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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-13 13:04:03 +00:00

Squashed commit of the following:

commit ea2f32b3ff
Author: tobspr <tobias.springer1@googlemail.com>
Date:   Tue Feb 15 09:09:30 2022 +0100

    Fix examples

commit 561318b7db
Author: Dimava <dimava2@ya.ru>
Date:   Tue Feb 15 10:31:47 2022 +0300

    mark all abstract functions abstract (#1383)

commit 81d65e5801
Author: WaffleDevsAlt <81845843+WaffleDevsAlt@users.noreply.github.com>
Date:   Tue Feb 15 02:31:02 2022 -0500

    Removes unwanted ], (#1384)

    The ], breaks build, with a core error

commit 4f0af32a5e
Author: Ved_s <53968411+Ved-s@users.noreply.github.com>
Date:   Mon Feb 14 07:14:34 2022 +1100

    Update base-ru.yaml (#1312)

    * Update base-ru.yaml

    I think other's comments about the game should stay in English, as Russian translation cannot precisely describe this

    * Update base-ru.yaml

commit 3f3a2e0981
Author: Daan Breur <git@daanbreur.systems>
Date:   Sun Feb 13 21:11:52 2022 +0100

    NL Translations for Mods and puzzleDLC (#1381)

    * [NL] Mods and puzzleDLC

    * Update base-nl.yaml

    * Update base-nl.yaml

commit c4f26320a4
Author: dobidon <35607008+dobidon@users.noreply.github.com>
Date:   Sun Feb 13 23:11:38 2022 +0300

    Translating new keys (#1380)

commit cb5c3f798a
Author: Pimak <37274338+Pimak@users.noreply.github.com>
Date:   Sun Feb 13 21:11:16 2022 +0100

    Update base-fr.yaml for mods translation (#1377)

commit dee4f23b7e
Author: Sense101 <67970865+Sense101@users.noreply.github.com>
Date:   Sun Feb 13 20:11:02 2022 +0000

    Fix method for adding variants to an existing building (#1378)

commit b7bc2ac1b7
Author: jbelbaz <32191774+jbelbaz@users.noreply.github.com>
Date:   Sun Feb 13 21:10:11 2022 +0100

    Update base-fr.yaml (#1328)

    Change of a few lines in English. I was unable to verify in-game integration ... I hope my work will fit.
    glad to help :D

commit 93b9340ab7
Author: Pimak <37274338+Pimak@users.noreply.github.com>
Date:   Sun Feb 13 21:09:56 2022 +0100

    Update README.md (#1376)

    Small mistake

commit f534a88f80
Author: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Date:   Sun Feb 13 15:09:41 2022 -0500

    Fix that whole export debacle (#1370)

    * Re-add setting exports

    * Update webpack.production.config.js

    * Update mod.js

    * Slight change

    * Update mod.js

    * Update webpack.production.config.js

    * Update webpack.config.js

commit dab4aa9cda
Author: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Date:   Sun Feb 13 14:07:02 2022 -0600

    fix fs-job sanitization (#1375)

commit 4466821557
Author: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Date:   Sun Feb 13 21:06:42 2022 +0100

    Added display hook for getting the signelton and the drawing (#1374)

commit 65ae26cb53
Author: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Date:   Sun Feb 13 21:06:24 2022 +0100

    Added hook for storage can accept item (#1373)

    * Added hook for storage can accept item

    * Fixed order

commit e5742fd577
Author: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Date:   Sun Feb 13 21:06:10 2022 +0100

    Added constant signal resolver hook (#1372)

    * Added constant signal resolver hook

    * Added apply

commit 41c6b1c595
Author: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Date:   Sun Feb 13 21:05:58 2022 +0100

    Added mod processing requirements (#1371)

    * Added mod processing requirements

    * Added missing bind

    * Renamed to mods
This commit is contained in:
DJ1TJOO 2022-02-15 12:02:00 +01:00
parent f3cf68694c
commit 9cb3e0c398
31 changed files with 255 additions and 139 deletions

View File

@ -316,7 +316,7 @@ async function writeFileSafe(filename, contents) {
}
ipcMain.handle("fs-job", async (event, job) => {
const filenameSafe = job.filename.replace(/[^a-z\.\-_0-9]/i, "_");
const filenameSafe = job.filename.replace(/[^a-z\.\-_0-9]/gi, "_");
const fname = path.join(storePath, filenameSafe);
switch (job.type) {
case "read": {

