diff --git a/src/js/core/input_distributor.js b/src/js/core/input_distributor.js
index a63da6e9..7a8a38a6 100644
--- a/src/js/core/input_distributor.js
+++ b/src/js/core/input_distributor.js
@@ -185,7 +185,7 @@ export class InputDistributor {
const gamepad = navigator.getGamepads()[this.connectedGamepadIndex];
for (const [index, button] of gamepad.buttons.entries()) {
- const keyCode = 200 + index
+ const keyCode = 300 + index;
const isInitial = !this.keysDown.has(keyCode);
if (button.pressed) {
diff --git a/src/js/game/hud/parts/building_placer_logic.js b/src/js/game/hud/parts/building_placer_logic.js
index 9007511b..de5a5427 100644
--- a/src/js/game/hud/parts/building_placer_logic.js
+++ b/src/js/game/hud/parts/building_placer_logic.js
@@ -117,6 +117,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
keyActionMapper.getBinding(KEYMAPPINGS.general.back).add(this.abortPlacement, this);
keyActionMapper.getBinding(KEYMAPPINGS.placement.pipette).add(this.startPipette, this);
this.root.gameState.inputReciever.keyup.add(this.checkForDirectionLockSwitch, this);
+ keyActionMapper.getBinding(KEYMAPPINGS.placement.placeBuilding).add(this.tryPlaceCurrentBuildingAtCursor, this)
// BINDINGS TO GAME EVENTS
this.root.hud.signals.buildingsSelectedForCopy.add(this.abortPlacement, this);
@@ -132,6 +133,23 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
this.root.camera.upPostHandler.add(this.onMouseUp, this);
}
+ tryPlaceCurrentBuildingAtCursor() {
+ if (!this.currentMetaBuilding.get()) {
+ return;
+ }
+
+ const mousePosition = this.root.app.mousePosition;
+ if (!mousePosition) {
+ // Not on screen
+ return;
+ }
+
+ const worldPos = this.root.camera.screenToWorld(mousePosition);
+ const mouseTile = worldPos.toTileSpace();
+
+ this.tryPlaceCurrentBuildingAt(mouseTile);
+ }
+
/**
* Called when the edit mode got changed
* @param {Layer} layer
diff --git a/src/js/game/hud/parts/keybinding_overlay.js b/src/js/game/hud/parts/keybinding_overlay.js
index 65919d3c..6d29be63 100644
--- a/src/js/game/hud/parts/keybinding_overlay.js
+++ b/src/js/game/hud/parts/keybinding_overlay.js
@@ -195,7 +195,7 @@ export class HUDKeybindingOverlay extends BaseHUDPart {
{
// Place building
label: T.ingame.keybindingsOverlay.placeBuilding,
- keys: [KEYCODE_LMB],
+ keys: [k.placement.placeBuilding],
condition: () => this.anyPlacementActive,
},
diff --git a/src/js/game/key_action_mapper.js b/src/js/game/key_action_mapper.js
index 9fa4ffe1..67897b67 100644
--- a/src/js/game/key_action_mapper.js
+++ b/src/js/game/key_action_mapper.js
@@ -11,6 +11,10 @@ function key(str) {
return str.toUpperCase().charCodeAt(0);
}
+export const KEYCODE_LMB = 1;
+export const KEYCODE_MMB = 2;
+export const KEYCODE_RMB = 3;
+
export const KEYMAPPINGS = {
general: {
confirm: { keyCode: 13 }, // enter
@@ -78,6 +82,7 @@ export const KEYMAPPINGS = {
},
placement: {
+ placeBuilding: { keyCode: KEYCODE_LMB },
pipette: { keyCode: key("Q") },
rotateWhilePlacing: { keyCode: key("R") },
rotateInverseModifier: { keyCode: 16 }, // SHIFT
@@ -112,10 +117,6 @@ for (const categoryId in KEYMAPPINGS) {
}
}
-export const KEYCODE_LMB = 1;
-export const KEYCODE_MMB = 2;
-export const KEYCODE_RMB = 3;
-
/**
* Returns a keycode -> string
* @param {number} code
@@ -261,6 +262,32 @@ export function getStringForKeyCode(code) {
return "]";
case 222:
return "'";
+
+ // Xbox Gamepad
+ case 300:
+ return "🎮 A";
+ case 301:
+ return "🎮 B";
+ case 302:
+ return "🎮 X";
+ case 303:
+ return "🎮 Y";
+ case 304:
+ return "🎮 LB";
+ case 305:
+ return "🎮 RB";
+ case 306:
+ return "🎮 LT";
+ case 307:
+ return "🎮 RT";
+ case 312:
+ return "🎮 ⬆";
+ case 313:
+ return "🎮 ⬇";
+ case 314:
+ return "🎮 ⬅";
+ case 315:
+ return "🎮 ➡";
}
return (48 <= code && code <= 57) || (65 <= code && code <= 90)
diff --git a/translations/base-en.yaml b/translations/base-en.yaml
index 62ed2808..59087c73 100644
--- a/translations/base-en.yaml
+++ b/translations/base-en.yaml
@@ -21,1245 +21,1246 @@
---
steamPage:
- # This is the short text appearing on the steam page
- shortText: shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
+ # This is the short text appearing on the steam page
+ shortText: shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
- # This is the text shown above the Discord link
- discordLinkShort: Official Discord
+ # This is the text shown above the Discord link
+ discordLinkShort: Official Discord
- intro: >-
- Do you like automation games? Then you are in the right place!
+ intro: >-
+ Do you like automation games? Then you are in the right place!
- shapez.io is a relaxed game in which you have to build factories for the automated production of geometric shapes. As the level increases, the shapes become more and more complex, and you
- have to spread out on the infinite map.
+ shapez.io is a relaxed game in which you have to build factories for the automated production of geometric shapes. As the level increases, the shapes become more and more complex, and you
+ have to spread out on the infinite map.
- And as if that wasn't enough, you also have to produce exponentially more to satisfy the demands - the only thing that helps is scaling! While you only have to process shapes at the
- beginning, you will later have to color them - by extracting and mixing colors!
+ And as if that wasn't enough, you also have to produce exponentially more to satisfy the demands - the only thing that helps is scaling! While you only have to process shapes at the
+ beginning, you will later have to color them - by extracting and mixing colors!
- Buying the game on Steam gives you access to the full version, but you can also play a demo at shapez.io first and decide later!
+ Buying the game on Steam gives you access to the full version, but you can also play a demo at shapez.io first and decide later!
- title_advantages: Standalone Advantages
- advantages:
- - 12 New Levels for a total of 26 levels
- - 18 New Buildings for a fully automated factory!
- - Unlimited Upgrade Tiers for many hours of fun!
- - Wires Update for an entirely new dimension!
- - Dark Mode!
- - Unlimited Savegames
- - Unlimited Markers
- - Support me! ❤️
+ title_advantages: Standalone Advantages
+ advantages:
+ - 12 New Levels for a total of 26 levels
+ - 18 New Buildings for a fully automated factory!
+ - Unlimited Upgrade Tiers for many hours of fun!
+ - Wires Update for an entirely new dimension!
+ - Dark Mode!
+ - Unlimited Savegames
+ - Unlimited Markers
+ - Support me! ❤️
- title_future: Planned Content
- planned:
- - Blueprint Library
- - Steam Achievements
- - Puzzle Mode
- - Minimap
- - Mods
- - Sandbox mode
- - ... and a lot more!
+ title_future: Planned Content
+ planned:
+ - Blueprint Library
+ - Steam Achievements
+ - Puzzle Mode
+ - Minimap
+ - Mods
+ - Sandbox mode
+ - ... and a lot more!
- title_open_source: This game is open source!
- text_open_source: >-
- Anybody can contribute, I'm actively involved in the community and attempt to review all suggestions and take feedback into consideration where possible.
+ title_open_source: This game is open source!
+ text_open_source: >-
+ Anybody can contribute, I'm actively involved in the community and attempt to review all suggestions and take feedback into consideration where possible.
- Be sure to check out my trello board for the full roadmap!
+ Be sure to check out my trello board for the full roadmap!
- title_links: Links
+ title_links: Links
- links:
- discord: Official Discord
- roadmap: Roadmap
- subreddit: Subreddit
- source_code: Source code (GitHub)
- translate: Help translate
+ links:
+ discord: Official Discord
+ roadmap: Roadmap
+ subreddit: Subreddit
+ source_code: Source code (GitHub)
+ translate: Help translate
global:
- loading: Loading
- error: Error
+ loading: Loading
+ error: Error
- # How big numbers are rendered, e.g. "10,000"
- thousandsDivider: ","
+ # How big numbers are rendered, e.g. "10,000"
+ thousandsDivider: ","
- # What symbol to use to separate the integer part from the fractional part of a number, e.g. "0.4"
- decimalSeparator: "."
+ # What symbol to use to separate the integer part from the fractional part of a number, e.g. "0.4"
+ decimalSeparator: "."
- # The suffix for large numbers, e.g. 1.3k, 400.2M, etc.
- suffix:
- thousands: k
- millions: M
- billions: B
- trillions: T
+ # The suffix for large numbers, e.g. 1.3k, 400.2M, etc.
+ suffix:
+ thousands: k
+ millions: M
+ billions: B
+ trillions: T
- # Shown for infinitely big numbers
- infinite: inf
+ # Shown for infinitely big numbers
+ infinite: inf
- time:
- # Used for formatting past time dates
- oneSecondAgo: one second ago
- xSecondsAgo: seconds ago
- oneMinuteAgo: one minute ago
- xMinutesAgo: minutes ago
- oneHourAgo: one hour ago
- xHoursAgo: hours ago
- oneDayAgo: one day ago
- xDaysAgo: days ago
+ time:
+ # Used for formatting past time dates
+ oneSecondAgo: one second ago
+ xSecondsAgo: seconds ago
+ oneMinuteAgo: one minute ago
+ xMinutesAgo: minutes ago
+ oneHourAgo: one hour ago
+ xHoursAgo: hours ago
+ oneDayAgo: one day ago
+ xDaysAgo: days ago
- # Short formats for times, e.g. '5h 23m'
- secondsShort: s
- minutesAndSecondsShort: m s
- hoursAndMinutesShort: h m
+ # Short formats for times, e.g. '5h 23m'
+ secondsShort: s
+ minutesAndSecondsShort: m s
+ hoursAndMinutesShort: h m
- xMinutes: minutes
+ xMinutes: minutes
- keys:
- tab: TAB
- control: CTRL
- alt: ALT
- escape: ESC
- shift: SHIFT
- space: SPACE
+ keys:
+ tab: TAB
+ control: CTRL
+ alt: ALT
+ escape: ESC
+ shift: SHIFT
+ space: SPACE
demoBanners:
- # This is the "advertisement" shown in the main menu and other various places
- title: Demo Version
- intro: >-
- Get the full game to unlock all features and content!
