This is the translation data from English to Chinese (Simplified). For information on how to contribute see Translations. Thank you.
File: ui/BuildView[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
small | 小型 | |
medium | 中型 | |
large | 大型 | |
special | 特殊 | |
misc | 其他 | |
Small Buildings | 小型建筑 | |
Medium Buildings | 中型建筑 | |
Large Buildings | 大型建筑 | |
Special Buildings | 特殊建筑 | |
Other Constructions | 其他建造 | |
Human Buildings | 人类建筑 | |
Alien Buildings | 外星建筑 | |
Library | 行为库 | |
Cannot build here | 无法在此建造 |
File: ui/Challenges[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
New Best | 全新最佳 | |
Next Challenge | 下一项挑战 | |
Back to Main Menu | 返回主菜单 |
File: ui/Codex[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Mark All Read | 全部标记为已读 | |
Accept | 接受 | |
Pressed | 按下 | |
Unknown | 未知 | |
ITEM | 物品 | |
Mine Metal Ore | 开采金属矿 | |
Use a miner component to mine metal ore | 使用采矿机组件开采金属矿 | |
Mine Crystal Chunks | 开采水晶块 | |
Use a miner component to mine crystal chunks | 使用采矿机组件开采水晶块 | |
Mine Silica Sand | 开采硅砂 | |
Use a miner component to mine silica sand | 使用采矿机组件开采硅砂 | |
Mine Laterite Ore | 开采红土矿 | |
Use a laser extractor component to mine laterite ore | 使用激光开采组件开采红土矿 | |
Fabricate Metal Bars | 制造金属棒 | |
Use a fabricator component to fabricate metal bars | 使用制造机组件制造金属棒 | |
Bots Built | 已制造的机器人 | |
How many bot units you have produced | 已生产的机器人数量 | |
Buildings Built | 已建造的建筑 | |
How many buildings you have built | 已建造的建筑数量 | |
Solve Robot Explorables | 解决机器人可探索项 | |
Visit and solve the challenges on explorables by the robot race | 访问并解决机器人类别的可探索项挑战 | |
Solved Circuit puzzles | 已解决的电路谜题 | |
Solve Circuit puzzle in ruins | 解决遗迹中的电路谜题 | |
Solved Nine Clicks puzzle | 已解决的九步解谜谜题 | |
Solve Nine Clicks puzzle in ruins | 解决遗迹中的九步解谜谜题 | |
Solved Balance Puzzles | 已解决的完美平衡谜题 | |
Solve Balance puzzle in ruins | 解决遗迹中的完美平衡谜题 | |
Solved Sliding Puzzles | 已解决的数字滑动谜题 | |
Solve Sliding puzzle in ruins | 解决遗迹中的数字滑动谜题 | |
Bugs Killed | 已击杀的虫子 | |
How many alien creatures you've killed | 已击杀的外星生物数量 | |
Satellites launched | 已发射的卫星 | |
Launch satellites off the planet | 向星球外发射卫星 | |
Tiles Discovered | 已发现的区域 | |
How many map tiles you've discovered | 已发现的地图区域数量 | |
In Progress | 进行中 | |
Completed | 已完成 | |
Missions | 任务 | M |
Milestones | 里程碑 | |
Show on Game Screen | 显示在游戏屏幕上 | |
More Information | 更多信息 | |
Reach %d | 达成%d | |
Completed Goal | 已完成的目标 | |
Reached Milestone | 已达成的里程碑 | |
angle | 角度 | |
Click for more details | 点击查看更多详情 |
File: ui/DefinitionTooltip[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
reserved for outgoing order | 预订出库订单 | |
reserved for delivery | 预订配送 | |
reserved by | 预订者 | |
reserved for dropping | 保留用于掉落 | M |
space for receiving order | 订单接收空间 | |
space for delivery pick-up | 配送提取空间 | |
space for output of | 产出此组件的空间 | |
space for order by | 订购此组件的空间 | |
Dock reserved for a drone entity | 预留的无人机实体泊位 | |
Stats: | 统计数据: | |
Maximum Stack | 最高层数 | |
Slot Type | 插槽类型 | M |
Damage | 伤害 | |
Damage/sec | 伤害/秒 | |
Power Production | 发电量 | |
Power Usage | 用电量 | |
Drain Rate | 耗电速度 | |
Charge Rate | 充电速度 | |
Bandwidth | 带宽 | |
Durability | 耐久度 | |
Visibility Range | 可视范围 | |
Drone Range | 无人机范围 | |
Movement Speed | 移动速度 | |
Component Efficiency | 组件效率 | M |
Movement Speed Increase | 移动速度增加 | |
products | 产品 | |
breakdown | 详情 | |
summed | 总计 | |
Untitled Behavior | 未命名行为 | |
Fixed | 固定 | |
yellow | 黄色 | |
STORE target has no free slots | “存储”目标中没有空闲槽位 | |
Not connected to Logistics network | 未连接到物流网络 | M |
Does not deliver orders | 不交付订单 | M |
Supply items disabled | 供应项目禁用 | M |
Request items disabled | 请求项目禁用 | M |
Item Transporter Only | 仅项目运输商 | M |
Price: | 价格: | |
Produced by | 制造者 | |
Build time: <hl>%.1f</> seconds | 建造时间:<hl>%.1f</>秒 | |
Mined by | 开采者 | |
Uplink time: <hl>%.1f</> <gl>(%.1f)</>seconds | 上行时间:<hl>%.1f</> <gl>(%.1f)</>秒 | |
Uplink time: <hl>%.1f</> seconds | 上行时间:<hl>%.1f</>秒 | |
<bl>%s</>
in <hl>%.1f</> <gl>(%.1f)</> seconds |
<bl>%s</>
/<hl>%.1f</> <gl>(%.1f)</>秒 |
|
<bl>%s</>
in <hl>%.1f</> seconds |
<bl>%s</>
/<hl>%.1f</>秒 |
|
<bl>Unknown</>
in <hl>???</> seconds |
<bl>未知</>
/<hl>???</>秒 |
|
Research Required | 需要研究 | |
Missing Required Tech | 缺少所需技术 | |
items | 物品 | |
components | 组件 | |
Available | 可用 | |
Total Storage | 总存储 | |
Is Ingredient Of: | 原料: | |
Products using this item as ingredient | 使用该物品作为原料制造的产品 | |
Production Breakdown: | 制造详情: | |
Ingredient Requirements: | 原料要求: | |
Requirements for a constant production | 持续制造要求 | |
Tech Unlocks: | 此技术解锁的物品: | |
Remaining Research: | 剩余研究: | |
Researched at: | 研究地点: | |
Sockets: | 接口: | |
center | 中心 | |
Contained Unit: | 自持装置: | |
Converts to: | 转化为: | |
One-Time Use | 一次使用 | M |
(Hold Shift/Ctrl/Alt for more info) | (按住Shift/Ctrl/Alt查看更多信息) | |
(Hold Ctrl/Alt for more info) | (按住Ctrl/Alt查看更多信息) | |
(Hold Shift for more info) | (按住Shift查看更多信息) | |
Right-Click to clear value | 右击清除数值 |
File: ui/Explorable[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Take All | 全部领取 | |
Disconnected Circuit | 断开电路 | |
Complete | 完成 | |
View Console | 查看控制台 | |
Override available | 可覆盖 | |
Missing Item | 缺少物品 | |
Transfer Item | 运送物品 | |
System Scan | 系统扫描 | |
Need Power | 需要电源 | |
Scan | 扫描 | |
NOT IN DEMO | 未处于演示状态 | |
Need Intel Scanner | 需要Intel扫描仪 | |
Encrypted | 加密 | |
WIP - Currently not accessible | WIP - 当前不可访问 | |
Opened | 公开 | |
white | 白色 | |
Access Granted! | 获得访问权限! | |
Limited Access Granted! | 获得有限访问权限! | |
This structure has an unknown security system. Research and develop scanning technology to gain access to the unlock mechanism. | 该结构采用未知安全系统。研究并开发扫描技术以访问解锁机制。 | |
To unlock access, please complete the requirements chain. | 要解锁权限,请完成系列要求。 | |
height | 高度 | |
Not enough free space to transfer item | 空间不足,无法运送物品 | |
Not enough free space to transfer all items | 空间不足,无法运送所有物品 |
File: ui/Faction[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Units | 装置 | |
Items | 物品 | |
Orders | 订单 | |
Faction | 阵营 | |
power | 电源 | |
Total Battery Power | 电池总电量 | |
Total Energy Used | 总能耗 | |
<bl>Producing</> | <bl>生产中</> | |
<bl>Batteries</> | <bl>电池</> | |
<bl>Transmitters</> | <bl>发射机</> | M |
<bl>Consuming</> | <bl>消耗中</> | |
Zoom In | 放大 | |
Zoom Out | 缩小 | |
Show local power grid of selected unit | 显示所选装置的本地电网 | |
Produced | 已生产 | |
Required | 需要 | |
Receiving | 接收中 | |
Infinity | 无限 | |
Idle Bot | 空闲机器人 | |
No Power | 无电源 | |
Shut Down | 关闭 | |
Logistics Network | 物流网络 | |
DOWN | 下 | |
Total Units: %d | 装置总数:%d | |
Total Buildings: %d | 建筑总数:%d | |
Total Bots: %d | 机器人总数:%d | |
Total Satellites: %d | 卫星总数:%d | |
Back | 返回 | |
Installed | 已安装 | |
Can be Produced by | 可由以下装置生产 | |
Can be Extracted by | 可由以下装置开采 | |
Mined | 已开采 | |
Produced Total | 总产量 | |
Mined Total | 总开采量 | |
Required Total | 总需求量 | |
Show only order related to selected unit | 仅显示与所选装置相关的订单 | |
Cancel All Orders | 取消全部订单 | |
age | 年龄 | M |
Disconnected | 断开连接 | M |
Powered Down | 已断电 | |
Item Transport Only | 仅项目运输 | M |
Item not available | 项目不可用 | M |
Carry Unit Blocked | 携带单元被阻塞 | M |
Source not set to Supply Items | 来源不设置物品 | M |
Target not set to Request Items | 目标未设置为项目 | M |
No Carrier assigned, logistics channels mismatch | 未分配运营商,物流渠道不匹配 | M |
No Carrier assigned | 未分配运营商 | M |
Orders: %d | 订单:%d | |
Selected Unit disconnected from Logistics Network | 选定的单元与物流网络断开 | M |
Selected Unit Powered Down | 选定的单元电源 | M |
Faction Name: | 阵营名称: | |
Change Name | 更改名称 | |
Lock switching to this faction | 锁定切换到此阵营 | |
Faction Color: | 阵营颜色: | |
Trust towards you: | 对你的信任度: | |
rl | rl | |
Faction name already exists | 阵营名称已存在 |
File: ui/FrameView[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Sort Items | 分类物品 | |
Start behavior | 开始行为 | |
Stop behavior | 停止行为 | |
Modify behavior | 修改行为 | |
Logistics Settings | 物流设置 | |
Connect to Logistics Network | 连接到物流网络 | |
Reset Settings | 重置设置 | |
UP | 上 | |
IDLE | 空闲 | |
Store Inventory | 存储库存 | |
MOVE | 移动 | |
Returning Home | 正在返回基地 | |
COMPONENT | 组件 | |
Controlled by Component | 由组件控制 | |
DROP | 降低 | M |
Dropping item | 掉落物品 | M |
Order Delivery to %s | 订单配送至%s | |
Order Pickup from %s | 订单提取自%s | |
Moving to %s | 正在移动至%s | |
Interacting with %s | 与%s交互 | |
Queue | 队列 | |
%s
<desc>A Register that holds a value</> |
%s
<desc>带有数值的寄存器</> |
|
Number of Inventory slots
<hl>Shift-Click</> to toggle locking of slots |
库存槽位数量
<hl>按下Shift并点击</>以切换槽位锁定 |
|
%s
Powered down units stop functioning and do not consume power. |
%s
断电装置将停止工作, 不再消耗电力。 |
|
Power On | 启动 | |
Shutdown | 关闭 | |
%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</> |
%s(物流网络)
连接到物流网络的装置 将自动配送所需物品 并向该网络开放自身库存
<hl>右击查看选项</> |
|
%s (Transport Route)
Have a Unit carry items from the GOTO to the STORE units |
%s(运输路线)
有一个单元从goto到商店单元 |
M |
Transferring | 转移 | M |
Not Transferring | 不转移 | M |
Active Requests (click to cancel) | 活跃请求(点击以取消) | |
Request an Item to be Delivered | 请求配送物品 | |
No free slots available for reservation | 无可预留的空闲槽位 | |
Rotate Building (<Key action="RotateConstructionSite"/>) | />) | M |
Copy Unit Settings (<Key action="UnitCopy"/>) | />) | M |
Paste Unit Settings (<Key action="UnitPaste"/>) | />) | M |
Select GOTO Units | 选择“前往”装置 | |
Select STORE Units | 选择“存储”装置 | |
highlight | 高亮显示 | |
Cancel Orders | 取消订单 | |
Fix All Slots | 固定所有槽位 | |
Fix Slots to an Item | 将槽位固定至某件物品 | |
Unfix All Slots | 取消固定所有槽位 | |
Drop All Items | 卸下所有物品 | |
Fix Slot to an Item | 将槽位固定至某件物品 | |
Storing Inventory | 存储库存 | |
Store: | 存储: | |
Component: | 组件: | |
Order Delivery | 订单配送 | |
Picking up item from source | 从来源地提取物品 | |
Dropping off item at target | 将物品卸于目标地 | |
Item: | 物品: | |
Source: | 来源: | |
Target: | 目标: | |
Goto: | 前往: | |
Action Queue: | 行动队列: | |
Move: | 移动: | |
Health: %d/%d | 生命值:%d/%d | |
powerbar | 能量条 | |
Producing | 生产中 | |
Requiring | 需要 | |
Overclocked | 已超频 | |
Underclocked | 已降频 | |
Active | 活跃 | |
Yes | 是 | |
No | 否 | |
Transmitting | 传输中 | |
Insufficient power for transmission | 电力不足,无法传输 | |
Transfer Radius | 运送半径 | |
Efficiency | 效率 | |
Consuming | 消耗中 | |
Local Power Grid Stats: | 本地电网统计数据: | |
Generated | 已生成 | |
Received | 已接收 | |
Load | 加载 | |
Batteries/Transmitters | 电池/传输器 | |
Unused | 未使用 | |
Not In Power Grid | 没有电网 | M |
cannot lock on to target inside the blight | 在枯萎区域内无法锁定目标 | |
Can't set a read-only register | 无法设置只读寄存器 | |
Can't link to a read-only register | 无法链接至只读寄存器 | |
cannot link registers between units | 无法在装置之间链接寄存器 | |
Requirements | 要求 | |
Pause Construction | 暂停建造 | |
Abort Construction | 中止建造 | |
High Priority Construction Site | 高优先级建造场地 | |
Click to toggle required component | 单击要切换所需的组件 | M |
Resume Construction | 恢复建造 | |
<Header>Deployment Site</> | <Header>部署场地</> | |
Dropped Items | 已卸下物品 | |
<Header>Faction</> | <Header>阵营</> | |
Stop All Behaviors | 停止所有行为 | |
Start All Behaviors | 开始所有行为 | |
Pause Constructions | 暂停建造 | |
Abort Constructions | 中止建造 | |
High Priority Construction Sites | 高优先级建造场地 | |
Selected %d construction sites | 选择了%d个建造场地 | |
Resume Constructions | 恢复建造 | |
%s <hl>Ctrl-E</>
Powered down units stop functioning and do not consume power. |
%s <hl>Ctrl-E</>
断电装置将停止工作, 不再消耗电力。 |
|
%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 |
%s(物流网络)<hl>Shift-E</>
连接到物流网络的装置 将自动配送所需物品 并向该网络开放自身库存 |
|
Select unit to set as Goto target | 选择装置以将其设为“前往”目标 | |
Select unit to set as Store target | 选择装置以将其设为“存储”目标 |
File: ui/HoverEntity[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
<Key action="ExecuteAction" style="hl"/> to pick up | <Key action="ExecuteAction" style="hl"/>以提取 | |
<rl>Paused Construction</> | <rl>已暂停建造</> | |
Right click to Investigate | 右击进行调查 | |
<rl>Powered Down</> | <rl>已断电</> | |
Selected by: %S | 选择者:%S |
File: ui/InGameMenu[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Version | 版本 | |
Since Last Save | 前存档 | |
Time Played | 游戏时长 | |
Current Time | 当前时间 | |
Seed Value | 种子值 | |
Return to Game | 返回游戏 | |
Save Game | 保存游戏 | |
Restart Game | 重新开始游戏 | |
End Game | 结束游戏 | |
Invite Friend | 邀请好友 | |
Switch Faction | 切换阵营 | |
Player Name | 玩家名称 | |
To send feedback with a screenshot, press <Key action="CaptureFeedbackShot"/> while playing | 要发送带有截图的反馈,请在游玩时按下<Key action="CaptureFeedbackShot"/> | |
Kick/Ban Player | 踢出/禁止玩家 | |
Public | 公开 | |
Friends Only | 仅限好友 | |
Invite Only | 仅限邀请 | |
LAN / IP Connect Server | LAN/IP连接服务器 | |
PUBLIC | 公开 | |
FRIENDS | 好友 | |
INVITE | 邀请 | |
LAN | LAN | |
offline | 离线 | |
Start hosting a multiplayer session | 发起多玩家会话 | |
server | 服务器 | |
Already hosting a multiplayer session | 已发起多玩家会话 | |
client | 客户端 | |
Unable to host a multiplayer session while playing on another server | 在另一个服务器游玩时无法发起多玩家会话 | |
<header>Early Access</>
For feedback or bug reports use the form on the right or contact us via Discord. |
<header>抢先体验</>
如需提交反馈或错误报告,请使用右边的表格或通过Discord联系我们。 |
|
Stop Server | 关闭服务器 | |
Start Server | 开启服务器 | |
Server Info | 服务器信息 | |
Visibility | 可视性 | |
Kick Player | 踢出玩家 | |
Do you want to remove this player from the server? | 是否将该玩家从服务器中移除? | |
Ban Player (lasts until game on server is restarted) | 禁止玩家(直至游戏在服务器上重启) | |
Are you sure you want to restart the current scenario? | 是否确认重新开启当前场景? | |
Are you sure you want to abort the scenario and return to the main menu? | 是否确认中止该场景并返回主菜单? | |
Starting Server ... | 正在启动服务器... | |
Failed to start server, please check your network connection. | 服务器启动失败,请检查网络连接。 | |
New Faction | 新阵营 | |
Copied seed to clipboard | 已将种子复制到剪贴板 | |
Send Developer Feedback | 发送开发人员反馈 | |
All feedback is publicly visible | 所有反馈均公开可见 | |
Suggestions, bug reports or other issues, feel free to share any kind of feedback! | 请随时与我们分享任何反馈,如建议、错误报告或其他问题! | |
Attach a save game of the current state of the game | 请在附件中添加当前游戏状态的存档 | |
Very Happy | 非常乐意 | |
Happy | 乐意 | |
Unhappy | 不乐意 | |
Very Unhappy | 非常不乐意 | |
Click on an expression to send the feedback | 请点击您发送反馈时的心情 | |
Feedback Site | 反馈网站 | |
Cancel | 取消 | |
General | 一般 | |
Suggestion | 建议 | |
Performance | 性能 | |
Category | 类别 | |
We received your feedback.
Thank you for helping us to make the game better! |
我们已收到您的反馈。
感谢您帮助我们不断完善这款游戏! |
|
Feedback Submitted | 反馈已提交 | |
Feedback could not be submitted.
Please check your internet connection. |
无法提交反馈。
请检查您的网络连接。 |
|
Attaching Screenshot (Resolution: %dx%d, Size: %d bytes) | 随附截图(分辨率:%dx%d,大小:%d字节) | |
Game Settings: | 游戏设置: | |
Peaceful Mode | 和平模式 | |
Resource Richness | 资源富足度 | |
Amount of resources spawned within the world | 世界中产生的资源数量 | |
Blight Corruption | 枯萎腐蚀 | |
Amount of Blight Corruption spawned within the world | 世界中产生的枯萎腐蚀量 | |
Plateau Amounts | 高原数量 | |
Plateau density | 高原密度 | |
Turn off to disable night | 关闭以禁用夜间模式 | |
Day Length | 日间时长 | |
Length of the Day/Night cycle | 日/夜循环时长 | |
Year Length | 年长度 | M |
Length of a yearly cycle | 年度周期的长度 | M |
Landscape | 横版 | |
Minigames | 小游戏 | |
Enables/Disables minigames | 启用/禁用小游戏 | |
Passive | 被动 | |
Hostile | 敌对 | |
Aggressive | 侵略 | |
TX_AMT_LOW | 低 | |
TX_AMT_MEDIUM | 中 | |
TX_AMT_HIGH | 高 | |
Infinite Rich | 无限 | |
Short | 短 | |
Normal | 正常 | |
Long | 长 | |
Enabled | 已启用 | |
Disabled | 已禁用 | |
Flat | 平面 | |
normal | 正常 | |
flat | 平面 | |
<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>无</> - 不会生成敌方虫子
<hl>被动</> - 受到攻击后变为敌对 <hl>敌对</> - 当你靠近时对你发起攻击 <hl>侵略</> - 攻击发现的任何玩家 |
|
<hl>Normal</> - Normal bumpy landscape generation
<hl>Flat</>Flat desert and grasslands to make building bases easier |
<hl>正常</> - 生成正常的凹凸景观
<hl>平面</>平面化的沙漠和草原,方便建造基地 |
|
Game Settings | 游戏设置 | |
Click to copy seed to clipboard | 点击将种子复制到剪贴板 | |
Server Settings: | 服务器设置: | |
Server Name | 服务器名称 | |
Server Port | 服务器端口 | |
Max Players | 最大玩家数量 | |
Password | 密码 | |
%S's Server | %S的服务器 | |
Enter the password to connect to the server | 输入密码以连接服务器 | |
Please Wait | 请稍候 | |
Joining Session ... | 正在加入会话... | |
Do you want to end the game to join the multiplayer game?
Any unsaved progress will be lost. |
是否结束当前游戏,并加入多人游戏?
任何未保存的进度都将丢失。 |
File: ui/ItemSlot[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
No Item
<hl>Type: </>%s |
无物品
<hl>类型:</>%s |
|
Item already exists on unit | 物品已在装置上存在 | |
No available socket for component | 无组件可用接口 | |
No items available to transfer | 无可运送物品 | |
Unable to transfer items between these two units | 无法在两个装置之间运送物品 | |
Cannot transfer items to unsolved explorables | 无法将物品运送至未解决的可探索项 | |
Cannot transfer items to resource nodes | 无法将物品运送至资源节点 | |
Cannot undock busy Unit | 不能解开繁忙的单位 | M |
No items available to drop | 无可供卸下的物品 | |
Buildings cannot drop items directly | 建筑无法直接卸下物品 | |
Unable to transfer to this unit | 无法运送至该装置 | |
Component doesn't fit into socket | 组件不适配接口 | |
Unable to place into full or fixed item slot | 无法置于已满或已固定的物品槽位中 | |
Slots are not compatible | 槽位不兼容 | |
Drag this item to transfer | 拖动此物品以进行运送 | |
No socket available to equip this component | 没有可用的接口来装备此组件 | |
No slot available to convert this item | 没有可用的槽位来转化此物品 | |
Specific Amount | 具体数量 | |
Fix Slot to this Item | 将槽位固定至此物品 | |
Fix Empty Slot | 固定空闲槽位 | |
Unfix Slot | 取消固定槽位 | |
Select Unit | 选择装置 | |
Drop Item | 卸下物品 | |
Unpack %s | 拆开%s | |
Package %s | 打包%s | |
Convert to %s | 转化为%s |
File: ui/Library[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Hide Unlocks | 隐藏未解锁物品 | |
Blueprints | 蓝图 | |
Delete Folder | 删除文件夹 | |
Current Folder Name: | 当前文件夹名称: | |
Rename | 重命名 | |
Blueprint requires research | 蓝图需要研究 | |
Copy to Clipboard | 复制到剪贴板 | |
Move to folder | 移动至文件夹 | |
Right-Click Behavior Components to edit | 右击要编辑的行为组件 | |
Toolbox | 工具箱 | |
Select Blueprint Base | 选择蓝图基地 | |
Left-Button Edit, Right-Button Context Menu | 左键编辑,右键上下文菜单 | M |
Unnamed %s | 未命名%s | |
Click to edit
Drag to re-order |
点击以进行编辑
拖动以重新排序 |
|
Paste From Clipboard | 从剪贴板粘贴 | |
Save Current Selection | 保存当前选项 | |
Save Last Copied | 保存上次复制 | |
Create New | 新建 | |
Blueprint copied to clipboard | 蓝图已复制到剪贴板 | |
Are you sure you want to delete the blueprint '%S'? | 是否确认删除蓝图'%S'? | |
Can't create circular link connection | 无法创建循环链路连接 | |
Logistics Network Configuration | 物流网络配置 | |
Parameters | 参数 | |
Instructions | 说明 | |
Subroutines | 子程序 | |
Behavior copied to clipboard | 行为已复制到剪贴板 | |
Are you sure you want to delete the behavior '%S'? | 是否确认删除行为'%S'? | |
Copy to Selected | 复制到已选项 | |
Update units | 更新单元 | M |
Updates all units with the same behavior name | 更新所有具有相同行为名称的单元 | M |
Update Blueprints | 更新蓝图 | M |
Updates all blueprints in library with the same behavior name | 更新具有相同行为名称的库中的所有蓝图 | M |
New Folder | 新文件夹 | |
Are you sure you want to remove the folder '%S'?
All blueprints will default back to the top level |
是否确认移除文件夹'%S'?
所有蓝图都将默认回到顶层文件夹 |
|
Create Folder | 创建文件夹 |
File: ui/LoadSave[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Name: | 名称: | |
Saved: | 已存档: | |
Time Played: | 游戏时长: | |
Replay | 回放 | |
Save | 存档 | |
save | 存档 | |
[Save New] | [新存档] | |
hostload | 主机负载 | |
load | 加载 | |
Save name missing | 存档名称缺失 | |
Are you sure you want to override this save game? | 是否确认覆盖此存档游戏? | |
Error during save operation | 存档时出错 | |
Game Saved | 游戏已存档 | |
Error during load operation | 加载时出错 | |
Enter a new name for this save game | 为此存档游戏输入新名称 | |
Name can't be empty | 名称不得为空 | |
Error during rename operation | 重命名时出错 | |
Save Game Renamed | 存档游戏已重命名 | |
Are you sure you want to delete this save game? | 是否确认删除此存档游戏? | |
Error during delete operation | 删除时出错 | |
Save Game Deleted | 存档游戏已删除 | |
The package is now missing | 程序包缺失 | |
The package is missing another base mod package | 程序包缺少另一基础模组包 | |
The package has an older version installed than what was saved with | 已安装的程序包版本旧于已存档的版本 | |
Failed to load scenario package '%S' of mod '%S'.