View File

@ -1,3 +1,39 @@
module.exports = function (source, map) {
return source + `\nexport let $s=(n,v)=>eval(n+"=v")`;
const oneExport = exp => {
return `${exp}=v`; // No checks needed
};
const twoExports = (exp1, exp2) => {
return `n=="${exp1}"?${exp1}=v:${exp2}=v`;
};
const multiExports = exps => {
exps = exps.map(exp => `case "${exp}":${exp}=v;break;`);
return `switch(n){${exps.toString().replaceAll(";,", ";")} }`;
};
const defineFnBody = source => {
const regex = /export (?:let|class) (?<name>\w+)/g;
let names = [...source.matchAll(regex)].map(n => n.groups.name);
switch (names.length) {
case 0:
return false;
case 1:
return oneExport(names[0]);
case 2:
return twoExports(names[0], names[1]);
default:
return multiExports(names);
}
};
/**
*
* @param {string} source
* @param {*} map
* @returns
*/
module.exports = function (source, map) {
const body = defineFnBody(source);
if (!body) return source;
return source + `\nexport const __$S__=(n,v)=>{${body}}`;
};

View File

@ -93,6 +93,9 @@ module.exports = ({ watch = false, standalone = false, chineseVersion = false, w
end: "typehints:end",
},
},
{
loader: path.resolve(__dirname, "mod.js"),
},
],
},
{

View File

@ -131,6 +131,7 @@ module.exports = ({
warnings: true,
},
mangle: {
reserved: ["__$S__"],
eval: true,
keep_classnames: !minifyNames,
keep_fnames: !minifyNames,
@ -210,6 +211,9 @@ module.exports = ({
test: /\.js$/,
use: [
// "thread-loader",
{
loader: path.resolve(__dirname, "mod.js"),
},
{
loader: "babel-loader?cacheDirectory",
options: {

View File

@ -38,7 +38,7 @@ To get into shapez.io modding, I highly recommend checking out all of the exampl
| [mod_settings.js](mod_settings.js) | Shows a dialog counting how often the mod has been launched | Reading and storing mod settings |
| [storing_data_in_savegame.js](storing_data_in_savegame.js) | Shows how to store custom (structured) data in the savegame | Storing custom data in savegame |
| [modify_existing_building.js](modify_existing_building.js) | Makes the rotator building always unlocked and adds a new statistic to the building panel | Modifying a builtin building, replacing builtin methods |
| [modify_ui.js](modify_ui.js) | Shows how to add custom IU elements to builtin game states (the Main Menu in this case) | Extending builtin UI states, Adding CSS |
| [modify_ui.js](modify_ui.js) | Shows how to add custom UI elements to builtin game states (the Main Menu in this case) | Extending builtin UI states, Adding CSS |
| [pasting.js](pasting.js) | Shows a dialog when pasting text in the game | Listening to paste events |
| [sandbox.js](sandbox.js) | Makes blueprints free and always unlocked | Overriding builtin methods |

View File

@ -87,7 +87,7 @@ class FluidItem extends shapez.BaseItem {
* @param {number} diameter
* @param {DrawParameters} parameters
*/
drawItemCenteredClipped(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
drawItemCenteredClipped(x, y, parameters, diameter = shapez.globalConfig.defaultItemDiameter) {
const realDiameter = diameter * 0.6;
if (!this.cachedSprite) {
this.cachedSprite = shapez.Loader.getSprite(`sprites/fluids/${this.fluidType}.png`);
@ -120,10 +120,11 @@ class Mod extends shapez.Mod {
this.modInterface.registerSprite("sprites/fluids/water.png", RESOURCES["water.png"]);
// Make the item spawn on the map
this.modInterface.runAfterMethod(
shapez.MapChunk,
"generatePatches",
function ({ rng, chunkCenter, distanceToOriginInChunks }) {
this.modInterface.runAfterMethod(shapez.MapChunk, "generatePatches", function ({
rng,
chunkCenter,
distanceToOriginInChunks,
}) {
// Generate a simple patch
// ALWAYS use rng and NEVER use Math.random() otherwise the map will look different
// every time you resume the game
@ -131,8 +132,7 @@ class Mod extends shapez.Mod {
const fluidType = rng.choice(Array.from(Object.keys(enumFluidType)));
this.internalGeneratePatch(rng, 4, FLUID_ITEM_SINGLETONS[fluidType]);
}
}
);
});
this.modInterface.registerItem(FluidItem, itemData => FLUID_ITEM_SINGLETONS[itemData]);
}

View File

@ -211,6 +211,7 @@ export class GameState {
/**
* Should return the html code of the state.
* @returns {string}
* @abstract
*/
getInnerHTML() {
abstract;

View File

@ -11,6 +11,7 @@ export class BaseSprite {
/**
* Returns the raw handle
* @returns {HTMLImageElement|HTMLCanvasElement}
* @abstract
*/
getRawTexture() {
abstract;