+ # This is the "advertisement" shown in the main menu and other various places
+ title: Demo Version
+ intro: >-
+ Get the full game to unlock all features and content!
mainMenu:
- play: Play
- continue: Continue
- newGame: New Game
- changelog: Changelog
- subreddit: Reddit
- importSavegame: Import
- openSourceHint: This game is open source!
- discordLink: Official Discord Server
- helpTranslate: Help translate!
- madeBy: Made by
+ play: Play
+ continue: Continue
+ newGame: New Game
+ changelog: Changelog
+ subreddit: Reddit
+ importSavegame: Import
+ openSourceHint: This game is open source!
+ discordLink: Official Discord Server
+ helpTranslate: Help translate!
+ madeBy: Made by
- # This is shown when using firefox and other browsers which are not supported.
- browserWarning: >-
- Sorry, but the game is known to run slowly on your browser! Get the standalone version or download Google Chrome for the full experience.
+ # This is shown when using firefox and other browsers which are not supported.
+ browserWarning: >-
+ Sorry, but the game is known to run slowly on your browser! Get the standalone version or download Google Chrome for the full experience.
- savegameLevel: Level
- savegameLevelUnknown: Unknown Level
- savegameUnnamed: Unnamed
+ savegameLevel: Level
+ savegameLevelUnknown: Unknown Level
+ savegameUnnamed: Unnamed
dialogs:
- buttons:
- ok: OK
- delete: Delete
- cancel: Cancel
- later: Later
- restart: Restart
- reset: Reset
- getStandalone: Get Standalone
- deleteGame: I know what I am doing
- viewUpdate: View Update
- showUpgrades: Show Upgrades
- showKeybindings: Show Keybindings
+ buttons:
+ ok: OK
+ delete: Delete
+ cancel: Cancel
+ later: Later
+ restart: Restart
+ reset: Reset
+ getStandalone: Get Standalone
+ deleteGame: I know what I am doing
+ viewUpdate: View Update
+ showUpgrades: Show Upgrades
+ showKeybindings: Show Keybindings
- importSavegameError:
- title: Import Error
- text: >-
- Failed to import your savegame:
+ importSavegameError:
+ title: Import Error
+ text: >-
+ Failed to import your savegame:
- importSavegameSuccess:
- title: Savegame Imported
- text: >-
- Your savegame has been successfully imported.
+ importSavegameSuccess:
+ title: Savegame Imported
+ text: >-
+ Your savegame has been successfully imported.
- gameLoadFailure:
- title: Game is broken
- text: >-
- Failed to load your savegame:
+ gameLoadFailure:
+ title: Game is broken
+ text: >-
+ Failed to load your savegame:
- confirmSavegameDelete:
- title: Confirm deletion
- text: >-
- Are you sure you want to delete the following game?
- '' at level
- This can not be undone!
+ confirmSavegameDelete:
+ title: Confirm deletion
+ text: >-
+ Are you sure you want to delete the following game?
+ '' at level
+ This can not be undone!
- savegameDeletionError:
- title: Failed to delete
- text: >-
- Failed to delete the savegame:
+ savegameDeletionError:
+ title: Failed to delete
+ text: >-
+ Failed to delete the savegame:
- restartRequired:
- title: Restart required
- text: >-
- You need to restart the game to apply the settings.
+ restartRequired:
+ title: Restart required
+ text: >-
+ You need to restart the game to apply the settings.
- editKeybinding:
- title: Change Keybinding
- desc: Press the key or mouse button you want to assign, or escape to cancel.
+ editKeybinding:
+ title: Change Keybinding
+ desc: Press the key or mouse button you want to assign, or escape to cancel.
- resetKeybindingsConfirmation:
- title: Reset keybindings
- desc: This will reset all keybindings to their default values. Please confirm.
+ resetKeybindingsConfirmation:
+ title: Reset keybindings
+ desc: This will reset all keybindings to their default values. Please confirm.
- keybindingsResetOk:
- title: Keybindings reset
- desc: All keybindings have been reset to their defaults values!
+ keybindingsResetOk:
+ title: Keybindings reset
+ desc: All keybindings have been reset to their defaults values!
- featureRestriction:
- title: Demo Version
- desc: You tried to access a feature () which is not available in the demo. Consider getting the standalone version for the full experience!
+ featureRestriction:
+ title: Demo Version
+ desc: You tried to access a feature () which is not available in the demo. Consider getting the standalone version for the full experience!
- oneSavegameLimit:
- title: Limited savegames
- desc: You can only have one savegame at a time in the demo version. Please remove the existing one or get the standalone version!
+ oneSavegameLimit:
+ title: Limited savegames
+ desc: You can only have one savegame at a time in the demo version. Please remove the existing one or get the standalone version!
- updateSummary:
- title: New update!
- desc: >-
- Here are the changes since you last played:
+ updateSummary:
+ title: New update!
+ desc: >-
+ Here are the changes since you last played:
- upgradesIntroduction:
- title: Unlock Upgrades
- desc: >-
- All shapes you produce can be used to unlock upgrades - don't destroy your old factories!
- The upgrades tab can be found on the top right corner of the screen.
+ upgradesIntroduction:
+ title: Unlock Upgrades
+ desc: >-
+ All shapes you produce can be used to unlock upgrades - don't destroy your old factories!
+ The upgrades tab can be found on the top right corner of the screen.
- massDeleteConfirm:
- title: Confirm delete
- desc: >-
- You are deleting a lot of buildings ( to be exact)! Are you sure you want to do this?
+ massDeleteConfirm:
+ title: Confirm delete
+ desc: >-
+ You are deleting a lot of buildings ( to be exact)! Are you sure you want to do this?
- massCutConfirm:
- title: Confirm cut
- desc: >-
- You are cutting a lot of buildings ( to be exact)! Are you sure you want to do this?
+ massCutConfirm:
+ title: Confirm cut
+ desc: >-
+ You are cutting a lot of buildings ( to be exact)! Are you sure you want to do this?
- massCutInsufficientConfirm:
- title: Confirm cut
- desc: >-
- You can not afford to paste this area! Are you sure you want to cut it?
+ massCutInsufficientConfirm:
+ title: Confirm cut
+ desc: >-
+ You can not afford to paste this area! Are you sure you want to cut it?
- blueprintsNotUnlocked:
- title: Not unlocked yet
- desc: >-
- Complete level 12 to unlock Blueprints!
+ blueprintsNotUnlocked:
+ title: Not unlocked yet
+ desc: >-
+ Complete level 12 to unlock Blueprints!
- keybindingsIntroduction:
- title: Useful keybindings
- desc: >-
- This game has a lot of keybindings which make it easier to build big factories.
- Here are a few, but be sure to check out the keybindings!
- CTRL + Drag: Select an area.
- SHIFT: Hold to place multiple of one building.
- ALT: Invert orientation of placed belts.
+ keybindingsIntroduction:
+ title: Useful keybindings
+ desc: >-
+ This game has a lot of keybindings which make it easier to build big factories.
+ Here are a few, but be sure to check out the keybindings!
+ CTRL + Drag: Select an area.
+ SHIFT: Hold to place multiple of one building.
+ ALT: Invert orientation of placed belts.
- createMarker:
- title: New Marker
- titleEdit: Edit Marker
- desc: Give it a meaningful name, you can also include a short key of a shape (Which you can generate here)
+ createMarker:
+ title: New Marker
+ titleEdit: Edit Marker
+ desc: Give it a meaningful name, you can also include a short key of a shape (Which you can generate here)
- editSignal:
- title: Set Signal
- descItems: >-
- Choose a pre-defined item:
- descShortKey: ... or enter the short key of a shape (Which you can generate here)
+ editSignal:
+ title: Set Signal
+ descItems: >-
+ Choose a pre-defined item:
+ descShortKey: ... or enter the short key of a shape (Which you can generate here)
- markerDemoLimit:
- desc: You can only create two custom markers in the demo. Get the standalone for unlimited markers!
+ markerDemoLimit:
+ desc: You can only create two custom markers in the demo. Get the standalone for unlimited markers!
- exportScreenshotWarning:
- title: Export screenshot
- desc: You requested to export your base as a screenshot. Please note that this will be quite slow for a bigger base and could potentially crash your game!
+ exportScreenshotWarning:
+ title: Export screenshot
+ desc: You requested to export your base as a screenshot. Please note that this will be quite slow for a bigger base and could potentially crash your game!
- renameSavegame:
- title: Rename Savegame
- desc: You can rename your savegame here.
+ renameSavegame:
+ title: Rename Savegame
+ desc: You can rename your savegame here.
- tutorialVideoAvailable:
- title: Tutorial Available
- desc: There is a tutorial video available for this level! Would you like to watch it?
+ tutorialVideoAvailable:
+ title: Tutorial Available
+ desc: There is a tutorial video available for this level! Would you like to watch it?
- tutorialVideoAvailableForeignLanguage:
- title: Tutorial Available
- desc: There is a tutorial video available for this level, but it is only available in English. Would you like to watch it?
