®ããååŸããŸã |M |- |Item to check can fit |å ¥ãã確èªããã¢ã€ãã | |- |Number of a specific item that can fit on a unit |1å°ã®ãŠãããã«åãŸãç¹å®ã®ã¢ã€ãã ã®æ° | |- |The unit to check (if not self) |確èªãããŠãããïŒèªå·±ã§ãªãå ŽåïŒ | |- |Get space for item |ã¢ã€ãã ã®ã¹ããŒã¹ãååŸãã | |- |Returns how many of the input item can fit in the inventory |å ¥åãããã¢ã€ãã ããã€ã³ãã³ããªã®äžã«ããã€å ¥ãããè¿ã | |- |Can't Fit |å ¥ããªã | |- |Execution if it can't fit the item |ã¢ã€ãã ãå ¥ããªãå Žåã«å®è¡ãã | |- |Item and amount to check can fit |å ¥ãã確èªããã¢ã€ãã ãšãã®é | |- |Check space for item |ã¢ã€ãã ã®ã¹ããŒã¹ã確èªãã | |- |Checks if free space is available for an item and amount |ã¢ã€ãã ãšãã®éã®ããã«ç©ºãã¹ããŒã¹ããããã©ããã確èªãã | |- |Item type to try fixing to the slots |ã¹ãããã«ããã¯ããããã®ã¢ã€ãã ã¿ã€ã |M |- |Slot index |ã¹ãããNo. |M |- |Individual slot to fix |ããã¯ããåã ã®ã¹ããã |M |- |Fix Item Slots |ã¢ã€ãã ã¹ããããããã¯ããŸã |M |- |Fix all storage slots or a specific item slot index |ãã¹ãŠã®ã¹ãã¬ãŒãžã¹ããããŸãã¯ç¹å®ã®ã¢ã€ãã ã¹ãããã€ã³ããã¯ã¹ãä¿®æ£ |M |- |Individual slot to unfix |ããã¯ãè§£é€ããåã ã®ã¹ããã |M |- |Unfix Item Slots |ã¢ã€ãã ã¹ãããã®ã¢ã³ããã¯ãã |M |- |Unfix all inventory slots or a specific item slot index |ãã¹ãŠã®åšåº«ã¹ããããŸãã¯ç¹å®ã®ã¢ã€ãã ã¹ãããã€ã³ããã¯ã¹ãfix |M |- |Entity to check |確èªãããšã³ãã£ã㣠| |- |Percent |ããŒã»ã³ã | |- |Percentage of health remaining |æ®ãã®HPã®å²å | |- |Current |çŸåš | |- |Value of health remaining |æ®ãã®HPã®å€ | |- |Max |æå€§ | |- |Value of maximum health |æå€§HPã®å€ | |- |Get Health |HPã®ååŸ | |- |Gets a units health as a percentage, current and max |ãŠãããã®HPïŒçŸåšãšæå€§ïŒãå²åã§ååŸãã | |- |Coordinate to get Entity from |ãšã³ãã£ãã£ãååŸããããã®åº§æš | |- |Get Entity At |ãšã³ãã£ãã£ã®ååŸ | |- |Gets the best matching entity at a coordinate |座æšã§äžçªããäžèŽãããšã³ãã£ãã£ãååŸãã | |- |Get Grid Efficiency |ã°ãªããå¹çã®ååŸ | |- |Gets the value of the Grid Efficiency as a percent |ã°ãªããå¹çã®å€ãããŒã»ã³ãã§ååŸãã | |- |Get Battery |ããããªãŒã®ååŸ | |- |Gets the value of the Battery level as a percent |ããããªãŒã¬ãã«ã®å€ãããŒã»ã³ãã§ååŸãã | |- |Get Self |èªå·±ã®å€ã®ååŸ | |- |Gets the value of the Unit executing the behavior |åäœãå®è¡ããŠãããŠãããã®å€ãååŸãã | |- |The owned unit to check for |確èªããææãŠããã | |- |Value of units Signal register |ãŠãããã®ã·ã°ãã«ã¬ãžã¹ã¿ã®å€ | |- |Read Signal |ã·ã°ãã«ãèªã¿èŸŒã | |- |Reads the Signal register of another unit |ä»ã®ãŠãããã®ã·ã°ãã«ã¬ãžã¹ã¿ãèªã¿èŸŒã | |- |The band to check for |ãã§ãã¯ãããã³ã |M |- |Value of the radio signal |ç¡ç·ä¿¡å·ã®å€ |M |- |Read Radio |ã©ãžãªãèªãã§ãã ãã |M |- |Reads the Radio signal on a specified band |æå®ããããã³ãã®ç¡ç·ä¿¡å·ãèªã¿åããŸã |M |- |Signal |ã·ã°ãã« | |- |Entity with signal |ã·ã°ãã«ãæã€ãšã³ãã£ã㣠| |- |Finished looping through all entities with signal |ã·ã°ãã«ãæã€ãã¹ãŠã®ãšã³ãã£ãã£ã®ã«ãŒããçµäº | |- |<nowiki>*Loop Signal*</nowiki> |<nowiki>*ã«ãŒãã·ã°ãã«*</nowiki> | |- |<nowiki>*DEPRECATED* Use Loop Signal (Match) instead</nowiki> |<nowiki>*åé€* 代ããã«ã«ãŒãã·ã°ãã«ïŒäžèŽïŒã䜿çšãã</nowiki> | |- |Found signal |ã·ã°ãã«çºèŠ | |- |Loop Signal (Match) |ã«ãŒãã·ã°ãã«ïŒäžèŽïŒ | |- |Loops through all units with a signal of similar type |é¡äŒŒããã¿ã€ãã®ã·ã°ãã«ãæã€ãã¹ãŠã®ãŠããããã«ãŒããã | |- |The unit to check for (if not self) |確èªãããŠãããïŒèªå·±ã§ãªãå ŽåïŒ | |- |Valley |è°· | |- |Where to continue if the unit is in a valley |ãŠããããè°·éã«ããå Žåã®æ¬¡ã®ã¹ããã | |- |Plateau |é«å | |- |Where to continue if the unit is on a plateau |ãŠããããé«åã«ããå Žåã®æ¬¡ã®ã¹ããã | |- |Check Altitude |é«åºŠã®ç¢ºèª | |- |Divert program depending on location of a unit |ãŠãããã®äœçœ®ã«å¿ããŠããã°ã©ã ãåãæ¿ãã | |- |Blight |ãã©ã€ã | |- |Where to continue if the unit is in the blight |ãŠãããããã©ã€ãã«ããå Žåã®æ¬¡ã®ã¹ããã | |- |Check Blightness |ãã©ã€ã床ã®ç¢ºèª | |- |Full |æºã¿ã³ | |- |Where to continue if at full health |HPãæºã¿ã³ã§ããå Žåã®æ¬¡ã®ã¹ããã | |- |Check Health |HPã®ç¢ºèª | |- |Check a units health |ãŠãããã®HPã確èªãã | |- |Where to continue if battery power is fully recharged |ããããªãŒãå®å šã«å é»ãããŠããå Žåã®æ¬¡ã®ã¹ããã | |- |Check Battery |ããããªãŒã®ç¢ºèª | |- |Checks the Battery level of a unit |ãŠãããã®ããããªãŒã¬ãã«ã確èªãã | |- |Where to continue if at full efficiency |å¹çæ§ãæå€§éã«çºæ®ãããŠããå Žåã®æ¬¡ã®ã¹ããã | |- |Check Grid Efficiency |ã°ãªããå¹çã®ç¢ºèª | |- |Checks the Efficiency of the power grid the unit is on |ãŠãããããã黿ºã°ãªããã®å¹çã確èªãã | |- |Remaining |æ®ã |M |- |Reserved |äºçŽæžã¿ |M |- |Item to count |æ°ããã¢ã€ãã | |- |Number of this item in inventory or empty if none exist |ã€ã³ãã³ããªå ã®ãã®ã¢ã€ãã ã®æ°ããŸãã¯ååšããªãå Žåã¯ç©º | |- |Count Items |ã¢ã€ãã ã®æ° | |- |Counts the number of the passed item in its inventory |ã€ã³ãã³ããªã®äžã«ãããæž¡ãããã¢ã€ãã ã®æ°ãæ°ãã | |- |ALL |å šãŠ |M |- |gas |ã¬ã¹ | |- |Number of slots of this type |ãã®ã¿ã€ãã®ã¹ãããæ° |M |- |Count Slots |ã¹ããããã«ãŠã³ãããŸã |M |- |Returns the number of slots in this unit of the given type |æå®ãããã¿ã€ãã®ãã®ãŠãããã®ã¹ãããæ°ãè¿ããŸã |M |- |Max Stack |ããã¯ã¹ã¹ã¿ã㯠|M |- |Get Max Stack |æå€§ã¹ã¿ãã¯ãååŸããŸã |M |- |Returns the amount an item can stack to |ã¢ã€ãã ãã¹ã¿ãã¯ã§ããéé¡ãè¿ããŸã |M |- |Have Item |ã¢ã€ãã ã®ææ | |- |have the specified item |ç¹å®ã®ã¢ã€ãã ãæã€ | |- |Checks if you have at least a specified amount of an item |ç¹å®ã®ã¢ã€ãã ãæå®ãããéä»¥äžæã£ãŠãããã©ããã確èªãã | |- |No Component |ã³ã³ããŒãã³ããªã | |- |If you don't current hold the requested component |ãªã¯ãšã¹ããããã³ã³ããŒãã³ããçŸåšæã£ãŠããªãå Žå | |- |Component to equip |è£ åããã³ã³ããŒãã³ã | |- |comp |ã³ã³ããŒãã³ã | |- |Individual slot to equip component from |ã³ã³ããŒãã³ããè£ åããããã®åã ã®ã¹ããã |M |- |Equip Component |ã³ã³ããŒãã³ãã®è£ å | |- |Equips