View File

@ -29,6 +29,7 @@ export class BaseItem extends BasicSerializableObject {
/**
* Returns a string id of the item
* @returns {string}
* @abstract
*/
getAsCopyableKey() {
abstract;
@ -49,9 +50,9 @@ export class BaseItem extends BasicSerializableObject {
/**
* Override for custom comparison
* @abstract
* @param {BaseItem} other
* @returns {boolean}
* @abstract
*/
equalsImpl(other) {
abstract;
@ -62,6 +63,7 @@ export class BaseItem extends BasicSerializableObject {
* Draws the item to a canvas
* @param {CanvasRenderingContext2D} context
* @param {number} size
* @abstract
*/
drawFullSizeOnCanvas(context, size) {
abstract;
@ -86,6 +88,7 @@ export class BaseItem extends BasicSerializableObject {
* @param {number} y
* @param {DrawParameters} parameters
* @param {number=} diameter
* @abstract
*/
drawItemCenteredImpl(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
abstract;

View File

@ -4,6 +4,7 @@ export class Component extends BasicSerializableObject {
/**
* Returns the components unique id
* @returns {string}
* @abstract
*/
static getId() {
abstract;

View File

@ -5,6 +5,10 @@ import { typeItemSingleton } from "../item_resolver";
import { ColorItem } from "../items/color_item";
import { ShapeItem } from "../items/shape_item";
/** @type {{
* [x: string]: (item: BaseItem) => Boolean
* }} */
export const MODS_ADDITIONAL_STORAGE_ITEM_RESOLVER = {};
export class StorageComponent extends Component {
static getId() {
return "Storage";
@ -56,11 +60,15 @@ export class StorageComponent extends Component {
const itemType = item.getItemType();
// Check type matches
if (itemType !== this.storedItem.getItemType()) {
// Check type matches
return false;
}
if (MODS_ADDITIONAL_STORAGE_ITEM_RESOLVER[itemType]) {
return MODS_ADDITIONAL_STORAGE_ITEM_RESOLVER[itemType].apply(this, [item]);
}
if (itemType === "color") {
return /** @type {ColorItem} */ (this.storedItem).color === /** @type {ColorItem} */ (item).color;
}

View File

@ -224,6 +224,7 @@ export class Entity extends BasicSerializableObject {
/**
* override, should draw the entity
* @param {DrawParameters} parameters
* @abstract
*/
drawImpl(parameters) {
abstract;

View File

@ -144,6 +144,7 @@ export class GameMode extends BasicSerializableObject {
/**
* @param {number} w
* @param {number} h
* @abstract
*/
adjustZone(w = 0, h = 0) {
abstract;

View File

@ -25,6 +25,7 @@ export class BaseHUDPart {
/**
* Should initialize the element, called *after* the elements have been created
* @abstract
*/
initialize() {
abstract;

View File

@ -15,6 +15,11 @@ import trim from "trim";
import { enumColors } from "../../colors";
import { ShapeDefinition } from "../../shape_definition";
/** @type {{
* [x: string]: (entity: Entity) => BaseItem
* }} */
export const MODS_ADDITIONAL_CONSTANT_SIGNAL_RESOLVER = {};
export class HUDConstantSignalEdit extends BaseHUDPart {
initialize() {
this.root.camera.downPreHandler.add(this.downPreHandler, this);
@ -190,6 +195,10 @@ export class HUDConstantSignalEdit extends BaseHUDPart {
code = trim(code);
const codeLower = code.toLowerCase();
if (MODS_ADDITIONAL_CONSTANT_SIGNAL_RESOLVER[codeLower]) {
return MODS_ADDITIONAL_CONSTANT_SIGNAL_RESOLVER[codeLower].apply(this, [entity]);
}
if (enumColors[codeLower]) {
return COLOR_ITEM_SINGLETONS[codeLower];
}

View File

@ -278,6 +278,7 @@ export class MetaBuilding {
* Should setup the entity components
* @param {Entity} entity
* @param {GameRoot} root
* @abstract
*/
setupEntityComponents(entity, root) {
abstract;

View File

@ -7,6 +7,15 @@ import { isTrueItem } from "../items/boolean_item";
import { ColorItem, COLOR_ITEM_SINGLETONS } from "../items/color_item";
import { MapChunkView } from "../map_chunk_view";
/** @type {{
* [x: string]: (item: BaseItem) => BaseItem
* }} */
export const MODS_ADDITIONAL_DISPLAY_ITEM_RESOLVER = {};
/** @type {{
* [x: string]: (parameters: import("../../core/draw_parameters").DrawParameters, entity: import("../entity").Entity, item: BaseItem) => BaseItem
* }} */
export const MODS_ADDITIONAL_DISPLAY_ITEM_DRAW = {};
export class DisplaySystem extends GameSystem {
constructor(root) {
super(root);
@ -32,6 +41,10 @@ export class DisplaySystem extends GameSystem {
return null;
}
if (MODS_ADDITIONAL_DISPLAY_ITEM_RESOLVER[value.getItemType()]) {
return MODS_ADDITIONAL_DISPLAY_ITEM_RESOLVER[value.getItemType()].apply(this, [value]);
}
switch (value.getItemType()) {
case "boolean": {
return isTrueItem(value) ? COLOR_ITEM_SINGLETONS[enumColors.white] : null;
@ -74,6 +87,14 @@ export class DisplaySystem extends GameSystem {
continue;
}
if (MODS_ADDITIONAL_DISPLAY_ITEM_DRAW[value.getItemType()]) {
return MODS_ADDITIONAL_DISPLAY_ITEM_DRAW[value.getItemType()].apply(this, [
parameters,
entity,
value,
]);
}
const origin = entity.components.StaticMapEntity.origin;
if (value.getItemType() === "color") {
this.displaySprites[/** @type {ColorItem} */ (value).color].drawCachedCentered(