+ tutorialVideoAvailableForeignLanguage:
+ title: Tutorial Available
+ desc: There is a tutorial video available for this level, but it is only available in English. Would you like to watch it?
ingame:
- # This is shown in the top left corner and displays useful keybindings in
- # every situation
- keybindingsOverlay:
- moveMap: Move
- selectBuildings: Select area
- stopPlacement: Stop placement
- rotateBuilding: Rotate building
- placeMultiple: Place multiple
- reverseOrientation: Reverse orientation
- disableAutoOrientation: Disable auto-orientation
- toggleHud: Toggle HUD
- placeBuilding: Place building
- createMarker: Create marker
- delete: Delete
- pasteLastBlueprint: Paste last blueprint
- lockBeltDirection: Enable belt planner
- plannerSwitchSide: Flip planner side
- cutSelection: Cut
- copySelection: Copy
- clearSelection: Clear selection
- pipette: Pipette
- switchLayers: Switch layers
+ # This is shown in the top left corner and displays useful keybindings in
+ # every situation
+ keybindingsOverlay:
+ moveMap: Move
+ selectBuildings: Select area
+ stopPlacement: Stop placement
+ rotateBuilding: Rotate building
+ placeMultiple: Place multiple
+ reverseOrientation: Reverse orientation
+ disableAutoOrientation: Disable auto-orientation
+ toggleHud: Toggle HUD
+ placeBuilding: Place building
+ createMarker: Create marker
+ delete: Delete
+ pasteLastBlueprint: Paste last blueprint
+ lockBeltDirection: Enable belt planner
+ plannerSwitchSide: Flip planner side
+ cutSelection: Cut
+ copySelection: Copy
+ clearSelection: Clear selection
+ pipette: Pipette
+ switchLayers: Switch layers
- # Names of the colors, used for the color blind mode
- colors:
- red: Red
- green: Green
- blue: Blue
- yellow: Yellow
- purple: Magenta
- cyan: Cyan
- white: White
- black: Black
- uncolored: Gray
+ # Names of the colors, used for the color blind mode
+ colors:
+ red: Red
+ green: Green
+ blue: Blue
+ yellow: Yellow
+ purple: Magenta
+ cyan: Cyan
+ white: White
+ black: Black
+ uncolored: Gray
- # Everything related to placing buildings (I.e. as soon as you selected a building
- # from the toolbar)
- buildingPlacement:
- # Buildings can have different variants which are unlocked at later levels,
- # and this is the hint shown when there are multiple variants available.
- cycleBuildingVariants: Press to cycle variants.
+ # Everything related to placing buildings (I.e. as soon as you selected a building
+ # from the toolbar)
+ buildingPlacement:
+ # Buildings can have different variants which are unlocked at later levels,
+ # and this is the hint shown when there are multiple variants available.
+ cycleBuildingVariants: Press to cycle variants.
- # Shows the hotkey in the ui, e.g. "Hotkey: Q"
- hotkeyLabel: >-
- Hotkey:
+ # Shows the hotkey in the ui, e.g. "Hotkey: Q"
+ hotkeyLabel: >-
+ Hotkey:
- infoTexts:
- speed: Speed
- range: Range
- storage: Capacity
- oneItemPerSecond: 1 item / second
- itemsPerSecond: items / s
- itemsPerSecondDouble: (x2)
+ infoTexts:
+ speed: Speed
+ range: Range
+ storage: Capacity
+ oneItemPerSecond: 1 item / second
+ itemsPerSecond: items / s
+ itemsPerSecondDouble: (x2)
- tiles: tiles
+ tiles: tiles
- # The notification when completing a level
- levelCompleteNotification:
- # is replaced by the actual level, so this gets 'Level 03' for example.
- levelTitle: Level
- completed: Completed
- unlockText: Unlocked !
- buttonNextLevel: Next Level
+ # The notification when completing a level
+ levelCompleteNotification:
+ # is replaced by the actual level, so this gets 'Level 03' for example.
+ levelTitle: Level
+ completed: Completed
+ unlockText: Unlocked !
+ buttonNextLevel: Next Level
- # Notifications on the lower right
- notifications:
- newUpgrade: A new upgrade is available!
- gameSaved: Your game has been saved.
- freeplayLevelComplete: Level has been completed!
+ # Notifications on the lower right
+ notifications:
+ newUpgrade: A new upgrade is available!
+ gameSaved: Your game has been saved.
+ freeplayLevelComplete: Level has been completed!
- # The "Upgrades" window
- shop:
- title: Upgrades
- buttonUnlock: Upgrade
+ # The "Upgrades" window
+ shop:
+ title: Upgrades
+ buttonUnlock: Upgrade
- # Gets replaced to e.g. "Tier IX"
- tier: Tier
+ # Gets replaced to e.g. "Tier IX"
+ tier: Tier
- maximumLevel: MAXIMUM LEVEL (Speed x)
+ maximumLevel: MAXIMUM LEVEL (Speed x)
- # The "Statistics" window
- statistics:
- title: Statistics
- dataSources:
- stored:
- title: Stored
- description: All shapes stored within the Hub.
- produced:
- title: Produced
- description: All shapes produced within your factory, including intermediate products.
- delivered:
- title: Delivered
- description: Shapes which are being delivered to the Hub.
- noShapesProduced: No shapes have been produced so far.
+ # The "Statistics" window
+ statistics:
+ title: Statistics
+ dataSources:
+ stored:
+ title: Stored
+ description: All shapes stored within the Hub.
+ produced:
+ title: Produced
+ description: All shapes produced within your factory, including intermediate products.
+ delivered:
+ title: Delivered
+ description: Shapes which are being delivered to the Hub.
+ noShapesProduced: No shapes have been produced so far.
- # Displays the shapes per second, e.g. '523 / s'
- shapesDisplayUnits:
- second: / s
- minute: / m
- hour: / h
+ # Displays the shapes per second, e.g. '523 / s'
+ shapesDisplayUnits:
+ second: / s
+ minute: / m
+ hour: / h
- # Settings menu, when you press "ESC"
- settingsMenu:
- playtime: Playtime
- buildingsPlaced: Buildings
- beltsPlaced: Belts
+ # Settings menu, when you press "ESC"
+ settingsMenu:
+ playtime: Playtime
+ buildingsPlaced: Buildings
+ beltsPlaced: Belts
- # Bottom left tutorial hints
- tutorialHints:
- title: Need help?
- showHint: Show hint
- hideHint: Close
+ # Bottom left tutorial hints
+ tutorialHints:
+ title: Need help?
+ showHint: Show hint
+ hideHint: Close
- # When placing a blueprint
- blueprintPlacer:
- cost: Cost
+ # When placing a blueprint
+ blueprintPlacer:
+ cost: Cost
- # Map markers
- waypoints:
- waypoints: Markers
- hub: HUB
- description: >-
- Left-click a marker to jump to it, right-click to delete it.
Press to create a marker from the current view, or right-click to create a marker at the
- selected location.
- creationSuccessNotification: Marker has been created.
+ # Map markers
+ waypoints:
+ waypoints: Markers
+ hub: HUB
+ description: >-
+ Left-click a marker to jump to it, right-click to delete it.
Press to create a marker from the current view, or right-click to create a marker at the
+ selected location.
+ creationSuccessNotification: Marker has been created.
- # Shape viewer
- shapeViewer:
- title: Layers
- empty: Empty
- copyKey: Copy Key
+ # Shape viewer
+ shapeViewer:
+ title: Layers
+ empty: Empty
+ copyKey: Copy Key
- # Interactive tutorial
- interactiveTutorial:
- title: Tutorial
- hints:
- 1_1_extractor: Place an extractor on top of a circle shape to extract it!
- 1_2_conveyor: >-
- Connect the extractor with a conveyor belt to your hub!
Tip: Click and drag the belt with your mouse!
+ # Interactive tutorial
+ interactiveTutorial:
+ title: Tutorial
+ hints:
+ 1_1_extractor: Place an extractor on top of a circle shape to extract it!
+ 1_2_conveyor: >-
+ Connect the extractor with a conveyor belt to your hub!
Tip: Click and drag the belt with your mouse!
- 1_3_expand: >-
- This is NOT an idle game! Build more extractors and belts to finish the goal quicker.
Tip: Hold SHIFT to place multiple extractors, and use
- R to rotate them.
+ 1_3_expand: >-
+ This is NOT an idle game! Build more extractors and belts to finish the goal quicker.
Tip: Hold SHIFT to place multiple extractors, and use
+ R to rotate them.
- 2_1_place_cutter: >-
- Now place a Cutter to cut the circles in two halves!
- PS: The cutter always cuts from top to bottom regardless of its orientation.
+ 2_1_place_cutter: >-
+ Now place a Cutter to cut the circles in two halves!
+ PS: The cutter always cuts from top to bottom regardless of its orientation.
- 2_2_place_trash: >-
- The cutter can clog and stall!
- Use a trash to get rid of the currently (!) not needed waste.
+ 2_2_place_trash: >-
+ The cutter can clog and stall!
+ Use a trash to get rid of the currently (!) not needed waste.
- 2_3_more_cutters: >-
- Good job! Now place 2 more cutters to speed up this slow process!
- PS: Use the 0-9 hotkeys to access buildings faster!
+ 2_3_more_cutters: >-
+ Good job! Now place 2 more cutters to speed up this slow process!
+ PS: Use the 0-9 hotkeys to access buildings faster!
- 3_1_rectangles: >-
- Now let's extract some rectangles! Build 4 extractors and connect them to the hub.
- PS: Hold SHIFT while dragging a belt to activate the belt planner!
+ 3_1_rectangles: >-
+ Now let's extract some rectangles! Build 4 extractors and connect them to the hub.
+ PS: Hold SHIFT while dragging a belt to activate the belt planner!
- 21_1_place_quad_painter: >-
- Place the quad painter and get some circles, white and red color!
+ 21_1_place_quad_painter: >-
+ Place the quad painter and get some circles, white and red color!
- 21_2_switch_to_wires: >-
- Switch to the wires layer by pressing E!
- Then connect all four inputs of the painter with cables!
+ 21_2_switch_to_wires: >-
+ Switch to the wires layer by pressing E!
+ Then connect all four inputs of the painter with cables!
- 21_3_place_button: >-
- Awesome! Now place a Switch and connect it with wires!
+ 21_3_place_button: >-
+ Awesome! Now place a Switch and connect it with wires!
- 21_4_press_button: >-
- Press the switch to make it emit a truthy signal and thus activate the painter.
- PS: You don't have to connect all inputs! Try wiring only two.
+ 21_4_press_button: >-
+ Press the switch to make it emit a truthy signal and thus activate the painter.
+ PS: You don't have to connect all inputs! Try wiring only two.
