mirror of
https://github.com/tobspr/shapez.io.git
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1165 lines
45 KiB
YAML
1165 lines
45 KiB
YAML
#
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# GAME TRANSLATIONS
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#
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# Contributing:
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#
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# If you want to contribute, please make a pull request on this respository
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# and I will have a look.
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#
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# Placeholders:
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#
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# Do *not* replace placeholders! Placeholders have a special syntax like
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# `Hotkey: <key>`. They are encapsulated within angle brackets. The correct
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# translation for this one in German for example would be: `Taste: <key>` (notice
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# how the placeholder stayed '<key>' and was not replaced!)
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#
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# Adding a new language:
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#
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# If you want to add a new language, ask me in the Discord and I will setup
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# the basic structure so the game also detects it.
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#
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---
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steamPage:
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# This is the short text appearing on the steam page
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shortText: shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
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# This is the text shown above the Discord link
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discordLink: Official Discord - Chat with me!
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# This is the long description for the steam page - It is contained here so you can help to translate it, and I will regulary update the store page.
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# NOTICE:
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# - Do not translate the first line (This is the gif image at the start of the store)
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# - Please keep the markup (Stuff like [b], [list] etc) in the same format
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longText: >-
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[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
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shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
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Upon delivering the requested shapes you'll progress within the game and unlock upgrades to speed up your factory.
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As the demand for shapes increases, you'll have to scale up your factory to meet the demand - Don't forget about resources though, you'll have to expand across the [b]infinite map[/b]!
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Soon you'll have to mix colors and paint your shapes with them - Combine red, green and blue color resources to produce different colors and paint shapes with them to satisfy the demand.
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This game features 18 progressive levels (Which should already keep you busy for hours!) but I'm constantly adding new content - There's a lot planned!
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Purchasing the game gives you access to the standalone version which has additional features, and you'll also receive access to newly developed features.
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[b]Standalone Advantages[/b]
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[list]
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[*] Dark Mode
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[*] Unlimited Waypoints
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[*] Unlimited Savegames
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[*] Additional settings
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[*] Coming soon: Wires & Energy! Aiming for (roughly) end of July 2020.
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[*] Coming soon: More Levels
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[*] Allows me to further develop shapez.io ❤️
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[/list]
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[b]Future Updates[/b]
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I am updating the game often and trying to push an update at least once every week!
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[list]
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[*] Different maps and challenges (e.g. maps with obstacles)
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[*] Puzzles (Deliver the requested shape with a restricted area / set of buildings)
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[*] A story mode where buildings have a cost
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[*] Configurable map generator (Configure resource/shape size/density, seed and more)
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[*] Additional types of shapes
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[*] Performance improvements (The game already runs pretty well!)
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[*] And much more!
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[/list]
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[b]This game is open source![/b]
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Anybody can contribute, I'm actively involved in the community and attempt to review all suggestions and take feedback into consideration where possible.
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Be sure to check out my trello board for the full roadmap!
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[b]Links[/b]
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[list]
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[*] [url=https://discord.com/invite/HN7EVzV]Official Discord[/url]
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[*] [url=https://trello.com/b/ISQncpJP/shapezio]Roadmap[/url]
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[*] [url=https://www.reddit.com/r/shapezio]Subreddit[/url]
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[*] [url=https://github.com/tobspr/shapez.io]Source code (GitHub)[/url]
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[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Help translate[/url]
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[/list]
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global:
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loading: Loading
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error: Error
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# How big numbers are rendered, e.g. "10,000"
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thousandsDivider: ","
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# What symbol to use to seperate the integer part from the fractional part of a number, e.g. "0.4"
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decimalSeparator: "."
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# The suffix for large numbers, e.g. 1.3k, 400.2M, etc.