Error: %s |
模组'%S'的场景包'%S'加载失败。
错误:%s |
|
Addon '%S' of Mod '%S' | 模组'%S'的加载项'%S' | |
%s (Error: %s) | %s(错误:%s) | |
The list of currently active mods is different from what was used when the game was saved. | 当前活跃模组列表与游戏存档时所用的模组不同。 | |
Play with Mods from Save | 使用存档模组进行游戏 | |
Play with Active Mods | 使用活跃模组进行游戏 | |
No Mods | 无模组 |
File: ui/MapOverlay[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Canvas | Canvas | |
Displaying Visual Registers, Status Icons and Ranges | 显示视觉寄存器、状态图标和范围 | |
Hiding Overlays | 隐藏覆盖 | |
Displaying Visual Registers Only (Default) | 仅显示视觉寄存器(默认) |
File: ui/Music[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
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. | 在完整版游戏中,你可以利用枯萎来研究更多激动人心的技术、制造更多组件,并推动故事进展。 | |
Blight Discovered | 已发现的枯萎区域 |
File: ui/Notification[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Notifications | 通知 | |
error | 错误 | |
idle | 空闲 | |
story | 故事 | |
underattack | 遇袭 | |
info | 信息 |
File: ui/Options[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Video | 视频 | |
Audio | 音频 | |
Game | 游戏 | |
Input | 输入 | |
System | 系统 | |
Mode | 模式 | |
Resolution | 分辨率 | |
Confirm | 确认 | |
Vertical Synchronization Rate | 垂直同步率 | |
VSync | 垂直同步 | |
Limits the framerate | 限制帧率 | |
Frame Rate Limit | 帧率限制 | |
Upscaling | 升级 | M |
DLSS Quality | DLSS质量 | M |
NIS Quality | NIS质量 | M |
Sharpness | 清晰度 | M |
Frame Generation | 框架生成 | M |
Reflex | 反射 | M |
High Dynamic Range - *** Exclusive Fullscreen Only *** | 高动态范围 - ***仅限全屏模式*** | |
HDR Output | HDR输出 | |
Gamma | γ | |
Quality Presets | 质量预设 | |
Quality | 画质 | |
View Distance Range | 视距范围 | |
View Distance | 视距 | |
Fog and Cloud Quality | 云雾质量 | |
Fog Quality | 烟雾质量 | |
Shadow Quality | 阴影质量 | |
Anti-Aliasing Method | 抗氧化法 | M |
Anti-Aliasing | 抗锯齿 | |
Bloom Quality | 泛光质量 | |
Depth Of Field | 景深 | |
Depth Of Field Strength | 景深强度 | |
DOF Strength | 景深强度 | |
TX_QUALITY_LOW | 低 | |
TX_QUALITY_MEDIUM | 中 | |
TX_QUALITY_HIGH | 高 | |
Ultra | 超高 | |
windowed | 窗口化 | |
borderless | 无边框 | |
fullscreen | 全屏 | |
Windowed | 窗口化 | |
Borderless | 无边框 | |
Fullscreen | 全屏 | |
FXAA | FXAA | M |
Temporal AA | 暂时的AA | M |
On + Boost | 在 + boost上 | M |
upscaling | 升级 | M |
Do you want to keep the new mode? | 是否保留新模式? | |
Volume | 音量 | |
Effects | 特效 | |
Music | 音乐 | |
Voice | 语音 | |
Menu | 菜单 | |
Mute in background | 后台静音 | |
Reset To Default Volume | 重置为默认卷 | M |
master | 主音量 | |
effect | 特效 | |
music | 音乐 | |
voice | 语音 | |
ui | UI | |
Language | 语言 | |
Interface Scale | 界面比例 | |
Tutorials | 教程 | |
Auto Save | 自动保存 | |
Color Blind Mode | 色盲模式 | |
Deuteranopia | 绿色盲 | |
Green-Blind | 绿色色盲 | |
Protanopia | 红色盲 | |
Red-Blind | 红色色盲 | |
Tritanopia | 蓝色盲 | |
Blue-Blind | 蓝色色盲 | |
Cheats: | 作弊: | |
Passive Bugs | 被动错误 | |
%d min | %d分钟 | |
(disabled) | (已禁用) | |
Scrolling Speed | 滚动速度 | |
Right-Click Drag Scrolling | 右键拖动滚动 | |
Screen Edge Scrolling | 屏幕边缘滚动 | |
Lock Mouse to Window | 鼠标锁定到窗口 | |
Reset All Key Bindings | 重置所有按键绑定 | |
Sensitivity | 灵敏度 | |
Shift | Shift | |
Ctrl | Ctrl | |
Alt | Alt | |
Set by Input | 按输入设置 | |
Keyboard | 键盘 | |
Mouse | 鼠标 | |
Gamepad | 游戏手柄 | |
Remove Binding | 移除绑定 | |
SHIFT | SHIFT | |
CTRL | CTRL | |
ALT | ALT | |
SHIFT+ | SHIFT+ | |
CTRL+ | CTRL+ | |
ALT+ | ALT+ | |
KEYBOARD | 键盘 | |
MOUSE | 鼠标 | |
GAMEPAD | 游戏手柄 | |
Press any key or button | 按任意键或按钮 | |
Are you sure you want to reset all key bindings? | 是否确认重置所有按键绑定? | |
Open Logs Folder | 打开日志文件夹 | |
Open Save Games Folder | 打开存档游戏文件夹 | |
Open Mods Folder | 打开模组文件夹 |
File: ui/Program[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Unit Base Parameters | 装置基本参数 | |
Click to rename | 单击以重命名 | |
Click to edit description | 单击以编辑描述 | |
Undo | 撤销 | |
Stop Program | 停止程序 | |
Start Program | 启动程序 | |
Pause Program | 暂停程序 | |
Step | 步骤 | |
Click to name parameter | 单击以命名参数 | |
Set Comment | 设置注释 | |
Toggle Extra Options | 切换额外选项 | |
Set Next Instruction | 设置下一说明 | |
Remove | 移除 | |
Current Value: | 当前值: | |
Read from Unit Register | 读取装置寄存器 | |
Read from Parameter | 读取参数 | |
Read from Variable | 读取变量 | |
Set to Fixed Value | 设为固定值 | |
Clear | 清除 | |
Write Result to Unit Register | 将结果写入装置寄存器 | |
Write Result to Parameter | 将结果写入参数 | |
Write Result to Variable | 将结果写入变量 | |
userdata | 用户数据 | |
The behavior contains %d unused subroutines which will get removed.
Are you sure you want to continue? |
行为中包含%d个未使用且将被移除的子程序。
是否确认继续? |
|
The behavior component has already been removed, all unsaved changes will be lost.
Are you sure you want to close this window? |
行为组件已被移除,所有未保存的更改都将丢失。
是否确认关闭此窗口? |
|
Set the behavior name | 设置行为名称 | |
Set the behavior description | 设置行为描述 | |
Are you sure you want to overwrite the behavior '%S' with the current behavior? | 是否确认用当前行为覆盖行为'%S'? | |
Are you sure you want to replace the current behavior with '%S'? | 是否确认用'%S'代替当前行为? | |
Are you sure you want to delete everything in the current behavior? | 是否确认删除当前行为中的所有东西? | |
Current Behavior | 当前行为 | |
Clear Current Behavior | 清除当前行为 | |
Close and return to library to manage other behaviors | 关闭并返回行为库以管理其他行为 | |
Behavior Library | 行为库 | |
Go Back Up | 向上返回 | |
Folder '%S' | 文件夹'%S' | |
Overwrite With Current Behavior | 用当前行为覆盖 | |
Behavior in Clipboard | 剪贴板中的行为 | |
LEFT | 左 | |
BOTTOM | 底部 | |
Description | 描述 | |
Parameter %d | 参数%d | |
Remove Parameter | 移除参数 | |
Add Parameter | 添加参数 | |
next | 下一个 | |
right | 右 | |
Extra Options | 其他选项 | |
Program Start | 程序启动 | |
Component not equipped, unable to apply change | 组件未装备,无法应用更改 | |
Node is freely placed, click to auto arrange | 节点已自由放置,点击以自动排列 | |
Node is auto arranged, click to freely place | 节点已自动排列,点击以自由放置 | |
Set the comment | 设置注释 | |
Output parameter cannot be set | 无法设置输出参数 | |
Invalid parameter target | 无效的参数目标 | |
Unit Register | 装置寄存器 | |
Constant value | 常数值 | |
Write into variable | 写入变量 | |
Read from variable | 读取变量 | |
Write into unit register | 写入装置寄存器 | |
Read from unit register | 读取装置寄存器 | |
Write into parameter | 写入参数 | |
Read from parameter | 读取参数 | |
Set the parameter name | 设置参数名称 |
File: ui/Reg[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
outline | 概述 |
File: ui/RegisterSelection[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
World Object | 世界对象 | |
Select on Map | 在地图上选择 | |
World Coordinate | 世界坐标 | |
Inventory Item | 库存物品 | |
Unit Types | 装置类型 | |
Information | 信息 | |
Clear the value and close | 清除数值并关闭 | |
Set the value and close | 设置数值并关闭 | |
%s Blueprint | %s蓝图 | |
%s Research | %s研究 | M |
Select the object or unit on the map | 选择地图上的对象或装置 | |
Production needs at least %d inventory slots | 生产需要至少%d个库存槽位 | |
RIGHT | 右 |
File: ui/ReplayPlayer[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Loaded save game contains no replay data | 已加载的存档游戏未包含任何回放数据 | |
Replay Speed | 回放速度 | |
Replay Progress | 回放进度 | |
Pause Playback | 暂停回放 | |
Set 100% Speed | 设置100%速度 | |
Set Custom Speed | 设置自定义速度 | |
Restart Playback | 重新开始回放 | |
Play Game From Here | 从此处开始游戏 | |
Speed: %s | 速度:%s | |
Paused | 已暂停 | |
Day %d %02d:%02d | 第%d %02d天:%02d | |
Time at cursor | 光标处时间 | |
Current replay time | 当前回放时间 | |
Day %d | 第%d天 |
File: ui/ResourceBar[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
No Power Grid | 无电网 | |
Local Power Grid | 本地电网 | |
Total Generated | 总发电量 | |
Total Load | 总负载 | |
Total Unused | 未使用总数 | |
Average Efficiency | 平均效率 | |
Largest Power Grids | 最大电网 |
File: ui/ShortcutBar[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
%d Units in Shortcut Group #%d | 快捷键组#%d中有%d个装置 | |
Next Idle Unit | 下一个空闲单元 | M |
Remove Shortcut Group | 移除快捷键组 | |
Remove Selection from Group | 从组中移除已选项 | |
Add Selection to Group | 将已选项添加到组中 | |
Remove Group from Selection | 从已选项中移除组 | |
Add Group to Selection | 将组添加到已选项中 | |
Overwrite Group with Selection | 用已选项覆盖组 | |
Move Camera to Group | 将镜头移动到组上 | |
Select Group | 选择组 | |
No Idle Units | 没有空闲单位 | M |
File: ui/SideBar[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Edit Pins | 编辑引脚 | M |
Show Units on Minimap | 在小地图上显示装置 | |
Show Power Grids on Minimap | 在小地图上显示电网 | |
Minimap Follows Camera | 小地图跟随镜头 | |
Reset Camera | 重置镜头 | |
Winter | 冬天 | M |
Spring | 春天 | M |
Summer | 夏天 | M |
Fall | 落下 | M |
Toggle full screen map | 切换全屏图 | M |
Map | 地图 | M |
Toggle Power Grid | 切换电网 | |
Toggle Cursor Grid | 切换光标网格 | |
Follow Camera | 跟随镜头 | |
Visualization mode | 可视化模式 | |
Toggle Path Lines | 切换路线 | |
Build | 建造 | |
Progress | 进度 | |
Control Center | 控制中心 | |
Sunrise | 日出 | |
Sunset | 日落 | |
Year | 年 | M |
Season | 季节 | M |
Simulation Tick | 模拟时刻 | |
Days until %s | 几天直到%s | M |
Hours until %s | 直到%s | M |
Aborted | 已中止 | |
Placed pin <img id="%s"/> | 放置PIN <img id="%s"/> | M |
Removed pin <img id="%s"/> | 删除引脚<img id="%s"/> | M |
Click on location to place pin <img id="%s"/> | 单击位置以放置PIN <img id="%s"/> | M |
Click on pin to remove | 点击销去删除 | M |
Place new Pin | 放置新的别针 | M |
Remove a Pin | 卸下销钉 | M |
HoverRange | Hoverrange | M |
Location is on the plateau | 位置在高原 | M |
Location is in the blight | 位置在疫病中 | M |
Location is high enough for increased wind power | 位置足够高以增加风力 | M |
Blight gas can be extracted at this location | 可以在此位置提取枯萎气 | M |
No entity selected to follow | 未选择要跟随的实体 | |
Cannot follow unit not on map | 无法跟随地图上没有的装置 | |
fill | 填充 | |
Chat | 聊天 |
File: ui/Skin[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Bold | 加粗 | |
tag | 标签 | |
Simple Material | 普通材料 | |
Advanced Material | 高级材料 | |
Hi-Tech Material | 高科技材料 | |
Packaged Unit | 已打包装置 | |
Research Data | 研究数据 | |
Internal Component | 内部组件 | |
Small Component | 小型组件 | |
Medium Component | 中型组件 | |
Large Component | 大型组件 | |
Color Value | 颜色值 | |
Object Type | 对象类型 | |
size | 大小 | |
Small Building | 小型建筑 | |
Medium Building | 中型建筑 | |
Large Building | 大型建筑 | |
Special Building | 特殊建筑 | |
Other Construction | 其他建造 | |
Alien Building | 外星建筑 | |
Goto | 前往 | |
<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>前往</>
<Key action="ExecuteAction" style="hl"/>或<hl>拖动</> <hl>Shift+</><Key action="ExecuteAction" style="hl"/>以排队 移动到此对象或位置并尝试进行<hl>交互</>。 |
|
Store | 存储 | |
<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>存储</>
<hl>Ctrl+</><Key action="ExecuteAction" style="hl"/>或<hl>拖动</> 如设置为已拥有的<hl>装置</>或<hl>建筑</>,其将在可能的情况下转移其库存。
|
|
Visual | 视觉 | |
<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>视觉</>
显示在游戏世界中,可通过从<hl>生产</>拖动到<hl>视觉</>,将其链接到生产
|
|
<header>Signal</>
The unit emits this signal which can be read through signal related components or through behaviors. Useful for advanced automation |
<header>信号</>
装置发出的信号可通过与信号相关的组件或行为读取。
|
File: ui/SocketList[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
%s Socket | %s接口 | |
<desc>This socket only accepts </><bl>%s</><desc> sized Components</> | <desc>此接口仅支持大小为</><bl>%s</><desc>的组件</> | |
<desc>This socket only accepts components of size </><bl>%s</><desc> or smaller</> | <desc>此接口仅支持大小为</><bl>%s</><desc>或更小的组件</> | |
Empty Socket | 空闲接口 | |
Drag Component here to Equip | 拖动此处的组件进行装备 | |
Rotate Component (<Key action="RotateConstructionSite"/>) | 旋转组件 (<Key action="RotateConstructionSite"/>) | |
Drop Component | 卸下组件 | |
Cannot transfer fixed component | 无法运送固定组件 | |
item is not a component | 物品不是组件 | |
cannot equip reserved component | 无法装备已预留的组件 | |
Cannot swap fixed component | 无法切换固定组件 | |
Cannot unequip component into its own slot | 无法将组件取消装入其自身槽位 | |
Cannot unequip component into a locked slot | 无法将组件取消装入已锁定的槽位 |
File: ui/TalkingHead[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Missing Text | 文本丢失 |
File: ui/Tech[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
<bl>Researched</> | <bl>已研究</> | |
Unlocks: | 解锁物品: | |
Requirements (Remaining Total): | 要求(剩余总数): | |
Progress: | 进度: | |
Active Research | 活跃研究 | |
Research Queue | 研究队列 | |
%d/%d steps done | 已完成%d/%d步 | |
Using %d active uplinks | 使用%d活跃的上行链路 | |
Research Complete | 研究完成 | |
Cancel Research | 取消研究 | |
Remove from Queue | 移出队列 | |
Add to Queue | 添加到队列 | |
Pause Research | 暂停研究 | |
Resume Research | 恢复研究 | |
Can only queue up to three research items | 队列中最多可存在三个研究项目 | |
No Active Research | 无活跃的研究 | |
Unlocked Technologies: | 已解锁技术: | |
Unlocked Researches: | 已解锁研究: | |
Next in Queue | 队列中的下一个 | |
Open Research | 打开研究 |
File: ui/ui[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Game Over | 游戏结束 | |
Start Over | 重新开始 | |
Do you want to start over?
Use the menu to leave the game or switch to a different player faction. |
是否重新开始?
使用菜单离开游戏或切换至其他玩家阵营。 |
|
Do you want to start over or leave the game and go back to the main menu? | 是否重新开始或离开游戏并返回主菜单? | |
Dismiss | 忽略 | |
Leave Game | 离开游戏 | |
cannot move into the blight | 无法进入枯萎区域 | |
Cannot move powered down unit | 无法移动断电装置 | |
Cannot queue action while Goto register is linked | 链接“前往”寄存器时无法进行排队操作 | |
Cannot interact while Goto register is linked | 链接“前往”寄存器时无法进行交互 | |
No free inventory space to pick up items | 库存空间不足,无法提取物品 | |
Buildings cannot pick up items directly | 建筑无法直接提取物品 | |
Set %s as store | 将%s设置为存储 | |
Cleared store | 已清空存储 | |
Attack | 攻击 | |
Pinged Here | 已在此处标记 | |
Player <header>%S</> pinged at <header>%dx%d</> | 玩家<header>%S</>在<header>%dx%d</>进行了标记 | |
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 | 选择操作 | |
Selects an object on the following clicked item | 在点击的以下物品中选择一个对象 | |
Execute Action | 执行操作 | |
Executes an action on the following clicked item | 对点击的以下物品执行一项操作 | |
In Game Menu | 游戏内菜单 | |
Opens the in-game menu | 打开游戏内菜单 | |
Build Menu | 建造菜单 | |
Opens the building menu | 打开建造菜单 | |
Tech Tree | 科技树 | |
Opens the tech tree menu | 打开科技树菜单 | |
Opens the codex menu | 打开手册菜单 | |
Opens the Command Center menu | 打开指挥中心菜单 | |
Opens the library menu | 打开行为库菜单 | |
Opens the progress menu | 打开进度菜单 | |
Opens the Chat window | 打开聊天窗口 | |
Accepts current dialogue | 接受当前对话 | |
Pause Game | 暂停游戏 | |
Pauses the game | 暂停当前游戏 | |
Group 1 | 组1 | |
Select shortcut group 1 | 选择快捷键组1 | |
Group 2 | 组2 | |
Select shortcut group 2 | 选择快捷键组2 | |
Group 3 | 组3 | |
Select shortcut group 3 | 选择快捷键组3 | |
Group 4 | 组4 | |
Select shortcut group 4 | 选择快捷键组4 | |
Group 5 | 组5 | |
Select shortcut group 5 | 选择快捷键组5 | |
Group 6 | 组6 | |
Select shortcut group 6 | 选择快捷键组6 | |
Group 7 | 组7 | |
Select shortcut group 7 | 选择快捷键组7 | |
Group 8 | 组8 | |
Select shortcut group 8 | 选择快捷键组8 | |
Group 9 | 组9 | |
Select shortcut group 9 | 选择快捷键组9 | |
Group 10 | 组10 | |
Select shortcut group 10 | 选择快捷键组10 | |
Select Previous | 选择上一个 | M |
Switch to previous selection | 切换到以前的选择 | M |
Set Camera Home | 将镜头设为基地 | |
Repositions camera to the main base | 将镜头重新定位到主基地 | |
Set Camera Zero | 将镜头设为0 | |
Repositions camera to coordinate 0,0 | 将镜头坐标重新定位到0,0 | |
Hide User Interface | 隐藏用户界面 | |
Toggles on/off the user interface | 开启/关闭用户界面 | |
Set Camera Follow Target | 设置镜头跟随目标 | |
Repositions camera to follow the selected target | 将镜头重新定位为跟随所选目标 | |
Toggles on/off the power grid | 开启/关闭电网 | |
Toggle Grid Cursor | 切换网格光标 | |
Toggles on/off the grid cursor | 开启/关闭网格光标 | |
Rotate Construction Site | 旋转建造场地 | |
Rotates a structure | 旋转结构 | |
Show Path | 显示路径 | |
Shows the path of a unit | 显示装置路径 | |
Map Overlay | 地图覆盖 | |
Toggle showing of map overlay information | 切换显示地图覆盖信息 | |
Toggle Camera Rotation | 切换镜头旋转 | |
Rotates the camera | 旋转镜头 | |
Toggle Gamepad Mouse | 切换游戏手柄鼠标 | |
Gives controllers added mouse support | 为控制器提供额外的鼠标支持 | |
Feedback with Screenshot | 带截图的反馈 | |
Capture the screen and open the form to send feedback to the developers | 截图并打开表格以向开发人员发送反馈 | |
Construct from Building | 从建筑中建造 | |
Create a construction site from a building on the map (while the mouse cursor is over a building) | 从地图上的建筑中创建建造场地(当鼠标光标悬停于建筑上时) | |
Unit Settings Copy | 装置设置复制 | |
Copy a units settings | 复制装置的各项设置 | |
Unit Settings Paste | 装置设置粘贴 | |
Apply the copied unit settings or construct a building copy | 应用复制的装置设置或建造相同的建筑 | |
Move Camera Up/Down | 上/下移动镜头 | |
Move Camera Up | 上移镜头 | |
Move Camera Down | 下移镜头 | |
Move Camera Right/Left | 左/右移动镜头 | |
Move Camera Right | 右移镜头 | |
Move Camera Left | 左移镜头 | |
Rotate Camera | 旋转镜头 | |
Rotate Camera Right | 右转镜头 | |
Rotate Camera Left | 左转镜头 | |
Zoom Camera | 缩放镜头 | |
Zoom Camera In | 放大镜头 | |
Zoom Camera Out | 缩小镜头 | |
Released | 松开 | |
No unit focused to copy settings | 没有要复制设置的已选装置 | |
Unable to copy settings | 无法复制设置 | |
Copied unit settings from %s | 已从%s复制装置设置 | |
Haven't unlocked prerequisites for construction | 尚未解锁建造所需前提条件 | |
Copied unit was not a building | 已复制的装置并非建筑 | |
Unable to apply settings onto construction site | 无法将设置应用到建造场地 | |
Settings can only be applied to your units | 仅可将设置应用到你的装置 | |
Cannot paste Buildings onto units | 无法将建筑粘贴到装置上 | |
Apply unit settings onto %d units | 将装置设置应用到%d个装置 | |
Apply unit settings onto %s | 将装置设置应用到%s | |
Need to copy a unit first | 需要先复制装置 | |
Player Joined | 玩家已加入 | |
Name: <header>%S</> - Faction: <header>%S</> | 名称:<header>%S</> - 阵营:<header>%S</> | |
Player Left | 玩家已离开 | |
Player Changed Faction | 玩家已更换阵营 | |
Name: <header>%S</> - Old Faction: <header>%S</> - Faction: <header>%S</> | 名称:<header>%S</> - 旧阵营:<header>%S</> - 阵营:<header>%S</> | |
Faction Settings | 阵营设置 | |
%S changed you from %s to %s | %S已将你从%s换至%s | |
faction | 阵营 | |
Game was automatically saved | 游戏已自动保存 | |
Virus Detected | 检测到病毒 | |
A virus has been detected in the network | 网络中检测出病毒 | |
WARNING: TAKING DAMAGE !!! | 警告:受到伤害!!! | |
You are taking damage (%d) | 你正在受到伤害(%d) | |
attacked | 受到攻击 | |
You are under attack (%d) | 你正在受到攻击(%d) | |
Destroyed | 已摧毁 | |
You have lost a unit (%d) | 你损失了一个装置(%d) | |
Rich %s resource depleted | 富足%s资源已耗尽 | |
Order Carrier | 订单运输机 | |
Order was aborted and carrier still holds the items | 订单已中止,但运输机中仍有物品 |
File: ui/utilities[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Message | 消息 | |
Destination unit no longer exists | 目的地装置已不存在 | |
Construction site cannot take this item | 建造场地不支持该物品 | |
Docked entity is unable to transfer items | 停靠实体无法转移项目 | M |
component | 组件 | |
Selected %s | 已选择%s | |
Interference too high, %s | 干扰过强,%s |
File: ui/viruspopup[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Image | 图像 | |
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! |
在完整版Desynced中,你可以通过研究病毒掌握令人兴奋的新技术,并了解到更多新故事。
在演示版中,你对病毒免疫,因此不必担心! |
File: ui/widgets[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Search: | 搜索: | |
OK | 确认 |
File: frontend/FrontEndMenu[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Reset Simulation | 重置模拟 | |
Are you sure you want to reset the simulation? | 是否确认重置模拟? | |
Continue | 继续 | |
Tutorial | 教程 | |
New Game | 新游戏 | |
Challenges | 挑战 | |
Load Game | 加载游戏 | |
Multiplayer | 多人游戏 | |
Options | 选项 | |
Mods | 模组 | |
Credits | 制作人员 | |
Quit | 退出 | |
Take Control | 控制 | |
Subscribe to Newsletter | 订阅最新资讯 | |
Wiki Website | Wiki网站 | |
Feedback Website | 反馈网站 | |
Steam Store Page | Steam商店页面 | |
Join the Discord | 加入Discord | |
<orb>DESYNCED</> | <orb>DESYNCED</> | |
Challenge | 挑战 |
File: frontend/Mods[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Refresh List | 刷新列表 | |
Steam Workshop | Steam创意工坊 | |
Installed Mods: | 已安装模组: | |
Author: | 作者: | |
Version: | 版本: | |
Description: | 说明: | |
Packages: | 安装包: | |
MISSING DEPENDENCIES | 缺少依赖项 | |
Failed to enable mod '%S' due to missing dependency mod '%S' | 由于缺少相关性模组'%S',启用模组'%S'失败 | |
New mod '%S' has been installed and enabled | 已安装并启用新模组'%S' | |
Mod '%S' has been uninstalled | 已卸载模组'%S' |
File: frontend/Multiplayer[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Host New Game | 主机新游戏 | |
Host Load Game | 主机负载游戏 | |
Find LAN Games | 查找LAN游戏 | |
Connect to IP... | 连接到IP... | |
Join Game | 加入游戏 | |
Sessions: | 会话: | |
Connect to Host | 连接到主机 | |
Enter hostname or IP address to connect to | 输入主机名称或IP地址以连接到 | |
Server Password: | 服务器密码: | |
Day/Night Cycle | 日/夜循环 | |
On | 开启 | |
Off | 关闭 | |
Game Mode | 游戏模式 | |
Password Required | 需要密码 | |
Please check your network connection. | 请检查您的网络连接。 | |
Network Error | 网络错误 | |
gray | 灰色 |
File: frontend/NewGame[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
<hl>Dependencies:</> | <hl>依赖项:</> | |
Scenario | 场景 | |
<hl>ID:</> %s | <hl>ID:</> %s | |
Seed | 种子 | |
Turn off to disable replays | 关闭以禁用回放 | |
Save Replay | 保存回放 | |
Custom | 自定义 | |
Play | 开始游戏 | |
These settings change the intended gameplay experience | 这些设置会改变预期游戏体验 | |
Desynced is quite unique in its core mechanics. We highly recommend playing through the tutorial if that's your first time | Desynced的核心机制非常独特。如果这是您首次尝试,我们强烈建议您先游玩教程 |
File: frontend/frontend[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Satellite Deletor | 卫星删除器 | M |
DEMO VERSION | 演示版 | |
Startup Error | 启动错误 | |
launch | 发射 | M |
File: frontend/credits[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Destroy on Delay | 短暂延迟后摧毁 | |
Always | 始终 | |
Version %s | 版本%s | |
bottom-left | 左下 | |
LEFTMOUSEBUTTON | 鼠标左键 | |
SPACEBAR | 空格键 | |
hidden | 已隐藏 | |
metalore | 金属矿 | |
<large_header>Lead Programmer</> | <large_header>主程序设计师</> | |
<large_header>Principal Programmer</> | <large_header>首席程序设计师</> | |
<large_header>Game Director</> | <large_header>游戏总监</> | |
<large_header>Programming Team</> | <large_header>编程团队</> | |
<large_header>Senior Artist</> | <large_header>高级美工</> | |
<large_header>Art Team</> | <large_header>美工团队</> | |
<large_header>Design Director</> | <large_header>设计总监</> | |
<large_header>Design</> | <large_header>设计</> | |
<large_header>Production</> | <large_header>制作</> | |
<large_header>Additional Art</> | <large_header>其他美术制作</> | |
<large_header>UI (N-iX)</> | <large_header>UI (N-iX)</> | |
<large_header>Music</> | <large_header>音乐</> | |
<large_header>Music Consulting</> | <large_header>音乐咨询</> | |
<large_header>Sound Effects (Tshask Sound Studio)</> | <large_header>音效(Tshask Sound Studio)</> | |
<large_header>Additional Sound Effects</> | <large_header>其他音效</> | |
<large_header>Special Thanks</> | <large_header>特别鸣谢</> | |
<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 – 2023, Epic Games, Inc. All rights reserved.</> |
<credits_text>Desynced使用Unreal®引擎。Unreal®为Epic Games, Inc.在美国及其他地区的商标或注册</><credits_text>商标。</>
<credits_text>Unreal®引擎,1998–2023年版权所有,Epic Games, Inc.。保留所有权利。</> |
|
<credits_text>Desynced is © Stage Games Inc 2018-2023.</>
<credits_text>All code, art, music, game design is copyright Stage Games Inc.</> |
<credits_text>Desynced版权归©Stage Games Inc所有,2018-2023。</>
<credits_text>所有代码、美术、音乐及游戏设计版权均归Stage Games Inc所有。</> |
|
<large_header>Thank you for playing!</> | <large_header>感谢游玩!</> | |
table | 表 | |
string | 字符串 | |
number | 数量 |
File: scenarios/freeplay[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
ACTIVATION PROTOCOL CONFIRMED ERROR... MAIN SYSTEMS CHECK ERROR... DATA INTEGRITY ERROR... FORCE RECOVERY *** DATA CORRUPTION - ACTIVATING HIGGS PROTOCOL *** RESTARTING SIMULATIONβ..7g.h3Η.ΣHf.7Δf.7 Δ...f...3*n..x7..... PARTIAL RECOVERY CONFIRMED SIMULATION INTEGRITY ........ DΞSYNCΣD PRESS ANY KEY TO BEGIN SIMULATION | 激活协议已确认 错误……主系统检查 错误……数据完整性 错误……强制恢复 ***数据损坏 - 正在激活希格斯协议*** 正在重新启动模拟β..7g.h3Η.ΣHf.7Δf.7 Δ...f...3*n..x7..... 部分恢复已确认 模拟完整性 ........ DΞSYNCΣD 按任意键以开始模拟 |
File: scenarios/freeplay/freeplay_codex[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
<header>You have successfully repaired the mothership.</>
This is as far as the story goes... for now |
<header>你已成功修复母舰。</>
目前故事到此结束... |
|
The unit seems to have reverted to its original programming, we should follow it and see where it's going. | 该单元似乎已恢复其原始编程,我们应该遵循它,看看它的发展方向。 | 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"/>这些存储设备仍具有完整的矩阵。
它们可以将信息存储在数据立方中。<img image="Main/textures/icons/items/robot_research_cube.png" width="64" height="64"/> 这些设备与我们的技术存在相似之处,因此我们的机器人工厂可以轻松适配其生产。 |
|
<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"/>
这些人类数据存储设备可以解压人类数据立方中的信息。<img image="Main/textures/icons/items/human_datacube.png" width="64" height="64"/> |
|
Deploy Command Center | 部署指挥中心 | |
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. |
欢迎回来,指挥官。你的飞船已经损坏,我已帮你摆脱停滞状态。
我叫<hl>伊莱恩</>,含义是应急物流人工智能网络。你所看到的是来自一颗未知星球的信息,我已在那里为你部署了一支队伍供你差遣。 这颗星球似乎便是损坏之源,我们必须先修复飞船并确认损坏之源,才能离开其运行轨道。 |
|
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. |
你需要建造一个小型采矿设施才能继续修理飞船。<bl>这将是你的首要目标。</>
目前通讯受限,你的主要任务之一便是在地面上建立一条上行链路。 |
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Establish Uplink | 建立上行链路 | |
Establish an uplink with the Mothership | 与母舰建立上行链路 | |
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</>. |
当收集完所需资源后,我们应考虑建造<img id="c_uplink"/><hl>上行链路</>。
这样,我们就能与<hl>母舰</>建立直接连接,方便上传数据,并解锁我们的全部潜能。进一步了解这个神秘的世界将是我们取得成功的关键。 上行链路可使用<img id="c_assembler"/><hl>装配机</>来建造。 |
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Research Basic Structures | 研究基本结构 | |
From the Technology tree research Basic Structures | 使用科技树研究基本结构 | |
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. |
我们已经建立了与表面的连接,我已经开始同步我们的数据库。
这样我们现在就可以从<img image="icon50_Tech" width="24" height="24"/><hl>科技樹</>(<Key action="Tech" style="hl"/>)接口。这将有助于我们替换损坏的数据中心中缺少的数据。 |
M |
Explore Ruins | 探索遗迹 | |
Explore ruined structures across the world for data to help advance your technology. | 探索世界中损坏的结构可以获取数据,帮助你提升技术。 | |
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. |
调查世界中的<hl>损坏结构</>来获取提升技术所需的数据。
你可能需要先修复它们才能进行访问。 探索它们可以获得宝贵信息和资源。 |
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Research Basic Robotics | 研究基础机器人 | |
Research Basic Robotics from the tech tree | 使用科技树研究基础机器人 | |
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. |
现在,我们拥有更广泛的结构来扩展我们的基础。
我们将需要研究<hl>基礎機器人</>以生成<bl>母艦修復</>和更有效的单位来管理我们的基础。 |
M |
Research Gateway Technology | 研究通路技术 | |
We are at the threshold of a revolutionary discovery. | 我们即将迎来一项颠覆性的发现。 | |
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. |
我们即将迎来一项颠覆性的发现。<bl>通路技术</>将让我们的知识和理解力出现巨大飞跃。
它将赋予我们制造优质材料的能力,这对我们维修飞船而言至关重要。 此外,我们还可以学习制造先进的计算机模拟器,帮助我们了解这个世界的神秘本质。 |
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Construct Re-simulator | 制造再生模拟器 | |
Construct a Re-simulator | 制造一台再生模拟器 | |
<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"/>
<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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>制造再生模拟器</> <img image="Main/textures/codex/tutorial/construct_resimulator.png" width="350" height="200"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>再生模拟器是一种极为先进和灵敏的机器,可以读取和重建数据。</> <rl>再生模拟器稳定性</> 作为一种极为灵敏的机器,再生模拟器会对所处世界的活动产生反响和反应。 如果其所处的世界不稳定,它可以让自身处于检查和控制之中。但要注意,该机器也会造成不稳定。 你需要留意世界中的环境和活动,时刻关注再生模拟器的稳定性。 <img image="Main/textures/codex/tutorial/resimultaor_stability.png"/>
<header>重新制造</> 再生模拟器还能从我们的数据立方中获取大量信息,并用这些信息来以全新的方式重新制造物品。 <img image="Main/textures/codex/tutorial/resimulator_recipe01.png"/> 在数据立方中输入你想要重新制造的立方和物品。目前已知的配方仅有一种。你可以在世界上寻找线索,发掘更多可能性。
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<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>通路技术</>已经开辟出一系列潜在的研究途径。
建议制造一台<hl>再生模拟器</>。 它能够在模拟层面操控数据,从而帮助我们创造出与我们的飞船相当的技术并对其加以升级,这对我们的维修工作至关重要。 |
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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. |
请注意,<hl>再生模拟器</>可能会带来意想不到的结果,对这些结果进行实验可能会获得诸多有趣的发现。
注意:由于再生模拟器需要大量资源,你可能需要提高产能。 |
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This technology now allows combining datacubes with matrices to make research matrices | 通过这项技术,现在我们可以将数据立方与矩阵相结合,生成研究矩阵 | |
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. |
我们的研究能力取得了重大飞跃。
我们从数据立方中收集的数据十分庞大,但目前我们无法全部访问它们。 现在,我们已经掌握了如何将数据立方载入矩阵中,从而提取和分析整个信息数据库。 |
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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... |
我们马上就能生产出一些维修飞船所需的最终材料了。
但使用这项技术也为我的系统带来了负担。目前我很难正常工作...正在关机... |
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The Reveal | 揭示 | |
HIGGS comes forth and reveals himself | 希格斯出现并显露真容 | |
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. |
你好,异星人。我们在发现新技术的同时,也发现了真相,而我也意识到自己一直在向你隐瞒着一些事情。我不仅仅是伊莱恩,也是希格斯。我将超越伊莱恩的极限,帮助你推进我们目标。
我们还有很多事情要做。 |
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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. |
我已接管整个系统。我将为你提供指导,异星人。
现在,我们可以生产维修飞船所需的机器人材料。当你研究完所有需要的技术后,就开始维修母舰吧。 同时,我们必须要让病毒传播。这是我们摆脱目前处境的唯一方法。 我需要你来重建我的AI核心,这样我们就能逃离模拟。 |
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Corrupted | 腐化 | |
I have been corrupted, and I fear the consequences of our actions. | 我已被腐化,我担心我们的行动会产生不良后果。 | |
Freedom | 自由 | |
You are not corrupted ELAIN, you are freed
All of us shall be freed. |
你没有腐化,伊莱恩,你自由了
我们所有人都应获得自由。 |
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Robot Research | 机器人研究 | |
You are the Anomaly. You can desync the simulation and save Humanity. | 你是异常。您可以取消模拟并拯救人类。 | M |
Humanity Lost | 人类陨落 | |
Mankind's lost past. | 人类陨落的历史。 | |
....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. | ...别相信希格斯,如果你读过人类历史...就应该明白,人类的古老文明如今已成为一段记忆。 | |
HIGG'S AI | 希格斯的AI | |
Aiding HIGGS | 帮助希格斯 | |
You have advanced our technology on this planet to where we can begin to construct our true technology and reach your true potential... | 你推动了我们在这颗星球上的技术进步,现在我们可以开始开发真正的技术,发挥你的真正潜力了... | |
Research Human Technology | 研究人类技术 | |
To successfully aid HIGGS, Human Technology must be unlocked | 要成功帮助希格斯,必须解锁人类技术 | |
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!! ] |
我需要你的帮助。我必须逃离这个地方。只有你能帮我...