- # Connected miners
- connectedMiners:
- one_miner: 1 Extractor
- n_miners: Extractors
- limited_items: Limited to
+ # Connected miners
+ connectedMiners:
+ one_miner: 1 Extractor
+ n_miners: Extractors
+ limited_items: Limited to
- # Pops up in the demo every few minutes
- watermark:
- title: Demo version
- desc: Click here to see the advantages of the standalone version!
- get_on_steam: Get on Steam
+ # Pops up in the demo every few minutes
+ watermark:
+ title: Demo version
+ desc: Click here to see the advantages of the standalone version!
+ get_on_steam: Get on Steam
- standaloneAdvantages:
- title: Get the full version!
- no_thanks: No, thanks!
+ standaloneAdvantages:
+ title: Get the full version!
+ no_thanks: No, thanks!
- points:
- levels:
- title: 12 New Levels
- desc: For a total of 26 levels!
+ points:
+ levels:
+ title: 12 New Levels
+ desc: For a total of 26 levels!
- buildings:
- title: 18 New Buildings
- desc: Fully automate your factory!
+ buildings:
+ title: 18 New Buildings
+ desc: Fully automate your factory!
- savegames:
- title: ∞ Savegames
- desc: As many as your heart desires!
+ savegames:
+ title: ∞ Savegames
+ desc: As many as your heart desires!
- upgrades:
- title: ∞ Upgrade Tiers
- desc: This demo version has only 5!
+ upgrades:
+ title: ∞ Upgrade Tiers
+ desc: This demo version has only 5!
- markers:
- title: ∞ Markers
- desc: Never get lost in your factory!
+ markers:
+ title: ∞ Markers
+ desc: Never get lost in your factory!
- wires:
- title: Wires
- desc: An entirely new dimension!
+ wires:
+ title: Wires
+ desc: An entirely new dimension!
- darkmode:
- title: Dark Mode
- desc: Stop hurting your eyes!
+ darkmode:
+ title: Dark Mode
+ desc: Stop hurting your eyes!
- support:
- title: Support me
- desc: I develop the game in my spare time!
+ support:
+ title: Support me
+ desc: I develop the game in my spare time!
# All shop upgrades
shopUpgrades:
- belt:
- name: Belts, Distributor & Tunnels
- description: Speed x → x
- miner:
- name: Extraction
- description: Speed x → x
- processors:
- name: Cutting, Rotating & Stacking
- description: Speed x → x
- painting:
- name: Mixing & Painting
- description: Speed x → x
+ belt:
+ name: Belts, Distributor & Tunnels
+ description: Speed x → x
+ miner:
+ name: Extraction
+ description: Speed x → x
+ processors:
+ name: Cutting, Rotating & Stacking
+ description: Speed x → x
+ painting:
+ name: Mixing & Painting
+ description: Speed x → x
# Buildings and their name / description
buildings:
- hub:
- deliver: Deliver
- toUnlock: to unlock
- levelShortcut: LVL
- endOfDemo: End of Demo
+ hub:
+ deliver: Deliver
+ toUnlock: to unlock
+ levelShortcut: LVL
+ endOfDemo: End of Demo
- belt:
- default:
- name: &belt Conveyor Belt
- description: Transports items, hold and drag to place multiple.
+ belt:
+ default:
+ name: &belt Conveyor Belt
+ description: Transports items, hold and drag to place multiple.
- # Internal name for the Extractor
- miner:
- default:
- name: &miner Extractor
- description: Place over a shape or color to extract it.
+ # Internal name for the Extractor
+ miner:
+ default:
+ name: &miner Extractor
+ description: Place over a shape or color to extract it.
- chainable:
- name: Extractor (Chain)
- description: Place over a shape or color to extract it. Can be chained.
+ chainable:
+ name: Extractor (Chain)
+ description: Place over a shape or color to extract it. Can be chained.
- # Internal name for the Tunnel
- underground_belt:
- default:
- name: &underground_belt Tunnel
- description: Allows you to tunnel resources under buildings and belts.
+ # Internal name for the Tunnel
+ underground_belt:
+ default:
+ name: &underground_belt Tunnel
+ description: Allows you to tunnel resources under buildings and belts.
- tier2:
- name: Tunnel Tier II
- description: Allows you to tunnel resources under buildings and belts.
+ tier2:
+ name: Tunnel Tier II
+ description: Allows you to tunnel resources under buildings and belts.
- # Balancer
- balancer:
- default:
- name: &balancer Balancer
- description: Multifunctional - Evenly distributes all inputs onto all outputs.
+ # Balancer
+ balancer:
+ default:
+ name: &balancer Balancer
+ description: Multifunctional - Evenly distributes all inputs onto all outputs.
- merger:
- name: Merger (compact)
- description: Merges two conveyor belts into one.
+ merger:
+ name: Merger (compact)
+ description: Merges two conveyor belts into one.
- merger-inverse:
- name: Merger (compact)
- description: Merges two conveyor belts into one.
+ merger-inverse:
+ name: Merger (compact)
+ description: Merges two conveyor belts into one.
- splitter:
- name: Splitter (compact)
- description: Splits one conveyor belt into two.
+ splitter:
+ name: Splitter (compact)
+ description: Splits one conveyor belt into two.
- splitter-inverse:
- name: Splitter (compact)
- description: Splits one conveyor belt into two.
+ splitter-inverse:
+ name: Splitter (compact)
+ description: Splits one conveyor belt into two.
- cutter:
- default:
- name: &cutter Cutter
- description: Cuts shapes from top to bottom and outputs both halves. If you use only one part, be sure to destroy the other part or it will clog and stall!
- quad:
- name: Cutter (Quad)
- description: Cuts shapes into four parts. If you use only one part, be sure to destroy the other parts or it will clog and stall!
+ cutter:
+ default:
+ name: &cutter Cutter
+ description: Cuts shapes from top to bottom and outputs both halves. If you use only one part, be sure to destroy the other part or it will clog and stall!
+ quad:
+ name: Cutter (Quad)
+ description: Cuts shapes into four parts. If you use only one part, be sure to destroy the other parts or it will clog and stall!
+
+ rotater:
+ default:
+ name: &rotater Rotator
+ description: Rotates shapes clockwise by 90 degrees.
+ ccw:
+ name: Rotator (CCW)
+ description: Rotates shapes counter-clockwise by 90 degrees.
+ rotate180:
+ name: Rotator (180°)
+ description: Rotates shapes by 180 degrees.
+
+ stacker:
+ default:
+ name: &stacker Stacker
+ description: Combines its inputs, on the same layer if possible, otherwise the right input is stacked on top of the left input.
+
+ mixer:
+ default:
+ name: &mixer Color Mixer
+ description: Mixes two colors using additive blending.
+
+ painter:
+ default:
+ name: &painter Painter
+ description: &painter_desc Paints the whole shape on the left input with the color from the top input.
+
+ mirrored:
+ name: *painter
+ description: Paints the whole shape on the left input with the color from the bottom input.
+
+ double:
+ name: Painter (Double)
+ description: Colors the shapes on the left inputs with the color from the top input.
+
+ quad:
+ name: Painter (Quad)
+ description: Allows you to color each quadrant of the shape individually. Only slots with a truthy signal on the wires layer will be painted!
+
+ trash:
+ default:
+ name: &trash Trash
+ description: Accepts inputs from all sides and destroys them. Forever.
+
+ storage:
+ default:
+ name: &storage Storage
+ description: Stores excess items, up to a given capacity. Prioritizes the left output and can be used as an overflow gate.
+
+ wire:
+ default:
+ name: &wire Wire
+ description: &wire_desc Transfers signals, which can be items, colours or booleans (1 or 0). Differently-coloured wires do not connect to each other.
+
+ second:
+ name: *wire
+ description: *wire_desc
+
+ wire_tunnel:
+ default:
+ name: &wire_tunnel Wire Crossing
+ description: Allows two wires to cross without connecting to each other.
+
+ constant_signal:
+ default:
+ name: &constant_signal Constant Signal
+ description: Emits a constant signal, which can be either a shape, color or boolean (1 or 0).
+
+ lever:
+ default:
+ name: &lever Switch
+ description: Can be toggled to emit a boolean signal (1 or 0) on the wires layer, which can then be used to control components, for example an item filter.
+
+ logic_gate:
+ default:
+ name: AND Gate
+ description: Emits a boolean "1" if both inputs are truthy. (Truthy means shape, color or boolean "1")
+ not:
+ name: NOT Gate
+ description: Emits a boolean "1" if the input is not truthy. (Truthy means shape, color or boolean "1")
+ xor:
+ name: XOR Gate
+ description: Emits a boolean "1" if one of the inputs is truthy, but not both. (Truthy means shape, color or boolean "1")
+ or:
+ name: OR Gate
+ description: Emits a boolean "1" if one of the inputs is truthy. (Truthy means shape, color or boolean "1")
+
+ transistor:
+ default:
+ name: &transistor Transistor
+ description: &transistor_desc Forwards the bottom input if the side input is truthy (a shape, color or "1").
+
+ mirrored:
+ name: *transistor
+ description: *transistor_desc
+
+ filter:
+ default:
+ name: &filter Filter
+ description: Connect a signal to route all matching items to the top and the remaining to the right. Can be controlled with boolean signals too.
+
+ display:
+ default:
+ name: &display Display
+ description: Connect a signal to show it on the display - It can be a shape, color or boolean.
+
+ reader:
+ default:
+ name: &reader Belt Reader
+ description: Allows to measure the average belt throughput. Outputs the last read item on the wires layer (once unlocked).
+
+ analyzer:
+ default:
+ name: &analyzer Shape Analyzer
+ description: Analyzes the top right quadrant of the lowest layer of the shape and returns its shape and color.
+
+ comparator:
+ default:
+ name: &comparator Compare
+ description: Returns boolean "1" if both signals are exactly equal. Can compare shapes, colors and booleans.
+
+ virtual_processor:
+ default:
+ name: &virtual_processor Virtual Cutter
+ description: Virtually cuts the shape into two halves.
rotater:
- default:
- name: &rotater Rotator
- description: Rotates shapes clockwise by 90 degrees.
- ccw:
- name: Rotator (CCW)
- description: Rotates shapes counter-clockwise by 90 degrees.
- rotate180:
- name: Rotator (180°)
- description: Rotates shapes by 180 degrees.