View File

@ -594,8 +594,8 @@ export class ModInterface {
* @param {string=} payload.name
* @param {string=} payload.description
* @param {Vector=} payload.dimensions
* @param {(root: GameRoot) => [string, string][]} payload.additionalStatistics
* @param {(root: GameRoot) => boolean[]} payload.isUnlocked
* @param {(root: GameRoot) => [string, string][]=} payload.additionalStatistics
* @param {(root: GameRoot) => boolean[]=} payload.isUnlocked
*/
addVariantToExistingBuilding(metaClass, variant, payload) {
if (!payload.rotationVariants) {
@ -671,9 +671,14 @@ export class ModInterface {
}));
}
// Register our variant finally
// Register our variant finally, with rotation variants
payload.rotationVariants.forEach(rotationVariant =>
shapez.registerBuildingVariant(internalId, metaClass, variant, rotationVariant)
shapez.registerBuildingVariant(
rotationVariant ? internalId + "-" + rotationVariant : internalId,
metaClass,
variant,
rotationVariant
)
);
}
}

View File

@ -112,7 +112,8 @@ export class ModLoader {
// @ts-ignore
const module = modules(key);
for (const member in module) {
if (member === "default") {
if (member === "default" || member === "__$S__") {
// Setter
continue;
}
if (exports[member]) {
@ -124,7 +125,7 @@ export class ModLoader {
return module[member];
},
set(v) {
throw new Error("Overriding the shapez exports is currently not possible");
module.__$S__(member, v);
},
});
}

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@ -92,6 +92,7 @@ export class AchievementProviderInterface {
/**
* Initializes the achievement provider.
* @returns {Promise<void>}
* @abstract
*/
initialize() {
abstract;
@ -102,6 +103,7 @@ export class AchievementProviderInterface {
* Opportunity to do additional initialization work with the GameRoot.
* @param {GameRoot} root
* @returns {Promise<void>}
* @abstract
*/
onLoad(root) {
abstract;
@ -118,6 +120,7 @@ export class AchievementProviderInterface {
* Call to activate an achievement with the provider
* @param {string} key - Maps to an Achievement
* @returns {Promise<void>}
* @abstract
*/
activate(key) {
abstract;
@ -127,6 +130,7 @@ export class AchievementProviderInterface {
/**
* Checks if achievements are supported in the current build
* @returns {boolean}
* @abstract
*/
hasAchievements() {
abstract;

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@ -19,6 +19,7 @@ export class AdProviderInterface {
/**
* Returns if this provider serves ads at all
* @returns {boolean}
* @abstract
*/
getHasAds() {
abstract;
@ -29,6 +30,7 @@ export class AdProviderInterface {
* Returns if it would be possible to show a video ad *now*. This can be false if for
* example the last video ad is
* @returns {boolean}
* @abstract
*/
getCanShowVideoAd() {
abstract;

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@ -11,6 +11,7 @@ export class AnalyticsInterface {
/**
* Initializes the analytics
* @returns {Promise<void>}
* @abstract
*/
initialize() {
abstract;

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@ -11,6 +11,7 @@ export class GameAnalyticsInterface {
/**
* Initializes the analytics
* @returns {Promise<void>}
* @abstract
*/
initialize() {
abstract;
@ -43,6 +44,7 @@ export class GameAnalyticsInterface {
/**
* Activates a DLC
* @param {string} dlc
* @abstract
*/
activateDlc(dlc) {
abstract;

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@ -13,6 +13,7 @@ export class StorageInterface {
/**
* Initializes the storage
* @returns {Promise<void>}
* @abstract
*/
initialize() {
abstract;
@ -24,6 +25,7 @@ export class StorageInterface {
* @param {string} filename
* @param {string} contents
* @returns {Promise<void>}
* @abstract
*/
writeFileAsync(filename, contents) {
abstract;
@ -34,6 +36,7 @@ export class StorageInterface {
* Reads a string asynchronously. Returns Promise<FILE_NOT_FOUND> if file was not found.
* @param {string} filename
* @returns {Promise<string>}
* @abstract
*/
readFileAsync(filename) {
abstract;