a component if it exists |ã³ã³ããŒãã³ããååšããå Žåããããè£ åãã | |- |If you don't current hold the requested component or slot was empty |ããªãã黿µãä¿æããŠããªãå ŽåãèŠæ±ãããã³ã³ããŒãã³ããŸãã¯ã¹ãããã空ã§ãã |M |- |Component to unequip |è£ åãè§£é€ããã³ã³ããŒãã³ã | |- |Individual slot to try to unequip component from |åå¥ã®ã¹ãããããã®äžæçãªã³ã³ããŒãã³ãã詊ã¿ãŸã |M |- |Unequip Component |ã³ã³ããŒãã³ãã®è£ åè§£é€ | |- |Unequips a component if it exists |ã³ã³ããŒãã³ããååšããå Žåãããã®è£ åãè§£é€ãã | |- |Output |åºå | |- |Get Closest Entity |æãè¿ããšã³ãã£ãã£ã®ååŸ | |- |Gets the closest visible entity matching a filter |ãã£ã«ã¿ãŒã«æãè¿ãå¯èŠçãªãšã³ãã£ãã£ãååŸãã | |- |Unit to Filter, defaults to Self |çµã蟌ããŠããããããã©ã«ãã¯èªå·± | |- |Failed |倱æ | |- |Did not match filter |ãã£ã«ã¿ãŒã«äžèŽããªãã£ã | |- |Match |äžèŽ | |- |Filters the passed entity |æž¡ããããšã³ãã£ãã£ãçµã蟌ã | |- |Default |ããã©ã«ã | |- |Case 1 |ã±ãŒã¹1 |M |- |Case 2 |ã±ãŒã¹2 |M |- |Case 3 |ã±ãŒã¹3 |M |- |Case 4 |ã±ãŒã¹4 |M |- |Case 5 |ã±ãŒã¹5 |M |- |Switch |ã¹ã€ãã |M |- |Specified Amount |æå®ãããéé¡ |M |- |Up to Amount |éé¡ãŸã§ |M |- |Destination |ç®çå° | |- |Unit or destination to bring items to |ã¢ã€ãã ããã®ãŠãããã«éã¶ | |- |Item / Amount |ã¢ã€ãã /é | |- |Item and amount to drop off |ããããããã¢ã€ãã ãšé | |- |Drop Off Items |ã¢ã€ãã ããããããã | |- |Drop off items at a unit or destination If a number is set it will drop off an amount to fill the target unit up to that amount If unset it will try to drop off everything. |ãŠãããã«ã¢ã€ãã ããããããã æ°å€ãèšå®ãããŠããå Žåãã¿ãŒã²ãããŠãããããã®æ°å€ãŸã§æºããéããããããªããã æªèšå®ã®å Žåããã¹ãŠã®ã¢ã€ãã ãããããããããšããã | |- |Source |茞éå | |- |Unit to take items from |ããããã¢ã€ãã ãååãã | |- |Item and amount to pick up |ååããã¢ã€ãã ãšé | |- |Pick Up Items |ã¢ã€ãã ãååãã | |- |Picks up a specific number of items from an entity Will try to pick up the specified amount, if no amount is specified it will try to pick up everything. |ãšã³ãã£ãã£ããæå®ãããæ°ã®ã¢ã€ãã ãååãã éãæå®ãããŠããªãå Žåã¯ããã¹ãŠã ååããããšããã | |- |Item and amount to order |泚æããã¢ã€ãã ãšé | |- |Request Item |ã¢ã€ãã ããªã¯ãšã¹ããã | |- |Requests an item if it doesn't exist in the inventory |ã€ã³ãã³ããªã«ã¢ã€ãã ããªãå Žåããªã¯ãšã¹ããã | |- |Order to Shared Storage |å ±æä¿ç®¡åº«ãžã®æ³šæ | |- |Request Inventory to be sent to nearest shared storage with corresponding locked slots |ã€ã³ãã³ããªããå²ãåœãŠãããã¹ãããã®ããäžçªè¿ãã®å ±æä¿ç®¡åº«ã«éããããªã¯ãšã¹ããã | |- |Request Wait |ãªã¯ãšã¹ãã®åŸ æ© | |- |Requests an item and waits until it exists in inventory |ã¢ã€ãã ããªã¯ãšã¹ããããããã€ã³ãã³ããªã«ååšãããŸã§åŸ 〠| |- |Resource Node to check |確èªããè³æºããŒã | |- |Get Resource Num |è³æºæ°ãååŸãã | |- |Gets the amount of resource |è³æºã®éãååŸãã | |- |No Items |ã¢ã€ãã ãªã | |- |No items in inventory |ã€ã³ãã³ããªã«ã¢ã€ãã ããªã | |- |First Item |æåã®ã¢ã€ãã | |- |Reads the first item in your inventory |ã€ã³ãã³ããªã®æåã®ã¢ã€ãã ãèªã¿åã | |- |Index |çŽ¢åŒ |M |- |No Item |ã¢ã€ãã ã¯ãããŸãã |M |- |Item not found |ã¢ã€ãã ãèŠã€ãããŸãã |M |- |Get Inventory Item |åšåº«ã¢ã€ãã ãå ¥æããŠãã ãã |M |- |Reads the item contained in the specified slot index |æå®ãããã¹ãããã€ã³ããã¯ã¹ã«å«ãŸããã¢ã€ãã ãèªã¿åããŸã |M |- |Inventory |ã€ã³ãã³ã㪠| |- |Item Inventory |ã¢ã€ãã ã€ã³ãã³ã㪠|M |- |Finished loop |宿ããã«ãŒã |M |- |Reserved Stack |äºçŽã¹ã¿ã㯠|M |- |Items reserved for outgoing order or recipe |çºä¿¡æ³šæãŸãã¯ã¬ã·ãã®ããã«äºçŽãããã¢ã€ãã |M |- |Unreserved Stack |äºçŽãããŠããªãã¹ã¿ã㯠|M |- |Items available |å©çšå¯èœãªã¢ã€ãã |M |- |Reserved Space |äºçŽã¹ããŒã¹ |M |- |Space reserved for an incoming order |çä¿¡é ã«äºçŽãããŠããŸã |M |- |Unreserved Space |äºçŽãããŠããªãã¹ããŒã¹ |M |- |Remaining space |æ®ãã®ã¹ããŒã¹ |M |- |Loop Inventory Slots |ã«ãŒãã€ã³ãã³ããªã¹ããã |M |- |Loops through Inventory |åšåº«ãã«ãŒãããŸã |M |- |Recipe |ã¬ã·ã |M |- |Ingredient |ææ |M |- |Recipe Ingredient |ã¬ã·ãæå |M |- |Loop Recipe Ingredients |ã«ãŒãã¬ã·ãæå |M |- |Loops through Ingredients |ææãã«ãŒãããŸã |M |- |Target unit |ã¿ãŒã²ãããŠããã | |- |Distance |è·é¢ | |- |Unit and its distance in the numerical part of the value |ãŠããããšãã®è·é¢ã®å€ïŒæ°å€éšåïŒ | |- |The unit to measure from (if not self) |枬å®å ã®ãŠãããïŒèªå·±ã§ãªãå ŽåïŒ | |- |Returns distance to a unit |ãŠããããŸã§ã®è·é¢ãè¿ã | |- |Item and amount to transfer |ç§»åããã¢ã€ãã ãšé | |- |Order Transfer To |泚æã®éãå | |- |Transfers an Item to another Unit |ã¢ã€ãã ãä»ã®ãŠãããã«ç§»åãã | |- |Same Grid |åãã°ãªãã | |- |Where to continue if both entities are in the same power grid |äž¡æ¹ã®ãšã³ãã£ãã£ãåãé»åã°ãªããã«ããå Žåã®æ¬¡ã®ã¹ããã | |- |First Entity |æåã®ãšã³ãã£ã㣠| |- |Second Entity |2ã€ç®ã®ãšã³ãã£ã㣠| |- |Different |éã | |- |Different power grids |ç°ãªãé»åã°ãªãã | |- |Is Same Grid |åãã°ãªãã | |- |Checks if two entities are in the same power grid |2ã€ã®ãšã³ãã£ãã£ãåãé»åã°ãªããã«ãããã©ããã確èªãã | |- |Moving |ç§»åäž | |- |Where to continue if entity is moving |ãšã³ãã£ãã£ãåããŠããå Žåã¯ã©ãã«ç¶ãã |M |- |Not Moving |åããŠããªã |M |- |Where to continue if entity is not moving |ãšã³ãã£ãã£ãåããŠããªãå Žåã¯ã©ãã«ç¶ãã |M |- |Path Blocked |é²è·¯åŠšå®³ | |- |Where to continue if entity is path blocked |ãšã³ãã£ãã£ããã¹ãããã¯ãããŠããå Žåãã©ãã«ç¶è¡ããã |M |- |No Result |çµæãªã | |- |Where to continue if entity is out of visual range |ãšã³ãã£ãã£ãèŠèŠç¯å²å€ã§ããå Žåãã©ãã«ç¶ãã |M |- |Is Moving |åããŠãã |M |- |Checks the movement state of an entity |ãšã³ãã£ãã£ã®åãã®ç¶æ ããã§ãã¯ããŸã |M |- |Individual slot to check |ãã§ãã¯ããåã ã®ã¹ããã |M |- |Is Fixed |åºå®ãããŠããŸã |M |- |Where to continue if inventory slot is fixed |åšåº«ã¹ããããåºå®ãããŠããå Žåã¯ãã©ãã«ç¶è¡ããŸãã |M |- |Check if a specific item slot index is fixed |ç¹å®ã®ã¢ã€ãã ã¹ãããã€ã³ããã¯ã¹ãä¿®æ£ãããŠãããã©ããã確èªããŸã |M |- |Component to check |確èªããã³ã³ããŒãã³ã |M |- |Component Equipped |è£ åãããã³ã³ããŒãã³ã |M |- |Where to continue if component is equipped |ã³ã³ããŒãã³ããè£ åãããŠããå Žåã¯ãã©ãã«ç¶è¡ããŸãã |M |- |Returns how many instances of a component equipped on this Unit |ãã®ãŠãããã«è£ åãããã³ã³ããŒãã³ãã®ã€ã³ã¹ã¿ã³ã¹ã®æ°ãè¿ããŸã |M |- |Is Equipped |è£ åãããŠããŸã |M |- |Check if a specific component has been equipped |ç¹å®ã®ã³ã³ããŒãã³ããè£ åãããŠãããã©ããã確èªããŠãã ãã |M |- |Turn Off |ã·ã£ããããŠã³ | |- |Shuts down the power of the Unit |ãŠãããã®é»æºãã·ã£ããããŠã³ãã | |- |Turn On |ãªã³ã«ãã | |- |Turns on the power of the Unit |ãŠãããã®é»æºãå ¥ãã | |- |Connects Units from Logistics Network |ç©æµãããã¯ãŒã¯ãããŠããããã€ãªãã | |- |Disconnect |åæ | |- |Disconnects Units from Logistics Network |ãŠããããç©æµãããã¯ãŒã¯ããåãé¢ã | |- |Enable Transport Route |茞éã«ãŒããæå¹ã«ããŸã |M |- |Enable Unit to deliver on transport route |ãŠãããã茞éã«ãŒãã§é éã§ããããã«ããŸã |M |- |Disable Transport Route |茞éã«ãŒããç¡å¹ã«ããŸã |M |- |Disable Unit to deliver on transport route |ãŠããããç¡å¹ã«ããŠèŒžéã«ãŒããé éããŸã |M |- |Sort Storage |ä¿ç®¡åº«ãäžŠã¹æ¿ãã | |- |Sorts Storage Containers on Unit |ãŠãããã®ä¿ç®¡çšã³ã³ãããäžŠã¹æ¿ãã | |- |The destination to try and unpack (if not self) |鿢±ã詊è¡ããç®çå°ïŒèªå·±ã§ãªãå ŽåïŒ | |- |Unpackage All |ãã¹ãŠé梱ãã | |- |Tries to unpack all packaged items |梱å ããããã¹ãŠã®ã¢ã€ãã ã®é梱ã詊ã¿ã | |- |The destination to try and pack (if not self) |梱å ã詊è¡ããç®çå°ïŒèªèº«ã§ãªãå ŽåïŒ | |- |Package All |ãã¹ãŠæ¢±å ãã | |- |Tries to pack all packable units into items |梱å å¯èœãªãŠãããããã¹ãŠã¢ã€ãã ã«æ¢±å ããããšãã | |- |Explorable to solve |調ã¹ãæ¢çŽ¢å¯Ÿè±¡ç© | |- |Missing |æ¬ èœ | |- |Missing repair item, scanner component or Unpowered |ä¿®çã¢ã€ãã ãã¹ãã£ãã³ã³ããŒãã³ãããŸãã¯é»æºãå ¥ã£ãŠããªã | |- |Missing item, component or power to scan |äžè¶³ããŠããã¢ã€ãã ãã³ã³ããŒãã³ãããŸãã¯ã¹ãã£ã³ããããã®é»å | |- |Solve Explorable |æ¢çŽ¢å¯Ÿè±¡ç©ã®èª¿æ» | |- |Attempt to solve explorable with inventory items |ã€ã³ãã³ããªãŒã¢ã€ãã ã䜿ããæ¢çŽ¢å¯Ÿè±¡ç©ã®èª¿æ»ã詊ã¿ã | |- |Stop Unit |ãŠãããã®åæ¢ | |- |Stop movement and abort what is currently controlling the entities movement |åããæ¢ããçŸåšãšã³ãã£ãã£ã®åããå¶åŸ¡ããŠãããã®ãäžæãã | |- |Move |ç§»å | |- |Entity to get coordinates of |座æšãååŸãããšã³ãã£ã㣠| |- |Coordinate of entity |ãšã³ãã£ãã£ã®åº§æš | |- |Get Location |äœçœ®ã®ååŸ | |- |Gets location of a a seen entity |èŠèªãããšã³ãã£ãã£ã®äœçœ®ãååŸãã | |- |Number |æ° | |- |Number of tiles to move East |æ±ã«ç§»åããã¿ã€ã«ã®æ° | |- |Move East |æ±ãžã®ç§»å | |- |Moves towards a tile East of the current location at the specified distance |æå®ãããè·é¢ã§çŸåšå°ããæ±ã®ã¿ã€ã«ã«åãã£ãŠç§»åãã | |- |Number of tiles to move West |西ã«ç§»åããã¿ã€ã«ã®æ° | |- |Move West |西ãžã®ç§»å | |- |Moves towards a tile West of the current location at the specified distance |æå®ãããè·é¢ã§çŸåšå°ãã西ã®ã¿ã€ã«ã«åãã£ãŠç§»åãã | |- |Number of tiles to move North |åã«ç§»åããã¿ã€ã«ã®æ° | |- |Move North |åãžã®ç§»å | |- |Moves towards a tile North of the current location at the specified distance |æå®ãããè·é¢ã§çŸåšå°ããåã®ã¿ã€ã«ã«åãã£ãŠç§»åãã | |- |Number of tiles to move South |åã«ç§»åããã¿ã€ã«ã®æ° | |- |Move South |åãžã®ç§»å | |- |Moves towards a tile South of the current location at the specified distance |æå®ãããè·é¢ã§çŸåšå°ããåã®ã¿ã€ã«ã«åãã£ãŠç§»åãã | |- |Unit to move to |ç§»åãããŠããã | |- |Move Unit (Async) |ãŠãããã®ç§»åïŒéåæïŒ | |- |Move to another unit while continuing the program |ããã°ã©ã ãç¶ããªããä»ã®ãŠãããã«ç§»ã | |- |Unit to move to, the number specifies the range in which to be in |ç§»åãããŠããããæ°åã§ç¯å²ãæå®ãã | |- |Move Unit |ãŠãããã®ç§»å | |- |Moves to another unit or within a range of another unit |ä»ã®ãŠããããŸãã¯ä»ã®ãŠãããã®ç¯å²å ã«ç§»åãã | |- |<nowiki>*Move Unit (Range)*</nowiki> |<nowiki>*ãŠãããã®ç§»åïŒç¯å²ïŒ*</nowiki> | |- |<nowiki>*DEPRECATED* Use Move Unit</nowiki> |<nowiki>*åé€* ãŠãããã®ç§»åã䜿ã</nowiki> | |- |Unit to move away from |ãã®ãŠãããããé¢ãã | |- |Move Away (Range) |é¢ããïŒç¯å²ïŒ | |- |Moves out of range of another unit |ä»ã®ãŠãããã®ç¯å²å€ã«ç§»åãã | |- |Moves in a scouting pattern around the factions home location |ãã¡ã¯ã·ã§ã³ã®ããŒã åšèŸºãåµå¯ãã¿ãŒã³ã§ç§»åãã | |- |Filter 1 |ãã£ã«ã¿ãŒ1 | |- |First filter |æåã®ãã£ã«ã¿ãŒ | |- |Filter 2 |ãã£ã«ã¿ãŒ2 | |- |Second filter |第2ãã£ã«ã¿ãŒ | |- |Filter 3 |ãã£ã«ã¿ãŒ3 | |- |Third filter |第3ãã£ã«ã¿ãŒ | |- |Execution path if no results are found |çµæãèŠã€ãããªãã£ãå Žåã®å®è¡ãã¹ | |- |Radar |ã¬ãŒã㌠| |- |Scan for the closest unit that matches the filters |ãã£ã«ã¿ãŒã«æãè¿ããŠããããã¹ãã£ã³ãã | |- |Resource to Mine |æ¡æããè³æº | |- |Cannot Mine |æ¡æäžå¯ | |- |Execution path if mining was unable to be performed |æ¡æã§ããªãã£ãå Žåã®å®è¡ãã¹ | |- |Execution path if can't fit resource into inventory |è³æºãã€ã³ãã³ããªã«åãŸããªãå Žåã®å®è¡ãã¹ | |- |Mine |æ¡æ | |- |Mines a single resource |1ã€ã®è³æºãæ¡æãã | |- |Get Stability |å®å®æ§ãååŸããŸã |M |- |Gets the current world stability |çŸåšã®äžçã®å®å®æ§ãååŸããŸã |M |- |Value to check |確èªããå€ | |- |Max Value |æå€§å€ | |- |Max Value to get percentage of |å²åãååŸããããã®æå€§å€ | |- |Gives you the percent that value is of Max Value |å€ãšæå€§å€ã®ããŒã»ã³ããŒãžã瀺ã | |- |Value to Remap |ãªãããããå€ | |- |Input Low |å ¥åïŒäœïŒ | |- |Low value for input |äœãå ¥åå€ | |- |Input High |å ¥åïŒé«ïŒ | |- |High value for input |é«ãå ¥åå€ | |- |Target Low |ã¿ãŒã²ããïŒäœïŒ | |- |Low value for target |ã¿ãŒã²ããã®å€ãäœã | |- |Target high |ã¿ãŒã²ããïŒé«ïŒ | |- |High value for target |ã¿ãŒã²ããã®å€ãé«ã | |- |Remapped value |ãªããããããå€ | |- |Remap |ãªããã | |- |Remaps a value between two ranges |2ã€ã®ç¯å²éã®å€ããªããããã | |- |Day |æŒ | |- |Where to