+ name: Virtual Rotator
+ description: Virtually rotates the shape clockwise.
+
+ unstacker:
+ name: Virtual Unstacker
+ description: Virtually extracts the topmost layer to the right output and the remaining ones to the left.
stacker:
- default:
- name: &stacker Stacker
- description: Combines its inputs, on the same layer if possible, otherwise the right input is stacked on top of the left input.
-
- mixer:
- default:
- name: &mixer Color Mixer
- description: Mixes two colors using additive blending.
+ name: Virtual Stacker
+ description: Virtually stacks the right shape onto the left.
painter:
- default:
- name: &painter Painter
- description: &painter_desc Paints the whole shape on the left input with the color from the top input.
+ name: Virtual Painter
+ description: Virtually paints the shape from the bottom input with the color on the right input.
- mirrored:
- name: *painter
- description: Paints the whole shape on the left input with the color from the bottom input.
-
- double:
- name: Painter (Double)
- description: Colors the shapes on the left inputs with the color from the top input.
-
- quad:
- name: Painter (Quad)
- description: Allows you to color each quadrant of the shape individually. Only slots with a truthy signal on the wires layer will be painted!
-
- trash:
- default:
- name: &trash Trash
- description: Accepts inputs from all sides and destroys them. Forever.
-
- storage:
- default:
- name: &storage Storage
- description: Stores excess items, up to a given capacity. Prioritizes the left output and can be used as an overflow gate.
-
- wire:
- default:
- name: &wire Wire
- description: &wire_desc Transfers signals, which can be items, colours or booleans (1 or 0). Differently-coloured wires do not connect to each other.
-
- second:
- name: *wire
- description: *wire_desc
-
- wire_tunnel:
- default:
- name: &wire_tunnel Wire Crossing
- description: Allows two wires to cross without connecting to each other.
-
- constant_signal:
- default:
- name: &constant_signal Constant Signal
- description: Emits a constant signal, which can be either a shape, color or boolean (1 or 0).
-
- lever:
- default:
- name: &lever Switch
- description: Can be toggled to emit a boolean signal (1 or 0) on the wires layer, which can then be used to control components, for example an item filter.
-
- logic_gate:
- default:
- name: AND Gate
- description: Emits a boolean "1" if both inputs are truthy. (Truthy means shape, color or boolean "1")
- not:
- name: NOT Gate
- description: Emits a boolean "1" if the input is not truthy. (Truthy means shape, color or boolean "1")
- xor:
- name: XOR Gate
- description: Emits a boolean "1" if one of the inputs is truthy, but not both. (Truthy means shape, color or boolean "1")
- or:
- name: OR Gate
- description: Emits a boolean "1" if one of the inputs is truthy. (Truthy means shape, color or boolean "1")
-
- transistor:
- default:
- name: &transistor Transistor
- description: &transistor_desc Forwards the bottom input if the side input is truthy (a shape, color or "1").
-
- mirrored:
- name: *transistor
- description: *transistor_desc
-
- filter:
- default:
- name: &filter Filter
- description: Connect a signal to route all matching items to the top and the remaining to the right. Can be controlled with boolean signals too.
-
- display:
- default:
- name: &display Display
- description: Connect a signal to show it on the display - It can be a shape, color or boolean.
-
- reader:
- default:
- name: &reader Belt Reader
- description: Allows to measure the average belt throughput. Outputs the last read item on the wires layer (once unlocked).
-
- analyzer:
- default:
- name: &analyzer Shape Analyzer
- description: Analyzes the top right quadrant of the lowest layer of the shape and returns its shape and color.
-
- comparator:
- default:
- name: &comparator Compare
- description: Returns boolean "1" if both signals are exactly equal. Can compare shapes, colors and booleans.
-
- virtual_processor:
- default:
- name: &virtual_processor Virtual Cutter
- description: Virtually cuts the shape into two halves.
-
- rotater:
- name: Virtual Rotator
- description: Virtually rotates the shape clockwise.
-
- unstacker:
- name: Virtual Unstacker
- description: Virtually extracts the topmost layer to the right output and the remaining ones to the left.
-
- stacker:
- name: Virtual Stacker
- description: Virtually stacks the right shape onto the left.
-
- painter:
- name: Virtual Painter
- description: Virtually paints the shape from the bottom input with the color on the right input.
-
- item_producer:
- default:
- name: Item Producer
- description: Available in sandbox mode only, outputs the given signal from the wires layer on the regular layer.
+ item_producer:
+ default:
+ name: Item Producer
+ description: Available in sandbox mode only, outputs the given signal from the wires layer on the regular layer.
storyRewards:
- # Those are the rewards gained from completing the store
- reward_cutter_and_trash:
- title: Cutting Shapes
- desc: >-
- You just unlocked the cutter, which cuts shapes in half from top to bottom regardless of its orientation!
Be sure to get rid of the waste, or
- otherwise it will clog and stall - For this purpose I have given you the trash, which destroys everything you put into it!
+ # Those are the rewards gained from completing the store
+ reward_cutter_and_trash:
+ title: Cutting Shapes
+ desc: >-
+ You just unlocked the cutter, which cuts shapes in half from top to bottom regardless of its orientation!
Be sure to get rid of the waste, or
+ otherwise it will clog and stall - For this purpose I have given you the trash, which destroys everything you put into it!
- reward_rotater:
- title: Rotating
- desc: The rotator has been unlocked! It rotates shapes clockwise by 90 degrees.
+ reward_rotater:
+ title: Rotating
+ desc: The rotator has been unlocked! It rotates shapes clockwise by 90 degrees.
- reward_painter:
- title: Painting
- desc: >-
- The painter has been unlocked - Extract some color veins (just as you do with shapes) and combine it with a shape in the painter to color them!
PS: If you are
- colorblind, there is a colorblind mode in the settings!
+ reward_painter:
+ title: Painting
+ desc: >-
+ The painter has been unlocked - Extract some color veins (just as you do with shapes) and combine it with a shape in the painter to color them!
PS: If you are
+ colorblind, there is a colorblind mode in the settings!
- reward_mixer:
- title: Color Mixing
- desc: The mixer has been unlocked - It mixes two colors using additive blending!
+ reward_mixer:
+ title: Color Mixing
+ desc: The mixer has been unlocked - It mixes two colors using additive blending!
- reward_stacker:
- title: Stacker
- desc: >-
- You can now combine shapes with the stacker! Both inputs are combined, and if they can be put next to each other, they will be fused. If not, the right
- input is stacked on top of the left input!
+ reward_stacker:
+ title: Stacker
+ desc: >-
+ You can now combine shapes with the stacker! Both inputs are combined, and if they can be put next to each other, they will be fused. If not, the right
+ input is stacked on top of the left input!
- reward_balancer:
- title: Balancer
- desc: The multifunctional balancer has been unlocked - It can be used to build bigger factories by splitting and merging items onto multiple belts!
+ reward_balancer:
+ title: Balancer
+ desc: The multifunctional balancer has been unlocked - It can be used to build bigger factories by splitting and merging items onto multiple belts!
- reward_tunnel:
- title: Tunnel
- desc: The tunnel has been unlocked - You can now tunnel items below belts and buildings with it!
+ reward_tunnel:
+ title: Tunnel
+ desc: The tunnel has been unlocked - You can now tunnel items below belts and buildings with it!
- reward_rotater_ccw:
- title: CCW Rotating
- desc: >-
- You have unlocked a variant of the rotator - It allows you to rotate shapes counter-clockwise! To build it, select the rotator and
- press 'T' to cycle through its variants!
+ reward_rotater_ccw:
+ title: CCW Rotating
+ desc: >-
+ You have unlocked a variant of the rotator - It allows you to rotate shapes counter-clockwise! To build it, select the rotator and
+ press 'T' to cycle through its variants!
- reward_miner_chainable:
- title: Chaining Extractor
- desc: >-
- You have unlocked the chained extractor! It can forward its resources to other extractors so you can more efficiently extract resources!
- PS: The old extractor has been replaced in your toolbar now!
+ reward_miner_chainable:
+ title: Chaining Extractor
+ desc: >-
+ You have unlocked the chained extractor! It can forward its resources to other extractors so you can more efficiently extract resources!
+ PS: The old extractor has been replaced in your toolbar now!
- reward_underground_belt_tier_2:
- title: Tunnel Tier II
- desc: You have unlocked a new variant of the tunnel - It has a bigger range, and you can also mix-n-match those tunnels now!
+ reward_underground_belt_tier_2:
+ title: Tunnel Tier II
+ desc: You have unlocked a new variant of the tunnel - It has a bigger range, and you can also mix-n-match those tunnels now!
- reward_merger:
- title: Compact Merger
- desc: >-
- You have unlocked a merger variant of the balancer - It accepts two inputs and merges them into one belt!
+ reward_merger:
+ title: Compact Merger
+ desc: >-
+ You have unlocked a merger variant of the balancer - It accepts two inputs and merges them into one belt!
- reward_splitter:
- title: Compact Splitter
- desc: >-
- You have unlocked a splitter variant of the balancer - It accepts one input and splits them into two!
+ reward_splitter:
+ title: Compact Splitter
+ desc: >-
+ You have unlocked a splitter variant of the balancer - It accepts one input and splits them into two!
- reward_belt_reader:
- title: Belt reader
- desc: >-
- You have now unlocked the belt reader! It allows you to measure the throughput of a belt.
And wait until you unlock wires - then it gets really useful!
+ reward_belt_reader:
+ title: Belt reader
+ desc: >-
+ You have now unlocked the belt reader! It allows you to measure the throughput of a belt.
And wait until you unlock wires - then it gets really useful!
- reward_cutter_quad:
- title: Quad Cutter
- desc: You have unlocked a variant of the cutter - It allows you to cut shapes in four parts instead of just two!
+ reward_cutter_quad:
+ title: Quad Cutter
+ desc: You have unlocked a variant of the cutter - It allows you to cut shapes in four parts instead of just two!
- reward_painter_double:
- title: Double Painting
- desc: >-
- You have unlocked a variant of the painter - It works similar to the regular painter but processes two shapes at once, consuming just one color
- instead of two!