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suffix:
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thousands: k
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millions: M
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billions: B
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trillions: T
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# Shown for infinitely big numbers
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infinite: inf
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time:
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# Used for formatting past time dates
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oneSecondAgo: one second ago
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xSecondsAgo: <x> seconds ago
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oneMinuteAgo: one minute ago
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xMinutesAgo: <x> minutes ago
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oneHourAgo: one hour ago
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xHoursAgo: <x> hours ago
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oneDayAgo: one day ago
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xDaysAgo: <x> days ago
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# Short formats for times, e.g. '5h 23m'
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secondsShort: <seconds>s
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minutesAndSecondsShort: <minutes>m <seconds>s
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hoursAndMinutesShort: <hours>h <minutes>m
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xMinutes: <x> minutes
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keys:
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tab: TAB
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control: CTRL
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alt: ALT
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escape: ESC
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shift: SHIFT
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space: SPACE
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demoBanners:
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# This is the "advertisement" shown in the main menu and other various places
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title: Demo Version
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intro: >-
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Get the standalone to unlock all features!
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mainMenu:
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play: Play
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continue: Continue
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newGame: New Game
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changelog: Changelog
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subreddit: Reddit
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importSavegame: Import
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openSourceHint: This game is open source!
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discordLink: Official Discord Server
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helpTranslate: Help translate!
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madeBy: Made by <author-link>
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# This is shown when using firefox and other browsers which are not supported.
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browserWarning: >-
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Sorry, but the game is known to run slow on your browser! Get the standalone version or download Google Chrome for the full experience.
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savegameLevel: Level <x>
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savegameLevelUnknown: Unknown Level
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savegameUnnamed: Unnamed
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dialogs:
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buttons:
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ok: OK
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delete: Delete
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cancel: Cancel
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later: Later
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restart: Restart
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reset: Reset
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getStandalone: Get Standalone
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deleteGame: I know what I am doing
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viewUpdate: View Update
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showUpgrades: Show Upgrades
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showKeybindings: Show Keybindings
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importSavegameError:
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title: Import Error
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text: >-
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Failed to import your savegame:
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importSavegameSuccess:
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title: Savegame Imported
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text: >-
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Your savegame has been successfully imported.
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gameLoadFailure:
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title: Game is broken
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text: >-
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Failed to load your savegame:
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confirmSavegameDelete:
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title: Confirm deletion
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text: >-
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Are you sure you want to delete the following game?<br><br>
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'<savegameName>' at level <savegameLevel><br><br>
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This can not be undone!
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savegameDeletionError:
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title: Failed to delete
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text: >-
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Failed to delete the savegame:
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restartRequired:
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title: Restart required
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text: >-
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You need to restart the game to apply the settings.
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editKeybinding:
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title: Change Keybinding
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desc: Press the key or mouse button you want to assign, or escape to cancel.
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resetKeybindingsConfirmation:
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title: Reset keybindings
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desc: This will reset all keybindings to their default values. Please confirm.
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keybindingsResetOk:
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title: Keybindings reset
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desc: The keybindings have been reset to their respective defaults!
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featureRestriction:
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title: Demo Version
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desc: You tried to access a feature (<feature>) which is not available in the demo. Consider getting the standalone version for the full experience!
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oneSavegameLimit:
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title: Limited savegames
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desc: You can only have one savegame at a time in the demo version. Please remove the existing one or get the standalone version!
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updateSummary:
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title: New update!
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desc: >-
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Here are the changes since you last played:
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upgradesIntroduction:
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title: Unlock Upgrades
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desc: >-
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All shapes you produce can be used to unlock upgrades - <strong>Don't destroy your old factories!</strong>
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The upgrades tab can be found on the top right corner of the screen.
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massDeleteConfirm:
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title: Confirm delete
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desc: >-
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You are deleting a lot of buildings (<count> to be exact)! Are you sure you want to do this?
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massCutConfirm:
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title: Confirm cut
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desc: >-
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You are cutting a lot of buildings (<count> to be exact)! Are you sure you want to do this?
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massCutInsufficientConfirm:
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title: Confirm cut
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desc: >-
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You can not afford to paste this area! Are you sure you want to cut it?
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blueprintsNotUnlocked:
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title: Not unlocked yet
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desc: >-
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Complete level 12 to unlock Blueprints!