continue if it is nighttime |å€éã®å Žåã®æ¬¡ã®ã¹ããã | |- |Night |å€ | |- |Where to continue if it is daytime |æŒéã®å Žåã®æ¬¡ã®ã¹ããã | |- |Is Day/Night |æŒ/å€ | |- |Divert program depending time of day |æé垯ã«ãã£ãŠããã°ã©ã ãåãæ¿ãã | |- |Number of this item in your faction |èªåã®ãã¡ã¯ã·ã§ã³ã«ãããã®ã¢ã€ãã ã®æ° | |- |None |ãªã | |- |Execution path when none of this item exists in your faction |èªåã®ãã¡ã¯ã·ã§ã³ã«ãã®ã¢ã€ãã ãååšããªãå Žåã®å®è¡ãã¹ | |- |Faction Item Amount |ãã¡ã¯ã·ã§ã³ã¢ã€ãã ã®æ° | |- |Counts the number of the passed item in your logistics network |ç©æµãããã¯ãŒã¯å ã§ééããã¢ã€ãã ã®æ°ãæ°ãã | |- |Frame |ãã¬ãŒã | |- |Structure to read the key for |ããŒãèªãæ§é | |- |Number key of structure |æ§é ã®æ°åã㌠| |- |Read Key |ããŒã®èªã¿èŸŒã¿ | |- |Attempts to reads the internal key of the unit |å éšããŒã®èªã¿åãã詊ã¿ã | |- |Can Produce |補é å¯èœ | |- |Returns if a unit can produce an item |ãŠããããã¢ã€ãã ã補é ã§ããå Žåã«è¿ã | |- |Cannot Produce |補é äžå¯ | |- |Where to continue if the item cannot be produced |ã¢ã€ãã ã補é ã§ããªãå Žåã®æ¬¡ã®ã¹ããã | |- |Where to continue if the item can be produced |ã¢ã€ãã ã補é ã§ããå Žåã®æ¬¡ã®ã¹ããã | |- |Production Item |補é ã¢ã€ãã | |- |Product |補å | |- |Out 1 |åºå1 | |- |First Ingredient |æåã®çŽ æ | |- |Out 2 |åºå2 | |- |Second Ingredient |第äºã®çŽ æ | |- |Out 3 |åºå3 | |- |Third Ingredient |第äžã®çŽ æ | |- |Get Ingredients |çŽ æã®ååŸ | |- |Returns the ingredients required to produce an item |ã¢ã€ãã ã補é ããã®ã«å¿ èŠãªçŽ æãæäŸãã | |- |Notify (%d) |éç¥ïŒ%dïŒ | |- |Notify |éç¥ | |- |Notification |éç¥ | |- |Behavior Notification |åäœã®éç¥ | |- |Text: |ããã¹ãïŒ | |- |Notify Value |å€ã®éç¥ | |- |Notification Value |éç¥ã®å€ | |- |Triggers a faction notification |ãã¡ã¯ã·ã§ã³éç¥ãããªã¬ãŒãã | |- |Resource Node |è³æºããŒã | |- |Resource Type |è³æºã¿ã€ã | |- |Not Resource |è³æºã§ã¯ãªã | |- |Continue here if it wasn't a resource node |è³æºããŒãã§ãªãå Žåã¯ãããã§ç¶ãã | |- |Gets the resource type from an resource node |è³æºããŒãããè³æºã¿ã€ããååŸãã | |- |No Unit Passed |ééãŠããããªã | |- |Ally |峿¹ | |- |Target unit considers you an ally |ã¿ãŒã²ããã®ãŠãããããã¬ã€ã€ãŒã峿¹ãšã¿ãªã | |- |Neutral |äžç«ç | |- |Target unit considers you neutral |ã¿ãŒã²ããã®ãŠãããããã¬ã€ã€ãŒãäžç«çç«å Žãšã¿ãªã | |- |Enemy |æµ | |- |Target unit considers you an enemy |ã¿ãŒã²ããã®ãŠãããããã¬ã€ã€ãŒãæµãšã¿ãªã | |- |Get Trust |ä¿¡é ŒåºŠã®ååŸ | |- |Gets the trust level of the unit towards you |ããªãã«å¯ŸãããŠãããã®ä¿¡é ŒåºŠãååŸãã | |- |Factions home unit |ãã¡ã¯ã·ã§ã³ã®ããŒã ãŠããã | |- |Get Home |ããŒã ã®ååŸ | |- |Gets the factions home unit |ãã¡ã¯ã·ã§ã³ã®ããŒã ãŠããããååŸãã | |- |Pings a Unit |ãŠããããæå® | |- |Plays the Ping effect and notifies other players |ãæå®ããšãã§ã¯ãã䜿çšãä»ã®ãã¬ã€ã€ãŒã«ç¥ããã | |- |build |建ãŠã | |- |Unnamed |ç¡å | |- |Select Building |建é ç©ãéžæãã | |- |Select Bot |ããããéžæãã | |- |Target location, or at currently location if not specified |ã¿ãŒã²ããäœçœ®ãæå®ããªãå Žåã¯çŸåšå° | |- |Building Rotation (0 to 3) (default 0) |æ§ç¯å転ïŒ0ã3ïŒïŒããã©ã«ã0ïŒ |M |- |Construction Failed |建èšã倱æããŸãã |M |- |Where to continue if construction failed |建èšã倱æããå Žåãã©ãã«ç¶ãã |M |- |Place Construction |建èšãé 眮ãã | |- |Places a construction site for a specific structure |ç¹å®ã®å»ºé ç©ã®å»ºèšå Žæãæå®ãã | |- |Produce Unit |補é ãŠããã | |- |Sets a production component to produce a blueprint |補é ã³ã³ããŒãã³ããèšå®ãããã«ãŒããªã³ãã補é ãã | |- |Set Signpost |æšèã®èšå® | |- |Set the signpost to specific text |æšèæ©ãç¹å®ã®ããã¹ãã«èšå®ãã | |- |Launches a satellite if equipped on an AMAC |AMACã«æèŒãããŠããå Žåãè¡æãæã¡äžãã | |- |Tells a satellite that has been launched to land |æã¡äžããããè¡æã«çéžãæç€ºãã | |- |Range of operation |åäœã®ç¯å² |M |- |Gather Information |æ å ±ãåéããŸã |M |- |Collect information for running the auto base controller |èªåããŒã¹ã³ã³ãããŒã©ãŒãå®è¡ããããã®æ å ±ãåéããŸã |M |- |AutoBase |ãªãŒãããŒã¹ |M |- |Carriers |ãã£ãªã¢ |M |- |Type and count of carriers to make |äœããã£ãªã¢ã®ã¿ã€ããšã«ãŠã³ã |M |- |If Working |åããŠããå Žå |M |- |Where to continue if the unit started working |ãŠããããåäœãå§ããå Žåãã©ãã«ç¶ãã |M |- |Make Carriers |ãã£ãªã¢ãäœã |M |- |Construct carrier bots for delivering orders or to use for other tasks |泚æãé ä¿¡ããããä»ã®ã¿ã¹ã¯ã«äœ¿çšãããããããã®ãã£ãªã¢ããããæ§ç¯ããŸã |M |- |Resource/Count |ãªãœãŒã¹/ã«ãŠã³ã |M |- |Resource type and number of miners to maintain |ç¶æãããªãœãŒã¹ã¿ã€ããšé±å€«ã®æ° |M |- |Make Miners |é±å€«ãäœã |M |- |Construct and equip miner components on available carrier bots |å©çšå¯èœãªãã£ãªã¢ãããã«ãã€ããŒã³ã³ããŒãã³ããæ§ç¯ããã³è£ åããŸã |M |- |Serve Construction |建èšãæäŸããŸã |M |- |Produce materials needed in construction sites |建èšçŸå Žã§å¿ èŠãªææãçç£ããŸã |M |- |Item/Count |ã¢ã€ãã /ã«ãŠã³ã |M |- |Item type and number of producers to maintain |ç¶æããã¢ã€ãã ã®çš®é¡ãšçç£è ã®æ° |M |- |Production component |çç£ã³ã³ããŒãã³ã |M |- |Building type to use as producer |ãããã¥ãŒãµãŒãšããŠäœ¿çšãã建ç©ã®çš®é¡ |M |- |Location |äœçœ® |M |- |Location offset from self |èªå·±ããã®ãã±ãŒã·ã§ã³ãªãã»ãã |M |- |coord |åº§æš |M |- |Make Producer |ãããã¥ãŒãµãŒãäœããŸã |M |- |Build and maintain dedicated production buildings |å°çšã®çç£ãã«ã建èšããã³ç¶æããŸã |M |- |Number of turret bots to maintain |ç¶æããã¿ã¬ãããããã®æ° |M |- |Make Turret Bots |ã¿ã¬ããããããäœããŸã |M |- |Construct and equip turret components on available carrier bots |å©çšå¯èœãªãã£ãªã¢ãããã«ã¿ã¬ããã³ã³ããŒãã³ããæ§ç¯ããã³è£ åããŸã |M |} == File: data/items == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Metal Ore |éå±é±ç³ | |- |Rock permeated with shiny fragments of strong building material |å æ²¢ã®ããé äžãªå»ºæã®ç Žçãæ··ãã£ã岩 | |- |Crystal Chunk |æ°Žæ¶ã®å¡ | |- |An