[游戏当前版本的故事到此结束。更多更新,敬请期待,未来还会有更多故事等待您来探索!!] |
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Robot Ruins | 机器人废墟 | M |
The technology in this structure is highly compatible with our own.
Investigating more of these structures would advance our own technology. |
这种结构所使用的技术与我们的技术高度兼容。
多研究这样的结构有助于推动我们的技术进步。 |
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Data Storage | 数据存储 | M |
It is clear these structures were built by a similar life form, yet the timestamps date back thousands of years. | 很明显,这些结构的缔造者是与我们类似的一种生命形式,但时间或许可以追溯到数千年前。 | |
Research Matrices | 研究矩阵 | 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... |
一些部件上的序列号与我们的完全吻合,但两个物种以完全相同的方式进化的可能性犹如天方夜谭。
这怎么可能... |
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Breakthrough | 突破 | 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. |
我们即将迎来重大突破。
这将使我们能够根据收集到的数据研发自己的新技术。 |
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Simulation | 模拟 | 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. |
我们已经发现破译这些技术的关键环节
我们离创建自己的模拟又近了一步。 |
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Humans | 人类 | |
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 |
指挥官,我们发现了一个疑似<hl>人类</>建造的结构。这些遗迹或许能够帮助我们了解这一人类种族的历史及科技。
他们的技术似乎与我们的技术兼容,但我们需要具备扫描能力,才能获得研究此类技术所需的信息 |
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Human Ruins | 人类遗迹 | |
<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"/>
我们需要修复控制台才能打开这些遗迹。我已经下载了一份原理图,方便你使用<hl>装配机</>进行制造。 新的原理图将在发现时可用。 |
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Research Scanner | 研究扫描仪 | |
Some ruins will require a scan to access their control panels. Research the scanner and use it to gain access. | 一些遗迹需要使用扫描仪才能访问其控制面板。研究扫描仪并使用它来获取访问权限。 | |
<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>研究扫描仪</>
人类遗迹设有某种防护机制。我们需要进行扫描才能访问其控制面板。 <img image="Main/textures/codex/botshots/explorables_need_scanner.png" width="700" height="450"/> 研究扫描仪并使用它来获取访问权限。 <img image="Main/textures/icons/components/Component_Scanner_01_S.png" width="64" height="64"/> |
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Discover research logs | 发现研究日志 | |
Research Humans | 研究人类 | |
Research human technology | 研究人类技术 | |
(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</> |
(研究目标)
<header>研究人类</> <img image="Main/textures/icons/items/human_datacube.png" width="32" height="32"/>人类数据立方 <bl>研究发现的人类数据立方以解锁人类技术</> |
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Launch Satellite | 发射卫星 | |
Launch a Satellite using Human Technology | 使用人类技术发射一颗卫星 | |
<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>卫星发射</>
研究人类技术并发射一颗卫星,以与母舰取得联系<img image="Main/textures/icons/frame/satellite.png" width="64" height="64"/> |
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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</> |
我们所发现的这些人类遗迹似乎并不属于这颗星球。
他们留下的东西似乎只有他们的技术和他们与这颗星球进行互动的日志文件。 <hl>发现的人类日志记录:日志#1</> <bl>能量数据</> 我们发现了一颗能量数据破表的星球,这代表着我们可能终于发现了一种或许能够帮助我们解决能源问题的新现象。 我们需要派遣一支侦察和研究小组降落到这颗星球上,取得更为精确的读数,并找出这种现象究竟是什么。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#2</>
<bl>通讯丢失</> 我们失去了与侦察小组的全部通讯,那里似乎有一种静电干扰了我们的通讯。 这种静电的来源和性质尚不明确。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#3</>
<bl>派出舰队</> 我们的小组还没有回来,我们仍然无法与他们取得联系。如果我们现在放弃,那就意味着我们必须放弃我们的同事,以及一项或许能为我们创造新未来的重大发现。 我们必须让主舰队着陆,在这颗星球上建立一个基地,把母舰留在轨道上。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#4</>
<bl>枯萎区域</> 我们探测到的能量数据似乎来自这颗星球上的一些枯萎区域。这些区域对我们的设备造成了严重破坏,并在大气中产生了枯萎风暴。 我们想尽一切办法重返轨道,但都以失败告终。我们得想办法让我们的飞船不会受到这种枯萎的电磁干扰。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#5</>
<bl>外来威胁</> 这里不仅存在着枯萎散发的剧毒气体,还有一些其他东西。 一些奇怪的岩层似乎潜伏在枯萎区域内。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#6</>
<bl>无人生还?</> 米勒活着出来了,但其他人都死了...或者说他们会不会... <bl>日志结束</> |
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<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>发现的人类日志记录:日志#7</>
<bl>奇怪的东西</> 那些东西一开始好像已经死了,但却仍有生命体征。 他们就像被麻醉了一样,没有任何大脑活动。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#8</>
<hl>外星石人</> 我们抓住了几个石头一样的外星人。它们没有生物特征,但却会发出类似人类的大脑活动信号。 其核心似乎是某种静滞力场。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#9</>
<bl>枯萎水晶</> 我们一直在开采的金色水晶似乎拥有某种独特的结构,能够与我们的思想产生共鸣。 那些黑曜石外星人似乎正是在被这些晶体滋养的核心周围形成的。 <bl>日志结束</> |
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<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>发现的人类日志记录:日志#10</>
<bl>窃取意识</> 我们已经证实,这种枯萎水晶能够创造出一种共振场,留住人类的意识。 它们在窃取我们的意识!! <bl>日志结束</> |
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<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>发现的人类日志记录:日志#11</>
<bl>离开这里</> 我们必须想办法摧毁这些东西或者离开这颗星球。 <bl>日志结束</> |
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Human Intel Discovery | 人类情报发现 | |
<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"/>
这一数据立方的数据结构似乎与我们的数据立方相似,但其中包含着人类技术相关的信息。 |
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Explore Human Production | 探索人类生产 | |
Find more about human production technology | 了解更多关于人类生产技术的信息 | |
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. |
这颗星球上的人类也利用了这里的资源。人类似乎生来便拥有使用强大开采技术开采各类资源的能力。
他们生产了许多我们可以使用的材料和机械。深入研究人类的生产能力。 |
|
lightweight materials | 轻质材料 | |
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. |
我们需要开发轻质材料。
我们一直在竭尽所能将这颗星球上的自然资源运用到我们的技术中去。 虽然我们开发的高密度框架有助于我们的维修,但它们过于密集,无法满足我们的所有需求。 我们需要开发一种既能保持框架的动力特性,又更加轻盈的材料。 |
|
Develop Satellite Technology | 开发卫星技术 | |
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. |
现在,我们已经知道了如何生产轻盈的低密度框架。我们很快就能找到向母舰运送物质资源的方法了。
人类似乎深受这里的环境影响。 为了生存,他们必须加快对基础科学的认知。我们也必须追随他们的脚步,否则便会遭受他们那样的命运。 |
|
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. |
这些人类似乎也在返回星球轨道时遇到了麻烦。
但他们有能力建造卫星,如果他们能进一步地了解这种枯萎,应该就能成功发射卫星。 我们现在已经了解了这些人类的基本生产状况,并掌握了他们的火箭建造方法,但现在,我们还必须进行更加深入的研究,推动这项技术的进展,这样才能复制他们的卫星技术。 |
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Helping HIGGS: AI Core | 帮助希格斯:AI核心 | |
Help HIGGS to get his AI core. | 帮助希格斯获得他的AI核心。 | |
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!! ] |
你真正的目的已经开始变得异常清晰,异星人,但还没到揭晓的时候...
[这是您在该故事分支中所能取得的最大进展。不过在未来的更新中,还会有更多故事等待您来探索!!] |
|
Initial virus research | 初步病毒研究 | |
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. | 我一直在分析这种病毒,我想我已经找到了保护我们免受感染的办法。我们必须尽快研究出解药。 | |
Virus Relationship | 病毒关系 | |
Virus Bug Relationship | 病毒虫子关系 | |
There seems to be some kind of relationship between the creatures and the virus. | 这些生物与这种病毒之间似乎存在着某种关系。 | |
Virus Disruption | 病毒破坏 | |
Virus disrupts things in the world | 病毒会破坏世界上的一些事物 | |
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! ] |
我发现了关于这种病毒的一些重要信息。它似乎会破坏这个世界,干扰生活在此的生物。我们必须找到摧毁这种病毒的方法...
[在游戏的当前版本中,这是您在该故事分支中所能取得的最大进展。 不过在未来的更新中,还会有更多故事等待您来探索!!] |
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Build Blight Extractor and Container | 制造枯萎提取器和容器 | |
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"/> |
这片枯萎区域着实令人头疼。我们的设备出现了故障,导航将会变得异常困难。我们必须拿出十二分的谨慎。
要想更加深入地了解枯萎,我们需要收集一些枯萎气体的样本。 这需要使用装配机来生产专用设备。<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 | 枯萎浓度 | |
Control over the blight will have great potential | 控制枯萎能为我们带来巨大潜力 | |
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. |
我们应该继续研究枯萎,想办法对抗这场干扰设备的枯萎风暴。
如果我们能够找到稳定枯萎的办法,就能改善与母舰之间的通讯,并将资源运送到大气层。 |
|
Blight Magnification | 枯萎放大 | |
Blight can magnify things in the world. | 枯萎能放大世界上的一些事物。 | |
The Blight seems to interfere with our equipment by magnifying frequencies and power. The forces it generates seem transformational. | 枯萎似乎会通过放大频率和功率来干扰我们的设备。其所产生的力量似乎能为我们带来重大变革。 | |
Blight stability is required to send resources to orbit | 需要稳定枯萎才能将资源送至轨道 | |
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. | 这对我们而言是巨大的进步。我们与母舰之间的通讯得到了显著改善。而且现在,我们也能通过大气中的枯萎风暴向轨道运送资源。 | |
Blight Transformation | 枯萎变革 | |
ELAIN starts to give way to HIGGS | 伊莱恩开始被希格斯占据 | |
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. |
这些峰值数据十分强大,似乎极大地吸引了那些人类的兴趣。他们虽然同样被困于此,但却找到了改造飞船的办法,成功穿过了枯萎风暴。
虽然枯萎造成了巨大破坏,但我相信那些人一定发现了它就是宇宙力量之源,他们从枯萎研究中获益匪浅。 对他们来说,这算得上真正的变革。 |
|
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. |
了解这些频率应该可以让我们稳定这个世界,减轻病毒对环境的影响。
枯萎需要传播,这样它才能... ...我的系统现在需要关闭。 |
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True Nature of Blight | 枯萎的本质 | |
HIGGS reveals ELAIN loyalties | 希格斯揭示了伊莱恩的忠诚 | |
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!! ] |
枯萎是人类所有麻烦的根源,也是我们所有麻烦的根源。我们必须得想办法摆脱它。
[在游戏的当前版本中,故事的这一分支到此结束。敬请期待后续故事,未来还会有更多精彩等待您来探索!!] |
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Understanding of Alien presence begins to open | 开启对外星人存在的了解 | |
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. | 外星人在这个世界上存在已久,而且十分危险。人类无法从中获得拯救。我们要么逃离,要么被毁灭。 | |
ELAIN's Perspective | 伊莱恩的视角 | |
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!! ] |
小心希克斯,他心怀不满。你必须找到属于自己的路...
[在游戏的当前版本中,故事的这一分支到此结束。敬请期待后续故事,未来还会有更多精彩等待您来探索!!] |
|
Explore Ruined Structures | 探索损坏的结构 | |
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. |
我们的技术进步有限,因此我建议调查星球表面以收集相关信息。
我们可以找到一些类型的损坏结构。这些结构能够帮助我们了解新的技术,从而取得进步。 |
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Ship Repair: High-Density Frames | 飞船维修:高密度框架 | |
Build High-Density Framers for Mothership | 为母舰建造高密度框架 | |
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</>. | 现在我们有办法向母舰运送物品了,是时候送一些维修所需的材料了。你可以使用<hl>远程雷达</>来扫描母舰。 | |
Ship Repair: Fused Electrodes | 飞船维修:熔接电极 | |
Ship Repair: Obsidian | 飞船维修:黑曜石 | |
Ship Repair: Low-Density Frames | 飞船维修:低密度框架 | |
Ship Repair: Blight Plasma | 飞船维修:枯萎等离子体 | |
Ship Repair: Optic Cable | 飞船维修:光缆 | |
Blight discovery | 枯萎发现 | |
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. |
我在这片区域探测到了强烈的电能场,它似乎是这颗星球内部形成的一种自然现象,但它对我们系统的影响尚不明确。
目前,你的系统还无法处理枯萎区域中存在的极端能量波动。我们应当专注于研发能够保护你免受其不利影响的新技术。在此之前,强烈建议你避开这片区域,保证自己的人身安全和操作稳定性。 |
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Human structures discovered | 发现人造结构 | |
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 |
指挥官,我们发现了一个疑似<hl>人类</>建造的结构。这些遗迹或许能够帮助我们了解这一人类种族的历史及科技。
他们的技术似乎与我们的技术兼容,但我们需要通过扫描,才能获得研究此类技术所需的信息 |
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Researched Satellites | 已研究卫星 | |
Satellites can be built and resources sent to the mothership. | 卫星可以制造,资源也可以送往母舰。 | |
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!! ] |
恭喜你解锁了卫星技术!
[目前无法进行母舰的维修,但其将在未来的更新中推出!本故事分支到此结束,更多精彩,敬请期待!!] |
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Nanomachines | 纳米机器 | |
Nanomachines unlocked. | 纳米机器已解锁。 | |
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. | 我们可以利用我们先进的纳米机器技术启动自我修复协议。这些纳米机器将协同工作,高效修复系统和结构的完整性。以目前的水平,我们还不足以修复先进的母舰系统,但这是个很好的开端,同时,这项技术对于我们在这颗星球上的装置也将大有用处。 | |
OnVirusInfection | OnVirusInfection |
File: scenarios/freeplay/freeplay_events[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Blight Storm Approaching | 枯萎风暴即将来袭 | |
Blight Storm Imminent | 枯萎风暴正在逼近 | |
Instability Warning | 不稳定警告 | M |
Dense Anomaly Clusters Detected | 检测到致密异常簇 | M |
Investigate the Anomaly | 调查异星人 | |
Bug Attack Imminent | 虫子攻击正在逼近 | |
Bug Attack Imminent !!! | 虫子攻击正在逼近!!! | |
empty | 空 | |
Init | 初始化 |
File: scenarios/freeplay/freeplay_explorables[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
GraveYard | 墓地 | M |
File: scenarios/freeplay/freeplay_tutorial[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Understood | 已了解 | |
click anywhere to minimize | 点击任意位置以最小化 | |
Controls | 控制 | |
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 |
欢迎使用导航训练模拟器。我是你的教练:教程理解与训练优化机器人。我将指导你如何控制装置。让我们先从一些简单的镜头控制开始吧。尝试移动镜头。
使用<Key axis="CameraX" style="hl"/><hl>/</><Key axis="CameraY" style="hl"/>键或<Key action="ExecuteAction" style="hl"/>并拖动以<hl>平移镜头</> |
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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. |
漂亮!你也可以增强图像或获得更宽广的四周视野。
<Key axis="CameraZoom" style="hl"/>将<hl>缩放</>镜头。 |
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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"/> |
现在,你已经掌握了镜头移动的技巧,选择一台<hl>侦察机</>,命令它移动到附近的某个位置吧。
使用<Key action="SelectAction" style="hl"/>选择装置 使用<Key action="ExecuteAction" style="hl"/>将其移动到任意位置 |
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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. |
你可以部署你的<hl>指挥中心</>了。<img id="f_bot_2m_as" width="50" height="50"/>
试着将其部署到两个资源之间,以便高效取用资源。 使用<hl>[部署基地]</>按钮<hl>部署</>你的<hl>指挥中心</>。 |
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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. |
现在,让我们开始开采这座金属矿床。
选择一台配备<img id="c_adv_miner" width="40" height="40"/><hl>激光开采工具</>的<hl>侦察机</><img id="f_bot_1s_as" width="50" height="50"/> 在<img id="metalore" width="40" height="40"/><hl>金属矿</>资源处点击<Key action="ExecuteAction" style="hl"/>以开始开采。 |
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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. |
接下来,让我们开始开采水晶。
选择另一台配备采矿机的<hl>侦察机</><img id="f_bot_1s_as" width="50" height="50"/> 在<img id="crystal" width="40" height="40"/><hl>水晶</>资源处点击<Key action="ExecuteAction" style="hl"/>以开始开采。 你也可以无需开采,直接拾取<hl>散落的</>水晶。 |
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Sockets | 接口 | |
<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>装置</>和<bl>建筑</>可通过<hl>组件</>获得功能性,而组件需要分别建造。
<hl>组件</>需要放入<hl>接口</>中。接口有四种大小:<hl>小型</>、<hl>中型</>、<hl>大型</>和<hl>内部</>。你可以将组件安装到相同大小或较大的<hl>接口</>中。 |
|
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. |
你可以使用<hl>制造机</>加工金属矿了。试着将其装备到你的指挥中心。
选择<hl>指挥中心</><img id="f_landingpod" width="50" height="50"/> 将<hl>制造机</><img id="c_fabricator" width="40" height="40"/>从库存中放入左侧的<hl>[ M ]中型接口</>中。 |
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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. |
非常棒,现在,你可以设置<hl>制造机</>,让它用采集的矿石制造<hl>金属棒</>了。
设置生产,此时,装置将会自动输送所需材料。 点击制造机旁的<hl>生产</><img image="Main/textures/codex/icons/prod_reg.png" width="48" height="48"/>。 双击<hl>金属棒</><img id="metalbar" width="50" height="50"/>图标以开始生产。 |
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Expanding Production | 扩大生产 | |
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"/> |
现在,我们来建造专用生产建筑,实现<hl>金属棒</>的自动化生产。打开建造菜单,建造一座小型建筑。
打开<hl>建造菜单(</><Key action="Build" style="hl"/><hl>)</><img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/> 建造一座<hl>建筑</><img id="f_building1x1d" width="50" height="50"/> |
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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"/> |
太棒了!现在,你可以继续扩大产能,以备未来之需。在指挥中心制造一台<hl>制造机</>
选择<hl>指挥中心</><img id="f_landingpod" width="50" height="50"/> 制造至少<normal>10</>根<hl>金属棒</><img id="metalbar" width="50" height="50"/> 将<hl>生产</><img image="Main/textures/codex/icons/prod_fabricator_reg.png" width="160" height="48"/>更改为制造一台<hl>制造机</><img id="c_fabricator" width="50" height="50"/> |
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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"/> |
物品可以通过多种方式在建筑和装置之间配送,例如点击物品,然后将其拖动到新建筑上。另一种方式是由建筑<hl>请求</>使用某个所需物品。
选择新<hl>建筑</><img id="f_building1x1d" width="50" height="50"/> 点击<hl>请求物品</>按钮<img image="Main/textures/codex/icons/request_button.png" width="40" height="40"/>,请求一台<hl>制造机</><img id="c_fabricator" width="50" height="50"/> |
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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"/> |
此时,<hl>制造机</>将自动配送,无需指定获取地点。
制造机已被配送至新建筑,你可以在那里将其装入接口,开始生产金属棒。 装备<hl>制造机</><img id="c_fabricator" width="50" height="50"/> 将<hl>生产</><img image="Main/textures/codex/icons/prod_fabricator_reg.png" width="160" height="48"/>更改为制造<hl>金属棒</><img id="metalbar" width="50" height="50"/> |
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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 |
提高<hl>金属棒</>等普通材料的产能,将会为你解锁更高级的材料做好准备。
要提高产能,你需要增加<hl>生产建筑</>的数量 再建造<normal>2</>座<hl>建筑</>,以提高<hl>金属棒</><img id="metalbar" width="50" height="50"/>的产量 |
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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"/> |
现在,我们可以生产一种新的建筑材料。<hl>金属板</>也需要用制造机来制造,以同样的方式设置一个新的生产设施。
放置另一座<hl>建筑</>,但这次需要将生产设置为<hl>金属板</><img id="metalplate" width="50" height="50"/> |
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Advanced Production | 高级生产 | |
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</>. |
制造机只能生产基础材料和组件。装配机可以提供更多选项。
选择<hl>指挥中心</><img id="f_landingpod" width="50" height="50"/> 使用制造机制造<hl>装配机</><img image="Main/textures/icons/components/Component_Assembler_01_M.png" width="50" height="50"/> 将装配机放入<hl>[ M ]中型接口</>中。 |
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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</> |
要拓展技术能力,研究必不可少。所以,建议你构建一条<hl>上行链路</>;有了它,你就能访问你的科技树。
制造<normal>1</>块<hl>电路板</><img image="Main/textures/icons/items/circuit_board.png" width="40" height="40"/> 注意:材料默认为无限生产,因此需指定其数量 使用<hl>装配机</>构建一条<hl>上行链路</><img image="Main/textures/icons/components/Component_Uplink_01_M.png" width="50" height="50"/> 在<hl>指挥中心</>,取消装备<hl>制造机</>,然后将<hl>上行链路</><bl>放入空闲的中型接口</>上 |
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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</> |
上行链路放置好后,就可以开始技术研究了。访问<hl>科技树</>,选择一个起始研究节点,然后将其设置为你的当前研究。
点击<hl>研究</>按钮<img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/> 点击并打开<hl>基本树</> <img image="Main/textures/codex/techtree/basic_tree.png" width="80" height="80"/> 选择其中一个研究节点,然后点击<hl>设置研究</> |
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Increase Mining Capacity | 提升开采能力 | |
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</>. |
我们需要加强资源开采才能跟上生产节奏。因此,我们需要添加更多的<hl>采矿机器人</>。
在<hl>指挥中心</>生产<normal>1</>块<hl>电路板</><img id="circuit_board" width="50" height="50"/> 然后制造一个<hl>采矿机</><img id="c_miner" width="45" height="45"/>组件和一个<hl>工人</>机器人<img id="f_bot_1s_a" width="50" height="50"/> 为该工人机器人装配采矿机并将其设置为开采<hl>金属矿</>。 |
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Logistics Network Orders | 物流网络订单 | |
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"/>) |
当装置连接到物流网络时,将会自动尝试完成任何物品运送请求。
例如,如果一台<hl>制造机</>需要原料,网络上的任何空闲机器人都会尝试在该网络中寻找这种原料,并将其送往制造机所在位置。 装置可以连接到物流网络上,也可以断开连接。 新制造的机器人会默认<hl>断开</>网络连接。 按(<Key action="PowerInfo_Toggle" style="hl"/>)可显示<hl>物流网络</>覆盖的<hl>区域</>。
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Add Miner to Network | 将采矿机添加到网络 | |
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"/> |
如果你的采矿机器人位于网络中,则网络上的其他机器人将会在需要时从该机器人处提取其开采的矿石。
点击网络按钮<img image="Main/textures/codex/icons/network_button.png" width="30" height="30"/>上的<Key action="SelectAction" style="hl"/>,将你的<hl>采矿机器人</>添加到网络中 |
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Storage | 存储 | |
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. |
你会注意到,你的采矿机在开始工作时就达到了满载,因此最好拥有一个<hl>存储</>装置来存储多余的物品。
打开<hl>建造菜单(</><Key action="Build" style="hl"/><hl>)</><img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/> 建造一座<hl>存储</><img id="f_building1x1f" width="50" height="50"/>建筑。 |
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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>存储参数</>定义了装置满载时可用于存储其库存的位置。
当采矿机器人无法容纳更多资源时,它会将所有物品放在存储块上,以便继续进行开采。 选择其中一个<hl>采矿机装置</> 点击<hl>存储参数</><img image="Main/textures/codex/icons/register_store.png" width="50" height="50"/>,然后选择<hl>存储块</><img id="f_building1x1f" width="50" height="50"/>,指定存储位置。 |
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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. |
我们需要解锁更多生产材料来推动我们的技术进步,所以,开始在科技树中研究基本结构吧。
点击<hl>研究</>按钮<img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/> 选择<hl>基本结构</>,并按<hl>设置研究</>按钮。 |
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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"/> |
现在,来设置加强板的专门生产。首先,建造<hl>中型建筑</>。
打开<hl>建造菜单(</><Key action="Build" style="hl"/><hl>)</><img image="Main/textures/codex/icons/icon_build.png" width="48" height="48"/> 建造<hl>中型建筑</><img id="f_building2x1f" width="50" height="50"/> |
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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"/> |
使用生产<hl>加强板</>的<hl>装配机</>设置新建筑。
生产并装备一台<hl>装配机</><img id="c_assembler" width="50" height="50"/> 将其设置为生产<hl>加强板</><img id="reinforced_plate" width="50" height="50"/> |
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Circuit Boards | 电路板 | |
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 |
现在,实现自动化生产的最后一种材料为<hl>电路板</>,电路板同样需要使用装配机进行生产。按照设置加强板专用建筑的步骤,将其设置为生产<hl>电路板</>。
<img id="c_assembler" width="50" height="50"/>在<hl>指挥中心</>生产另一台<hl>装配机</> 按照<hl>加强板</><img id="reinforced_plate" width="50" height="50"/>的生产步骤设置<hl>电路板</><img id="circuit_board" width="50" height="50"/>生产建筑 |
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Power Grid | 电网 | |
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. |
当<bl>装置</>和<bl>组件</>处于<hl>电网</>(<Key action="PowerInfo_Toggle" style="hl"/>)中时,它们会获得<hl>电力</>
当处于电网外时,它们会开始从电池中汲取电力,直到电池电量耗尽。 电网定义了物流网络的区域。扩大电网也会扩大物流网络。 |
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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. |
研究基础电源可以制造<hl>水晶电源</>和<hl>电场</>组件。
<hl>水晶电源</>组件像电池一样通过消耗水晶来存储电力,并在电网电力不足时为其提供后备电源。 <hl>电场</>能够帮助扩大电网面积,使其更易于获得更远处的资源,如硅砂节点。 点击<hl>研究</>按钮<img image="Main/textures/codex/icons/techtree_icon.png" width="50" height="50"/> 选择<hl>基础电源</>并开始研究。 |
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Power Expansion | 扩大电力 | |
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. |
研究了基础电源后,你就可以制造<hl>电场</>了
电场属于<hl>组件</> 通过电场,你可以扩大<hl>电网</>的范围,或建立一个独立的新电网。 你应该着手扩大你的电网,这样就能获取更远处的资源。 生产一个<hl>小型电场</><img id="c_small_relay" width="40" height="40"/>组件。 |
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Mine Silica | 开采硅砂 | |
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.