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keybindingsIntroduction:
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title: Useful keybindings
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desc: >-
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This game has a lot of keybindings which make it easier to build big factories.
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Here are a few, but be sure to <strong>check out the keybindings</strong>!<br><br>
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<code class='keybinding'>CTRL</code> + Drag: Select an area.<br>
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<code class='keybinding'>SHIFT</code>: Hold to place multiple of one building.<br>
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<code class='keybinding'>ALT</code>: Invert orientation of placed belts.<br>
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createMarker:
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title: New Marker
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titleEdit: Edit Marker
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desc: Give it a meaningful name, you can also include a <strong>short key</strong> of a shape (Which you can generate <link>here</link>)
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editSignal:
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title: Set Signal
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descItems: >-
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Choose a pre-defined item:
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descShortKey: ... or enter the <strong>short key</strong> of a shape (Which you can generate <link>here</link>)
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markerDemoLimit:
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desc: You can only create two custom markers in the demo. Get the standalone for unlimited markers!
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exportScreenshotWarning:
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title: Export screenshot
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desc: You requested to export your base as a screenshot. Please note that this can be quite slow for a big base and even crash your game!
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renameSavegame:
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title: Rename Savegame
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desc: You can rename your savegame here.
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ingame:
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# This is shown in the top left corner and displays useful keybindings in
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# every situation
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keybindingsOverlay:
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moveMap: Move
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selectBuildings: Select area
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stopPlacement: Stop placement
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rotateBuilding: Rotate building
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placeMultiple: Place multiple
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reverseOrientation: Reverse orientation
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disableAutoOrientation: Disable auto-orientation
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toggleHud: Toggle HUD
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placeBuilding: Place building
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createMarker: Create marker
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delete: Delete
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pasteLastBlueprint: Paste last blueprint
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lockBeltDirection: Enable belt planner
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plannerSwitchSide: Flip planner side
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cutSelection: Cut
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copySelection: Copy
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clearSelection: Clear selection
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pipette: Pipette
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switchLayers: Switch layers
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# Names of the colors, used for the color blind mode
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colors:
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red: Red
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green: Green
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blue: Blue
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yellow: Yellow
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purple: Magenta
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cyan: Cyan
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white: White
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black: Black
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uncolored: Gray
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# Everything related to placing buildings (I.e. as soon as you selected a building
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# from the toolbar)
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buildingPlacement:
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# Buildings can have different variants which are unlocked at later levels,
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# and this is the hint shown when there are multiple variants available.
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cycleBuildingVariants: Press <key> to cycle variants.
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# Shows the hotkey in the ui, e.g. "Hotkey: Q"
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hotkeyLabel: >-
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Hotkey: <key>
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infoTexts:
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speed: Speed
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range: Range
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storage: Capacity
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oneItemPerSecond: 1 item / second
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itemsPerSecond: <x> items / s
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itemsPerSecondDouble: (x2)
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tiles: <x> tiles
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# The notification when completing a level
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levelCompleteNotification:
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# <level> is replaced by the actual level, so this gets 'Level 03' for example.
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levelTitle: Level <level>
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completed: Completed
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unlockText: Unlocked <reward>!
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buttonNextLevel: Next Level
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# Notifications on the lower right
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notifications:
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newUpgrade: A new upgrade is available!
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gameSaved: Your game has been saved.
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freeplayLevelComplete: Level <level> has been completed!
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# The "Upgrades" window
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shop:
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title: Upgrades
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buttonUnlock: Upgrade
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# Gets replaced to e.g. "Tier IX"
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tier: Tier <x>
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# The roman number for each tier
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tierLabels:
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[I, II, III, IV, V, VI, VII, VIII, IX, X, XI, XII, XIII, XIV, XV, XVI, XVII, XVIII, XIX, XX]
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maximumLevel: MAXIMUM LEVEL (Speed x<currentMult>)
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# The "Statistics" window
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statistics:
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title: Statistics
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dataSources:
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stored:
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title: Stored
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description: Displaying amount of stored shapes in your central building.