unprocessed grouping of raw crystals |æªå å·¥ã®åçµæ¶ã®éåäœ | |- |Laterite ore |ã©ãã©ã€ãé±ç³ | |- |Unprocessed rocks rich in Aluminum |ã¢ã«ãããŠã ãè±å¯ã«å«ãæªå å·¥ã®å²©ç³ | |- |Aluminum Rod |ã¢ã«ãããŠã æ£ | |- |Lightweight rods of pure Aluminum |çŽã¢ã«ã補ã®è»œéããã | |- |Aluminum Sheet |ã¢ã«ãæ¿ | |- |Flat sheets of pure Aluminum |çŽã¢ã«ãããŠã ã®å¹³æ¿ | |- |Silica sand |ã±ã€ç | |- |Silica sand, usually found at high altitudes |ã±ã€ç ãéåžžã¯é«å°ã§çºèŠããã | |- |Fused Electrodes |äžäœåãã黿¥µ | |- |Electrodes, but fused |黿¥µãäžäœåããŠãã | |- |Reinforced Plate |匷åãã¬ãŒã | |- |Plates re-engineered with added strength and durability |匷床ãšèä¹ æ§ãé«ããããã«åèšèšããããã¬ãŒã | |- |Optic Cable |å ã±ãŒãã« | |- |Cable that sends signals using light |å ã§ä¿¡å·ãéãã±ãŒãã« | |- |Circuit Board |åè·¯åºæ¿ | |- |A board full of circuits |åè·¯ããã£ã±ãè©°ãŸã£ãåºæ¿ | |- |Infected Circuit Board |ææããåè·¯åºæ¿ | |- |Virus infected circuit board. Can be used to override security systems |ãŠã€ã«ã¹ã«ææããåè·¯åºæ¿ãã»ãã¥ãªãã£ã·ã¹ãã ã®ç¡å¹åã«äœ¿ãã | |- |Obsidian chunk |黿ç³ã®å¡ | |- |Black, volcanic ore |é»è²ã®ç«æå²© | |- |Metal Bar |é屿£ | |- |Bars of metal created from smelted ore |補é¬ãããé±ç³ããäœãããéå±ã®æ£ | |- |Metal Plate |éå±ãã¬ãŒã | |- |Flat, heavy sheets created from smelted ore |補é¬ãããé±ç³ããäœãããå¹³ãã§éãæ¿ | |- |Foundation Plate |å°ç€ãã¬ãŒã | |- |Machine-pressed and formed metal foundation |æ©æ¢°ãã¬ã¹ã§æåœ¢ãããéå±è£œå°ç€ | |- |Low-Density Frame |äœå¯åºŠãã¬ãŒã | |- |Machine-pressed frame built for low weight applications |äœééã¢ããªã±ãŒã·ã§ã³ã®ããã«äœãããæ©æ¢°ãã¬ã¹åŒãã¬ãŒã | |- |Energized Plate |éé»ãã¬ãŒã | |- |Machine-pressed frame built for heavy-duty applications |ééçŽã¢ããªã±ãŒã·ã§ã³ã®ããã«äœãããæ©æ¢°ãã¬ã¹åŒãã¬ãŒã | |- |High-Density Frame |é«å¯åºŠãã¬ãŒã | |- |Beacon Kit |ããŒã³ã³ããã | |- |A small beacon that can be built to mark locations on your minimap |å°ããªããŒã³ã³ããããããã«å Žæã瀺ãããšãã§ãã | |- |Refined Crystal |磚ãããæ°Žæ¶ | |- |A single polished crystal |磚ãäžãããã1åã®æ°Žæ¶ | |- |Crystal Powder |æ°Žæ¶ã®ç² | |- |A pile of ground crystal dust |æ°Žæ¶ã®ç²ã®å±± | |- |Obsidian Brick |黿ç³ã¬ã³ã¬ | |- |Volcanic rock that has been formed into bricks |ã¬ã³ã¬ã®åœ¢ãããç«å±±å²© | |- |A mysterious contraption of unknown origin |èµ·æºäžæã®äžæè°ãªè£ 眮 | |- |Research Artifact |ç ç©¶ã®éºç© | |- |A strange obsidian formation that pulses with energy |ãšãã«ã®ãŒã§èåããå¥åŠãªé»æç³ã®åœ¢æ |M |- |Silicon |ã·ãªã³ã³ | |- |Silica that has been refined into pure silicon rods |çŽã·ãªã³ã³æ£ã«å å·¥ãããã±ã€ç | |- |Wire |ã¯ã€ã€ãŒ | |- |Metal cables useful in building electronics |建ç¯çšé»åæ©åšã«åœ¹ç«ã€éå±ã±ãŒãã« | |- |Cable |ã±ãŒãã« | |- |IC Chip |ICããã | |- |Simple semiconducting device used in electronics |é»åæ©åšã«äœ¿ãããã·ã³ãã«ãªåå°äœããã€ã¹ | |- |Microprocessor |ãã€ã¯ãããã»ããµãŒ | |- |Man-made data processing unit |人工ããŒã¿åŠçè£ çœ® | |- |CPU |CPU | |- |Assemblage of microprocessors for advanced applications |é«åºŠãªã¢ããªã±ãŒã·ã§ã³çšãã€ã¯ãããã»ããµã®éåäœ | |- |Steel Block |éŒéããã㯠| |- |Steel blocks for building human ground units |ããã®å°äžãŠãããã®å»ºé çšéŒé補ããã㯠| |- |Concretes Lab |ã³ã³ã¯ãªãŒãã®æ¿ | |- |Concrete slab for making human foundations and buildings |ããã®åºç€ã建é ç©ãäœãããã«äœ¿ãããã³ã³ã¯ãªãŒãã®æ¿ | |- |Ceramic Tiles |é¶è£œã¿ã€ã« | |- |Silicon Carbide tiles for protection of space vehicles |å®å®è¹ä¿è·çšçåã±ã€çŽ ã¿ã€ã« | |- |Polymer |ããªã㌠| |- |Plastic, resilient material for human units and buildings |ãã©ã¹ããã¯è£œã§åŒŸåæ§ã®ãããããã®ãŠãããã建é ç©ã«äœ¿çšãããçŽ æ | |- |Robotics Datacube |ããããããŒã¿ãã¥ãŒã | |- |A cube of incredibly dense data, the result of running millions of simulations |äœçŸäžåãã®ã·ãã¥ã¬ãŒã·ã§ã³ã®çµæãä¿¡ããããªãã»ã©é«å¯åºŠãªããŒã¿ãå«ãããã«ãªã£ããã¥ãŒã | |- |Located in ruined structures throughout the world |ã¯ãŒã«ãäžã®å»å¢ã«ãã | |- |research |ç ç©¶ | |- |Alien Datacube |ãšã€ãªã¢ã³ã®ããŒã¿ãã¥ãŒã | |- |Partial data on alien technology. Further analysis required |ãšã€ãªã¢ã³ã®æè¡ã«é¢ããéšåçãªããŒã¿ããããªãåæãå¿ èŠ | |- |Human Datacube |ããã®ããŒã¿ãã¥ãŒã | |- |Data collected by remote-unit observation and recording |ãªã¢ãŒããŠãããã«ãã芳å¯ãšèšé²ããéããããããŒã¿ | |- |Blight Datacube |ãã©ã€ãã®ããŒã¿ãã¥ãŒã | |- |Virus Datacube |ãŠã€ã«ã¹ã®ããŒã¿ãã¥ãŒã | |- |A section of virus code, needed to learn the nature of the virus |ãŠã€ã«ã¹ã®æ§è³ªãç¥ãããã«å¿ èŠãªãŠã€ã«ã¹ã³ãŒãã®äžéš | |- |Empty Data Bank |空ã®ããŒã¿ãã³ã¯ | |- |A databank that can hold research data |ç ç©¶ããŒã¿ãä¿ç®¡ã§ããããŒã¿ãã³ã¯ | |- |Datacube Matrix |ããŒã¿ãã¥ãŒããããªã¯ã¹ | |- |A construct that allows access to the dense layers of datacubes |ããŒã¿ãã¥ãŒãã®é«å¯åºŠã¬ã€ã€ãŒãžã®ã¢ã¯ã»ã¹ãå¯èœã«ããæ§é äœ | |- |Robotics Research |ããããã®ç ç©¶ | |- |Allows for advanced robotic technology |é«åºŠãªããããæè¡ãå¯èœã«ãã | |- |Human Research |ããã®ç ç©¶ | |- |Data analysis of human technology |ããã®æè¡ã«é¢ããããŒã¿åæ | |- |Data analysis of alien technology |ãšã€ãªã¢ã³ã®æè¡ã«é¢ããããŒã¿åæ | |- |Blight Research |ãã©ã€ãã®ç ç©¶ | |- |Scans of the hostile environment endemic to planet |ææç¹æã®éé ·ãªç°å¢ã®ã¹ãã£ã³ | |- |Virus Research |ãŠã€ã«ã¹ã®ç ç©¶ | |- |Computer-modeled analysis of the viral pathogen |ãŠã€ã«ã¹ç åäœã®ã³ã³ãã¥ãŒã¿ãŒã¢ãã«è§£æ | |- |Compressed Simulation Data |å§çž®ã·ãã¥ã¬ãŒã·ã§ã³ããŒã¿ | |- |Allows for greater processing of research algorithms |ç ç©¶ã¢ã«ãŽãªãºã ã®åŠçèœåãé«ãã | |- |Human Data Bank |ããã®ããŒã¿ãã³ã¯ | |- |A databank that holds human research data |ããã®ç ç©¶ããŒã¿ãä¿ç®¡ããããŒã¿ãã³ã¯ | |- |Alien Data Bank |ãšã€ãªã¢ã³ã®ããŒã¿ãã³ã¯ | |- |Drone Package |ãããŒã³ããã±ãŒãž | |- |A drone exclusively for transferring items over a short range |è¿è·é¢ã§ã®èŒžéã«ç¹åãããããŒã³ | |- |package |ããã±ãŒãž | |- |Transfer Drone Package |ãããŒã³ããã±ãŒãžãç§»åãã | |- |A drone exclusively for transferring items in a large area |åºç¯å²ã§ã®èŒžéã«ç¹åãããããŒã³ | |- |Miner Drone Package |æ¡æãããŒã³ããã±ãŒãž | |- |A drone with a drill attachment |ããªã«ãæèŒãããããŒã³ | |- |Advanced Miner Drone Package |é«åºŠæ¡æãããŒã³ããã±ãŒãž | |- |Defense Drone Package |é²è¡ãããŒã³ããã±ãŒãž | |- |A drone with a laser |ã¬ãŒã¶ãŒãæèŒãããããŒã³ | |- |Medium Flyer Package |äžåãã©ã€ã€ãŒããã±ãŒãž | |- |Compacted medium flyer package |ã³ã³ãã¯ããªäžåãã©ã€ã€ãŒããã±ãŒãž | |- |Satellite Package |è¡æããã±ãŒãž | |- |Compacted satellite package |ã³ã³ãã¯ããªè¡æããã±ãŒãž | |- |Blight Crystal Chunk |ãã©ã€ãã®çµæ¶ã®å¡ | |- |A crystal energized with power |ãã¯ãŒãã¿ãªããæ°Žæ¶ | |- |Blight Extraction |ãã©ã€ãã®æœåº | |- |Extracted blight gas essence |æœåºããããã©ã€ãã¬ã¹ã®ãšãã¹ | |- |Blight Bar |ãã©ã€ãã㌠| |- |A bar of blight |ãã©ã€ãã®ã㌠| |- |Blight Plasma |ãã©ã€ããã©ãºã | |- |Processed blight gas into a goop form |ãã©ã€ãã¬ã¹ãããç¶ã«å å·¥ãããã® | |- |Microscope |ãã€ã¯ãã¹ã³ãŒã | |- |Useful for repairing Human technology |ããã®æè¡ã®ä¿®çã«åœ¹ç«ã€ | |- |Transformer |å€æè£ çœ® | |- |Small Modular Reactor |å°åã¢ãžã¥ãŒã«åŒçºé»ç | |- |Mini Power Reactor for Small Units |å°åãŠãããçšããçºé»ç | |- |Engines |ãšã³ãžã³ | |- |Develop Human Flight Capability |ããã®é£è¡èœåãé«ãã | |- |Data Key |ããŒã¿ã㌠| |- |Advanced Technology to allow access to secure structures |å®å šãªæ§é ç©ãžã®ã¢ã¯ã»ã¹ãå¯èœã«ããå é²æè¡ | |- |Anomaly Core |ç°åžžã³ã¢ |M |- |A conscious ball of energy |æèã®ãããšãã«ã®ãŒã®å¡ | |- |AI Core |AIã³ã¢ | |- |Advanced controller unit for a Robot |ããããé«åºŠå¶åŸ¡ãŠããã | |- |ELAIN's AI Core |ELAINã®AIã³ã¢ | |- |ELAIN's Advanced controller unit |ELAINã®é«åºŠå¶åŸ¡ãŠããã | |- |Broken AI Core |å£ããAIã³ã¢ | |- |(WIP) A damaged controller unit for a Robot |ïŒè£œäœéäžïŒç Žæããããããå¶åŸ¡ãŠããã | |- |Bug Chitin |ãã°ã®å€æ®» | |- |Silica reinforced shell of bugs |ã±ã€ç ã§è£åŒ·ããããã°ã®æ®» | |- |Anomaly Particle |ã¢ãããªãŒç²å | |- |A particle of pure anomaly data |çŽç²ãªç°åžžããŒã¿ã®ç²å |M |- |Dense Anomaly Cluster |å¯ãªç°åžžã¯ã©ã¹ã¿ãŒ |M |- |Resimulator Core |ã¬ã·ãã¥ã¬ãŒã¿ã³ã¢ |M |- |A controller unit |å¶åŸ¡ãŠããã | |- |Power Petal |ãã¯ãŒãã¿ã« |M |- |A flower petal infused with power |åãæ³šå ¥ããè±ã®è±ã³ã |M |- |Phase Leaf |äœçžè |M |- |A leave that shifts and shimmers in place |ã·ãããããããããé 眮ããäŒæ |M |- |Virus Source Code |ãŠã€ã«ã¹ãœãŒã¹ã³ãŒã |M |- |A seemingly malicious piece of source code that tries to alter the structures of infected systems |ææããã·ã¹ãã ã®æ§é ã倿ŽããããšããäžèŠæªæã®ãããœãŒã¹ã³ãŒã |M |- |MultiCube - CURRENTLY NOT OBTAINABLE |MultiCube-çŸåšå ¥æã§ããŸãã |M |- |A cocktail of research data |ç ç©¶ããŒã¿ã®å¯ãéã | |} == File: data/landfeatures == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Threshold |ãããå€ | |- |Blightness |ãã©ã€ã床 | |- |Elevation |æšé« | |- |Variation |ããªãšãŒã·ã§ã³ | |- |Richness |è±ãã | |- |Height |é«ã | |- |Weighted |å é | |- |Random |ã©ã³ãã | |- |Slope |ã¹ããŒã |M |- |Maximum |æå€§ | |} == File: data/puzzles == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Nine Clicks Minigame |ããã²ãŒã ã9ã¯ãªãã¯ã | |- |To complete the circuit, all nodes need to be switched to the active state. Click a node to toggle the state of it and its neighbors. Try selecting all corner pieces first, then center pieces, even if more corner pieces appear while doing so. Do this a couple times and the puzzle should be solved. |åè·¯ã宿ãããã«ã¯ããã¹ãŠã®ããŒããã¢ã¯ãã£ãç¶æ ã«ããªããã°ãªããªããããŒããã¯ãªãã¯ãããšããã®ããŒããšé£ã®ããŒãã®ç¶æ ãåãæ¿ããã ãŸããã¹ãŠã®è§ã®ããŒã¹ãéžæããæ¬¡ã«äžå€®ã®ããŒã¹ãéžæãããããã2ã3åç¹°ãè¿ãã°ãããºã«ã¯è§£ããã | |- |Netwalk Minigame |ããã²ãŒã ãããããŠã©ãŒã¯ã | |- |To complete the circuit, all nodes need to be connected to the source node. Rotate any of the squares by clicking them to highlight all the nodes. |åè·¯ã宿ãããã«ã¯ããã¹ãŠã®ããŒãããœãŒã¹ããŒãã«ã€ãªãããåè§ãã¯ãªãã¯ããŠå転ããããšããã¹ãŠã®ããŒãããã€ã©ã€ããããã | |- |Slide Minigame |ããã²ãŒã ãã¹ã©ã€ãã | |- |slide numbers into numerical order |æ°ãã¹ã©ã€ããããŠæ°åé ã«äžŠã¹ã | |- |Balance Minigame |ããã²ãŒã ããã©ã³ã¹ã | |- |Pick the right combination of symbols by dragging them to the right column to complete the circuit. The bar underneath must be filled precisely in half. |å³ã®åãŸã§ã·ã³ãã«ããã©ãã°ããŠæ£ããçµã¿åãããäœããåè·¯ã宿ãããããäžã®ããŒã¯ã¡ããã©ååã«ãªããŸã§åããããšã | |} == File: data/tech/tech_blight == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Blight Shield |ãã©ã€ãã·ãŒã«ã | |- |Allows units to enter the blight |ãŠãããã®ãã©ã€ããžã®é²å ¥ãå¯èœã«ãã | |- |Plasma Concentration |ãã©ãºãã®éäž | |- |Concentrated plasma allowing for constructing plasma weapons |ãã©ãºãå µåšã®è£œé ãå¯èœã«ããæ¿çž®ãã©ãºã | |- |Blight Visibility |ãã©ã€ãã®å¯èŠæ§ | |- |Allows Visibility into the Blight |ãã©ã€ããèŠéããããã«ãã | |- |Blight Stability |ãã©ã€ãã®å®å®å | |- |Blight mechanics for creating System Stability. Allows units to enter the blight without any adverse effects. |ã·ã¹ãã ã®å®å®æ§ãçã¿åºããã©ã€ãã®ã¡ã«ããºã ããŠããããæªåœ±é¿ãåããããšãªããã©ã€ãã«å ¥ãããšãå¯èœã«ããã | |- |Magnification |æ¡å€§ | |- |Blight mechanics for magnification of System Resources |ã·ã¹ãã ã®è³æºãæ¡å€§ãããã©ã€ãã®ã¡ã«ããºã | |- |Blight Power |ãã©ã€ãé»å | |- |Enables advanced power generation and storage applications |é«åºŠãªçºé»ã»è²¯èµã¢ããªã±ãŒã·ã§ã³ãå¯èœã«ãã | |- |Basic Terraformer |åºæ¬çãªãã©ãã©ãŒã㌠| |- |Reversing the effects of Blight on the landscape |ç°å¢ã«å¯Ÿãããã©ã€ãã®åœ±é¿ãå埩ããã | |- |Conversion |倿 | |- |Blight mechanics for conversion of System Resources |ã·ã¹ãã ã®è³æºã倿ãããã©ã€ãã®ã¡ã«ããºã | |- |Blight Terraformer |ãã©ã€ããã©ãã©ãŒã㌠| |- |Blight mechanics