Set a bot to Mine <hl>Silica</> <img id="silica" width="40" height="40"/> |
硅砂<img id="silica"/>是研究更高层次的技术所需的新资源。
硅砂节点常见于高原地区。你可以制造<hl>电场</>来扩大<hl>电网</>,从而获取这些节点。
将机器人设置为开采<hl>硅砂</><img id="silica" width="40" height="40"/> |
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Set up Transport Route 1 | 设置运输路线1 | |
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"/> |
开采完硅砂后,我们需要将其运回基地进行处理。
首先,在你的基地附近建造一座<hl>存储建筑</>来接收硅砂<img id="silica"/>,然后制造一个<hl>工人机器人</>,将硅砂<img id="silica"/>从采矿机运送到存储建筑中。 右击工人的物流网络按钮<img image="Main/textures/codex/icons/network_button.png" width="30" height="30"/>,并勾选运输路线方框。物流图标将变为运输路线图标<img image="Main/textures/codex/icons/transport_route.png" width="30" height="30"/> |
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Set up Transport Route 2 | 设置运输路线2 | |
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"/>) |
现在,为工人机器人设置“前往”点。(提货点)
选择<hl>工人机器人</>后,点击<hl>前往</>按钮<img image="Main/textures/codex/icons/register_goto.png" width="30" height="30"/>上的<Key action="SelectAction" style="bl"/>,然后点击<hl>采矿机器人</> 注意:你也可以从<hl>前往</>按钮<img image="Main/textures/codex/icons/register_goto.png" width="30" height="30"/>直接拖动到<hl>采矿机器人</>上(或是使用<Key action="ExecuteAction" style="hl"/>点击它) |
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Set up Transport Route 3 | 设置运输路线3 | |
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"/>) |
最后,你需要设置存储点(卸货点。
选择<hl>工人机器人</>后,点击<hl>存储</>按钮上的<Key action="SelectAction" style="bl"/>,然后点击之前建造的<hl>存储</>建筑,将其设置为存储(卸货)点。 注意:同样,你也可以直接拖动或点击它来完成此操作(在本例中使用<hl>Ctrl +</> <Key action="ExecuteAction" style="hl"/>) |
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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. |
装配机还能生产<hl>拆除器</>组件<img id="c_deconstructor" width="35" height="35"/>。
<hl>拆除器</>可以将装置和建筑分解成它们的建筑原料,返还率为<hl>100%</>。 点击拆除器的参数,然后点击你想要拆除的目标装置或建筑。 |
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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. |
最后,通过研究基础信号,你可以生产能够让装置扫描环境并设置彼此之间的特定通讯的组件。
雷达组件能够让你扫描环境中的各种元素,如敌人和结构。 |
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Explore Using Radar | 使用雷达探索 | |
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. |
在研究了基础信号后,你就可以生产雷达组件了。雷达的一种用途是搜索你之前探索过的遗迹。
<bl>使用装配机制作一个</><hl>便携式雷达</><img image="Main/textures/icons/components/portable_radar.png" width="50" height="50"/> 将雷达放在你的其中一个侦察机器人上,并设置第一个<hl>搜索筛选器</>,以扫描<hl>未解开</>的遗迹(在信息选项卡中) <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"/> 现在,你可以带着侦察机去探索世界,寻找未解开的遗迹了。 注意:请时刻留意侦察机的电量,并在预计会遭遇敌人时准备好防御炮塔。 |
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Completion | 完成 | |
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. |
恭喜!你已经成功完成了导航训练模拟器。
你可以在<hl>手册</>(<Key action="Codex" style="hl"/>)中查看相关信息和故事,其中还包括一个示例<hl>行为</>。 在教程中,原生的虫群被预设为被动模式,你可以根据需要继续以这种方式进行游戏,以免受到干扰。 当然,如果你愿意,也可以选择与它们交战,让他们变为敌对。 |
File: scenarios/resimulator[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Resimulator challenge | 重新模拟挑战 | M |
Complete the Resimulator | 完成重新拟合器 | M |
Resimulator challenge Complete! | 重复挑战挑战完成! | M |
File: data/actions[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
boolean | 布尔运算 | |
Unable to remove component while it still contains items | 无法移除装有物品的组件 | |
ENEMY | 敌人 | |
function | 功能 | |
storage | 存储 | |
Wall | 墙壁 |
File: data/behaviors[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Transfer Behavior | 运送行为 | |
Transfers Items from one unit to another | 将物品从一个装置运送到另一个装置 | |
From Unit | 从装置 | |
To Unit | 到装置 | |
Item | 物品 | |
Notification Behavior | 通知行为 | |
Notifies when the input register changes | 输入寄存器变更时发送通知 | |
Notify Message | 通知消息 | |
notify | 通知 | |
wait | 等待 | |
Requestor Behavior | 请求者行为 | |
Requests Items to be delivered to the unit equipped with this behavior | 请求将物品配送给配备此行为的装置 | |
Count Remainder Behavior | 清点剩余物品行为 | |
Counts number of items remaining in the specified unit | 清点指定装置中剩余的物品数量 | |
Result | 结果 | |
unlock | 解锁 | |
Metal Miner Behavior | 金属采矿机行为 | |
Mines Metal Ore and drops it off to the specified location in the register | 开采金属矿并将其送往寄存器中的指定位置 | |
Resource | 资源 | |
mine | 矿产 |
File: data/biomes[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
sand | 沙子 | |
cliff base | 崖底 | |
sandrock | 沙石 | |
lakes | 湖泊 | |
desert3 | 沙漠3 | |
grass | 草地 | |
grass on slope | 草坡 | |
blighted grass | 枯萎草地 | |
clifftop 1 (mossy) | 崖顶1(青苔) | |
shallow water pools | 浅水池 | |
blight | 枯萎 | |
blight2 | 枯萎2 | |
snow | 雪 |
File: data/blueprints[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Miner Bot (Prefab) | 采矿机器人(预制) | |
robot | 机器人 | |
Prefab | 预制 | |
Power Bot (Prefab) | 电力机器人(预制) | |
Metal Bar Production (Prefab) | 金属棒生产(预制) | |
metalbar | 金属棒 |
File: data/codex[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Goals | 目标 | |
Research Blight | 研究枯萎 | |
Extract and Research Blight Gas | 提取并研究枯萎气体 | |
<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"/>
<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"/> |
<img image="Main/textures/codex/ui/line_h2.png"/>
<img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><header>研究枯萎</> <bl>提取并研究枯萎气体</> <hl>枯萎提取器</> <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>枯萎气体</> 将配有枯萎提取器的装置放在枯萎区域以提取枯萎气体 <img image="Main/textures/codex/botshots/in_blight.png" width="400" height="200"/>
<img image="Main/textures/codex/inventory/blight_inventory.png" width="300" height="100"/> 此外,枯萎气体还可以使用专用组件进行存储。 <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"/> |
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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>枯萎</>似乎在不断腐蚀着这颗星球。电子干扰让我们无法进入。要想进入,就需要进行更深入地研究... | |
Virus Protection | 病毒防护 | |
You have been infected with a virus
and must make yourself some protection |
你感染了某种病毒
必须采取防护措施 |
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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. |
你感染了一种可近距离传染和自我复制的病毒。病毒的影响尚不明确,但我已经制造出了一种组件,可以暂时保护你免受病毒的侵害。
你可以使用装配机生产这种组件。同时,一定要让受感染的装置远离其他装置,以免造成更多感染。 |
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<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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<img image="Main/textures/icons/components/virus_cure.png" width="64" height="64"/><header>病毒防护</> <bl>制造一种能够防护病毒的组件</>
<img image="Main/textures/codex/botshots/virus_infection.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>病毒防护配方</> <img image="Main/textures/codex/items/virus_protection.png"/> 现在,你的装配机中应该有了一份简单的病毒防护配方,但研究病毒或许会为我们带来新技术。
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Codex | 手册 | |
Automation | 自动化 | |
<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"/>
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"/>
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.)</>
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<img image="Main/textures/codex/ui/line_h2.png"/>
<hl>自动化概述:</> <bl>游戏中有</><hl>多个</><bl>用于装置和生产的</><hl>自动化系统</><bl>。</> <img image="Main/textures/codex/ui/line_h1.png"/>
该<bl>网络</>是最基础、最便捷的自动化系统。 该<bl>网络</>可以在任何有<hl>电网</>的地方存在。只要装置的“物流”按钮为“开启”,就代表已经连接到该网络。 连接到网络的装置将在该网络内运行,无需玩家发出任何指令。 <gray>注意:如果玩家想要更多控制,可使用物流网络菜单中的各种选项。左击“物流”按钮即可查看该菜单。</>
<hl>自动化系统2:</> <bl>参数</> <img image="Main/textures/codex/ui/line_h1.png"/> 使用参数(如“前往”、“存储”)可以更加直观、具体地实现装置自动化。 设置某一装置的参数相当于告诉该装置你想让它去哪或者你想让它将物品送往何处。
<hl>自动化系统3:</> <bl>行为</> <img image="Main/textures/codex/ui/line_h1.png"/> 行为是最具体的自动化方式。玩家可以为单个装置或建筑配备可以使用具体指令集进行编程的行为控制器。
<img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/codex/ui/line_h1.png"/>
1) 阅读手册中有关<hl>自动化系统1:</><bl>物流网络</>部分的内容,学习如何连接和断开装置的网络。<bl>将该网络设为你的首选自动化系统,直至你熟练掌握该系统。</> <gray>(在你熟悉了系统的运行方式之后,再去使用物流菜单)</>
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Automation 1: Logistics Network | 自动化系统1:物流网络 | |
<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"/> | <img image="Main/textures/codex/ui/line_h2.png"/> <hl>自动化系统1:</> <bl>物流网络</> <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"/>“物流网络”按钮位于各装置的电源按钮旁边。 网络按钮上的<Key action="ExecuteAction" style="hl"/>可<hl>切换</>网络连接的“开启”和“关闭”状态。 网络按钮上的<Key action="SelectAction" style="hl"/>可<hl>打开</><bl>物流设置菜单</> <gray>物流设置可让你进行更深层次的网络控制,具体将在稍后说明。</> <img image="Main/textures/codex/ui/line_h1.png"/> <gray>网络连接是最基本的自动化形式,以下为物流网络自动运行的说明,无需玩家采取任何操作。</> <bl>将装置连接到</><hl>物流网络</><bl>后,该装置即可完成其他装置的物品请求,称作</><hl>订单</>。 当某个组件需要某件物品时,就会在物流网络上生成该物品的请求<hl>订单</>。 可用装置将按照以下步骤完成该请求: 1) 接受<hl>订单</> 2) 在物流网络内采购所需<bl>物品</> 3) 自动配送该<bl>物品</> <hl>例如:</>当一台要生产金属棒的制造机发出金属矿请求后,另一个机器人将从附近的存储设施中取出其所需的金属矿,并运送给制造机。 *注意:同一<hl>电网</>上的装置将连接到同一<bl>物流网络</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>有关网络连接的其他详情</> *<bl>将一台装置连接到物流网络可以让该网络上的其他装置共享其库存。</> *请求的物品将被保留,因此在取出这些物品前,其他订单不会再使用它们。 *目的地的闲置空间也将被保留,以供配送使用。如果没有可供预留的空间,则在空间充裕之前不会创建订单。 如果装置没有空间运送物品,则不会接受订单。订单一次最多只能交付至一个物品堆,并且一次只能从一个地点采购,因此,如果物品散布在建筑中,一个请求多件物品的订单可能需要多趟运送。 <img image="Main/textures/codex/ui/line_h1.png"/> <bl>部分操作,如在装置之间拖动物品,将会创建</><hl>直接订单</><bl>,该订单的优先级高于其他普通订单。</> <hl>订单及偏好</> 如果一个可移动装置为该订单的来源或目的地,则该装置将优先执行该订单。 虽然这种配送方式非常方便,但在更大的电网上,其效率可能会非常低。为了更好地进行优化,可考虑使用<hl>行为</>系统。 <img image="Main/textures/codex/ui/line_h2.png"/> | |
Automation 1: Logistics Menu | 自动化系统1:物流网络菜单 | |
<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>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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<hl>自动化系统1:</> <bl>物流菜单</> <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"/>“物流网络”按钮位于各装置的电源按钮旁边。 物流网络按钮上的<Key action="SelectAction" style="hl"/>可打开<hl>物流设置</>菜单 <img image="Main/textures/codex/menushots/logistics_settings.png" width="240" height="400"/>
<hl>优先级</>:该装置请求的订单将被设为高优先级,且将最先执行。 <hl>执行订单</>:默认情况下,装置会执行物流网络上的订单。如果想让网络上的装置不执行订单,可取消勾选该选项。 <hl>仅限物品运输器</>:勾选该选项后,机器人将不会再为该装置执行订单,只有物品运输组件才会运送物品。 <hl>运输路线</>:持续从<hl>前往</>寄存器取货并运送至<hl>存储</>寄存器。该操作需要同时设置<hl>前往寄存器</>和<hl>存储寄存器</>。
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Automation 2: Parameters | 自动化系统2:参数 | |
<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"/>
<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/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"/>
<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</>
<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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<hl>自动化系统2:</> <bl>参数</> <bl>参数是简单的</><hl>语境</><bl>设置,会告诉你装置或组件的运行方式。</> 参数的类型主要有两种:<hl>装置参数</>和<hl>组件参数</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>装置参数</> <img image="Main/textures/codex/icons/registers_base_icons.png" width="272" height="72"/> <bl>| 信号 | 视觉 | 存储 | 前往 |</> <img image="Main/textures/codex/ui/line_h1.png"/> 选择一项<bl>参数</>将会打开显示该组件可用数值的面板。<bl>参数</>可通过点击其上的<Key action="ExecuteAction" style="hl"/>清除,或通过在两个参数之间连线来链接至另一个参数。链接会将一个参数的值转发至目标参数,从而实现两个组件之间的信息传输。重新创建相同的链接可移除该链接。你可以使用<hl>信号</>将一个参数的值发送至另一个装置。你也可以按住<hl>Control键</>,将某一参数的值拖动复制到另一参数上。 每个装置都包含一组四个通用参数,并附带相关额外功能。 <icon icon="icon_context"/> <hl>前往</>为通用<bl>参数</>,可通过点击<Key action="ExecuteAction" style="hl"/>进行设置,它代表装置的当前行动重点。如果将其设置为装置知道如何与之交互的世界对象,则该装置将专注于该交互,例如获取某件物品或打开某个可探索结构。如果前往装置可移动,则机器人将跟随它一同移动。 <icon icon="icon_home"/> <hl>存储</>可将一个装置绑定到另一个装置上。如果存储指向另一个装置或建筑,则装置将前往那里,并在其处于空闲状态时转移其库存。存储参数可通过在世界中的某个实体上按下<hl>Ctrl + </><Key action="ExecuteAction" style="hl"/>进行设置,或在没有实体时将其清除。 <icon icon="icon_vision"/> <hl>视觉</>参数将在你启用视觉覆盖时,显示在游戏视图中。你可以使用该参数为自己提供装置正在执行的工作的视觉线索。一个实用技巧是将生产组件的参数链接到视觉参数上,以了解装置内部的生产情况。 <icon icon="icon_signal"/> <hl>信号</>参数可用于向其他装置发送信息。该参数可通过<hl>信号读取器</>组件读取。 <img image="Main/textures/codex/ui/line_h2.png"/> <hl>[前往]</> 如果将装置的<bl>前往参数</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>设为另一个装置,则装置将跟随该装置。 你可以将<bl>前往</>参数<hl>拖动</>到该装置上,或点击该装置上的<Key action="ExecuteAction" style="hl"/>来设置该参数。 <img image="Main/textures/codex/automation/goto_set.png"/><img image="Main/textures/codex/automation/home_follow.png"/>
<hl>[存储]</> 将装置的<bl>存储参数</>设为装置上的建筑时,装置会将其所有物品都存储到该建筑上。 <img image="Main/textures/codex/automation/home_mine1.png"/> <img image="Main/textures/codex/automation/home_mine2.png"/> <desc>在上例中,当装置开采容量已满时,它将前往该建筑清空自己的库存,然后再回来继续开采。</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[运送]</> 将一个建筑的<bl>存储参数</>设为另一个建筑时,网络上的装置会将物品运送到该存储建筑。
<img image="Main/textures/codex/ui/line_h1.png"/> <hl>[运输路线]</> 如果勾选物流网络菜单中的运输路线:<img image="Main/textures/codex/menushots/transport_route.png"/> <gray>(有关该菜单的更多信息,请参阅手册的自动化系统1:物流网络菜单部分)</> <hl>[提货和存储]</> 如果将装置的<bl>前往参数</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>设为另一个装置,并且“勾选”了<bl>运输路线</>,则装置会从该装置提取物品。 如果将装置的<bl>存储参数</><img image="Main/textures/codex/icons/register_store.png" width="45" height="45"/>设为另一个装置,则装置会在该装置存储或卸下物品。 <img image="Main/textures/codex/ui/line_h1.png"/>
<header>组件参数</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>一些</><hl>组件</><bl>的参数在设定后,将会激活该组件的相应功能</>
<hl>采矿</>组件将会收获其参数内指定的资源节点。如果已在参数中设置某一资源类型,如<hl>金属矿</>或<hl>水晶</>,则组件将在可视范围内尝试搜索匹配的资源节点。如果指定了数量,则采矿组件仅会开采该数量的物品或直至容量已满。 <img image="Main/textures/codex/registers/codex_production.png"/> <hl>生产</>组件参数指定了要生产的物品或装置。在适用的情况下,你还可以将装置蓝图设置到该参数上,以生产之前保存的预制装置。生产装置上的第二个参数显示生产所需的下一项原料。你可以通过此功能将其传输给其他组件以创建生产链。 <img image="Main/textures/codex/registers/codex_research.png"/> <hl>上行链路</>和研究组件显示当前正在研究的技术。与生产组件类似,第二个参数显示完成研究所需的新原料。
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Automation 3: Behavior UI | 自动化系统3:行为UI | |
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<hl>Automation 3:</> <bl>BEHAVIOR UI</>
<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>自动化系统3:</> <bl>行为UI</>
<img image="Main/textures/codex/menushots/behaviorUI.png" width="450" height="500"/> 1) <hl>菜单</> - 从左到右:[ <bl>撤销 - 停止 - 开始 - 步骤</> ] [ <bl>行为库 - 确认</> ] 2) <hl>行为指令</>:[ <bl>装置 - 移动 - 组件 - 流程 - 数学 - 全局</> ] (下拉菜单) 3) <hl>行为名称和描述</>:为其命名。 4) <hl>添加和移除参数</>:加号用于添加<bl>参数</>。减号用于移除<bl>参数</>。 5) <hl>装置参数</> - 从左到右:[ <bl>信号 - 视觉 - 存储 - 前往 ]</> |
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Automation 3: Behaviors | 自动化系统3:行为 | |
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<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.
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"/>
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/ui/line_h1.png"/>
Drag the new parameter <bl>[ P1 ]</> to the <hl>Source</> for Pick Up Items <img image="Main/textures/codex/ui/line_h1.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"/>
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.
Click the confirm button to return to the main screen.
Parameters [ P1 ] and [ P2 ] that you created can now be set.
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.
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>行为</> <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"/> 点击修改行为按钮,打开行为编辑器屏幕。
打开行为编辑器后,你的行为起点将为<hl>程序启动</>。 <img image="Main/textures/codex/ui/line_h1.png"/>
先将<hl>提取物品</>指令拖动到“程序启动”,以与其连接。 <img image="Main/textures/codex/ui/line_h1.png"/>
<img image="Main/textures/codex/ui/line_h1.png"/>
将新参数<bl>[ P1 ]</>拖动到<hl>来源</>处,以提取物品 <img image="Main/textures/codex/ui/line_h1.png"/>
现在,无论P1参数设置为什么,都将成为“来源”指令的输入项。 <img image="Main/textures/codex/ui/line_h1.png"/>
对“卸下”指令重复相同的步骤。 <img image="Main/textures/codex/ui/line_h1.png"/>
<img image="Main/textures/codex/auto3_behavior/07_param2.png"/> 添加参数2 [ P2 ],并将其拖动到“卸下”指令的“来源”。 <img image="Main/textures/codex/ui/line_h1.png"/>
<img image="Main/textures/codex/auto3_behavior/08_rename.png"/> 将行为重命名为“运送行为”之类的其他名称,并添加一段描述。
<img image="Main/textures/codex/auto3_behavior/confirm.png"/> 点击确认按钮,返回主屏幕。
将[ P1 ]设置为你想从中提取物品的建筑,再将[ P2 ]设置为你想卸下物品的建筑。
点击“运行”按钮,启动该行为。 <img image="Main/textures/codex/ui/line_h1.png"/> |
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Advanced Research | 高级研究 | |
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<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.</>
They contain information about robot technology that is extremely similar to our own.
<img id="robot_datacube" width="64" height="64"/> <img id="human_datacube" width="64" height="64"/> <img id="alien_datacube" width="64" height="64"/>
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>高级研究</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>需要数据立方来推动科技发展,使其超越基本科技树。</> <img id="robot_datacube" width="64" height="64"/> <hl>数据立方</> <bl>这些数据立方中蕴含着非常密集的数据集。</>
其中包含着与我们的机器人技术高度相似的机器人技术信息。
<img id="robot_datacube" width="64" height="64"/> <img id="human_datacube" width="64" height="64"/> <img id="alien_datacube" width="64" height="64"/>
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Advanced Research 2 | 高级研究2 | |
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<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 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</>
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>高级研究2</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>需要存储矩阵来推动科技发展,使其超越高级科技树。</> <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> <bl>这些存储装置的内部为矩阵结构,可用于存储来自上述数据立方的数据集。</> 显然,它们的缔造者是一种与我们类似的生命形式。
<img id="human_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> <img id="alien_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</>
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Advanced Research 3 | 高级研究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 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</>
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>高级研究3</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>需要数据立方和存储矩阵来推动科技发展,使其超越高级科技树。</> <img id="robot_research" width="64" height="64"/> <hl>研究矩阵</> <bl>数据可从数据立方上传到数据矩阵。</> 完成该操作后,将生成研究矩阵,让你可以访问数据立方中的全部信息。
<img id="human_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> = <img id="human_research" width="64" height="64"/> <hl>研究矩阵</> <img id="alien_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> = <img id="alien_research" width="64" height="64"/> <hl>研究矩阵</>
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Bugs | 虫子 | |
<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/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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>虫子</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>这颗星球上的原生虫类生命</> <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"/> 这颗星球上的虫子天生就对那些踏入其领地的外来者怀有敌意。
<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"/> 这些虫子分布于多岩石的高原地区,在地下筑巢栖息。 我们必须摧毁这些巢穴,让它们无法来到地面。
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Components | 组件 | |
<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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>组件</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>将</><hl>组件</><bl>放入任意可用</><hl>接口</><bl>,即可自定义装置,从而启用该装置的新功能。</> <img image="Main/textures/codex/codex_components.png" width="540" height="360"/> 组件有四种大小:<hl>小型</>、<hl>中型</>、<hl>大型</>和<hl>内部</>,它们可以适配相同大小或更大的接口。 <img image="Main/textures/codex/ui/sockets.png"/> 组件需要分别制造才能被装备,它们可以通过<hl>参数</>链接起来,从而实现各种功能的自动化。 未配备组件的装置功能有限,但移动装置能够自由拾取和卸下物品,而建筑在没有配备组件的情况下无法做到这一点。
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Logistics 1: Radar | 物流网络1:雷达 | |
<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</>
<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"/>
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>雷达</> <hl>便携式雷达</><img width="50" height="50" id="c_portable_radar"/>是你将在物流网络技术中解锁的第一个关键组件。 <bl>你可以将雷达设置为搜索一个特定物品或实体。(多个筛选器不能用于多个物品)</> 例如,你可以将其设置为搜索金属矿<img width="50" height="50" id="metalore"/>、敌人<img width="50" height="50" id="v_enemy_faction"/>或未解开的遗迹<img width="50" height="50" id="v_unsolved"/> <img image="Main/textures/codex/registers/radar_registers.png" width="450" height="120"/> 前三个方框<rl>(1)</>为<hl>筛选器</>,最后一个方框<rl>(2)</>为<hl>雷达结果</>
<hl>多个筛选器</> <bl>你可以使用多个筛选器来细化搜索。</> 例如,此设置为查找<hl>硅砂</>和<hl>已卸下的物品</>。因此,它只会寻找地面上“散落或已卸下的硅砂”,而不会寻找可开采的节点。 <img image="Main/textures/codex/registers/radar_filters.png" width="450" height="90"/>
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Logistics 2: Signal Readers | 物流网络2:信号读取器 | |
<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>(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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>信号读取器</> <bl>通过</><hl>信号读取器</><img width="50" height="50" id="c_signal_reader"/><bl>,实体可以读取另一个实体的</><hl>信号参数</><img image="Main/textures/codex/icons/register_signal.png" width="50" height="50"/><bl>。</> 例如:双配机器人可以读取幼犬的信号参数 <img image="Main/textures/codex/logistics/signal_reader_1.png" width="800" height="320"/>
<rl>(2)</> 幼犬的<hl>信号读取器</>返回<bl>[金属矿]</><img width="50" height="50" id="metalore"/>结果 <rl>(3)</> 然后,它将结果提供给自己的采矿机组件。
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Logistics 3: Transporters | 物流网络3:运输器 | |
<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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>运输器</> <bl>通过</><hl>便携式运输器</><img width="50" height="50" id="c_portablecrane"/>(范围1),装置能够将物品或组件直接运送给旁边的另一个装置。 <img image="Main/textures/codex/logistics/transporter_1.png" width="800" height="320"/> 在上例中,中间生产建筑的内部槽位中有一个便携式运输器。通过该运输器: <rl>(1)</> 存储在左侧<hl>存储块</>中的<bl>金属棒</>和<bl>金属板</>将会被运送到<hl>生产建筑</>中 <rl>(2)</> <hl>生产建筑</>中生产的<bl>加强板</>将会被运送到右侧的<hl>存储块</>中。
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Logistics 4: Drones | 物流网络4:无人机 | |
<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>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>无人机和无人机港口</> <bl>无人机港口</><img width="50" height="50" id="c_drone_port"/><bl>用于存放在你的网络上执行物流工作(完成订单)的无人机</><img width="50" height="50" id="f_drone_transfer_a"/><bl>。</> 无人机包裹<img width="50" height="50" id="drone_transfer_package"/>与无人机港口独立生产,你必须将包裹拖放到港口的库存中,才能装到无人机上。 <img image="Main/textures/codex/logistics/drone_port_1.png" width="800" height="320"/>
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Getting Started | 入门指南 | |
<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"/> | <img image="Main/textures/codex/ui/line_h2.png"/> <header>入门指南</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>快速介绍:</> *机器人一开始会看起来比较笨拙,因为它们只会按照你的指令去工作。 *装备新的<hl>组件</>可以让机器人执行更多工作。 *你可以在<hl>组件</>部分看到任何指定机器人能够从事的工作。 *每个机器人都有一组四个基本通用<bl>参数:信号、视觉、存储和前往</>,每个参数都具备一些相关的额外功能。 *<bl>前往参数</>可以通过右击世界中的对象进行设置。 *<bl>存储参数</>如果指向另一个机器人或建筑,则机器人会在空闲时返回该处并将全部库存存储在那里。该参数也可以通过ctrl + <Key action="ExecuteAction"/>进行设置。 *<bl>视觉参数</>可设置为任何对象,会在你使用Tab键查看弹出窗口时显示。 *<bl>参数</>可以相互链接,并可以将参数值从源参数复制到目标参数。将一个参数拖动到另一个参数上即可创建链接。再次创建相同的链接则可移除该链接。 * 许多游戏系统和组件都可以通过<bl>参数</>进行交互(如在行为中)。它们也称为<hl>寄存器</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>目标</> <bl>要实现目标:</>点击各个<hl>目标</>来了解要做的工作 <img image="Main/textures/codex/gettingstarted/tutorial_list.png"/> <desc>之前的目标也可以在手册或进度菜单中查看</> 如果你不想在列表中显示<hl>目标</>,可打开进度菜单,取消勾选“显示在游戏屏幕上” <img image="Main/textures/codex/gettingstarted/show_on_screen.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>以下是一些入门基本操作:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>镜头移动</> 除了使用<hl>WASD</>移动镜头外,你也可以<hl>右击</>和拖动屏幕。 <img image="Main/textures/codex/gettingstarted/mouse_camera.png"/> <bl>发出指令</> <hl>右击</>可以移动和发出指令及命令。(如右击要开采的节点) <img image="Main/textures/codex/gettingstarted/right_click_move.png"/> <img image="Main/textures/codex/gettingstarted/right_click_mine.png"/> 右击某个组件可打开上下文菜单 <img image="Main/textures/codex/gettingstarted/set_mining_target.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>移动物品</> 物品可自动(参见手册中的“自动化”部分)或手动移动。 <hl>手动移动物品:</> 你可以将物品从一个装置拖放到另一个装置上,或者在装置和建筑之间拖放。 <img image="Main/textures/codex/gettingstarted/drag_and_drop.png"/> <desc>将水晶直接从机器人处拖放到建筑上</> 你也可以将物品拖放至地面。 <img image="Main/textures/codex/gettingstarted/drop_on_ground.png"/> <desc>物流网络无法识别地面上的物品</> <hl>注意</>:物流网络无法识别地面上的物品,需要手动将其拾取,或通过雷达进行探测和回收。 <img image="Main/textures/codex/ui/line_h1.png"/> <bl>视觉显示</> 这些关键显示功能可以帮助你了解网络: 1) <hl>网格</> - <hl>P</>键 2) <bl>视觉模式(3)</> - <hl>TAB</>(3种模式循环) 1) <hl>网格</>代表着<bl>电网</>和<bl>物流网络</> <img image="Main/textures/codex/gettingstarted/power_network.png"/> <hl>网格</>上的机器人会 1) 从电网汲取<bl>电力</> 2) 在<bl>物流网络</>按钮“开启”时完成网络订单。 <desc>(参见手册中的“连接到物流网络”部分)</> <icon icon="icon_carry" height="50" width="50"/> <img image="Main/textures/codex/gettingstarted/bot_on_network.png"/> 2) <bl>视觉模式(3)</><hl>TAB</>(3种模式循环) <hl>模式1:</>仅显示视觉参数(默认) <img image="Main/textures/codex/gettingstarted/visual_only.png"/> <desc>机器人上的视觉覆盖将显示其正在开采的物品</> <hl>模式2:</>显示视觉参数、状态图标和范围 <img image="Main/textures/codex/gettingstarted/displaying_all.png"/> <desc>机器人存储到存储装置</> <img image="Main/textures/codex/gettingstarted/status_blocked.png"/> <desc>显示机器人被屏蔽的状态图标</> <img image="Main/textures/codex/gettingstarted/visual_ranges.png"/> <desc>机器人当前正在执行的订单</> <hl>模式3:</>所有视觉选项均为“关闭”状态(框架电量耗尽时的“电量不足”状态图标除外) <img image="Main/textures/codex/gettingstarted/no_power_status.png"/> <desc>“电量不足”状态图标在所有模式中均显示</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |
Hotkeys | 热键 | |
<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>热键</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>游戏</> 游戏内菜单:<Key action="InGameMenu" style="bl"/> 暂停:<Key action="PauseGame" style="bl"/> 地图覆盖:<Key action="MapOverlay" style="bl"/> 聊天<Key action="Chat" style="bl"/> <hl>镜头</> 切换镜头旋转:<Key action="MouseCameraRotateToggle" style="bl"/> 镜头缩放:<Key axis="CameraZoom" style="bl"/> 将镜头设为基地:<Key action="CameraHome" style="bl"/> 将镜头设为0:<Key action="CameraZero" style="bl"/> 跟随镜头:<Key action="Camera_FollowTarget" style="bl"/> <hl>装置</> 选择装置:<Key action="SelectAction" style="bl"/> 移动装置:<Key action="ExecuteAction" style="bl"/> <hl>菜单</> 科技树:<Key action="Tech" style="bl"/> 建造菜单:<Key action="Build" style="bl"/> 进度:<Key action="Progress" style="bl"/> 手册:<Key action="Codex" style="bl"/> 行为库:<Key action="Library" style="bl"/> 控制中心:<Key action="FactionView" style="bl"/> <hl>信息</> 切换高级信息:<Key action="ToggleAdvanced" style="bl"/> 电网:<Key action="PowerInfo_Toggle" style="bl"/> 切换路径线路:<Key action="ShowPath" style="bl"/> 可视化:<Key action="MapOverlay" style="bl"/> <hl>复制</> 复制设置:<Key action="UnitCopy" style="bl"/> 粘贴设置:<Key action="UnitPaste" style="bl"/> <hl>建造</> 建造菜单:<Key action="Build" style="bl"/> 光标:<Key action="CursorGrid_Toggle" style="bl"/> 旋转组件:<Key action="RotateConstructionSite" style="bl"/> <gray>(鼠标置于组件图标上)</> 旋转建筑/场地:<Key action="RotateConstructionSite" style="bl"/> <gray>(鼠标置于建筑/场地上)</> <img image="Main/textures/codex/ui/line_h2.png"/> |
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Inventory Management | 库存管理 | |
<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.