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produced:
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title: Produced
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description: Displaying all shapes your whole factory produces, including intermediate products.
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delivered:
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title: Delivered
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description: Displaying shapes which are delivered to your central building.
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noShapesProduced: No shapes have been produced so far.
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# Displays the shapes per second, e.g. '523 / s'
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shapesDisplayUnits:
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second: <shapes> / s
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minute: <shapes> / m
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hour: <shapes> / h
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# Settings menu, when you press "ESC"
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settingsMenu:
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playtime: Playtime
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buildingsPlaced: Buildings
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beltsPlaced: Belts
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buttons:
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continue: Continue
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settings: Settings
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menu: Menu
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# Bottom left tutorial hints
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tutorialHints:
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title: Need help?
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showHint: Show hint
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hideHint: Close
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# When placing a blueprint
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blueprintPlacer:
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cost: Cost
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# Map markers
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waypoints:
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waypoints: Markers
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hub: HUB
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description: Left-click a marker to jump to it, right-click to delete it.<br><br>Press <keybinding> to create a marker from the current view, or <strong>right-click</strong> to create a marker at the selected location.
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creationSuccessNotification: Marker has been created.
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# Shape viewer
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shapeViewer:
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title: Layers
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empty: Empty
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copyKey: Copy Key
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# Interactive tutorial
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interactiveTutorial:
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title: Tutorial
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hints:
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1_1_extractor: Place an <strong>extractor</strong> on top of a <strong>circle shape</strong> to extract it!
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1_2_conveyor: >-
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Connect the extractor with a <strong>conveyor belt</strong> to your hub!<br><br>Tip: <strong>Click and drag</strong> the belt with your mouse!
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1_3_expand: >-
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This is <strong>NOT</strong> an idle game! Build more extractors and belts to finish the goal quicker.<br><br>Tip: Hold <strong>SHIFT</strong> to place multiple extractors, and use <strong>R</strong> to rotate them.
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# Connected miners
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connectedMiners:
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one_miner: 1 Miner
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n_miners: <amount> Miners
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limited_items: Limited to <max_throughput>
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# All shop upgrades
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shopUpgrades:
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belt:
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name: Belts, Distributor & Tunnels
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description: Speed x<currentMult> → x<newMult>
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miner:
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name: Extraction
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description: Speed x<currentMult> → x<newMult>
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processors:
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name: Cutting, Rotating & Stacking
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description: Speed x<currentMult> → x<newMult>
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painting:
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name: Mixing & Painting
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description: Speed x<currentMult> → x<newMult>
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# Buildings and their name / description
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buildings:
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hub:
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deliver: Deliver
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toUnlock: to unlock
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levelShortcut: LVL
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belt:
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default:
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name: &belt Conveyor Belt
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description: Transports items, hold and drag to place multiple.
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# Internal name for the Extractor
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miner:
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default:
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name: &miner Extractor
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description: Place over a shape or color to extract it.
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chainable:
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name: Extractor (Chain)
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description: Place over a shape or color to extract it. Can be chained.
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# Internal name for the Tunnel
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underground_belt:
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default:
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name: &underground_belt Tunnel
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description: Allows you to tunnel resources under buildings and belts.
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tier2:
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name: Tunnel Tier II
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description: Allows you to tunnel resources under buildings and belts.
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# Balancer
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balancer:
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default:
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name: &balancer Balancer
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description: Multifunctional - Evenly distributes all inputs onto all outputs.
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merger:
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name: Merger (compact)
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description: Merges two conveyor belts into one.
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merger-inverse:
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name: Merger (compact)
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description: Merges two conveyor belts into one.
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splitter:
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name: Splitter (compact)
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description: Splits one conveyor belt into two.
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splitter-inverse:
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name: Splitter (compact)
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description: Splits one conveyor belt into two.
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cutter:
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default:
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name: &cutter Cutter
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description: Cuts shapes from top to bottom and outputs both halves. <strong>If you use only one part, be sure to destroy the other part or it will stall!</strong>
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quad:
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name: Cutter (Quad)
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description: Cuts shapes into four parts. <strong>If you use only one part, be sure to destroy the other parts or it will stall!</strong>
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rotater:
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default:
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name: &rotater Rotate
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description: Rotates shapes clockwise by 90 degrees.