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@ -81,6 +81,7 @@ export class PlatformWrapperInterface {
* Attempt to open an external url
* @param {string} url
* @param {boolean=} force Whether to always open the url even if not allowed
* @abstract
*/
openExternalLink(url, force = false) {
abstract;
@ -88,6 +89,7 @@ export class PlatformWrapperInterface {
/**
* Attempt to restart the app
* @abstract
*/
performRestart() {
abstract;
@ -103,6 +105,7 @@ export class PlatformWrapperInterface {
/**
* Should set the apps fullscreen state to the desired state
* @param {boolean} flag
* @abstract
*/
setFullscreen(flag) {
abstract;
@ -117,6 +120,7 @@ export class PlatformWrapperInterface {
/**
* Attempts to quit the app
* @abstract
*/
exitApp() {
abstract;

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@ -64,6 +64,7 @@ export class BaseSetting {
/**
* Returns the HTML for this setting
* @param {Application} app
* @abstract
*/
getHtml(app) {
abstract;
@ -84,6 +85,7 @@ export class BaseSetting {
/**
* Attempts to modify the setting
* @abstract
*/
modify() {
abstract;
@ -107,6 +109,7 @@ export class BaseSetting {
* Validates the set value
* @param {any} value
* @returns {boolean}
* @abstract
*/
validate(value) {
abstract;

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@ -48,6 +48,7 @@ export class BaseDataType {
/**
* Serializes a given raw value
* @param {any} value
* @abstract
*/
serialize(value) {
abstract;
@ -68,6 +69,7 @@ export class BaseDataType {
* @param {object} targetObject
* @param {string|number} targetKey
* @returns {string|void} String error code or null on success
* @abstract
*/
deserialize(value, targetObject, targetKey, root) {
abstract;
@ -92,6 +94,7 @@ export class BaseDataType {
/**
* INTERNAL Should return the json schema representation
* @abstract
*/
getAsJsonSchemaUncached() {
abstract;
@ -131,6 +134,7 @@ export class BaseDataType {
/**
* Should return a cacheable key
* @abstract
*/
getCacheKey() {
abstract;

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@ -454,8 +454,9 @@ ingame:
clearItems: Supprimer les objets
share: Partager
report: Signaler
clearBuildings: Effacer les batiments
resetPuzzle: Reset Puzzle
clearBuildings: Effacer les Constructions
resetPuzzle: Réinitialiser le Puzzle
puzzleEditorControls:
title: Créateur de Puzzles
instructions:
@ -475,6 +476,7 @@ ingame:
- 6. Une fois publié <strong>tous les batiments seront
supprimés</strong> sauf les générateurs et les récepteurs - C'est
la partie ou le joueur est censé se débrouiller seul :)
puzzleCompletion:
title: Puzzle Résolu !
titleLike: "Cliquez sur le cœur si vous avez aimé le Puzzle:"
@ -485,7 +487,7 @@ ingame:
nextPuzzle: Puzzle suivant
puzzleMetadata:
author: Auteur
shortKey: Clée courte
shortKey: Raccourci clavier
rating: Niveau de difficulté
averageDuration: Durée moyenne
completionRate: Taux de réussite
@ -1073,7 +1075,7 @@ settings:
visible en dézoomant.
shapeTooltipAlwaysOn:
title: Info-bulle de forme - Toujours afficher
description: Si activé une info-bule s'affiche quand vous survolez un batiment
description: Si activé, une info-bule s'affiche quand vous survolez un batiment
sinon il faut maintenir 'ALT'.
tickrateHz: <amount> Hz
newBadge: New!
@ -1152,10 +1154,10 @@ keybindings:
placementDisableAutoOrientation: Désactiver lorientation automatique
placeMultiple: Rester en mode placement
placeInverse: Inverser lorientation des convoyeurs
rotateToUp: "Rotate: Point Up"
rotateToDown: "Rotate: Point Down"
rotateToRight: "Rotate: Point Right"
rotateToLeft: "Rotate: Point Left"
rotateToUp: "Rotation : pointer vers le haut"
rotateToDown: "Rotation : pointer vers le bas"
rotateToRight: "Rotation : pointer vers le droite"
rotateToLeft: "Rotation : pointer vers le gauche"
constant_producer: Producteur Constant
goal_acceptor: Récepteur
block: Bloc
@ -1311,16 +1313,16 @@ puzzleMenu:
un clic droit sur shapez.io dans votre bibliothèque, en sélectionnant
Propriétés > DLC.
search:
action: Chercher
action: Recherche
placeholder: Entrez un puzzle ou un nom d'auteur
includeCompleted: Inclure les puzzles terminés
includeCompleted: Inclure terminé
difficulties:
any: Toutes difficultés
any: Toute difficulté
easy: Facile
medium: Moyen
hard: Difficile
medium: Medium
hard: Dificile
durations:
any: Toutes durées
any: Toute durée
short: Court (< 2 min)
medium: Normal
long: Long (> 10 min)
@ -1353,18 +1355,17 @@ backendErrors:
no-permission: Vous n'êtes pas autorisé à effectuer cette action.
mods:
title: Mods
author: Author
author: Auteur
version: Version
modWebsite: Website
openFolder: Open Mods Folder
folderOnlyStandalone: Opening the mod folder is only possible when running the standalone.
browseMods: Browse Mods
modsInfo: To install and manage mods, copy them to the mods folder within the
game directory. You can also use the 'Open Mods Folder' button on the
top right.
noModSupport: You need the standalone version on Steam to install mods.
modWebsite: Page web
openFolder: Ouvrir le dossier des mods
folderOnlyStandalone: Ouvrir le dossier des mods est uniquement possible avec la version complète
browseMods: Chercher les Mods
modsInfo: Pour installer et gérer les mods, copier-les dans le dossier Mods dans le répertoire du jeu.
Vous pouvez aussi utiliser le bouton 'Ouvrir le dossier des Mods' en haut à droite
noModSupport: Vous avez besoin de la version complète sur Steam pour installer des mods.
togglingComingSoon:
title: Coming Soon
description: Enabling or disabling mods is currently only possible by copying
the mod file from or to the mods/ folder. However, being able to
toggle them here is planned for a future update!
title: Bientôt disponible
description: Activer ou désactiver un mod est pour le moment possible qu'en
copiant le fichier du mod depuis ou vers le dossier des mods. Cependant,
activer ou désactiver un mod est prévu pour une mise à jour future !

