Automate blueprints to build a self-expanding factory. Fork of Recursive Blueprints with new features.
Mods introducing new content into the game.
Entities which interact with the circuit network.
Change blueprint behavior.
[entity-name] blueprint-deployer=蓝图部署器 recursive-blueprints-scanner=资源扫描器 [item-name] blueprint-deployer=蓝图部署器 [item-description] blueprint-deployer=自动建造插入的蓝图 recursive-blueprints-scanner=统计区域内的资源数量。 [mod-setting-name] recursive-blueprints-area=区域 X,Y 位置 recursive-blueprints-logging=部署记录 recursive-blueprints-deployer-deploy-signal=部署器的部署信号 recursive-blueprints-old-scaner-default=扫描器的旧默认设置 [mod-setting-description] recursive-blueprints-area=在拆除或升级区域中 X 和 Y 信号的位置。 recursive-blueprints-logging=显示调试消息的条件。 recursive-blueprints-deployer-deploy-signal=选择 "两者" 时,信号"0" 优先.\n使用 "0" (zero) 代替建筑机器人信号. 并且还避免使用项目信号来控制部署者. recursive-blueprints-old-scaner-default=新的默认设置将扫描仪设置为仅由逻辑网络的外部信号控制。计数器的输出信号设置为虚拟信号 (characters) .这些设置将应用于新构建的扫描仪或蓝图中的扫描仪(如果这些设置尚未保存在蓝图中)。 [string-mod-setting] recursive-blueprints-area-center=中心 recursive-blueprints-area-corner=左上角 recursive-blueprints-logging-never=从不 recursive-blueprints-logging-with_L_greater_than_zero=当 'L>0' 信号时 recursive-blueprints-logging-with_L_greater_or_equal_to_zero=当 'L>=0' 信号时 recursive-blueprints-logging-always=总是 recursive-blueprints-deployer-deploy-signal-construction_robot=建筑机器人 recursive-blueprints-deployer-deploy-signal-zero=0 (Zero) recursive-blueprints-deployer-deploy-signal-both=两者 [recursive-blueprints] filter-lable-tooltip=信号/数字按钮将打开带有过滤器位图计算器的 GUI。 counter-settings=计数器设置 counter-settings-tooltip=各个计数器的信号设置。计数器信号在输出中的显示由滤过滤器决定。 reset-scanner-counters-settings=将输出设置重置为默认值。 heading_label-counters=计数器 heading_label-filters=过滤器 counter-negative-checkbox=将所选计数器信号的负值添加到输出信号中。 counter-name-blank=空白[img=info] counter-name-uncharted=未探索的区块 counter-name-cliffs=悬崖 counter-name-targets=炮塔目标 counter-name-water=水块 counter-name-resources=原始资源 counter-name-buildings=建筑物 counter-name-ghosts=虚影 counter-name-items_on_ground=地面上的物品 counter-name-trees_and_rocks=树木和岩石 counter-name-to_be_deconstructed=待拆除建筑 counter-tooltip-blank=可用于在不更改其他信号的情况下触发重新扫描。 counter-tooltip-uncharted=地图上不可见的区块数。 counter-tooltip-cliffs=悬崖的数量。(允许您估计消除它们所需的爆炸物的大致数量) counter-tooltip-targets=火炮的目标数量(允许您估计消除它们所需的炮弹数量) counter-tooltip-water=水块的数量。 counter-tooltip-resources=原始资源点的数量 counter-tooltip-buildings=建筑物的数量(只计算扫描器范围内的建筑物) counter-tooltip-ghosts=虚影的数量(只计算扫描器范围内的建筑预览) counter-tooltip-items_on_ground=地面物品的数量。 counter-tooltip-trees_and_rocks=树木、岩石和鱼的数量 counter-tooltip-to_be_deconstructed=标记为拆除的物品数量(只计算扫描器范围内的待拆除物品) [recursive-blueprints-deployer-logging] deploy-bp=部署器 __1__ 放置蓝图:__2__ __3__ deconstruct=部署器 __1__ 拆除区域:__2__ __3__ __4__ cancel-deconstruct=部署器 __1__ 取消区域拆除:__2__ __3__ __4__ upgrade=部署器 __1__ 升级区域:__2__ __3__ __4__ cancel-upgrade=部署器 __1__ 取消区域升级:__2__ __3__ __4__ unknown=部署器 __1__ 发送了未知消息:__2__ [description] scan-area=扫描区域 x-offset=X 偏移 y-offset=Y 偏移 filter=筛选[img=info]
Thanks, I added it to the next version.
If you have rewritten a certain msg in the update, please directly delete the corresponding one in zh-CN locale, do not delete the entire cfg file (or making no changes at all). Then, notify me to update the translation here.
Hi. I added my mod to the Crowdin platform: https://crowdin.com/project/factorio-mods-localization You can translate there (I've already added a lot of stuff). Look for the folder with the name "Factorio Bad Chest".