Tooltip on "Mods available" label file shown in the details panel of the load & save window "AddableMods__Tooltip" = "AddableMods__Tooltip"; could not place a paint / decal as the terrain does not contain a surface that can be painted "AdditionError__NotASurface" = "AdditionError__NotASurface"; could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "AdditionError__NotFertile"; Warning that a lift's port may be too high to connect to a transport. "AdditionWarning__HighLift" = "AdditionWarning__HighLift"; Map description "AlphaStaticIslandMap__desc" = "Kartta alfaversiosta. Tasapainoinen kartta, joka sopii erinomaisesti uusille tai satunnaisille pelaajille. Aloitat matalimmalta alustalta ja saat kaikki tarvitsemasi aloitusresurssit. Aloitusalueella on runsaasti tilaa sijoittaa kaikki rahtilaiturit. Myöhemmin kannattaa rakentaa rampit kahdelle muulle alustalle, jotta voit skaalata tehdas- ja kaivostoimintaasi entisestään."; notification "AnimalFarmMissingWater__name" = "AnimalFarmMissingWater__name"; "AnimalSlaughtering__Tooltip" = "AnimalSlaughtering__Tooltip"; anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "AntiAliasingRenderingSetting__Msaa"; anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__MsaaShort" = "AntiAliasingRenderingSetting__MsaaShort"; rendering setting name "AntiAliasingRenderingSetting__Name" = "AntiAliasingRenderingSetting__Name"; anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "AntiAliasingRenderingSetting__Smaa"; anti-aliasing mode "AntiAliasingRenderingSetting__SmaaShort" = "AntiAliasingRenderingSetting__SmaaShort"; button to apply changes "ApplyChanges" = "ApplyChanges"; confirmation shown when applying keybinding changes when conflicts are present "ApplyChangesConflictPrompt" = "ApplyChangesConflictPrompt"; short description of a machine "ArcFurnace__desc" = "ArcFurnace__desc"; Formats a numerical land area value of an island. Example of use: '2.1 km²' "Area_Value" = "Area_Value"; notification "AreasWithoutForestryTowers__name" = "AreasWithoutForestryTowers__name"; Map description "ArmageddonMap__desc" = "ArmageddonMap__desc"; Map name "ArmageddonMap__name" = "ArmageddonMap__name"; description of a machine description of a machine "AssemblyElectrified__desc" = "Sähköistetty kokoonpanolinja, joka on nopeampi ja pystyy tuottamaan edistyneempiä tuotteita."; name of a machine "AssemblyElectrified__name" = "AssemblyElectrified__name"; name of a machine "AssemblyElectrifiedT2__name" = "AssemblyElectrifiedT2__name"; short description of a machine short description of a machine "AssemblyManual__desc" = "Manuaalinen kokoamiskone, joka tuottaa perustuotteita."; name of a machine "AssemblyManual__name" = "AssemblyManual__name"; name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT1__name" = "AssemblyRoboticT1__name"; name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT2__name" = "AssemblyRoboticT2__name"; tooltip that explains what excavators do when assigned to a mine tower "AssignedExcavators__MineTower_Title" = "AssignedExcavators__MineTower_Title"; "AssignedForLogistics__ExportTooltipForestryTower" = "AssignedForLogistics__ExportTooltipForestryTower"; "AssignedForLogistics__ExportTooltipFuelStation" = "AssignedForLogistics__ExportTooltipFuelStation"; "AssignedForLogistics__ExportTooltipGeneral" = "AssignedForLogistics__ExportTooltipGeneral"; {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "AssignedForLogistics__ExportTooltipMineTower"; "AssignedForLogistics__ImportTooltipForestryTower" = "AssignedForLogistics__ImportTooltipForestryTower"; "AssignedForLogistics__ImportTooltipGeneral" = "AssignedForLogistics__ImportTooltipGeneral"; "AssignedForLogistics__ImportTooltipMineTower" = "AssignedForLogistics__ImportTooltipMineTower"; example: 'assigned to Tree harvesting' "AssignedTo" = "AssignedTo"; tooltip that explains what tree harvesters do when assigned to a forestry tower "AssignedTreeHarvesters__ForestryTower_Title" = "AssignedTreeHarvesters__ForestryTower_Title"; title of a panel that enables to assign tree planters to a building "AssignedTreeHarvesters__Title" = "AssignedTreeHarvesters__Title"; tooltip that explains what tree planters do when assigned to a forestry tower "AssignedTreePlanters__ForestryTower_Title" = "AssignedTreePlanters__ForestryTower_Title"; title of a panel that enables to assign tree planters to a building "AssignedTreePlanters__Title" = "AssignedTreePlanters__Title"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) "AssignedTrucks__Building_Tooltip" = "AssignedTrucks__Building_Tooltip"; tooltip that explains what trucks do when assigned to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "AssignedTrucks__FuelStation_Tooltip"; tooltip that explains what trucks do when assigned to a mine tower "AssignedTrucks__MineTower_Tooltip" = "AssignedTrucks__MineTower_Tooltip"; title of a panel that enables to assign trucks to a building "AssignedTrucks__Title" = "AssignedTrucks__Title"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "AssignedTrucks__TreeHarvester_Tooltip"; "AssignedTrucksEnforce__Tooltip" = "AssignedTrucksEnforce__Tooltip"; tooltip "AssignVehicleBtn__NotAvailable" = "AssignVehicleBtn__NotAvailable"; tooltip "AssignVehicleBtn__Tooltip" = "AssignVehicleBtn__Tooltip"; label for ambient sounds volume slider "AudioEffectsVolume__Ambient" = "AudioEffectsVolume__Ambient"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "AudioEffectsVolume__EffectsGroup"; label for master volume of the game "AudioEffectsVolume__Master" = "AudioEffectsVolume__Master"; label for music volume slider "AudioEffectsVolume__Music" = "AudioEffectsVolume__Music"; label for user interface volume slider "AudioEffectsVolume__UI" = "AudioEffectsVolume__UI"; title of audio settings "AudioSettings_Title" = "AudioSettings_Title"; title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' "Autosave__Interval" = "Autosave__Interval"; how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "Autosave__Interval_Minutes"; list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "AvailableToAssign"; label of a panel that shows an average monthly production (keep it short) "AverageProduction" = "AverageProduction"; average damage "AvgDamage" = "AvgDamage"; rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "BackgroundFpsLimitRenderingSetting__Name"; short description of a machine "BakingUnit__desc" = "BakingUnit__desc"; name of a machine "BakingUnit__name" = "BakingUnit__name"; title for a table showing latest transactions for a loan balance "Balance_LatestTransactions" = "Balance_LatestTransactions"; title of a panel that configures in / out priorities for a balancer "BalancerPrioritization__Title" = "BalancerPrioritization__Title"; "BalancerPrioritization__Tooltip" = "BalancerPrioritization__Tooltip"; "BalancerRatios__Inputs" = "BalancerRatios__Inputs"; "BalancerRatios__Outputs" = "BalancerRatios__Outputs"; title for balancer ratios configuration "BalancerRatios__Title" = "BalancerRatios__Title"; "BalancerRatios__Tooltip" = "BalancerRatios__Tooltip"; name "BarrierCorner__name" = "BarrierCorner__name"; name "BarrierCross__name" = "BarrierCross__name"; name "BarrierEnd__name" = "BarrierEnd__name"; description of barrier wall "BarrierStraight1__desc" = "BarrierStraight1__desc"; name "BarrierStraight1__name" = "BarrierStraight1__name"; name "BarrierTee__name" = "BarrierTee__name"; short description of a machine "BasicDieselDistiller__desc" = "BasicDieselDistiller__desc"; name of a machine "BasicDieselDistiller__name" = "BasicDieselDistiller__name"; name: title of a server rack in a datacenter (rack is just a set of servers assembled together). "BasicServerRack__name" = "BasicServerRack__name"; amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "BattleResult__DamageDone"; title showing that the player was defeated in a battle "BattleResult__Defeat" = "BattleResult__Defeat"; title of player's ship in battle stats "BattleResult__ShipTitle" = "BattleResult__ShipTitle"; title showing that the player won a battle "BattleResult__Victory" = "BattleResult__Victory"; abstract value that helps to determine how capable a ship is in a battle "BattleScore" = "BattleScore"; Map description "BeachStaticIslandMap__desc" = "BeachStaticIslandMap__desc"; Map name "BeachStaticIslandMap__name" = "BeachStaticIslandMap__name"; short description "Beacon__desc" = "Beacon__desc"; building or machine "Beacon__name" = "Beacon__name"; displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "Beacon__NoMoreRefugees"; "Beacon__Notice" = "Beacon__Notice"; example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "Beacon__Status"; {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "BeaconTip"; disclaimer explaining localization is performed by the community and may not be complete "BestEffortLocalized" = "BestEffortLocalized"; "BirchTree__desc" = "BirchTree__desc"; "BirchTreeDry__desc" = "BirchTreeDry__desc"; name "BirthRateCategoryCat_Base__name" = "BirthRateCategoryCat_Base__name"; name "BirthRateCategoryCat_Disease__name" = "BirthRateCategoryCat_Disease__name"; name "BirthRateCategoryCat_Edicts__name" = "BirthRateCategoryCat_Edicts__name"; name "BirthRateCategoryCat_Health__name" = "BirthRateCategoryCat_Health__name"; name "BirthRateCategoryCat_Starvation__name" = "BirthRateCategoryCat_Starvation__name"; tooltip to inform the player that there are backup files of the blueprint library located in the same folder as the main file "Blueprint__NumberOfBackups" = "Blueprint__NumberOfBackups"; tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "Blueprint_ExportToStringTooltip"; tooltip for a button that allows to add a new blueprint via selection "Blueprint_NewFromSelectionTooltip" = "Blueprint_NewFromSelectionTooltip"; tooltip for a button that allows to add a new blueprint via string "Blueprint_NewFromStringTooltip" = "Blueprint_NewFromStringTooltip"; tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "Blueprint_PlaceItTooltip"; tooltip explaining that some content in the currently selected blueprint is not available. "BlueprintContentMissing__Info" = "BlueprintContentMissing__Info"; title that is followed by a list of content that is missing in the current blueprint "BlueprintContentMissing__ListTitle" = "BlueprintContentMissing__ListTitle"; title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "BlueprintDelete__Action"; confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "BlueprintDelete__Confirmation"; tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "BlueprintDelete__Tooltip"; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "BlueprintLibStatus__FailedToBackup"; tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "BlueprintLibStatus__FailedToBackupTooltip"; status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "BlueprintLibStatus__FailedToLoad"; tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "BlueprintLibStatus__FailedToLoadOnFormat"; tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "BlueprintLibStatus__FailedToLoadOnPermission"; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "BlueprintLibStatus__FailedToSave"; tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "BlueprintLibStatus__FailedToSaveTooltip"; status explaining that the blueprint library was saved / loaded successfully (keep short) "BlueprintLibStatus__Synchronized" = "BlueprintLibStatus__Synchronized"; "BlueprintProtosLocked__CanDowngrade" = "BlueprintProtosLocked__CanDowngrade"; "BlueprintProtosLocked__NotAvailable" = "BlueprintProtosLocked__NotAvailable"; title of a window containing blueprints "Blueprints" = "Blueprints"; message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. "Blueprints_BuildingRequired" = "Blueprints_BuildingRequired"; short description of a machine "BoilerCoal__desc" = "BoilerCoal__desc"; name of a machine "BoilerCoal__name" = "BoilerCoal__name"; short description of a machine "BoilerElectric__desc" = "BoilerElectric__desc"; name of a machine "BoilerElectric__name" = "BoilerElectric__name"; short description of a machine "BoilerGas__desc" = "BoilerGas__desc"; name of a machine "BoilerGas__name" = "BoilerGas__name"; removes current active unity boost applied to a machine' "BoostMachine__Disable" = "BoostMachine__Disable"; button that enables continuous machine boost that costs "BoostMachine__Enable" = "BoostMachine__Enable"; tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "BoostMachine__Tooltip"; name: Surface that can be placed on the ground outside. "Bricks_TerrainSurface__name" = "Bricks_TerrainSurface__name"; short description of a machine "BricksMaker__desc" = "BricksMaker__desc"; name of a machine "BricksMaker__name" = "BricksMaker__name"; name "BridgeT1__name" = "BridgeT1__name"; short description "BridgeT2__desc" = "BridgeT2__desc"; name "BridgeT2__name" = "BridgeT2__name"; short description "BridgeT3__desc" = "BridgeT3__desc"; text for a goal, {0} and {2} are machine/building names, {1} is a product "buildAndEnsureDeliveriesTo" = "buildAndEnsureDeliveriesTo"; name: toolbar category name "buildingsForVehiclesCategory__name" = "buildingsForVehiclesCategory__name"; category for key bindings used during build mode (when players builds / places stuff on the ground) "BuildMode" = "BuildMode"; short description of a machine "Burner__desc" = "Burner__desc"; name of a machine "Burner__name" = "Burner__name"; category for key bindings affecting camera "Camera" = "Camera"; title for vertical field of view "CameraSettings__Fov" = "CameraSettings__Fov"; title for camera settings "CameraSettings__Title" = "CameraSettings__Title"; notification "CannotDeliverFromMineTower__name" = "CannotDeliverFromMineTower__name"; shown when edict cannot be activated because captain office is not working - lack of employees or power or something "CaptainOfficeNotAvailable" = "CaptainOfficeNotAvailable"; name "CaptainOfficeT1__name" = "CaptainOfficeT1__name"; name "CaptainOfficeT2__name" = "CaptainOfficeT2__name"; tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "Cargo__DiscardTooltip"; cargo depot description "CargoDepotBase__desc" = "CargoDepotBase__desc"; notification "CargoDepotHasNoModule__name" = "CargoDepotHasNoModule__name"; notification "CargoDepotHasNoShip__name" = "CargoDepotHasNoShip__name"; notification "CargoDepotModuleContractNotMatching__name" = "CargoDepotModuleContractNotMatching__name"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT1__name" = "CargoDepotModuleLooseT1__name"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT2__name" = "CargoDepotModuleLooseT2__name"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT3__name" = "CargoDepotModuleLooseT3__name"; notification "CargoDepotModuleNoProductAssigned__name" = "CargoDepotModuleNoProductAssigned__name"; building or machine "CargoDepotModuleUnitT1__name" = "CargoDepotModuleUnitT1__name"; building or machine "CargoDepotModuleUnitT2__name" = "CargoDepotModuleUnitT2__name"; building or machine "CargoDepotModuleUnitT3__name" = "CargoDepotModuleUnitT3__name"; general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 "CargoDepotName" = "CargoDepotName"; title of a panel showing current exported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ExportTitle" = "CargoDepotProduct__ExportTitle"; title of a panel showing current imported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ImportTitle" = "CargoDepotProduct__ImportTitle"; building or machine "CargoDepotT1__name" = "CargoDepotT1__name"; building or machine "CargoDepotT2__name" = "CargoDepotT2__name"; building or machine "CargoDepotT3__name" = "CargoDepotT3__name"; building or machine "CargoDepotT4__name" = "CargoDepotT4__name"; title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) "CargoDepotWizard__AssignContract" = "CargoDepotWizard__AssignContract"; title of a button to assign the currently selected cargo depot with a product to import (will open a product picker UI after click) "CargoDepotWizard__ImportProducts" = "CargoDepotWizard__ImportProducts"; title of a selection dialog where player decides how their cargo depot should operate. Used as this: How would you like to use this depot? Button1: Import product | Button2: Assign a contract "CargoDepotWizard__Title" = "CargoDepotWizard__Title"; tooltip of a selection dialog where player decides how their cargo depot should operate. "CargoDepotWizard__Tooltip" = "CargoDepotWizard__Tooltip"; cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "CargoModuleFluid__descUpgraded"; cargo depot module description "CargoModuleFluidCommon__desc" = "CargoModuleFluidCommon__desc"; cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "CargoModuleLoose__descUpgraded"; cargo depot module description "CargoModuleLooseCommon__desc" = "CargoModuleLooseCommon__desc"; cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "CargoModuleUnit__descUpgraded"; cargo depot module description "CargoModuleUnitCommon__desc" = "CargoModuleUnitCommon__desc"; cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "CargoShip__NoModulesBuilt"; cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "CargoShip__NotEnoughToPickUp"; cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "CargoShip__NothingToPickUp"; cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "CargoShip__ShipIsBeingUnloaded"; toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip "CargoShip_FuelSaver__Toggle" = "CargoShip_FuelSaver__Toggle"; {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% "CargoShip_FuelSaver__Tooltip" = "CargoShip_FuelSaver__Tooltip"; title of a panel that enables to configure journey parameters for current cargo ship "CargoShip_JourneyOptions" = "CargoShip_JourneyOptions"; prefix for view that shows how long it takes for a cargo ship to go for cargo and come back "CargoShip_TripDuration" = "CargoShip_TripDuration"; tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "CargoShip_TripDuration__Tooltip"; reason why 'ship depart now' action is not available - general category, specific reason was not given "CargoShipCannotDepartNow__General" = "CargoShipCannotDepartNow__General"; reason why 'ship depart now' action is not available "CargoShipCannotDepartNow__WasRequested" = "CargoShipCannotDepartNow__WasRequested"; notification "CargoShipContractLacksUpoints__name" = "CargoShipContractLacksUpoints__name"; more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "CargoShipDepartNow__Action"; tooltip for button that enables the player to send cargo ship for products now instead of waiting once ship can arrive fully loaded "CargoShipDepartNow__Tooltip" = "CargoShipDepartNow__Tooltip"; notification "CargoShipMissingFuel__name" = "CargoShipMissingFuel__name"; explains what something like this '1/2' means "CargoShipsLimitTooltip" = "CargoShipsLimitTooltip"; description of a cargo ship "CargoShipT1__desc" = "CargoShipT1__desc"; ship name "CargoShipT1__name" = "CargoShipT1__name"; ship name "CargoShipT2__name" = "CargoShipT2__name"; ship name "CargoShipT3__name" = "CargoShipT3__name"; ship name "CargoShipT4__name" = "CargoShipT4__name"; name "CargoShipWreckCost1__name" = "CargoShipWreckCost1__name"; title for panel that shows cargo stored / transported "CargoTitle" = "CargoTitle"; description of a machine "Caster__desc" = "Caster__desc"; name of a machine "Caster__name" = "Caster__name"; description of a machine "CasterCooled__desc" = "CasterCooled__desc"; name of a machine "CasterCooled__name" = "CasterCooled__name"; name of a machine "CasterCooledT2__name" = "CasterCooledT2__name"; name of a machine "CasterT2__name" = "CasterT2__name"; Confirmation prompt shown when saving difficulty changes. {0} will be a time duration, such as "10 years" "ChangeHistory__ConfirmPrompt" = "ChangeHistory__ConfirmPrompt"; Title of the confirmation dialog shown when saving difficulty changes "ChangeHistory__ConfirmTitle" = "ChangeHistory__ConfirmTitle"; Label shown on the change history tab of the difficulty settings window when no changes have yet been made "ChangeHistory__EmptyLabel" = "ChangeHistory__EmptyLabel"; Label for the change history tab of the difficulty settings window, {0} is the integer number of changes present "ChangeHistory__Title" = "ChangeHistory__Title"; shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "CharactersCount"; short description of a machine "CharcoalMaker__desc" = "CharcoalMaker__desc"; name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "CharcoalMaker__name"; description of a machine "ChemicalPlant__desc" = "ChemicalPlant__desc"; name of a machine "ChemicalPlant__name" = "ChemicalPlant__name"; name of a machine "ChemicalPlant2__name" = "ChemicalPlant2__name"; short description "ChickenFarm__desc" = "ChickenFarm__desc"; name "ChickenFarm__name" = "ChickenFarm__name"; more info in ClearSurface__Tooltip "ClearSurface__Title" = "ClearSurface__Title"; "ClearSurface__Tooltip" = "ClearSurface__Tooltip"; tooltip explaining that click opens a tutorial, example use: alt + click to learn more "ClickToLearnMore" = "ClickToLearnMore"; title of a tool that is used to copy settings from one machine to another. Please keep this short! "CloneTool" = "CloneTool"; button to close a dialog "Close" = "Close"; name: describes the current weather "CloudyWeather__name" = "CloudyWeather__name"; name "CoalMine__name" = "CoalMine__name"; name: Surface that can be placed on the ground outside. "Cobblestone_TerrainSurface__name" = "Cobblestone_TerrainSurface__name"; button to view the captain of industry community site "COIHub" = "COIHub"; "Cold__desc" = "Cold__desc"; name "Cold__name" = "Cold__name"; Action to collect / claim a reward. Keep short "Collect" = "Collect"; label of a panel showing how much waste was collected from the attached settlement so far "Collected" = "Collected"; short description of a machine "Compactor__desc" = "Compactor__desc"; name of a machine "Compactor__name" = "Compactor__name"; Computing power in peta-flops "Computing__PFlop" = "Computing__PFlop"; super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this "Computing__PFlop_short" = "Computing__PFlop_short"; Computing power in terra-flops "Computing__TFlop" = "Computing__TFlop"; super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this "Computing__TFlop_short" = "Computing__TFlop_short"; explains what something like '5 / 10 TFlops | 24' means, so it explains that 5 is the total demand for computing, 10 is the current production and 20 is the maximal theoretical production capacity. "ComputingDisplayTooltip" = "ComputingDisplayTooltip"; title of a window that shows computing production & demands "ComputingStats" = "ComputingStats"; short description of a machine "ConcreteMixer__desc" = "ConcreteMixer__desc"; name of a machine "ConcreteMixer__name" = "ConcreteMixer__name"; description of a machine "ConcreteMixerT2__desc" = "ConcreteMixerT2__desc"; name of a machine "ConcreteMixerT2__name" = "ConcreteMixerT2__name"; name of a machine "ConcreteMixerT3__name" = "ConcreteMixerT3__name"; name: Surface that can be placed on the ground outside. "ConcreteReinforced_TerrainSurface__name" = "ConcreteReinforced_TerrainSurface__name"; used as: '[wrench icon] Mods', keep it short! button to load the game from the currently selected save file while also selecting which mods to load "ConfigureMods_Action" = "ConfigureMods_Action"; Warning shown above the enable mod checkboxes in the new load nad save window "ConfigureMods_Warning" = "ConfigureMods_Warning"; button used to confirm great news (like discovery of something) "ConfirmGreatNews" = "ConfirmGreatNews"; used in a tooltip to list all the other key-bindings that conflict with the hovered one "ConflictsWith" = "ConflictsWith"; name "ConiferForest__name" = "ConiferForest__name"; title of a panel showing a construction progress "ConstrType_Constructing" = "ConstrType_Constructing"; title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "ConstrType_ConstructionPaused"; title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "ConstrType_Deconstructing"; title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "ConstrType_DeconstructionPaused"; title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "ConstrType_PreparingUpgrade"; title of a panel showing an upgrade progress "ConstrType_Upgrading" = "ConstrType_Upgrading"; label for construction cost of buildings, after it there are product icons with numbers showing the cost "ConstructionCost" = "ConstructionCost"; status of construction progress - construction is going fine "ConstructionState__InProgress" = "ConstructionState__InProgress"; status of construction progress - construction was paused "ConstructionState__Paused" = "ConstructionState__Paused"; status of construction progress - construction is ready "ConstructionState__Ready" = "ConstructionState__Ready"; status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "ConstructionState__WaitingForDelivery"; status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "ConstructionState__WaitingForRemoval"; "ConsumedLastMonth" = "ConsumedLastMonth"; "ConsumedThisMonth" = "ConsumedThisMonth"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "ConsumerElectronicsConsumptionIncrease__desc" = "ConsumerElectronicsConsumptionIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "ConsumerElectronicsConsumptionIncrease__name" = "ConsumerElectronicsConsumptionIncrease__name"; name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "ConsumerElectronicsNeed__name"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ConsumeSurplusPower__Toggle" = "ConsumeSurplusPower__Toggle"; option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "ConsumeSurplusPower__Tooltip"; "Consumption" = "Consumption"; button to request to continue some operation "Continue" = "Continue"; {0} will be replaced with the title of a button that provides mods configuration "ContinueDisabled__NeedsModConfig" = "ContinueDisabled__NeedsModConfig"; button to assign a contract to a specific cargo depot "Contract__Assign" = "Contract__Assign"; button to establish a contract (make it active), something like opening a trade route. Important, keep it short! "Contract__Establish" = "Contract__Establish"; tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "Contract__EstablishTooltip"; Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged "Contract__ExchangeCost" = "Contract__ExchangeCost"; Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "Contract__MonthlyCost"; button to unassign a contract from a cargo depot "Contract__Unassign" = "Contract__Unassign"; Shown when player tries to assign a contract to a depot that has a module with product stored that is not compatible with the contract. "ContractAssignCheck__IncompatibleProduct" = "ContractAssignCheck__IncompatibleProduct"; Shown when player tries to assign a contract to a depot that has some modules built that are not compatible with that contract "ContractAssignCheck__ModuleNotSupported" = "ContractAssignCheck__ModuleNotSupported"; title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) "ContractAssigned__Title" = "ContractAssigned__Title"; tooltip of a panel showing the currently assigned contract to a selected cargo depot module "ContractAssigned__Tooltip" = "ContractAssigned__Tooltip"; tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "ContractCancelStatus__IsAssigned"; tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet "ContractCancelStatus__ProductNotResearched" = "ContractCancelStatus__ProductNotResearched"; "Contracts__NoneEstablished" = "Contracts__NoneEstablished"; prefix for a dropdown that enables to select the size of a cargo ship, by size we mean the number of cargo modules it has. Example usage: Ship size: <4 modules> "Contracts__ShipSize" = "Contracts__ShipSize"; used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> "Contracts__ShipSizeModules" = "Contracts__ShipSizeModules"; title of a panel listing contracts that are available - either globally or in a settlement. "Contracts__Title" = "Contracts__Title"; tooltip for contracts "Contracts__Tooltip" = "Contracts__Tooltip"; title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "ControlsSettings_Title"; description of a machine "CoolingTowerT1__desc" = "CoolingTowerT1__desc"; name of a machine "CoolingTowerT1__name" = "CoolingTowerT1__name"; name of a machine "CoolingTowerT2__name" = "CoolingTowerT2__name"; short description of a machine "CopperElectrolysis__desc" = "CopperElectrolysis__desc"; name of a machine "CopperElectrolysis__name" = "CopperElectrolysis__name"; tooltip "CopySettings__Tooltip" = "CopySettings__Tooltip"; title of a button to copy string into the clipboard "CopyString__Action" = "CopyString__Action"; text shown after a string was successfully copied to the clipboard "CopyString__Success" = "CopyString__Success"; tooltip "CopyString__Tooltip" = "CopyString__Tooltip"; title of a tool that is used to copy already existing buildings and machines. Please keep this short! "CopyTool" = "CopyTool"; tooltip "CopyTool__NoCopyTooltip" = "CopyTool__NoCopyTooltip"; tooltip "CopyTool__Tooltip" = "CopyTool__Tooltip"; title of settings affecting costs (construction, research), consumption of resources, etc. "Costs" = "Costs"; Map description "CraterStaticIslandMap__desc" = "CraterStaticIslandMap__desc"; Map name "CraterStaticIslandMap__name" = "CraterStaticIslandMap__name"; button to open credits of the game "Credits" = "Credits"; name "Crop_Canola__name" = "Crop_Canola__name"; name "Crop_Corn__name" = "Crop_Corn__name"; shows estimated harvest for a farm, example use: 'Estimate: 28 in 4 months', {0} is an integer specifying product quantity, and {1} is number of months like '4 months' "Crop_DurationLeft" = "Crop_DurationLeft"; tooltip "Crop_DurationLeft__Tooltip" = "Crop_DurationLeft__Tooltip"; name "Crop_Flowers__name" = "Crop_Flowers__name"; name "Crop_Fruits__name" = "Crop_Fruits__name"; name "Crop_GreenManure__name" = "Crop_GreenManure__name"; name: title of an item in the crop rotation schedule where actually no crop gets planted but instead the field is left to rest for few months "Crop_NoCrop__name" = "Crop_NoCrop__name"; name "Crop_Poppy__name" = "Crop_Poppy__name"; name "Crop_Potato__name" = "Crop_Potato__name"; name "Crop_Soybeans__name" = "Crop_Soybeans__name"; name "Crop_SugarCane__name" = "Crop_SugarCane__name"; name "Crop_TreeSapling__name" = "Crop_TreeSapling__name"; name "Crop_Vegetables__name" = "Crop_Vegetables__name"; name "Crop_Wheat__name" = "Crop_Wheat__name"; notification, any strings in curly braces { } must be preserved and non-translated "CropCouldNotBeStored__name" = "CropCouldNotBeStored__name"; notification, any strings in curly braces { } must be preserved and non-translated "CropDiedNoFertility__name" = "CropDiedNoFertility__name"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lost due to lack of workers" "CropDiedNoMaintenance__name" = "CropDiedNoMaintenance__name"; notification, any strings in curly braces { } must be preserved and non-translated Example "Farm: Corn lost due to lack of water" "CropDiedNoWater__name" = "CropDiedNoWater__name"; button to harvests the current crop ASAP instead of waiting for harvest time "CropHarvestNow__Action" = "CropHarvestNow__Action"; tooltip "CropHarvestNow__Tooltip" = "CropHarvestNow__Tooltip"; button that opens a window with statistics from the last crop harvest, keep it short! "CropHarvestStats__Open" = "CropHarvestStats__Open"; title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "CropHarvestStats__Title"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lacks workers" "CropLacksMaintenance__name" = "CropLacksMaintenance__name"; example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. "CropOverdue" = "CropOverdue"; tooltip "CropOverdue__Tooltip" = "CropOverdue__Tooltip"; error message shown when player tries to plant a crop that requires greenhouse in order to grow but player has just an ordinary farm "CropRequiresGreenhouse" = "CropRequiresGreenhouse"; title for farm's crop schedule "CropSchedule" = "CropSchedule"; tooltip explaining crop schedule "CropSchedule__Tooltip" = "CropSchedule__Tooltip"; tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "CropScheduleSkip__Tooltip"; crop died out due to lack of fertility "CropState__DeadNoFertility" = "CropState__DeadNoFertility"; crop died out due to lack of workers - no one cared about the crop "CropState__DeadNoMaintenance" = "CropState__DeadNoMaintenance"; crop died out due to lack of water "CropState__DeadNoWater" = "CropState__DeadNoWater"; crop is being removed so it can be replaced with a different one "CropState__RemovedForChange" = "CropState__RemovedForChange"; item in crop harvest stats explaining that harvest was delayed due to lack of water, {0} is replaced with string like '4 months'. "CropStats__DelayedDueToWater" = "CropStats__DelayedDueToWater"; item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) "CropStats__LessDueEarlyHarvest" = "CropStats__LessDueEarlyHarvest"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility "CropStats__LessDueToFertility" = "CropStats__LessDueToFertility"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water "CropStats__LessDueToWater" = "CropStats__LessDueToWater"; item in crop harvest stats showing the total duration without the crop was without water, {0} is replaced with string like '4 months'. "CropStats__MonthsWithoutWater" = "CropStats__MonthsWithoutWater"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus "CropStats__MoreDueToBonus" = "CropStats__MoreDueToBonus"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility "CropStats__MoreDueToFertility" = "CropStats__MoreDueToFertility"; explaining that crop is not planted yet as the farm has low fertility "CropWaiting__Fertility" = "CropWaiting__Fertility"; explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "CropWaiting__NoReason"; explaining that crop is not planted yet as the farm's soil is dry and needs water "CropWaiting__Water" = "CropWaiting__Water"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn will dry out due to lack of water" "CropWillDrySoon__name" = "CropWillDrySoon__name"; short description of a machine "Crusher__desc" = "Crusher__desc"; name of a machine "Crusher__name" = "Crusher__name"; short description of a machine "CrusherLarge__desc" = "CrusherLarge__desc"; name of a machine "CrusherLarge__name" = "CrusherLarge__name"; Map description "CurlandMap__desc" = "CurlandMap__desc"; map name, this name is join of curly + island, this island is a curly line in a shape of letter G "CurlandMap__name" = "CurlandMap__name"; info text showing that there is