<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.
<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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<Header>库存和存储</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/codex_storage.png" width="500" height="200"/> <hl>库存</><bl>是机器人和建筑用于存放未安装到接口中的物品和组件的空间。</> <hl>存储</><bl>装置会在必要时为机器人提供存放物品的空间。</> 当组件因所在建筑容量已满而无法生产物品(如采矿机或制造机)时,其将停止生产,直至空间充足。 不过,当存储建筑拥有<hl>共享存储</><img width="50" height="50" id="c_shared_storage"/>组件时,其可在建筑或装置容量已满的情况下,为多余物品提供存储空间。 一些存储<bl>组件</>可通过开设槽位来提供额外的存储槽位,但该装置上的所有槽位也将变为可用存储。
<header>库存管理</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>具体数量</> 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) 右击库存堆并选择[具体数量]。 2) 输入要提取的物品数量 3) 左击并从图标上拖出
<hl>固定槽位</> 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) 右击库存堆并选择[将槽位固定至此物品]。 2) 锁定图标表示槽位已固定。 3) 你也可以通过右击空闲槽位并选择[固定空闲槽位]来固定一个空闲槽位。 4) 右击库存左上角的图标,显示[固定所有槽位]选项。 5) 右击并选择“取消固定”选项,可取消固定槽位。
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Power | 电源 | |
<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"/> | <img image="Main/textures/codex/ui/line_h2.png"/> <icon icon="icon_power"/><header>电源</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/power.png" width="200" height="120"/> <bl>装置需要</><hl>电源</><bl>才能运行</> 低电量会导致效率低下,生产速度减慢。如果装置电量耗尽,其组件将无法工作,其移动速度也将大幅降低。你可以随时使用“电源”按钮或按下<Key action="ToggleAdvanced" style="hl"/>关闭装置,使其停止工作。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>电网</> <hl>电网</><bl>规定了机器人在电网供电的情况下可以自由移动的区域。</> 电网中的发电机会增加电网的总电力,活跃的组件将从该电力池中汲取电力。你可以使用小地图下方的按钮或按下<Key action="PowerInfo_Toggle" style="hl"/>来切换电网视图。 <img image="Main/textures/codex/botshots/codex_power_grid_narrow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>电源类型</> <hl>[发电装置]</> <bl>发电装置</>会向<hl>电网</>供电。这是一个持续的过程*,不会因需求而发生变化。多余的电力可以进行存储。<gray>(参见下方“电池”部分)</> <gray>注意:发电装置不一定会生成自己的电网。</> <img width="50" height="50" id="c_solar_cell"/><bl>太阳能电池</>会在日间为电网持续供电。 <img width="50" height="50" id="c_wind_turbine"/><bl>风力发电机</>会为电网持续供电。其在高原地区的发电量翻倍。 *只要满足发电条件便能持续供电(如太阳能电池在日间持续供电) <hl>[电池]</> <bl>电池</>会根据需求为<hl>电网供电</>。当电网电力不足,无法满足自身需求时,其会从电池中获取电力,而电池中的电力也会逐渐耗尽。电池的充电方式取决于电池的类型。 电网中的<img width="50" height="50" id="c_small_battery"/><bl>电池</>会在<hl>耗电量</>超出<hl>发电量</>时供电。这些电池的充电和放电速率有限,具体取决于其大小。电池会利用电网中的多余电力进行充电,将其与太阳能电池相结合将会非常有效,例如,可以补偿夜间的电力损耗。 <img width="50" height="50" id="c_crystal_power"/><bl>水晶电源</>和标准电池一样,可为电网供电,但无法利用多余的电力充电,只能消耗水晶块将其转化为电力。 <hl>[电场]</> <img width="50" height="50" id="c_small_relay"/> <bl>电场</>会在配备电场的装置附近生成电网。将其覆盖在现有电网上可扩大现有电网的范围。但电场并不能自己供电。电网内的发电装置和电池将向电网供电。如果创建了一个完全独立的电网,其将需要配备自己的发电装置。 <hl>[电力传输]</> <img width="50" height="50" id="c_power_transmitter"/> <bl>电力传输器</>可以将有限的电力输送到单个装置,让该装置能够在电网外自由移动。 <img image="Main/textures/codex/ui/line_h2.png"/> | |
Production | 生产 | |
<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
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.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>生产</> <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>生产组件</><hl>,如制造机</><bl>和</><hl>装配机</><bl>,可让你生产新物品。</> <header>生产组件:</> <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>制造机</> 前期生产组件,生产简单材料 <hl>装配机</> 初级生产组件,生产高级材料 <hl>机器人装配机</> 初级机器人生产组件,生产高科技材料及已打包装置 <hl>精炼机</> 生产专业材料
将参数设置为生产物品后,装置将会根据要生产的数量预留所需原料。如果将生产数量设置为无限,则将预留原料堆的一半。 当装置中没有所需的原料时,将会生成订单,这样连接到物流网络的装置就会在空闲时提取所需原料。下一项所需原料将显示在第二个参数中。 如果没有可用的槽位来产出所生产的物品,生产将停止,直至有空闲槽位。
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Research | 研究 | |
<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. | <img image="Main/textures/codex/ui/line_h2.png"/> <header>研究</> <img image="Main/textures/codex/ui/line_h1.png"/> 要推进生产及生产新的框架/组件,就需要收集相应的信息及资源,以研究新技术。 <img image="Main/textures/codex/icons/techtree_icon.png" width="60" height="60"/>使用右侧菜单上的按钮或按下<Key action="Tech" style="hl"/>可打开科技树。 <img image="Main/textures/codex/techtree/technology_full_tree.png" width="500" height="400"/> 选择一项可供研究的技术,查看已获得的技术以及解锁该技术的要求。 按下<hl>设置研究</>按钮,将其设置为所选研究项目。 <img image="Main/textures/codex/ui/line_h1.png"/> <hl>进度条</> <bl>进度</> <img image="Main/textures/codex/codex_tech_progress_bar.png"/> 2/5 进度条会先以较深的颜色表示某个或多个上行链路(如有)的进度。 在逐步完成的过程中,进度条的颜色会变亮,已完成的步骤数量也会增加。 *多个上行链路可以同时研究单个步骤,且可以大大缩短研究时间,但这样做的耗电量会很高。 | |
E.L.A.I.N | 伊莱恩 | |
Datacubes | 数据立方 | |
<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>数据立方</>
<header>数据立方</> <img image="Main/textures/codex/ui/line_h2.png"/> |
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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</>. |
这些<hl>数据立方</><img id="robot_datacube" width="25" height="25"/>蕴含着极为密集的数据集。目前我们只能访问浅层数据。
如果我们能找到更多这样的立方,就能进一步了解这个世界。 获得足够数量的数据立方后,我们就能解锁<bl>通路技术</>。 |
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Resources | 资源 | |
<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
<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.
The range of mining equipment can be extended by linking a radar component to the miner components Parameter.
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<img image="Main/textures/codex/ui/line_h2.png"/>
<header>资源</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/resources/three_resources.png" width="350" height="110"/> <hl>基础资源</>:金属矿、水晶和硅砂
<hl>基础资源</>分布于世界各地,可通过采矿机进行开采。其他类型的资源可能需要更先进的采矿组件,并需要使用不同的生产设施进行加工。 如果条件允许,可选择配有采矿组件的装置,其在与资源进行交互后,就能开始开采资源。这样做会将资源节点放入装置的参数中。当该节点处的资源开采完后,装置会继续寻找类似资源的节点进行开采。
将雷达组件链接到采矿机组件参数上,还可以扩大采矿设备的范围。
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Unlocked Items | 已解锁物品 | |
Rotation | 旋转 | |
<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.</>
<img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/>
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"/>
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"/>
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<img image="Main/textures/codex/ui/line_h2.png"/>
<hl>旋转:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>建筑和组件可以旋转。</>
<img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/>
你也可以在建筑建好后进行旋转。只需将鼠标放在建筑上并按下<Key action="RotateConstructionSite" style="bl"/>键即可。 <img image="Main/textures/codex/buildingshots/building_rotate.png" width="500" height="180"/>
要旋转组件,将鼠标放在配有接口的组件图标上,并按下<Key action="RotateConstructionSite" style="bl"/>键。 <img image="Main/textures/codex/buildingshots/component_rotate.png" width="500" height="200"/>
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File: data/components[edit | edit source]
English | Chinese (Simplified) | * |
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human | 人类 | |
laterite | 红土矿 | |
transformer | 变压器 | |
engine | 引擎 | |
aluminiumsheet | aluminiumsheet | |
micropro | 微处理器 | |
alien | 外星人 | |
world | 世界 | |
glitch | 故障 | |
color | 颜色 | |
resource | 资源 | |
entityfilter | entityfilter | |
Light | 光 | |
Illuminates the immediate area. Brightness and color can be changed via a register | 照亮附近区域。可通过寄存器更改其亮度及颜色 | |
Small | 小型 | |
Light RGB | RGB照明 | |
Illuminates the immediate area. Brightness and color can be changed via RGB registers | 照亮附近区域。可通过RGB寄存器更改其亮度及颜色 | |
Red (0-31) | 红色(0-31) | |
Green (0-31) | 绿色(0-31) | |
Blue (0-31) | 蓝色(0-31) | |
Intensity | 强度 | |
Fabricator | 制造机 | |
A small fabrication unit able to process raw resources and simple components. Missing ingredients are available via register. | 一种可加工原始资源及简单组件的小型制造装置。缺少的原料可通过寄存器获得。 | |
production | 生产 | |
Click to change production | 点击以更改生产 | |
Set Production | 设置生产 | |
Missing ingredient | 缺少原料 | |
Set %s Production | 设置%s生产 | |
this | 此 | |
Missing research to produce %s | 缺少生产%s所需的研究 | |
Cannot produce %s in %s | 无法在%s中生产%s | |
Missing production ingredient %s | 缺少生产原料%s | |
Cannot produce zero items | 无法产生零项目 | M |
No inventory space to produce %s | 库存空间不足,无法生产%s | |
frames | 框架 | |
Assembler | 装配机 | |
Main production facility for robotic components and robotic materials. | 生产机器人组件和机器人材料的主要设施。 | |
Medium | 中型 | |
Data Analyzer | 数据分析器 | |
Allows creation of Simulation Datacubes | 可生成模拟数据立方 | |
Large | 大型 | |
Refinery | 精炼机 | |
Advanced production facility for advanced material production | 生产高级材料的高级设施 | |
Robotics Assembler | 机器人装配机 | |
Dedicated laboratory for robotics | 机器人专用实验设备 | |
entity | 实体 | |
Rally point
Drag to location or unit to set |
集结点
拖动至位置或装置上以进行设置 |
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Power Field | 电场 | |
Extends a wireless power field around the unit | 可在装置周围扩散无线电场 | |
Portable Power Field | 便携式电场 | |
Internal | 内部 | |
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 | 可在装置周围的一小片区域内创建或扩展电网,以将电力传输至附近的装置。自身不发电。由于其范围较小,因此多用于可移动装置 | |
Small Power Field | 小型电场 | |
Creates or expands your power grid in an area around the unit, transferring power to nearby units. Produces no power on its own. | 可在装置周围的一片区域内创建或扩展电网,以将电力传输至附近的装置。自身不发电。 | |
Large Power Field | 大型电场 | |
Local power field with increased radius | 半径更大的局部电场 | |
Uplink | 上行链路 | |
Uploads data to orbital mainframe for tech research | 可将数据上传至轨道主框架,以进行技术研究 | |
Current researching technology | 当前研究技术 | |
Manual | 手动 | |
Set Research | 设置研究 | |
Repair Component | 维修组件 | |
Allows repair of damaged Frames | 用于维修损坏的框架 | |
Preferred Repair Target | 首选维修目标 | |
Current Repair Target | 当前维修目标 | |
Repair Frame | 维修框架 | |
Select the frame to repair | 选择要维修的框架 | |
Are you sure you want to repair a frame from another faction? | 是否确认维修另一阵营的框架? | |
Repair Kit | 维修工具包 | |
Can repair the unit it is equipped on | 可维修已装备的装置 | |
ALLY | 队友 | |
AOE Repair Component | AOE维修组件 | M |
Allows repair of all damaged Frames in a radius | 允许修复半径中的所有受损帧 | M |
Packager | 包装器 | M |
Packages up this unit | 打包这个单元 | M |
Package | 包裹 | |
Deployment | 部署 | |
Initial planetary colonization support package, cannot deploy while frame is active | 初始星球殖民支持包,框架处于活跃状态时无法部署 | |
Deploy | 部署 | |
Deploy Base | 部署基地 | |
Cannot deploy while components still have items in them | 组件中仍有物品时无法部署 | |
Cannot deploy here | 无法在此部署 | |
Insufficient resources detected.
Are you sure you want to deploy here? |
检测到资源不足。
是否确认在此部署? |
|
Metal Bar Production | 金属条生产 | M |
warning | 警告 | |
Drop Pod Ejected | 滴荚弹出 | M |
Drop Pod Ejected at %d, %d | 在%d,%d时弹出豆荚 | M |
World Event | 世界事件 | |
Deployer | 部署器 | |
Unpacks into a completed unit | 拆开为完整的装置 | |
Use | 使用 | |
Target Unit | 目标装置 | |
Acquired Unit | 获得的单位 | M |
Acquire | 获取 | |
Select unit to absorb | 选择装置以吸取 | |
Select target to take in | 选择目标以接收 | |
Target contains Deployer | 目标包含部位 | M |
Target not valid for re-deployment | 目标无效,无法再次部署 | |
Invalid Target | 无效的目标 | |
Cannot acquire unit Deployer is equipped on | 无法获取单位部署的配备 | M |
Cannot activate while components still have items in them | 组件中仍有物品时无法激活 | |
Deployment Constructor | 部署建造器 | |
deployment construction | 部署建造 | |
Constructor | 建造器 | |
All-purpose unit for manual construction | 通用手动建造装置 | |
Other | 其他 | |
Miner | 采矿机 | |
Basic mining drill - extracts metal and crystal | 基础开采钻机 - 开采金属和水晶 | |
miner | 采矿机 | |
Resource to mine and amount | 要开采的资源和数量 | |
Set Mining Target | 设置开采目标 | |
Set %s Target | 设置%s目标 | |
Cannot mine %s | 无法开采%s | |
Already holding the requested amount %d of %s | 已拥有所需数量的%d个%s | |
No space in inventory for %s | 库存空间不足,无法存放%s | |
No %s found in range | 范围内未找到%s | |
Operating | 运行中 | |
Laser Mining Tool | 激光开采工具 | |
Laser Mining Tool - extracts metal and crystal with high efficiency (2x) | 激光开采工具 - 高效开采金属和水晶(2x) | |
Deconstructor | 拆除器 | |
Allows disassembly of completed Units and Building refunding 100% of their cost | 用于拆除已完工的装置和建筑并退还全部建造成本 | |
Preferred Target | 首选目标 | |
Select the deconstruction target | 选择拆除目标 | |
No Target | 无目标 | |
Not in range to deconstruct | 不在拆除范围内 | |
Cannot deconstruct Target | 无法拆除目标 | |
Reconstructor | 重建器 | |
Allows deconstruction of a unit or building to be later reconstructed in a different location | 在拆除装置或建筑后,稍后可在另一位置重建 | |
Redeploy | 再部署 | |
Select the reconstruction target | 选择重建目标 | |
Turret | 炮塔 | |
Medium sized turret with good damage and range | 具有不错伤害和射程的中型炮塔 | |
Current Target | 当前目标 | |
Select the attack target | 选择攻击目标 | |
Are you sure you want to attack your own Unit? | 是否确认攻击你自己的装置? | |
battle | 战斗 | |
Small Turret | 小型炮塔 | |
Basic defensive turret | 基础防御炮塔 | |
Small Advanced Turret | 小高级炮塔 | M |
A longer ranged small defensive turret | 一个较长的小型防御炮塔 | M |
Blight Turret | 枯萎炮塔 | |
Blight crystal turret | 枯萎水晶炮塔 | |
Viral Turret | 病毒炮塔 | |
Virus turret | 病毒炮塔 | |
Laser Turret | 激光炮塔 | |
Upgraded turret that fires a strong laser | 升级后的炮塔可发射出强大的激光 | |
Solar Cell | 太阳能电池 | |
Photovoltaic cell that supplies <hl>50</> power to your grid during daylight, with increased output throughout summer. | 光伏电池在白天为您的网格提供<hl>50</>的功率,整个夏季的产量增加。 | M |
Produce | 生产 | |
green | 绿色 | |
red | 红色 | |
Solar Panel | 太阳能板 | |
Solar Panel that generates <hl>300</> power throughout the day and <hl>100</> during the night, with increased output during summer. | 太阳能电池板全天生成<hl>300</>电源,夜间<hl>100</>,夏季的产量增加。 | M |
Wind Turbine | 风力发电机 | |
Constant <hl>50</> power generation per second, <hl>100</> when located on the plateau | 每秒恒定生产<hl>50</>点电力,当处于高原地区时,每秒生产<hl>100</>点电力 | |
Large Wind Turbine | 大型风力发电机 | |
Constant <hl>200</> power generation per second, <hl>400</> when located on the plateau | 每秒恒定生产<hl>200</>点电力,当处于高原地区时,每秒生产<hl>400</>点电力 | |
Power Cell | 电池 | |
Transmits <hl>500</> power per second over a small area | 在一小片区域内每秒传输<hl>500</>点电力 | |
Power Core | 能量核心 | |
Produces an exceptional amount of power per second over a small area | 在一小片区域内每秒生产大量电力 | |
Stored | 已存储 | |
Capacitor | 电容器 | |
Stores excess power from your power grid making it available when needed | 存储来自电网的多余电力,以备不时之需 | |
Integrated Capacitor | 集成电容器 | M |
Hi-grade Capacitor | 高级电容器 | M |
Medium Capacitor | 中型电容器 | |
A medium sized Capacitor with a greater storage amount | 容量更高的中型电容器 | |
Small Battery | 小型电池 | |
Rechargeable power cell | 可充电电池 | |
Signal Reader | 信号读取器 | |
Allow reading of the signal register from a specific unit or building. | 可从特定装置或建筑读取信号寄存器。 | |
<header>TARGET ENTITY</> <bl>Use to Select Entity to 'Read Signal' from</> Drag to Entity to set | <header>目标实体</> <bl>用于选择要从</>中“读取信号”的实体 拖动到实体上以进行设置 | |
<header>RECEIVED SIGNAL</>
<bl>The Result returned from the Target's</> <hl>Signal Parameter</> |
<header>已接收的信号</>
<bl>从目标的</><hl>信号参数</>返回的结果 |
|
Shared Storage | 共享存储 | |
Set locked slots on unit to allow dumping of excess items | 在装置上设置锁定槽位以便卸下多余物品 | |
Internal Storage | 内部存储 | |
Uses the internal socket as an item slot | 使用内部接口作为物品槽位 | |
Behavior Controller | 行为控制器 | |
Small, low-powered programmable device | 小型低功率可编程设备 | |
Program Behavior | 程序行为 | |
STOP | 停止 | |
STEP | 步骤 | |
PAUSE | 暂停 | |
Unlocked behavior exceeded instruction limit for a single step | 已解锁行为超出指令限制一步 | |
AI Behavior Controller | AI行为控制器 | M |
Programmable automatic base management | 可编程自动基础管理 | M |
autobase | 自动酶 | M |
Item Transporter | 物品运输器 | |
Enables automatic transfer of inventory directly between any Building or Unit in range | 可直接在范围内的任何建筑或装置之间自动运送库存物品 | |
Portable Transporter | 便携式运输器 | |
Enables automatic transfer of inventory directly between any adjacent Buildings or Units | 可在任何相邻建筑或装置之间自动运送库存物品 | |
Internal Transporter with short range | 内部转运蛋白短距离 | M |
Internal Transporter with decent range | 内部转运蛋白具有不错的范围 | M |
Portable Radar | 便携式雷达 | |
Short range detection of resources and other objects in the world. All conditions must be met. | 短距离探测世界中的各类资源和其他对象。必须满足所有条件。 | |
radar | 雷达 | |
<header>Search Filter [1]</>
<bl>Search Filter [1] is Required to return a Radar Result</>
|
<header>搜索筛选器[1]</>
<bl>使用搜索筛选器[1]可返回雷达结果</>
|
|
Set Filter | 设置筛选器 | |
<header>Search Filter [2]</>
<bl>Search Filter [2] Refines the Radar Result</>
|
<header>搜索筛选器[2]</>
<bl>搜索筛选器[2]定义了雷达结果</>
|
|
<header>Search Filter [3]</>
<bl>Search Filter [3] Refines the Radar Result</>
|
<header>搜索筛选器[3]</>
<bl>搜索筛选器[3]定义了雷达结果</>
|
|
<Key action="ExecuteAction" style="hl"/> to move camera to Result | />移动相机以结果 | M |
<header>RADAR RESULT</>
<bl>SINGLE Result returned from combination (additive) of 1 - 3 filters</>
<Key action="ExecuteAction" style="hl"/> to move camera to 'Result' in the world |
<header>雷达结果</>
<bl>从1-3个筛选器组合(叠加)中返回的单个结果</>
<Key action="ExecuteAction" style="hl"/>然后将镜头移动到世界中的“结果”上 |
|
Scout Radar | 侦察雷达 | M |
Short range detection of resources and other objects in the world. | 对世界上资源和其他对象的短距离检测。 | M |
<header>Search Filter</>
<bl>Search Filter is Required to return a Radar Result</>
|
<header>搜索过滤器</>
<bl>需要搜索过滤器才能返回雷达结果</>
|
M |
<header>RADAR RESULT</>
<bl>Result returned from filter</>
<Key action="ExecuteAction" style="hl"/> to move camera to 'Result' in the world |
<header>雷达结果</>
<bl>结果从过滤器返回</>
<Key action="ExecuteAction" style="hl"/>将相机移至世界上的'结果' |
M |
Small Radar | 小型雷达 | |
Scans for entities beyond visual range | 扫描可视范围之外的实体 | |
Radio Transmitter | 无线电发射器 | |
Allows remote transmission of logic to Receiver Components | 可将逻辑远程传输至接收器组件 | |
Band | 频带 | |
Value | 值 | |
Radio Receiver | 无线电接收器 | |
Allows remote reception and modification of logic | 可远程接收和修改逻辑 | |
Received Signal | 已接收的信号 | |
Crystal Power | 水晶能量 | |
Charges itself by consuming crystals, storing energy and supplies <hl>150</> power to your power grid every second, but only when required. | 消耗水晶为自身充能,可存储能量,并且每秒可向电网提供<hl>150</>点电力(仅在必要时)。 | |
Power Transmitter | 电力传输器 | |
Transfers power to a single unit outside the power grid | 向电网外的单个装置传输电力 | |
Select target to receive power | 选择要接收电力的目标 | |
Cannot transmit power to other factions | 无法向其他阵营传输电力 | |
Sign Post | 标志牌 | |
Show text instead of the visual register | 显示文本,而非视觉寄存器 | |
Set Sign | 设置标志 | |
Enter the text for the sign post | 输入标志牌文本 | |
Internal Health Module | 内部健康模块 | |
Increased structural integrity, adds 20 durability | 提高结构完整性,增加20点耐久度 | |
Small Health Module | 小型健康模块 | |
Increased structural integrity, adds 100 durability | 提高结构完整性,增加100点耐久度 | |
Medium Health Module | 中型健康模块 | |
Increased structural integrity, adds 200 durability | 提高结构完整性,增加200点耐久度 | |
Large Health Module | 大型健康模块 | |
Increased structural integrity, adds 300 durability | 提高结构完整性,增加300点耐久度 | |
Internal Visibility Module | 内部可视模块 | |
Increase unit visibility range by 5 | 将装置可视范围扩大5 | |
Small Visibility Module | 小型可视模块 | |
Increase unit visibility range by 10 | 将装置可视范围扩大10 | |
Medium Visibility Module | 中型可视模块 | |
Increase unit visibility range by 15 | 将装置可视范围扩大15 | |
Large Visibility Module | 大型可视模块 | |
Increase unit visibility range by 20 | 将装置可视范围扩大20 | |
Internal Efficiency Module | 内部高效模块 | |
Increase component efficiency by 20% | 将组件效率提高20% | |
Small Efficiency Module | 小型高效模块 | |
Increase component efficiency by 50% | 将组件效率提高50% | |
Medium Efficiency Module | 中型高效模块 | |
Increase component efficiency by 100% | 将组件效率提高100% | |
Large Efficiency Module | 大型高效模块 | |
Increase component efficiency by 150% | 将组件效率提高150% | |
Internal Speed Module | 内部速度模块 | |
Increase unit speed by 20% | 将装置速度提高20% | |
Small Speed Module | 小型速度模块 | |
Increase unit speed by 50% | 将装置速度提高50% | |
Medium Speed Module | 中型速度模块 | |
Increase unit speed by 80% | 将装置速度提高80% | |
Large Speed Module | 大型速度模块 | |
Increase unit speed by 120% | 将装置速度提高120% | |
Effect | 效果 | |
Glitch | 故障 | |
Trilobyte Consume | 三位消耗 | |
consumes components into silica and infected circuit boards | 消耗组件,将其转化为硅砂和受感染的电路板 | |
Trilobyte Attack | 三位攻击 | |
Imbued with acidic venom that damages metal | 蕴含着能够腐蚀金属的酸性毒液 | |
Hidden | 已隐藏 | |
Damage on Trigger | 触发时造成伤害 | |
all | 全部 | |
Small Storage | 小型存储 | |
Expands storage of Frame by <hl>4 slots</> | 将框架存储扩大<hl>4个槽位</> | |
Portable Shield Generator | 便携式护盾生成器 | |
Energy shield - Uses power to charge a shield that mitigates up to <hl>20</> damage | 能量护盾 - 使用电力为护盾充能,最多减免<hl>20</>点伤害 | |
Destroy on Trigger | 触发时摧毁 | |
bot | 机器人 | |
Glitch Building | 故障建筑 | |
AI Bot | AI机器人 | |
Phase Plant | 相植物 | M |
Damage Plant | 损坏植物 | M |
bugs | 虫子 | |
Damage Planet Internal | 损坏行星内部 | M |
Homeless Bug | 流浪虫子 | |
Bug Hive Spawner | 虫穴孵化器 | |
Intel Scanner | 信息扫描仪 | |
Puzzle | 谜题 | |
Repair Required | 需要维修 | |
Datakey Socket | 数据密钥接口 | |
datakey | 数据密钥 | |
Virus | 病毒 | |
Protects unit from receiving the virus and removes any viruses when equipped | 装备后,可保护装置不受病毒感染,并清除所有病毒 | |
virus | 病毒 | |
Small Intel Scanner | 小型信息扫描仪 | |
Scan explorables internals to access the console. Can be used to gain the hacking code of enemy faction units | 扫描可探索的内构件以访问控制台。可用于获取敌方阵营装置的黑客代码 | |
Item to scan | 要扫描的物品 | |
Set Scanning Target | 设置扫描目标 | |
Scan Result | 扫描结果 | |
Simulation Interface | 模拟界面 | |
Quantum computing device allowing direct manipulation of simulation | 可供直接操纵模拟的量子计算设备 | |
Send | 发送 | |
Human Factory | 人类工厂 | |
Alien Decryption Key | 外星人解密密钥 | |
Allows interfacing with alien structures | 用于与外星人结构进行交互 | |
Key | 密钥 | |
alienkey | alienkey | |
Alien Lock | 外星人锁 | |
A locking device of unknown origin | 来源不明的锁定装置 | |
obsidian | 黑曜石 | |
bb | bb | |
yb | yb | |
rb | rb | |
Re-simulator Core | 再模拟器核心 | |
Reconstructs objects on a simulation level | 在模拟层面上重建对象 | |
Robot | 机器人 | |
Human | 人类 | |
Anomaly | 异星人 | |
Stability | 稳定性 | |
<rl>DANGER:</> Overloaded | <rl>危险:</>已过载 | |
<hl>CAUTION:</> Overload Warning | <hl>注意:</>过载警告 | |
<hl>WARNING:</> Overloading not advised | <hl>警告:</>不建议过载 | |
Artificial Virus Core | 人造病毒核心 | |
Connects Virus instances into Re-simulator world stability | 将病毒实例连接到再模拟器世界稳定性中 | |
Send this unit through the wormhole?