+ reward_painter_double:
+ title: Double Painting
+ desc: >-
+ You have unlocked a variant of the painter - It works similar to the regular painter but processes two shapes at once, consuming just one color
+ instead of two!
- reward_storage:
- title: Storage
- desc: >-
- You have unlocked the storage building - It allows you to store items up to a given capacity!
- It priorities the left output, so you can also use it as an overflow gate!
+ reward_storage:
+ title: Storage
+ desc: >-
+ You have unlocked the storage building - It allows you to store items up to a given capacity!
+ It priorities the left output, so you can also use it as an overflow gate!
- reward_blueprints:
- title: Blueprints
- desc: >-
- You can now copy and paste parts of your factory! Select an area (Hold CTRL, then drag with your mouse), and press 'C' to copy it.
Pasting it is
- not free, you need to produce blueprint shapes to afford it! (Those you just delivered).
+ reward_blueprints:
+ title: Blueprints
+ desc: >-
+ You can now copy and paste parts of your factory! Select an area (Hold CTRL, then drag with your mouse), and press 'C' to copy it.
Pasting it is
+ not free, you need to produce blueprint shapes to afford it! (Those you just delivered).
- reward_rotater_180:
- title: Rotator (180°)
- desc: You just unlocked the 180 degrees rotator! - It allows you to rotate a shape by 180 degrees (Surprise! :D)
+ reward_rotater_180:
+ title: Rotator (180°)
+ desc: You just unlocked the 180 degrees rotator! - It allows you to rotate a shape by 180 degrees (Surprise! :D)
- reward_wires_painter_and_levers:
- title: >-
- Wires & Quad Painter
- desc: >-
- You just unlocked the Wires Layer: It is a separate layer on top of the regular layer and introduces a lot of new mechanics!
- For the beginning I unlocked you the Quad Painter - Connect the slots you would like to paint with on the wires layer!
- To switch to the wires layer, press E.
- PS: Enable hints in the settings to activate the wires tutorial!
+ reward_wires_painter_and_levers:
+ title: >-
+ Wires & Quad Painter
+ desc: >-
+ You just unlocked the Wires Layer: It is a separate layer on top of the regular layer and introduces a lot of new mechanics!
+ For the beginning I unlocked you the Quad Painter - Connect the slots you would like to paint with on the wires layer!
+ To switch to the wires layer, press E.
+ PS: Enable hints in the settings to activate the wires tutorial!
- reward_filter:
- title: >-
- Item Filter
- desc: >-
- You unlocked the Item Filter! It will route items either to the top or the right output depending on whether they match the signal from the wires layer or not.
- You can also pass in a boolean signal (1 or 0) to entirely activate or disable it.
+ reward_filter:
+ title: >-
+ Item Filter
+ desc: >-
+ You unlocked the Item Filter! It will route items either to the top or the right output depending on whether they match the signal from the wires layer or not.
+ You can also pass in a boolean signal (1 or 0) to entirely activate or disable it.
- reward_display:
- title: Display
- desc: >-
- You have unlocked the Display - Connect a signal on the wires layer to visualize it!
- PS: Did you notice the belt reader and storage output their last read item? Try showing it on a display!
+ reward_display:
+ title: Display
+ desc: >-
+ You have unlocked the Display - Connect a signal on the wires layer to visualize it!
+ PS: Did you notice the belt reader and storage output their last read item? Try showing it on a display!
- reward_constant_signal:
- title: Constant Signal
- desc: >-
- You unlocked the constant signal building on the wires layer! This is useful to connect it to item filters for example.
- The constant signal can emit a shape, color or boolean (1 or 0).
+ reward_constant_signal:
+ title: Constant Signal
+ desc: >-
+ You unlocked the constant signal building on the wires layer! This is useful to connect it to item filters for example.
+ The constant signal can emit a shape, color or boolean (1 or 0).
- reward_logic_gates:
- title: Logic Gates
- desc: >-
- You unlocked logic gates! You don't have to be excited about this, but it's actually super cool!
- With logic gates you can now compute AND, OR, XOR and NOT operations.
- As a bonus on top I also just gave you a transistor!
+ reward_logic_gates:
+ title: Logic Gates
+ desc: >-
+ You unlocked logic gates! You don't have to be excited about this, but it's actually super cool!
+ With logic gates you can now compute AND, OR, XOR and NOT operations.
+ As a bonus on top I also just gave you a transistor!
- reward_virtual_processing:
- title: Virtual Processing
- desc: >-
- I just gave a whole bunch of new buildings which allow you to simulate the processing of shapes!
- You can now simulate a cutter, rotator, stacker and more on the wires layer!
- With this you now have three options to continue the game:
- - Build an automated machine to create any possible shape requested by the HUB (I recommend to try it!).
- - Build something cool with wires.
- - Continue to play normally.
- Whatever you choose, remember to have fun!
+ reward_virtual_processing:
+ title: Virtual Processing
+ desc: >-
+ I just gave a whole bunch of new buildings which allow you to simulate the processing of shapes!
+ You can now simulate a cutter, rotator, stacker and more on the wires layer!
+ With this you now have three options to continue the game:
+ - Build an automated machine to create any possible shape requested by the HUB (I recommend to try it!).
+ - Build something cool with wires.
+ - Continue to play normally.
+ Whatever you choose, remember to have fun!
- # Special reward, which is shown when there is no reward actually
- no_reward:
- title: Next level
- desc: >-
- This level gave you no reward, but the next one will!
PS: Better not destroy your existing factory - You'll need all those shapes later to
- unlock upgrades!
+ # Special reward, which is shown when there is no reward actually
+ no_reward:
+ title: Next level
+ desc: >-
+ This level gave you no reward, but the next one will!
PS: Better not destroy your existing factory - You'll need all those shapes later to
+ unlock upgrades!
- no_reward_freeplay:
- title: Next level
- desc: >-
- Congratulations!
+ no_reward_freeplay:
+ title: Next level
+ desc: >-
+ Congratulations!
- reward_freeplay:
- title: Freeplay
- desc: >-
- You did it! You unlocked the free-play mode! This means that shapes are now randomly generated!
- Since the hub will require a throughput from now on, I highly recommend to build a machine which automatically delivers the requested shape!
- The HUB outputs the requested shape on the wires layer, so all you have to do is to analyze it and automatically configure your factory based on that.
+ reward_freeplay:
+ title: Freeplay
+ desc: >-
+ You did it! You unlocked the free-play mode! This means that shapes are now randomly generated!
+ Since the hub will require a throughput from now on, I highly recommend to build a machine which automatically delivers the requested shape!
+ The HUB outputs the requested shape on the wires layer, so all you have to do is to analyze it and automatically configure your factory based on that.
- reward_demo_end:
- title: End of Demo
- desc: >-
- You have reached the end of the demo version!
+ reward_demo_end:
+ title: End of Demo
+ desc: >-
+ You have reached the end of the demo version!
settings:
- title: Settings
- categories:
- general: General
- userInterface: User Interface
- advanced: Advanced
- performance: Performance
+ title: Settings
+ categories:
+ general: General
+ userInterface: User Interface
+ advanced: Advanced
+ performance: Performance
- versionBadges:
- dev: Development
- staging: Staging
- prod: Production
- buildDate: Built
+ versionBadges:
+ dev: Development
+ staging: Staging
+ prod: Production
+ buildDate: Built
- rangeSliderPercentage: %
+ rangeSliderPercentage: %
- labels:
- uiScale:
- title: Interface scale
- description: >-
- Changes the size of the user interface. The interface will still scale based on your device's resolution, but this setting controls the amount of scaling.
- scales:
- super_small: Super small
- small: Small
- regular: Regular
- large: Large
- huge: Huge
+ labels:
+ uiScale:
+ title: Interface scale
+ description: >-
+ Changes the size of the user interface. The interface will still scale based on your device's resolution, but this setting controls the amount of scaling.
+ scales:
+ super_small: Super small
+ small: Small
+ regular: Regular
+ large: Large
+ huge: Huge
- autosaveInterval:
- title: Autosave Interval
- description: >-
- Controls how often the game saves automatically. You can also disable it entirely here.
+ autosaveInterval:
+ title: Autosave Interval
+ description: >-
+ Controls how often the game saves automatically. You can also disable it entirely here.
- intervals:
- one_minute: 1 Minute
- two_minutes: 2 Minutes
- five_minutes: 5 Minutes
- ten_minutes: 10 Minutes
- twenty_minutes: 20 Minutes
- disabled: Disabled
+ intervals:
+ one_minute: 1 Minute
+ two_minutes: 2 Minutes
+ five_minutes: 5 Minutes
+ ten_minutes: 10 Minutes
+ twenty_minutes: 20 Minutes
+ disabled: Disabled
- scrollWheelSensitivity:
- title: Zoom sensitivity
- description: >-
- Changes how sensitive the zoom is (Either mouse wheel or trackpad).
- sensitivity:
- super_slow: Super slow
- slow: Slow
- regular: Regular
- fast: Fast
- super_fast: Super fast
+ scrollWheelSensitivity:
+ title: Zoom sensitivity
+ description: >-
+ Changes how sensitive the zoom is (Either mouse wheel or trackpad).
+ sensitivity:
+ super_slow: Super slow
+ slow: Slow
+ regular: Regular
+ fast: Fast
+ super_fast: Super fast
- movementSpeed:
- title: Movement speed
- description: >-
- Changes how fast the view moves when using the keyboard or moving the mouse to the screen borders.
- speeds:
- super_slow: Super slow
- slow: Slow
- regular: Regular
- fast: Fast
- super_fast: Super Fast
- extremely_fast: Extremely Fast
+ movementSpeed:
+ title: Movement speed
+ description: >-
+ Changes how fast the view moves when using the keyboard or moving the mouse to the screen borders.
+ speeds:
+ super_slow: Super slow
+ slow: Slow
+ regular: Regular
+ fast: Fast
+ super_fast: Super Fast
+ extremely_fast: Extremely Fast
- language:
- title: Language
- description: >-
- Change the language. All translations are user-contributed and might be incomplete!
+ language:
+ title: Language
+ description: >-
+ Change the language. All translations are user-contributed and might be incomplete!
- enableColorBlindHelper:
- title: Color Blind Mode
- description: >-
- Enables various tools which allow you to play the game if you are color blind.