an active disease in the settlement and its properties. Example use: 'Months left: 4 | Mortality: 1.5%' "CurrentDisease__Info" = "CurrentDisease__Info"; explaining that there is no disease active "CurrentDisease__NoDisease" = "CurrentDisease__NoDisease"; title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "CurrentDisease__Title"; tooltip "CurrentDisease__Tooltip" = "CurrentDisease__Tooltip"; title of a panel that shows current research that is in progress "CurrentResearch" = "CurrentResearch"; Label shown instead of configuration options in the new game flow indicating the step is optional "CustomizeDifficulty__Description" = "CustomizeDifficulty__Description"; Title above non-core maps on the map selection tab of the new game window "CustomMaps__Title" = "CustomMaps__Title"; title of a tool that is used to cut & paste already existing buildings and machines. Please keep this short! "CutTool" = "CutTool"; tooltip "CutTool__Tooltip" = "CutTool__Tooltip"; example: The ship (damaged) "DamagedSuffix" = "DamagedSuffix"; short description "DataCenter__desc" = "DataCenter__desc"; building or machine "DataCenter__name" = "DataCenter__name"; {0} will be an integer year number "DateYear__Label" = "DateYear__Label"; opens a panel that allows to paint decals onto surfaces "Decals_Paint" = "Decals_Paint"; tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. "DecreasePriority" = "DecreasePriority"; name: Surface that can be placed on the ground outside. "DefaultConcrete_TerrainSurface__name" = "DefaultConcrete_TerrainSurface__name"; Confirmation button shown under the delete save button on press, {0} is name of the file to be deleted "DeleteSave__Confirm" = "DeleteSave__Confirm"; {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "DeleteSave__FailMessage"; {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "DeleteSave__SuccessMessage"; tooltip "DeleteTool__EntireTransport" = "DeleteTool__EntireTransport"; tooltip "DeleteTool__QuickRemoveTooltip" = "DeleteTool__QuickRemoveTooltip"; tooltip "DeleteTool__Tooltip" = "DeleteTool__Tooltip"; "Demand" = "Demand"; title of a tool that is used to mark buildings and machines for removal. Please keep this short! "Demolish" = "Demolish"; title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "Designation__Dumping"; title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "Designation__Forestry"; title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "Designation__Leveling"; title/tooltip of a button that opens mining designation tool "Designation__Mining" = "Designation__Mining"; title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "Designation__TreeHarvesting"; shown when designation is at invalid position "DesignationError__Invalid" = "DesignationError__Invalid"; player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "DesignationRemovalTooltip"; category for key bindings affecting designations "Designations" = "Designations"; shown when player is trying to paint lines outside of hard surface area "DesignationWarning__CannotPlaceDecal" = "DesignationWarning__CannotPlaceDecal"; shown when dumping designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartDumping" = "DesignationWarning__CannotStartDumping"; shown when forestry designation is not usable due to terrain not being fertile "DesignationWarning__CannotStartForestry" = "DesignationWarning__CannotStartForestry"; shown when leveling designation is not yet usable due to its edges being too high/deep "DesignationWarning__CannotStartLeveling" = "DesignationWarning__CannotStartLeveling"; shown when mining designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartMining" = "DesignationWarning__CannotStartMining"; shown when forestry designation is not contained by any forestry tower area and cannot be forested. "DesignationWarning__NoForestryTower" = "DesignationWarning__NoForestryTower"; shown when mining designation is not contained by any mine tower area and cannot be mined. "DesignationWarning__NoTower" = "DesignationWarning__NoTower"; short description "DieselGenerator__desc" = "DieselGenerator__desc"; name "DieselGenerator__name" = "DieselGenerator__name"; short description "DieselGeneratorT2__desc" = "DieselGeneratorT2__desc"; name "DieselGeneratorT2__name" = "DieselGeneratorT2__name"; example: 'Difficulty: Hard' "Difficulty" = "Difficulty"; Difficulty impact on construction "DifficultyConstruction__Easy" = "DifficultyConstruction__Easy"; Difficulty impact on construction "DifficultyConstruction__Hard" = "DifficultyConstruction__Hard"; Difficulty impact on contracts & loans "DifficultyContracts__Easy" = "DifficultyContracts__Easy"; Difficulty impact on contracts & loans "DifficultyContracts__Hard" = "DifficultyContracts__Hard"; Difficulty impact on contracts & loans "DifficultyContracts__Normal" = "DifficultyContracts__Normal"; Difficulty impact on disease "DifficultyDisease__Easy" = "DifficultyDisease__Easy"; Difficulty impact on disease "DifficultyDisease__Hard" = "DifficultyDisease__Hard"; Difficulty impact on disease "DifficultyDisease__Normal" = "DifficultyDisease__Normal"; Difficulty impact on food consumption "DifficultyFood__Easy" = "DifficultyFood__Easy"; Difficulty impact on food consumption "DifficultyFood__Hard" = "DifficultyFood__Hard"; Difficulty impact on food consumption "DifficultyFood__Normal" = "DifficultyFood__Normal"; Difficulty impact on fuel consumption "DifficultyFuel__Easy" = "DifficultyFuel__Easy"; Difficulty impact on fuel consumption "DifficultyFuel__Hard" = "DifficultyFuel__Hard"; Difficulty impact on fuel consumption "DifficultyFuel__Normal" = "DifficultyFuel__Normal"; Difficulty impact on aggreculture "DifficultyGrowth__Easy" = "DifficultyGrowth__Easy"; Difficulty impact on aggreculture "DifficultyGrowth__Hard" = "DifficultyGrowth__Hard"; Difficulty impact on aggreculture "DifficultyGrowth__Normal" = "DifficultyGrowth__Normal"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Easy" = "DifficultyMaintenance__Easy"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Hard" = "DifficultyMaintenance__Hard"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Normal" = "DifficultyMaintenance__Normal"; Difficulty impact on mining "DifficultyMining__Easy" = "DifficultyMining__Easy"; Difficulty impact on mining "DifficultyMining__Hard" = "DifficultyMining__Hard"; Difficulty impact on mining "DifficultyMining__Normal" = "DifficultyMining__Normal"; Difficulty impact on pollution "DifficultyPollution__Easy" = "DifficultyPollution__Easy"; Difficulty impact on pollution "DifficultyPollution__Hard" = "DifficultyPollution__Hard"; Difficulty impact on pollution "DifficultyPollution__Normal" = "DifficultyPollution__Normal"; Difficulty impact on rainfall "DifficultyRainfall__Easy" = "DifficultyRainfall__Easy"; Difficulty impact on rainfall "DifficultyRainfall__Hard" = "DifficultyRainfall__Hard"; Difficulty impact on rainfall "DifficultyRainfall__Normal" = "DifficultyRainfall__Normal"; Difficulty impact on research "DifficultyResearch__Easy" = "DifficultyResearch__Easy"; Difficulty impact on mining "DifficultyResearch__Hard" = "DifficultyResearch__Hard"; Difficulty impact on mining "DifficultyResearch__Normal" = "DifficultyResearch__Normal"; Notification shown on successful save of game difficulty settings "DifficultySettingsSaved" = "DifficultySettingsSaved"; Difficulty impact on unity generation "DifficultyUnity__Easy" = "DifficultyUnity__Easy"; Difficulty impact on unity generation "DifficultyUnity__Hard" = "DifficultyUnity__Hard"; Difficulty impact on unity generation "DifficultyUnity__Normal" = "DifficultyUnity__Normal"; a difficulty option where machines / vehicles slow down and after a while stop instead of stopping abruptly when they run out of something (power) "DiffOption__GraduallyStops" = "DiffOption__GraduallyStops"; a difficulty option where ships can run on unity if out of fuel "DiffOption__RunsOnUnity" = "DiffOption__RunsOnUnity"; a difficulty option where machines / vehicles slow down instead of stopping when out of something (power, fuel) "DiffOption__SlowsDown" = "DiffOption__SlowsDown"; a difficulty option where machines / vehicles stop when out of something (power, fuel) "DiffOption__StopsWorking" = "DiffOption__StopsWorking"; {0} = Dirt "DigDirtTip" = "DigDirtTip"; used when some option is disabled "Disabled" = "Disabled"; button to discard / destroy all products "DiscardAllProducts__Action" = "DiscardAllProducts__Action"; {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "DiscardAllProducts__Confirmation"; "DiscardAllProducts__NotSupported" = "DiscardAllProducts__NotSupported"; button to discard changes "DiscardChanges" = "DiscardChanges"; explains the player what they need to do in order to get access to some technology "DiscoverOnWorldMap__desc" = "DiscoverOnWorldMap__desc"; disease "Disease1__name" = "Disease1__name"; disease severity, this is the lowest severity 1/5, {0} is disease name "DiseaseSeverity__1" = "DiseaseSeverity__1"; disease severity, this is second lowest severity 2/5, {0} is disease name "DiseaseSeverity__2" = "DiseaseSeverity__2"; disease severity, this is third lowest severity, 3/5, {0} is disease name "DiseaseSeverity__3" = "DiseaseSeverity__3"; disease severity, this is second highest severity 4/5, {0} is disease name "DiseaseSeverity__4" = "DiseaseSeverity__4"; disease severity, this is the highest severity 5/5, {0} is disease name "DiseaseSeverity__5" = "DiseaseSeverity__5"; button to dismiss a dialog "Dismiss" = "Dismiss"; short description of a machine "DistillationTowerT1__desc" = "DistillationTowerT1__desc"; name of a machine "DistillationTowerT1__name" = "DistillationTowerT1__name"; description of a distillation tower "DistillationTowerT2__desc" = "DistillationTowerT2__desc"; name of a machine "DistillationTowerT2__name" = "DistillationTowerT2__name"; name of a machine "DistillationTowerT3__name" = "DistillationTowerT3__name"; Downloadable content label shown in the details panel of the load & save window "Dlc__Detail" = "Dlc__Detail"; name: toolbar category name "docksCategory__name" = "docksCategory__name"; label for a checkbox to toggle to avoid seeing some dialog again "DoNotShowAgain" = "DoNotShowAgain"; tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "DropDepth__OrderingExplanation"; explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "DumpingFilter__Empty"; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain dumping designations managed by a mine tower area "DumpingFilter__Title" = "DumpingFilter__Title"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilter__Tooltip" = "DumpingFilter__Tooltip"; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain "DumpingFilterGlobal__Title" = "DumpingFilterGlobal__Title"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilterGlobal__Tooltip" = "DumpingFilterGlobal__Tooltip"; shown next to a material that can be dumped only on designations that are managed by mine control tower that has such a product allowed for dumping in its dumping filter. Other option is to change the global dumping filter. "DumpInMineTowerOnly" = "DumpInMineTowerOnly"; title of a panel that enabled to configure the depth offset a stacker should dump to "DumpOffset" = "DumpOffset"; title of settings affecting economy - loans, contracts "Economy" = "Economy"; name "EdictCategory_Industry__name" = "EdictCategory_Industry__name"; name "EdictCategory_Population__name" = "EdictCategory_Population__name"; Explanation shown when some edict could not be activated due to low health "EdictReason__HealthLow" = "EdictReason__HealthLow"; Explanation shown when some edict could not be activated due to full housing (e.g. makes no sense to increase pop growth when housing is full) "EdictReason__HousingFull" = "EdictReason__HousingFull"; shown when edict cannot be activated as it requires more advanced captain office "EdictRequiresAdvancedOffice" = "EdictRequiresAdvancedOffice"; Electricity in giga-watts "Electricity__Gw" = "Electricity__Gw"; Electricity in kilo-watts "Electricity__Kw" = "Electricity__Kw"; Electricity in mega-watts "Electricity__Mw" = "Electricity__Mw"; explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. "ElectricityDisplayTooltip" = "ElectricityDisplayTooltip"; title of a window that shows electricity production & demands "ElectricityStats" = "ElectricityStats"; description of a machine "Electrolyzer__desc" = "Electrolyzer__desc"; name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "Electrolyzer__name"; name of a machine "ElectrolyzerT2__name" = "ElectrolyzerT2__name"; shown when entity has no products (e.g. when transport is empty) "Empty" = "Empty"; used when some option is enabled "Enabled" = "Enabled"; name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "EnableMods__ToggleLabel"; tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "EnableMods__Tooltip"; enemy ship(s) "Enemy" = "Enemy"; name "EngineT1__name" = "EngineT1__name"; short description "EngineT2__desc" = "EngineT2__desc"; name "EngineT2__name" = "EngineT2__name"; short description "EngineT3__desc" = "EngineT3__desc"; name "EngineT3__name" = "EngineT3__name"; example: 'breakdown chance: 20%' "EntityBreakdownChance" = "EntityBreakdownChance"; notification "EntityCannotBeReached__name" = "EntityCannotBeReached__name"; "EntityCannotBeReachedDesc" = "EntityCannotBeReachedDesc"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip" = "EntityComputingConsumptionTooltip"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "EntityComputingConsumptionTooltip__Consuming"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "EntityComputingConsumptionTooltip__NotConsuming"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "EntityComputingConsumptionTooltip__NotEnough"; tooltip for the computing production status in machine / building inspector "EntityComputingProductionTooltip" = "EntityComputingProductionTooltip"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip" = "EntityElectricityConsumptionTooltip"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "EntityElectricityConsumptionTooltip__Consuming"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "EntityElectricityConsumptionTooltip__NotConsuming"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "EntityElectricityConsumptionTooltip__NotEnough"; tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "EntityElectricityProductionTooltip"; notification "EntityMayCollapseUnevenTerrain__name" = "EntityMayCollapseUnevenTerrain__name"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip" = "EntityMonthlyUnitTooltip"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__Consuming" = "EntityMonthlyUnitTooltip__Consuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotConsuming" = "EntityMonthlyUnitTooltip__NotConsuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotEnough" = "EntityMonthlyUnitTooltip__NotEnough"; tooltip that explains quick repair action "EntityRepair__Tooltip" = "EntityRepair__Tooltip"; title of a panel that shows the current status of a vehicle, ship or machine "EntityStatus" = "EntityStatus"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "EntityStatus___NuclearReactor_Overheated"; animal farm has no animals, so it's empty has nothing to do "EntityStatus__AnimalFarm_NoAnimals" = "EntityStatus__AnimalFarm_NoAnimals"; animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "EntityStatus__AnimalFarm_NoFood"; status of a selected entity (keep it short!) "EntityStatus__Broken" = "EntityStatus__Broken"; something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) "EntityStatus__Clearing" = "EntityStatus__Clearing"; status of a datacenter, can't work as player did not add any servers into it (keep it short!) "EntityStatus__Datacenter_NoServers" = "EntityStatus__Datacenter_NoServers"; farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "EntityStatus__Farm_Growing"; farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "EntityStatus__Farm_LowFertility"; farm has no crop selected, so it can't work (keep it short!) "EntityStatus__Farm_NoCrop" = "EntityStatus__Farm_NoCrop"; farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "EntityStatus__Farm_NoWater"; blocked as output is full - status of a selected entity (keep it short!) "EntityStatus__FullOutput" = "EntityStatus__FullOutput"; storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "EntityStatus__FullStorage"; status of a selected entity (keep it short!) "EntityStatus__Idle" = "EntityStatus__Idle"; status of a machine that cannot continue because its placement is invalid (keep it short!) "EntityStatus__InvalidPlacement" = "EntityStatus__InvalidPlacement"; not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "EntityStatus__LowPower"; status of a selected data center when it lacks coolant (keep it short!) "EntityStatus__MissingCoolant" = "EntityStatus__MissingCoolant"; status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "EntityStatus__MissingInput"; selected entity can't work as it is lacking fuel (keep it short!) "EntityStatus__NeedsFuel" = "EntityStatus__NeedsFuel"; not enough computing from datacenter - status of a selected entity (keep it short!) "EntityStatus__NoComputing" = "EntityStatus__NoComputing"; means that vehicle has no jobs to do "EntityStatus__NoJobs" = "EntityStatus__NoJobs"; machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__NoRecipe" = "EntityStatus__NoRecipe"; not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "EntityStatus__NoShaft"; transport is not connected - status of a selected entity (keep it short!) "EntityStatus__NotConnected" = "EntityStatus__NotConnected"; not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "EntityStatus__NoUnity"; status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "EntityStatus__NoWorkers"; status for ore sorter when it got stuck with some products but still can sort others (keep it short!) "EntityStatus__PartiallyStuck" = "EntityStatus__PartiallyStuck"; status of a selected entity (keep it short!) "EntityStatus__Paused" = "EntityStatus__Paused"; status of a research lab when the current research is too advanced and the lab can't research it (keep it short!) "EntityStatus__ResearchTooAdvanced" = "EntityStatus__ResearchTooAdvanced"; shown when entity such as mine has run out of a deposit to mine "EntityStatus__ResourceDepleted" = "EntityStatus__ResourceDepleted"; ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "EntityStatus__Ship_Arriving"; ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "EntityStatus__Ship_Departing"; ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "EntityStatus__Ship_Docked"; ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "EntityStatus__Ship_Exploring"; ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "EntityStatus__Ship_InBattle"; ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "EntityStatus__Ship_Moving"; ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "EntityStatus__Ship_NoOrders"; status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) "EntityStatus__WaitingForProducts" = "EntityStatus__WaitingForProducts"; prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' "EntityStatus__WaitingForProductsTooltip" = "EntityStatus__WaitingForProductsTooltip"; all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "EntityStatus__Working"; {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) "EntityStatus__WorkingPartially" = "EntityStatus__WorkingPartially"; button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "EntityToggleNavigationOverlay"; explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "EntityToggleNavigationOverlay__Tooltip"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip" = "EntityWorkersNeededTooltip"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_Assigned" = "EntityWorkersNeededTooltip_Assigned"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_NotAssigned" = "EntityWorkersNeededTooltip_NotAssigned"; Label for a button to copy an error message "Error__Copy" = "Error__Copy"; Label for a button shown on error notifications to view more details "Error__View" = "Error__View"; name of a toggle button that turns on / off the error reporting "ErrorReporting__Title" = "ErrorReporting__Title"; tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "ErrorReporting__Tooltip"; text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button "EstablishedContracts__NoneInfo" = "EstablishedContracts__NoneInfo"; title of a panel listing all the contracts that player established. Established in this context means that player has ongoing trade deals / trade routes for these contracts that cost monthly unity. So it has a stronger meaning then just having them unlocked. "EstablishedContracts__Title" = "EstablishedContracts__Title"; tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "EstablishedContracts__Tooltip"; title of a panel showing an estimate of water yield for rainwater harvester "EstimatedWaterYieldTitle" = "EstimatedWaterYieldTitle"; short description of a machine "EvaporationPond__desc" = "EvaporationPond__desc"; name of a machine "EvaporationPond__name" = "EvaporationPond__name"; short description of a machine "EvaporationPondHeated__desc" = "EvaporationPondHeated__desc"; name of a machine "EvaporationPondHeated__name" = "EvaporationPondHeated__name"; notification "ExcavatorHasNoValidTruck__name" = "ExcavatorHasNoValidTruck__name"; vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "ExcavatorT1__desc"; vehicle "ExcavatorT1__name" = "ExcavatorT1__name"; vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "ExcavatorT2__desc"; vehicle "ExcavatorT2__name" = "ExcavatorT2__name"; vehicle "ExcavatorT2H__name" = "ExcavatorT2H__name"; vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "ExcavatorT3__desc"; vehicle "ExcavatorT3__name" = "ExcavatorT3__name"; vehicle "ExcavatorT3H__name" = "ExcavatorT3H__name"; {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "ExhaustScrubber__desc"; name of a machine "ExhaustScrubber__name" = "ExhaustScrubber__name"; exits the current gameplay session back to game's main menu "ExitToMainMenu" = "ExitToMainMenu"; example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "ExplorationResult__Entity"; "ExplorationResult__Loot" = "ExplorationResult__Loot"; "ExplorationResult__Nothing" = "ExplorationResult__Nothing"; "ExplorationResult__Title" = "ExplorationResult__Title"; title of a dialog that allows to export blueprint into a string "ExportBlueprint__Title" = "ExportBlueprint__Title"; title of a panel that configures truck's export priority - keep it short! "ExportPriority" = "ExportPriority"; tooltip "ExportPriority__ShipFuelTooltip" = "ExportPriority__ShipFuelTooltip"; tooltip for export of cargo stored in shipyard "ExportPriority__ShipyardCargo" = "ExportPriority__ShipyardCargo"; tooltip "ExportPriority__StorageTooltip" = "ExportPriority__StorageTooltip"; title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "ExportRoutesTitle"; title of settings affecting game failures, outages "FailureOutages" = "FailureOutages"; title of a panel showing the currently planted crop (can be only one per farm). "Farm_PlantedCrop" = "Farm_PlantedCrop"; tooltip explaining average farm production rate "FarmAvgProduction__Tooltip" = "FarmAvgProduction__Tooltip"; title of a window providing farm crop selection "FarmCropSelector" = "FarmCropSelector"; shorter version of FarmFertilityTitle used in recipes that affect fertility "FarmFertility" = "FarmFertility"; more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' "FarmFertility__Equilibrium" = "FarmFertility__Equilibrium"; describes fertility equilibrium "FarmFertility__EquilibriumTooltip" = "FarmFertility__EquilibriumTooltip"; describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) "FarmFertility__NaturalReplenish" = "FarmFertility__NaturalReplenish"; describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "FarmFertility__NaturalReplenishTooltip"; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "FarmFertility__Need"; tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "FarmFertility__NeedTooltip"; target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. "FarmFertility__Target" = "FarmFertility__Target"; tooltip explaining farm fertility "FarmFertility__Tooltip" = "FarmFertility__Tooltip"; explains to the fertility consumed by currently planted crop is increased because player is not rotating crops (is planting the same crop multiple times) "FarmFertilityPenaltyNoRotation" = "FarmFertilityPenaltyNoRotation"; title for farm fertility panel "FarmFertilityTitle" = "FarmFertilityTitle"; describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' "FarmFertilizer__FertilizerConversion" = "FarmFertilizer__FertilizerConversion"; describes fertilizer to fertility conversion "FarmFertilizer__FertilizerConversionTooltip" = "FarmFertilizer__FertilizerConversionTooltip"; describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' "FarmFertilizer__MaxFertility" = "FarmFertilizer__MaxFertility"; describes maximum fertilization target "FarmFertilizer__MaxFertilityTooltip" = "FarmFertilizer__MaxFertilityTooltip"; title for farm's stored fertilizer "FarmFertilizer__Title" = "FarmFertilizer__Title"; describes fertilizers function and storage "FarmFertilizer__Tooltip" = "FarmFertilizer__Tooltip"; button to open overview window of all the existing fertilizers, keep short "FarmFertilizersOverview__Open" = "FarmFertilizersOverview__Open"; title of a window showing overview of all the existing fertilizers "FarmFertilizersOverview__Title" = "FarmFertilizersOverview__Title"; title for farm irrigation tank "FarmIrrigation__Title" = "FarmIrrigation__Title"; tooltip explaining farm irrigation "FarmIrrigation__Tooltip" = "FarmIrrigation__Tooltip"; info text that points the player to click the plus button to plant new crop and start growing something in the farm "FarmPlantCropHelp" = "FarmPlantCropHelp"; short description "FarmT1__desc" = "FarmT1__desc"; name "FarmT1__name" = "FarmT1__name"; short description "FarmT2__desc" = "FarmT2__desc"; name "FarmT2__name" = "FarmT2__name"; example values: {0}=30%, {1}=15% "FarmT3__desc" = "FarmT3__desc"; name "FarmT3__name" = "FarmT3__name"; name "FarmT4__name" = "FarmT4__name"; title showing average water need of the farm "FarmWater__AvgNeed" = "FarmWater__AvgNeed"; title of a panel showing the current soil water level (how well is the farm watered) "FarmWater__Title" = "FarmWater__Title"; tooltip explaining how water works on farms "FarmWater__Tooltip" = "FarmWater__Tooltip"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FarmYieldIncrease__desc" = "FarmYieldIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "FarmYieldIncrease__name" = "FarmYieldIncrease__name"; example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "FastBreederReactor__desc"; name "FastBreederReactor__name" = "FastBreederReactor__name"; short description of a machine "FermentationTank__desc" = "FermentationTank__desc"; name of a machine "FermentationTank__name" = "FermentationTank__name"; shows a location of a file, {0} is replaced with the location "FileLocation" = "FileLocation"; caption for a table header displaying file sizes "FileSize_Title" = "FileSize_Title"; "FirTree__desc" = "FirTree__desc"; short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "Flare__desc"; name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "Flare__name"; description of transport "FlatConveyorFormattedFirst__desc" = "FlatConveyorFormattedFirst__desc"; description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "FlatConveyorFormattedNext__desc"; short description: small machine that allows sorting of products When there are multiple different products on a transport, this machine can filter some of them to its dedicated output port. "FlatConveyorSorter__desc" = "FlatConveyorSorter__desc"; name: small machine that allows sorting of products "FlatConveyorSorter__name" = "FlatConveyorSorter__name"; name "FlatConveyorT1__name" = "FlatConveyorT1__name"; name "FlatConveyorT2__name" = "FlatConveyorT2__name"; name "FlatConveyorT3__name" = "FlatConveyorT3__name"; name: default name of the main ship "Fleet__name" = "Fleet__name"; tooltip "FlipShortcut__Tooltip" = "FlipShortcut__Tooltip"; description of flywheel, {0} = '120 MW-seconds' "Flywheel__desc" = "Flywheel__desc"; name "Flywheel__name" = "Flywheel__name"; tooltip for a button that enables vehicle camera following "FollowVehicleTooltip" = "FollowVehicleTooltip"; title of a panel showing information about food in a settlement "Food" = "Food"; number of food categories satisfied, example use: '2 categories' "FoodCategoriesSatisfied" = "FoodCategoriesSatisfied"; name "FoodCategory_Carbs__name" = "FoodCategory_Carbs__name"; name "FoodCategory_Protein__name" = "FoodCategory_Protein__name"; name "FoodCategory_Treats__name" = "FoodCategory_Treats__name"; name "FoodCategory_Vitamins__name" = "FoodCategory_Vitamins__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionIncrease__desc" = "FoodConsumptionIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionIncrease__name" = "FoodConsumptionIncrease__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionReduction__desc" = "FoodConsumptionReduction__desc"; policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionReduction__name" = "FoodConsumptionReduction__name"; used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' "FoodFeedInfo" = "FoodFeedInfo"; tooltip for a food category that informs that players might receive health bonus for it, if they provide it "FoodHealth__CategoryTooltip" = "FoodHealth__CategoryTooltip"; title of a panel showing information about health bonus from the food provided to the settlement "FoodHealth__Title" = "FoodHealth__Title"; tooltip "FoodHealth__Tooltip" = "FoodHealth__Tooltip"; title of a panel showing information about food in the currently selected settlement "FoodInSettlement__Title" = "FoodInSettlement__Title"; tooltip "FoodInSettlement__Tooltip" = "FoodInSettlement__Tooltip"; tooltip "FoodLeftMainPanel__Tooltip" = "FoodLeftMainPanel__Tooltip"; short description of a machine "FoodMill__desc" = "FoodMill__desc"; name of a machine "FoodMill__name" = "FoodMill__name"; name: name of a settlement service provided to pops "FoodNeed__name" = "FoodNeed__name"; short description of a machine "FoodProcessor__desc" = "FoodProcessor__desc"; name of a machine "FoodProcessor__name" = "FoodProcessor__name"; title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "FoodSupplyTitle"; this tooltip is for a panel that shows food supply in a single settlement "FoodSupplyTitle__TooltipForSettlement" = "FoodSupplyTitle__TooltipForSettlement"; Description of forestry tower. "ForestryTower__desc" = "ForestryTower__desc"; name "ForestryTower__name" = "ForestryTower__name"; option for FpsLimitOption__NoLimit "FpsLimitOption__NoLimit" = "FpsLimitOption__NoLimit"; option for FpsLimitOption__VSync1 "FpsLimitOption__VSync1" = "FpsLimitOption__VSync1"; tooltip for FpsLimitOption__VSync1Tooltip "FpsLimitOption__VSync1Tooltip" = "FpsLimitOption__VSync1Tooltip"; option for FpsLimitOption__VSync2 "FpsLimitOption__VSync2" = "FpsLimitOption__VSync2"; tooltip for FpsLimitOption__VSync2Tooltip "FpsLimitOption__VSync2Tooltip" = "FpsLimitOption__VSync2Tooltip"; title for fuel information (keep it general, no diesel references) "Fuel" = "Fuel"; title of a panel that shows amount of stored fuel (keep it as general fuel) "FuelAvailable" = "FuelAvailable"; keep it as general fuel "FuelForShip__Title" = "FuelForShip__Title"; "FuelForShip__Tooltip" = "FuelForShip__Tooltip"; how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' "FuelPerJourneySuffix" = "FuelPerJourneySuffix"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "FuelReduction__desc" = "FuelReduction__desc"; policy / edict which can enabled by the player in their Captain's office. "FuelReduction__name" = "FuelReduction__name"; building or machine "FuelStationHydrogenT1__name" = "FuelStationHydrogenT1__name"; notification "FuelStationNotConnected__name" = "FuelStationNotConnected__name"; notification "FuelStationOutOfFuel__name" = "FuelStationOutOfFuel__name"; "FuelStationT1__desc" = "FuelStationT1__desc"; building or machine "FuelStationT1__name" = "FuelStationT1__name"; advanced fuel station description "FuelStationT2__desc" = "FuelStationT2__desc"; building or machine "FuelStationT2__name" = "FuelStationT2__name"; building or machine "FuelStationT3__name" = "FuelStationT3__name"; title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) "FuelTank_Title" = "FuelTank_Title"; name: ship part upgrade "FuelTankT1__name" = "FuelTankT1__name"; Label above the game name column in the load & save; game is a set of save files in one session / folder "Game__Title" = "Game__Title"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__BaseHealthDiff" = "GameDiff__BaseHealthDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__BaseHealthDiff_Tooltip" = "GameDiff__BaseHealthDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ComputingLow" = "GameDiff__ComputingLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConstructionCostsDiff" = "GameDiff__ConstructionCostsDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ConstructionCostsDiff_Tooltip" = "GameDiff__ConstructionCostsDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConsumerBroken" = "GameDiff__ConsumerBroken"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DeconstructionRefund" = "GameDiff__DeconstructionRefund"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__DeconstructionRefund_Tooltip" = "GameDiff__DeconstructionRefund_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DiseaseMortalityDiff" = "GameDiff__DiseaseMortalityDiff"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraContractsProfit" = "GameDiff__ExtraContractsProfit"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraContractsProfit_Tooltip" = "GameDiff__ExtraContractsProfit_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraStartingMaterial" = "GameDiff__ExtraStartingMaterial"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraStartingMaterial_Tooltip" = "GameDiff__ExtraStartingMaterial_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FarmsYieldDiff" = "GameDiff__FarmsYieldDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FarmsYieldDiff_Tooltip" = "GameDiff__FarmsYieldDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FuelConsumptionDiff" = "GameDiff__FuelConsumptionDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FuelConsumptionDiff_Tooltip" = "GameDiff__FuelConsumptionDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__GroundwaterPumpLow" = "GameDiff__GroundwaterPumpLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__LoansDifficulty" = "GameDiff__LoansDifficulty"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__MaintenanceDiff" = "GameDiff__MaintenanceDiff"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__OreSorting" = "GameDiff__OreSorting"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__OreSorting_Tooltip" = "GameDiff__OreSorting_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PollutionDiff" = "GameDiff__PollutionDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__PollutionDiff_Tooltip" = "GameDiff__PollutionDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerLow" = "GameDiff__PowerLow"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerSetting" = "GameDiff__PowerSetting"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan "GameDiff__PowerSetting_Tooltip" = "GameDiff__PowerSetting_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickActionsCostDiff" = "GameDiff__QuickActionsCostDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__QuickActionsCostDiff_Tooltip" = "GameDiff__QuickActionsCostDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickRepair" = "GameDiff__QuickRepair"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__RainYieldDiff" = "GameDiff__RainYieldDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__RainYieldDiff_Tooltip" = "GameDiff__RainYieldDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResearchCostDiff" = "GameDiff__ResearchCostDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResearchCostDiff_Tooltip" = "GameDiff__ResearchCostDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResourceMiningDiff" = "GameDiff__ResourceMiningDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResourceMiningDiff_Tooltip" = "GameDiff__ResourceMiningDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SettlementConsumptionDiff" = "GameDiff__SettlementConsumptionDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SettlementConsumptionDiff_Tooltip" = "GameDiff__SettlementConsumptionDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ShipsNoFuel" = "GameDiff__ShipsNoFuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SolarPowerDiff" = "GameDiff__SolarPowerDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SolarPowerDiff_Tooltip" = "GameDiff__SolarPowerDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__Starvation" = "GameDiff__Starvation"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__TreesGrowthDiff" = "GameDiff__TreesGrowthDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__TreesGrowthDiff_Tooltip" = "GameDiff__TreesGrowthDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__UnityProductionDiff" = "GameDiff__UnityProductionDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__UnityProductionDiff_Tooltip" = "GameDiff__UnityProductionDiff_Tooltip"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__VehiclesNoFuel" = "GameDiff__VehiclesNoFuel"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WeatherDifficulty" = "GameDiff__WeatherDifficulty"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesNoUnity" = "GameDiff__WorldMinesNoUnity"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesReservesDiff" = "GameDiff__WorldMinesReservesDiff"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__WorldMinesReservesDiff_Tooltip" = "GameDiff__WorldMinesReservesDiff_Tooltip"; description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralDescription" = "GameDifficulty__AdmiralDescription"; clear description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "GameDifficulty__AdmiralExplanation"; title of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralTitle" = "GameDifficulty__AdmiralTitle"; title of a custom game difficulty setting, in this setting the player can customize many game settings individually "GameDifficulty__CustomTitle" = "GameDifficulty__CustomTitle"; description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDescription" = "GameDifficulty__EasyDescription"; clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "GameDifficulty__EasyExplanation"; title of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyTitle" = "GameDifficulty__EasyTitle"; description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDescription" = "GameDifficulty__NormalDescription"; clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "GameDifficulty__NormalExplanation"; title of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalTitle" = "GameDifficulty__NormalTitle"; rendering setting name "GameFpsLimitRenderingSetting__Name" = "GameFpsLimitRenderingSetting__Name"; message when game initialization failed on generic failure "GameInitFail" = "GameInitFail"; message when game initialization failed likely due to an installed mod "GameInitFail__Mod" = "GameInitFail__Mod"; message when game initialization failed doe to out-of-memory error "GameInitFail__OutOrMemory" = "GameInitFail__OutOrMemory"; Title for group of related game mechanics in the new game flow "GameMechanic__Casual" = "GameMechanic__Casual"; Title for the challenge group of game mechanics in the new game flow "GameMechanic__Challenges" = "GameMechanic__Challenges"; Title for group of related game mechanics in the new game flow "GameMechanic__Realism" = "GameMechanic__Realism"; title of the game over message "GameOver__Message" = "GameOver__Message"; title of the game over message "GameOver__Title" = "GameOver__Title"; shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "GameSaveLoad__CannotLoadFile"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile" = "GameSaveLoad__CannotSaveFile"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile_Crash" = "GameSaveLoad__CannotSaveFile_Crash"; message when game failed to load due to missing save file "GameSaveLoad__MissingFile" = "GameSaveLoad__MissingFile"; message when game failed to load due to missing mod "GameSaveLoad__MissingMod" = "GameSaveLoad__MissingMod"; explains to the player how they can get older version of this game to load an older save file. "GameSaveLoad__SwitchSteamVersion" = "GameSaveLoad__SwitchSteamVersion"; message when game failed to load due to save version being too new "GameSaveLoad__VersionTooHigh" = "GameSaveLoad__VersionTooHigh"; message when game failed to load due to save version being too old "GameSaveLoad__VersionTooLow" = "GameSaveLoad__VersionTooLow"; label for game seed, see https://en.wikipedia.org/wiki/Random_seed "GameSeed" = "GameSeed"; tooltip explaining how is seed used in the game "GameSeed__Tooltip" = "GameSeed__Tooltip"; category for key bindings affecting game speed "GameSpeed" = "GameSpeed"; short description of a machine "GasInjectionPump__desc" = "GasInjectionPump__desc"; pump name "GasInjectionPump__name" = "GasInjectionPump__name"; Time in a game shown in the details panel of the load & save window "GateTime__Detail" = "GateTime__Detail"; title of a panel showing general information about a settlement, things like services, number of occupants, etc. "General" = "General"; category for general key bindings "GeneralShortcuts" = "GeneralShortcuts"; short description of a machine "GlassMakerT1__desc" = "GlassMakerT1__desc"; name of a machine "GlassMakerT1__name" = "GlassMakerT1__name"; short description of a machine "GlassMakerT2__desc" = "GlassMakerT2__desc"; name of a machine "GlassMakerT2__name" = "GlassMakerT2__name"; title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Title" = "GlobalMaintenanceStatus__Title"; title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "GlobalMaintenanceStatus__Tooltip"; used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' "GlobalNeedPrefix" = "GlobalNeedPrefix"; goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office "Goal__ActivateEdict" = "Goal__ActivateEdict"; title for set of goals "Goal__AdvancedDiesel__name" = "Goal__AdvancedDiesel__name"; goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "Goal__AnotherCpAssembly"; goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "Goal__AssignTrucksToTreeHarvester"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "Goal__AssignTruckToFuelStation"; text for a goal, {0} replaced with title of a building / machine "Goal__Build" = "Goal__Build"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAndConnect" = "Goal__BuildAndConnect"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "Goal__BuildAndConnect2"; text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "Goal__BuildAndConnect3"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "Goal__BuildAndConnectViaPipe"; text for a goal, {0} and {2} are machine/building names, {1} is a product "Goal__BuildAndEnsureDeliveriesFrom" = "Goal__BuildAndEnsureDeliveriesFrom"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAnother" = "Goal__BuildAnother"; title for set of goals "Goal__BuildCaptainOffice__name" = "Goal__BuildCaptainOffice__name"; goal text, {0} - cargo dock, {1} - fluid module "Goal__BuildCargoDock" = "Goal__BuildCargoDock"; goal text, {0} - storage name, {1} - coal, {2} - boiler, {3} - conveyor belt "Goal__BuildCoalStorage" = "Goal__BuildCoalStorage"; goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "Goal__BuildDieselStorage"; goal text, {0} - farm "Goal__BuildFarm" = "Goal__BuildFarm"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__BuildFuelStation" = "Goal__BuildFuelStation"; text for a goal, {0} replaced with the name of a housing unit "Goal__BuildHousing" = "Goal__BuildHousing"; goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "Goal__BuildLiquidDump"; goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "Goal__BuildOilPump"; goal text "Goal__BuildPowerGenerator" = "Goal__BuildPowerGenerator"; title for set of goals "Goal__BuildResearchLab2__name" = "Goal__BuildResearchLab2__name"; title for set of goals "Goal__BuildSlagStorage__name" = "Goal__BuildSlagStorage__name"; goal text, {0} - name of storage, {1} - blast furnace, {2} - conveyor belt, {3} - name of product "Goal__BuildSlagStorage2" = "Goal__BuildSlagStorage2"; goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler "Goal__BuildSteamTurbine" = "Goal__BuildSteamTurbine"; goal text, {0} - storage, {1} - product name "Goal__BuildStorage" = "Goal__BuildStorage"; goal text "Goal__BuildWasteCollection" = "Goal__BuildWasteCollection"; text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "Goal__ConstructVehicle"; title for set of goals "Goal__ConveyorBelts__name" = "Goal__ConveyorBelts__name"; goal text "Goal__Conveyors" = "Goal__Conveyors"; title for set of goals "Goal__CopperProduction__name" = "Goal__CopperProduction__name"; title for set of goals "Goal__CpIProduction__name" = "Goal__CpIProduction__name"; title for set of goals "Goal__CrudeOilImport__name" = "Goal__CrudeOilImport__name"; text for a goal, {0} replaced with name of product (e.g. slag) "Goal__DesignateDumping" = "Goal__DesignateDumping"; goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "Goal__DisableImportToDieselStorage"; title for set of goals "Goal__DiscoverOilRig__name" = "Goal__DiscoverOilRig__name"; text for a goal to dump a loose product (on the ground), {0} replaced with title of a product "Goal__Dump" = "Goal__Dump"; text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product "Goal__DumpLiquid" = "Goal__DumpLiquid"; goal text, {0} replaced with ore name such as limestone or iron ore "Goal__EstablishMine" = "Goal__EstablishMine"; goal text "Goal__ExploreWithShip" = "Goal__ExploreWithShip"; title for set of goals "Goal__ExploreWithShip__name" = "Goal__ExploreWithShip__name"; goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "Goal__ExportFromSlagStorage"; goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "Goal__FillStorage"; goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "Goal__FlareOff"; title for set of goals "Goal__FoodProduction__name" = "Goal__FoodProduction__name"; title for set of goals "Goal__FoodProduction2__name" = "Goal__FoodProduction2__name"; text for a goal, example with replacements: 'Build a Mine control tower near iron ore deposit, assign Excavator and Pickup to it and set up mining designations.' "Goal__ForTower" = "Goal__ForTower"; title for set of goals "Goal__FuelStation__name" = "Goal__FuelStation__name"; goal text "Goal__GrowPotatoes" = "Goal__GrowPotatoes"; goal text "Goal__HarvestTrees" = "Goal__HarvestTrees"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "Goal__ImportCrudeOil"; goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "Goal__ImportToCoalStorage"; title for set of goals "Goal__IronOreMining__name" = "Goal__IronOreMining__name"; title for set of goals "Goal__IronProduction__name" = "Goal__IronProduction__name"; goal text "Goal__LoadCrew" = "Goal__LoadCrew"; title for set of goals "Goal__Maintenance__name" = "Goal__Maintenance__name"; text for a goal, {0} replaced with title of a product "Goal__Mine" = "Goal__Mine"; title for set of goals "Goal__MineCoal__name" = "Goal__MineCoal__name"; goal text, {0} - beacon "Goal__PauseBeacon" = "Goal__PauseBeacon"; title for set of goals "Goal__PauseBeacon__name" = "Goal__PauseBeacon__name"; goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "Goal__PauseCoalMaker"; title for set of goals "Goal__PopulationGrowth__name" = "Goal__PopulationGrowth__name"; title for set of goals "Goal__PowerFromCoal__name" = "Goal__PowerFromCoal__name"; text for a goal, {0} replaced with title of a product "Goal__Process" = "Goal__Process"; goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack "Goal__ProcessCopperOre" = "Goal__ProcessCopperOre"; goal text "Goal__ProcessIron" = "Goal__ProcessIron"; title for set of goals "Goal__ProcessIronOre__name" = "Goal__ProcessIronOre__name"; text for a goal, {0} replaced with title of a product "Goal__Produce" = "Goal__Produce"; goal text, {0}, {1} - name of assembly, {2} - name of construction parts II "Goal__ProduceCp2" = "Goal__ProduceCp2"; goal text, {0} - lab equipment, {1} - assembly "Goal__ProduceLabEquipment" = "Goal__ProduceLabEquipment"; text for a goal, {0} - iron scrap, {1} - radio station "Goal__ProduceScrap" = "Goal__ProduceScrap"; goal text, {0} replaced with fuel name - diesel "Goal__RefuelShip" = "Goal__RefuelShip"; goal text, {0} - cargo ship "Goal__RepairCargoShip" = "Goal__RepairCargoShip"; goal text, {0} - oil rig "Goal__RepairOilRig" = "Goal__RepairOilRig"; goal text "Goal__RepairShip" = "Goal__RepairShip"; goal text, {0} replaced with Shipyard "Goal__RepairShipyard" = "Goal__RepairShipyard"; text for a goal, {0} replaced with title of a node to research "Goal__Research" = "Goal__Research"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndBuild" = "Goal__ResearchAndBuild"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndUpgrade" = "Goal__ResearchAndUpgrade"; title for set of goals "Goal__RubberProduction__name" = "Goal__RubberProduction__name"; goal text, {0} - assembly, {1} - construction parts "Goal__SelectCpRecipe" = "Goal__SelectCpRecipe"; title for set of goals "Goal__SettlementWater__name" = "Goal__SettlementWater__name"; title for set of goals "Goal__SetupBricks__name" = "Goal__SetupBricks__name"; title for set of goals "Goal__SetupCp2__name" = "Goal__SetupCp2__name"; title for set of goals "Goal__SetupDiesel__name" = "Goal__SetupDiesel__name"; title for set of goals "Goal__SetupTradings__name" = "Goal__SetupTradings__name"; title for set of goals "Goal__SetupVehicleParts__name" = "Goal__SetupVehicleParts__name"; text for a goal, {0} replaced with title of a product "Goal__StartProducing" = "Goal__StartProducing"; title for set of goals "Goal__StockpileDiesel__name" = "Goal__StockpileDiesel__name"; title for set of goals "Goal__StockpileProducts__name" = "Goal__StockpileProducts__name"; goal text, {0} - bricks, {1} - iron "Goal__Trade" = "Goal__Trade"; goal text, {0} - Diesel, {1} - Medium oil "Goal__UseMediumOil" = "Goal__UseMediumOil"; text for a goal "Goal__WaitForRefugees" = "Goal__WaitForRefugees"; title for set of goals "Goal__WasteDumping__name" = "Goal__WasteDumping__name"; goal text, {0} - oil rig "Goal__WorldMine" = "Goal__WorldMine"; tooltip explaining that the current goal is long-term "Goal_TakeTime" = "Goal_TakeTime"; title of a button that shows / hides goals that are already completed "GoalShowCompleted__Action" = "GoalShowCompleted__Action"; title of a button that shows / hides goals that are locked (not available yet) "GoalShowLocked__Action" = "GoalShowLocked__Action"; title of a button that enables to skip the current goal / objective "GoalSkip__Action" = "GoalSkip__Action"; confirmation text of a dialog to skip a goal "GoalSkip__Confirmation" = "GoalSkip__Confirmation"; {0} = Maintenance depot "GoalTip__Maintenance" = "GoalTip__Maintenance"; "GoalTip_ActivateRecipe" = "GoalTip_ActivateRecipe"; "GoalTip_BeltsMotivation" = "GoalTip_BeltsMotivation"; "GoalTip_BuildMore" = "GoalTip_BuildMore"; "GoalTip_BuildNearShore" = "GoalTip_BuildNearShore"; {0} = liquid dump, {1} = distiller "GoalTip_ConnectWasteWithPipe" = "GoalTip_ConnectWasteWithPipe"; {0} = storage, {1} = off, {2} = vehicle import "GoalTip_DisableTruckImport" = "GoalTip_DisableTruckImport"; {0} = Shipyard "GoalTip_RefuelShip" = "GoalTip_RefuelShip"; {0} = iron ore "GoalTip_ReorderRecipes" = "GoalTip_ReorderRecipes"; button to go back (e.g. to close a window) "GoBack" = "GoBack"; name: Surface that can be placed on the ground outside. "Gold_TerrainSurface__name" = "Gold_TerrainSurface__name"; Map description "GoldenPeakStaticIslandMap__desc" = "GoldenPeakStaticIslandMap__desc"; Map name "GoldenPeakStaticIslandMap__name" = "GoldenPeakStaticIslandMap__name"; name of a machine "GoldFurnace__name" = "GoldFurnace__name"; Button to advance to the next step or tab in a wizard "GoNext" = "GoNext"; tooltip of a button that allows the player to manually order vehicle to go somewhere "GoTo__Tooltip" = "GoTo__Tooltip"; button that takes player a window that shows contracts overview "GoToContracts" = "GoToContracts"; tooltip "GroundReserveTooltip__Groundwater" = "GroundReserveTooltip__Groundwater"; tooltip "GroundReserveTooltip__Oil" = "GroundReserveTooltip__Oil"; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__desc" = "GrowthPause__desc"; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__name" = "GrowthPause__name"; name: ship part upgrade "Gun0__name" = "Gun0__name"; name: ship part upgrade "Gun1__name" = "Gun1__name"; name: ship part upgrade "Gun1Rear__name" = "Gun1Rear__name"; name: ship part upgrade "Gun2__name" = "Gun2__name"; name: ship part upgrade "Gun2Rear__name" = "Gun2Rear__name"; name: ship part upgrade "Gun3__name" = "Gun3__name"; name: ship part upgrade "Gun3Rear__name" = "Gun3Rear__name"; "HeadquartersT1__desc" = "HeadquartersT1__desc"; example use 'Also adds +100% increase in quick trade volume' "HeadquartersT1__QuickTrade__desc" = "HeadquartersT1__QuickTrade__desc"; title of a panel showing health overview or statistics of people on the island "Health" = "Health"; tooltip "Health__Tooltip" = "Health__Tooltip"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HealthBonus__desc" = "HealthBonus__desc"; policy / edict which can enabled by the player in their Captain's office. "HealthBonus__name" = "HealthBonus__name"; name: name of a settlement service provided to pops "HealthCareNeed__name" = "HealthCareNeed__name"; name "HealthPointsCat_AirPollution__name" = "HealthPointsCat_AirPollution__name"; name "HealthPointsCat_AirPollutionShips__name" = "HealthPointsCat_AirPollutionShips__name"; name "HealthPointsCat_AirPollutionVehicles__name" = "HealthPointsCat_AirPollutionVehicles__name"; name "HealthPointsCat_Base__name" = "HealthPointsCat_Base__name"; name "HealthPointsCat_Disease__name" = "HealthPointsCat_Disease__name"; name "HealthPointsCat_Edicts__name" = "HealthPointsCat_Edicts__name"; name "HealthPointsCat_Food__name" = "HealthPointsCat_Food__name"; name "HealthPointsCat_Healthcare__name" = "HealthPointsCat_Healthcare__name"; name "HealthPointsCat_LandfillPollution__name" = "HealthPointsCat_LandfillPollution__name"; name "HealthPointsCat_WasteInSettlement__name" = "HealthPointsCat_WasteInSettlement__name"; name "HealthPointsCat_WaterPollution__name" = "HealthPointsCat_WaterPollution__name"; name: describes the current weather "HeavyRainWeather__name" = "HeavyRainWeather__name"; amount of hit points "HitPoints" = "HitPoints"; notification "Homeless__name" = "Homeless__name"; notification, any strings in curly braces { } must be preserved and non-translated "HomelessLeft__name" = "HomelessLeft__name"; short description "Hospital__desc" = "Hospital__desc"; name "Hospital__name" = "Hospital__name"; tooltip for Hospital_MortalityReduction "Hospital_InputsTooltip" = "Hospital_InputsTooltip"; shows a mortality reduction provided by a hospital, example use: 'Morality reduction: 1.5%' "Hospital_MortalityReduction" = "Hospital_MortalityReduction"; tooltip for Hospital_MortalityReduction "Hospital_MortalityReductionTooltip" = "Hospital_MortalityReductionTooltip"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdAppliancesConsumptionIncrease__desc" = "HouseholdAppliancesConsumptionIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "HouseholdAppliancesConsumptionIncrease__name" = "HouseholdAppliancesConsumptionIncrease__name"; name: name of a settlement service provided to pops "HouseholdAppliancesNeed__name" = "HouseholdAppliancesNeed__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdGoodsConsumptionIncrease__desc" = "HouseholdGoodsConsumptionIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "HouseholdGoodsConsumptionIncrease__name" = "HouseholdGoodsConsumptionIncrease__name"; name: name of a settlement service provided to pops "HouseholdGoodsNeed__name" = "HouseholdGoodsNeed__name"; housing description, for instance {0}=60 "Housing__desc" = "Housing__desc"; building or machine "Housing__name" = "Housing__name"; explaining how settlement housing can be placed "Housing_AttachmentDesc__desc" = "Housing_AttachmentDesc__desc"; label of a chart showing total housing capacity "HousingCap" = "HousingCap"; name: toolbar category name "housingCategory__name" = "housingCategory__name"; title of a panel that lists all the increases of settlement services demands "HousingDemandIncrease" = "HousingDemandIncrease"; tooltip "HousingDemandIncrease__Tooltip" = "HousingDemandIncrease__Tooltip"; housing description, for instance {0}=120 "HousingT2__desc" = "HousingT2__desc"; building or machine "HousingT2__name" = "HousingT2__name"; building or machine "HousingT3__name" = "HousingT3__name"; title of a panel listing unity bonus of a housing "HousingUnityBonus" = "HousingUnityBonus"; tooltip "HousingUnityBonus__Tooltip" = "HousingUnityBonus__Tooltip"; short description of a machine "HydroCrackerT1__desc" = "HydroCrackerT1__desc"; name of a machine "HydroCrackerT1__name" = "HydroCrackerT1__name"; name of a machine "HydrogenReformer__name" = "HydrogenReformer__name"; "ImportantAnnouncementTitle" = "ImportantAnnouncementTitle"; message shown when blueprint string failed to import "ImportBlueprint__Fail" = "ImportBlueprint__Fail"; message shown when blueprint was successfully imported "ImportBlueprint__Success" = "ImportBlueprint__Success"; title of a dialog that allows to import blueprint from a string "ImportBlueprint__Title" = "ImportBlueprint__Title"; title of a panel that configures truck's import priority - keep it short! "ImportPriority" = "ImportPriority"; tooltip "ImportPriority__ShipCargoTooltip" = "ImportPriority__ShipCargoTooltip"; tooltip "ImportPriority__ShipFuelTooltip" = "ImportPriority__ShipFuelTooltip"; tooltip "ImportPriority__ShipRepairTooltip" = "ImportPriority__ShipRepairTooltip"; tooltip "ImportPriority__StorageTooltip" = "ImportPriority__StorageTooltip"; toggle button title, more info in ImportRoutesEnforce__Tooltip "ImportRoutesEnforce__Title" = "ImportRoutesEnforce__Title"; tooltip "ImportRoutesEnforce__Tooltip" = "ImportRoutesEnforce__Tooltip"; title of a panel configuring custom import routes for trucks "ImportRoutesTitle" = "ImportRoutesTitle"; short description of a machine "IncinerationPlant__desc" = "IncinerationPlant__desc"; name of a machine "IncinerationPlant__name" = "IncinerationPlant__name"; button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "IncreasedPriority__Action" = "IncreasedPriority__Action"; tooltip "IncreasedPriority__ConstructionTooltip" = "IncreasedPriority__ConstructionTooltip"; tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. "IncreasePriority" = "IncreasePriority"; tooltip "IndividualFoodSupply__Tooltip" = "IndividualFoodSupply__Tooltip"; description of a machine "IndustrialMixer__desc" = "IndustrialMixer__desc"; name of a machine "IndustrialMixer__name" = "IndustrialMixer__name"; name of a machine "IndustrialMixerT2__name" = "IndustrialMixerT2__name"; short description "InfectionDisease__desc" = "InfectionDisease__desc"; name "InfectionDisease__name" = "InfectionDisease__name"; explains that settlement has the current disease because its waste collection is poor "InfectionDisease_Reason" = "InfectionDisease_Reason"; allows trucks to deliver materials "Input__Enable" = "Input__Enable"; temporarily disables any material deliveries "Input__Pause" = "Input__Pause"; title of a panel listing all the inputs of some machine / building "InputsTitle" = "InputsTitle"; Map description "InsulaMortis__desc" = "InsulaMortis__desc"; map name, this name means 'Island of death' in latin. If your language uses similar alphabet to latin, no need to translate this "InsulaMortis__name" = "InsulaMortis__name"; notification "InvalidExportRoute__name" = "InvalidExportRoute__name"; "InvalidExportRouteSuffix" = "InvalidExportRouteSuffix"; notification "InvalidImportRoute__name" = "InvalidImportRoute__name"; "InvalidImportRouteSuffix" = "InvalidImportRouteSuffix"; Short label for input, keep it short! "IoLabel__IN" = "IoLabel__IN"; Short label for output, keep it short! "IoLabel__OUT" = "IoLabel__OUT"; label explaining how difficult a selected island map is (this is the easiest one) "IslandMapDifficulty__Easy" = "IslandMapDifficulty__Easy"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__EasyTooltip" = "IslandMapDifficulty__EasyTooltip"; label explaining how difficult a selected island map is "IslandMapDifficulty__Hard" = "IslandMapDifficulty__Hard"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__HardTooltip" = "IslandMapDifficulty__HardTooltip"; label explaining how difficult a selected island map is (this is the hardest one) "IslandMapDifficulty__Insane" = "IslandMapDifficulty__Insane"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__InsaneTooltip" = "IslandMapDifficulty__InsaneTooltip"; label explaining how difficult a selected island map is "IslandMapDifficulty__Medium" = "IslandMapDifficulty__Medium"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__MediumTooltip" = "IslandMapDifficulty__MediumTooltip"; label for a key-binding "Kb_ApplyChanges__label" = "Kb_ApplyChanges__label"; label for a key-binding "Kb_ClearDesignation__label" = "Kb_ClearDesignation__label"; label for a key-binding that does: Hold while copying structures to exclude copying their configuration "Kb_CopyExcludingSettings__label" = "Kb_CopyExcludingSettings__label"; tooltip for a key-binding: Copy without configuration "Kb_CopyExcludingSettings__tooltip" = "Kb_CopyExcludingSettings__tooltip"; label for a key-binding "Kb_DecreaseGameSpeed__label" = "Kb_DecreaseGameSpeed__label"; label for a key-binding "Kb_DeleteEntireTransport__label" = "Kb_DeleteEntireTransport__label"; label for a key-binding "Kb_DeleteWithQuickRemove__label" = "Kb_DeleteWithQuickRemove__label"; label for a key-binding "Kb_Flip__label" = "Kb_Flip__label"; label for a key-binding "Kb_FreeLookMode__label" = "Kb_FreeLookMode__label"; label for a key-binding "Kb_IncreaseGameSpeed__label" = "Kb_IncreaseGameSpeed__label"; label for a key-binding that does: "Kb_JumpToCameraPosition1__label" = "Kb_JumpToCameraPosition1__label"; label for a key-binding that does: "Kb_JumpToCameraPosition2__label" = "Kb_JumpToCameraPosition2__label"; label for a key-binding that does: "Kb_JumpToCameraPosition3__label" = "Kb_JumpToCameraPosition3__label"; label for a key-binding "Kb_LiftSnapping__label" = "Kb_LiftSnapping__label"; label for a key-binding "Kb_LowerDown__label" = "Kb_LowerDown__label"; label for a key-binding "Kb_MoveDown__label" = "Kb_MoveDown__label"; label for a key-binding "Kb_MoveLeft__label" = "Kb_MoveLeft__label"; label for a key-binding "Kb_MoveRight__label" = "Kb_MoveRight__label"; label for a key-binding "Kb_MoveUp__label" = "Kb_MoveUp__label"; label for a key-binding "Kb_PanCamera__label" = "Kb_PanCamera__label"; label for a key-binding "Kb_PanSpeedBoost__label" = "Kb_PanSpeedBoost__label"; label for a key-binding "Kb_PauseGame__label" = "Kb_PauseGame__label"; label for a key-binding that does: Hold to make the pause tool to only pause things instead of automatically toggling pause. "Kb_PauseMore__label" = "Kb_PauseMore__label"; tooltip for a key-binding: Pause only "Kb_PauseMore__tooltip" = "Kb_PauseMore__tooltip"; label for a key-binding "Kb_PhotoModeRotation__label" = "Kb_PhotoModeRotation__label"; label for a key-binding "Kb_PhotoModeTakePicture__label" = "Kb_PhotoModeTakePicture__label"; label for a key-binding "Kb_PlaceMultiple__label" = "Kb_PlaceMultiple__label"; label for a key-binding "Kb_PrimaryAction__label" = "Kb_PrimaryAction__label"; label for a key-binding "Kb_RaiseUp__label" = "Kb_RaiseUp__label"; label for a key-binding "Kb_Redo__label" = "Kb_Redo__label"; label for a key-binding "Kb_Rotate__label" = "Kb_Rotate__label"; label for a key-binding "Kb_RotateClockwise__label" = "Kb_RotateClockwise__label"; label for a key-binding "Kb_RotateCounterClockwise__label" = "Kb_RotateCounterClockwise__label"; label for a key-binding that does: "Kb_SaveCameraPosition1__label" = "Kb_SaveCameraPosition1__label"; label for a key-binding that does: "Kb_SaveCameraPosition2__label" = "Kb_SaveCameraPosition2__label"; label for a key-binding that does: "Kb_SaveCameraPosition3__label" = "Kb_SaveCameraPosition3__label"; label for a key-binding "Kb_Search__label" = "Kb_Search__label"; label for a key-binding "Kb_SecondaryAction__label" = "Kb_SecondaryAction__label"; label for a key-binding that does: "Kb_SetGameSpeedTo0__label" = "Kb_SetGameSpeedTo0__label"; label for a key-binding that does: "Kb_SetGameSpeedTo1__label" = "Kb_SetGameSpeedTo1__label"; label for a key-binding that does: "Kb_SetGameSpeedTo2__label" = "Kb_SetGameSpeedTo2__label"; label for a key-binding that does: "Kb_SetGameSpeedTo3__label" = "Kb_SetGameSpeedTo3__label"; label for a key-binding "Kb_ToggleBlueprints__label" = "Kb_ToggleBlueprints__label"; label for a key-binding "Kb_ToggleCaptainsOffice__label" = "Kb_ToggleCaptainsOffice__label"; label for a key-binding "Kb_ToggleCloneConfigTool__label" = "Kb_ToggleCloneConfigTool__label"; label for a key-binding "Kb_ToggleConsole__label" = "Kb_ToggleConsole__label"; label for a key-binding "Kb_ToggleCopyTool__label" = "Kb_ToggleCopyTool__label"; label for a key-binding "Kb_ToggleCutTool__label" = "Kb_ToggleCutTool__label"; label for a key-binding "Kb_ToggleDeleteTool__label" = "Kb_ToggleDeleteTool__label"; label for a key-binding "Kb_ToggleDumpingTool__label" = "Kb_ToggleDumpingTool__label"; label for a key-binding that does: Will also insta-copy on press while you are hovering over an entity "Kb_ToggleInstaCopyTool__label" = "Kb_ToggleInstaCopyTool__label"; tooltip for a key-binding: Copy (insta-copy) "Kb_ToggleInstaCopyTool__tooltip" = "Kb_ToggleInstaCopyTool__tooltip"; label for a key-binding that does: Will also insta-cut on press while you are hovering over an entity "Kb_ToggleInstaCutTool__label" = "Kb_ToggleInstaCutTool__label"; tooltip for a key-binding: Cut (insta-cut) "Kb_ToggleInstaCutTool__tooltip" = "Kb_ToggleInstaCutTool__tooltip"; label for a key-binding "Kb_ToggleLevelingTool__label" = "Kb_ToggleLevelingTool__label"; label for a key-binding "Kb_ToggleMap__label" = "Kb_ToggleMap__label"; label for a key-binding "Kb_ToggleMiningTool__label" = "Kb_ToggleMiningTool__label"; label for a key-binding "Kb_TogglePauseTool__label" = "Kb_TogglePauseTool__label"; label for a key-binding that does: Photo mode allows taking high-quality screenshots (better quality than default screen-grab). "Kb_TogglePhotoMode__label" = "Kb_TogglePhotoMode__label"; tooltip for a key-binding: Toggle photo mode "Kb_TogglePhotoMode__tooltip" = "Kb_TogglePhotoMode__tooltip"; label for a key-binding "Kb_TogglePlanningMode__label" = "Kb_TogglePlanningMode__label"; label for a key-binding "Kb_TogglePricePopup__label" = "Kb_TogglePricePopup__label"; label for a key-binding "Kb_TogglePropsRemovalTool__label" = "Kb_TogglePropsRemovalTool__label"; label for a key-binding "Kb_ToggleRecipesBook__label" = "Kb_ToggleRecipesBook__label"; label for a key-binding "Kb_ToggleResearchWindow__label" = "Kb_ToggleResearchWindow__label"; label for a key-binding "Kb_ToggleResVis__label" = "Kb_ToggleResVis__label"; label for a key-binding "Kb_ToggleStats__label" = "Kb_ToggleStats__label"; label for a key-binding "Kb_ToggleSurfacingTool__label" = "Kb_ToggleSurfacingTool__label"; label for a key-binding "Kb_ToggleTradePanel__label" = "Kb_ToggleTradePanel__label"; label for a key-binding "Kb_ToggleTransportMenu__label" = "Kb_ToggleTransportMenu__label"; label for a key-binding "Kb_ToggleTreeHarvestingTool__label" = "Kb_ToggleTreeHarvestingTool__label"; label for a key-binding "Kb_ToggleTutorials__label" = "Kb_ToggleTutorials__label"; label for a key-binding "Kb_ToggleUnityTool__label" = "Kb_ToggleUnityTool__label"; label for a key-binding "Kb_ToggleUpgradeTool__label" = "Kb_ToggleUpgradeTool__label"; label for a key-binding "Kb_TransportNoTurn__label" = "Kb_TransportNoTurn__label"; label for a key-binding "Kb_TransportPortsBlocking__label" = "Kb_TransportPortsBlocking__label"; label for a key-binding "Kb_TransportSnapping__label" = "Kb_TransportSnapping__label"; label for a key-binding "Kb_TransportTieBreak__label" = "Kb_TransportTieBreak__label"; label for a key-binding "Kb_Undo__label" = "Kb_Undo__label"; label for a key-binding "Kb_ZoomIn__label" = "Kb_ZoomIn__label"; label for a key-binding "Kb_ZoomOut__label" = "Kb_ZoomOut__label"; shown next to right click icon to indicate how to edit keybindings "KeybindingHowToClear" = "KeybindingHowToClear"; shown next to left click icon to indicate how to edit keybindings "KeybindingHowToEdit" = "KeybindingHowToEdit"; notification "LabCannotResearchHigherTech__name" = "LabCannotResearchHigherTech__name"; notification "LabMissingInputProducts__name" = "LabMissingInputProducts__name"; research lab is missing input products "LabStatus__MissingInput" = "LabStatus__MissingInput"; name: toolbar category name "landmarksCategory__name" = "landmarksCategory__name"; description of ground water pump "LandWaterPump__desc" = "LandWaterPump__desc"; pump name "LandWaterPump__name" = "LandWaterPump__name"; label for a dropdown that provides language setting for the game "Language" = "Language"; used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' "LastDelta" = "LastDelta"; "LastMonthUnityChanges__Title" = "LastMonthUnityChanges__Title"; "LastMonthUnityChanges__Tooltip" = "LastMonthUnityChanges__Tooltip"; Number of rocket launches shown in the details panel of the load & save window "Launches__Detail" = "Launches__Detail"; title of a buffer showing the state of fuel in launchpad's attached rocket "LaunchPad_FuelTitle" = "LaunchPad_FuelTitle"; option to toggle to launch rockets automatically when they are ready "LaunchPad_Launch__AutoStart" = "LaunchPad_Launch__AutoStart"; Shown at then end of countdown when rocket lifts off "LaunchPad_Launch__LiftOff" = "LaunchPad_Launch__LiftOff"; starts countdown and launches the current rocket "LaunchPad_Launch__Start" = "LaunchPad_Launch__Start"; title of a panel to control rocket launch "LaunchPad_Launch__Title" = "LaunchPad_Launch__Title"; title of a panel showing unity given per rocket launch "LaunchPad_UnityPerLaunch" = "LaunchPad_UnityPerLaunch"; title of a water storage buffer in a launch pad, this water is used during launch to suppress vibrations and strong sound waves. "LaunchPad_WaterBufferTitle" = "LaunchPad_WaterBufferTitle"; title of an overview that shows resources layers on top of the island terrain. Please keep this very short! "Layers" = "Layers"; small machine connected to transport belts that allows moving products vertically "LiftFlat__desc" = "LiftFlat__desc"; small machine that allows raising / lowering units of solid products vertically "LiftFlat__name" = "LiftFlat__name"; small machine connected to transport belts that allows moving products vertically "LiftLoose__desc" = "LiftLoose__desc"; small machine that allows raising / lowering loose products vertically "LiftLoose__name" = "LiftLoose__name"; name "LimestoneMine__name" = "LimestoneMine__name"; button to load the game from the currently selected save file "Load_Action" = "Load_Action"; title of a window that that enables to load existing save files "Load_Title" = "Load_Title"; Error shown for corrupt or invalid files "LoadDisabled__Corrupted" = "LoadDisabled__Corrupted"; tooltip "LoadDisabled__Error" = "LoadDisabled__Error"; tooltip "LoadDisabled__ModsMissing" = "LoadDisabled__ModsMissing"; {0} will be replaced with 'Settings' (Settings_Title) "LoadDisabled__ModsNotEnabled" = "LoadDisabled__ModsNotEnabled"; status explaining that something is just being loaded (e.g. blueprint library) "LoadInProgress" = "LoadInProgress"; Button that allows player to borrow products via loan. "Loan_Borrow__Action" = "Loan_Borrow__Action"; Tooltip for a button that accepts a loan "Loan_Borrow__Tooltip" = "Loan_Borrow__Tooltip"; used as 'Borrow: [text field to type how much quantity]' "Loan_BorrowFieldLabel" = "Loan_BorrowFieldLabel"; Arbitrary sore showing trust worthiness of the player with regards to loans "Loan_CreditScore" = "Loan_CreditScore"; Tooltip for loans credit score "Loan_CreditScore__Tooltip" = "Loan_CreditScore__Tooltip"; how much player owes, used as: 'debt: 100' "Loan_Debt" = "Loan_Debt"; Tooltip for loan duration "Loan_DurationTooltip" = "Loan_DurationTooltip"; Loan fee, how much extra needs to be paid when taking a loan "Loan_Fee" = "Loan_Fee"; Tooltip for loan fee "Loan_Fee__Tooltip" = "Loan_Fee__Tooltip"; Loan interest rate "Loan_InterestRate" = "Loan_InterestRate"; Tooltip for loan interest rate "Loan_InterestRate__Tooltip" = "Loan_InterestRate__Tooltip"; Total interest paid on the current loan so far plus extra interest added to the existing debt (used as label to show the quantity). "Loan_InterestSoFar" = "Loan_InterestSoFar"; total lifetime interest player might pay for the current loan "Loan_LifetimeInterest" = "Loan_LifetimeInterest"; Maximum number of loans, keep short, please :) "Loan_MaxLoans" = "Loan_MaxLoans"; Tooltip for maximum number of loans "Loan_MaxLoans__Tooltip" = "Loan_MaxLoans__Tooltip"; Tooltip for maximum borrowable amount "Loan_MaxToBorrowTooltip" = "Loan_MaxToBorrowTooltip"; Loan volume multiplier, keep short, please :) "Loan_Multiplier" = "Loan_Multiplier"; Tooltip for loan volume multiplier "Loan_Multiplier__Tooltip" = "Loan_Multiplier__Tooltip"; Title of a panel showing the option to take a new loan. "Loan_NewLoan" = "Loan_NewLoan"; used as: 'Next payment: [date]', keep short. Note: Player pays in products not in money. "Loan_NextPayment" = "Loan_NextPayment"; tooltip explaining how payments are being paid "Loan_NextPayment__Tooltip" = "Loan_NextPayment__Tooltip"; preposition indicating a duration within which an action occurs. used as: 'Loan_NextPayment: [X product_icon] in [20 days]'. "Loan_NextPaymentIn" = "Loan_NextPaymentIn"; "Loan_NotAvailable__LowProduction" = "Loan_NotAvailable__LowProduction"; "Loan_NotAvailable__MaxLoans" = "Loan_NotAvailable__MaxLoans"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityHigh" = "Loan_NotAvailable__QuantityHigh"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityLow" = "Loan_NotAvailable__QuantityLow"; Shown next to a loan that is overdue (player is behind with payments) "Loan_Overdue" = "Loan_Overdue"; Shown when a product buffer is not accepting any products at the moment. "Loan_PaymentBuffer__Closed" = "Loan_PaymentBuffer__Closed"; example use: 'Repayment buffer opens 6 months before each payment. This one opens in 30 days.' "Loan_PaymentBuffer__ClosedTooltip" = "Loan_PaymentBuffer__ClosedTooltip"; tooltip for payment buffer import priority "Loan_PaymentBuffer__PriorityToggle" = "Loan_PaymentBuffer__PriorityToggle"; title of panel showing list of active loan payments buffer in trade dock, more context in Loan_PaymentBuffers__Tooltip "Loan_PaymentBuffers__Title" = "Loan_PaymentBuffers__Title"; "Loan_PaymentBuffers__Tooltip" = "Loan_PaymentBuffers__Tooltip"; see Loan_PayPerYear__part2, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part1" = "Loan_PayPerYear__part1"; see Loan_PayPerYear__part1, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part2" = "Loan_PayPerYear__part2"; Tooltip explaining where lent products will end up "Loan_ProductsDeliveryTooltip" = "Loan_ProductsDeliveryTooltip"; The remaining lifetime interest to be paid on a loan (used as label to show the quantity). "Loan_RemainingInterest" = "Loan_RemainingInterest"; button to repay part of a loan (player pays with products, not with money) "Loan_Repay__Action" = "Loan_Repay__Action"; tooltip shown when player does not enter a valid number "Loan_Repay__InvalidQuantity" = "Loan_Repay__InvalidQuantity"; tooltip explaining that player does not have enough of products to make a loan payment "Loan_Repay__LackOfProducts" = "Loan_Repay__LackOfProducts"; tooltip "Loan_Repay__Tooltip" = "Loan_Repay__Tooltip"; the date this loan started, used as 'start date: [date]' "Loan_StartDate" = "Loan_StartDate"; The starting balance of this loan, used as 'Starting loan: 500' "Loan_StartingLoan" = "Loan_StartingLoan"; used as: '10 Years | Left', to explain how many years until loan is repaid. "Loan_TimeLeft" = "Loan_TimeLeft"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentDelayed__name" = "LoanPaymentDelayed__name"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentFailed__name" = "LoanPaymentFailed__name"; title of a panel showing currently active loans (loans that player has to pay) "Loans_Active" = "Loans_Active"; title of a panel listing all the products the player can borrow from the currently selected world map settlement "Loans_ProductsToLend" = "Loans_ProductsToLend"; title of a window that provides loans to the player (player can borrow products from other settlements) "Loans_Title" = "Loans_Title"; "Loans_Title__Tooltip" = "Loans_Title__Tooltip"; a difficulty option for loans, this is the easiest "LoansSetting__Easy" = "LoansSetting__Easy"; a difficulty option for loans, this is the hardest (although not really severe) "LoansSetting__Hard" = "LoansSetting__Hard"; Example use: 350 km away from our Island "Location_Distance" = "Location_Distance"; example usage: 2 ships with battle score: 280 "Location_EnemyScore" = "Location_EnemyScore"; Example use: This location has Oil rig "Location_HasEntity" = "Location_HasEntity"; shown in a location and explains that player's ship is on its way there "Location_ShipOnWay" = "Location_ShipOnWay"; shown in a detail of a research that is currently not available (locked behind other ones) "Locked" = "Locked"; Amount of time a difficulty setting is locked for, {0} will be a string like "2 years" or "4 months" "LockedFor__Tooltip" = "LockedFor__Tooltip"; rendering setting name "LodBiasRenderingSetting__Name" = "LodBiasRenderingSetting__Name"; keep it short, there is more info in the tooltip for player to understand "LogisticsControl__Auto" = "LogisticsControl__Auto"; "LogisticsControl__Auto_InputTooltip" = "LogisticsControl__Auto_InputTooltip"; "LogisticsControl__Auto_OutputTooltip" = "LogisticsControl__Auto_OutputTooltip"; title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "LogisticsControl__InputTitle"; tooltip of a panel allowing to configure if trucks can import into the selected machine / building "LogisticsControl__InputTooltip" = "LogisticsControl__InputTooltip"; keep it short, there is more info in the tooltip for player to understand "LogisticsControl__Off" = "LogisticsControl__Off"; "LogisticsControl__Off_InputTooltip" = "LogisticsControl__Off_InputTooltip"; "LogisticsControl__Off_OutputTooltip" = "LogisticsControl__Off_OutputTooltip"; keep it short, there is more info in the tooltip for player to understand "LogisticsControl__On" = "LogisticsControl__On"; "LogisticsControl__On_InputTooltip" = "LogisticsControl__On_InputTooltip"; "LogisticsControl__On_OutputTooltip" = "LogisticsControl__On_OutputTooltip"; title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "LogisticsControl__OutputTitle"; tooltip of a panel allowing to configure if trucks can export from the selected machine / building "LogisticsControl__OutputTooltip" = "LogisticsControl__OutputTooltip"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Busy" = "LogisticsStatus__Busy"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__ExtremelyBusy" = "LogisticsStatus__ExtremelyBusy"; shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Stable" = "LogisticsStatus__Stable"; tooltip "LogisticsStatus__Tooltip" = "LogisticsStatus__Tooltip"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__VeryBusy" = "LogisticsStatus__VeryBusy"; description of transport "LooseConveyorFormattedFirst__desc" = "LooseConveyorFormattedFirst__desc"; description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "LooseConveyorFormattedNext__desc"; short description: small machine that allows sorting of products "LooseConveyorSorter__desc" = "LooseConveyorSorter__desc"; name: small machine that allows sorting of products "LooseConveyorSorter__name" = "LooseConveyorSorter__name"; name "LooseMaterialConveyor__name" = "LooseMaterialConveyor__name"; name "LooseMaterialConveyorT2__name" = "LooseMaterialConveyorT2__name"; name "LooseMaterialConveyorT3__name" = "LooseMaterialConveyorT3__name"; title of panel that lists all the loot received by getting new refugees "LootReceived" = "LootReceived"; notification "LowFarmFertility__name" = "LowFarmFertility__name"; notification "LowFoodSupply__name" = "LowFoodSupply__name"; notification "LowGroundwater__name" = "LowGroundwater__name"; notification "MachineIsBroken__name" = "MachineIsBroken__name"; name: toolbar category name "machinesCategory__name" = "machinesCategory__name"; name: toolbar category name "machinesElectricityCategory__name" = "machinesElectricityCategory__name"; name: toolbar category name "machinesFoodCategory__name" = "machinesFoodCategory__name"; name: toolbar category name "machinesMetallurgyCategory__name" = "machinesMetallurgyCategory__name"; name: toolbar category name "machinesOilCategory__name" = "machinesOilCategory__name"; name: toolbar category name "machinesWaterCategory__name" = "machinesWaterCategory__name"; example: 'Made in version: 1.0.0' "MadeInVersion" = "MadeInVersion"; button to subscribe for our updates "MailingList" = "MailingList"; short description "Mainframe__desc" = "Mainframe__desc"; name "Mainframe__name" = "Mainframe__name"; title of player's main ship "MainShipTitle" = "MainShipTitle"; represents general maintenance for machine, vehicle or anything else "Maintenance" = "Maintenance"; tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "Maintenance__EntityTooltip"; name "MaintenanceDepotT0__name" = "MaintenanceDepotT0__name"; description of a maintenance depot "MaintenanceDepotT1__desc" = "MaintenanceDepotT1__desc"; name "MaintenanceDepotT1__name" = "MaintenanceDepotT1__name"; name "MaintenanceDepotT2__name" = "MaintenanceDepotT2__name"; name "MaintenanceDepotT3__name" = "MaintenanceDepotT3__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "MaintenanceReduction__desc" = "MaintenanceReduction__desc"; policy / edict which can enabled by the player in their Captain's office. "MaintenanceReduction__name" = "MaintenanceReduction__name"; button that sets the current priority as the default one. IMPORTANT: Keep it very short!! "MakeDefault" = "MakeDefault"; tooltip "MakeDefault__ConstructionTooltip" = "MakeDefault__ConstructionTooltip"; tooltip "MakeDefault__DeconstructionTooltip" = "MakeDefault__DeconstructionTooltip"; button to click on to change the area that is managed by the selected tower "ManagedArea__EditAction" = "ManagedArea__EditAction"; size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' "ManagedArea__Info" = "ManagedArea__Info"; button to click on to change the designation that is managed by the selected forestry tower "ManagedDesignation__EditAction" = "ManagedDesignation__EditAction"; Informs the player that game is being saved (as player requested) "ManualSaveInProgress" = "ManualSaveInProgress"; To show the island map name, used like this: 'Map New Haven "Map" = "Map"; Shows the total flat area of an island. Flat are considered areas that have no cliffs or mountains and can be used for construction. Example of use: 'Flat area 2.1 km²' "MapArea__Flat" = "MapArea__Flat"; Shows the total area of an island (excluding ocean). Example of use: 'Land area 2.1 km²' "MapArea__Land" = "MapArea__Land"; Dimensions of the entire map (including ocean), shown next to "{x} x {y} km" value "MapArea__Total" = "MapArea__Total"; shown when the current map file is probably corrupted. "MapInvalid" = "MapInvalid"; "MapleTree__desc" = "MapleTree__desc"; "MapleTreeDry__desc" = "MapleTreeDry__desc"; Tooltip explaining resources toggle in the map selection screen, {0} replaced with number. "MapResources_EasyToReach_Tooltip" = "MapResources_EasyToReach_Tooltip"; Label for a checkbox in the "Map resources" section of the map selection tab of the new game wizard that toggles preview of resource locations on the map "MapResources_ShowPins" = "MapResources_ShowPins"; Label for a checkbox on the fullscreen map view that toggles preview of resource locations on the map "MapResources_ShowPinsTooltip" = "MapResources_ShowPinsTooltip"; Title shown above the map's resources in the map selection tab of the new game flow "MapResources_Title" = "MapResources_Title"; shows map area, e.g. '1.2 × 1.4 km', use the × character, not a letter x. "MapSize_XY" = "MapSize_XY"; text showing how many matches were found for a search query "MatchesFound" = "MatchesFound"; describes a chart that visualizes maximal production capacity, e.g. for electricity or computing "MaxCapacity" = "MaxCapacity"; max. fire range from all the weapons available "MaxWeaponRange" = "MaxWeaponRange"; item of a game mechanic "Mechanic_Casual__InfiniteMines" = "Mechanic_Casual__InfiniteMines"; item of a game mechanic "Mechanic_Casual__LogisticsPower" = "Mechanic_Casual__LogisticsPower"; title of a game mechanic "Mechanic_Casual__Title" = "Mechanic_Casual__Title"; item of a game mechanic "Mechanic_Casual__WorldMines" = "Mechanic_Casual__WorldMines"; item of a game mechanic "Mechanic_OreSorting__OreSorting" = "Mechanic_OreSorting__OreSorting"; title of a game mechanic "Mechanic_OreSorting__Title" = "Mechanic_OreSorting__Title"; item of a game mechanic "Mechanic_Realism__Pumps" = "Mechanic_Realism__Pumps"; item of a game mechanic "Mechanic_Realism__ShipsFuel" = "Mechanic_Realism__ShipsFuel"; item of a game mechanic "Mechanic_Realism__Starvation" = "Mechanic_Realism__Starvation"; title of a game mechanic "Mechanic_Realism__Title" = "Mechanic_Realism__Title"; item of a game mechanic "Mechanic_Realism__VehiclesFuel" = "Mechanic_Realism__VehiclesFuel"; item of a game mechanic "Mechanic_RealismPlus__BrokenConsumers" = "Mechanic_RealismPlus__BrokenConsumers"; item of a game mechanic "Mechanic_RealismPlus__LogisticsPower" = "Mechanic_RealismPlus__LogisticsPower"; item of a game mechanic "Mechanic_RealismPlus__QuickRepair" = "Mechanic_RealismPlus__QuickRepair"; title of a game mechanic "Mechanic_RealismPlus__Title" = "Mechanic_RealismPlus__Title"; title of a game mechanic "Mechanic_ReducedWorldMines__Title" = "Mechanic_ReducedWorldMines__Title"; item of a game mechanic "Mechanic_ReducedWorldMines__WorldMines" = "Mechanic_ReducedWorldMines__WorldMines"; item of a game mechanic "Mechanic_ResourcesBoost__ExtraMaterials" = "Mechanic_ResourcesBoost__ExtraMaterials"; item of a game mechanic "Mechanic_ResourcesBoost__InfiniteMines" = "Mechanic_ResourcesBoost__InfiniteMines"; item of a game mechanic "Mechanic_ResourcesBoost__Refund" = "Mechanic_ResourcesBoost__Refund"; title of a game mechanic "Mechanic_ResourcesBoost__Title" = "Mechanic_ResourcesBoost__Title"; title for difficulty settings affecting game mechanics "Mechanics" = "Mechanics"; label for auto-balance toggle to shut off steam turbine when there is an excess of mechanical power "MechPowerGenerator__AutoBalance" = "MechPowerGenerator__AutoBalance"; tooltip explaining auto-balancing toggle "MechPowerGenerator__AutoBalanceTooltip" = "MechPowerGenerator__AutoBalanceTooltip"; efficiency title for mech power generators "MechPowerGenerator__EfficiencyTitle" = "MechPowerGenerator__EfficiencyTitle"; efficiency tooltip for mech power generators "MechPowerGenerator__EfficiencyTooltip" = "MechPowerGenerator__EfficiencyTooltip"; button to leave the menu and continue playing "Menu__Continue" = "Menu__Continue"; button to edit advanced game difficulty settings in-game "Menu__DifficultySettings" = "Menu__DifficultySettings"; Label for a button that opens game's discord, keep short! "Menu__Discord" = "Menu__Discord"; button to open a window that enables to choose a saved game and load it "Menu__Load" = "Menu__Load"; button to click on to open a map editor "Menu__MapEditor" = "Menu__MapEditor"; button to start a new game "Menu__NewGame" = "Menu__NewGame"; button to click on to open a settings window "Menu__OpenSettings" = "Menu__OpenSettings"; button to open a window that enables to save the current game progress "Menu__Save" = "Menu__Save"; rendering setting name "MenusFpsLimitRenderingSetting__Name" = "MenusFpsLimitRenderingSetting__Name"; title of column showing a list of all messages "MessageCenter__MessagesTitle" = "MessageCenter__MessagesTitle"; title of a window containing messages to the player "MessageCenter__Title" = "MessageCenter__Title"; name of tutorial group about food production "MessageGroupFoodProduction__name" = "MessageGroupFoodProduction__name"; name of tutorial group about general topics "MessageGroupGeneral__name" = "MessageGroupGeneral__name"; name of tutorial group for initial tutorials "MessageGroupGettingStarted__name" = "MessageGroupGettingStarted__name"; name of tutorial group about logistics (truck, belts, ships) "MessageGroupLogistics__name" = "MessageGroupLogistics__name"; name of tutorial group about settlements "MessageGroupSettlement__name" = "MessageGroupSettlement__name"; name of tutorial group about terraforming (mining, dumping) "MessageGroupTerraforming__name" = "MessageGroupTerraforming__name"; name of tutorial group about game tools (copy, paste, pause) "MessageGroupTools__name" = "MessageGroupTools__name"; name of messages group for warnings "MessageGroupWarnings__name" = "MessageGroupWarnings__name"; name of tutorial group about world map (world settlements, exploration, ships) "MessageGroupWorld__name" = "MessageGroupWorld__name"; victory message (part 1) "MessageOnVictory__part1" = "MessageOnVictory__part1"; victory message (part 2) "MessageOnVictory__part2" = "MessageOnVictory__part2"; victory message (part 3) "MessageOnVictory__part3" = "MessageOnVictory__part3"; victory message caption "MessageOnVictory__title" = "MessageOnVictory__title"; title of message or tutorial "MessageWelcome__name" = "MessageWelcome__name"; "MessageWelcome__part1" = "MessageWelcome__part1"; {0} = Construction parts "MessageWelcome__part2V2" = "MessageWelcome__part2V2"; "MessageWelcome__part3V2" = "MessageWelcome__part3V2"; {0} = Research Lab "MessageWelcome__part4V2" = "MessageWelcome__part4V2"; {0} = Trading Dock "MessageWelcome__part5" = "MessageWelcome__part5"; "MessageWelcome__part6" = "MessageWelcome__part6"; Surface that can be placed on the ground outside. "Metal_TerrainSurface" = "Metal_TerrainSurface"; description of a machine. For the curious ones :) => https://www.youtube.com/watch?v=g8Qav3vIv9s "MicrochipMachine__desc" = "MicrochipMachine__desc"; name of a machine "MicrochipMachine__name" = "MicrochipMachine__name"; name of a machine "MicrochipMachineT2__name" = "MicrochipMachineT2__name"; short description "MineTower__desc" = "MineTower__desc"; building or machine "MineTower__name" = "MineTower__name"; explains that there are currently no products selected in the notification filter "MineTowerNotifyFilter__Empty" = "MineTowerNotifyFilter__Empty"; title of a panel that configures notification filter. If a truck has a product which is in this filter and cannot deliver it, we show a notification "MineTowerNotifyFilter__Title" = "MineTowerNotifyFilter__Title"; tooltip of a panel that configures notification filter. If a truck has product in this filter assigned and cannot deliver it, we show a notification "MineTowerNotifyFilter__Tooltip" = "MineTowerNotifyFilter__Tooltip"; title of a panel that sets what material should be prioritized by an excavator when mining "MiningPriority__Title" = "MiningPriority__Title"; tooltip "MiningPriority__Tooltip" = "MiningPriority__Tooltip"; small box that allows splitting and merging of transports "MiniZip_all" = "MiniZip_all"; title of other / misc settings "MiscellaneousSettings_Title" = "MiscellaneousSettings_Title"; Tooltip shown for missing mods in the details panel of the load & save window "ModMissing__Tooltip" = "ModMissing__Tooltip"; title of a panel showing list of available mods that are not yet used in the current save file "ModsAvailable__Title" = "ModsAvailable__Title"; tooltip "ModsAvailable__Tooltip" = "ModsAvailable__Tooltip"; List of mods required to load the selected save file shown in the details panel of the load & save window "ModsInSave__Detail" = "ModsInSave__Detail"; tooltip "ModsInSave__Tooltip" = "ModsInSave__Tooltip"; description of transport "MoltenConveyorFormattedFirst__desc" = "MoltenConveyorFormattedFirst__desc"; name "MoltenMetalChannel__name" = "MoltenMetalChannel__name"; explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "MonthDurationLegend"; Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. "MwSec__Unit" = "MwSec__Unit"; title of settings affecting nature - trees, crops growth "Nature" = "Nature"; tooltip suffix that explains that player can navigate through all the results by pressing {0} key "NavigateTo__KeyHint" = "NavigateTo__KeyHint"; tooltip for button that navigates to the next search result "NavigateTo__Next" = "NavigateTo__Next"; tooltip for button that navigates to the previous search result "NavigateTo__Previous" = "NavigateTo__Previous"; e.g. 'Needs: 40 / month' "Needs" = "Needs"; {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "NeedsRepairsDesc__Parametrized"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "NeedsTransportConnected__name"; placeholder for a title when a new blueprint is created, e.g. 'Blueprint #2' "NewBlueprintTitlePlaceholder" = "NewBlueprintTitlePlaceholder"; title of a panel showing new discovery, e.g. a new technology "NewDiscovery" = "NewDiscovery"; notification, any strings in curly braces { } must be preserved and non-translated "NewErrorOccurred__name" = "NewErrorOccurred__name"; tooltip of a button that creates a new folder "NewFolder__Tooltip" = "NewFolder__Tooltip"; placeholder for a title when a new folder is created, e.g. 'New folder #2' "NewFolderTitlePlaceholder" = "NewFolderTitlePlaceholder"; In new game wizard. Title of the tab where you configure game options "NewGameWizard__Customization" = "NewGameWizard__Customization"; In new game wizard. Title of a panel that enables to configure game difficulty "NewGameWizard__Difficulty" = "NewGameWizard__Difficulty"; In new game wizard. Label for the game name entry field "NewGameWizard__GameName" = "NewGameWizard__GameName"; Shown when we fail to write a testing save file to a save folder before starting the new game "NewGameWizard__GameName__FailedToWrite" = "NewGameWizard__GameName__FailedToWrite"; In new game wizard. Warning shown next to the game name entry field when the name is already used "NewGameWizard__GameName__InUse" = "NewGameWizard__GameName__InUse"; In new game wizard. Warning shown next to the game name entry field when the name contains invalid characters. "NewGameWizard__GameName__InvalidChars" = "NewGameWizard__GameName__InvalidChars"; Button that launches a new game "NewGameWizard__Launch" = "NewGameWizard__Launch"; In new game wizard. Title of a panel that enables to pick a map and configure it "NewGameWizard__MapSelection" = "NewGameWizard__MapSelection"; In new game wizard. Title of the tab where you configure optional game meachanics "NewGameWizard__Mechanics" = "NewGameWizard__Mechanics"; Title of window that enables the player to configure and start a new game. Contains several configuration panels. "NewGameWizard__Title" = "NewGameWizard__Title"; "NewRefugees" = "NewRefugees"; "NewRefugees__Beacon" = "NewRefugees__Beacon"; notification "NoAvailableMineDesignInTowerArea__name" = "NoAvailableMineDesignInTowerArea__name"; notification "NoCropToGrow__name" = "NoCropToGrow__name"; notification "NoForestryDesignInTowerArea__name" = "NoForestryDesignInTowerArea__name"; status shown when there is a research in progress but no lab is available (keep it short!) "NoLabAvailable" = "NoLabAvailable"; notification "NoMineDesignInTowerArea__name" = "NoMineDesignInTowerArea__name"; used for items in a list that have no value, often used to unset something "None" = "None"; Message shown in empty dropdowns "NoOptions" = "NoOptions"; notification "NoProductAssignedToEntity__name" = "NoProductAssignedToEntity__name"; notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "NoRecipeSelected__name"; status shown when there is no research active (keep it short!) "NoResearchSelected" = "NoResearchSelected"; example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "NoResourceToExtract__name"; notification "NotEnoughFuelToRefuel__name" = "NotEnoughFuelToRefuel__name"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Not enough Maintenance I" or "Not enough Maintenance II" "NotEnoughMaintenance__name" = "NotEnoughMaintenance__name"; notification "NotEnoughPower__name" = "NotEnoughPower__name"; notification This is displayed when the accumulated unity that the player has gets to 0 but there are some demands for it on regular basis (e.g. active oil rig that needs 1 every month). "NotEnoughUpoints__name" = "NotEnoughUpoints__name"; notification "NotEnoughUpointsForEntity__name" = "NotEnoughUpointsForEntity__name"; notification "NotEnoughWorkers__name" = "NotEnoughWorkers__name"; shown when nothing is found for a search query. "NothingFound" = "NothingFound"; shown when nothing is found for a given search query where {0} is the search query. "NothingFoundFor" = "NothingFoundFor"; notification text when new world map location is explored "Notification__LocationExplored" = "Notification__LocationExplored"; notification text when refugees arrive to the island "Notification__NewRefugees" = "Notification__NewRefugees"; notification text when research is completed, {0} is research name "Notification__ResearchComplete" = "Notification__ResearchComplete"; notification text when player's ship gets into a battle (with pirates ships) "Notification__ShipInBattle" = "Notification__ShipInBattle"; mute notifications audio "Notifications__Mute" = "Notifications__Mute"; explains that there are no new notifications "Notifications__NoNew" = "Notifications__NoNew"; unmute notifications audio "Notifications__Unmute" = "Notifications__Unmute"; Toggles whether the player should get notified in case the farm has no space in its output to store harvested crop and has to throw it away. "NotifyIfFarmBufferFull" = "NotifyIfFarmBufferFull"; text of a toggle button for a low reserve notification on a ground water pump or oil pump. "NotifyOnLowReserve" = "NotifyOnLowReserve"; notification "NoTreeSaplingsForPlanter__name" = "NoTreeSaplingsForPlanter__name"; notification "NoTreesToHarvest__name" = "NoTreesToHarvest__name"; notification "NoTruckAssignedToTreeHarvester__name" = "NoTruckAssignedToTreeHarvester__name"; "NoVehicleDepotAvailable" = "NoVehicleDepotAvailable"; shown in a vehicle assignment panel in case there are no vehicles assigned "NoVehiclesAssigned" = "NoVehiclesAssigned"; short description "NoWaterDisease__desc" = "NoWaterDisease__desc"; name "NoWaterDisease__name" = "NoWaterDisease__name"; explains that settlement has the current disease due to its low water supply "NoWaterDisease_Reason" = "NoWaterDisease_Reason"; title of a checkbox that enables auto regulation of nuclear reactor, more explained in NuclearReactor__AutoThrottle_Tooltip "NuclearReactor__AutoThrottle" = "NuclearReactor__AutoThrottle"; "NuclearReactor__AutoThrottle_Tooltip" = "NuclearReactor__AutoThrottle_Tooltip"; example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "NuclearReactor__desc"; tooltip explaining that a reactor can't be upgraded while it's running "NuclearReactor__DisableBeforeUpgrade" = "NuclearReactor__DisableBeforeUpgrade"; title of a panel that shows status of emergency cooling buffers, see tooltip to get better context "NuclearReactor__EmergencyCoolingTitle" = "NuclearReactor__EmergencyCoolingTitle"; "NuclearReactor__EmergencyCoolingTooltip" = "NuclearReactor__EmergencyCoolingTooltip"; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTitle" = "NuclearReactor__EnrichmentTitle"; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTooltip" = "NuclearReactor__EnrichmentTooltip"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelNoRadiationSuffix" = "NuclearReactor__HeatLevelNoRadiationSuffix"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelRadiationSuffix" = "NuclearReactor__HeatLevelRadiationSuffix"; title of a section that shows reactor heat, see tooltip to get better context "NuclearReactor__HeatLevelTitle" = "NuclearReactor__HeatLevelTitle"; "NuclearReactor__HeatLevelTooltip" = "NuclearReactor__HeatLevelTooltip"; name "NuclearReactor__name" = "NuclearReactor__name"; explanation of nuclear reactor state when it has low maintenance "NuclearReactor__NotEnoughMaintenance" = "NuclearReactor__NotEnoughMaintenance"; explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "NuclearReactor__Overheated"; title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context "NuclearReactor__PowerLevelTitle" = "NuclearReactor__PowerLevelTitle"; "NuclearReactor__PowerLevelTooltip" = "NuclearReactor__PowerLevelTooltip"; notification "NuclearReactorInMeltdown__name" = "NuclearReactorInMeltdown__name"; shows the minimum number of fuel required in the reactor in order for it to work, used like this: 'At least 16 units of fuel required to operate' "NuclearReactorRods__MinRequired" = "NuclearReactorRods__MinRequired"; title of a panel that shows status of fuel stored in the reactor "NuclearReactorRods__StatusTitle" = "NuclearReactorRods__StatusTitle"; tooltip explaining how fuel works in a reactor "NuclearReactorRods__Tooltip" = "NuclearReactorRods__Tooltip"; example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactorT2__desc" = "NuclearReactorT2__desc"; name "NuclearReactorT2__name" = "NuclearReactorT2__name"; short description of a machine "NuclearReprocessingPlant__desc" = "NuclearReprocessingPlant__desc"; name of a machine "NuclearReprocessingPlant__name" = "NuclearReprocessingPlant__name"; short description "NuclearWasteStorage__desc" = "NuclearWasteStorage__desc"; name "NuclearWasteStorage__name" = "NuclearWasteStorage__name"; example: '1 day', '2 days' "NumberOfDays" = "NumberOfDays"; example: '1 month', '2 months' "NumberOfMonths" = "NumberOfMonths"; e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "NumberOfSettlements"; example: '1 year', '2 years' "NumberOfYears" = "NumberOfYears"; "OakTree__desc" = "OakTree__desc"; "OakTreeDry__desc" = "OakTreeDry__desc"; title of a panel showing the current population size on the island or in a settlement and amount of housing available. "Occupants__Title" = "Occupants__Title"; this tooltip is for a panel showing occupants on the whole island "Occupants__TooltipForIsland" = "Occupants__TooltipForIsland"; this tooltip is for a panel showing occupants in a single settlement "Occupants__TooltipForSettlement" = "Occupants__TooltipForSettlement"; notification "OceanAccessBlocked__name" = "OceanAccessBlocked__name"; title for ocean quality setting "OceanRenderingQuality" = "OceanRenderingQuality"; short description: {0} is an integer specifying max height such as '10' "OceanWaterPumpLarge__desc" = "OceanWaterPumpLarge__desc"; name "OceanWaterPumpLarge__name" = "OceanWaterPumpLarge__name"; short description: {0} is an integer specifying max height