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ccw:
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name: Rotate (CCW)
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description: Rotates shapes counter-clockwise by 90 degrees.
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rotate180:
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name: Rotate (180)
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description: Rotates shapes by 180 degrees.
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stacker:
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default:
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name: &stacker Stacker
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description: Combines both items side by side. If this is not possible, they are stacked on top of each other.
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mixer:
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default:
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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 <strong>truthy signal</strong> 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, colors or booleans (1 / 0). Different colored wires do not connect.
|
|
|
|
second:
|
|
name: *wire
|
|
description: *wire_desc
|
|
|
|
wire_tunnel:
|
|
default:
|
|
name: &wire_tunnel Wire Crossing
|
|
description: Allows to cross two wires without connecting them.
|
|
|
|
constant_signal:
|
|
default:
|
|
name: &constant_signal Constant Signal
|
|
description: Emits a constant signal, which can be either a shape, color or boolean (1 / 0).
|
|
|
|
lever:
|
|
default:
|
|
name: &lever Switch
|
|
description: Can be toggled to emit a boolean signal (1 / 0) on the wires layer, which can then be used to control 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, items and booleans.
|
|
|
|
virtual_processor:
|
|
default:
|
|
name: &virtual_processor Virtual Cutter
|
|
description: Virtually cuts the shape into two halves.
|
|
|
|
rotater:
|
|
name: Virtual Rotater
|
|
description: Virtually rotates the shape, both clockwise and counter-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 shape on the right input.
|
|
|
|
storyRewards:
|
|
# Those are the rewards gained from completing the store
|
|
reward_cutter_and_trash:
|
|
title: Cutting Shapes
|
|
desc: You just unlocked the <strong>cutter</strong> - it cuts shapes in half from top to bottom <strong>regardless of its orientation</strong>!<br><br>Be sure to get rid of the waste, or otherwise <strong>it will stall</strong> - For this purpose I have given you the <strong>trash</strong>, which destroys everything you put into it!
|
|
|
|
reward_rotater:
|
|
title: Rotating
|
|
desc: The <strong>rotater</strong> has been unlocked! It rotates shapes clockwise by 90 degrees.
|
|
|
|
reward_painter:
|
|
title: Painting
|
|
desc: >-
|
|
The <strong>painter</strong> 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!<br><br>PS: If you are colorblind, there is a <strong>colorblind mode</strong> in the settings!
|
|
|
|
reward_mixer:
|
|
title: Color Mixing
|
|
desc: The <strong>mixer</strong> has been unlocked - It mixes two colors using <strong>additive blending</strong>!
|
|
|
|
reward_stacker:
|
|
title: Stacker
|
|
desc: You can now combine shapes with the <strong>stacker</strong>! Both inputs are combined, and if they can be put next to each other, they will be <strong>fused</strong>. If not, the right input is <strong>stacked on top</strong> of the left input!
|
|
|
|
reward_balancer:
|
|
title: Balancer
|
|
desc: The multifunctional <strong>balancer</strong> has been unlocked - It can be used to build bigger factories by <strong>splitting and merging items</strong> onto multiple belts!<br><br>
|
|
|
|
reward_tunnel:
|
|
title: Tunnel
|
|
desc: The <strong>tunnel</strong> 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 <strong>rotater</strong> - It allows you to rotate shapes counter-clockwise! To build it, select the rotater and <strong>press 'T' to cycle through its variants</strong>!
|
|
|
|
reward_miner_chainable:
|
|
title: Chaining Extractor
|
|
desc: >-
|
|
You have unlocked the <strong>chained extractor</strong>! It can <strong>forward its resources</strong> to other extractors so you can more efficiently extract resources!<br><br>
|
|
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 <strong>tunnel</strong> - It has a <strong>bigger range</strong>, and you can also mix-n-match those tunnels now!