View File

@ -81,9 +81,9 @@ mainMenu:
puzzleDlcWishlist: Voeg nu toe aan je verlanglijst!
puzzleDlcViewNow: Bekijk DLC
mods:
title: Active Mods
warningPuzzleDLC: Playing the Puzzle DLC is not possible with mods. Please
disable all mods to play the DLC.
title: Actieve Mods
warningPuzzleDLC: Het spelen van de Puzzle DLC is niet mogelijk met mods. Schakel
alsjeblieft alle mods uit om de DLC te spelen.
dialogs:
buttons:
ok: OK
@ -270,12 +270,12 @@ dialogs:
desc: Weet je zeker dat je '<title>' wilt verwijderen? Dit kan niet ongedaan
gemaakt worden!
modsDifference:
title: Mod Warning
title: Mod Waarschuwing
desc: The currently installed mods differ from the mods the savegame was created
with. This might cause the savegame to break or not load at all. Are
you sure you want to continue?
missingMods: Missing Mods
newMods: Newly installed Mods
missingMods: Missende Mods
newMods: Nieuw geïnstalleerde Mods
ingame:
keybindingsOverlay:
moveMap: Beweeg rond de wereld
@ -1188,10 +1188,8 @@ tips:
- Knippers knippen altijd verticaal, ongeacht hun oriëntatie.
- De opslagbuffer geeft prioriteit aan de eerste uitvoer.
- Investeer tijd om herhaalbare ontwerpen te maken - het is het waard!
- Invest time to build repeatable designs - it's worth it!
- Je kunt <b>ALT</b> ingedrukt houden om de richting van de geplaatste
lopende banden om te keren.
- You can hold <b>ALT</b> to invert the direction of placed belts.
- Vormontginningen die verder van de HUB verwijderd zijn, zijn complexer.
- Machines hebben een beperkte snelheid, verdeel ze voor maximale
efficiëntie.
@ -1214,7 +1212,6 @@ tips:
mannen.
- Maak een aparte blueprint fabriek. Ze zijn belangrijk voor modules.
- Bekijk de kleurenmixer eens wat beter, en je vragen worden beantwoord.
- Have a closer look at the color mixer, and your questions will be answered.
- Use <b>CTRL</b> + Click to select an area.
- Met het speldpictogram naast elke vorm in de upgradelijst zet deze vast op
het scherm.
@ -1234,7 +1231,6 @@ tips:
- Druk twee keer op F4 om de tegel van je muis en camera weer te geven.
- Je kan aan de linkerkant op een vastgezette vorm klikken om deze los te
maken.
- You can click a pinned shape on the left side to unpin it.
puzzleMenu:
play: Spelen
edit: Bewerken
@ -1280,21 +1276,21 @@ puzzleMenu:
easy: Makkelijk
medium: Medium
hard: Moeilijk
unknown: Unrated
unknown: Onbeoordeeld
search:
action: Search
placeholder: Enter a puzzle or author name
includeCompleted: Include Completed
action: Zoeken
placeholder: Voer een puzzel- of auteursnaam in
includeCompleted: Inclusief Voltooide
difficulties:
any: Any Difficulty
easy: Easy
any: Elke Moeilijkheidsgraad
easy: Makkelijk
medium: Medium
hard: Hard
hard: Moeilijk
durations:
any: Any Duration
short: Short (< 2 min)
medium: Normal
long: Long (> 10 min)
any: Elke Tijd
short: Kort (< 2 min)
medium: Normaal
long: Lang (> 10 min)
backendErrors:
ratelimit: Je voert je handelingen te vaak uit. Wacht alstublieft even.
invalid-api-key: Kan niet communiceren met de servers, probeer alstublieft het
@ -1323,18 +1319,17 @@ backendErrors:
no-permission: Je bent niet gemachtigd om deze actie uit te voeren.
mods:
title: Mods
author: Author
version: Version
author: Auteur
version: Versie
modWebsite: Website
openFolder: Open Mods Folder
folderOnlyStandalone: Opening the mod folder is only possible when running the standalone.
browseMods: Browse Mods
modsInfo: To install and manage mods, copy them to the mods folder within the
game directory. You can also use the 'Open Mods Folder' button on the
top right.
noModSupport: You need the standalone version on Steam to install mods.
openFolder: Open Mods Map
folderOnlyStandalone: Het openen van de mod map is alleen mogelijk bij het gebruiken van de zelfstandige versie.
browseMods: Door mods bladeren
modsInfo: Om mods te installeren en te beheren, kopieert u ze naar de map mods in de
spel map. U kunt ook de knop 'Open Mods Map' gebruiken rechtsboven.
noModSupport: Je hebt de zelfstandige versie op Steam nodig om mods te installeren.
togglingComingSoon:
title: Coming Soon
description: Enabling or disabling mods is currently only possible by copying
the mod file from or to the mods/ folder. However, being able to
toggle them here is planned for a future update!
title: Binnenkort Beschikbaar
description: Mods in- of uitschakelen is momenteel alleen mogelijk door
het mod-bestand van of naar de mods map te kopiëren. Echter, in staat zijn om
ze hier in- of uitteschakelen is gepland voor een toekomstige update!