such as '5' "OceanWaterPumpT1__desc" = "OceanWaterPumpT1__desc"; name "OceanWaterPumpT1__name" = "OceanWaterPumpT1__name"; something is turned off - e.g. autosave: off "Off_Option" = "Off_Option"; short description of a machine "OilPump__desc" = "OilPump__desc"; pump name "OilPump__name" = "OilPump__name"; short description "OilRigCost1__desc" = "OilRigCost1__desc"; name "OilRigCost1__name" = "OilRigCost1__name"; used as for instance: / month "OneMonth" = "OneMonth"; In new game wizard. Label on a button to open the CoI Hub community website "OpenCoIHub" = "OpenCoIHub"; button to click on to open a research window, shown when some research is in progress "OpenResearch_Action" = "OpenResearch_Action"; Button to open statistics for a particular product "OpenStats" = "OpenStats"; action to open a window with a tutorial (shown as a tooltip of an icon button) "OpenTutorial" = "OpenTutorial"; checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "Option_AllowRefuelInEntity"; a difficulty option where pumps reduce their throughput when out of groundwater instead of stopping entirely "Option_ReducesThroughput" = "Option_ReducesThroughput"; configuration option that sets something to be unlimited (e.g. oil reserve). "Option_Unlimited" = "Option_Unlimited"; title for options (to configure machine or building) "Options" = "Options"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "OptionValIncreased"; example usages: '-4 meters' or '+1 meter' "OptionValMeters" = "OptionValMeters"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "OptionValReduced"; used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' "OptionValStandard" = "OptionValStandard"; title for a panel that can order a vehicle to do something (scrap, assign) "Orders" = "Orders"; more info in OreSorting_AllowedProducts__Tooltip "OreSorter_AllowedProducts__Title" = "OreSorter_AllowedProducts__Title"; {0} - replaced with mine tower "OreSorter_AllowedProducts__Tooltip" = "OreSorter_AllowedProducts__Tooltip"; tooltip for toggle in ore sorting plant to set to notify if plant can't no longer work due to its output being blocked "OreSorter_BlockedAlert__Tooltip" = "OreSorter_BlockedAlert__Tooltip"; title of a container showing all the mixed input products waiting to be sorted in the sorting plant "OreSorter_InputTitle" = "OreSorter_InputTitle"; note: this will never be used in singular form, usually number will be around 8 products "OreSorter_LimitReached" = "OreSorter_LimitReached"; toggle in ore sorting plant, more info in OreSorter_NoSingleLoad__Tooltip "OreSorter_NoSingleLoad__Toggle" = "OreSorter_NoSingleLoad__Toggle"; tooltip for toggle in ore sorting plant "OreSorter_NoSingleLoad__Tooltip" = "OreSorter_NoSingleLoad__Tooltip"; tooltip "OreSorter_ProductBlocked__Tooltip" = "OreSorter_ProductBlocked__Tooltip"; Call to action for player to select products to sort in ore sorting plant "OreSorter_SelectProducts" = "OreSorter_SelectProducts"; short description "OreSortingPlantT1__desc" = "OreSortingPlantT1__desc"; name "OreSortingPlantT1__name" = "OreSortingPlantT1__name"; tooltip for a dropdown that allows to select machine's output port for a particular product "OutputPort__Tooltip" = "OutputPort__Tooltip"; title of a panel listing all the outputs of some machine / building "OutputsTitle" = "OutputsTitle"; more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "OutputThisProductOnly"; tooltip "OutputThisProductOnly__Tooltip" = "OutputThisProductOnly__Tooltip"; toggles visibility of mining & dumping designations "Overlays__Designations" = "Overlays__Designations"; toggles visibility of grid on terrain "Overlays__Grid" = "Overlays__Grid"; title to panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "Overlays__Resources"; title for window that shows overlays like resources, designations. "Overlays__Title" = "Overlays__Title"; highlights trees that are prioritized for harvest "Overlays__Trees" = "Overlays__Trees"; button to overwrite an already existing save file "OverwriteSave__Action" = "OverwriteSave__Action"; Confirm prompt to overwrite an existing save file, {0} is name of the file to overwrite "OverwriteSave__ConfirmPrompt" = "OverwriteSave__ConfirmPrompt"; title of panel that shows all the owned vehicles "OwnedVehicles" = "OwnedVehicles"; description of a machine "OxygenFurnace__desc" = "OxygenFurnace__desc"; name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "OxygenFurnace__name"; name of a machine "OxygenFurnaceT2__name" = "OxygenFurnaceT2__name"; "PalmTree__desc" = "PalmTree__desc"; explained in PartialTrucksToggle__Tooltip "PartialTrucksToggle" = "PartialTrucksToggle"; tooltip "PartialTrucksToggle__Tooltip" = "PartialTrucksToggle__Tooltip"; title for particle quality setting "ParticlesRenderingQuality" = "ParticlesRenderingQuality"; title of a button to paste string from the clipboard "PasteString__Action" = "PasteString__Action"; tooltip "PasteString__Tooltip" = "PasteString__Tooltip"; button to open patch notes and title of a window with patch notes as well "PatchNotes" = "PatchNotes"; title of a window that shows new patch notes since the last time the player played the game "PatchNotes__New" = "PatchNotes__New"; button to request to pause some operation (not the game itself) "Pause" = "Pause"; displayed on the screen when the game is paused "Paused" = "Paused"; title of a tool that is used to pause / unpause machines and vehicle "PauseTool" = "PauseTool"; tooltip "PauseTool__PauseOnlyTooltip" = "PauseTool__PauseOnlyTooltip"; tooltip "PauseTool__Tooltip" = "PauseTool__Tooltip"; used to show how much something costs per a single ship's journey, used like this for instance: 2 Unity / journey. "PerJourneySuffix" = "PerJourneySuffix"; category for key-bindings used in photo-mode (photo mode allows players to control the camera in a different way and to take nice screenshots) "PhotoMode" = "PhotoMode"; description of transport "PipeFormattedFirst__desc" = "PipeFormattedFirst__desc"; description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "PipeFormattedNext__desc"; name "PipeT1__name" = "PipeT1__name"; name "PipeT2__name" = "PipeT2__name"; name "PipeT3__name" = "PipeT3__name"; tooltip "PlaceMultipleTooltip" = "PlaceMultipleTooltip"; "PlaceSurface__Tooltip" = "PlaceSurface__Tooltip"; title of a button that enabled or disables a planning mode (mode in which buildings are not built immediately) "PlanningMode" = "PlanningMode"; label showing that planning mode is currently enabled, should be reasonably short "PlanningModeActive__Title" = "PlanningModeActive__Title"; tooltip "PlanningModeActive__Tooltip" = "PlanningModeActive__Tooltip"; title for pollution "Pollution" = "Pollution"; name of a machine "PolymerizationPlant__name" = "PolymerizationPlant__name"; title for population growth information / stats "PopGrowth" = "PopGrowth"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsBoostT1__desc" = "PopsBoostT1__desc"; policy / edict which can enabled by the player in their Captain's office. "PopsBoostT1__name" = "PopsBoostT1__name"; used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Quarantine" = "PopsCannotWork__Quarantine"; used like this: Starving: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Starving" = "PopsCannotWork__Starving"; title to explain that some people can't work, followed by a list of reasons with number of people "PopsCannotWorkTitle" = "PopsCannotWorkTitle"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsEviction__desc" = "PopsEviction__desc"; policy / edict which can enabled by the player in their Captain's office. "PopsEviction__name" = "PopsEviction__name"; policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% "PopsQuarantine__desc" = "PopsQuarantine__desc"; policy / edict which can enabled by the player in their Captain's office. "PopsQuarantine__name" = "PopsQuarantine__name"; notification, any strings in curly braces { } must be preserved and non-translated "PopsStarvedToDeath__name" = "PopsStarvedToDeath__name"; notification "PopsStarving__name" = "PopsStarving__name"; tooltip explaining that people can't be adopted from the world settlement because there are no people available "PopsToAdoptNotAvailable" = "PopsToAdoptNotAvailable"; title for population "Population" = "Population"; title of a panel showing statistics for population increase / decrease and diseases. "PopulationGrowth__Title" = "PopulationGrowth__Title"; "PopulationGrowth__Tooltip" = "PopulationGrowth__Tooltip"; button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "PopulationOverview__OpenAction"; title of a window that shows the global population overview "PopulationOverview__Title" = "PopulationOverview__Title"; title of settings affecting electricity "Power" = "Power"; tooltip explaining how power production priority assignment works "PowerGenerationPriorityTooltip" = "PowerGenerationPriorityTooltip"; tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "PowerGenerator__AutoScalingTooltip"; example: 'Utilization: 20%' "PowerGenerator__Utilization" = "PowerGenerator__Utilization"; short description "PowerGeneratorT1__desc" = "PowerGeneratorT1__desc"; name "PowerGeneratorT1__name" = "PowerGeneratorT1__name"; short description "PowerGeneratorT2__desc" = "PowerGeneratorT2__desc"; name "PowerGeneratorT2__name" = "PowerGeneratorT2__name"; name: name of a settlement service provided to pops "PowerNeed__name" = "PowerNeed__name"; if set, belts will always require power otherwise won't work "PowerSetting__ConsumeAlways" = "PowerSetting__ConsumeAlways"; if set, belts will consume power if available "PowerSetting__ConsumeIfCan" = "PowerSetting__ConsumeIfCan"; if set, belts will never consumer power "PowerSetting__DoNotConsume" = "PowerSetting__DoNotConsume"; title of a panel that enabled to configure a priority or title of a button that toggle priority "Priority" = "Priority"; tooltip "Priority__ConstructionTooltip" = "Priority__ConstructionTooltip"; tooltip "Priority__DeconstructionTooltip" = "Priority__DeconstructionTooltip"; suffix added into each priority tooltip "Priority__OrderingExplanation" = "Priority__OrderingExplanation"; tooltip "PriorityGeneral__Tooltip" = "PriorityGeneral__Tooltip"; tooltip "PriorityGeneral__TooltipWithCargo" = "PriorityGeneral__TooltipWithCargo"; "ProducedLastMonth" = "ProducedLastMonth"; "ProducedThisMonth" = "ProducedThisMonth"; fluid product "Product_Acid__name" = "Product_Acid__name"; fluid product "Product_Ammonia__name" = "Product_Ammonia__name"; name: unit product "Product_Anesthetics__name" = "Product_Anesthetics__name"; name: loose product "Product_AnimalFeed__name" = "Product_AnimalFeed__name"; name: unit product "Product_Antibiotics__name" = "Product_Antibiotics__name"; name: loose product "Product_Biomass__name" = "Product_Biomass__name"; liquid content to be enriched in a fast breeder reactor, placed to wrap the reactor core as blanket, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_BlanketFuel__name" = "Product_BlanketFuel__name"; see more in Product_BlanketFuel "Product_BlanketFuelEnriched__name" = "Product_BlanketFuelEnriched__name"; name: unit product "Product_Bread__name" = "Product_Bread__name"; name: unit product "Product_Bricks__name" = "Product_Bricks__name"; fluid product "Product_Brine__name" = "Product_Brine__name"; name: loose product "Product_BrokenGlass__name" = "Product_BrokenGlass__name"; name: unit product "Product_Cake__name" = "Product_Cake__name"; name: loose product "Product_Canola__name" = "Product_Canola__name"; fluid product "Product_CarbonDioxide__name" = "Product_CarbonDioxide__name"; name: virtual product "Product_CargoShip__name" = "Product_CargoShip__name"; name: unit product "Product_Cement__name" = "Product_Cement__name"; name: virtual product "Product_Chicken__name" = "Product_Chicken__name"; name: a chicken body with removed limbs and feathers, ready to be butchered "Product_ChickenCarcass__name" = "Product_ChickenCarcass__name"; fluid product "Product_ChilledWater__name" = "Product_ChilledWater__name"; fluid product "Product_Chlorine__name" = "Product_Chlorine__name"; name: loose product "Product_Coal__name" = "Product_Coal__name"; name: loose product "Product_Compost__name" = "Product_Compost__name"; name: unit product "Product_ConcreteSlab__name" = "Product_ConcreteSlab__name"; name: unit product "Product_ConstructionParts__name" = "Product_ConstructionParts__name"; name: unit product "Product_ConstructionParts2__name" = "Product_ConstructionParts2__name"; name: unit product "Product_ConstructionParts3__name" = "Product_ConstructionParts3__name"; name: unit product "Product_ConstructionParts4__name" = "Product_ConstructionParts4__name"; name: unit product "Product_ConsumerElectronics__name" = "Product_ConsumerElectronics__name"; fluid product "Product_CookingOil__name" = "Product_CookingOil__name"; name: unit product "Product_Copper__name" = "Product_Copper__name"; name: loose product "Product_CopperOre__name" = "Product_CopperOre__name"; name: loose product "Product_CopperOreCrushed__name" = "Product_CopperOreCrushed__name"; name: loose product "Product_CopperScrap__name" = "Product_CopperScrap__name"; name: unit product "Product_CopperScrapPressed__name" = "Product_CopperScrapPressed__name"; liquid fuel for a fast breeder reactor that goes into its core, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_CoreFuel__name" = "Product_CoreFuel__name"; result of Product_CoreFuel after it was used in nuclear reactor, but this still gets filtered and reprocessed back to some Product_CoreFuel, so it is not entirely spent yet "Product_CoreFuelDirty__name" = "Product_CoreFuelDirty__name"; name: loose product "Product_Corn__name" = "Product_Corn__name"; fluid product "Product_CornMash__name" = "Product_CornMash__name"; fluid product "Product_CrudeOil__name" = "Product_CrudeOil__name"; fluid product "Product_Diesel__name" = "Product_Diesel__name"; name: loose product "Product_Dirt__name" = "Product_Dirt__name"; name: unit product "Product_Disinfectant__name" = "Product_Disinfectant__name"; name: unit product "Product_Eggs__name" = "Product_Eggs__name"; name: unit product "Product_Electronics__name" = "Product_Electronics__name"; name: unit product "Product_Electronics2__name" = "Product_Electronics2__name"; name: unit product "Product_Electronics3__name" = "Product_Electronics3__name"; fluid product "Product_Ethanol__name" = "Product_Ethanol__name"; fluid product "Product_Exhaust__name" = "Product_Exhaust__name"; fluid product "Product_Fertilizer__name" = "Product_Fertilizer__name"; fluid product "Product_Fertilizer2__name" = "Product_Fertilizer2__name"; fluid product "Product_FertilizerOrganic__name" = "Product_FertilizerOrganic__name"; name: loose product "Product_FilterMedia__name" = "Product_FilterMedia__name"; name: waste from nuclear fission "Product_FissionProduct__name" = "Product_FissionProduct__name"; name: unit product "Product_Flour__name" = "Product_Flour__name"; name: unit product "Product_Flowers__name" = "Product_Flowers__name"; name: unit product "Product_FoodPack__name" = "Product_FoodPack__name"; name: unit product "Product_Fruit__name" = "Product_Fruit__name"; fluid product "Product_FuelGas__name" = "Product_FuelGas__name"; name: unit product "Product_Glass__name" = "Product_Glass__name"; name: loose product "Product_GlassMix__name" = "Product_GlassMix__name"; name: unit product "Product_Gold__name" = "Product_Gold__name"; name: loose product "Product_GoldOre__name" = "Product_GoldOre__name"; name: loose product "Product_GoldOreConcentrate__name" = "Product_GoldOreConcentrate__name"; name: loose product "Product_GoldOreCrushed__name" = "Product_GoldOreCrushed__name"; name: loose product "Product_GoldOrePowder__name" = "Product_GoldOrePowder__name"; name: loose product "Product_GoldScrap__name" = "Product_GoldScrap__name"; name: unit product "Product_GoldScrapPressed__name" = "Product_GoldScrapPressed__name"; name: unit product "Product_Graphite__name" = "Product_Graphite__name"; name: loose product "Product_Gravel__name" = "Product_Gravel__name"; fluid product "Product_HeavyOil__name" = "Product_HeavyOil__name"; name: unit product "Product_HouseholdAppliances__name" = "Product_HouseholdAppliances__name"; name: unit product "Product_HouseholdGoods__name" = "Product_HouseholdGoods__name"; fluid product "Product_Hydrogen__name" = "Product_Hydrogen__name"; fluid product "Product_HydrogenFluoride__name" = "Product_HydrogenFluoride__name"; name: unit product "Product_ImpureCopper__name" = "Product_ImpureCopper__name"; name: unit product "Product_Iron__name" = "Product_Iron__name"; name: loose product "Product_IronOre__name" = "Product_IronOre__name"; name: loose product "Product_IronOreCrushed__name" = "Product_IronOreCrushed__name"; name: loose product "Product_IronScrap__name" = "Product_IronScrap__name"; name: unit product "Product_IronScrapPressed__name" = "Product_IronScrapPressed__name"; name: unit product "Product_LabEquipment__name" = "Product_LabEquipment__name"; name: unit product "Product_LabEquipment2__name" = "Product_LabEquipment2__name"; name: unit product "Product_LabEquipment3__name" = "Product_LabEquipment3__name"; name: unit product "Product_LabEquipment4__name" = "Product_LabEquipment4__name"; fluid product "Product_LightOil__name" = "Product_LightOil__name"; name: loose product "Product_Limestone__name" = "Product_Limestone__name"; name: loose product "Product_ManufacturedSand__name" = "Product_ManufacturedSand__name"; name: unit product "Product_Meat__name" = "Product_Meat__name"; name: loose product "Product_MeatTrimmings__name" = "Product_MeatTrimmings__name"; name: unit product "Product_MechanicalParts__name" = "Product_MechanicalParts__name"; name: unit product "Product_MedicalEquipment__name" = "Product_MedicalEquipment__name"; name: unit product "Product_MedicalSupplies__name" = "Product_MedicalSupplies__name"; name: unit product "Product_MedicalSupplies2__name" = "Product_MedicalSupplies2__name"; name: unit product "Product_MedicalSupplies3__name" = "Product_MedicalSupplies3__name"; fluid product "Product_MediumOil__name" = "Product_MediumOil__name"; name: unit product "Product_Microchips__name" = "Product_Microchips__name"; name: unit product "Product_MicrochipsStage1A__name" = "Product_MicrochipsStage1A__name"; name: unit product "Product_MicrochipsStage1B__name" = "Product_MicrochipsStage1B__name"; name: unit product "Product_MicrochipsStage1C__name" = "Product_MicrochipsStage1C__name"; name: unit product "Product_MicrochipsStage2A__name" = "Product_MicrochipsStage2A__name"; name: unit product "Product_MicrochipsStage2B__name" = "Product_MicrochipsStage2B__name"; name: unit product "Product_MicrochipsStage2C__name" = "Product_MicrochipsStage2C__name"; name: unit product "Product_MicrochipsStage3A__name" = "Product_MicrochipsStage3A__name"; name: unit product "Product_MicrochipsStage3B__name" = "Product_MicrochipsStage3B__name"; name: unit product "Product_MicrochipsStage3C__name" = "Product_MicrochipsStage3C__name"; name: unit product "Product_MicrochipsStage4A__name" = "Product_MicrochipsStage4A__name"; name: unit product "Product_MicrochipsStage4B__name" = "Product_MicrochipsStage4B__name"; molten product "Product_MoltenCopper__name" = "Product_MoltenCopper__name"; molten product "Product_MoltenGlass__name" = "Product_MoltenGlass__name"; molten product "Product_MoltenIron__name" = "Product_MoltenIron__name"; molten product "Product_MoltenSilicon__name" = "Product_MoltenSilicon__name"; molten product "Product_MoltenSteel__name" = "Product_MoltenSteel__name"; name: unit product "Product_Morphine__name" = "Product_Morphine__name"; name: special type of fuel for nuclear reactor called MOX, https://en.wikipedia.org/wiki/MOX_fuel "Product_MoxRod__name" = "Product_MoxRod__name"; fluid product "Product_Naphtha__name" = "Product_Naphtha__name"; fluid product "Product_Nitrogen__name" = "Product_Nitrogen__name"; fluid product "Product_Oxygen__name" = "Product_Oxygen__name"; name: unit product "Product_Paper__name" = "Product_Paper__name"; name: unit product "Product_PCB__name" = "Product_PCB__name"; name: unit product "Product_Plastic__name" = "Product_Plastic__name"; name: unit product "Product_Plutonium__name" = "Product_Plutonium__name"; name: high purity polycrystalline form of silicon, keep short "Product_PolySilicon__name" = "Product_PolySilicon__name"; name: loose product "Product_Poppy__name" = "Product_Poppy__name"; name: loose product "Product_Potato__name" = "Product_Potato__name"; name: loose product "Product_Quartz__name" = "Product_Quartz__name"; name: loose product "Product_QuartzCrushed__name" = "Product_QuartzCrushed__name"; name: loose product "Product_Recyclables__name" = "Product_Recyclables__name"; name: unit product "Product_RecyclablesPressed__name" = "Product_RecyclablesPressed__name"; name: nuclear waste that is no longer radioactive (was retired and can be recycled) "Product_RetiredWaste__name" = "Product_RetiredWaste__name"; name: loose product "Product_Rock__name" = "Product_Rock__name"; name: unit product "Product_Rubber__name" = "Product_Rubber__name"; name: loose product "Product_Salt__name" = "Product_Salt__name"; name: loose product "Product_Sand__name" = "Product_Sand__name"; name: unit product "Product_Sausage__name" = "Product_Sausage__name"; fluid product "Product_Seawater__name" = "Product_Seawater__name"; name: unit product "Product_Server__name" = "Product_Server__name"; name: unit product "Product_SiliconWafer__name" = "Product_SiliconWafer__name"; name: by-product of smelting ores in furnace "Product_Slag__name" = "Product_Slag__name"; name: loose product "Product_SlagCrushed__name" = "Product_SlagCrushed__name"; name: loose product "Product_Sludge__name" = "Product_Sludge__name"; name: unit product "Product_Snack__name" = "Product_Snack__name"; name: unit product "Product_SolarCell__name" = "Product_SolarCell__name"; name: unit product "Product_SolarCellMono__name" = "Product_SolarCellMono__name"; fluid product "Product_SourWater__name" = "Product_SourWater__name"; name: loose product "Product_Soybean__name" = "Product_Soybean__name"; name: spent nuclear fuel, radioactive, keep short "Product_SpentFuel__name" = "Product_SpentFuel__name"; name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel "Product_SpentMox__name" = "Product_SpentMox__name"; fluid product This is a steam that has such a low pressure that it is consider depleted (no longer useful). So this is a product, it's not a notification that some machine ran out of steam. It goes like this steam hi > steam lo > steam depleted "Product_SteamDepleted__name" = "Product_SteamDepleted__name"; high pressure steam, keep short! High pressure steam. "Product_SteamHi__name" = "Product_SteamHi__name"; low pressure steam, keep short! Low pressure steam. "Product_SteamLP__name" = "Product_SteamLP__name"; super pressure steam (more pressure than high press steam), keep short! "Product_SteamSp__name" = "Product_SteamSp__name"; name: unit product "Product_Steel__name" = "Product_Steel__name"; name: loose product "Product_Sugar__name" = "Product_Sugar__name"; name: loose product "Product_SugarCane__name" = "Product_SugarCane__name"; name: loose product "Product_Sulfur__name" = "Product_Sulfur__name"; name: unit product "Product_Tofu__name" = "Product_Tofu__name"; fluid product "Product_ToxicSlurry__name" = "Product_ToxicSlurry__name"; name: unit product "Product_TreeSapling__name" = "Product_TreeSapling__name"; name: loose product "Product_UraniumDepleted__name" = "Product_UraniumDepleted__name"; name: unit product "Product_UraniumEnriched__name" = "Product_UraniumEnriched__name"; name: unit product "Product_UraniumEnriched20__name" = "Product_UraniumEnriched20__name"; name: loose product "Product_UraniumOre__name" = "Product_UraniumOre__name"; name: loose product "Product_UraniumOreCrushed__name" = "Product_UraniumOreCrushed__name"; name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "Product_UraniumReprocessed__name"; name: unit product "Product_UraniumRod__name" = "Product_UraniumRod__name"; name: unit product "Product_Vegetables__name" = "Product_Vegetables__name"; name: unit product "Product_VehicleParts__name" = "Product_VehicleParts__name"; name: unit product "Product_VehicleParts2__name" = "Product_VehicleParts2__name"; name: unit product "Product_VehicleParts3__name" = "Product_VehicleParts3__name"; name: virtual product "Product_Virtual_Computing__name" = "Product_Virtual_Computing__name"; name: virtual product "Product_Virtual_Electricity__name" = "Product_Virtual_Electricity__name"; name "Product_Virtual_Groundwater__name" = "Product_Virtual_Groundwater__name"; name: virtual product "Product_Virtual_Heat__name" = "Product_Virtual_Heat__name"; name: virtual product "Product_Virtual_MaintenanceT1__name" = "Product_Virtual_MaintenanceT1__name"; name: virtual product "Product_Virtual_MaintenanceT2__name" = "Product_Virtual_MaintenanceT2__name"; name: virtual product "Product_Virtual_MaintenanceT3__name" = "Product_Virtual_MaintenanceT3__name"; name: virtual product "Product_Virtual_MechPower__name" = "Product_Virtual_MechPower__name"; name: virtual product "Product_Virtual_PollutedAir__name" = "Product_Virtual_PollutedAir__name"; name: virtual product "Product_Virtual_PollutedWater__name" = "Product_Virtual_PollutedWater__name"; abstract points that player gains for taking good care of people and making sure they are well, people unite and pull together, and player gains unity, 'togetherness' "Product_Virtual_Upoints__name" = "Product_Virtual_Upoints__name"; name: loose product "Product_Waste__name" = "Product_Waste__name"; name: unit product "Product_WastePressed__name" = "Product_WastePressed__name"; fluid product "Product_WasteWater__name" = "Product_WasteWater__name"; fluid product "Product_Water__name" = "Product_Water__name"; name: loose product "Product_Wheat__name" = "Product_Wheat__name"; name: unit product "Product_Wood__name" = "Product_Wood__name"; name: loose product "Product_Woodchips__name" = "Product_Woodchips__name"; name: uranium concentrate powder (U3O8), yellow color, https://en.wikipedia.org/wiki/Yellowcake "Product_Yellowcake__name" = "Product_Yellowcake__name"; "Production" = "Production"; title of a panel showing estimates of quantities required to produce some quantity of a product "ProductionCostEstimate" = "ProductionCostEstimate"; list of products "Products" = "Products"; title of a window that enables to select a product from multiple ones "ProductSelectorTitle" = "ProductSelectorTitle"; lists products that are filtered in the sorter into its special output port "ProductsToFilter" = "ProductsToFilter"; "ProductsToFilter__None" = "ProductsToFilter__None"; title of a tool that is used to remove debris such as stone, bushes and stumps. "PropsRemovalTool" = "PropsRemovalTool"; tooltip "PropsRemovalTool__Tooltip" = "PropsRemovalTool__Tooltip"; example usage: 'Provides ' - means this entity provides coal. "Provides" = "Provides"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ProvideSurplusPower__Toggle" = "ProvideSurplusPower__Toggle"; option for electricity consumption for machines and buildings "ProvideSurplusPower__Tooltip" = "ProvideSurplusPower__Tooltip"; rendering preset name for 2nd best option "QualityPreset__HighQuality" = "QualityPreset__HighQuality"; rendering preset name for the worst quality but highest performance "QualityPreset__LowQuality" = "QualityPreset__LowQuality"; rendering preset name for the 2nd worst quality but balanced performance "QualityPreset__MediumQuality" = "QualityPreset__MediumQuality"; rendering preset name for best rendering option "QualityPreset__UltraQuality" = "QualityPreset__UltraQuality"; shows some quantity per month, e.g. '4 / month' "QuantityPerMonth" = "QuantityPerMonth"; name "QuartzMine__name" = "QuartzMine__name"; button to instantly deliver some materials for unity "QuickBuild__Action" = "QuickBuild__Action"; error popup shown when quick delivery is not allowed "QuickBuild__NotAllowed" = "QuickBuild__NotAllowed"; tooltip that explains quick deliver for unity "QuickBuild__Tooltip" = "QuickBuild__Tooltip"; button to instantly remove some materials something for unity "QuickRemove__Action" = "QuickRemove__Action"; tooltip that explains quick remove for unity "QuickRemove__Tooltip" = "QuickRemove__Tooltip"; exits the game entirely (back to windows) "QuitGame" = "QuitGame"; shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "QuitGame__ConfirmationQuestion"; range of a ship radar "RadarRange" = "RadarRange"; tooltip "RadiationLevel__Tooltip" = "RadiationLevel__Tooltip"; short description "RainwaterHarvester__desc" = "RainwaterHarvester__desc"; building or machine "RainwaterHarvester__name" = "RainwaterHarvester__name"; name: describes the current weather "RainyWeather__name" = "RainyWeather__name"; title that is displayed above a list of recipes (a recipe is what a machine performs) "Recipes" = "Recipes"; title that is displayed above a list of new recipes in a research node "Recipes__New" = "Recipes__New"; "RecipesBook__OpenHint" = "RecipesBook__OpenHint"; Title of a window that shows all the recipes in the game. Recipes are used in machines for production. "RecipesBook__Title" = "RecipesBook__Title"; button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "RecoverVehicle__Action"; vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "RecoverVehicle__Tooltip"; shows recycling efficiency, more details on this in tooltip "RecyclingEfficiency__Title" = "RecyclingEfficiency__Title"; "RecyclingEfficiency__Tooltip" = "RecyclingEfficiency__Tooltip"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "RecyclingIncrease__desc" = "RecyclingIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "RecyclingIncrease__name" = "RecyclingIncrease__name"; description of research that increases recycling efficiency by {0} percent "RecyclingRatioIncrease" = "RecyclingRatioIncrease"; a difficulty option where player gets a full (100%) refund when deconstructing something "RefundOption__Full" = "RefundOption__Full"; a difficulty option where player gets only a partial refund when deconstructing something "RefundOption__Partial" = "RefundOption__Partial"; Relative times shown in the load & save windows "RelativeTime_Days" = "RelativeTime_Days"; Relative times shown in the load & save windows "RelativeTime_Hours" = "RelativeTime_Hours"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Minutes" = "RelativeTime_Minutes"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Seconds" = "RelativeTime_Seconds"; trying to remove a building that is not allowed to be removed (e.g. shipyard) "RemovalError__CannotRemove" = "RemovalError__CannotRemove"; could not demolish a cargo depot as it is transferring cargo right now "RemovalError__DepotMovingCargo" = "RemovalError__DepotMovingCargo"; could not demolish an animal farm as it has animals "RemovalError__FarmHasAnimals" = "RemovalError__FarmHasAnimals"; could not demolish a cargo depot / unassign its product as it has some products stored "RemovalError__HasProductsStored" = "RemovalError__HasProductsStored"; trying to remove a shipyard that can't be removed as it has the ship assigned "RemovalError__HasShipAssigned" = "RemovalError__HasShipAssigned"; could not remove a housing or square as it has a service module attached "RemovalError__HousingHasModuleAttached" = "RemovalError__HousingHasModuleAttached"; could not remove a housing as it would split the settlement into two individual ones "RemovalError__NotContiguous" = "RemovalError__NotContiguous"; could not demolish a depot as its modules need to be removed first "RemovalError__RemoveModulesFirst" = "RemovalError__RemoveModulesFirst"; could not demolish an abandoned building, it needs to be scrapped for parts "RemovalError__ScrapItFirst" = "RemovalError__ScrapItFirst"; could not demolish a cargo depot as its ship still has some cargo to unload "RemovalError__ShipHasCargo" = "RemovalError__ShipHasCargo"; button to request products removal from a transport (comes with a trash icon as well) "RemoveProducts" = "RemoveProducts"; button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "RemoveProducts__Stop"; tooltip "RemoveProducts__Tooltip" = "RemoveProducts__Tooltip"; tooltip for a button that allows to remove products from machine's buffers "RemoveProductsInBuffers__Tooltip" = "RemoveProductsInBuffers__Tooltip"; option for rendering quality setting for the high quality "RenderingQuality__High" = "RenderingQuality__High"; option for rendering quality setting for low quality "RenderingQuality__Low" = "RenderingQuality__Low"; option for rendering quality setting for medium quality "RenderingQuality__Medium" = "RenderingQuality__Medium"; option for rendering quality setting, used when the feature is turned off "RenderingQuality__Off" = "RenderingQuality__Off"; option for rendering quality setting for the very high quality "RenderingQuality__VeryHigh" = "RenderingQuality__VeryHigh"; note added to rendering quality options that are not supported on current hardware "RenderingSetting_NotSupported" = "RenderingSetting_NotSupported"; title for rendering settings "RenderingSetting_Title" = "RenderingSetting_Title"; Label for the rendering quality preset buttons in the settings window "RenderingSettingPreset_Label" = "RenderingSettingPreset_Label"; button to request to repair something "Repair" = "Repair"; title of a window that enables to replace an existing ship part with a different one "ReplaceShipPart" = "ReplaceShipPart"; tooltip "ReplaceVehicle__MainTooltip" = "ReplaceVehicle__MainTooltip"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoDepot" = "ReplaceVehicle__NoDepot"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoVehicleSelected" = "ReplaceVehicle__NoVehicleSelected"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__OnItsWay" = "ReplaceVehicle__OnItsWay"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__WaitingForReplace" = "ReplaceVehicle__WaitingForReplace"; button to open a page to report game issue / bug "ReportIssue" = "ReportIssue"; button to donate products to a settlement to increase player's reputation, will be deliver by ship "ReputationIncrease__DonateAction" = "ReputationIncrease__DonateAction"; title of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Title" = "ReputationIncrease__Title"; tooltip of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Tooltip" = "ReputationIncrease__Tooltip"; text of a panel that enables to donate products to a world map settlement to increase