for imprinting Blight on the landscape |ç°å¢ã«ãã©ã€ããå»ã¿èŸŒããã©ã€ãã®ã¡ã«ããºã | |- |Simulation Control |ã·ãã¥ã¬ãŒã·ã§ã³å¶åŸ¡ | |- |Blight mechanics for isolating and eliminating rogue architecture |äžæ£ãªå»ºç¯ãéé¢ãåãé€ããã©ã€ãã®ã¡ã«ããºã | |} == File: data/tech/tech_human == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Extraction |æœåº | |- |Unlocks laser mineral extraction |ã¬ãŒã¶ãŒé±ç©æœåºãã¢ã³ããã¯ãã | |- |Hybrid Human/Robot Technology for Human Production capability |ãããšããããã®ãã€ããªããæè¡ã§ããã®çç£èœåãé«ãã | |- |Advanced Drones |é«åºŠãªãããŒã³ | |- |Allows construction of drones and related facilities |ãããŒã³ãšé¢é£æœèšã®å»ºèšãå¯èœã«ãã | |- |Matrix Frames |ãããªã¯ã¹ãã¬ãŒã | |- |Create frames that are strong but low-weight |äžå€«ã§è»œéãªãã¬ãŒã ãäœã | |- |Power Units |é»åãŠããã | |- |Shuttles |ã·ã£ãã« | |- |Allows construction of long distance shuttles and related facilities |é·è·é¢ã·ã£ãã«ãšé¢é£æœèšã®å»ºèšãå¯èœã«ãã | |- |Hacking |ãããã³ã° | |- |Allows Hacking of digital entities |ããžã¿ã«ãšã³ãã£ãã£ã®ãããã³ã°ãå¯èœã«ãªã | |- |Satellites |è¡æ | |- |Allows construction of satellites that can be launched into space |å®å®ã«æã¡äžããããè¡æã®å»ºèšãå¯èœã«ãã | |- |Human Technology |ããã®æè¡ | |} == File: data/tech/tech_robots == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Research Uplink |ç ç©¶ã¢ãããªã³ã¯ | |- |Robotic assembly line enabling further logistic options |ãããªãç©æµãªãã·ã§ã³ãå¯èœã«ããããããçµã¿ç«ãŠã©ã€ã³ | |- |C0rrup7ed D4tabas3 |C0rrup7ed D4tabas3 | |- |foundationplate |å°ç€ãã¬ãŒã | |- |Basic Signals |åºæ¬ã·ã°ãã« | |- |Allows for production of components for detection and signal transfer |æ€åºãšã·ã°ãã«äŒéã®ããã®ã³ã³ããŒãã³ãã®è£œé ãå¯èœã«ãã | |- |Basic |åºæ¬ | |- |Basic Structures |åºæ¬æ§é | |- |Expands the range of small buildings with a variety of socket configurations |倿§ãªãœã±ããæ§æã«ãããå°åã®å»ºé ç©ã®å¹ ãåºãã | |- |Basic Power |åºæ¬é»å | |- |Unlocks power production and storage components that contribute to your power grid |é»åã°ãªããã«è²¢ç®ããçºé»ãšé»å貯èµã³ã³ããŒãã³ããã¢ã³ããã¯ãã | |- |Behaviors |åäœ | |- |Introduces Behaviors that allow increased and finer control of units for automation purposes |ãªãŒãã¡ãŒã·ã§ã³ã®ããã«ãŠãããããã现ããå¶åŸ¡ã§ããåäœãå°å ¥ãã | |- |Basic Robotics |åºç€ãããã | |- |Introduction of Robotics Assembler allowing production of units with greater capabilities |ããããçµç«æ©ã®å°å ¥ã«ããã髿©èœãªãŠãããã®çç£ãå¯èœã«ãªã | |- |Power Transference |é»åç§»è»¢è£ çœ® | |- |Power Transmission for expanding the power grid and improving range of power options |é»åã°ãªãããæ¡å€§ããé»åã®éžæè¢ãåºããããšãç®çãšããé»åé黿© | |- |Nanobots |ããããã | |- |Remote connection to units and items allows for damage repair and quick transportation of inventory |ãŠããããã¢ã€ãã ãžã®ãªã¢ãŒãæ¥ç¶ã«ãããæå·ã®ä¿®çãã€ã³ãã³ããªã®è¿ éãªèŒžéãå¯èœã«ãªã | |- |Robotics Production |ãããã補é | |- |Expansion and improvement of production ability adding more advanced units |ããé«åºŠãªãŠãããã远å ãã補é èœåã®æ¡å€§ãšåäž | |- |Expanded Power |é»åã®æ¡å€§ | |- |Increased ability to supply grid through wind powered production and power storage components |颚åçºé»ãšé»å貯èµã³ã³ããŒãã³ãã«ããã°ãªããäŸçµŠèœåã®åäž | |- |Gateway Technology |ã²ãŒããŠã§ã€æè¡ | |- |The understanding of simulation data opening a gateway to advanced technologies and materials |é«åºŠãªæè¡ãçŽ æãžã®æãéãã·ãã¥ã¬ãŒã·ã§ã³ããŒã¿ã®ç¥è | |- |Advanced Logistics |é«åºŠãªç©æµ | |- |Logistics upgrades for storing of items |ã¢ã€ãã ä¿ç®¡ã®ããã®ç©æµã®ã¢ããã°ã¬ãŒã | |- |Advanced |é«åºŠ | |- |Advanced Materials |é«åºŠãªçŽ æ | |- |Advanced material refinement expanding building options. |建ç¯ã®éžæè¢ãåºããé«åºŠãªçŽ æã®æ¹è¯ã | |- |Power Upgrade |é»åã¢ããã°ã¬ãŒã | |- |Unlocks options to send power over greater distances |é·è·é¢ã«é»åãéãæ¹æ³ãã¢ã³ããã¯ãã | |- |Drone Storage |ãããŒã³ä¿ç®¡åº« | |- |Medium sized storage and small automated drones |äžåä¿ç®¡åº«ãšå°åèªåãããŒã³ | |- |Advanced Structures |é«åºŠãªæ§é | |- |Understanding of core structural matrices allowing for advanced chip, matrix and frame production. |é«åºŠãªãããããããªã¯ã¹ããã¬ãŒã ã®è£œé ãå¯èœã«ããã³ã¢æ§é ãããªã¯ã¹ã®ç¥èã | |- |Using power fields to generate defenses |é»åãã£ãŒã«ãã䜿ã£ãŠé²å£ãçæãã | |- |Scanner Tech |ã¹ãã£ããŒæè¡ | |- |Protect yourself |èªåã®èº«ãå®ã | |- |Matrix Technology |ãããªã¯ã¹æè¡ | |- |Unlocks advanced robotics matrix technology |é«åºŠãªãããããããªã¯ã¹æè¡ãã¢ã³ããã¯ãã | |- |Power Storage |é»åè²¯èµ | |- |Unlocks simple power options |ã·ã³ãã«ãªé»åäŸçµŠæ¹æ³ãã¢ã³ããã¯ãã | |- |Supercomputing |ã¹ãŒããŒã³ã³ãã¥ãŒã¿ | |- |Allows more advanced computation research |ããé«åºŠãªã³ã³ãã¥ãŒã¿ã®ç ç©¶ãå¯èœã«ãã | |- |Logistics upgrade |æå€§æ°éãæå®ã§ããç©æµã¢ããã°ã¬ãŒã | |- |Epic Structures |ãšããã¯ãªæ§é | |- |Power Source |é»åäŸçµŠæº | |- |Unlocks advanced power options |é«åºŠãªé»åäŸçµŠæ¹æ³ãã¢ã³ããã¯ãã | |- |Stockpile |åè | |- |Storage upgrades |ä¿ç®¡åº«ã®ã¢ããã°ã¬ãŒã | |- |Ultra-tech Framework |è¶ ãã€ãã¯ãªãã¬ãŒã ã¯ãŒã¯ | |- |Unlocks quantum level robotics technologies and units |éåã¬ãã«ã®ããããæè¡ãšãŠããããã¢ã³ããã¯ãã | |- |An advanced particle fabricator |é«åºŠãªç²åå å·¥æ© | |- |Quantum Robotics |éåããããå·¥åŠ | |- |Unlocks the next generation level of robotics technologies and units |次äžä»£ã¬ãã«ã®ããããæè¡ãšãŠããããã¢ã³ããã¯ãã | |- |An advanced particle power generator |é«åºŠãªç²åçºé»æ© | |- |The Simulator |ã·ãã¥ã¬ãŒã¿ãŒ | |} == File: data/tech/tech_virus == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Virus Crypto |ãŠã€ã«ã¹æå· | |- |Tools for using the virus in a disruptive way |ãŠã€ã«ã¹ãç Žå£çã«å©çšããããã®ããŒã« | |- |A protective barrier that prevents the virus from infecting units in the surrounding area |ãŠã€ã«ã¹ãåšå²ã®ãŠãããã«ææããã®ãé²ãé²å£ | |- |Hive |ãã€ã | |- |Virus component for Bug production |ãã°è£œé çšãŠã€ã«ã¹ã³ã³ããŒãã³ã | |- |Virus Vaccine |ãŠã€ã«ã¹ã¯ã¯ãã³ | |- |Global firewall protection for all units against the virus |å šãŠã®ãŠãããããŠã€ã«ã¹ããå®ãã°ããŒãã«ãã¡ã€ã¢ãŠã©ãŒã« | |- |Virus Infection |ãŠã€ã«ã¹ææ | |- |Virus tools transmit Virus as a directed attack |ãŠã€ã«ã¹ããŒã«ã¯ãçŽæ¥æ»æãšããŠãŠã€ã«ã¹ææãåŒãèµ·ãã | |- |Virus Waveform |ãŠã€ã«ã¹ãŠã§ãŒããã©ãŒã | |- |Virus tool the scramblers signals within the Blight |ãã©ã€ãã«ã®ã·ã°ãã«ãæ··ä¹±ããããŠã€ã«ã¹ããŒã« | |- |Total Protection |å®å šä¿è· | |- |Total protection against the virus. Your units can no longer be affected by the negative effects of the virus |ãŠã€ã«ã¹ããå®å šã«èº«ãå®ãããŠãããããŠã€ã«ã¹ã®æªåœ±é¿ãåããããšããªããªã | |- |Bug Possession |ãã°ã®ããŒãã·ã§ã³ | |- |Bug overwriting of data technology |ãã°ã«ããããŒã¿æè¡ã®äžæžã | |- |Bug Attacks |ãã°æ»æ | |- |Replication of Bug Attacks |ãã°æ»æã®è€è£œ | |- |Virus Wipe |ãŠã€ã«ã¹ã¯ã€ã | |- |Virus tools that completely integrate with virus technology |ãŠã€ã«ã¹æè¡ãšå®å šã«çµ±åããããŠã€ã«ã¹ããŒã« | |} == File: data/techs == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Humanity |ãã | |- |Energetics |ãšãã«ã®ãŒ | |- |Story |ã¹ããŒãªãŒ | |- |Human Intel |ããã®æ å ± | |- |Research data used for Human Technology |ããã®æè¡ã«äœ¿ãããç ç©¶ããŒã¿ | |- |Virus Discovery |ãŠã€ã«ã¹ã®çºèŠ | |- |Alien Discovery |ãšã€ãªã¢ã³ã®çºèŠ | |- |A strange alien race with highly advanced technology we can utilize |æã ãå©çšã§ããé«åºŠãªæè¡ãæã€æªç¥ã®ãšã€ãªã¢ã³ç𮿠| |- |Alien Technology |ãšã€ãªã¢ã³ã®æè¡ | |- |Gain the ability to research alien technology |ãšã€ãªã¢ã³ã®æè¡ãç ç©¶ã§ããããã«ãªã | |- |Blight Discovery |ãã©ã€ãã®çºèŠ | |- |Blight gas analysis can begin to unlock the mysterious nature of the blight |ãã©ã€ãã¬ã¹ãåæããããšã§ããã©ã€ãã®è¬ã«è¿«ãããšãã§ãã | |} == File: data/utilities == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |call |åŒã³åºã | |} == File: data/values == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Red |èµ€ | |- |Green |ç· | |- |Blue |é | |- |Yellow |é» | |- |Cyan |ã·ã¢ã³ | |- |Magenta |ããžã§ã³ã¿ | |- |Black |é» |M |- |Brown |è¶è² |M |- |Crimson |ççŽ |M |- |Dark Gray |æ¿ãç°è² |M |- |Light Green |èç· |M |- |Light Gray |ã©ã€ãã°ã¬ãŒ |M |- |Pink |ãã³ã¯ |M |- |White |çœ |M |- |Pastel |ãã¹ãã« |M |- |Owned |ææ | |- |World |ã¯ãŒã«ã | |- |Mineable |æ¡æå¯èœ | |- |Not Blight |ãã©ã€ãã§ã¯ãªã | |- |Bug |ãã° | |- |Solved |解決æžã¿ | |- |Unsolved |æªè§£æ±º | |- |Can Loot |ç¥å¥ªå¯èœ | |- |In Power Grid |é»åã°ãªããå | |- |value |å€ | |- |Arrow Up |â | |- |Arrow Down |â | |- |Arrow Left |â | |- |Arrow Right |â | |- |Arrow Up Left |â | |- |Arrow Up Right |â | |- |Arrow Down left |â | |- |Arrow Down Right |â | |- |Octagon |å «è§åœ¢ |M |- |Pentagon |äºè§åœ¢ |M |- |Star |æ |M |- |Locked |ãã㯠| |- |Unlocked |ã¢ã³ããã¯æžã¿ | |- |Damaged |ç Žæ | |- |Infected |ææ | |} == File: data/visuals == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Power Plant |çºé»æ | |- |Warehouse |å庫 | |- |Factory |å·¥å Ž | |- |Research Lab |ç ç©¶æ | |- |Min |æäœ | |- |Average |å¹³å | |} == File: System-Strings == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Tried to load corrupt save data |ç Žæããã»ãŒãããŒã¿ãèªã¿èŸŒãããšãã | |- |A script error occurred |ã¹ã¯ãªãããšã©ãŒã®çºç | |- |Script error while setting up scenario and mods |ã·ããªãªãšMODã®èšå®äžã«ã¹ã¯ãªãããšã©ãŒãçºçããŸãã | |- |Script error while starting up world |ã¯ãŒã«ãã®èµ·åæã«ã¹ã¯ãªãããšã©ãŒãçºçããŸãã | |- |Save game was for a mod that isn't installed |ã»ãŒãããŒã¿ã¯ã€ã³ã¹ããŒã«ãããŠããªãMODã®ãã®ã§ãã | |- |Save game was for a mod newer than installed |ã»ãŒãããŒã¿ã¯ãã€ã³ã¹ããŒã«ããããã®ããæ°ããMODçšã§ãã | |- |Save data was corrupted |ã»ãŒãããŒã¿ãç ŽæããŠããŸã | |- |Error during LUA mod update procedure |LUA MODã¢ããããŒãåŠçäžã«ãšã©ãŒãçºçããŸãã | |- |Replay had no player join |ãªãã¬ã€ã«èª°ãåå ããªãã£ã | |- |Unknown LUA code cannot be loaded |äžæãªLUAã³ãŒããèªã¿èŸŒããŸãã | |- |Server was running different game version |ãµãŒããŒãç°ãªãã²ãŒã ããŒãžã§ã³ãå®è¡ããŠããŸãã | |- |Server was running different mod version |ãµãŒããŒãç°ãªãMODããŒãžã§ã³ãå®è¡ããŠããŸãã | |- |Server was running different mod code |ãµãŒããŒãç°ãªãMODã³ãŒããå®è¡ããŠããŸãã | |- |Server entity placement could not be recreated on client |ãµãŒããŒã®ãšã³ãã£ãã£é 眮ãã¯ã©ã€ã¢ã³ãã§åäœæã§ããŸããã§ãã | |- |Server did not send world state (firewall problem?) |ãµãŒããŒãã¯ãŒã«ãã¹ããŒããéä¿¡ããŸããã§ããããã¡ã€ã¢ãŠã©ãŒã«ã®åé¡ã®å¯èœæ§ããããŸã | |- |Hardware difference on server prevents deterministic simulation |ãµãŒããŒã®ããŒããŠã§ã¢ãç°ãªãããã確å®çã·ãã¥ã¬ãŒã·ã§ã³ãã§ããŸãã | |- |Invalid password |ç¡å¹ãªãã¹ã¯ãŒã | |- |Server is full |ãµãŒããŒã¯æºæ¯ã§ã | |- |You have been kicked from this server |ãã®ãµãŒããŒãã远ãåºãããŸãã | |- |You have been banned from this server |ãã®ãµãŒããŒããBANãããŸãã | |- |Timed out while trying to connect |æ¥ç¶äžã«ã¿ã€ã ã¢ãŠãããŸãã | |- |Host shut down |ãã¹ãã®ã·ã£ããããŠã³ | |- |Connection to host was lost |ãã¹ããšã®æ¥ç¶ã倱ãããŸãã | |- |Game version mismatch |ã²ãŒã ããŒãžã§ã³ã®äžäžèŽ | |- |Network connection problem (check settings and firewall) |ãããã¯ãŒã¯æ¥ç¶ã®åé¡ïŒèšå®ãšãã¡ã€ã¢ãŠã©ãŒã«ã確èªããŠãã ããïŒ | |- |Shared/Coop |ã·ã§ã¢/Co-op | |- |Separate/Versus |ãœã/å¯ŸæŠ | |- |In the multiplayer game mode 'Separate/Versus' every joining player gets their own faction while in 'Shared/Coop' all players will join the main player faction. |ãã«ããã¬ã€ã®ã²ãŒã ã¢ãŒãããœã/察æŠãã§ã¯ãåå ãããã¹ãŠã®ãã¬ã€ã€ãŒãèªåã®ãã¡ã¯ã·ã§ã³ãæã€ãããã·ã§ã¢/Co-opãã§ã¯ããã¹ãŠã®ãã¬ã€ã€ãŒãã¡ã€ã³ãã¬ã€ã€ãŒã®ãã¡ã¯ã·ã§ã³ã«åå ããã | |}
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