|
|
|
|
reward_merger:
|
|
title: Compact Merger
|
|
desc: >-
|
|
You have unlocked a <strong>merger</strong> variant of the <strong>balancer</strong> - It accepts two inputs and merges them into one belt!
|
|
|
|
reward_splitter:
|
|
title: Compact Splitter
|
|
desc: >-
|
|
You have unlocked a <strong>splitter</strong> variant of the <strong>balancer</strong> - It accepts one input and splits them into two!
|
|
|
|
reward_belt_reader:
|
|
title: Belt reader
|
|
desc: >-
|
|
You have now unlocked the <strong>belt reader</strong>! It allows you to measure the throughput of a belt.<br><br>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 <strong>cutter</strong> - It allows you to cut shapes in <strong>four parts</strong> instead of just two!
|
|
|
|
reward_painter_double:
|
|
title: Double Painting
|
|
desc: You have unlocked a variant of the <strong>painter</strong> - It works similar to the regular painter but processes <strong>two shapes at once</strong>, consuming just one color instead of two!
|
|
|
|
reward_painter_quad:
|
|
title: Quad Painting
|
|
desc: >-
|
|
You have unlocked a variant of the <strong>painter</strong> - It allows you to paint each part of the shape individually!<br><br>
|
|
Connect each slot you'd like to paint with a <strong>truthy signal</strong> (shape, item or boolean "1") on the wires layer!
|
|
|
|
reward_storage:
|
|
title: Storage Buffer
|
|
desc: >-
|
|
You have unlocked the <strong>storage</strong> building - It allows you to store items up to a given capacity!<br><br>
|
|
It priorities the left output, so you can also use it as an <strong>overflow gate</strong>!
|
|
|
|
reward_blueprints:
|
|
title: Blueprints
|
|
desc: You can now <strong>copy and paste</strong> parts of your factory! Select an area (Hold CTRL, then drag with your mouse), and press 'C' to copy it.<br><br>Pasting it is <strong>not free</strong>, you need to produce <strong>blueprint shapes</strong> to afford it! (Those you just delivered).
|
|
|
|
reward_rotater_180:
|
|
title: Rotater (180 degrees)
|
|
desc: You just unlocked the 180 degress <strong>rotater</strong>! - It allows you to rotate a shape by 180 degress (Surprise! :D)
|
|
|
|
reward_wires_filters_and_levers:
|
|
title: >-
|
|
Wires: Filters & Levers
|
|
desc: >-
|
|
You just unlocked the <strong>wires layer</strong>! It is a separate layer on top of the regular layer and introduces a lot of new mechanics!<br><br>
|
|
Since it can be overwhelming a bit, I added a small tutorial - Be sure to have <strong>tutorials enabled</strong> in the settings!
|
|
|
|
reward_display:
|
|
title: Display
|
|
desc: >-
|
|
You have unlocked the <strong>Display</strong> - Connect a signal on the wires layer to visualize its contents!
|
|
|
|
reward_constant_signal:
|
|
title: Constant Signal
|
|
desc: >-
|
|
You unlocked the <strong>constant signal</strong> building on the wires layer! This is useful to connect it to <strong>item filters</strong> for example.<br><br>
|
|
The constant signal can emit a <strong>shape</strong>, <strong>color</strong> or <strong>boolean</strong> (1 / 0).
|
|
|
|
reward_logic_gates:
|
|
title: Logic Gates
|
|
desc: >-
|
|
You unlocked <strong>logic gates</strong>! You don't have to be excited about this, but it's actually super cool!<br><br>
|
|
With those gates you can now compute AND, OR, XOR and NOT operations.<br><br>
|
|
As a bonus on top I also just gave you a <strong>transistor</strong>!
|
|
|
|
reward_virtual_processing:
|
|
title: Virtual Processing
|
|
desc: >-
|
|
I just gave a whole bunch of new buildings which allow you to <strong>simulate the processing of shapes</strong>!<br><br>
|
|
You can now simulate a cutter, rotater, stacker and more on the wires layer!