player's reputation, example use 'Increase our reputation to 4' "ReputationIncreaseTitle" = "ReputationIncreaseTitle"; title of a panel that lists requirements of something (e.g. research) "Requires" = "Requires"; title or tooltip of a button that opens research tree "Research" = "Research"; ex: 14 / 98, research progress in the details panel of the load & save window "Research__Detail" = "Research__Detail"; description of a research node in the research tree "ResearchAdvancedLogisticsControl__desc" = "ResearchAdvancedLogisticsControl__desc"; title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "ResearchAdvancedLogisticsControl__name"; description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "ResearchAdvancedSmelting__desc"; title of a research node in the research tree "ResearchAdvancedSmelting__name" = "ResearchAdvancedSmelting__name"; title of a research node in the research tree "ResearchArcFurnace2__name" = "ResearchArcFurnace2__name"; title of a research node in the research tree "ResearchAssembler3__name" = "ResearchAssembler3__name"; title of a research node in the research tree "ResearchBasicComputing__name" = "ResearchBasicComputing__name"; description of a research node in the research tree "ResearchBasicDiesel__desc" = "ResearchBasicDiesel__desc"; title of a research node in the research tree "ResearchBasicDiesel__name" = "ResearchBasicDiesel__name"; description of a research node in the research tree "ResearchBasicFarming__desc" = "ResearchBasicFarming__desc"; title of a research node in the research tree "ResearchBasicFarming__name" = "ResearchBasicFarming__name"; title of a research node in the research tree "ResearchBeacon__name" = "ResearchBeacon__name"; title of a research node in the research tree "ResearchBioDiesel__name" = "ResearchBioDiesel__name"; title of a research node in the research tree "ResearchBiofuel__name" = "ResearchBiofuel__name"; title of a research node in the research tree "ResearchBlueprints__name" = "ResearchBlueprints__name"; title of a research node in the research tree "ResearchBoilerElectric__name" = "ResearchBoilerElectric__name"; title of a research node in the research tree "ResearchBricksProduction__name" = "ResearchBricksProduction__name"; title of a research node in the research tree "ResearchBurner__name" = "ResearchBurner__name"; title of a research node in the research tree "ResearchCanola__name" = "ResearchCanola__name"; description of a research node in the research tree "ResearchCaptainsOffice__desc" = "ResearchCaptainsOffice__desc"; title of a research node in the research tree "ResearchCaptainsOffice__name" = "ResearchCaptainsOffice__name"; description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "ResearchCaptainsOffice2__desc"; title of a research node in the research tree "ResearchCaptainsOffice2__name" = "ResearchCaptainsOffice2__name"; title of a research node in the research tree "ResearchCarbonDioxideRecycling__name" = "ResearchCarbonDioxideRecycling__name"; description of a research node in the research tree "ResearchCargoDepot__desc" = "ResearchCargoDepot__desc"; title of a research node in the research tree "ResearchCargoDepot__name" = "ResearchCargoDepot__name"; title of a research node in the research tree "ResearchCargoDepot2__name" = "ResearchCargoDepot2__name"; title of a research node in the research tree "ResearchCargoDepot3__name" = "ResearchCargoDepot3__name"; title of a research node in the research tree "ResearchCargoDepot4__name" = "ResearchCargoDepot4__name"; title of a research node in the research tree "ResearchChemicalPlant__name" = "ResearchChemicalPlant__name"; title of a research node in the research tree "ResearchChemicalPlant2__name" = "ResearchChemicalPlant2__name"; title of a research node in the research tree "ResearchChickenFarm__name" = "ResearchChickenFarm__name"; title of a research node in the research tree "ResearchCompactor__name" = "ResearchCompactor__name"; title of a research node in the research tree "ResearchConcreteAdvanced__name" = "ResearchConcreteAdvanced__name"; title of a research node in the research tree "ResearchConsumerElectronics__name" = "ResearchConsumerElectronics__name"; description of a research node in the research tree "ResearchConveyorBelts__desc" = "ResearchConveyorBelts__desc"; title of a research node in the research tree "ResearchConveyorBelts__name" = "ResearchConveyorBelts__name"; description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "ResearchConveyorBeltsT2__desc"; title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "ResearchConveyorBeltsT2__name"; title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "ResearchConveyorBeltsT3__name"; title of a research node in the research tree "ResearchConveyorRouting__name" = "ResearchConveyorRouting__name"; description of a research node in the research tree "ResearchCopperRefinement__desc" = "ResearchCopperRefinement__desc"; title of a research node in the research tree "ResearchCopperRefinement__name" = "ResearchCopperRefinement__name"; description of a research node in the research tree "ResearchCopperRefinement2__desc" = "ResearchCopperRefinement2__desc"; title of a research node in the research tree "ResearchCopperRefinement2__name" = "ResearchCopperRefinement2__name"; description of a research node in the research tree "ResearchCornCrop__desc" = "ResearchCornCrop__desc"; title of a research node in the research tree "ResearchCornCrop__name" = "ResearchCornCrop__name"; description of a research that provides advanced construction parts "ResearchCp2Packing__desc" = "ResearchCp2Packing__desc"; title of a research node in the research tree "ResearchCp2Packing__name" = "ResearchCp2Packing__name"; title of a research node in the research tree "ResearchCp3Packing__name" = "ResearchCp3Packing__name"; title of a research node in the research tree "ResearchCp4Packing__name" = "ResearchCp4Packing__name"; description of a research node in the research tree "ResearchCpPacking__desc" = "ResearchCpPacking__desc"; title of a research node in the research tree "ResearchCpPacking__name" = "ResearchCpPacking__name"; title of a research node in the research tree "ResearchCropRotation__name" = "ResearchCropRotation__name"; description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "ResearchCrudeOilDistillation__desc"; title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "ResearchCrudeOilDistillation__name"; title of a research node in the research tree "ResearchCrusherLarge__name" = "ResearchCrusherLarge__name"; title of a research node in the research tree "ResearchCustomSurfaces__name" = "ResearchCustomSurfaces__name"; title of a research node in the research tree "ResearchDatacenter__name" = "ResearchDatacenter__name"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease__name" = "ResearchDeconstructionRatioIncrease__name"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease2__name" = "ResearchDeconstructionRatioIncrease2__name"; title of a research node in the research tree "ResearchDieselGeneratorLarge__name" = "ResearchDieselGeneratorLarge__name"; description of a research node in the research tree "ResearchEdicts1__desc" = "ResearchEdicts1__desc"; title of a research node in the research tree "ResearchEdicts1__name" = "ResearchEdicts1__name"; description of a research node in the research tree "ResearchEdicts2__desc" = "ResearchEdicts2__desc"; title of a research node in the research tree "ResearchEdicts2__name" = "ResearchEdicts2__name"; title of a research node in the research tree "ResearchEdicts3__name" = "ResearchEdicts3__name"; title of a research node in the research tree "ResearchEdicts4__name" = "ResearchEdicts4__name"; title of a research node in the research tree "ResearchElectricity__name" = "ResearchElectricity__name"; title of a research node in the research tree "ResearchElectrolysis__name" = "ResearchElectrolysis__name"; title of a research node in the research tree "ResearchElectrolysis2__name" = "ResearchElectrolysis2__name"; description of a research of a ship engine upgrade "ResearchEngine2__desc" = "ResearchEngine2__desc"; title of a research node in the research tree "ResearchEngine2__name" = "ResearchEngine2__name"; title of a research node in the research tree "ResearchEngine3__name" = "ResearchEngine3__name"; title of a research node in the research tree "ResearchExhaustFiltration__name" = "ResearchExhaustFiltration__name"; title of a research node in the research tree "ResearchFarmingT2__name" = "ResearchFarmingT2__name"; title of a research node in the research tree "ResearchFarmingT3__name" = "ResearchFarmingT3__name"; title of a research node in the research tree "ResearchFarmingT4__name" = "ResearchFarmingT4__name"; title of a research node in the research tree "ResearchFermentation__name" = "ResearchFermentation__name"; description of a research node in the research tree "ResearchFertilizers__desc" = "ResearchFertilizers__desc"; title of a research node in the research tree "ResearchFertilizers__name" = "ResearchFertilizers__name"; title of a research node in the research tree "ResearchFoodMarket2__name" = "ResearchFoodMarket2__name"; description of a research node in the research tree "ResearchFoodPacking__desc" = "ResearchFoodPacking__desc"; title of a research node in the research tree "ResearchFoodPacking__name" = "ResearchFoodPacking__name"; description of a research node in the research tree "ResearchFruit__desc" = "ResearchFruit__desc"; title of a research node in the research tree "ResearchFruit__name" = "ResearchFruit__name"; description of a research node in the research tree "ResearchFuelStation__desc" = "ResearchFuelStation__desc"; title of a research node in the research tree "ResearchFuelStation__name" = "ResearchFuelStation__name"; title of a research node in the research tree "ResearchFuelStation2__name" = "ResearchFuelStation2__name"; title of a research node in the research tree "ResearchFuelStation3__name" = "ResearchFuelStation3__name"; title of a research node in the research tree "ResearchGasCombustion__name" = "ResearchGasCombustion__name"; description of a research node in the research tree "ResearchGlassSmelting__desc" = "ResearchGlassSmelting__desc"; title of a research node in the research tree "ResearchGlassSmelting__name" = "ResearchGlassSmelting__name"; title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "ResearchGlassSmeltingT2__name"; title of a research node in the research tree "ResearchGoldSmelting__name" = "ResearchGoldSmelting__name"; title of a research node in the research tree "ResearchHeavyOilCracking__name" = "ResearchHeavyOilCracking__name"; title of a research node in the research tree "ResearchHospital__name" = "ResearchHospital__name"; title of a research node in the research tree "ResearchHouseholdAppliances__name" = "ResearchHouseholdAppliances__name"; description of a research node in the research tree "ResearchHouseholdGoods__desc" = "ResearchHouseholdGoods__desc"; title of a research node in the research tree "ResearchHouseholdGoods__name" = "ResearchHouseholdGoods__name"; title of a research node in the research tree "ResearchHousing2__name" = "ResearchHousing2__name"; title of a research node in the research tree "ResearchHousing3__name" = "ResearchHousing3__name"; title of a research node in the research tree "ResearchHydrogenCell__name" = "ResearchHydrogenCell__name"; title of a research node in the research tree "ResearchHydrogenReforming__name" = "ResearchHydrogenReforming__name"; title of a research node in the research tree "ResearchIncinerationPlant__name" = "ResearchIncinerationPlant__name"; title of a research node in the research tree "ResearchIndustrialMixerT2__name" = "ResearchIndustrialMixerT2__name"; description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "ResearchIronSmeltingScrap__desc"; title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "ResearchIronSmeltingScrap__name"; short description "ResearchLab1__desc" = "ResearchLab1__desc"; building or machine "ResearchLab1__name" = "ResearchLab1__name"; description of a research lab "ResearchLab2__desc" = "ResearchLab2__desc"; building or machine "ResearchLab2__name" = "ResearchLab2__name"; building or machine "ResearchLab3__name" = "ResearchLab3__name"; building or machine "ResearchLab4__name" = "ResearchLab4__name"; building or machine "ResearchLab5__name" = "ResearchLab5__name"; {0} = Unity "ResearchLabTip" = "ResearchLabTip"; tooltip for a product & quantity that player needs to produce per lifetime "ResearchLocked_LifetimeProduction" = "ResearchLocked_LifetimeProduction"; title of a research node in the research tree "ResearchMaintenanceDepot__name" = "ResearchMaintenanceDepot__name"; description of a research node in the research tree "ResearchMechPowerStorage__desc" = "ResearchMechPowerStorage__desc"; title of a research node in the research tree "ResearchMechPowerStorage__name" = "ResearchMechPowerStorage__name"; title of a research node in the research tree "ResearchMedicalSupplies2__name" = "ResearchMedicalSupplies2__name"; title of a research node in the research tree "ResearchMedicalSupplies3__name" = "ResearchMedicalSupplies3__name"; title of a research node in the research tree "ResearchMicrochipProduction__name" = "ResearchMicrochipProduction__name"; title of a research node in the research tree "ResearchMicrochipProduction2__name" = "ResearchMicrochipProduction2__name"; title of a research node in the research tree "ResearchNaphthaProcessing__name" = "ResearchNaphthaProcessing__name"; title of a research node in the research tree "ResearchNaphthaReforming__name" = "ResearchNaphthaReforming__name"; title of a research node in the research tree "ResearchNuclearReactor__name" = "ResearchNuclearReactor__name"; title of a research node in the research tree "ResearchNuclearReactor2__name" = "ResearchNuclearReactor2__name"; title of a research node in the research tree "ResearchNuclearReactor3__name" = "ResearchNuclearReactor3__name"; title of a research node in the research tree "ResearchOrganicFertilizer__name" = "ResearchOrganicFertilizer__name"; description of a research node in the research tree "ResearchPipeTransports__desc" = "ResearchPipeTransports__desc"; title of a research node in the research tree "ResearchPipeTransports__name" = "ResearchPipeTransports__name"; description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "ResearchPipeTransportsT2__desc"; title of a research node in the research tree "ResearchPipeTransportsT2__name" = "ResearchPipeTransportsT2__name"; description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "ResearchPipeTransportsT3__desc"; title of a research node in the research tree "ResearchPipeTransportsT3__name" = "ResearchPipeTransportsT3__name"; title of a research node in the research tree "ResearchPlasticProduction__name" = "ResearchPlasticProduction__name"; title of a research node in the research tree "ResearchPolySiliconProduction__name" = "ResearchPolySiliconProduction__name"; title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "ResearchPowerAndMaintenance__name"; description of a research node in the research tree "ResearchPowerGeneration2__desc" = "ResearchPowerGeneration2__desc"; title of a research node in the research tree "ResearchPowerGeneration2__name" = "ResearchPowerGeneration2__name"; title of a research node in the research tree "ResearchPowerGeneration3__name" = "ResearchPowerGeneration3__name"; title of a research node in the research tree "ResearchPowerGeneration4__name" = "ResearchPowerGeneration4__name"; button to add the current research into the queue "ResearchQueue__Add" = "ResearchQueue__Add"; button to remove the current research from the queue "ResearchQueue__Remove" = "ResearchQueue__Remove"; shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "ResearchQueue__Status"; title of a research node in the research tree "ResearchRecycling__name" = "ResearchRecycling__name"; research node description "ResearchRecyclingEdict__desc" = "ResearchRecyclingEdict__desc"; title of a research node in the research tree "ResearchRecyclingEdict__name" = "ResearchRecyclingEdict__name"; title of a research node in the research tree "ResearchRecyclingEdict2__name" = "ResearchRecyclingEdict2__name"; title of a research node in the research tree "ResearchRecyclingForSettlement__name" = "ResearchRecyclingForSettlement__name"; {0}=10 "ResearchRecyclingIncrease__desc" = "ResearchRecyclingIncrease__desc"; title of a research node in the research tree "ResearchRecyclingIncrease__name" = "ResearchRecyclingIncrease__name"; description of a research node in the research tree "ResearchRepairDock__desc" = "ResearchRepairDock__desc"; title of a research node in the research tree "ResearchRepairDock__name" = "ResearchRepairDock__name"; title of a research node in the research tree "ResearchResearchLab2__name" = "ResearchResearchLab2__name"; title of a research node in the research tree "ResearchResearchLab3__name" = "ResearchResearchLab3__name"; title of a research node in the research tree "ResearchResearchLab4__name" = "ResearchResearchLab4__name"; title of a research node in the research tree "ResearchResearchLab5__name" = "ResearchResearchLab5__name"; title of a research node in the research tree "ResearchRetainingWalls__name" = "ResearchRetainingWalls__name"; title of a research node in the research tree "ResearchRocketAssemblyAndLaunch__name" = "ResearchRocketAssemblyAndLaunch__name"; title of a research node in the research tree "ResearchRotaryKilnGas__name" = "ResearchRotaryKilnGas__name"; title of a research node in the research tree "ResearchRubberProduction__name" = "ResearchRubberProduction__name"; title of a research node in the research tree "ResearchSaltProduction__name" = "ResearchSaltProduction__name"; title of a research node in the research tree "ResearchSausageProduction__name" = "ResearchSausageProduction__name"; title of a research node in the research tree "ResearchSettlementDecorations__name" = "ResearchSettlementDecorations__name"; title of a research node in the research tree "ResearchSettlementPower__name" = "ResearchSettlementPower__name"; description of a research node in the research tree "ResearchSettlementWaste__desc" = "ResearchSettlementWaste__desc"; title of a research node in the research tree "ResearchSettlementWaste__name" = "ResearchSettlementWaste__name"; title of a research node in the research tree "ResearchSettlementWater__name" = "ResearchSettlementWater__name"; description of a research node in the research tree "ResearchShipArmor__desc" = "ResearchShipArmor__desc"; title of a research node in the research tree "ResearchShipArmor__name" = "ResearchShipArmor__name"; title of a research node in the research tree "ResearchShipArmor2__name" = "ResearchShipArmor2__name"; title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "ResearchShipFuelTankUpgrade__name"; description of a research of a ship bridge upgrade "ResearchShipRadar__desc" = "ResearchShipRadar__desc"; title of a research node in the research tree "ResearchShipRadar__name" = "ResearchShipRadar__name"; title of a research node in the research tree "ResearchShipRadar2__name" = "ResearchShipRadar2__name"; description of a research node in the research tree "ResearchShipWeapons__desc" = "ResearchShipWeapons__desc"; title of a research node in the research tree "ResearchShipWeapons__name" = "ResearchShipWeapons__name"; description of ship weapons "ResearchShipWeapons2__desc" = "ResearchShipWeapons2__desc"; title of a research node in the research tree "ResearchShipWeapons2__name" = "ResearchShipWeapons2__name"; title of a research node in the research tree "ResearchShipWeapons3__name" = "ResearchShipWeapons3__name"; title of a research node in the research tree "ResearchSnacksProduction__name" = "ResearchSnacksProduction__name"; title of a research node in the research tree "ResearchSolarPanels__name" = "ResearchSolarPanels__name"; title of a research node in the research tree "ResearchSolarPanels2__name" = "ResearchSolarPanels2__name"; title of a research node in the research tree "ResearchSoybeanCrop__name" = "ResearchSoybeanCrop__name"; title of a panel that shows current research speed of a research lab "ResearchSpeed__Title" = "ResearchSpeed__Title"; title of a research node in the research tree "ResearchStacker__name" = "ResearchStacker__name"; title of a research node in the research tree "ResearchStatueOfMaintenance__name" = "ResearchStatueOfMaintenance__name"; description of a research node in the research tree "ResearchSteelSmelting__desc" = "ResearchSteelSmelting__desc"; title of a research node in the research tree "ResearchSteelSmelting__name" = "ResearchSteelSmelting__name"; title of a research node in the research tree "ResearchStorage2__name" = "ResearchStorage2__name"; title of a research node in the research tree "ResearchStorage3__name" = "ResearchStorage3__name"; title of a research node in the research tree "ResearchStorage4__name" = "ResearchStorage4__name"; title of a research node in the research tree "ResearchStoragesT1__name" = "ResearchStoragesT1__name"; title of a research node in the research tree "ResearchSugarCane__name" = "ResearchSugarCane__name"; title of a research node in the research tree "ResearchSulfurProcessing__name" = "ResearchSulfurProcessing__name"; description of a research node in the research tree "ResearchSuperPressSteam__desc" = "ResearchSuperPressSteam__desc"; title of a research node in the research tree "ResearchSuperPressSteam__name" = "ResearchSuperPressSteam__name"; title of a research node in the research tree "ResearchTerrainLeveling__name" = "ResearchTerrainLeveling__name"; title of a research node in the research tree "ResearchThermalDesalination__name" = "ResearchThermalDesalination__name"; description of a research node in the research tree "ResearchThermalDesalinationBasic__desc" = "ResearchThermalDesalinationBasic__desc"; title of a research node in the research tree "ResearchThermalDesalinationBasic__name" = "ResearchThermalDesalinationBasic__name"; title of a research node in the research tree "ResearchThermalStorage__name" = "ResearchThermalStorage__name"; title of a research node in the research tree "ResearchTombOfCaptains__name" = "ResearchTombOfCaptains__name"; description of a research node in the research tree "ResearchTools__desc" = "ResearchTools__desc"; title of a research node in the research tree "ResearchTools__name" = "ResearchTools__name"; explains that shipyard cannot be repaired until the player researches how to do it. "ResearchToRepair__Tooltip" = "ResearchToRepair__Tooltip"; title of a research node in the research tree "ResearchTradeDock__name" = "ResearchTradeDock__name"; description of a research node in the research tree "ResearchTransportsBalancing__desc" = "ResearchTransportsBalancing__desc"; title of a research node in the research tree "ResearchTransportsBalancing__name" = "ResearchTransportsBalancing__name"; description of a research node in the research tree "ResearchTransportsLifts__desc" = "ResearchTransportsLifts__desc"; title of a research node in the research tree "ResearchTransportsLifts__name" = "ResearchTransportsLifts__name"; title of a research node in the research tree "ResearchTreeHarvester__name" = "ResearchTreeHarvester__name"; title of a research node in the research tree "ResearchTreePlanting__name" = "ResearchTreePlanting__name"; title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "ResearchTrucksCapacityEdict__name"; title of a research node in the research tree "ResearchUndergroundWater__name" = "ResearchUndergroundWater__name"; shows that a new research was unlocked, example: 'Efficient concrete unlocked!' "ResearchUnlocked" = "ResearchUnlocked"; label of a panel showing icons of all the new buildings and machines that player unlocked "ResearchUnlocked__NewBuildings" = "ResearchUnlocked__NewBuildings"; label of a panel showing icons of all the new products that player unlocked "ResearchUnlocked__NewProducts" = "ResearchUnlocked__NewProducts"; title of a research node in the research tree "ResearchUraniumEnrichment__name" = "ResearchUraniumEnrichment__name"; description of a research node in the research tree "ResearchVacuumDesalination__desc" = "ResearchVacuumDesalination__desc"; title of a research node in the research tree "ResearchVacuumDesalination__name" = "ResearchVacuumDesalination__name"; description of a research node in the research tree "ResearchVegetables__desc" = "ResearchVegetables__desc"; title of a research node in the research tree "ResearchVegetables__name" = "ResearchVegetables__name"; description of a research node in the research tree "ResearchVehicleAndMining__desc" = "ResearchVehicleAndMining__desc"; title of a research node in the research tree "ResearchVehicleAndMining__name" = "ResearchVehicleAndMining__name"; description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "ResearchVehicleAssembly2__desc"; title of a research node in the research tree "ResearchVehicleAssembly2__name" = "ResearchVehicleAssembly2__name"; title of a research node in the research tree "ResearchVehicleAssembly3__name" = "ResearchVehicleAssembly3__name"; title of a research node in the research tree "ResearchVehicleAssembly3H__name" = "ResearchVehicleAssembly3H__name"; {0}=25 "ResearchVehicleCapIncrease__desc" = "ResearchVehicleCapIncrease__desc"; title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "ResearchVehicleCapIncrease__name"; title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "ResearchVehicleCapIncrease2__name"; title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "ResearchVehicleCapIncrease3__name"; title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "ResearchVehicleCapIncrease4__name"; title of a research node in the research tree "ResearchVehicleCapIncrease5__name" = "ResearchVehicleCapIncrease5__name"; title of a research node in the research tree "ResearchVehicleCapIncrease6__name" = "ResearchVehicleCapIncrease6__name"; title of a research node in the research tree "ResearchVehicleRamps__name" = "ResearchVehicleRamps__name"; title of a research node in the research tree "ResearchWaterRecovery__name" = "ResearchWaterRecovery__name"; title of a research node in the research tree "ResearchWaterTreatment__name" = "ResearchWaterTreatment__name"; description of a research node in the research tree "ResearchWaterTreatment2__desc" = "ResearchWaterTreatment2__desc"; title of a research node in the research tree "ResearchWaterTreatment2__name" = "ResearchWaterTreatment2__name"; title of a research node in the research tree "ResearchWheatCrop__name" = "ResearchWheatCrop__name"; title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) "ReserveStatus" = "ReserveStatus"; title for screen resolution setting "Resolution" = "Resolution"; example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "ResourceIsLow__name"; title of settings affecting resources - mining, starting resources "Resources" = "Resources"; used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "RestartRequiredSuffix"; button to restore defaults "RestoreDefaults" = "RestoreDefaults"; name "RetainingWallCorner__name" = "RetainingWallCorner__name"; name "RetainingWallCross__name" = "RetainingWallCross__name"; Plural title of a structure that holds terrain in place to prevent it from a collapse "RetainingWallsTitle" = "RetainingWallsTitle"; description of retaining wall "RetainingWallStraight1__desc" = "RetainingWallStraight1__desc"; name "RetainingWallStraight1__name" = "RetainingWallStraight1__name"; name "RetainingWallStraight4__name" = "RetainingWallStraight4__name"; name "RetainingWallTee__name" = "RetainingWallTee__name"; informs how much time is left until the current radioactive waste gets converted into nonradioactive waste. Example use: 'Next disposal in: 40 years' "RetiredWaste__NextDisposal" = "RetiredWaste__NextDisposal"; tooltip "RetiredWaste__Tooltip" = "RetiredWaste__Tooltip"; tooltip explaining that mouse right click remove the hovered element "RightClickToRemove" = "RightClickToRemove"; error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' "RocketAssemblyDepot__CannotDestroy" = "RocketAssemblyDepot__CannotDestroy"; short description: rocket assembly building description, {0} is launch pad "RocketAssemblyDepot__desc" = "RocketAssemblyDepot__desc"; name "RocketAssemblyDepot__name" = "RocketAssemblyDepot__name"; short description "RocketLaunchPad__desc" = "RocketLaunchPad__desc"; name "RocketLaunchPad__name" = "RocketLaunchPad__name"; name "RockMine__name" = "RockMine__name"; description of a machine "RotaryKiln__desc" = "RotaryKiln__desc"; name of a machine "RotaryKiln__name" = "RotaryKiln__name"; name of a machine "RotaryKilnGas__name" = "RotaryKilnGas__name"; tooltip "RotateShortcut__Tooltip" = "RotateShortcut__Tooltip"; short description "Ruins__desc" = "Ruins__desc"; building or machine "Ruins__name" = "Ruins__name"; starts recycling a building for metal scraps "RuinsRecycle__Action" = "RuinsRecycle__Action"; tooltip that explains how building recycling works, {0} - iron scrap, {1} - blast furnace "RuinsRecycleFormatted__Tooltip" = "RuinsRecycleFormatted__Tooltip"; title of a button that allows to spend Unity when a ship is out of fuel. More info in RunOnLowFuel__Tooltip. "RunOnLowFuel__Action" = "RunOnLowFuel__Action"; tooltip for a button "RunOnLowFuel__Tooltip" = "RunOnLowFuel__Tooltip"; Message shown when a save is unsuccessful "Save__FailureMessage" = "Save__FailureMessage"; {0} is name of the file that was saved "Save__SuccessMessage" = "Save__SuccessMessage"; Label above the save name column in the load & save windows "Save__Title" = "Save__Title"; button to save the game after the player clicks it "Save_Action" = "Save_Action"; title of a window that that enables to save the current game progress "Save_Title" = "Save_Title"; Label for the date of the save in the details panels of the load & save windows "Saved__Detail" = "Saved__Detail"; a message shown on the screen when save or auto-save is in progress "SaveInProgress" = "SaveInProgress"; note about blueprints "SaveMigration__BlueprintsNote" = "SaveMigration__BlueprintsNote"; {0} - Update 1, {1} - branch name "SaveMigration__Intro" = "SaveMigration__Intro"; Label next to the save name entry box in the save window "SaveName__Label" = "SaveName__Label"; button to click on to create a new save file (shows a new text field where player can type name of the save file) "SaveNew" = "SaveNew"; UI scaling option. Example: 'Scale: 120%' "Scale" = "Scale"; button to send the current vehicle to a depot to have it scrapped for parts "ScrapVehicle__Action" = "ScrapVehicle__Action"; vehicle scrap button tooltip "ScrapVehicle__InProgress" = "ScrapVehicle__InProgress"; vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "ScrapVehicle__Tooltip"; title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "ScreenSetting_Title"; placeholder used in a search text box "Search" = "Search"; explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. "SeedsTech_Description" = "SeedsTech_Description"; title of a panel that allows to select a fuel type for a consumer like a ship for instance "SelectFuel_Title" = "SelectFuel_Title"; Title on the "Select mods" tab of the new game window "SelectMods_Title" = "SelectMods_Title"; Message shown in dropdown buttons when no value is selected "SelectOption" = "SelectOption"; title of a panel that allows to select a vehicle from multiple vehicle types "SelectVehicle_Title" = "SelectVehicle_Title"; title of a panel that enables to manage server racks in data center "ServerRacks__Title" = "ServerRacks__Title"; tooltip in data center "ServerRacks__Tooltip" = "ServerRacks__Tooltip"; title of a panel showing limit of population this building can serve, more details in ServiceLimit__Tooltip "ServiceLimit__Title" = "ServiceLimit__Title"; "ServiceLimit__Tooltip" = "ServiceLimit__Tooltip"; title of the settings window "Settings_Title" = "Settings_Title"; short description "SettlementBiomassModule__desc" = "SettlementBiomassModule__desc"; name "SettlementBiomassModule__name" = "SettlementBiomassModule__name"; short description "SettlementConsumerElectronicsModule__desc" = "SettlementConsumerElectronicsModule__desc"; building or machine "SettlementConsumerElectronicsModule__name" = "SettlementConsumerElectronicsModule__name"; short description "SettlementFoodModule__desc" = "SettlementFoodModule__desc"; name "SettlementFoodModule__name" = "SettlementFoodModule__name"; short description "SettlementFoodModuleT2__desc" = "SettlementFoodModuleT2__desc"; name "SettlementFoodModuleT2__name" = "SettlementFoodModuleT2__name"; name "SettlementFountain__name" = "SettlementFountain__name"; notification "SettlementFullOfLandfill__name" = "SettlementFullOfLandfill__name"; notification "SettlementHasNoFoodModule__name" = "SettlementHasNoFoodModule__name"; short description "SettlementHouseholdAppliancesModule__desc" = "SettlementHouseholdAppliancesModule__desc"; building or machine "SettlementHouseholdAppliancesModule__name" = "SettlementHouseholdAppliancesModule__name"; short description "SettlementHouseholdGoodsModule__desc" = "SettlementHouseholdGoodsModule__desc"; building or machine "SettlementHouseholdGoodsModule__name" = "SettlementHouseholdGoodsModule__name"; notification "SettlementIsStarving__name" = "SettlementIsStarving__name"; short description "SettlementLandfillModule__desc" = "SettlementLandfillModule__desc"; name "SettlementLandfillModule__name" = "SettlementLandfillModule__name"; name "SettlementPillar__name" = "SettlementPillar__name"; short description "SettlementPowerModule__desc" = "SettlementPowerModule__desc"; name "SettlementPowerModule__name" = "SettlementPowerModule__name"; {0} can be household goods for instance "SettlementRecyclablesModule__descToFormat" = "SettlementRecyclablesModule__descToFormat"; name "SettlementRecyclablesModule__name" = "SettlementRecyclablesModule__name"; title of a panel showing status of all the services in the settlement or globally "SettlementServices" = "SettlementServices"; tooltip of a panel that shows status of all the services in the selected settlement "SettlementServices__Tooltip" = "SettlementServices__Tooltip"; name "SettlementSmall1__name" = "SettlementSmall1__name"; name "SettlementSquare1__name" = "SettlementSquare1__name"; name "SettlementSquare2__name" = "SettlementSquare2__name"; title of a window showing individual settlement information "SettlementTitle" = "SettlementTitle"; shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' "SettlementTitleWithReputation" = "SettlementTitleWithReputation"; title of a panel showing amount of waste accumulated in a settlement "SettlementWaste__Title" = "SettlementWaste__Title"; tooltip "SettlementWaste__Tooltip" = "SettlementWaste__Tooltip"; short description "SettlementWaterModule__desc" = "SettlementWaterModule__desc"; building or machine "SettlementWaterModule__name" = "SettlementWaterModule__name"; name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "SettlingTank__name"; rendering setting name "ShadowsQualityRenderingSetting__Name" = "ShadowsQualityRenderingSetting__Name"; name "Shaft__name" = "Shaft__name"; shaft status, currently showing maximum output percentage "Shaft__Status" = "Shaft__Status"; title for section that shows connected shaft overview "ShaftOverview" = "ShaftOverview"; tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "ShaftOverview__Tooltip"; describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' "ShiftsCount" = "ShiftsCount"; used as: '[checkbox] Auto-repair'. When enabled ship will automatically request its repairs. "ShipAutoRepair__Toggle" = "ShipAutoRepair__Toggle"; tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged "ShipAutoRepair__Tooltip" = "ShipAutoRepair__Tooltip"; used as: '[checkbox] Automatically return home'. When enabled ship will automatically return home when there is nothing else to do. "ShipAutoReturn__Toggle" = "ShipAutoReturn__Toggle"; tooltip for ShipAutoReturn__Toggle "ShipAutoReturn__Tooltip" = "ShipAutoReturn__Tooltip"; displayed when the ship has cargo but can't unload it "ShipCannotUnload" = "ShipCannotUnload"; reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingModified" = "ShipCantVisit__BeingModified"; reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingRepaired" = "ShipCantVisit__BeingRepaired"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Damaged" = "ShipCantVisit__Damaged"; reason why the action to visit a location by the ship is not available "ShipCantVisit__MovingToDock" = "ShipCantVisit__MovingToDock"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoAccess" = "ShipCantVisit__NoAccess"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoCrew" = "ShipCantVisit__NoCrew"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoFuel" = "ShipCantVisit__NoFuel"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Ok" = "ShipCantVisit__Ok"; reason why the action to visit a location by the ship is not available "ShipCantVisit__OnWay" = "ShipCantVisit__OnWay"; reason why the action to visit a location by the ship is not available "ShipCantVisit__TooFar" = "ShipCantVisit__TooFar"; notification, any strings in curly braces { } must be preserved and non-translated Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "ShipCargoDelivered__name"; notification, any strings in curly braces { } must be preserved and non-translated Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "ShipCargoLoaded__name"; ship crew label "ShipCrew" = "ShipCrew"; button to request to load a crew onto the ship "ShipCrew__Load" = "ShipCrew__Load"; ship crew tooltip "ShipCrew__Tooltip" = "ShipCrew__Tooltip"; button to request to unload the crew from the ship "ShipCrew__Unload" = "ShipCrew__Unload"; title of a window that provides ship modifications & upgrades "ShipDesigner" = "ShipDesigner"; shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "ShipDesigner_ShipBeingRepaired"; shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "ShipDesigner_ShipNeedsRepairs"; title of a panel that shows button to confirm current modifications of the ship "ShipDesignerConfirmation__Text" = "ShipDesignerConfirmation__Text"; title of a panel that shows costs & confirmation of pending ship modifications "ShipDesignerConfirmation__Title" = "ShipDesignerConfirmation__Title"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "ShipFuelReduction__desc" = "ShipFuelReduction__desc"; policy / edict which can enabled by the player in their Captain's office. "ShipFuelReduction__name" = "ShipFuelReduction__name"; ship's fuel replacement is in progress "ShipFuelSwitch__InProgress" = "ShipFuelSwitch__InProgress"; can't switch fuel type for ship as the selected fuel is already in use "ShipFuelSwitch__InUse" = "ShipFuelSwitch__InUse"; "ShipFuelSwitch__MissingMaterials" = "ShipFuelSwitch__MissingMaterials"; can't switch fuel for ship as the ship is busy "ShipFuelSwitch__ShipBusy" = "ShipFuelSwitch__ShipBusy"; "ShipFuelSwitch__Tooltip" = "ShipFuelSwitch__Tooltip"; title of a button that unloads fuel from the ship "ShipFuelUnload" = "ShipFuelUnload"; tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "ShipFuelUnload__Tooltip"; "ShipHealth__Title" = "ShipHealth__Title"; "ShipHealth__Tooltip" = "ShipHealth__Tooltip"; requests to start loading material onto the ship "ShipLoading__Action" = "ShipLoading__Action"; "ShipLoading__CancelProject" = "ShipLoading__CancelProject"; tooltip "ShipLoading__Desc" = "ShipLoading__Desc"; "ShipLoading__Done" = "ShipLoading__Done"; "ShipLoading__InProgress" = "ShipLoading__InProgress"; "ShipLoading__NotStarted" = "ShipLoading__NotStarted"; lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "ShipLoading__Title"; notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "ShipModified__name"; notification "ShipRepaired__name" = "ShipRepaired__name"; name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "ShipSlotGroupArmor__name"; name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "ShipSlotGroupBridge__name"; name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "ShipSlotGroupEngine__name"; name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "ShipSlotGroupFuelTank__name"; name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "ShipSlotGroupGunsFront__name"; name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "ShipSlotGroupGunsRear__name"; properties / stats of a ship "ShipStats" = "ShipStats"; modifications are being performed "ShipUpgrade_Performing" = "ShipUpgrade_Performing"; tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "ShipUpgrade_Performing__Tooltip"; modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing" = "ShipUpgrade_Preparing"; tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing__Tooltip" = "ShipUpgrade_Preparing__Tooltip"; modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting" = "ShipUpgrade_ReadyWaiting"; tooltip - modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting__Tooltip" = "ShipUpgrade_ReadyWaiting__Tooltip"; short description "Shipyard__desc" = "Shipyard__desc"; name "Shipyard__name" = "Shipyard__name"; short description "Shipyard2__desc" = "Shipyard2__desc"; name "Shipyard2__name" = "Shipyard2__name"; tooltip of a panel showing all the cargo stored in a shipyard "ShipyardCargo__Tooltip" = "ShipyardCargo__Tooltip"; shown when the shipyard has too much cargo that it can't keep unloading the ship "ShipyardFullMessage" = "ShipyardFullMessage"; tooltip explaining full shipyard "ShipyardFullMessage__Tooltip" = "ShipyardFullMessage__Tooltip"; truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "ShipyardKeepEmpty"; tooltip "ShipyardKeepEmpty__Tooltip" = "ShipyardKeepEmpty__Tooltip"; button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip "ShipyardMakePrimary" = "ShipyardMakePrimary"; tooltip "ShipyardMakePrimary__Tooltip" = "ShipyardMakePrimary__Tooltip"; tooltip "ShipyardMakePrimary__TooltipInProgress" = "ShipyardMakePrimary__TooltipInProgress"; explains that current action is not available until the shipyard is repaired "ShipyardNeedsRepairs" = "ShipyardNeedsRepairs"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__BtnTooltip" = "ShipyardRecoverOceanAccess__BtnTooltip"; button that allows recovering ocean access by digging ground "ShipyardRecoverOceanAccess__Button" = "ShipyardRecoverOceanAccess__Button"; title for a panel providing option to recover access to shipyard's docking area "ShipyardRecoverOceanAccess__Title" = "ShipyardRecoverOceanAccess__Title"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__Tooltip" = "ShipyardRecoverOceanAccess__Tooltip"; button to open current directory in OS explorer "ShowInExplorer" = "ShowInExplorer"; example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). "ShowPerDuration" = "ShowPerDuration"; short description of a machine "Shredder__desc" = "Shredder__desc"; name of a machine "Shredder__name" = "Shredder__name"; short description of a machine "SiliconCrystallizer__desc" = "SiliconCrystallizer__desc"; name of a machine "SiliconCrystallizer__name" = "SiliconCrystallizer__name"; short description of a machine "SiliconReactor__desc" = "SiliconReactor__desc"; name of a machine "SiliconReactor__name" = "SiliconReactor__name"; Action to skip something (e.g. skip a task) "Skip" = "Skip"; short description of a machine "SmeltingFurnaceT1__desc" = "SmeltingFurnaceT1__desc"; name of a machine "SmeltingFurnaceT1__name" = "SmeltingFurnaceT1__name"; short description of a machine "SmeltingFurnaceT2__desc" = "SmeltingFurnaceT2__desc"; name of a machine "SmeltingFurnaceT2__name" = "SmeltingFurnaceT2__name"; description of a smoke stack "SmokeStack__desc" = "SmokeStack__desc"; name of a machine "SmokeStack__name" = "SmokeStack__name"; name of a machine "SmokeStackLarge__name" = "SmokeStackLarge__name"; short description "SolarPanel__desc" = "SolarPanel__desc"; name "SolarPanel__name" = "SolarPanel__name"; solar panel description, example use of {0}: 'they provide 25% more energy' "SolarPanelMono__desc" = "SolarPanelMono__desc"; name "SolarPanelMono__name" = "SolarPanelMono__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "SolarPowerIncrease__desc" = "SolarPowerIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "SolarPowerIncrease__name" = "SolarPowerIncrease__name"; notification "SortingPlantBlockedOutput__name" = "SortingPlantBlockedOutput__name"; notification "SortingPlantNoProductSet__name" = "SortingPlantNoProductSet__name"; short description of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__desc" = "SourWaterStripper__desc"; name of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__name" = "SourWaterStripper__name"; example replacements: {0} => 50% "SpeedReduced__Machine" = "SpeedReduced__Machine"; example replacements: {0} => 50% "SpeedReduced__Vehicle" = "SpeedReduced__Vehicle"; "SpruceTree__desc" = "SpruceTree__desc"; short description "Stacker__desc" = "Stacker__desc"; name "Stacker__name" = "Stacker__name"; title of a panel that shows what products are dumped by the stacker "StackerProducts__Title" = "StackerProducts__Title"; shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 "StageStr" = "StageStr"; Title shown above the starting location description in the map selection tab of the new game flow "StartingLocation_Title" = "StartingLocation_Title"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__EasyTooltip" = "StartingLocationDifficulty__EasyTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__HardTooltip" = "StartingLocationDifficulty__HardTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__InsaneTooltip" = "StartingLocationDifficulty__InsaneTooltip"; tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__MediumTooltip" = "StartingLocationDifficulty__MediumTooltip"; label explaining how difficult a selected island map is (this is the easiest one) "StartingLocationDifficulty_Easy" = "StartingLocationDifficulty_Easy"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Hard" = "StartingLocationDifficulty_Hard"; label explaining how difficult a selected island map is (this is the hardest one) "StartingLocationDifficulty_Insane" = "StartingLocationDifficulty_Insane"; label explaining how difficult a selected island map is "StartingLocationDifficulty_Medium" = "StartingLocationDifficulty_Medium"; button to click on to open a research window to pick a new research, shown when no research is in progress "StartNewResearch_Action" = "StartNewResearch_Action"; requests to start repairs "StartRepairs" = "StartRepairs"; tooltip "StartRepairs__Tooltip" = "StartRepairs__Tooltip"; button to start researching the currently selected research node "StartResearch_Action" = "StartResearch_Action"; "StarvationMode__Death" = "StarvationMode__Death"; "StarvationMode__ReducedWorkers" = "StarvationMode__ReducedWorkers"; title of a window containing statistics "Statistics" = "Statistics"; shown when statistics have no data yet "Stats_NoDataYet" = "Stats_NoDataYet"; statistics category referring to usage of fuel in cargo ships "StatsCat__CargoShips" = "StatsCat__CargoShips"; statistics category referring to usage of fuel in the main player's ship "StatsCat__MainShip" = "StatsCat__MainShip"; statistics category referring to usage of products in power production "StatsCat__PowerProduction" = "StatsCat__PowerProduction"; statistics category referring to usage of fuel in vehicles "StatsCat__Vehicles" = "StatsCat__Vehicles"; label of a chart showing consumption of a product via costs in construction "StatsEntry__Construction" = "StatsEntry__Construction"; label of a chart showing production of a product by getting it back via deconstruction "StatsEntry__Deconstruction" = "StatsEntry__Deconstruction"; label of a chart showing consumption of a product by dumping it (on terrain or into ocean) or disposing it (burning it) "StatsEntry__Dumping" = "StatsEntry__Dumping"; label of a chart showing consumption of a product by exporting it into the world "StatsEntry__Export" = "StatsEntry__Export"; label of a chart showing consumption of a product via farming (e.g. by irrigation) "StatsEntry__Farming" = "StatsEntry__Farming"; label of a chart showing production of a product by importing it from world map "StatsEntry__Import" = "StatsEntry__Import"; label of a chart showing production of a product by mining "StatsEntry__Mining" = "StatsEntry__Mining"; label of a chart showing production of a product by recycling it "StatsEntry__Recycling" = "StatsEntry__Recycling"; label of a chart showing total consumption of a product "StatsEntry__TotalConsumption" = "StatsEntry__TotalConsumption"; label of a chart showing total production of a product "StatsEntry__TotalProduction" = "StatsEntry__TotalProduction"; title of a chart that shows total global quantity of a product in factory / island over time. "StatsEntry__TotalQuantity" = "StatsEntry__TotalQuantity"; statistics category referring to people born on the island "StatsPops__Born" = "StatsPops__Born"; statistics category referring to people lost (people who died / left the island) "StatsPops__Lost" = "StatsPops__Lost"; statistics category referring to people that joined they island as refuges or the player adopted them "StatsPops__Refugees" = "StatsPops__Refugees"; title of a chart that shows quantity statistics of a product over time. "StatsProduct_Quantity" = "StatsProduct_Quantity"; shows stats for the last {0} day "StatsRange__Days" = "StatsRange__Days"; title of a column showing sum of data from previous year "StatsRange__LastYear" = "StatsRange__LastYear"; title of a column showing sum of lifetime data - sum of data for the whole gameplay duration "StatsRange__Lifetime" = "StatsRange__Lifetime"; shows max range of statistics chart "StatsRange__Max" = "StatsRange__Max"; shows stats for the last {0} month "StatsRange__Months" = "StatsRange__Months"; title of a column showing sum of data from this year "StatsRange__ThisYear" = "StatsRange__ThisYear"; shows stats for the last {0} years "StatsRange__Years" = "StatsRange__Years"; title of a tab that shows breakdown data for some statistics (keep short) "StatsTab__Breakdown" = "StatsTab__Breakdown"; title of a tab that shows a summary chart for some statistics (e.g. power) (keep short) "StatsTab__Chart" = "StatsTab__Chart"; e.g. {0} - '5%', {1} - 'Fuel gas' "StatueOfMaintenance__desc" = "StatueOfMaintenance__desc"; name "StatueOfMaintenance__name" = "StatueOfMaintenance__name"; name "StatueOfMaintenanceGolden__name" = "StatueOfMaintenanceGolden__name"; label of a panel showing current entity status "Status" = "Status"; Some feature or trade in a settlement isn't available because player has a low reputation. An example use: Requires reputation to be at least 1 "Status_LowReputation" = "Status_LowReputation"; Surface that can be placed on the ground outside. "Stone_TerrainSurface" = "Stone_TerrainSurface"; title of a button that opens a panel with storage alerts setup "StorageAlert__BtnTitle" = "StorageAlert__BtnTitle"; used in the following context '[checkbox] notify if Empty' "StorageAlert__Empty" = "StorageAlert__Empty"; used in the following context '[checkbox] notify if Full' "StorageAlert__Full" = "StorageAlert__Full"; used in the following context '[checkbox] notify if Empty / Full' "StorageAlert__Prefix" = "StorageAlert__Prefix"; building or machine "StorageFluid__name" = "StorageFluid__name"; description for storage "StorageFluidFormattedBase__desc" = "StorageFluidFormattedBase__desc"; building or machine "StorageFluidT2__name" = "StorageFluidT2__name"; building or machine "StorageFluidT3__name" = "StorageFluidT3__name"; building or machine "StorageFluidT4__name" = "StorageFluidT4__name"; building or machine "StorageLoose__name" = "StorageLoose__name"; description for storage "StorageLooseFormattedBase__desc" = "StorageLooseFormattedBase__desc"; building or machine "StorageLooseT2__name" = "StorageLooseT2__name"; building or machine "StorageLooseT3__name" = "StorageLooseT3__name"; building or machine "StorageLooseT4__name" = "StorageLooseT4__name"; appended at the end of a description to explain that a storage consumes power "StoragePowerConsumptionSuffix" = "StoragePowerConsumptionSuffix"; name: toolbar category name "storagesCategory__name" = "storagesCategory__name"; description for storage "StorageSolidFormattedBase__desc" = "StorageSolidFormattedBase__desc"; notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooHigh__name" = "StorageSupplyTooHigh__name"; notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooLow__name" = "StorageSupplyTooLow__name"; building or machine "StorageUnit__name" = "StorageUnit__name"; building or machine "StorageUnitT2__name" = "StorageUnitT2__name"; building or machine "StorageUnitT3__name" = "StorageUnitT3__name"; building or machine "StorageUnitT4__name" = "StorageUnitT4__name"; explains that player needs to assign a product which they want to convert to heat and back by using a heat storage "StoredHeat__NoProductSelected" = "StoredHeat__NoProductSelected"; Title of a panel that shows total amount of heat in a thermal storage (imagine it as a heat battery) "StoredHeat__Title" = "StoredHeat__Title"; tooltip for a heat bar in a thermal storage "StoredHeat__Tooltip" = "StoredHeat__Tooltip"; tooltip "StoredProduct__Clear_Tooltip" = "StoredProduct__Clear_Tooltip"; tooltip "StoredProduct__ClearActive_Tooltip" = "StoredProduct__ClearActive_Tooltip"; note: keep this short!! - label of a slider that requires the storage to be empty "StoredProduct__KeepEmpty" = "StoredProduct__KeepEmpty"; note: keep this short!! - label of a slider that requires the storage to be full "StoredProduct__KeepFull" = "StoredProduct__KeepFull"; explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "StoredProduct__NothingStored"; Title of a panel that shows product that is stored in a some entity "StoredProduct__Title" = "StoredProduct__Title"; storage tooltip "StoredProduct__Tooltip" = "StoredProduct__Tooltip"; world mine tooltip "StoredProduct__WorldMapTooltip" = "StoredProduct__WorldMapTooltip"; button to open a page for posting suggestions "Suggestions" = "Suggestions"; name "SulfurMine__name" = "SulfurMine__name"; name: describes the current weather "SunnyWeather__name" = "SunnyWeather__name"; title of a panel that shows products support by a given storage or transport "SupportedProducts" = "SupportedProducts"; title of a panel showing icons of trucks that are supported by this vehicle / compatible with this vehicle. E.g. trucks that are supported by an excavator. As some excavators require small trucks and some require bigger trucks. "SupportedTrucks__Title" = "SupportedTrucks__Title"; Title above maps from the supporter's edition of the game "SupporterMaps__Title" = "SupporterMaps__Title"; name: toolbar category name "surfaceCategory__name" = "surfaceCategory__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Areas__name" = "SurfaceDecalsCat_Areas__name"; name: Title for category of decals - lines & symbols pained on surfaces Contains letters and numbers. "SurfaceDecalsCat_Characters__name" = "SurfaceDecalsCat_Characters__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Hazard__name" = "SurfaceDecalsCat_Hazard__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Lines__name" = "SurfaceDecalsCat_Lines__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_LinesDouble__name" = "SurfaceDecalsCat_LinesDouble__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Symbols__name" = "SurfaceDecalsCat_Symbols__name"; short description "TechnologyBlueprints__desc" = "TechnologyBlueprints__desc"; name "TechnologyBlueprints__name" = "TechnologyBlueprints__name"; name "TechnologyCanolaSeeds__name" = "TechnologyCanolaSeeds__name"; short description "TechnologyCargoShip__desc" = "TechnologyCargoShip__desc"; name "TechnologyCargoShip__name" = "TechnologyCargoShip__name"; name "TechnologyCornSeeds__name" = "TechnologyCornSeeds__name"; short description "TechnologyCropRotation__desc" = "TechnologyCropRotation__desc"; name "TechnologyCropRotation__name" = "TechnologyCropRotation__name"; {0}=list of buildings "TechnologyCustomRoutes__desc" = "TechnologyCustomRoutes__desc"; name "TechnologyCustomRoutes__name" = "TechnologyCustomRoutes__name"; short description "TechnologyCustomSurfaces__desc" = "TechnologyCustomSurfaces__desc"; name "TechnologyCustomSurfaces__name" = "TechnologyCustomSurfaces__name"; name "TechnologyElectronics2__name" = "TechnologyElectronics2__name"; name "TechnologyFruitSeeds__name" = "TechnologyFruitSeeds__name"; name "TechnologyHydrogenCargoShip__name" = "TechnologyHydrogenCargoShip__name"; short description "TechnologyMechPowerAutoBalance__desc" = "TechnologyMechPowerAutoBalance__desc"; name "TechnologyMechPowerAutoBalance__name" = "TechnologyMechPowerAutoBalance__name"; name "TechnologyMicrochip__name" = "TechnologyMicrochip__name"; name "TechnologyNuclearPower__name" = "TechnologyNuclearPower__name"; short description "TechnologyOilDrilling__desc" = "TechnologyOilDrilling__desc"; name "TechnologyOilDrilling__name" = "TechnologyOilDrilling__name"; name "TechnologyPoppySeeds__name" = "TechnologyPoppySeeds__name"; short description "TechnologyRecycling__desc" = "TechnologyRecycling__desc"; name "TechnologyRecycling__name" = "TechnologyRecycling__name"; name "TechnologyShipRadar__name" = "TechnologyShipRadar__name"; name "TechnologyShipRadarT2__name" = "TechnologyShipRadarT2__name"; name "TechnologySoybeansSeeds__name" = "TechnologySoybeansSeeds__name"; name "TechnologySugarCaneSeeds__name" = "TechnologySugarCaneSeeds__name"; short description "TechnologyTerrainLeveling__desc" = "TechnologyTerrainLeveling__desc"; name "TechnologyTerrainLeveling__name" = "TechnologyTerrainLeveling__name"; name "TechnologyWheatSeeds__name" = "TechnologyWheatSeeds__name"; rendering setting name "TerrainDetailsRenderDistance" = "TerrainDetailsRenderDistance"; rendering setting name "TerrainQuality" = "TerrainQuality"; short description: rocket description, {0} is fuel like 'hydrogen' "TestingRocketT0__desc" = "TestingRocketT0__desc"; name "TestingRocketT0__name" = "TestingRocketT0__name"; short description of a machine "ThermalDesalinator__desc" = "ThermalDesalinator__desc"; name of a machine "ThermalDesalinator__name" = "ThermalDesalinator__name"; title of a panel with recipe that explains how a thermal storage is charged (with steam to store heat) "ThermalStorage__ChargingRecipeTitle" = "ThermalStorage__ChargingRecipeTitle"; description of a thermal storage "ThermalStorage__desc" = "ThermalStorage__desc"; title of a panel with recipe that explains how a thermal storage is discharged (by using its heat to create steam) "ThermalStorage__DischargingRecipeTitle" = "ThermalStorage__DischargingRecipeTitle"; name "ThermalStorage__name" = "ThermalStorage__name"; "ThisVehicleCannotDriveUnderTransports" = "ThisVehicleCannotDriveUnderTransports"; throughput of something, e.g. 'Throughput: 20%' "ThroughputWithParam" = "ThroughputWithParam"; tip displayed on the loading screen "TipOnLoad__BuildClose" = "TipOnLoad__BuildClose"; tip displayed on the loading screen "TipOnLoad__BuildTransports" = "TipOnLoad__BuildTransports"; tip displayed on the loading screen "TipOnLoad__Diesel" = "TipOnLoad__Diesel"; tip displayed on the loading screen "TipOnLoad__Food" = "TipOnLoad__Food"; tip displayed on the loading screen "TipOnLoad__OilRig" = "TipOnLoad__OilRig"; tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "TipOnLoad__Prefix"; tip displayed on the loading screen "TipOnLoad__TransportStraight" = "TipOnLoad__TransportStraight"; tip displayed on the loading screen "TipOnLoad__TransportUX" = "TipOnLoad__TransportUX"; tip displayed on the loading screen "TipOnLoad__Unity" = "TipOnLoad__Unity"; tip displayed on the loading screen "TipOnLoad__Unity2" = "TipOnLoad__Unity2"; button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "ToggleDirection"; a description of tomb of captains "TombOfCaptainsStage1__desc" = "TombOfCaptainsStage1__desc"; name of a building "TombOfCaptainsStageFinal__name" = "TombOfCaptainsStageFinal__name"; tooltip "Toolbox__HideCosts" = "Toolbox__HideCosts"; title of a menu containing editing tools such as copy paste or delete. "ToolsTitle" = "ToolsTitle"; title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' "Total" = "Total"; label of a chart showing total population "TotalPopulation" = "TotalPopulation"; tooltip shown when player has homeless people on the island "TotalPopulation__HomelessTooltip" = "TotalPopulation__HomelessTooltip"; tooltip explaining total population view "TotalPopulation__Tooltip" = "TotalPopulation__Tooltip"; used like this 'Total settlement need: 40 / month' "TotalSettlementNeed" = "TotalSettlementNeed"; used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "TotalSettlementOutput"; could not place a transport as it the other being connected to it is being destroyed "TrAdditionError__BeingDestroyed" = "TrAdditionError__BeingDestroyed"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "TrAdditionError__Blocked"; could not place reverse a transport "TrAdditionError__CannotReverse" = "TrAdditionError__CannotReverse"; could not place a transport as its direction could not be resolved "TrAdditionError__IncompatibleDirection" = "TrAdditionError__IncompatibleDirection"; could not place a transport due to incompatible port at transport end "TrAdditionError__IncompatiblePortAtEnd" = "TrAdditionError__IncompatiblePortAtEnd"; could not place a transport due to incompatible port at transport start "TrAdditionError__IncompatiblePortAtStart" = "TrAdditionError__IncompatiblePortAtStart"; could not connect a transport "TrAdditionError__InvalidConnection" = "TrAdditionError__InvalidConnection"; generic message for invalid transport "TrAdditionError__InvalidTransport" = "TrAdditionError__InvalidTransport"; generic message for invalid transport split position "TrAdditionError__InvalidTransportCut" = "TrAdditionError__InvalidTransportCut"; could not place a transport because its start and end are connected to the same transport "TrAdditionError__Loop" = "TrAdditionError__Loop"; transport of this type cannot be split/merged "TrAdditionError__NoMiniZipper" = "TrAdditionError__NoMiniZipper"; could not place a transport because of no valid pillars (supports) placement "TrAdditionError__NoPillars" = "TrAdditionError__NoPillars"; could not merge a transport due to not being flat "TrAdditionError__NotFlat" = "TrAdditionError__NotFlat"; could not find a valid transport to selected position "TrAdditionError__PathNotFound" = "TrAdditionError__PathNotFound"; could not place a transport because it is self-colliding "TrAdditionError__SelfColliding" = "TrAdditionError__SelfColliding"; could not place a transport because of collision with terrain "TrAdditionError__TerrainCollision" = "TrAdditionError__TerrainCollision"; could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "TrAdditionError__TooCloseToOtherMiniZipper"; could not connect a transport to another one as they don't match "TrAdditionError__TypesNoMatch" = "TrAdditionError__TypesNoMatch"; performs a trade with another settlement "Trade__Action" = "Trade__Action"; displayed when trade action is no longer available "Trade__SoldOut" = "Trade__SoldOut"; short description "TradeDock__desc" = "TradeDock__desc"; name "TradeDock__name" = "TradeDock__name"; tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "TradeDockCargo__Tooltip"; shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "TradeOfferDelivered"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__Animal" = "TradeOfferDelivered__Animal"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__CargoShip" = "TradeOfferDelivered__CargoShip"; title of a panel that shows trade offer from a world map settlement "TradeOffers" = "TradeOffers"; title of a panel that shows trade offer from a world map settlement "TradeOffers__Tooltip" = "TradeOffers__Tooltip"; player can't afford the current trade as it requires more products than they have "TradeStatus__CantAfford" = "TradeStatus__CantAfford"; tooltip explaining how trade works "TradeStatus__Info" = "TradeStatus__Info"; tooltip explaining how buying animals works "TradeStatus__Info_Animal" = "TradeStatus__Info_Animal"; tooltip explaining how buying cargo ships works "TradeStatus__Info_CargoShip" = "TradeStatus__Info_CargoShip"; player can't trade an animal (e.g. chicken) as they have no farm where they could place it into, note: players confuse regular farm with animal farm, try to make it clear "TradeStatus__NoSpaceInFarm" = "TradeStatus__NoSpaceInFarm"; player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "TradeStatus__NoTradeDock"; player lack unity to afford the current trade or feature "TradeStatus__NoUnity" = "TradeStatus__NoUnity"; trade is 'sold out' "TradeStatus__SoldOut" = "TradeStatus__SoldOut"; player can't trade as their trade dock is not operational "TradeStatus__TradeDockNotOperational" = "TradeStatus__TradeDockNotOperational"; title of a window that provides overview on trading - buying, selling products "TradeTitle" = "TradeTitle"; Button that takes player to a world so they can trade with some village they'd like "TradeWithVillage" = "TradeWithVillage"; title of a panel showing all the products transported by a selected transport "TransportedProducts" = "TransportedProducts"; height of the current transport that is being build - e.g. 