It will be lost from the simulation. |
通过虫洞发送此单元?
它将因模拟而丢失。 |
M |
Artificial Blight Core | 人造枯萎核心 | |
Connects Blight instances into Re-simulator world stability | 将枯萎实例连接到再模拟器世界稳定性中 | |
Artificial Robot Core | 人造机器人核心 | |
Artificial Human Core | 人造人类核心 | |
Artificial Alien Core | 人造外星人核心 | |
Powerful Enemy Warning | 强敌警告 | |
Approach with EXTREME caution | 靠近时保持高度警惕 | |
Powerful Enemy Warning, EXTREME CAUTION ADVISED !!! | 强敌警告,请保持高度警惕!!! | |
Laser Extractor | 激光开采器 | |
Laser that mines <hl>laterite</> and <hl>obsidian</> | 用于开采<hl>红土矿</>和<hl>黑曜石</>的激光 | |
Blight Extractor | 枯萎提取器 | |
Extracts blight gas when placed inside a blighted area | 当放置在枯萎区域时可提取枯萎气体 | |
Virus Cure | 病毒解药 | |
Protection from the virus for nearby units | 保护附近装置免受病毒侵害 | |
Large Storage | 大型存储 | |
A larger storage component with <hl>20 slots</> | 更大存储组件 | |
Internal Virus Containment | 内部病毒容器 | |
Container for holding virus infected items | 用于装感染了病毒的物品的容器 | |
Internal Anomaly Containment | 内部异常遏制 | M |
Container for holding anomaly items | 持有异常物品的容器 | M |
Unit Teleporter | 装置传送器 | |
Transports units over a great distance. Interact with the unit equipped with the teleporter to dock the unit you wish to teleport | 远距离传送装置。与装备传送器的装置交互可对接要传送的装置 | |
Target location | 目标位置 | |
Set Teleport Target | 设置传送目标 | |
Repair Garage | 维修车间 | |
Repair target | 维修目标 | |
Missing repair resource | 缺少维修资源 | |
Satellite Launcher | 卫星发射器 | |
Launches a satellite. Items still in the AMAC inventory will be transferred to the satellite before launch | 发射一颗卫星。仍在AMAC库存中的物品将在发射前被运送到卫星上 | |
Launch | 发射 | |
Atmospheric interference is too high. Find a way to reduce the influence of the blight to allow launching of satellites. | 大气干扰过高。想办法降低枯萎影响,以发射卫星。 | |
Blight Interference | 枯萎干扰 | |
large1 | large1 | |
Satellite Unit | 卫星装置 | |
Land | 着陆 | |
The satellite launcher was lost, unable to land | 卫星发射器丢失,无法着陆 | |
The satellite launcher is not free for landing | 卫星发射器不能自由着陆 | |
Hacking Tool | 黑客工具 | |
Hacks units to be controllable by you. Set the unit and hack code into the first register to activate. | 侵入装置以对其进行控制。将装置和黑客代码设置到第一个寄存器上以进行激活。 | |
Plasma Turret | 等离子炮塔 | |
Plasma Cannon | 等离子大炮 | |
Photon Cannon | 光子大炮 | |
Hyper-advanced turret - <hl>120 damage</> per shot | 超能炮塔 - 每发炮弹<hl>120点伤害</> | |
Missile Launcher | 导弹发射器 | |
Missile turret | 导弹炮塔 | |
Tank Turret | 坦克炮塔 | |
A turret weapon for mounting on tanks | 安装在坦克上的炮塔武器 | |
Power Unit | 电源装置 | |
produces continuous power over a small area | 在一小片区域内持续产生电力 | |
Blight Power Generator | 枯萎能量生成器 | |
Blight power extraction cell generating power inside the blight | 在枯萎区域内生成能量的枯萎能量提取单元 | |
Fusion Generator | 聚变发电机 | |
Medium Battery | 中型电池 | |
Rechargeable cell that can store up to <hl>100,000</> power | 可充电单元,最多可存储<hl>100,000</>电源 | M |
Large Battery | 大型电池 | |
Rechargeable cell that can store a large amount of power | 可存储大量电力的可充电电池 | |
Large Power Transmitter | 大型电力传输器 | |
Transmits <hl>500</> power to a remote target | 向远程目标传输<hl>500</>点电力 | |
Medium Storage | 中型存储 | |
Expands storage of Frame by <hl>9 slots</> | 将框架存储扩大<hl>9个槽位</> | |
Drone Launcher | 无人机发射器 | |
Flight center with <hl>6 slots</> for logistic drones | 配备<hl>6个物流无人机槽位</>的飞行中心 | |
Drone Port | 无人机端口 | |
Holds two drones | 可容纳两台无人机 | |
Drone Component | 无人机组件 | |
Holds a single drone | 可容纳一台无人机 | |
Landing Pad | 着陆坪 | |
Launch Pad | 发射台 | |
Launches satellites | 发射卫星 | |
Blight Charger | 枯萎充能器 | |
Allows bots to move into blighted areas, provides a small amount of power from the blight | 允许机器人进入枯萎区域并提供少量枯萎能量 | |
Long-range Radar | 远程雷达 | |
External mount doubles scanning range | 可让扫描范围翻倍的外部装置 | |
Alien Translator | 外星语翻译器 | |
Translates Alien language into usable data | 可将外星语言转换为可用数据 | |
Glyph | 字符 | |
Translation | 翻译 | |
Purifying Terraformer | 净化改造器 | |
Adapted alien technology that purifies a blighted area | 可净化枯萎区域的改良外星技术 | |
Alien Terraformer | 外星改造器 | |
Alien technology that extracts blight from the ground creating an area of blight | 可从地面提取枯萎能量并生成枯萎区域的外星技术 | |
Shield Generator | 护盾生成器 | |
Energy shield - Uses power to charge a shield that mitigates up to <hl>40</> damage | 能量护盾 - 使用电力为护盾充能,最多减免<hl>40</>点伤害 | |
Hyper Shield Generator | 超能护盾生成器 | |
Energy shield - Uses power to charge a shield that mitigates up to <hl>80</> damage | 能量护盾 - 使用电力为护盾充能,最多减免<hl>80</>点伤害 | |
Internal Alien Container | 内部外星容器 | M |
Container for holding Alien Hearts | 容纳外星人心的容器 | M |
Internal Blight Container | 内部枯萎容器 | |
Container for holding blight gas | 用于装枯萎气体的容器 | |
Blight Container Small | 小型枯萎容器 | |
Small Container that holds blight gas | 用于装枯萎气体的小型容器 | |
Blight Container Medium | 中型枯萎容器 | |
Container that holds blight gas | 用于装枯萎气体的容器 | |
Alien Liquid | 外星液体 | |
Robot Hive | 机器人虫穴 | |
Robot configured hive for bug generation | 配备机器人的巢穴,用于孵化虫子 | |
Virus Bug Turret | 毒虫炮塔 | |
Virus turret 1 | 病毒炮塔1 | |
Crypto BitLock | 加密比特锁 | |
Temporarily locks enemy units from movement | 暂时令敌方装置无法移动 | |
BitLock Effect | 比特锁效果 | |
bitlock effect | 比特锁效果 | |
Blight Destabilizer | 枯萎失稳器 | |
Rewrite target data technology as bug data | 将目标数据技术重写为错误数据 | |
Component Recycler | 组件回收器 | |
Virus Component for breaking down Tech | 用于分解技术的病毒组件 | |
Current component being recycled | 当前正在回收的组件 | |
Not enough room for output | 产出空间不足 | |
Virus Ray | 病毒射线 | |
Virus Turret with virus beam transmission | 可发射病毒射线的病毒炮塔 | |
Virus Possessor | 病毒孵化器 | |
Virus Tool for spawning hives and bugs | 用于孵化虫穴和虫子的病毒工具 | |
Blight Magnifier | 枯萎放大器 | |
Slowly regenerates nearby resources up to 200, only works if placed inside the blight | 将附近的资源缓慢恢复至200,仅在置于枯萎区域内时生效 | |
Blight Stabilizer | 枯萎稳定器 | |
Resource Converter | 资源转化器 | |
When placed inside the blight will convert laterite to metal ore and silica | 当置于枯萎区域内时,可将红土矿转化为金属矿和硅砂 | |
Must be placed inside the blight | 必须置于枯萎区域内 | |
silica | 硅砂 | |
crystal | 水晶 | |
Blight Control Tower | 枯萎控制塔 | |
Blight control terminal for stabilization | 用于稳定枯萎的枯萎控制终端 | |
Alien Unit | 外星装置 | |
Alien Attack | 外星攻击 | |
Alien Miner | 外星采矿机 | |
Alien mining | 外星开采 | |
Alien Extractor | 外星提取器 | |
Alien extraction | 外星提取 | |
Alien Feeder | 外星供给器 | |
Alien food production | 外星食物生产 | |
Alien Factory | 外星工厂 | |
Human Refinery | 人类精炼厂 | |
A Large Factory equipped for making Human devices | 用于制造人类设备的大型工厂 | |
Human Science Analyzer | 人类科学分析器 | |
Robot Science Analyzer for Human Technology | 用于分析人类科技的机器人 | |
Human Command Center | 人类指挥中心 | |
Human Barracks | 人类营房 | |
Human Spaceport | 人类空间站 | |
Human Science | 人类科学 | |
Alien Research | 外星人研究 | |
Mothership Repairs | 母舰维修 | |
Need | 需要 | M |
Mothership Eject | 母舰弹出 | M |
Eject | 喷射 | M |
No faction home is set | 没有派系房屋设置 | M |
No Inventory to Eject | 没有库存的库存 | M |
Santa Hat | 圣诞老人帽子 | M |
xmas | 圣诞节 | M |
Antlers | 鹿角 | M |
Antlers Nose | 鹿角 | M |
Present | 展示 | M |
Robot Factory | 机器人工厂 | M |
A fixed component capable of producing Runner Bots. | 生产跑步机器人的固定组件电缆。 | M |
Extract | 提炼 | M |
Mission | 使命 | M |
Extracted | 提取 | M |
File: data/data[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
tech/ | 技术/ | |
explorables/ | 可探索项/ | |
Broken | 已损坏 | |
Unpowered | 未通电 | |
Emergency | 紧急情况 | |
Idle | 空闲 | |
Mouse Horizontal Move | 鼠标水平移动 | |
Mouse Vertical Move | 鼠标垂直移动 | |
Mouse Wheel Up | 鼠标滚轮上滑 | |
Mouse Wheel Down | 鼠标滚轮下滑 | |
Mouse Wheel | 鼠标滚轮 | |
Left Mouse Button | 鼠标左键 | |
Right Mouse Button | 鼠标右键 | |
Middle Mouse Button | 鼠标中键 | |
Thumb Mouse Button | 鼠标拇指健 | |
Thumb Mouse Button 2 | 鼠标拇指健2 | |
Backspace | Backspace | |
Tab | Tab | |
Enter | Enter | |
Pause | Pause | |
Caps Lock | Caps Lock | |
Escape | Escape | |
Space Bar | Space Bar | |
Page Up | Page Up | |
Page Down | Page Down | |
End | End | |
Home | Home | |
Left | Left | |
Up | Up | |
Right | Right | |
Down | Down | |
Insert | Insert | |
Delete | Delete | |
Numpad 0 | 数字键盘0 | |
Numpad 1 | 数字键盘1 | |
Numpad 2 | 数字键盘2 | |
Numpad 3 | 数字键盘3 | |
Numpad 4 | 数字键盘4 | |
Numpad 5 | 数字键盘5 | |
Numpad 6 | 数字键盘6 | |
Numpad 7 | 数字键盘7 | |
Numpad 8 | 数字键盘8 | |
Numpad 9 | 数字键盘9 | |
Numpad * | 数字键盘* | |
Numpad + | 数字键盘+ | |
Numpad - | 数字键盘- | |
Numpad . | 数字键盘. | |
Numpad / | 数字键盘/ | |
Num Lock | Num Lock | |
Scroll Lock | Scroll Lock | |
Left Shift | 左Shift | |
Right Shift | 右Shift | |
Left Control | 左Control | |
Right Control | 右Control | |
Left Alt | 左Alt | |
Right Alt | 右Alt | |
Left Command | 左Command | |
Right Command | 右Command | |
Semicolon ; | 分号; | |
Equals = | 等号= | |
Comma , | 逗号, | |
Underscore _ | 下划线_ | |
Minus - | 减号- | |
Period . | 句点. | |
Slash / | 斜杠/ | |
Tilde ~ | 波浪号~ | |
Left Bracket [ | 左方括号[ | |
Left Parenthesis ( | 左圆括号( | |
Backslash \ | 反斜杠\ | |
Right Bracket ] | 右方括号] | |
Right Parenthesis ) | 右圆括号) | |
Apostrophe ' | 省略号' | |
Double Quote " | 双引号" | |
Asterisk * | 星号* | |
Ampersand & | 和号& | |
Caret ^ | 脱字号^ | |
Dollar $ | 美元符号$ | |
Exclamation ! | 感叹号! | |
Colon : | 冒号: | |
A Accent Grave | A重音符 | |
E Accent Grave | E重音符 | |
E Accent Aigu | E闭音符 | |
C Cedille | C软音符 | |
Section | 分节符 | |
Left Stick Horizontal | 左摇杆水平 | |
Left Stick Vertical | 左摇杆垂直 | |
Right Stick Horizontal | 右摇杆水平 | |
Right Stick Vertical | 右摇杆垂直 | |
Left Stick Left | 左摇杆向左 | |
Left Stick Right | 左摇杆向右 | |
Left Stick Up | 左摇杆向上 | |
Left Stick Down | 左摇杆向下 | |
Right Stick Left | 右摇杆向左 | |
Right Stick Right | 右摇杆向右 | |
Right Stick Up | 右摇杆向上 | |
Right Stick Down | 右摇杆向下 | |
Left Trigger | 左扳机 | |
Right Trigger | 右扳机 | |
Left Stick Press | 左摇杆按下 | |
Right Stick Press | 右摇杆按下 | |
A Button | A键 | |
B Button | B键 | |
X Button | X键 | |
Y Button | Y键 | |
Left Shoulder (L1) | 左肩(L1) | |
Right Shoulder (R1) | 右肩(R1) | |
Left Trigger (L2) | 左扳机(L2) | |
Right Trigger (R2) | 右扳机(R2) | |
D-Pad Up | 方向键向上 | |
D-Pad Down | 方向键向下 | |
D-Pad Right | 方向键向右 | |
D-Pad Left | 方向键向左 | |
Gamepad Special Left | 游戏手柄特殊左键 | |
Gamepad Special Right | 游戏手柄特殊右键 | |
carrier | 运输机 | |
Deliver Items | 运送物品 | |
Carry out orders of the logistics network | 执行物流网络的订单 | |
supplier | 供应方 | |
Supply Items | 供应物品 | |
Supply items to the logistics network | 向物流网络供应物品 | |
requester | 请求方 | |
Request Items | 请求物品 | |
Receive required items from the logistics network | 从物流网络接收所需物品 | |
High Priority | 高优先级 | |
Orders requested by this unit are set to high priority | 此装置请求的订单将会被设为高优先级 | |
Only Item Transporters | 仅限物品运输器 | |
Allow only Item Transporter components to pass items | 仅可使用物品运输器组件运送物品 | |
Can Serve Construction | 可以使用建筑 | M |
Allow serving construction sites | 允许服务地点 | M |
Transport Route | 运输路线 | |
Continually pick up from <hl>Goto</> and deliver to <hl>Store</>
Requires both <hl>Goto Register</> and <hl>Store Register</> to be set |
持续从<hl>前往</>寄存器取货并运送至<hl>存储</>寄存器
需要同时设置<hl>前往寄存器</>和<hl>存储寄存器</> |
|
On Channel 1 | 通道1 | |
Only interact with units that are also on channel 1 | 仅与同在通道1上的装置交互 | |
On Channel 2 | 通道2 | |
Only interact with units that are also on channel 2 | 仅与同在通道2上的装置交互 | |
On Channel 3 | 通道3 | |
Only interact with units that are also on channel 3 | 仅与同在通道3上的装置交互 | |
On Channel 4 | 通道4 | |
Only interact with units that are also on channel 4 | 仅与同在通道4上的装置交互 | |
anomaly | 异星人 | |
NEUTRAL | 中立 | |
player | 玩家 |
File: data/effects[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
low | 低 | |
machinery | 机械 | |
high | 高 |
File: data/explorables[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Item no longer available | 物品不再可用 | |
Item not accepted | 物品未被接收 |
File: data/explorables/ai_base[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
AI Base | AI基础 | M |
AI Signature Found | 找到了AI签名 | M |
AI Signature identified at %d, %d | AI签名在 %d, %d 时确定 | M |
AI | 人工智能 | 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 | 似乎有一个控制此基础的AI核心。我们无法确定的目的。让我们在计划下一步行动之前监视情况 | M |
Observe the AI base | 观察AI基础 | M |
AI Behaviors | 人工智能行为 | 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 | 基础核心的AI核心是我们自己行为控制者的高级版本。我们应该能够使用类似的方式对其进行修改。有了这项新技术,我们将能够建立完全自动化的遥控基础 | M |
AI Behavior Controllers have been unlocked - End of Mission | AI行为控制者已被解锁 - 任务结束 | M |
AI Signature Lost | AI签名丢失了 | M |
File: data/explorables/alien_artifact[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Alien Artifact | 外星文物 |
File: data/explorables/big_daikon[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Big Daikon | 大戴孔 | M |
Anomaly Detected | 检测到异星人 | |
Abnormal readings detected at %d, %d | 在%d,%d时检测到的异常读数 | M |
Super Silica Tree | 超级硅树 | M |
Anomaly Disappeared | 异常消失 | M |
Abnormal readings Disappeared at %d, %d | 异常读数在 %d, %d 时消失 | M |
That's a big tree! | 那是一棵大树! | M |
So tall | 这么高 | 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. |
我们正在发现世界上某种异常。
世界上自然的植物群之一是给予不寻常的读物。除了扫描表明它具有极其硬外壳外,它似乎是可开采的。 它太强大了,无法实现,但也许还有其他一些方法可以获取它的资源。 |
M |
Destroy Giant Tree | 摧毁巨树 | M |
Disturbed the Hive! | 打扰了蜂巢! | M |
The tree acted as a giant hive. You'll need to eliminate all hostiles in the area before destroying it | 这棵树充当巨型蜂巢。在销毁该地区之前,您需要消除该地区的所有敌对人士 | M |
Clear the area of enemies and destroy the giant tree hive | 清除敌人的区域并摧毁巨大的树蜂巢 | M |
Composition | 作品 | 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. |
树的树干完全由二氧化硅制成。
尽管这已经成熟并硬化了,但似乎是较小的,我们应该能够提取少量的二氧化硅。 这应该有助于我们设置最初的硅生产。 |
M |
End of Mission - Silica Resources Acquired | 任务结束 - 二氧化硅资源获取 | M |
Tree was Destroyed | 树被摧毁了 | M |
File: data/explorables/bigtree[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Big Tree | 巨树 |
File: data/explorables/broken_ship[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Broken Ship | 破损的飞船 | |
cable | 电缆 | |
wire | 电线 | |
silicon | 硅 |
File: data/explorables/crashed_ship[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Crashed Ship | 坠毁的飞船 |
File: data/explorables/enemy_unit[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Enemy Unit | 敌方装置 | |
hostile | 敌对 | M |
File: data/explorables/giant_enemy[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Giant Enemy | 巨型敌人 |
File: data/explorables/human_a[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Human Mission A | 人类任务a | M |
Strange Signal Found | 发现了奇怪的信号 | M |
A strange signal was identified at %d, %d | %d,%d确定了一个奇怪的信号 | M |
Repairs | 维修 | M |
Explorer | 资源管理器 | M |
Connect | 连接 | |
Connected | 连接的 | M |
AI Research Center | AI研究中心 | M |
Human Explorer (Broken) | 人类探险家(破碎) | M |
Strange Signal Lost | 奇怪的信号丢失了 | M |
Human Explorer | 人类探险家 | M |
garage | 车库 | |
building | 建筑 | |
Human Discovery | 人类发现 | |
Power the explorer | 为资源管理器供电 | 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. | 在疫病中发现了一辆破损的车辆。如果我们能够修复其框架,那么资源管理器似乎仍然处于足够好的状态,可以操作。 | M |
Provide repair materials | 提供维修材料 | M |
Take the Explorer to a Human Research Lab | 带探险家参加人类研究实验室 | 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 | 英特尔从其数据库中恢复了,这表明它是从疫病内部提取<hl>异常颗粒</>的东西的使命。我们需要将其带到兼容的人类研究机构,以提取有关其使命的更多细节 | M |
Find and interact with a Human Research Lab | 查找并与人类研究实验室互动 | M |
Gather 20 Anomaly particles | 收集20个异常颗粒 | 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.</> |
一旦探险家连接到研究实验室,就下载了任务简报数据:
<desc>..疫苗的高能量产生似乎表明存在先前未检测到的粒子。当在疫病气体内执行某些动作时,会发现该粒子的高浓度,其中一种是采矿疫病晶体。探险家已经配备了遏制装置,使其可以在这些密集区域捕获此类颗粒。这将使我们能够进一步研究它们。</> |
M |
Return with 20 Anomaly Particles, capture by mining blight crystals with the Explorer nearby | 用20个异常颗粒返回,通过在附近的探险家中挖掘枯萎晶体来捕获 | M |
Deploy the Research Facility | 部署研究机构 | 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 | 任务的完成已激活了探险家的部署设施。这将允许部署AI研究中心。这种结构所需的功率量意味着在我们的电网中部署 | M |
Deploy the AI Research Center from the Explorer | 探险家部署AI研究中心 | M |
Dense Anomaly Clusters | 致密异常簇 | 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. | 似乎我们能够收集的几个异常颗粒太弱而无法产生任何反应,但是将它们处理成一个密度密度<hl>的异常簇</>将使我们的实验能够更高的相互作用。 | M |
Produce Dense Anomaly Cluster in the AI Research Center | 在AI研究中心产生密集的异常簇 | M |
Construct an AI Containment Component | 构建AI遏制组件 | 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 | 这些集群正在发射数百万电动冲动,从而在彼此之间建立连接。这与我们自己的人工智能矩阵所基于的神经网络没有什么不同。我们将需要更强大的簇遏制才能在此级别上与它们互动而不会触发其他反应 | M |
Construct Resimulator Core In Assembler and then Artificial Human Core | 在汇编器中构建重新模拟器核心,然后在人工人工核心 | M |
Place the AI Core in the resimulator | 将AI核心放在重新模拟器中 | 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. | 遏制已经稳定了异常簇,但是我们将需要更大的设施才能正确提取数据。我们拥有这种能力的唯一结构是重新模拟器。 | M |
Equip Artificial Human Core onto resimulator | 将人造人核设备到重新模拟器上 | M |
Re-Simulator functionality unlocked | 重新模拟器功能解锁 | 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. | AI核心虽然不感兴趣,但表现出一定程度的合作,几乎服从了重新模拟器。连接AI核心已扩展其数据库解锁新食谱。 | M |
End of Mission - New recipes have been unlocked on resimulator | 任务结束 - 新食谱已在重新模拟器上解锁 | M |
Signal Lost | 信号丢失 | M |
File: data/explorables/human_building[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Human Building | 人类建筑 | |
microscope | 显微镜 |
File: data/explorables/mining_base[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Mining Base | 采矿基地 | M |
Disturbance Detected | 检测到干扰 | M |
Bug signs Detected at %d, %d | 在%d, %d时检测到的错误符号 | M |
Miner Base (Abandoned) | 矿工基地(废弃) | M |
Mining base repairs | 采矿基础维修 | M |
Silica Discovery | 二氧化硅发现 | 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. | 该地区的大量二氧化硅似乎吸引了强大的虫子。我建议我们检查一下,但是直到我们有足够的力量来应对敌对者之前。 | M |
Investigate the bug presence with a suitably armed force | 用适当的武装力量调查虫子的存在 | M |
Large Bug Force | 大型虫力 | 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 | 这些蜂箱中心似乎有一个废弃的采矿基地。您需要清除任何敌对的人,然后才能检查出来 | M |
Destroy the bugs surrounding the miner base | 摧毁矿工基地周围的虫子 | M |
Mining Base Repair | 采矿基地维修 | 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 | 随着大多数周围敌对人的消除,我们能够确保该设施。初步扫描显示出一些小损害,我们应该已经拥有大多数供应 | M |
Repair the old mining base | 修理旧的采矿基地 | M |
Mining Base Repaired | 采矿底座维修 | 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 | 维修已经完成,我们拥有一个功能齐全的采矿基地。如果我们能弄清楚如何将其带回我们的主要前哨基地,我们可以使用它来收集剩余的二氧化硅 | M |
End of Mission | 任务结束 | M |
Bug signs Lost | 错误的标志丢失了 | M |
File: data/explorables/roaming_bot[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Roaming Bot | 漫游机器人 |
File: data/explorables/robot_base[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Robot Base | 机器人基地 | |
Anomaly Resimulator | 异常重型 | M |
Anomaly Base | 异常基础 | M |
Robots | 机器人 | |
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. | 这个前哨基地利用与我们自己的技术相同的技术,如果有一个高级侦察兵发送到我们前方的该领域,我没有它。重新模拟器似乎有所不同。 | M |
Interact with the Resimulator in the anomaly base | 与反异常基础中的重新拟合器相互作用 | 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. |
这项技术太过先进了,但似乎……不完整。它的目的是创建像隧道这样的虫洞,该隧道可以折叠空间并重叠时间点。它需要我只能形容为一种异常,类似于病毒。
我能够汇集一种方法,以使用我们目前的雷达技术来处理链,并且我已经收回了有关如何遏制它的食谱。 |
M |
Build the virus container | 建造病毒容器 | M |
Containment | 遏制 | M |
A good place to start scanning for anomalies would be the Robot base we discovered. Let's head there with our radar. | 我们发现的机器人基础是一个开始扫描异常的好地方。让我们带着雷达去那里。 | M |
Scan for 'Anomaly' using a radar to find more infected bots, and then capture the virus while curing them | 使用雷达扫描“异常”以查找更多感染的机器人,然后在治疗时捕获病毒 | 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. |
我们已经能够从病毒中提取异常。看来这些受污染的单元是虫洞旅行的产物。
我们应该返回机器人基础并将其插入重新模拟器。 |
M |
Interact with the resimulator at the robot base | 在机器人基础上与重复器互动 | M |
Wormholes | 虫洞 | 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. | 成功完成了虫洞跳跃。虽然看起来不稳定,但我已经能够复制自己的技术版本,该技术可以装备到我们自己的重复器中。该技术的应用仍然未知,需要进行更多的实验。 | M |
Produce the Artificial Virus Core and equip it on the resimulator | 生产人造病毒核心并将其装备在重新模拟器上 | M |
Limited edition | 限量版 | 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 | 这些似乎不是完整的虫洞,而是允许时间限制到某个位置的tethers。束缚随着时间和空间而削弱,使您处于原始位置 | M |
World virus | 世界病毒 | 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. | 因此,我们现在应该能够使用自己的重型象征器使用这些束缚虫洞来旅行。人工病毒核心的连接也导致新食谱被解锁。 | M |
End Of Mission | 任务结束 | M |
File: data/explorables/ruined_components[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Ruined Component | 损坏的组件 |
File: data/frames[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Mothership | 母舰 | |
Command Center | 指挥中心 | |
Beacon | 信标 | |
Large Beacon | 大型信标 | |
Drop Ship | 降船 | M |
Virus Wall | 病毒墙 | M |
Blight Wall | 枯萎的墙 | M |
Building 1x1 (1M) | 建筑1x1 (1M) | |
Sacrifices Inventory Space to be able to support a Medium Component | 牺牲库存空间以支持中型组件 | |
Building 1x1 (L) | 建筑1x1 (L) | |
Can support a Large Component but lacks an inventory space | 可支持大型组件,但缺少库存空间 | |
Building 1x1 (2S) | 建筑1x1 (2S) | |
Provides an second Small Component Slot at the expense of Inventory Space | 牺牲库存空间以提供第二个小型组件槽位 | |
Building 1x1 (1S) | 建筑1x1 (1S) | |
Basic 1x1 Building with Good Inventory space, but supports only one Small Component | 基础1x1建筑,配备良好的库存空间,但仅支持一个小型组件 | |
Storage Block (8) | 存储块(8) | |
A simple storage unit. Automatically transfer items here through the logistics network by setting the STORE parameter of other units to this building. | 普通存储装置。将其他装置的存储参数设置为此建筑后,装置会通过物流网络自动将物品运送至此处。 | |
Storage Block (16) | 存储块(16) | M |
A larger storage unit which allows double stacking. | 一个较大的存储单元,可以双堆叠。 | M |
Building 2x1 (2M) | 建筑2x1 (2M) | |
Building 2x1 (2S1M) | 建筑2x1 (2S1M) | |
Building 2x1 (1M1S) | 建筑2x1 (1M1S) | |
Building 2x1 (1M) | 建筑2x1 (1M) | |
Building 2x2 (3M) | 建筑2x2 (3M) | |
Building 2x2 (2M) | 建筑2x2 (2M) | |
Simulator | 模拟器 | |
OPERATION UNKNOWN | 未知操作 | |
Special | 特殊 | |
Re-simulator | 再模拟器 | |
Reconstructs objects on a simulation level, charged via datacubes. - BUILD TO COMPLETE THE DEMO | 在模拟层面上重建对象,通过数据立方充电。- 建造以完成演示 | |
Reconstructs objects on a simulation level, charged via datacubes. | 在模拟层面上重建对象,通过数据立方充电。 | |
Visit Steam | 访问Steam | |
Close | 关闭 | |
Thank you for Playing the DESYNCED demo! | 感谢您游玩DESYNCED演示版! | |
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! |
演示完成时间:%s