View File

@ -95,9 +95,9 @@ dialogs:
viewUpdate: Посмотреть Обновление
showUpgrades: Показать Улучшения
showKeybindings: Показать Управление (Привязку клавиш)
retry: Retry
continue: Continue
playOffline: Play Offline
retry: Заново
continue: Подолжить
playOffline: Играть оффлайн
importSavegameError:
title: Ошибка импортирования
text: Не удалось импортировать сохранение игры.
@ -245,7 +245,7 @@ dialogs:
puzzleShare:
title: Короткий ключ скопирован
desc: Короткий ключ головоломки (<key>) был скопирован в буфер обмена! Он может
быть введен в меню головолом для доступа к головоломке.
быть введен в меню головоломок для доступа к головоломке.
puzzleReport:
title: Жалоба на головоломку
options:
@ -292,7 +292,7 @@ ingame:
clearSelection: Отменить
pipette: Пипетка
switchLayers: Переключить слои
clearBelts: Clear belts
clearBelts: Очистить конвейеры
colors:
red: Красный
green: Зеленый
@ -451,8 +451,8 @@ ingame:
clearItems: Очистить предметы
share: Поделиться
report: Пожаловаться
clearBuildings: Clear Buildings
resetPuzzle: Reset Puzzle
clearBuildings: Очистить постройки
resetPuzzle: Сброс головоломки
puzzleEditorControls:
title: Редактор головоломок
instructions:
@ -479,7 +479,7 @@ ingame:
titleRatingDesc: Ваша оценка поможет мне в будущем делать вам лучшие предложения
continueBtn: Продолжить игру
menuBtn: Меню
nextPuzzle: Next Puzzle
nextPuzzle: Следующая головоломка
puzzleMetadata:
author: Автор
shortKey: Короткий ключ
@ -709,8 +709,8 @@ buildings:
description: Доставьте фигуру в приемник, чтобы установить их в качестве цели.
block:
default:
name: Block
description: Allows you to block a tile.
name: Блок
description: Блокирует это место от установки чего-либо
storyRewards:
reward_cutter_and_trash:
title: Разрезание Фигур
@ -1044,11 +1044,11 @@ settings:
title: Размер ресурсов на карте
description: Устанавливает размер фигур на карте (когда вид достаточно отдалён).
shapeTooltipAlwaysOn:
title: Shape Tooltip - Show Always
description: Whether to always show the shape tooltip when hovering buildings,
instead of having to hold 'ALT'.
tickrateHz: <amount> Hz
newBadge: New!
title: Показывать подсказку фигуры
description: Показывать ли подсказку фигуры всегда или только при удержании 'ALT'.
tickrateHz: <amount> Гц
newBadge: Новое!
keybindings:
title: Настройки управления
hint: "Подсказка: Обязательно используйте CTRL, SHIFT и ALT! Они дают разные
@ -1131,7 +1131,7 @@ keybindings:
goal_acceptor: Приёмник предметов
block: Блок
massSelectClear: Очистить конвейеры
showShapeTooltip: Show shape output tooltip
showShapeTooltip: Показывать подсказку фигуры на выходе
about:
title: Об игре
body: >-
@ -1272,19 +1272,19 @@ puzzleMenu:
dlcHint: Уже купили DLC? Проверьте, что оно активировано, нажав правый клик на
shapez.io в своей библиотеке, и далее Свойства > Доп. Контент
search:
action: Search
placeholder: Enter a puzzle or author name
includeCompleted: Include Completed
action: Поиск
placeholder: Введите название головоломки или имя автора
includeCompleted: Показывать завершённые
difficulties:
any: Any Difficulty
easy: Easy
medium: Medium
hard: Hard
any: Любая сложность
easy: Легко
medium: Средне
hard: Сложно
durations:
any: Any Duration
short: Short (< 2 min)
medium: Normal
long: Long (> 10 min)
any: Любая длительность
short: Короткие (< 2 мин.)
medium: Средние
long: Долгие (> 10 мин.)
backendErrors:
ratelimit: Вы слишком часто выполняете свои действия. Подождите немного.
invalid-api-key: Не удалось связаться с сервером, попробуйте