|
|
With this you now have three options to continue the game:<br><br>
|
|
- Build an <strong>automated machine</strong> to create any possible shape requested by the HUB (I recommend to try it!).<br><br>
|
|
- Build something cool with wires.<br><br>
|
|
- Continue to play regulary.<br><br>
|
|
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! <br><br> PS: Better not destroy your existing factory - You'll need <strong>all</strong> those shapes later to <strong>unlock upgrades</strong>!
|
|
|
|
no_reward_freeplay:
|
|
title: Next level
|
|
desc: >-
|
|
Congratulations!
|
|
|
|
reward_freeplay:
|
|
title: Freeplay
|
|
desc: >-
|
|
You did it! You unlocked the <strong>free-play mode</strong>! This means that shapes are now <strong>randomly</strong> generated!<br><br>
|
|
Since the hub will require a <strong>throughput</strong> from now on, I highly recommend to build a machine which automatically delivers the requested shape!<br><br>
|
|
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.
|
|
|
|
settings:
|
|
title: Settings
|
|
categories:
|
|
general: General
|
|
userInterface: User Interface
|
|
advanced: Advanced
|
|
performance: Performance
|
|
|
|
versionBadges:
|
|
dev: Development
|
|
staging: Staging
|
|
prod: Production
|
|
buildDate: Built <at-date>
|
|
|
|
rangeSliderPercentage: <amount> %
|
|
|
|
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.
|
|
|
|
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
|
|
|
|
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!
|
|
|
|
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.
|
|
|
|
soundsMuted:
|
|
title: Mute Sounds
|
|
description: >-
|
|
If enabled, mutes all sound effects.
|
|
|
|
musicMuted:
|
|
title: Mute Music
|
|
description: >-
|
|
If enabled, mutes all music.
|
|
|
|
soundVolume:
|
|
title: Sound Volume
|
|
description: >-
|
|
Set the volume for sound effects
|
|
|
|
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
|
|
|
|
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 holding SHIFT permanently.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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 dialogs 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!
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
pickMinerOnPatch:
|
|
title: Pick miner on resource patch
|
|
description: >-
|
|
Enabled by default, selects the miner 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.
|
|
|
|
enableMousePan:
|
|
title: Enable Mouse Pan
|
|
description: >-
|
|
Allows to move the map by moving the cursor to the edges of the screen. The speed depends on the Movement Speed setting.
|
|
|
|
keybindings:
|
|
title: Keybindings
|
|
hint: >-
|
|
Tip: Be sure to make use of CTRL, SHIFT and ALT! They enable different placement options.
|
|
|
|
resetKeybindings: Reset
|
|
|
|
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
|
|
|
|
mapZoomIn: Zoom in
|
|
mapZoomOut: Zoom out
|
|
createMarker: Create Marker
|
|
|
|
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
|
|
|
|
# --- 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: Switch (regular)
|
|
lever_wires: Switch (wires)
|
|
filter: *filter
|
|
wire_tunnel: *wire_tunnel
|
|
display: *display
|
|
reader: *reader
|
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virtual_processor: *virtual_processor
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transistor: *transistor
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analyzer: *analyzer
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comparator: *comparator
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# ---
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pipette: Pipette
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rotateWhilePlacing: Rotate
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rotateInverseModifier: >-
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Modifier: Rotate CCW instead
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cycleBuildingVariants: Cycle Variants
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confirmMassDelete: Delete area
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pasteLastBlueprint: Paste last blueprint
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cycleBuildings: Cycle Buildings
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lockBeltDirection: Enable belt planner
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switchDirectionLockSide: >-
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Planner: Switch side
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massSelectStart: Hold and drag to start
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massSelectSelectMultiple: Select multiple areas
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massSelectCopy: Copy area
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massSelectCut: Cut area
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placementDisableAutoOrientation: Disable automatic orientation
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placeMultiple: Stay in placement mode
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placeInverse: Invert automatic belt orientation
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about:
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title: About this Game
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body: >-
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This game is open source and developed by <a href="https://github.com/tobspr" target="_blank">Tobias Springer</a> (this is me).<br><br>
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If you want to contribute, check out <a href="<githublink>" target="_blank">shapez.io on GitHub</a>.<br><br>
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This game wouldn't have been possible without the great Discord community around my games - You should really join the <a href="<discordlink>" target="_blank">Discord server</a>!<br><br>
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The soundtrack was made by <a href="https://soundcloud.com/pettersumelius" target="_blank">Peppsen</a> - He's awesome.<br><br>
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Finally, huge thanks to my best friend <a href="https://github.com/niklas-dahl" target="_blank">Niklas</a> - Without our Factorio sessions, this game would never have existed.