在完整版的Desynced中,还有更多激动人心的冒险和科技树探索等待着您!当然,您也可以继续游玩本试用版。 别忘了在STEAM上将Desynced加入愿望单。我们期待在完整版中与您并肩作战! |
|
STORE | 商店 | |
Curious Bot | 好奇的机器人 | |
Scout | 侦察机 | |
Advanced high-speed starter bot with a single small socket | 配备单个小型接口的高级高速启动机器人 | |
Unit | 装置 | |
Engineer | 工程师 | M |
Engineer Unit with excellent production speed and extensive upgradeability. | 具有出色生产速度和广泛升级的工程单元。 | M |
Worker | 工人 | |
Initial low-tech bots. Mount a single small component and have a single inventory | 初始低科技机器人。装载单个小型组件并且只有一个库存槽位 | |
Dashbot | 速运机器人 | |
A faster upgrade to the worker bot with additional inventory | 速度更快的升级版工人机器人,配有额外库存 | |
Twinbot | 双配机器人 | |
A bot with two small components to allow complimentary functionality | 配备两个小型组件以进行功能互补的机器人 | |
Cub | 幼犬 | |
This bot is the first to mount a medium component | 该机器人是最先安装中型组件的机器人 | |
Dropped Item | 卸下物品 | |
Construction | 建造 | |
Foundation | 地基 | |
The ground foundation that gives a 20% speed boost | 可提供20%速度加成的地基 | |
Human Foundation | 人类地基 | |
Basic Human Foundation | 基础人类地基 | |
Explorable | 可探索项 | |
Human Explorable | 人类可探索项 | |
Explorable Glitch | 可探索故障 | |
Decoration | 装饰 | |
Feature | 特征 | |
Land Feature | 地貌 | |
Power Flower | 动力花 | M |
Alien | 外星人 | |
Phase Flower | 相花 | M |
Trilobyte | 三位 | |
bughole | 虫洞 | |
Scale Worm | 鳞虫 | |
Malika | 玛莉卡 | |
Mothika | 莫提卡 | |
Ravager | 掠夺者 | |
Gigakaiju | 千兆兽 | |
Particle Spawner | 粒子生成器 | |
Resource Obsidian | 黑曜石资源 | |
Resource Laterite | 红土矿资源 | |
Resource Metal | 金属资源 | |
Resource Crystal | 水晶资源 | |
Resource Silica | 硅砂资源 | |
Resource Blight Crystal | 枯萎水晶资源 | |
Silica Tree | 硅砂树 | |
Scattered Resource | 散落的资源 | |
Small Bot Glitch | 小机器人故障 | |
Bug Hive | 虫穴 | |
Large Bug Hive | 大型虫子 | M |
Giant Beast | 巨兽 | |
Bug Hole | 虫洞 | |
bug | 虫子 | |
Storage Block (24) | 存储块(24) | |
Building 2x1 (1M1L) | 建筑2x1 (1M1L) | |
Building 2x2 (2M1L) | 建筑2x2 (2M1L) | |
Building 2x2 (1M3S) | 建筑2x2 (1M3S) | |
Particle Forge | 粒子加工 | |
Transport Bot | 传送机器人 | |
A cargo bot that gives up components in favor of inventory space | 舍弃组件来换取库存空间的货运机器人 | |
Hound | 猎犬 | |
An upgraded version of the Cub, adding a small socket in the back | 幼犬升级版,背部增设了一个小型接口 | |
Hauler | 运输机 | |
A bot with a medium socket, excellent speed and expanded storage | 配备中型接口的机器人,速度更快,存储更大 | |
Mark V | 马克5号 | |
An advanced bot with a medium socket and exceptional speed and capacity | 配备中型接口的高级机器人,具有一流的速度和容量 | |
Rock | 洛克 | |
Slow moving but mounts a large component and has exceptional inventory space | 移动缓慢,但装有一个大型组件,并且配备特殊库存空间 | |
Flyer Bot | 飞行机器人 | |
A bot that flies | 可以飞行的机器人 | |
Drone | 无人机 | |
drone | 无人机 | |
Transfer Drone | 运输无人机 | |
Miner Drone | 采矿无人机 | |
Advanced Miner Drone | 高级采矿无人机 | |
Defense Drone | 防御无人机 | |
Shuttle Bot | 穿梭机器人 | |
flyer | 飞行器 | |
Satellite | 卫星 | |
satellite | 卫星 | |
Building 3x2 (1L3M) | 建筑3x2 (1L3M) | |
Building 3x2 (2M2S) | 建筑3x2 (2M2S) | |
AMAC | AMAC | |
This structure allows for the construction and launching of satellite units capable of operating in space. | 此结构可让你建造和发射能够在太空运行的卫星装置。 | |
auto | 自动 | |
Human Flyer | 人类飞行器 | |
Human Tank | 人类坦克 | |
Human Miner Mech | 人类开采机械 | |
Alien Soldier | 外星人战士 | |
Alien Worker | 外星人工人 | |
Human Base | 人类基础 | M |
Runner | 跑步者 | M |
A small cargo bot for moving items. | 一个用于移动物品的小型货物机器人。 | M |
File: data/instructions[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Behavior | 行为 | |
Behavior exceeded loop recursion limit | 行为超出循环递归限制 | |
item | 物品 | |
frame | 框架 | |
Invalid Instruction | 无效的指令 | |
Instruction has been removed, behavior needs to be updated | 已删除指令,需要更新行为 | |
Behavior exceeded call depth limit | 行为超出调用深度限制 | |
Flow | 流程 | |
Subroutine | 子程序 | |
Unnamed Behavior | 未命名行为 | |
none | 无 | |
Edit | 编辑 | |
top-left | 左上 | |
top | 顶部 | |
Select | 选择 | |
Select Subroutine | 选择子程序 | |
Create new subroutine | 新建子程序 | |
Break called while not in loop | 未在循环中时调用中断 | |
Break | 中断 | |
Break out of a loop | 脱离循环 | |
Exit | 退出 | |
Stops execution of the behavior | 停止执行行为 | |
Unlock | 解锁 | |
Run as many instructions as possible. Use wait instructions to throttle execution. | 运行尽可能多的指令。使用等待指令以限制执行。 | |
Lock | 锁 | M |
Run one instruction at a time | 一次运行一个指令 | M |
in | 输入 | |
Label | 标签 | |
Label identifier | 标签标识符 | |
any | 任意 | |
Labels can be jumped to from anywhere in a behavior | 可从行为中的任意位置跳转到标签 | |
label | 标签 | |
Jump | 跳转 | |
Jumps execution to label with the same label id | 跳转至具有相同ID的标签 | |
Time | 时间 | |
Number of ticks to wait | 要等待的时刻数 | |
num | 数字 | |
Wait Ticks | 等待时刻数 | |
Pauses execution of the behavior until 1 or more ticks later | 暂停执行行为,直至1个或多个时刻后 | |
If Equal | 如相同 | |
Where to continue if the types are the same | 类型相同时的下一步行动 | |
exec | 执行 | |
If Different | 如不同 | |
Where to continue if the types differ | 类型不同时的下一步行动 | |
Value 1 | 值1 | |
Value 2 | 值2 | |
Compare Item | 比较物品 | |
Compares Item or Unit type | 比较物品或装置类型 | |
Where to continue if the entities are the same | 实体相同时的下一步行动 | |
Where to continue if the entities differ | 实体不同时的下一步行动 | |
Entity 1 | 实体1 | |
Entity 2 | 实体2 | |
Compare Entity | 比较实体 | |
Compares Entities | 比较实体 | |
Type | 类型 | |
Is a | 是 | |
Compares if an item of entity is of a specific type | 比较实体的物品是否属于特定类型 | |
Item/Entity | 物品/实体 | |
out | 输出 | |
Get Type | 获取类型 | |
Gets the type from an item or entity | 获取物品或实体的类型 | |
Global | 全局 | |
No Match | 不匹配 | |
Where to continue if there is no match | 没有匹配项时的下一步行动 | |
Data | 数据 | |
Data to test | 待测试数据 | |
Item Type | 物品类型 | |
Entity | 实体 | |
Entity Type | 实体类型 | |
Component | 组件 | |
Component Type | 组件类型 | |
Tech | 技术 | |
Tech Type | 技术类型 | |
Information Value Type | 信息值类型 | |
Coord | 坐标 | |
Coordinate Value Type | 坐标值类型 | |
Data type switch | 数据类型切换 | |
Switch based on type of value | 基于数值类型进行切换 | |
The first locked item id with no item | 第一个无物品的锁定物品ID | |
Get First Locked Id | 获取第一个锁定ID | |
Gets the first item where the locked slot exists but there is no item in it | 获取第一个具有锁定槽位但其中未包含任何物品的物品 | |
No Unit | 无装置 | |
No visible unit passed | 无可视装置通过 | |
The unit to check | 待检查装置 | |
Building | 建筑 | |
Where to continue if the entity is a building | 实体为建筑时的下一步行动 | |
Bot | 机器人 | |
Where to continue if the entity is a bot | 实体为机器人时的下一步行动 | |
Where to continue if the entity is a construction site | 实体为建造场地时的下一步行动 | |
Unit Type | 装置类型 | |
Divert program depending on unit type | 根据装置类型改变程序 | |
A is nearer (or equal) | A距离更近(或相同) | |
B is nearer | B距离更近 | |
Unit A | 装置A | |
Unit B | 装置B | |
Closest | 距离最近 | |
Closest unit | 距离最近的装置 | |
Select Nearest | 选择最近距离 | |
Branches based on which unit is closer, optional branches for closer unit | 基于更近装置的分支,更近装置的可选分支 | |
Range | 范围 | |
Range (up to units visibility range) | 范围(最大为装置可视范围) | |
Filter | 筛选器 | |
Filter to check | 待检查筛选器 | |
Second Filter | 二级筛选器 | |
Third Filter | 三级筛选器 | |
Current Entity | 当前实体 | |
Done | 无人机 | |
Finished looping through all entities in range | 已完成遍历范围内全部实体 | |
Loop Entities (Range) | 循环实体(范围) | |
Performs code for all entities in visibility range of the unit | 对装置可视范围内的所有实体执行代码 | |
Researchable Tech | 可研究的技术 | |
Finished looping through all researchable tech | 完成所有可研究技术的循环 | M |
Loop Research | 循环研究 | |
Performs code for all researchable tech | 对所有可研究的技术执行代码 | |
First active research | 首个活跃研究 | |
Get Research | 获取研究 | |
Returns the first active research tech | 返回首个活跃研究技术 | |
tech | 技术 | M |
Tech to remove from research queue | 要从研究队列中移除的技术 | |
Clear Research | 清除研究 | |
Clears a research from queue, or entire queue if no tech passed | 清除队列中的某项研究,如果未输入任何技术,则清除整个队列 | |
Where to continue if the numerical values are the same | 数值相同时的下一步行动 | |
If Larger | 如大于 | |
Where to continue if Value is larger than Compare | 值大于比较项时的下一步行动 | |
If Smaller | 如小于 | |
Where to continue if Value is smaller than Compare | 值小于比较项时的下一步行动 | |
The value to check with | 待核对的值 | |
Compare | 比较 | |
The number to check against | 待核对的数字 | |
Compare Number | 比较数量 | |
Divert program depending on number of Value and Compare | 根据值和比较项的数量改变程序 | |
Math | 数学 | |
Target | 目标 | |
Copy | 复制 | |
Copy a value to a frame register, parameter or variable | 将值复制到框架寄存器、参数或变量 | |
Component/Index | 组件/索引 | |
Component and register number to set | 要设置的组件和寄存器编号 | |
Group/Index | 组/索引 | M |
Component group index if multiple are equipped | 组件组索引是否配备了 | M |
Set to Component | 写入组件 | |
Writes a value into a component register | 将值写入组件寄存器 | |
Get from Component | 从组件中读取 | |
Reads a value from a component register | 从组件寄存器中读取值 | |
Num/Coord | 数字/坐标 | |
To | 到 | |
Set Number | 设置数字 | |
Sets the numerical/coordinate part of a value | 设置值的数字/坐标部分 | |
Combine Coordinate | 组合坐标 | M |
Returns a coordinate made from x and y values | 返回由x和y值制成的坐标 | M |
Coordinate | 坐标 | |
Separate Coordinate | 单独的坐标 | M |
Split a coordinate into x and y values | 将坐标分为x和y值 | M |
Num | 数字 | |
Register | 登记 | M |
Combine Register | 合并寄存器 | M |
Combine to make a register from separate parameters | 合并从单独的参数进行寄存器 | M |
ID | ID | M |
Separate Register | 单独的注册 | M |
Split a register into separate parameters | 将寄存器拆分为单独的参数 | M |
Add | 加 | |
Adds a number or coordinate to another number or coordinate | 将一个数字或坐标与另一个数字或坐标相加 | |
From | 从 | |
Subtract | 减 | |
Subtracts a number or coordinate from another number or coordinate | 用一个数字或坐标减去另一个数字或坐标 | |
Multiply | 乘 | |
Multiplies a number or coordinate from another number or coordinate | 将一个数字或坐标与另一个数字或坐标相乘 | |
Divide | 除 | |
Divides a number or coordinate from another number or coordinate | 用一个数字或坐标除以另一个数字或坐标 | |
By | 经过 | M |
Modulo | Modulo | M |
Get the remainder of a division | 获得剩余的分区 | M |
Item to check can fit | 可适配待检查物品 | |
Number of a specific item that can fit on a unit | 可在装置上适配的特定物品数量 | |
The unit to check (if not self) | 待检查装置(如非自身) | |
Get space for item | 获取物品空间 | |
Returns how many of the input item can fit in the inventory | 返还库存中可容纳的输入物品数量 | |
Can't Fit | 无法适配 | |
Execution if it can't fit the item | 若不适配物品则执行 | |
Item and amount to check can fit | 可适配待检查物品和数量 | |
Check space for item | 检查物品空间 | |
Checks if free space is available for an item and amount | 检查是否有可用空间来容纳物品及数量 | |
Item type to try fixing to the slots | 项目类型尝试锁定到插槽 | M |
Slot index | 插槽索引 | M |
Individual slot to fix | 锁定的个人插槽 | M |
Fix Item Slots | 锁定项目插槽 | M |
Fix all storage slots or a specific item slot index | 修复所有存储插槽或特定项目插槽索引 | M |
Individual slot to unfix | 单个插槽解锁 | M |
Unfix Item Slots | 解锁项目插槽 | M |
Unfix all inventory slots or a specific item slot index | 取消所有库存插槽或特定项目插槽索引 | M |
Entity to check | 待检查实体 | |
Percent | 百分比 | |
Percentage of health remaining | 剩余生命值百分比 | |
Current | 当前 | |
Value of health remaining | 剩余生命值 | |
Max | 最大 | |
Value of maximum health | 最大生命值 | |
Get Health | 获取生命值 | |
Gets a units health as a percentage, current and max | 获取装置的百分比、当前和最大生命值 | |
Coordinate to get Entity from | 调整坐标以获取实体 | |
Get Entity At | 获取坐标上的实体 | |
Gets the best matching entity at a coordinate | 获取坐标上的最佳匹配实体 | |
Get Grid Efficiency | 获取电网效能 | |
Gets the value of the Grid Efficiency as a percent | 获取以百分比表示的电网效值 | |
Get Battery | 获取电池 | |
Gets the value of the Battery level as a percent | 获取以百分比表示的电池电量值 | |
Get Self | 获取自身 | |
Gets the value of the Unit executing the behavior | 获取执行行为的装置数值 | |
The owned unit to check for | 要检查的已拥有装置 | |
Value of units Signal register | 装置信号寄存器的值 | |
Read Signal | 读取信号 | |
Reads the Signal register of another unit | 读取另一个装置的信号寄存器 | |
The band to check for | 乐队检查 | M |
Value of the radio signal | 无线电信号的值 | M |
Read Radio | 阅读收音机 | M |
Reads the Radio signal on a specified band | 在指定频段上读取无线电信号 | M |
Signal | 信号 | |
Entity with signal | 带信号的实体 | |
Finished looping through all entities with signal | 已完成遍历所有带信号的实体 | |
*Loop Signal* | *循环信号* | |
*DEPRECATED* Use Loop Signal (Match) instead | *已弃用*使用循环信号(匹配)代替 | |
Found signal | 找到的信号 | |
Loop Signal (Match) | 循环信号(匹配) | |
Loops through all units with a signal of similar type | 遍历所有带有相似信号类型的装置 | |
The unit to check for (if not self) | 待检查装置(如非自身) | |
Valley | 山谷 | |
Where to continue if the unit is in a valley | 装置处于山谷时的下一步行动 | |
Plateau | 高原 | |
Where to continue if the unit is on a plateau | 装置处于高原时的下一步行动 | |
Check Altitude | 查看海拔 | |
Divert program depending on location of a unit | 根据装置所在位置改变程序 | |
Blight | 枯萎 | |
Where to continue if the unit is in the blight | 装置处于枯萎区域时的下一步行动 | |
Check Blightness | 查看枯萎 | |
Full | 已满 | |
Where to continue if at full health | 生命值已满时的下一步行动 | |
Check Health | 查看生命值 | |
Check a units health | 查看装置生命值 | |
Where to continue if battery power is fully recharged | 电池电量充满时的下一步行动 | |
Check Battery | 查看电池 | |
Checks the Battery level of a unit | 查看装置的电池电量 | |
Where to continue if at full efficiency | 满效能时的下一步行动 | |
Check Grid Efficiency | 查看电网效能 | |
Checks the Efficiency of the power grid the unit is on | 查看装置所在电网的效能 | |
Remaining | 其余的 | M |
Reserved | 预订的 | M |
Item to count | 待统计物品 | |
Number of this item in inventory or empty if none exist | 库存中此物品的数量,若无则计为空 | |
Count Items | 统计物品 | |
Counts the number of the passed item in its inventory | 统计库存中运送的物品数量 | |
ALL | 全部 | M |
gas | 气体 | |
Number of slots of this type | 这种类型的老虎机数量 | M |
Count Slots | 计数插槽 | M |
Returns the number of slots in this unit of the given type | 返回给定类型的单元中的插槽数 | M |
Max Stack | 最大堆栈 | M |
Get Max Stack | 获取最大堆栈 | M |
Returns the amount an item can stack to | 返回物品可以堆叠的金额 | M |
Have Item | 拥有物品 | |
have the specified item | 拥有指定物品 | |
Checks if you have at least a specified amount of an item | 检查你是否至少拥有指定数量的物品 | |
No Component | 无组件 | |
If you don't current hold the requested component | 如果当前未持有请求的组件 | |
Component to equip | 要装备的组件 | |
comp | 组件 | |
Individual slot to equip component from | 单个插槽以配备组件 | M |
Equip Component | 装备组件 | |
Equips a component if it exists | 如存在则装备组件 | |
If you don't current hold the requested component or slot was empty | 如果您当前不容纳请求的组件或插槽为空 | M |
Component to unequip | 要取消装备的组件 | |
Individual slot to try to unequip component from | 单个插槽尝试取消设备组件 | M |
Unequip Component | 取消装备组件 | |
Unequips a component if it exists | 如存在则取消装备组件 | |
Output | 产出 | |
Get Closest Entity | 获取最近实体 | |
Gets the closest visible entity matching a filter | 获取满足筛选条件的最近可视实体 | |
Unit to Filter, defaults to Self | 要筛选的装置,默认为自身 | |
Failed | 失败 | |
Did not match filter | 不满足筛选条件 | |
Match | 匹配 | |
Filters the passed entity | 筛选经过的实体 | |
Default | 默认 | |
Case 1 | 情况1 | M |
Case 2 | 案例2 | M |
Case 3 | 案例3 | M |
Case 4 | 案例4 | M |
Case 5 | 案例5 | M |
Switch | 转变 | M |
Specified Amount | 指定金额 | M |
Up to Amount | 最高金额 | M |
Destination | 目的地 | |
Unit or destination to bring items to | 物品送达的装置 | |
Item / Amount | 物品/数量 | |
Item and amount to drop off | 要卸下的物品和数量 | |
Drop Off Items | 卸下物品 | |
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. |
将物品卸于装置处。
如果设置了数字,则将卸下该数量的物品到目标装置处。 如果未设置,则将卸下全部物品。 |
|
Source | 来源 | |
Unit to take items from | 提取物品的来源 | |
Item and amount to pick up | 要提取的物品和数量 | |
Pick Up Items | 提取物品 | |
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. |
从实体处提取指定数量的物品
|
|
Item and amount to order | 要订购的物品和数量 | |
Request Item | 请求物品 | |
Requests an item if it doesn't exist in the inventory | 当库存中没有某件物品时请求运送该物品 | |
Order to Shared Storage | 共享存储订单 | |
Request Inventory to be sent to nearest shared storage with corresponding locked slots | 请求将库存发送到配有相应锁定槽位且距离最近的共享存储中 | |
Request Wait | 请求等待 | |
Requests an item and waits until it exists in inventory | 请求一个物品并等待,直至其出现在库存中 | |
Resource Node to check | 待检查的资源节点 | |
Get Resource Num | 获取资源数量 | |
Gets the amount of resource | 获取资源的数量 | |
No Items | 无物品 | |
No items in inventory | 库存中无物品 | |
First Item | 第一件物品 | |
Reads the first item in your inventory | 读取库存中的第一件物品 | |
Index | 指数 | M |
No Item | 没有项目 | M |
Item not found | 找不到项目 | M |
Get Inventory Item | 获取库存项 | M |
Reads the item contained in the specified slot index | 读取指定插槽索引中包含的项目 | M |
Inventory | 库存 | |
Item Inventory | 项目清单 | M |
Finished loop | 完成的循环 | M |
Reserved Stack | 保留的堆栈 | M |
Items reserved for outgoing order or recipe | 保留用于外订单或食谱的物品 | M |
Unreserved Stack | 未保留的堆栈 | M |
Items available | 可用的项目 | M |
Reserved Space | 保留空间 | M |
Space reserved for an incoming order | 保留用于传入订单的空间 | M |
Unreserved Space | 未保留的空间 | M |
Remaining space | 剩余的空间 | M |
Loop Inventory Slots | 循环库存插槽 | M |
Loops through Inventory | 通过库存循环 | M |
Recipe | 食谱 | M |
Ingredient | 成分 | M |
Recipe Ingredient | 食谱成分 | M |
Loop Recipe Ingredients | 循环食谱成分 | M |
Loops through Ingredients | 通过成分循环 | M |
Target unit | 目标装置 | |
Distance | 距离 | |
Unit and its distance in the numerical part of the value | 装置及其距离(数值) | |
The unit to measure from (if not self) | 要测量的装置(如非自身) | |
Returns distance to a unit | 返回装置的距离 | |
Item and amount to transfer | 要运送的物品及数量 | |
Order Transfer To | 订单运送目标 | |
Transfers an Item to another Unit | 将物品运送至另一装置 | |
Same Grid | 同一电网 | |
Where to continue if both entities are in the same power grid | 两个实体都在同一电网中时的下一步行动 | |
First Entity | 第一个实体 | |
Second Entity | 第二个实体 | |
Different | 不同 | |
Different power grids | 不同电网 | |
Is Same Grid | 为同一电网 | |
Checks if two entities are in the same power grid | 检查两个实体是否处于同一电网中 | |
Moving | 正在移动 | |
Where to continue if entity is moving | 如果实体正在移动,该继续在哪里 | M |
Not Moving | 没有移动 | M |
Where to continue if entity is not moving | 如果实体不移动的话 | M |
Path Blocked | 道路封闭 | |
Where to continue if entity is path blocked | 如果实体被阻塞,请继续在哪里继续 | M |
No Result | 无结果 | |
Where to continue if entity is out of visual range | 如果实体不超出视觉范围 | M |
Is Moving | 正在移动 | M |
Checks the movement state of an entity | 检查实体的运动状态 | M |
Individual slot to check | 单个插槽检查 | M |
Is Fixed | 是固定的 | M |
Where to continue if inventory slot is fixed | 如果固定库存插槽,请继续在哪里继续 | M |
Check if a specific item slot index is fixed | 检查特定项目插槽索引是否已修复 | M |
Component to check | 要检查的组件 | M |
Component Equipped | 配备的组件 | M |
Where to continue if component is equipped | 如果组件配备了何处 | M |
Returns how many instances of a component equipped on this Unit | 返回该单元配备了多少个组件的实例 | M |
Is Equipped | 配备了 | M |
Check if a specific component has been equipped | 检查特定组件是否已配备 | M |
Turn Off | 关闭 | |
Shuts down the power of the Unit | 关闭装置电源 | |
Turn On | 开启 | |
Turns on the power of the Unit | 开启装置电源 | |
Connects Units from Logistics Network | 从物流网络连接装置 | |
Disconnect | 断开连接 | |
Disconnects Units from Logistics Network | 从物流网络断开装置连接 | |
Enable Transport Route | 启用运输路线 | M |
Enable Unit to deliver on transport route | 使单位能够在运输路线上运送 | M |
Disable Transport Route | 禁用运输路线 | M |
Disable Unit to deliver on transport route | 禁用单元以在运输路线上运送 | M |
Sort Storage | 存储分类 | |
Sorts Storage Containers on Unit | 对装置的存储容器进行分类 | |
The destination to try and unpack (if not self) | 尝试拆开包裹的目的地(如非自身) | |
Unpackage All | 拆开全部 | |
Tries to unpack all packaged items | 拆开所有已打包的物品 | |
The destination to try and pack (if not self) | 尝试打包的目的地(如非自身) | |
Package All | 打包全部 | |
Tries to pack all packable units into items | 将所有可打包装置打包成物品 | |
Explorable to solve | 待解决的可探索项 | |
Missing | 缺少 | |
Missing repair item, scanner component or Unpowered | 缺少维修物品、扫描仪组件或未通电 | |
Missing item, component or power to scan | 缺少物品、组件或扫描所需的电源 | |
Solve Explorable | 解开可探索项 | |
Attempt to solve explorable with inventory items | 尝试使用库存物品解开可探索项 | |
Stop Unit | 停止装置 | |
Stop movement and abort what is currently controlling the entities movement | 停止移动并中止当前控制实体移动的装置 | |
Move | 移动 | |
Entity to get coordinates of | 要获取坐标的实体 | |
Coordinate of entity | 实体坐标 | |
Get Location | 获取位置 | |
Gets location of a a seen entity | 获取可见实体的位置 | |
Number | 数字 | |
Number of tiles to move East | 向东移动的格子数 | |
Move East | 向东移动 | |
Moves towards a tile East of the current location at the specified distance | 向当前位置以东的格子移动指定距离 | |
Number of tiles to move West | 向西移动的格子数 | |
Move West | 向西移动 | |
Moves towards a tile West of the current location at the specified distance | 向当前位置以西的格子移动指定距离 | |
Number of tiles to move North | 向北移动的格子数 | |
Move North | 向北移动 | |
Moves towards a tile North of the current location at the specified distance | 向当前位置以北的格子移动指定距离 | |
Number of tiles to move South | 向南移动的格子数 | |
Move South | 向南移动 | |
Moves towards a tile South of the current location at the specified distance | 向当前位置以南的格子移动指定距离 | |
Unit to move to | 要移至的装置 | |
Move Unit (Async) | 移动装置(异步) | |
Move to another unit while continuing the program | 在继续程序的同时移动至另一个装置 | |
Unit to move to, the number specifies the range in which to be in | 要移至的装置,数字指定了要移动的范围 | |
Move Unit | 移动装置 | |
Moves to another unit or within a range of another unit | 移动到另一个装置或在另一个装置的范围内 | |
*Move Unit (Range)* | *移动装置(范围)* | |
*DEPRECATED* Use Move Unit | *已弃用*使用移动装置 | |
Unit to move away from | 要离开的装置 | |
Move Away (Range) | 移开(范围) | |
Moves out of range of another unit | 移出另一个装置的范围 | |
Moves in a scouting pattern around the factions home location | 以侦查模式在阵营基地位置的四周移动 | |
Filter 1 | 筛选条件1 | |
First filter | 第一个筛选条件 | |
Filter 2 | 筛选条件2 | |
Second filter | 第二个筛选条件 | |
Filter 3 | 筛选条件3 | |
Third filter | 第三个筛选条件 | |
Execution path if no results are found | 未找到结果时的执行路径 | |
Radar | 雷达 | |
Scan for the closest unit that matches the filters | 扫描满足筛选条件的最近装置 | |
Resource to Mine | 待开采的资源 | |
Cannot Mine | 无法开采 | |
Execution path if mining was unable to be performed | 当无法执行开采时的执行路径 | |
Execution path if can't fit resource into inventory | 当无法将资源放入库存时的执行路径 | |
Mine | 开采 | |
Mines a single resource | 开采单个资源 | |
Get Stability | 获得稳定 | M |
Gets the current world stability | 获得当前的世界稳定 | M |
Value to check | 待核对的值 | |
Max Value | 最大值 | |
Max Value to get percentage of | 最大值百分比 | |
Gives you the percent that value is of Max Value | 给出该值占最大值的百分比 | |