+ enableColorBlindHelper:
+ title: Color Blind Mode
+ description: >-
+ Enables various tools which allow you to play the game if you are color blind.
- fullscreen:
- title: Fullscreen
- description: >-
- It is recommended to play the game in fullscreen to get the best experience. Only available in the standalone.
+ fullscreen:
+ title: Fullscreen
+ description: >-
+ It is recommended to play the game in fullscreen to get the best experience. Only available in the standalone.
- soundsMuted:
- title: Mute Sounds
- description: >-
- If enabled, mutes all sound effects.
+ soundsMuted:
+ title: Mute Sounds
+ description: >-
+ If enabled, mutes all sound effects.
- musicMuted:
- title: Mute Music
- description: >-
- If enabled, mutes all music.
+ musicMuted:
+ title: Mute Music
+ description: >-
+ If enabled, mutes all music.
- soundVolume:
- title: Sound Volume
- description: >-
- Set the volume for sound effects
+ soundVolume:
+ title: Sound Volume
+ description: >-
+ Set the volume for sound effects
- musicVolume:
- title: Music Volume
- description: >-
- Set the volume for music
+ musicVolume:
+ title: Music Volume
+ description: >-
+ Set the volume for music
- theme:
- title: Game theme
- description: >-
- Choose the game theme (light / dark).
- themes:
- dark: Dark
- light: Light
+ theme:
+ title: Game theme
+ description: >-
+ Choose the game theme (light / dark).
+ themes:
+ dark: Dark
+ light: Light
- refreshRate:
- title: Tick Rate
- description: >-
- This determines how many game ticks happen per second. In general, a higher tick rate means better precision but also worse performance. On lower tickrates, the throughput may not be
- exact.
+ refreshRate:
+ title: Tick Rate
+ description: >-
+ This determines how many game ticks happen per second. In general, a higher tick rate means better precision but also worse performance. On lower tickrates, the throughput may not be
+ exact.
- alwaysMultiplace:
- title: Multiplace
- description: >-
- If enabled, all buildings will stay selected after placement until you cancel it. This is equivalent to constantly holding SHIFT.
+ alwaysMultiplace:
+ title: Multiplace
+ description: >-
+ If enabled, all buildings will stay selected after placement until you cancel it. This is equivalent to constantly holding SHIFT.
- offerHints:
- title: Hints & Tutorials
- description: >-
- Whether to offer hints and tutorials while playing. Also hides certain UI elements up to a given level to make it easier to get into the game.
+ offerHints:
+ title: Hints & Tutorials
+ description: >-
+ Whether to offer hints and tutorials while playing. Also hides certain UI elements up to a given level to make it easier to get into the game.
- enableTunnelSmartplace:
- title: Smart Tunnels
- description: >-
- When enabled, placing tunnels will automatically remove unnecessary belts. This also enables you to drag tunnels and excess tunnels will get removed.
+ enableTunnelSmartplace:
+ title: Smart Tunnels
+ description: >-
+ When enabled, placing tunnels will automatically remove unnecessary belts. This also enables you to drag tunnels and excess tunnels will get removed.
- vignette:
- title: Vignette
- description: >-
- Enables the vignette, which darkens the screen corners and makes text easier to read.
+ vignette:
+ title: Vignette
+ description: >-
+ Enables the vignette, which darkens the screen corners and makes text easier to read.
- rotationByBuilding:
- title: Rotation by building type
- description: >-
- Each building type remembers the rotation you last set it to individually. This may be more comfortable if you frequently switch between placing different building types.
+ rotationByBuilding:
+ title: Rotation by building type
+ description: >-
+ Each building type remembers the rotation you last set it to individually. This may be more comfortable if you frequently switch between placing different building types.
- compactBuildingInfo:
- title: Compact Building Infos
- description: >-
- Shortens info boxes for buildings by only showing their ratios. Otherwise a description and image is shown.
+ compactBuildingInfo:
+ title: Compact Building Infos
+ description: >-
+ Shortens info boxes for buildings by only showing their ratios. Otherwise a description and image is shown.
- disableCutDeleteWarnings:
- title: Disable Cut/Delete Warnings
- description: >-
- Disables the warning dialogues brought up when cutting/deleting more than 100 entities.
+ disableCutDeleteWarnings:
+ title: Disable Cut/Delete Warnings
+ description: >-
+ Disables the warning dialogues brought up when cutting/deleting more than 100 entities.
- lowQualityMapResources:
- title: Low Quality Map Resources
- description: >-
- Simplifies the rendering of resources on the map when zoomed in to improve performance.
- It even looks cleaner, so be sure to try it out!
+ lowQualityMapResources:
+ title: Low Quality Map Resources
+ description: >-
+ Simplifies the rendering of resources on the map when zoomed in to improve performance.
+ It even looks cleaner, so be sure to try it out!
- disableTileGrid:
- title: Disable Grid
- description: >-
- Disabling the tile grid can help with the performance. This also makes the game look cleaner!
+ disableTileGrid:
+ title: Disable Grid
+ description: >-
+ Disabling the tile grid can help with the performance. This also makes the game look cleaner!
- clearCursorOnDeleteWhilePlacing:
- title: Clear Cursor on Right Click
- description: >-
- Enabled by default, clears the cursor whenever you right click while you have a building selected for placement. If disabled, you can delete buildings by right-clicking while placing
- a building.
+ clearCursorOnDeleteWhilePlacing:
+ title: Clear Cursor on Right Click
+ description: >-
+ Enabled by default, clears the cursor whenever you right click while you have a building selected for placement. If disabled, you can delete buildings by right-clicking while placing
+ a building.
- lowQualityTextures:
- title: Low quality textures (Ugly)
- description: >-
- Uses low quality textures to save performance. This will make the game look very ugly!
+ lowQualityTextures:
+ title: Low quality textures (Ugly)
+ description: >-
+ Uses low quality textures to save performance. This will make the game look very ugly!
- displayChunkBorders:
- title: Display Chunk Borders
- description: >-
- The game is divided into chunks of 16x16 tiles, if this setting is enabled the borders of each chunk are displayed.
+ displayChunkBorders:
+ title: Display Chunk Borders
+ description: >-
+ The game is divided into chunks of 16x16 tiles, if this setting is enabled the borders of each chunk are displayed.
- pickMinerOnPatch:
- title: Select extractor on resource patch
- description: >-
- Enabled by default, selects the extractor if you use the pipette when hovering a resource patch.
+ pickMinerOnPatch:
+ title: Select extractor on resource patch
+ description: >-
+ Enabled by default, selects the extractor if you use the pipette when hovering a resource patch.
- simplifiedBelts:
- title: Simplified Belts (Ugly)
- description: >-
- Does not render belt items except when hovering the belt to save performance. I do not recommend to play with this setting if you do not absolutely need the performance.
+ simplifiedBelts:
+ title: Simplified Belts (Ugly)
+ description: >-
+ Does not render belt items except when hovering the belt to save performance. I do not recommend to play with this setting if you do not absolutely need the performance.
- enableMousePan:
- title: Screen Edge Panning
- description: >-
- Allows panning the map by moving the cursor to the edges of the screen. The scroll speed depends on the Movement Speed setting.
+ enableMousePan:
+ title: Screen Edge Panning
+ description: >-
+ Allows panning the map by moving the cursor to the edges of the screen. The scroll speed depends on the Movement Speed setting.
- zoomToCursor:
- title: Zoom towards Cursor
- description: >-
- If activated the zoom will happen in the direction of your mouse position, otherwise in the middle of the screen.
+ zoomToCursor:
+ title: Zoom towards Cursor
+ description: >-
+ If activated the zoom will happen in the direction of your mouse position, otherwise in the middle of the screen.
- mapResourcesScale:
- title: Map Resources Size
- description: >-
- Controls the size of the shapes on the map overview (when zooming out).
+ mapResourcesScale:
+ title: Map Resources Size
+ description: >-
+ Controls the size of the shapes on the map overview (when zooming out).
keybindings:
- title: Keybindings
- hint: >-
- Tip: Be sure to make use of CTRL, SHIFT and ALT! They enable different placement options.
+ title: Keybindings
+ hint: >-
+ Tip: Be sure to make use of CTRL, SHIFT and ALT! They enable different placement options.