View File

@ -79,9 +79,9 @@ mainMenu:
puzzleDlcWishlist: İstek listene ekle!
puzzleDlcViewNow: Paketi (DLC) görüntüle
mods:
title: Active Mods
warningPuzzleDLC: Playing the Puzzle DLC is not possible with mods. Please
disable all mods to play the DLC.
title: Aktif Modlar
warningPuzzleDLC: Modlarla Yapboz DLC'sini oynamak mümkün değil. Lütfen
Yapboz DLC'sini oynayabilmek için bütün modları devre dışı bırakınız.
dialogs:
buttons:
ok: OK
@ -263,12 +263,12 @@ dialogs:
desc: "'<title>' yapbozunu silmek istediğinize emin misiniz? Bu işlem geri
alınamaz!"
modsDifference:
title: Mod Warning
desc: The currently installed mods differ from the mods the savegame was created
with. This might cause the savegame to break or not load at all. Are
you sure you want to continue?
missingMods: Missing Mods
newMods: Newly installed Mods
title: Mod Uyarısı
desc: Halihazırda kullanılan modlar, kayıtlı oyunun yaratıldığı modlardan farklıdır.
Bu işlem kayıtlı oyunun bozulmasına veya hiç yüklenmemesine neden olabilir. Devam
etmek istediğinize emin misiniz?
missingMods: Eksik Modlar
newMods: Yeni yüklenen Modlar
ingame:
keybindingsOverlay:
moveMap: Hareket Et
@ -1038,7 +1038,7 @@ settings:
description: Şekil ipuçlarını 'ALT' tuşuna basarak göstermek yerine her zaman
gösterir.
tickrateHz: <amount> Hz
newBadge: New!
newBadge: Yeni!
keybindings:
title: Tuş Atamaları
hint: "İpucu: CTRL, SHIFT ve ALT tuşlarından yararlanın! Farklı yerleştirme
@ -1052,7 +1052,7 @@ keybindings:
massSelect: Çoklu Seçİm
buildings: Yapı Kısayolları
placementModifiers: Yerleştİrme Özellİklerİ
mods: Provided by Mods
mods: Modlar tarafından sağlandı
mappings:
confirm: Kabul
back: Geri
@ -1307,19 +1307,19 @@ backendErrors:
istiyorsanız support@shapez.io ile iletişime geçiniz!
no-permission: Bu işlemi yapmak için izniniz yok.
mods:
title: Mods
author: Author
version: Version
modWebsite: Website
openFolder: Open Mods Folder
folderOnlyStandalone: Opening the mod folder is only possible when running the standalone.
browseMods: Browse Mods
modsInfo: To install and manage mods, copy them to the mods folder within the
game directory. You can also use the 'Open Mods Folder' button on the
top right.
noModSupport: You need the standalone version on Steam to install mods.
title: Modlar
author: Sahibi
version: Sürüm
modWebsite: İnternet sitesi
openFolder: Mod Klasörünü Aç
folderOnlyStandalone: Mod klasörünü açmak sadece tam sürümü çalıştırıyorken mümkün.
browseMods: Modlara Gözat
modsInfo: Modları yüklemek ve yönetmek için, bunları oyun dizini içerisindeki Modlar
klasörüne kopyalayın. Ayrıca sağ üstteki 'Modlar Klasörünü Aç' düğmesini de
kullanabilirsiniz.
noModSupport: Mod yükleyebilmek için tam sürümü çalıştırmalısınız.
togglingComingSoon:
title: Coming Soon
description: Enabling or disabling mods is currently only possible by copying
the mod file from or to the mods/ folder. However, being able to
toggle them here is planned for a future update!
title: Yakında Gelecek
description: Modları etkinleştirmek veya devre dışı bırakmak şu anda yalnızca
dosyaları Mod klasörüne kopyalayarak mümkündür. Ancak modları burada
değiştirmek gelecekteki bir güncelleme için planlanmıştır!