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changelog:
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title: Changelog
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demo:
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features:
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restoringGames: Restoring savegames
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importingGames: Importing savegames
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oneGameLimit: Limited to one savegame
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customizeKeybindings: Customizing Keybindings
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exportingBase: Exporting whole Base as Image
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settingNotAvailable: Not available in the demo.
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tips:
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- The hub accepts input of any kind, not just the current shape!
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- Make sure your factories are modular - it will pay out!
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- Don't build too close to the hub, or it will be a huge chaos!
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- If stacking does not work, try switching the inputs.
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- You can toggle the belt planner direction by pressing <b>R</b>.
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- Holding <b>CTRL</b> allows dragging of belts without auto-orientation.
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- Ratios stay the same, as long as all upgrades are on the same Tier.
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- Serial execution is more efficient than parallel.
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- You will unlock more variants of buildings later in the game!
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- You can use <b>T</b> to switch between different variants.
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- Symmetry is key!
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- You can weave different tiers of tunnels.
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- Try to build compact factories - it will pay out!
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- The painter has a mirrored variant which you can select with <b>T</b>
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- Having the right building ratios will maximize efficiency.
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- At maximum level, 5 extractors will fill a single belt.
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- Don't forget about tunnels!
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- You don't need to divide up items evenly for full efficiency.
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- Holding <b>SHIFT</b> will activate the belt planner, letting you place long lines of belts easily.
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- Cutters always cut vertically, regardless of their orientation.
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- To get white mix all three colors.
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- The storage buffer priorities the first output.
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- Invest time to build repeatable designs - it's worth it!
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- Holding <b>CTRL</b> allows to place multiple buildings.
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- You can hold <b>ALT</b> to invert the direction of placed belts.
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- Efficiency is key!
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- Shape patches that are further away from the hub are more complex.
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- Machines have a limited speed, divide them up for maximum efficiency.
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- Use balancers to maximize your efficiency.
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- Organization is important. Try not to cross conveyors too much.
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- Plan in advance, or it will be a huge chaos!
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- Don't remove your old factories! You'll need them to unlock upgrades.
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- Try beating level 20 on your own before seeking for help!
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- Don't complicate things, try to stay simple and you'll go far.
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- You may need to re-use factories later in the game. Plan your factories to be re-usable.
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- Sometimes, you can find a needed shape in the map without creating it with stackers.
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- Full windmills / pinwheels can never spawn naturally.
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- Color your shapes before cutting for maximum efficiency.
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- With modules, space is merely a perception; a concern for mortal men.
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- Make a separate blueprint factory. They're important for modules.
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- Have a closer look on the color mixer, and your questions will be answered.
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- Use <b>CTRL</b> + Click to select an area.
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- Building too close to the hub can get in the way of later projects.
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- The pin icon next to each shape in the upgrade list pins it to the screen.
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- Mix all primary colors together to make white!
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- You have an infinite map, don't cramp your factory, expand!
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- Also try Factorio! It's my favorite game.
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- The quad cutter cuts clockwise starting from the top right!
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- You can download your savegames in the main menu!
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- This game has a lot of useful keybindings! Be sure to check out the settings page.
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- This game has a lot of settings, be sure to check them out!
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- The marker to your hub has a small compass to indicate its direction!
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- To clear belts, cut the area and then paste it at the same location.
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- Press F4 to show your FPS and Tick Rate.
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- Press F4 twice to show the tile of your mouse and camera.
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