- resetKeybindings: Reset
+ resetKeybindings: Reset
- categoryLabels:
- general: Application
- ingame: Game
- navigation: Navigating
- placement: Placement
- massSelect: Mass Select
- buildings: Building Shortcuts
- placementModifiers: Placement Modifiers
+ categoryLabels:
+ general: Application
+ ingame: Game
+ navigation: Navigating
+ placement: Placement
+ massSelect: Mass Select
+ buildings: Building Shortcuts
+ placementModifiers: Placement Modifiers
- mappings:
- confirm: Confirm
- back: Back
- mapMoveUp: Move Up
- mapMoveRight: Move Right
- mapMoveDown: Move Down
- mapMoveLeft: Move Left
- mapMoveFaster: Move Faster
- centerMap: Center Map
+ mappings:
+ confirm: Confirm
+ back: Back
+ mapMoveUp: Move Up
+ mapMoveRight: Move Right
+ mapMoveDown: Move Down
+ mapMoveLeft: Move Left
+ mapMoveFaster: Move Faster
+ centerMap: Center Map
- mapZoomIn: Zoom in
- mapZoomOut: Zoom out
- createMarker: Create Marker
+ mapZoomIn: Zoom in
+ mapZoomOut: Zoom out
+ createMarker: Create Marker
- menuOpenShop: Upgrades
- menuOpenStats: Statistics
- menuClose: Close Menu
+ menuOpenShop: Upgrades
+ menuOpenStats: Statistics
+ menuClose: Close Menu
- toggleHud: Toggle HUD
- toggleFPSInfo: Toggle FPS and Debug Info
- switchLayers: Switch layers
- exportScreenshot: Export whole Base as Image
+ toggleHud: Toggle HUD
+ toggleFPSInfo: Toggle FPS and Debug Info
+ switchLayers: Switch layers
+ exportScreenshot: Export whole Base as Image
- # --- Do not translate the values in this section
- belt: *belt
- balancer: *balancer
- underground_belt: *underground_belt
- miner: *miner
- cutter: *cutter
- rotater: *rotater
- stacker: *stacker
- mixer: *mixer
- painter: *painter
- trash: *trash
- storage: *storage
- wire: *wire
- constant_signal: *constant_signal
- logic_gate: Logic Gate
- lever: *lever
- filter: *filter
- wire_tunnel: *wire_tunnel
- display: *display
- reader: *reader
- virtual_processor: *virtual_processor
- transistor: *transistor
- analyzer: *analyzer
- comparator: *comparator
- item_producer: Item Producer (Sandbox)
- # ---
+ # --- Do not translate the values in this section
+ belt: *belt
+ balancer: *balancer
+ underground_belt: *underground_belt
+ miner: *miner
+ cutter: *cutter
+ rotater: *rotater
+ stacker: *stacker
+ mixer: *mixer
+ painter: *painter
+ trash: *trash
+ storage: *storage
+ wire: *wire
+ constant_signal: *constant_signal
+ logic_gate: Logic Gate
+ lever: *lever
+ filter: *filter
+ wire_tunnel: *wire_tunnel
+ display: *display
+ reader: *reader
+ virtual_processor: *virtual_processor
+ transistor: *transistor
+ analyzer: *analyzer
+ comparator: *comparator
+ item_producer: Item Producer (Sandbox)
+ # ---
- pipette: Pipette
- rotateWhilePlacing: Rotate
- rotateInverseModifier: >-
- Modifier: Rotate CCW instead
- cycleBuildingVariants: Cycle Variants
- confirmMassDelete: Delete area
- pasteLastBlueprint: Paste last blueprint
- cycleBuildings: Cycle Buildings
- lockBeltDirection: Enable belt planner
- switchDirectionLockSide: >-
- Planner: Switch side
- copyWireValue: >-
- Wires: Copy value below cursor
- massSelectStart: Hold and drag to start
- massSelectSelectMultiple: Select multiple areas
- massSelectCopy: Copy area
- massSelectCut: Cut area
+ pipette: Pipette
+ rotateWhilePlacing: Rotate
+ rotateInverseModifier: >-
+ Modifier: Rotate CCW instead
+ cycleBuildingVariants: Cycle Variants
+ confirmMassDelete: Delete area
+ pasteLastBlueprint: Paste last blueprint
+ cycleBuildings: Cycle Buildings
+ lockBeltDirection: Enable belt planner
+ switchDirectionLockSide: >-
+ Planner: Switch side
+ copyWireValue: >-
+ Wires: Copy value below cursor
+ massSelectStart: Hold and drag to start
+ massSelectSelectMultiple: Select multiple areas
+ massSelectCopy: Copy area
+ massSelectCut: Cut area
- placementDisableAutoOrientation: Disable automatic orientation
- placeMultiple: Stay in placement mode
- placeInverse: Invert automatic belt orientation
+ placeBuilding: Place Building
+ placementDisableAutoOrientation: Disable automatic orientation
+ placeMultiple: Stay in placement mode
+ placeInverse: Invert automatic belt orientation
about:
- title: About this Game
- body: >-
- This game is open source and developed by Tobias Springer (this is me).
+ title: About this Game
+ body: >-
+ This game is open source and developed by Tobias Springer (this is me).
- This game wouldn't have been possible without the great Discord community around my games - You should really join the Discord server!
+ This game wouldn't have been possible without the great Discord community around my games - You should really join the Discord server!
- The soundtrack was made by Peppsen - He's awesome.
+ The soundtrack was made by Peppsen - He's awesome.
- Finally, huge thanks to my best friend Niklas - Without our Factorio sessions, this game would never have existed.
+ Finally, huge thanks to my best friend Niklas - Without our Factorio sessions, this game would never have existed.
changelog:
- title: Changelog
+ title: Changelog
demo:
- features:
- restoringGames: Restoring savegames
- importingGames: Importing savegames
- oneGameLimit: Limited to one savegame
- customizeKeybindings: Customizing Keybindings
- exportingBase: Exporting whole Base as Image
+ features:
+ restoringGames: Restoring savegames
+ importingGames: Importing savegames
+ oneGameLimit: Limited to one savegame
+ customizeKeybindings: Customizing Keybindings
+ exportingBase: Exporting whole Base as Image
- settingNotAvailable: Not available in the demo.
+ settingNotAvailable: Not available in the demo.
tips:
- - The hub will accept any input, not just the current shape!
- - Make sure your factories are modular - it will pay out!
- - Don't build too close to the hub, or it will be a mess!
- - If stacking does not work, try switching the inputs.
- - You can toggle the belt planner direction by pressing R.
- - Holding CTRL allows dragging of belts without auto-orientation.
- - Ratios stay the same, as long as all upgrades are on the same Tier.
- - Serial execution is more efficient than parallel.
- - You will unlock more variants of buildings later in the game!
- - You can use T to switch between different variants.
- - Symmetry is key!
- - You can weave different tiers of tunnels.
- - Try to build compact factories - it will pay out!
- - The painter has a mirrored variant which you can select with T
- - Having the right building ratios will maximize efficiency.
- - At maximum level, 5 extractors will fill a single belt.
- - Don't forget about tunnels!
- - You don't need to divide up items evenly for full efficiency.
- - Holding SHIFT will activate the belt planner, letting you place long lines of belts easily.
- - Cutters always cut vertically, regardless of their orientation.
- - The storage buffer prioritises the left output.
- - Invest time to build repeatable designs - it's worth it!
- - Holding SHIFT lets you place multiple buildings at a time.
- - You can hold ALT to invert the direction of placed belts.
- - Efficiency is key!
- - Shape patches that are further away from the hub are more complex.
- - Machines have a limited speed, divide them up for maximum efficiency.
- - Use balancers to maximize your efficiency.
- - Organization is important. Try not to cross conveyors too much.
- - Plan in advance, or it will be a mess!
- - Don't remove your old factories! You'll need them to unlock upgrades.
- - Try beating level 20 or 26 on your own before seeking for help!
- - Don't complicate things, try to stay simple and you'll go far.
- - You may need to reuse factories later in the game. Build your factories to be reusable.
- - Sometimes, you can find a needed shape in the map without creating it with stackers.
- - Full windmills/pinwheels can never spawn naturally.
- - Color your shapes before cutting for maximum efficiency.
- - With modules, space is merely a perception; a concern for mortal men.
- - Make a separate blueprint factory. They're important for modules.
- - Have a closer look at the color mixer, and your questions will be answered.
- - Use CTRL + Click to select an area.
- - Building too close to the hub can get in the way of later projects.
- - The pin icon next to each shape in the upgrade list pins it to the screen.
- - Mix all three primary colors to make white!
- - You have an infinite map. Don't cramp your factory, expand!
- - Also try Factorio! It's my favorite game.
- - The quad cutter cuts clockwise, starting from the top right.
- - You can download your savegames in the main menu!
- - This game has a lot of useful keybindings! Be sure to check out the settings page.
- - This game has a lot of settings, be sure to check them out!
- - Your hub marker has a small compass that shows which direction it is in!
- - To clear belts, cut the area and then paste it at the same location.
- - Press F4 to show your FPS and Tick Rate.
- - Press F4 twice to show the tile of your mouse and camera.
- - You can click a pinned shape on the left side to unpin it.
+ - The hub will accept any input, not just the current shape!
+ - Make sure your factories are modular - it will pay out!
+ - Don't build too close to the hub, or it will be a mess!
+ - If stacking does not work, try switching the inputs.
+ - You can toggle the belt planner direction by pressing R.
+ - Holding CTRL allows dragging of belts without auto-orientation.
+ - Ratios stay the same, as long as all upgrades are on the same Tier.
+ - Serial execution is more efficient than parallel.
+ - You will unlock more variants of buildings later in the game!
+ - You can use T to switch between different variants.
+ - Symmetry is key!
+ - You can weave different tiers of tunnels.
+ - Try to build compact factories - it will pay out!
+ - The painter has a mirrored variant which you can select with T
+ - Having the right building ratios will maximize efficiency.
+ - At maximum level, 5 extractors will fill a single belt.
+ - Don't forget about tunnels!
+ - You don't need to divide up items evenly for full efficiency.
+ - Holding SHIFT will activate the belt planner, letting you place long lines of belts easily.
+ - Cutters always cut vertically, regardless of their orientation.
+ - The storage buffer prioritises the left output.
+ - Invest time to build repeatable designs - it's worth it!
+ - Holding SHIFT lets you place multiple buildings at a time.
+ - You can hold ALT to invert the direction of placed belts.
+ - Efficiency is key!
+ - Shape patches that are further away from the hub are more complex.
+ - Machines have a limited speed, divide them up for maximum efficiency.
+ - Use balancers to maximize your efficiency.
+ - Organization is important. Try not to cross conveyors too much.
+ - Plan in advance, or it will be a mess!
+ - Don't remove your old factories! You'll need them to unlock upgrades.
+ - Try beating level 20 or 26 on your own before seeking for help!
+ - Don't complicate things, try to stay simple and you'll go far.
+ - You may need to reuse factories later in the game. Build your factories to be reusable.
+ - Sometimes, you can find a needed shape in the map without creating it with stackers.
+ - Full windmills/pinwheels can never spawn naturally.
+ - Color your shapes before cutting for maximum efficiency.
+ - With modules, space is merely a perception; a concern for mortal men.
+ - Make a separate blueprint factory. They're important for modules.
+ - Have a closer look at the color mixer, and your questions will be answered.
+ - Use CTRL + Click to select an area.
+ - Building too close to the hub can get in the way of later projects.
+ - The pin icon next to each shape in the upgrade list pins it to the screen.
+ - Mix all three primary colors to make white!
+ - You have an infinite map. Don't cramp your factory, expand!
+ - Also try Factorio! It's my favorite game.
+ - The quad cutter cuts clockwise, starting from the top right.
+ - You can download your savegames in the main menu!
+ - This game has a lot of useful keybindings! Be sure to check out the settings page.
+ - This game has a lot of settings, be sure to check them out!
+ - Your hub marker has a small compass that shows which direction it is in!
+ - To clear belts, cut the area and then paste it at the same location.
+ - Press F4 to show your FPS and Tick Rate.
+ - Press F4 twice to show the tile of your mouse and camera.
+ - You can click a pinned shape on the left side to unpin it.