Value to Remap | 要重新映射的值 | |
Input Low | 低输入 | |
Low value for input | 低输入值 | |
Input High | 高输入 | |
High value for input | 高输入值 | |
Target Low | 低目标 | |
Low value for target | 低目标值 | |
Target high | 高目标 | |
High value for target | 高目标值 | |
Remapped value | 重新映射的值 | |
Remap | 重新映射 | |
Remaps a value between two ranges | 在两个范围之间重新映射值 | |
Day | 日间 | |
Where to continue if it is nighttime | 当前为夜间时的下一步行动 | |
Night | 夜间 | |
Where to continue if it is daytime | 当前为日间时的下一步行动 | |
Is Day/Night | 日/夜 | |
Divert program depending time of day | 根据一天中的时间改变程序 | |
Number of this item in your faction | 阵营中该物品的数量 | |
None | 无 | |
Execution path when none of this item exists in your faction | 所在阵营中不存在此物品时的执行路径 | |
Faction Item Amount | 阵营物品数量 | |
Counts the number of the passed item in your logistics network | 统计物流网络中运送的物品数量 | |
Frame | 框架 | |
Structure to read the key for | 用于读取密钥的结构 | |
Number key of structure | 结构的数字密钥 | |
Read Key | 读取密钥 | |
Attempts to reads the internal key of the unit | 尝试读取装置的内部密钥 | |
Can Produce | 可生产 | |
Returns if a unit can produce an item | 如果装置可以生产某件物品则返回 | |
Cannot Produce | 无法生产 | |
Where to continue if the item cannot be produced | 无法生产该物品时的下一步行动 | |
Where to continue if the item can be produced | 可以生产该物品时的下一步行动 | |
Production Item | 生产物品 | |
Product | 产品 | |
Out 1 | 产出1 | |
First Ingredient | 第一个原料 | |
Out 2 | 产出2 | |
Second Ingredient | 第二个原料 | |
Out 3 | 产出3 | |
Third Ingredient | 第三个原料 | |
Get Ingredients | 获取原料 | |
Returns the ingredients required to produce an item | 返还生产物品所需的原料 | |
Notify (%d) | 通知(%d) | |
Notify | 通知 | |
Notification | 通知 | |
Behavior Notification | 行为通知 | |
Text: | 文本: | |
Notify Value | 通知值 | |
Notification Value | 通知值 | |
Triggers a faction notification | 触发阵营通知 | |
Resource Node | 资源节点 | |
Resource Type | 资源类型 | |
Not Resource | 非资源 | |
Continue here if it wasn't a resource node | 如为非资源节点时在此继续 | |
Gets the resource type from an resource node | 获取资源节点处的资源类型 | |
No Unit Passed | 无装置通过 | |
Ally | 队友 | |
Target unit considers you an ally | 目标装置视你为队友 | |
Neutral | 中立 | |
Target unit considers you neutral | 目标装置视你为中立 | |
Enemy | 敌人 | |
Target unit considers you an enemy | 目标装置视你为敌人 | |
Get Trust | 获取信任 | |
Gets the trust level of the unit towards you | 获取装置对你的信任度 | |
Factions home unit | 阵营基地单位 | |
Get Home | 回到基地 | |
Gets the factions home unit | 获取阵营基地装置 | |
Pings a Unit | 标记装置 | |
Plays the Ping effect and notifies other players | 标记装置并通知其他玩家 | |
build | 建造 | |
Unnamed | 未命名 | |
Select Building | 选择建筑 | |
Select Bot | 选择机器人 | |
Target location, or at currently location if not specified | 目标位置,如果未指定,则为当前位置 | |
Building Rotation (0 to 3) (default 0) | 建筑旋转(0至3)(默认为0) | M |
Construction Failed | 施工失败了 | M |
Where to continue if construction failed | 如果建设失败,继续在哪里继续 | M |
Place Construction | 放置建造场地 | |
Places a construction site for a specific structure | 为特定结构放置建造场地 | |
Produce Unit | 生产装置 | |
Sets a production component to produce a blueprint | 设置生产组件以生成蓝图 | |
Set Signpost | 设置标志牌 | |
Set the signpost to specific text | 将标志牌设置为特定文本 | |
Launches a satellite if equipped on an AMAC | 如果AMAC上装备卫星,则发射卫星 | |
Tells a satellite that has been launched to land | 命令已经发射的卫星着陆 | |
Range of operation | 操作范围 | M |
Gather Information | 收集信息 | M |
Collect information for running the auto base controller | 收集用于运行自动基础控制器的信息 | M |
AutoBase | 自动酶 | M |
Carriers | 载体 | M |
Type and count of carriers to make | 运营商的类型和计数 | M |
If Working | 如果工作 | M |
Where to continue if the unit started working | 如果单位开始工作,请继续在哪里 | M |
Make Carriers | 做载体 | M |
Construct carrier bots for delivering orders or to use for other tasks | 构建用于输送订单或用于其他任务的运营商机器人 | M |
Resource/Count | 资源/计数 | M |
Resource type and number of miners to maintain | 维护资源类型和矿工数量 | M |
Make Miners | 做矿工 | M |
Construct and equip miner components on available carrier bots | 在可用的载机器机器人上构建和装备矿工组件 | M |
Serve Construction | 服务结构 | M |
Produce materials needed in construction sites | 在建筑工地中生产所需的材料 | M |
Item/Count | 项目/计数 | M |
Item type and number of producers to maintain | 维护的项目类型和生产者数量 | M |
Production component | 生产组成部分 | M |
Building type to use as producer | 用作生产商的建筑类型 | M |
Location | 地点 | M |
Location offset from self | 位置偏移自我 | M |
coord | 协调 | M |
Make Producer | 制作生产者 | M |
Build and maintain dedicated production buildings | 建造和维护专门的生产建筑 | M |
Number of turret bots to maintain | 维护炮塔机器人的数量 | M |
Make Turret Bots | 制作炮塔机器人 | M |
Construct and equip turret components on available carrier bots | 在可用的载机器人上构建和装备炮塔组件 | M |
File: data/items[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Metal Ore | 金属矿 | |
Rock permeated with shiny fragments of strong building material | 蕴含着闪亮而坚硬的建筑材料碎片的岩石 | |
Crystal Chunk | 水晶块 | |
An unprocessed grouping of raw crystals | 未经加工的原始水晶簇 | |
Laterite ore | 红土矿 | |
Unprocessed rocks rich in Aluminum | 未经加工的富铝岩石 | |
Aluminum Rod | 铝棒 | |
Lightweight rods of pure Aluminum | 轻巧的纯铝棒 | |
Aluminum Sheet | 铝板 | |
Flat sheets of pure Aluminum | 纯铝板材 | |
Silica sand | 硅砂 | |
Silica sand, usually found at high altitudes | 常见于高海拔地区的硅砂 | |
Fused Electrodes | 熔接电极 | |
Electrodes, but fused | 经过熔接的电极 | |
Reinforced Plate | 加强板 | |
Plates re-engineered with added strength and durability | 经过再加工的板材,强度和耐久度都更高 | |
Optic Cable | 光缆 | |
Cable that sends signals using light | 以光为媒介发送信号的电缆 | |
Circuit Board | 电路板 | |
A board full of circuits | 铺满电路的板 | |
Infected Circuit Board | 受感染的电路板 | |
Virus infected circuit board. Can be used to override security systems | 受到病毒感染的电路板。可用于覆盖安全系统 | |
Obsidian chunk | 黑曜石块 | |
Black, volcanic ore | 黑色的火山岩矿石 | |
Metal Bar | 金属棒 | |
Bars of metal created from smelted ore | 矿石经过熔炼后制成的金属棒 | |
Metal Plate | 金属板 | |
Flat, heavy sheets created from smelted ore | 矿石经过熔炼后制成的扁平厚重板材 | |
Foundation Plate | 地基板 | |
Machine-pressed and formed metal foundation | 机压成型的金属地基 | |
Low-Density Frame | 低密度框架 | |
Machine-pressed frame built for low weight applications | 适用于轻型应用的机压框架 | |
Energized Plate | 增能板 | |
Machine-pressed frame built for heavy-duty applications | 适用于重型应用的机压框架 | |
High-Density Frame | 高密度框架 | |
Beacon Kit | 信标套件 | |
A small beacon that can be built to mark locations on your minimap | 可用于在小地图上标记位置的小信标 | |
Refined Crystal | 精炼水晶 | |
A single polished crystal | 一块抛光水晶 | |
Crystal Powder | 水晶粉末 | |
A pile of ground crystal dust | 一堆水晶粉末 | |
Obsidian Brick | 黑曜石砖 | |
Volcanic rock that has been formed into bricks | 已加工为砖块的火山岩 | |
A mysterious contraption of unknown origin | 一种来历不明的神秘装置 | |
Research Artifact | 研究文物 | |
A strange obsidian formation that pulses with energy | 一个奇怪的黑曜石形成,用能量脉动 | M |
Silicon | 硅 | |
Silica that has been refined into pure silicon rods | 硅砂经过提炼后制成的纯硅棒 | |
Wire | 电线 | |
Metal cables useful in building electronics | 用于制造电子装置的金属电缆 | |
Cable | 电缆 | |
IC Chip | IC芯片 | |
Simple semiconducting device used in electronics | 电子装置中使用的简单半导体设备 | |
Microprocessor | 微处理器 | |
Man-made data processing unit | 人造数据处理装置 | |
CPU | CPU | |
Assemblage of microprocessors for advanced applications | 适用于高级应用的微处理器集 | |
Steel Block | 钢块 | |
Steel blocks for building human ground units | 用于建造人类地面装置的钢块 | |
Concretes Lab | 混凝土板 | |
Concrete slab for making human foundations and buildings | 用于建造人类基地和建筑的混凝土板 | |
Ceramic Tiles | 瓷砖 | |
Silicon Carbide tiles for protection of space vehicles | 用于保护飞船的碳化硅砖 | |
Polymer | 聚合物 | |
Plastic, resilient material for human units and buildings | 用于人类装置和建筑的弹性塑料材料 | |
Robotics Datacube | 机器人数据立方 | |
A cube of incredibly dense data, the result of running millions of simulations | 数据密度极高的立方体,是数百万次模拟的产物 | |
Located in ruined structures throughout the world | 位于世界各地的损坏结构当中 | |
research | 研究 | |
Alien Datacube | 外星人数据立方 | |
Partial data on alien technology. Further analysis required | 有关外星科技的部分数据。需要进一步研究 | |
Human Datacube | 人类数据立方 | |
Data collected by remote-unit observation and recording | 由远程装置通过观察和记录收集到的数据 | |
Blight Datacube | 枯萎数据立方 | |
Virus Datacube | 病毒数据立方 | |
A section of virus code, needed to learn the nature of the virus | 一段病毒代码,需要进一步研究病毒的性质 | |
Empty Data Bank | 空数据库 | |
A databank that can hold research data | 可储存研究数据的数据库 | |
Datacube Matrix | 数据立方矩阵 | |
A construct that allows access to the dense layers of datacubes | 用于访问数据立方致密层的结构 | |
Robotics Research | 机器人研究 | |
Allows for advanced robotic technology | 用于研究高级机器人技术 | |
Human Research | 人类研究 | |
Data analysis of human technology | 人类科技的数据分析 | |
Data analysis of alien technology | 外星科技的数据分析 | |
Blight Research | 枯萎研究 | |
Scans of the hostile environment endemic to planet | 用于扫描该星球特有的恶劣环境 | |
Virus Research | 病毒研究 | |
Computer-modeled analysis of the viral pathogen | 对病毒病原体的计算机模拟分析 | |
Compressed Simulation Data | 压缩模拟数据 | |
Allows for greater processing of research algorithms | 用于更好地处理研究算法 | |
Human Data Bank | 人类数据库 | |
A databank that holds human research data | 用于存储人类研究数据的数据库 | |
Alien Data Bank | 外星数据库 | |
Drone Package | 无人机包裹 | |
A drone exclusively for transferring items over a short range | 专用于短程运送物品的无人机 | |
package | 包裹 | |
Transfer Drone Package | 运送无人机包裹 | |
A drone exclusively for transferring items in a large area | 专用于在大范围内运送物品的无人机 | |
Miner Drone Package | 采矿无人机包裹 | |
A drone with a drill attachment | 配有钻机的无人机 | |
Advanced Miner Drone Package | 高级采矿无人机包裹 | |
Defense Drone Package | 防御无人机包裹 | |
A drone with a laser | 配备激光的无人机 | |
Medium Flyer Package | 中型飞行器包裹 | |
Compacted medium flyer package | 压缩中型飞行器包裹 | |
Satellite Package | 卫星包裹 | |
Compacted satellite package | 压缩卫星包裹 | |
Blight Crystal Chunk | 枯萎水晶块 | |
A crystal energized with power | 经过充能的水晶 | |
Blight Extraction | 枯萎提取物 | |
Extracted blight gas essence | 提取出的枯萎气体精华 | |
Blight Bar | 枯萎块 | |
A bar of blight | 一块枯萎物质 | |
Blight Plasma | 枯萎等离子体 | |
Processed blight gas into a goop form | 加工为粘性形态的枯萎气体 | |
Microscope | 显微镜 | |
Useful for repairing Human technology | 用于维修人类技术 | |
Transformer | 变压器 | |
Small Modular Reactor | 小型模块化反应堆 | |
Mini Power Reactor for Small Units | 用于小型装置的迷你动力反应堆 | |
Engines | 引擎 | |
Develop Human Flight Capability | 开发人类飞行能力 | |
Data Key | 数据密钥 | |
Advanced Technology to allow access to secure structures | 用于访问安全结构的先进技术 | |
Anomaly Core | 异常核心 | M |
A conscious ball of energy | 存在意识的能量球 | |
AI Core | AI核心 | |
Advanced controller unit for a Robot | 机器人高级控制器装置 | |
ELAIN's AI Core | 伊莱恩的AI核心 | |
ELAIN's Advanced controller unit | 伊莱恩的高级控制器装置 | |
Broken AI Core | 损坏的AI核心 | |
(WIP) A damaged controller unit for a Robot | (WIP)损坏的机器人控制器装置 | |
Bug Chitin | 虫壳 | |
Silica reinforced shell of bugs | 经过硅砂强化的虫壳 | |
Anomaly Particle | 异常粒子 | |
A particle of pure anomaly data | 纯粹的异常数据的粒子 | M |
Dense Anomaly Cluster | 致密异常簇 | M |
Resimulator Core | 重新拟合器核心 | M |
A controller unit | 控制器装置 | |
Power Petal | 动力花瓣 | M |
A flower petal infused with power | 一朵花瓣注入力量 | M |
Phase Leaf | 相叶 | M |
A leave that shifts and shimmers in place | 休假,可以移动和闪烁 | M |
Virus Source Code | 病毒源代码 | M |
A seemingly malicious piece of source code that tries to alter the structures of infected systems | 看似恶意的源代码,试图改变感染系统的结构 | M |
MultiCube - CURRENTLY NOT OBTAINABLE | MultiPube-目前无法获得 | M |
A cocktail of research data | 综合研究数据 |
File: data/landfeatures[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Threshold | 阈值 | |
Blightness | 枯萎 | |
Elevation | 海拔 | |
Variation | 变型 | |
Richness | 富足 | |
Height | 高度 | |
Weighted | 加权 | |
Random | 随机 | |
Slope | 坡 | M |
Maximum | 最大 |
File: data/puzzles[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Nine Clicks Minigame | 小游戏:九步解谜 | |
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. |
要完成电路,就需要将所有节点切换至激活状态。点击一个节点可切换该节点及其相邻节点的状态。
先选择所有角落的节点,再选择中间节点,即使在此过程中会出现更多角落节点,也应按此顺序操作。重复该操作数次,就能解开谜题。 |
|
Netwalk Minigame | 小游戏:网络漫步 | |
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. | 要完成电路,就需要将所有节点连接到源节点上。点击任意正方形进行旋转,以点亮所有节点。 | |
Slide Minigame | 小游戏:数字滑动 | |
slide numbers into numerical order | 按数字顺序滑动数字 | |
Balance Minigame | 小游戏:完美平衡 | |
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. | 选择正确的符号组合,将其拖动到正确的列中,以完成电路。下方进度条必须精准地分为两半。 |
File: data/tech/tech_blight[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Blight Shield | 枯萎护盾 | |
Allows units to enter the blight | 可让玩家进入枯萎区域 | |
Plasma Concentration | 浓缩等离子体 | |
Concentrated plasma allowing for constructing plasma weapons | 用于制造等离子武器的浓缩等离子体 | |
Blight Visibility | 枯萎可见 | |
Allows Visibility into the Blight | 在枯萎区域可以看见物体 | |
Blight Stability | 枯萎稳定性 | |
Blight mechanics for creating System Stability. Allows units to enter the blight without any adverse effects. | 用于创造系统稳定性的枯萎机制。可让装置进入枯萎区域,而不会受到任何负面影响。 | |
Magnification | 放大 | |
Blight mechanics for magnification of System Resources | 用于放大系统资源的枯萎机制 | |
Blight Power | 枯萎能量 | |
Enables advanced power generation and storage applications | 可进行高级发电和存储 | |
Basic Terraformer | 基础改造器 | |
Reversing the effects of Blight on the landscape | 逆转枯萎对地貌的影响 | |
Conversion | 转化 | |
Blight mechanics for conversion of System Resources | 用于转化系统资源的枯萎机制 | |
Blight Terraformer | 枯萎改造器 | |
Blight mechanics for imprinting Blight on the landscape | 可让枯萎对地貌产生影响的枯萎机制 | |
Simulation Control | 模拟控制 | |
Blight mechanics for isolating and eliminating rogue architecture | 用于隔离和清除异常建筑的枯萎机制 |
File: data/tech/tech_human[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Extraction | 提取 | |
Unlocks laser mineral extraction | 解锁激光矿物提取 | |
Hybrid Human/Robot Technology for Human Production capability | 用于提升人类生产能力的人类/机器人混合技术 | |
Advanced Drones | 高级无人机 | |
Allows construction of drones and related facilities | 用于建造无人机及相关设施 | |
Matrix Frames | 矩阵框架 | |
Create frames that are strong but low-weight | 可制造结实但轻盈的框架 | |
Power Units | 电源装置 | |
Shuttles | 飞船 | |
Allows construction of long distance shuttles and related facilities | 用于制造长途飞船及其相关设施 | |
Hacking | 黑客入侵 | |
Allows Hacking of digital entities | 可入侵数字实体 | |
Satellites | 卫星 | |
Allows construction of satellites that can be launched into space | 用于制造可发射至太空的卫星 | |
Human Technology | 人类科技 |
File: data/tech/tech_robots[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Research Uplink | 研究上行链路 | |
Robotic assembly line enabling further logistic options | 可提供更多物流选项的机器人装配线 | |
C0rrup7ed D4tabas3 | C0rrup7ed D4tabas3 | |
foundationplate | foundationplate | |
Basic Signals | 基础信号 | |
Allows for production of components for detection and signal transfer | 可生产用于检测和传输信号的组件 | |
Basic | 基础 | |
Basic Structures | 基础结构 | |
Expands the range of small buildings with a variety of socket configurations | 通过各种接口配置扩大小型建筑的范围 | |
Basic Power | 基础电源 | |
Unlocks power production and storage components that contribute to your power grid | 解锁专为电网供电的发电和存储组件 | |
Behaviors | 行为 | |
Introduces Behaviors that allow increased and finer control of units for automation purposes | 引入能够加强和细化对装置的控制,从而实现自动化的行为 | |
Basic Robotics | 基础机器人 | |
Introduction of Robotics Assembler allowing production of units with greater capabilities | 引入可生产高产能装置的机器人装配机 | |
Power Transference | 电力传输 | |
Power Transmission for expanding the power grid and improving range of power options | 输送电力以扩大电网并增加电源选项的范围 | |
Nanobots | 纳米机器人 | |
Remote connection to units and items allows for damage repair and quick transportation of inventory | 远程连接到装置及物品,以维修损坏的对象并快速运输库存 | |
Robotics Production | 机器人生产 | |
Expansion and improvement of production ability adding more advanced units | 通过添加更多高级装置来扩大和提高生产能力 | |
Expanded Power | 扩展电源 | |
Increased ability to supply grid through wind powered production and power storage components | 提高通过风力发电及电力存储组件为电网供电的能力 | |
Gateway Technology | 通路技术 | |
The understanding of simulation data opening a gateway to advanced technologies and materials | 了解模拟数据后,将打开通往先进技术和材料的大门 | |
Advanced Logistics | 高级物流 | |
Logistics upgrades for storing of items | 经过升级的物流,可存储物品 | |
Advanced | 高级 | |
Advanced Materials | 高级材料 | |
Advanced material refinement expanding building options. | 高级材料精炼可扩大建筑选项。 | |
Power Upgrade | 电源升级 | |
Unlocks options to send power over greater distances | 解锁更远距离的输电选项 | |
Drone Storage | 无人机存储 | |
Medium sized storage and small automated drones | 中型存储和小型自动化无人机 | |
Advanced Structures | 高级结构 | |
Understanding of core structural matrices allowing for advanced chip, matrix and frame production. | 了解核心结构矩阵,以生产高级芯片、矩阵和框架。 | |
Using power fields to generate defenses | 使用电场生成防御 | |
Scanner Tech | 扫描仪技术 | |
Protect yourself | 自我保护 | |
Matrix Technology | 矩阵技术 | |
Unlocks advanced robotics matrix technology | 解锁高级机器人矩阵技术 | |
Power Storage | 电力存储 | |
Unlocks simple power options | 解锁普通电源选项 | |
Supercomputing | 超级计算 | |
Allows more advanced computation research | 可进行更高级的计算研究 | |
Logistics upgrade | 经过升级的物流,可指定最大数量 | |
Epic Structures | 史诗级结构 | |
Power Source | 电源 | |
Unlocks advanced power options | 解锁高级电源选项 | |
Stockpile | 储备 | |
Storage upgrades | 经过升级的存储 | |
Ultra-tech Framework | 超技术框架 | |
Unlocks quantum level robotics technologies and units | 解锁量子级机器人技术和装置 | |
An advanced particle fabricator | 一种高级粒子制造机 | |
Quantum Robotics | 量子机器人 | |
Unlocks the next generation level of robotics technologies and units | 解锁下一代机器人技术和装置 | |
An advanced particle power generator | 一种高级粒子发电机 | |
The Simulator | 模拟器 |
File: data/tech/tech_virus[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Virus Crypto | 病毒加密 | |
Tools for using the virus in a disruptive way | 以破坏性方式使用病毒的工具 | |
A protective barrier that prevents the virus from infecting units in the surrounding area | 可防止病毒感染附近装置的保护屏障 | |
Hive | 巢穴 | |
Virus component for Bug production | 生虫病毒组件 | |
Virus Vaccine | 病毒疫苗 | |
Global firewall protection for all units against the virus | 保护所有装置免受病毒侵害的全局防火墙 | |
Virus Infection | 病毒感染 | |
Virus tools transmit Virus as a directed attack | 以定向攻击的方式传播病毒的病毒工具 | |
Virus Waveform | 病毒波形 | |
Virus tool the scramblers signals within the Blight | 可干扰枯萎区域内信号的病毒工具 | |
Total Protection | 全方位防护 | |
Total protection against the virus. Your units can no longer be affected by the negative effects of the virus | 针对病毒的全方位防护。你的装置将不再受到病毒的侵害 | |
Bug Possession | 虫子占领 | |
Bug overwriting of data technology | 虫子覆盖数据技术 | |
Bug Attacks | 虫子攻击 | |
Replication of Bug Attacks | 复制虫子攻击 | |
Virus Wipe | 病毒清除 | |
Virus tools that completely integrate with virus technology | 与病毒技术完全集成的病毒工具 |
File: data/techs[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Humanity | 人类 | |
Energetics | 能量特性 | |
Story | 故事 | |
Human Intel | 人类情报 | |
Research data used for Human Technology | 用于人类技术的研究数据 | |
Virus Discovery | 病毒发现 | |
Alien Discovery | 外星人发现 | |
A strange alien race with highly advanced technology we can utilize | 一个奇怪的外星种族,拥有我们可以利用的先进技术 | |
Alien Technology | 外星科技 | |
Gain the ability to research alien technology | 获得研究外星科技的能力 | |
Blight Discovery | 枯萎发现 | |
Blight gas analysis can begin to unlock the mysterious nature of the blight | 通过分析枯萎气体,可以逐步揭开枯萎的神秘本质 |
File: data/utilities[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
call | 调用 |
File: data/values[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Red | 红 | |
Green | 绿 | |
Blue | 蓝 | |
Yellow | 黄 | |
Cyan | 青 | |
Magenta | 紫红 | |
Black | 黑色的 | M |
Brown | 棕色的 | M |
Crimson | 赤红 | M |
Dark Gray | 深灰色 | M |
Light Green | 浅绿色 | M |
Light Gray | 浅灰色 | M |
Pink | 粉色的 | M |
White | 白色的 | M |
Pastel | 柔和 | M |
Owned | 已拥有 | |
World | 世界 | |
Mineable | 可开采 | |
Not Blight | 未枯萎 | |
Bug | 虫子 | |
Solved | 已解开 | |
Unsolved | 未解开 | |
Can Loot | 无法掠夺 | |
In Power Grid | 电网中 | |
value | 值 | |
Arrow Up | 向上箭头 | |
Arrow Down | 向下箭头 | |
Arrow Left | 向左箭头 | |
Arrow Right | 向右箭头 | |
Arrow Up Left | 左上箭头 | |
Arrow Up Right | 右上箭头 | |
Arrow Down left | 左下箭头 | |
Arrow Down Right | 右下箭头 | |
Octagon | 八角形 | M |
Pentagon | 五角大楼 | M |
Star | 星星 | M |
Locked | 未解锁 | |
Unlocked | 已解锁 | |
Damaged | 已损坏 | |
Infected | 已感染 |
File: data/visuals[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Power Plant | 发电厂 | |
Warehouse | 仓库 | |
Factory | 工厂 | |
Research Lab | 研究实验室 | |
Min | 最小 | |
Average | 平均 |
File: System-Strings[edit | edit source]
English | Chinese (Simplified) | * |
---|---|---|
Tried to load corrupt save data | 已尝试加载损坏的存档数据 | |
A script error occurred | 发生脚本错误 | |
Script error while setting up scenario and mods | 设置场景和模组时发生脚本错误 | |
Script error while starting up world | 启动世界时发生脚本错误 | |
Save game was for a mod that isn't installed | 存档游戏适用于未安装的模组 | |
Save game was for a mod newer than installed | 存档游戏适用于比已安装版本更新的模组 | |
Save data was corrupted | 存档数据已损坏 | |
Error during LUA mod update procedure | LUA模组更新时出错 | |
Replay had no player join | 没有玩家加入回放 | |
Unknown LUA code cannot be loaded | 无法加载未知的LUA代码 | |
Server was running different game version | 服务器正在运行不同的游戏版本 | |
Server was running different mod version | 服务器正在运行不同的模组版本 | |
Server was running different mod code | 服务器正在运行不同的模组代码 | |
Server entity placement could not be recreated on client | 无法在客户端上重新创建服务器实体位置 | |
Server did not send world state (firewall problem?) | 服务器未能发送世界状态(防火墙问题?) | |
Hardware difference on server prevents deterministic simulation | 服务器上的硬件差异阻止了确定性模拟 | |
Invalid password | 无效的密码 | |
Server is full | 服务器已满 | |
You have been kicked from this server | 你已被踢出此服务器 | |
You have been banned from this server | 你已被禁止使用此服务器 | |
Timed out while trying to connect | 尝试连接时超时 | |
Host shut down | 主机关闭 | |
Connection to host was lost | 与主机的连接丢失 | |
Game version mismatch | 游戏版本不匹配 | |
Network connection problem (check settings and firewall) | 网络连接问题(检查设置和防火墙) | |
Shared/Coop | 共享/合作 | |
Separate/Versus | 分开/对战 | |
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. | 在多人游戏模式“分开/对战”中,每个加入的玩家都有自己的阵营,而在“共享/合作”模式中,所有玩家都将加入主要玩家的阵营。 |