'Height: 2' "TransportHeightTooltip" = "TransportHeightTooltip"; category for key bindings used during transport build / editing (when players builds / places transports) "TransportMode" = "TransportMode"; name: toolbar category name "transportsCategory__name" = "transportsCategory__name"; label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Title" = "TransportSnappingOff__Title"; tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "TransportSnappingOff__Tooltip"; short description "TransportsPillar__desc" = "TransportsPillar__desc"; name "TransportsPillar__name" = "TransportsPillar__name"; tooltip "TransportTool__NoTurnTooltip" = "TransportTool__NoTurnTooltip"; tooltip "TransportTool__PortBlockTooltip" = "TransportTool__PortBlockTooltip"; tooltip "TransportTool__PortSnapTooltip" = "TransportTool__PortSnapTooltip"; tooltip "TransportTool__TieBreakTooltip" = "TransportTool__TieBreakTooltip"; explanation how to make transport shorter "TransportTooLong__HowToResolve" = "TransportTooLong__HowToResolve"; notification "TransportTooLong__name" = "TransportTooLong__name"; could not cut transport as it is already being constructed "TrCutError__ConstructionAlreadyStarted" = "TrCutError__ConstructionAlreadyStarted"; short description "TreeHarvesterT1__desc" = "TreeHarvesterT1__desc"; name "TreeHarvesterT1__name" = "TreeHarvesterT1__name"; "TreeHarvesterT2__desc" = "TreeHarvesterT2__desc"; name "TreeHarvesterT2__name" = "TreeHarvesterT2__name"; name "TreeHarvesterT2H__name" = "TreeHarvesterT2H__name"; {0} = 'key binding that open the tool' "TreeHarvesting__part1" = "TreeHarvesting__part1"; {0} = 'Tree harvester' "TreeHarvesting__part2" = "TreeHarvesting__part2"; "TreeHarvesting__part3" = "TreeHarvesting__part3"; "TreePlanterT1__desc" = "TreePlanterT1__desc"; name "TreePlanterT1__name" = "TreePlanterT1__name"; name "TreePlanterT1H__name" = "TreePlanterT1H__name"; explains when trees are going to be cut / harvested, example use: 'Cut after: 4 years' "Trees__CutAfter" = "Trees__CutAfter"; Title of a panel that allows to configure when trees are harvested "Trees__HarvestingOptions" = "Trees__HarvestingOptions"; tooltip "Trees__HarvestingOptionsTooltip" = "Trees__HarvestingOptionsTooltip"; Used to signify trees should not be cut. Tooltip. "Trees__NoCut" = "Trees__NoCut"; description of tree in a build menu "TreesInMenuDescription" = "TreesInMenuDescription"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "TruckCannotDeliver__name"; notification "TruckCannotDeliverMixedCargo__name" = "TruckCannotDeliverMixedCargo__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "TruckCapacityIncrease__desc" = "TruckCapacityIncrease__desc"; policy / edict which can enabled by the player in their Captain's office. "TruckCapacityIncrease__name" = "TruckCapacityIncrease__name"; notification "TruckHasNoValidExcavator__name" = "TruckHasNoValidExcavator__name"; Tab that contains more insights into jobs done by vehicles and the cargo they exchanged "TrucksAnalytics__Title" = "TrucksAnalytics__Title"; number of jobs done by a vehicle, example use: '1 job', '2 jobs' "TrucksStats__JobsCnt" = "TrucksStats__JobsCnt"; "TrucksStats__OptionGeneral" = "TrucksStats__OptionGeneral"; "TrucksStats__OptionGeneralTooltip" = "TrucksStats__OptionGeneralTooltip"; "TrucksStats__OptionMining" = "TrucksStats__OptionMining"; "TrucksStats__OptionMiningTooltip" = "TrucksStats__OptionMiningTooltip"; "TrucksStats__OptionRefueling" = "TrucksStats__OptionRefueling"; "TrucksStats__OptionRefuelingTooltip" = "TrucksStats__OptionRefuelingTooltip"; Title of a panel showing aggregated overview of products transported by trucks in some selected time period. "TrucksStats__Title" = "TrucksStats__Title"; truck description, for instance {0}=20,{1}=2 "TruckT1__desc" = "TruckT1__desc"; vehicle "TruckT1__name" = "TruckT1__name"; vehicle description, for instance {0}=20,{1}=2 "TruckT2__desc" = "TruckT2__desc"; vehicle "TruckT2__name" = "TruckT2__name"; vehicle "TruckT2H__name" = "TruckT2H__name"; vehicle description, for instance {0}=150 "TruckT3Fluid__desc" = "TruckT3Fluid__desc"; vehicle "TruckT3Fluid__name" = "TruckT3Fluid__name"; vehicle description, for instance {0}=150 "TruckT3FluidH__desc" = "TruckT3FluidH__desc"; vehicle "TruckT3FluidH__name" = "TruckT3FluidH__name"; vehicle description, for instance {0}=150 "TruckT3Loose__desc" = "TruckT3Loose__desc"; vehicle "TruckT3Loose__name" = "TruckT3Loose__name"; vehicle description, for instance {0}=150 "TruckT3LooseH__desc" = "TruckT3LooseH__desc"; vehicle "TruckT3LooseH__name" = "TruckT3LooseH__name"; description of a high pressure turbine "TurbineHighPress__desc" = "TurbineHighPress__desc"; name "TurbineHighPress__name" = "TurbineHighPress__name"; name "TurbineHighPressT2__name" = "TurbineHighPressT2__name"; description of a low pressure turbine "TurbineLowPress__desc" = "TurbineLowPress__desc"; name "TurbineLowPress__name" = "TurbineLowPress__name"; name "TurbineLowPressT2__name" = "TurbineLowPressT2__name"; description of a super pressure turbine "TurbineSuperPress__desc" = "TurbineSuperPress__desc"; name "TurbineSuperPress__name" = "TurbineSuperPress__name"; title of message or tutorial "TutorialOnAdvancedLogistics__name" = "TutorialOnAdvancedLogistics__name"; title of message or tutorial "TutorialOnCargoShip__name" = "TutorialOnCargoShip__name"; {0} = Cargo depot "TutorialOnCargoShip__part1" = "TutorialOnCargoShip__part1"; "TutorialOnCargoShip__part2" = "TutorialOnCargoShip__part2"; {0} = Cargo depot "TutorialOnCargoShip__part3a" = "TutorialOnCargoShip__part3a"; {0} = Cargo depot "TutorialOnCargoShip__part3b" = "TutorialOnCargoShip__part3b"; "TutorialOnCargoShip__part4Heading" = "TutorialOnCargoShip__part4Heading"; "TutorialOnCargoShip__part4V2" = "TutorialOnCargoShip__part4V2"; "TutorialOnCargoShip__part5V2" = "TutorialOnCargoShip__part5V2"; title of message or tutorial "TutorialOnCoalPower__name" = "TutorialOnCoalPower__name"; "TutorialOnCoalPower__part1" = "TutorialOnCoalPower__part1"; "TutorialOnCoalPower__part2" = "TutorialOnCoalPower__part2"; {0} = Flywheel "TutorialOnCoalPower__part3" = "TutorialOnCoalPower__part3"; {0} = Flywheel "TutorialOnCoalPower__part4" = "TutorialOnCoalPower__part4"; title of message or tutorial "TutorialOnContracts__name" = "TutorialOnContracts__name"; {0} = Cargo ship "TutorialOnContracts__part1" = "TutorialOnContracts__part1"; {0} = Cargo ship, {1} = Cargo depot, {2} = Food Packs, {3} = Crude Oil "TutorialOnContracts__part2" = "TutorialOnContracts__part2"; {0} = Cargo Ship, {1} = Cargo depot "TutorialOnContracts__part3" = "TutorialOnContracts__part3"; "TutorialOnCopySettings__part1" = "TutorialOnCopySettings__part1"; {0} = shortcut key "TutorialOnCopySettings__part2" = "TutorialOnCopySettings__part2"; "TutorialOnCopyTool__part1" = "TutorialOnCopyTool__part1"; {0}, {1} = shortcut keys "TutorialOnCopyTool__part2" = "TutorialOnCopyTool__part2"; {0} shortcut key "TutorialOnCopyTool__part3" = "TutorialOnCopyTool__part3"; title of message or tutorial "TutorialOnCrisis__name" = "TutorialOnCrisis__name"; "TutorialOnCrisis__part1" = "TutorialOnCrisis__part1"; "TutorialOnCrisis__part2" = "TutorialOnCrisis__part2"; "TutorialOnCrisis__part2Heading" = "TutorialOnCrisis__part2Heading"; "TutorialOnCrisis__part3" = "TutorialOnCrisis__part3"; "TutorialOnCrisis__part3Heading" = "TutorialOnCrisis__part3Heading"; "TutorialOnCrisis__part4" = "TutorialOnCrisis__part4"; "TutorialOnCrisis__part4Heading" = "TutorialOnCrisis__part4Heading"; "TutorialOnCrisis__part5" = "TutorialOnCrisis__part5"; "TutorialOnCrisis__part5Heading" = "TutorialOnCrisis__part5Heading"; {0} - keep full "TutorialOnCrisis__part6V2" = "TutorialOnCrisis__part6V2"; "TutorialOnCrisis__part7a" = "TutorialOnCrisis__part7a"; {0} - Diesel generator "TutorialOnCrisis__part7b" = "TutorialOnCrisis__part7b"; {0} - Unity "TutorialOnCrisis__part8V2" = "TutorialOnCrisis__part8V2"; "TutorialOnCutTool__part1" = "TutorialOnCutTool__part1"; {0}, {1} = shortcut keys "TutorialOnCutTool__part2" = "TutorialOnCutTool__part2"; title of message or tutorial "TutorialOnDiesel__name" = "TutorialOnDiesel__name"; {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump "TutorialOnDiesel2__part1" = "TutorialOnDiesel2__part1"; "TutorialOnDiesel2__part2" = "TutorialOnDiesel2__part2"; {0} = oil pump, {1} = basic distiller "TutorialOnDiesel2__part3" = "TutorialOnDiesel2__part3"; {0} = crude oil "TutorialOnDiesel2__part4" = "TutorialOnDiesel2__part4"; {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump "TutorialOnDiesel2__part5" = "TutorialOnDiesel2__part5"; "TutorialOnDiesel2__part5Heading" = "TutorialOnDiesel2__part5Heading"; title of message or tutorial "TutorialOnDumping__name" = "TutorialOnDumping__name"; title of message or tutorial "TutorialOnFarmFertility__name" = "TutorialOnFarmFertility__name"; title of message or tutorial "TutorialOnFarming__name" = "TutorialOnFarming__name"; "TutorialOnFarming__part2" = "TutorialOnFarming__part2"; "TutorialOnFarming__water" = "TutorialOnFarming__water"; "TutorialOnFarming__water2" = "TutorialOnFarming__water2"; "TutorialOnFarming__waterHeading" = "TutorialOnFarming__waterHeading"; "TutorialOnFertility__fertilizers1" = "TutorialOnFertility__fertilizers1"; "TutorialOnFertility__fertilizers2" = "TutorialOnFertility__fertilizers2"; "TutorialOnFertility__fertilizers3" = "TutorialOnFertility__fertilizers3"; "TutorialOnFertility__fertilizersHeading" = "TutorialOnFertility__fertilizersHeading"; "TutorialOnFertility__part1" = "TutorialOnFertility__part1"; "TutorialOnFertility__part2" = "TutorialOnFertility__part2"; fertility equilibrium is an established term in the game, e.g. in FarmFertility__Equilibrium, please make sure to use it consistently "TutorialOnFertility__part3" = "TutorialOnFertility__part3"; {0} - replaced with percentage (e.g. 50%), {1} - green manure "TutorialOnFertility__rotation1" = "TutorialOnFertility__rotation1"; "TutorialOnFertility__rotation2" = "TutorialOnFertility__rotation2"; "TutorialOnFertility__rotationHeading" = "TutorialOnFertility__rotationHeading"; title of message or tutorial "TutorialOnFurnace__name" = "TutorialOnFurnace__name"; title of message or tutorial "TutorialOnHealth__name" = "TutorialOnHealth__name"; "TutorialOnHealth__part1" = "TutorialOnHealth__part1"; "TutorialOnHealth__part2" = "TutorialOnHealth__part2"; "TutorialOnHealth__part2Heading" = "TutorialOnHealth__part2Heading"; "TutorialOnHealth__part3" = "TutorialOnHealth__part3"; "TutorialOnHealth__part3Heading" = "TutorialOnHealth__part3Heading"; "TutorialOnHealth__part4" = "TutorialOnHealth__part4"; "TutorialOnHealth__part5a" = "TutorialOnHealth__part5a"; "TutorialOnHealth__part5b" = "TutorialOnHealth__part5b"; "TutorialOnHealth__part5Heading" = "TutorialOnHealth__part5Heading"; {0} = blast furnace, {1} = iron ore, {2} = iron scrap "TutorialOnIronOre__part1" = "TutorialOnIronOre__part1"; {0} = iron ore, {1} = iron scrap "TutorialOnIronOre__part2" = "TutorialOnIronOre__part2"; {0} = iron ore, {1} = slag, {2} = Blast furnace "TutorialOnIronOre__part3" = "TutorialOnIronOre__part3"; title of message or tutorial "TutorialOnIronOreSmelting__name" = "TutorialOnIronOreSmelting__name"; title of message or tutorial "TutorialOnMaintenance__name" = "TutorialOnMaintenance__name"; {0} = Unity "TutorialOnMaintenance__part1" = "TutorialOnMaintenance__part1"; {0} = Maintenance depot "TutorialOnMaintenance__part2" = "TutorialOnMaintenance__part2"; "TutorialOnMaintenance__part3" = "TutorialOnMaintenance__part3"; title of message or tutorial "TutorialOnMineTower__name" = "TutorialOnMineTower__name"; "TutorialOnMining__part1" = "TutorialOnMining__part1"; "TutorialOnMining__part10" = "TutorialOnMining__part10"; {0} = shortcut key "TutorialOnMining__part11" = "TutorialOnMining__part11"; "TutorialOnMining__part11Header" = "TutorialOnMining__part11Header"; "TutorialOnMining__part12" = "TutorialOnMining__part12"; "TutorialOnMining__part13" = "TutorialOnMining__part13"; "TutorialOnMining__part13Header" = "TutorialOnMining__part13Header"; {0} = Mine control tower, {1} = Edit area "TutorialOnMining__part2" = "TutorialOnMining__part2"; {0} = Mine control tower "TutorialOnMining__part3" = "TutorialOnMining__part3"; {0} = shortcut key "TutorialOnMining__part4" = "TutorialOnMining__part4"; "TutorialOnMining__part4Header" = "TutorialOnMining__part4Header"; "TutorialOnMining__part5" = "TutorialOnMining__part5"; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part6" = "TutorialOnMining__part6"; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part7" = "TutorialOnMining__part7"; {0} = shortcut key "TutorialOnMining__part8" = "TutorialOnMining__part8"; "TutorialOnMining__part9" = "TutorialOnMining__part9"; "TutorialOnPathing__part1" = "TutorialOnPathing__part1"; "TutorialOnPathing__part3" = "TutorialOnPathing__part3"; "TutorialOnPathing__part4" = "TutorialOnPathing__part4"; "TutorialOnPauseTool__part1" = "TutorialOnPauseTool__part1"; {0} = key shortcut "TutorialOnPauseTool__part2" = "TutorialOnPauseTool__part2"; "TutorialOnPlanning__part1" = "TutorialOnPlanning__part1"; {0} - Planning tool, {1} - Planning mode "TutorialOnPlanning__part3V2" = "TutorialOnPlanning__part3V2"; "TutorialOnPlanning__part5Heading" = "TutorialOnPlanning__part5Heading"; "TutorialOnPlanning__part6" = "TutorialOnPlanning__part6"; "TutorialOnPlanning__part7" = "TutorialOnPlanning__part7"; title of message or tutorial "TutorialOnPopsAndUnity__name" = "TutorialOnPopsAndUnity__name"; "TutorialOnPopsAndUnity__part1" = "TutorialOnPopsAndUnity__part1"; "TutorialOnPopsAndUnity__part2" = "TutorialOnPopsAndUnity__part2"; "TutorialOnPopsAndUnity__part3" = "TutorialOnPopsAndUnity__part3"; {0} = Captain’s office "TutorialOnPopsAndUnity__part4" = "TutorialOnPopsAndUnity__part4"; {0} = Unity "TutorialOnPopsAndUnity__part5" = "TutorialOnPopsAndUnity__part5"; {0} = Unity "TutorialOnPopsAndUnity__part6" = "TutorialOnPopsAndUnity__part6"; {0} = Unity "TutorialOnPopsAndUnity__part7" = "TutorialOnPopsAndUnity__part7"; {0} = Unity "TutorialOnPopsAndUnity__part8" = "TutorialOnPopsAndUnity__part8"; "TutorialOnRoutes__part1V2" = "TutorialOnRoutes__part1V2"; {0} = Mine control tower, {1} = +/-, name of the button, {2} - export routes (ExportRoutesTitle) "TutorialOnRoutes__part2V2" = "TutorialOnRoutes__part2V2"; {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button "TutorialOnRoutes__part3V2" = "TutorialOnRoutes__part3V2"; {0} = Mine control tower "TutorialOnRoutes__part4V2" = "TutorialOnRoutes__part4V2"; {0} = Fuel station, {1} = Mine control tower "TutorialOnRoutes__part7V2" = "TutorialOnRoutes__part7V2"; "TutorialOnRoutes__part8" = "TutorialOnRoutes__part8"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnRoutes2__part5V2" = "TutorialOnRoutes2__part5V2"; {0} = Mine control tower "TutorialOnRoutes2__part6V2" = "TutorialOnRoutes2__part6V2"; title of message or tutorial "TutorialOnShipRepair__name" = "TutorialOnShipRepair__name"; "TutorialOnShipRepair__part1" = "TutorialOnShipRepair__part1"; {0} -> key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "TutorialOnShipRepair__part2"; "TutorialOnShipRepair__part2Heading" = "TutorialOnShipRepair__part2Heading"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "TutorialOnShipRepair__part3V2"; "TutorialOnShipRepair__part4Heading" = "TutorialOnShipRepair__part4Heading"; {0} = Shipyard "TutorialOnShipRepair__part4V2" = "TutorialOnShipRepair__part4V2"; "TutorialOnShipRepair__part5" = "TutorialOnShipRepair__part5"; "TutorialOnShipRepair__part5Heading" = "TutorialOnShipRepair__part5Heading"; {0} - Shipyard "TutorialOnShipRepair__part6" = "TutorialOnShipRepair__part6"; "TutorialOnShipRepair__part6Heading" = "TutorialOnShipRepair__part6Heading"; {0} = Blast furnace, {1} = Metal caster "TutorialOnSmelting__part1" = "TutorialOnSmelting__part1"; {0} = Iron scrap, {1} = Iron ore "TutorialOnSmelting__part2" = "TutorialOnSmelting__part2"; {0} = Blast furnace, {1} = Metal caster, {2} - molten channel "TutorialOnSmelting__part3" = "TutorialOnSmelting__part3"; {0} = Smoke stack, {1} = Blast furnace "TutorialOnSmelting__part4" = "TutorialOnSmelting__part4"; {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting "TutorialOnSmelting__part6" = "TutorialOnSmelting__part6"; {0} = Iron scrap, {1} = Metal caster "TutorialOnSmelting__part7" = "TutorialOnSmelting__part7"; "TutorialOnStorage__part1" = "TutorialOnStorage__part1"; {0} = blast furnace, {1} = iron ore, {2} = coal "TutorialOnStorage__part2" = "TutorialOnStorage__part2"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part3" = "TutorialOnStorage__part3"; {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) "TutorialOnStorage__part4" = "TutorialOnStorage__part4"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part5" = "TutorialOnStorage__part5"; "TutorialOnStorage__part6" = "TutorialOnStorage__part6"; {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) "TutorialOnStorage__part7" = "TutorialOnStorage__part7"; title of message or tutorial "TutorialOnStoragesAndTransports__name" = "TutorialOnStoragesAndTransports__name"; "TutorialOnTerDumping__colorsDesc1" = "TutorialOnTerDumping__colorsDesc1"; "TutorialOnTerDumping__colorsDesc2" = "TutorialOnTerDumping__colorsDesc2"; "TutorialOnTerDumping__colorsDesc3" = "TutorialOnTerDumping__colorsDesc3"; "TutorialOnTerDumping__colorsDesc4" = "TutorialOnTerDumping__colorsDesc4"; "TutorialOnTerDumping__colorsDesc5" = "TutorialOnTerDumping__colorsDesc5"; {0} = key shortcut "TutorialOnTerDumping__part1" = "TutorialOnTerDumping__part1"; {0} = Mine control tower, {1} - waste "TutorialOnTerDumping__part10" = "TutorialOnTerDumping__part10"; {0} = Mine control tower "TutorialOnTerDumping__part10Heading" = "TutorialOnTerDumping__part10Heading"; "TutorialOnTerDumping__part2" = "TutorialOnTerDumping__part2"; {0} = key shortcut "TutorialOnTerDumping__part3" = "TutorialOnTerDumping__part3"; {0} = key shortcut "TutorialOnTerDumping__part4" = "TutorialOnTerDumping__part4"; {0} = key shortcut, {1} = key shortcut "TutorialOnTerDumping__part5" = "TutorialOnTerDumping__part5"; "TutorialOnTerDumping__part7" = "TutorialOnTerDumping__part7"; {0} = key shortcut "TutorialOnTerDumping__part8" = "TutorialOnTerDumping__part8"; "TutorialOnTerDumping__part8Heading" = "TutorialOnTerDumping__part8Heading"; {0} = Dirt, {1} = Rock "TutorialOnTerDumping__part9" = "TutorialOnTerDumping__part9"; "TutorialOnTerDumping__part9Heading" = "TutorialOnTerDumping__part9Heading"; title of message or tutorial "TutorialOnTransports__name" = "TutorialOnTransports__name"; {0} = 2, {1} = Ramp "TutorialOnTransports2__height" = "TutorialOnTransports2__height"; "TutorialOnTransports2__part1" = "TutorialOnTransports2__part1"; {0} = analytics (TrucksAnalytics__Title) "TutorialOnTransports2__part2" = "TutorialOnTransports2__part2"; {0} = technology title "TutorialOnTransports2__part3" = "TutorialOnTransports2__part3"; "TutorialOnTransports2__part4" = "TutorialOnTransports2__part4"; {0} = molten channel, {1} = key-bindings, e.g. E/Q "TutorialOnTransports2__part5" = "TutorialOnTransports2__part5"; {0} = key-binding "TutorialOnTransports2__part7" = "TutorialOnTransports2__part7"; title of message or tutorial "TutorialOnTreesPlanting__name" = "TutorialOnTreesPlanting__name"; "TutorialOnTreesPlanting__part1" = "TutorialOnTreesPlanting__part1"; {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower "TutorialOnTreesPlanting__part2" = "TutorialOnTreesPlanting__part2"; {0} - Tree planter, {1} - Forestry Control Tower "TutorialOnTreesPlanting__part3" = "TutorialOnTreesPlanting__part3"; "TutorialOnTreesPlanting__part4" = "TutorialOnTreesPlanting__part4"; {0} - Tree planter "TutorialOnTreesPlanting__part5" = "TutorialOnTreesPlanting__part5"; title of message or tutorial "TutorialOnTrucks__name" = "TutorialOnTrucks__name"; "TutorialOnTrucks__part1" = "TutorialOnTrucks__part1"; "TutorialOnTrucks__part2" = "TutorialOnTrucks__part2"; "TutorialOnTrucks__part3" = "TutorialOnTrucks__part3"; "TutorialOnTrucks__part4" = "TutorialOnTrucks__part4"; {0} = Allow partially loaded trucks (PartialTrucksToggle) "TutorialOnTrucks__part5" = "TutorialOnTrucks__part5"; "TutorialOnTrucks__part6" = "TutorialOnTrucks__part6"; "TutorialOnUnityTool__part1" = "TutorialOnUnityTool__part1"; "TutorialOnUnityTool__part2" = "TutorialOnUnityTool__part2"; {0} = shortcut key "TutorialOnUnityTool__part3" = "TutorialOnUnityTool__part3"; title of message or tutorial "TutorialOnVehiclesAccessibility__name" = "TutorialOnVehiclesAccessibility__name"; "TutorialOnWalls__part1" = "TutorialOnWalls__part1"; "TutorialOnWalls__part2" = "TutorialOnWalls__part2"; {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) "TutorialOnWalls__part3" = "TutorialOnWalls__part3"; {0} = shortcut, {1} = shortcut "TutorialOnWalls__part4" = "TutorialOnWalls__part4"; {0} = number (e.g. 5) "TutorialOnWalls__part5" = "TutorialOnWalls__part5"; {0} = Retaining walls (RetainingWallsTitle) "TutorialOnWalls__part6" = "TutorialOnWalls__part6"; title of message or tutorial "TutorialOnWasteDumping__name" = "TutorialOnWasteDumping__name"; "TutorialOnWasteDumping__part1" = "TutorialOnWasteDumping__part1"; {0} = waste module "TutorialOnWasteDumping__part2" = "TutorialOnWasteDumping__part2"; {0} = key shortcut "TutorialOnWasteDumping__part3a" = "TutorialOnWasteDumping__part3a"; {0} = waste module, {1} = dumping tutorial name "TutorialOnWasteDumping__part3b" = "TutorialOnWasteDumping__part3b"; "TutorialOnWasteDumping__part4" = "TutorialOnWasteDumping__part4"; title of message or tutorial "TutorialOnWorldEntities__name" = "TutorialOnWorldEntities__name"; {0} = Start repairs (StartRepairs), {1} = Shipyard "TutorialOnWorldEntities__part1" = "TutorialOnWorldEntities__part1"; {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity "TutorialOnWorldEntities__part2" = "TutorialOnWorldEntities__part2"; {0} = Cargo Ship (name of the tutorial) "TutorialOnWorldEntities__part3" = "TutorialOnWorldEntities__part3"; button to reset tutorial progress, more info in TutorialReset__Tooltip "TutorialReset__Action" = "TutorialReset__Action"; text displayed after tutorial progress gets reset, keep short! "TutorialReset__ResetDone" = "TutorialReset__ResetDone"; title for a button that enables to reset tutorial progress "TutorialReset__Title" = "TutorialReset__Title"; tooltip "TutorialReset__Tooltip" = "TutorialReset__Tooltip"; Description of the tutorials mechanic in the new game flow "Tutorials__Description" = "Tutorials__Description"; Title of the tutorials mechanic in the new game flow "Tutorials__Title" = "Tutorials__Title"; title of message or tutorial "TutorialTreeHarvesting__name" = "TutorialTreeHarvesting__name"; title for user interface settings "UiSettings_Title" = "UiSettings_Title"; prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' "Unassign" = "Unassign"; tooltip explaining what unassign does "Unassign__VehicleTooltip" = "Unassign__VehicleTooltip"; virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Unity__Tooltip" = "Unity__Tooltip"; title of a panel showing the current global Unity capacity "UnityCap__Title" = "UnityCap__Title"; "UnityCap__Tooltip" = "UnityCap__Tooltip"; example of use: '2.2 Unity / ship', used to denote how much Unity player pays per one full cargo ship to participate in a contract "UnityPerShip" = "UnityPerShip"; virtual & abstract 'currency' expressing how people 'pull together' to achieve higher goals, example: '1 Unity' "UnityStr_Format" = "UnityStr_Format"; title of a tool that is used to spent unity for things such as quick boost or quick delivery. Please keep this short! "UnityTool" = "UnityTool"; tooltip "UnityTool__Tooltip" = "UnityTool__Tooltip"; title of a panel that lists all the things that player unlocks by a research "Unlocks" = "Unlocks"; Group heading for all saves with no game name shown in the game column of the load & save window "UnsortedSaves__Title" = "UnsortedSaves__Title"; "Update1__BlueprintsCopied" = "Update1__BlueprintsCopied"; "Update1__LocationChange" = "Update1__LocationChange"; shows new blueprint files location "Update1__NewBlueprintsLocation" = "Update1__NewBlueprintsLocation"; shows new save files location "Update1__NewSaveLocation" = "Update1__NewSaveLocation"; "Update1__OldLocationStillExists" = "Update1__OldLocationStillExists"; shows old save files location "Update1__OldSaveLocation" = "Update1__OldSaveLocation"; placeholder of a text area for description input "UpdateDescription__Placeholder" = "UpdateDescription__Placeholder"; title of a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Title" = "UpdateDescription__Title"; tooltip of a button to open a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Tooltip" = "UpdateDescription__Tooltip"; button to upgrade something "Upgrade" = "Upgrade"; explains that upgrade is currently being in progress "UpgradeInProgress" = "UpgradeInProgress"; title of a tool that is used to mass upgrade already existing buildings and machines. Please keep this short! "UpgradeTool" = "UpgradeTool"; tooltip "UpgradeTool__CancelTooltip" = "UpgradeTool__CancelTooltip"; tooltip "UpgradeTool__Tooltip" = "UpgradeTool__Tooltip"; name "UpointsCat_Boost__name" = "UpointsCat_Boost__name"; name "UpointsCat_Contract__name" = "UpointsCat_Contract__name"; name "UpointsCat_ContractEstablish__name" = "UpointsCat_ContractEstablish__name"; name "UpointsCat_Decorations__name" = "UpointsCat_Decorations__name"; name "UpointsCat_Edict__name" = "UpointsCat_Edict__name"; name "UpointsCat_FreeUnity__name" = "UpointsCat_FreeUnity__name"; name "UpointsCat_Health__name" = "UpointsCat_Health__name"; name "UpointsCat_Homeless__name" = "UpointsCat_Homeless__name"; name "UpointsCat_IslandBuildings__name" = "UpointsCat_IslandBuildings__name"; name "UpointsCat_OneTimeActions__name" = "UpointsCat_OneTimeActions__name"; name "UpointsCat_OtherDecorations__name" = "UpointsCat_OtherDecorations__name"; name "UpointsCat_PopsAdoption__name" = "UpointsCat_PopsAdoption__name"; name "UpointsCat_QuickBuild__name" = "UpointsCat_QuickBuild__name"; name "UpointsCat_QuickRemove__name" = "UpointsCat_QuickRemove__name"; name "UpointsCat_QuickRepair__name" = "UpointsCat_QuickRepair__name"; name "UpointsCat_QuickTrade__name" = "UpointsCat_QuickTrade__name"; name "UpointsCat_Rockets__name" = "UpointsCat_Rockets__name"; name "UpointsCat_ShipFuel__name" = "UpointsCat_ShipFuel__name"; name "UpointsCat_Starvation__name" = "UpointsCat_Starvation__name"; name "UpointsCat_VehicleRecovery__name" = "UpointsCat_VehicleRecovery__name"; title of category that shows unity given for settlements decorations "UpointsCategory__Decorations" = "UpointsCategory__Decorations"; title of category that shows unity given for settlements decorations "UpointsCategory__DecorationsLong" = "UpointsCategory__DecorationsLong"; name "UpointsStatsCat_Services__name" = "UpointsStatsCat_Services__name"; name "UpointsStatsCat_WorldMapMines__name" = "UpointsStatsCat_WorldMapMines__name"; short description of a machine "UraniumEnrichmentPlant__desc" = "UraniumEnrichmentPlant__desc"; name of a machine "UraniumEnrichmentPlant__name" = "UraniumEnrichmentPlant__name"; name "UraniumMine__name" = "UraniumMine__name"; short description of a machine "VacuumDistillationTower__desc" = "VacuumDistillationTower__desc"; name of a machine "VacuumDistillationTower__name" = "VacuumDistillationTower__name"; notification "VehicleGoalStruggling__name" = "VehicleGoalStruggling__name"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "VehicleGoalStrugglingCannotGoUnder__name"; notification "VehicleGoalUnreachable__name" = "VehicleGoalUnreachable__name"; notification "VehicleGoalUnreachableCannotGoUnder__name" = "VehicleGoalUnreachableCannotGoUnder__name"; notification "VehicleIsBroken__name" = "VehicleIsBroken__name"; truck job status message "VehicleJob__DrivingToGoal" = "VehicleJob__DrivingToGoal"; truck job status message when a job is in invalid state "VehicleJob__InvalidState" = "VehicleJob__InvalidState"; truck job status message "VehicleJob__Loading" = "VehicleJob__Loading"; vehicle job status message, vehicle is searching for a path to its destination "VehicleJob__Navigating" = "VehicleJob__Navigating"; truck status when truck is adding / removing a ground surface (e.g. concrete) "VehicleJob__ProcessingSurface" = "VehicleJob__ProcessingSurface"; truck job status message "VehicleJob__SearchingForDesignation" = "VehicleJob__SearchingForDesignation"; truck job status message "VehicleJob__Unloading" = "VehicleJob__Unloading"; vehicles cap increase increase, all caps Example: 15 vehicle cap. Meaning: this will increase the global limit of vehicles that the player can have. "VehicleLimitIncrease" = "VehicleLimitIncrease"; shown when max number of allowed vehicles was reached and thus a new vehicle can't be built "VehicleLimitReached" = "VehicleLimitReached"; notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "VehicleNoFuel__name"; notification "VehicleNoReachableDesignations__name" = "VehicleNoReachableDesignations__name"; description for vehicle ramps "VehicleRamp__desc" = "VehicleRamp__desc"; name "VehicleRamp__name" = "VehicleRamp__name"; name "VehicleRamp2__name" = "VehicleRamp2__name"; name "VehicleRamp3__name" = "VehicleRamp3__name"; vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "VehicleRole__TreeHarvesting"; list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "VehiclesAssignedToBuildings"; list of vehicles assigned to mining "VehiclesAssignedToMining" = "VehiclesAssignedToMining"; list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "VehiclesAssignedToTreeHarvesting"; description of a machine "VehiclesDepot__desc" = "VehiclesDepot__desc"; building or machine "VehiclesDepot__name" = "VehiclesDepot__name"; building or machine "VehiclesDepotT2__name" = "VehiclesDepotT2__name"; building or machine "VehiclesDepotT3__name" = "VehiclesDepotT3__name"; tooltip "VehiclesLimit__Tooltip" = "VehiclesLimit__Tooltip"; example use: 'vehicles maintenance: -20%' "VehiclesMaintenance" = "VehiclesMaintenance"; window that provides management & overview of all the vehicles "VehiclesManagement" = "VehiclesManagement"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "VehiclesManagement__Drivers"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "VehiclesManagement__IdleCount"; example: 'Version: alpha 1.0.0' "Version" = "Version"; title of video settings "VideoSettings_Title" = "VideoSettings_Title"; shown when the UI is waiting for the player to press a key to assign a key-binding "WaitingForKeyPress" = "WaitingForKeyPress"; title of message or tutorial "WarningLowDiesel__name" = "WarningLowDiesel__name"; "WarningLowDiesel__part1" = "WarningLowDiesel__part1"; {0} = Oil Pump "WarningLowDiesel__part2" = "WarningLowDiesel__part2"; title of message or tutorial "WarningLowMaintenanceNoDepot__name" = "WarningLowMaintenanceNoDepot__name"; "WarningLowMaintenanceNoDepot__part1" = "WarningLowMaintenanceNoDepot__part1"; {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "WarningLowMaintenanceNoDepot__part2"; "WarningLowMaintenanceNoDepot__part3" = "WarningLowMaintenanceNoDepot__part3"; title of message or tutorial "WarningNoWorkersNoBeacon__name" = "WarningNoWorkersNoBeacon__name"; "WarningNoWorkersNoBeacon__part1" = "WarningNoWorkersNoBeacon__part1"; {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "WarningNoWorkersNoBeacon__part2"; "WarningNoWorkersNoBeacon__part3" = "WarningNoWorkersNoBeacon__part3"; "WarningPrefix" = "WarningPrefix"; name: toolbar category name "wasteCategory__name" = "wasteCategory__name"; short description: {0} is an integer specifying max height such as '5' Dumps liquids into the ocean. "WasteDump__desc" = "WasteDump__desc"; name Dumps liquids into the ocean. "WasteDump__name" = "WasteDump__name"; "WasteSortingOutputs__Tooltip" = "WasteSortingOutputs__Tooltip"; {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) "WasteSortingPlant__desc" = "WasteSortingPlant__desc"; name "WasteSortingPlant__name" = "WasteSortingPlant__name"; name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "WaterChiller__name"; title of a panel that shows the amount of water collected in a rainwater harvester "WaterCollected" = "WaterCollected"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "WaterConsumptionReduction__desc" = "WaterConsumptionReduction__desc"; policy / edict which can enabled by the player in their Captain's office. "WaterConsumptionReduction__name" = "WaterConsumptionReduction__name"; name: name of a settlement service provided to pops "WaterNeed__name" = "WaterNeed__name"; short description of a machine "WaterTreatmentPlant__desc" = "WaterTreatmentPlant__desc"; name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "WaterTreatmentPlant__name"; short description "WaterWell__desc" = "WaterWell__desc"; name "WaterWell__name" = "WaterWell__name"; sets weather configuration to be dry "WeatherOption_Dry" = "WeatherOption_Dry"; sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "WeatherOption_LessDry"; option in WindowMode__Title setting "WindowMode__Option_Borderless" = "WindowMode__Option_Borderless"; option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "WindowMode__Option_Fullscreen"; option in WindowMode__Title setting "WindowMode__Option_Windowed" = "WindowMode__Option_Windowed"; title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "WindowMode__Title"; category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "WindowsShortcuts"; used like this '4 workers available' "Workers__Available" = "Workers__Available"; used like this '4 workers needed' "Workers__Needed" = "Workers__Needed"; tooltip "WorkersAvailable__Tooltip" = "WorkersAvailable__Tooltip"; label of a chart showing total workers demand - number of workers needed over time "WorkersDemand" = "WorkersDemand"; title of a panel showing quantities available to pick up by a cargo ship in the world "WorldCargo__Title" = "WorldCargo__Title"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "WorldEntityRepaired__name"; title of a location in the world map "WorldLocation__BeingExplored_Title" = "WorldLocation__BeingExplored_Title"; description of a location in the world map "WorldLocation__Explored_Desc" = "WorldLocation__Explored_Desc"; title of a location in the world map "WorldLocation__Explored_Title" = "WorldLocation__Explored_Title"; description of a location in the world map "WorldLocation__Home_Desc" = "WorldLocation__Home_Desc"; title of a location in the world map "WorldLocation__Home_Title" = "WorldLocation__Home_Title"; description of a location in the world map "WorldLocation__Unknown_Desc" = "WorldLocation__Unknown_Desc"; title of a location in the world map "WorldLocation__Unknown_Title" = "WorldLocation__Unknown_Title"; description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "WorldLocation__UnknownOnWay_Desc"; description of a location in the world map "WorldLocation__WithEnemy_Desc" = "WorldLocation__WithEnemy_Desc"; title of a location in the world map "WorldLocation__WithEnemy_Title" = "WorldLocation__WithEnemy_Title"; description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "WorldLocation__WithEnemyOnWay_Desc"; button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "WorldLocation_EnemyFound"; title for ship orders "WorldLocation_Orders" = "WorldLocation_Orders"; button to request ship to enter a battle for a location "WorldLocation_Orders__Battle" = "WorldLocation_Orders__Battle"; button to request ship to deliver cargo to the selected location "WorldLocation_Orders__DeliverCargo" = "WorldLocation_Orders__DeliverCargo"; button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "WorldLocation_Orders__Explore"; button to request ship to return back to the home island "WorldLocation_Orders__GoHome" = "WorldLocation_Orders__GoHome"; button to request ship to load cargo at the selected location "WorldLocation_Orders__LoadCargo" = "WorldLocation_Orders__LoadCargo"; button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "WorldLocation_Orders__Visit"; button to request ship to visit an already explored location "WorldLocation_StructureFound" = "WorldLocation_StructureFound"; title/tooltip of a button that opens the world map "WorldMap" = "WorldMap"; description of a world mine, example use: This site mines Coal when assigned with workers. "WorldMine__Desc" = "WorldMine__Desc"; shown when e.g. an oil rig has a production penalty (the output is not just reduced, the non-mined product also gets wasted), example substitutes: {0} => 20% {1} => 12 "WorldMine_ReducedOutput" = "WorldMine_ReducedOutput"; provides estimate on how many years is left to mine in current mine or oil rig, example use 'Years left: 3.5 (estimate)' "WorldMine_ReserveEstimate" = "WorldMine_ReserveEstimate"; tooltip "WorldMine_ReserveEstimate__Tooltip" = "WorldMine_ReserveEstimate__Tooltip"; tooltip for a bar that displays the total reserve left in a deposit. For instance how much uranium is left to extract in a uranium mine. "WorldMine_ReserveTooltip" = "WorldMine_ReserveTooltip"; example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "WorldMineInfo__NeedsRepair"; example use: {0} = Oil rig "WorldMineInfo__ProvidesResources" = "WorldMineInfo__ProvidesResources"; production / mining level of an oil rig / mine - more details explained in WorldMineProductionLvl__Tooltip "WorldMineProductionLvl__Title" = "WorldMineProductionLvl__Title"; station can represent an oil rig, mine or forestry "WorldMineProductionLvl__Tooltip" = "WorldMineProductionLvl__Tooltip"; shows the current title of a world map mine ({0}) and the level the mine has, example use: 'Oil rig (Level 4)' "WorldMineTitleWithLevel" = "WorldMineTitleWithLevel"; describes a settlement in the world map "WorldSettlement_NeutralDesc" = "WorldSettlement_NeutralDesc"; Map description "YouShallNotPassStaticIslandMap__desc" = "YouShallNotPassStaticIslandMap__desc"; Map name "YouShallNotPassStaticIslandMap__name" = "YouShallNotPassStaticIslandMap__name"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__desc" = "Zipper_IoPortShape_FlatConveyor__desc"; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "Zipper_IoPortShape_FlatConveyor__name"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__desc" = "Zipper_IoPortShape_LooseMaterialConveyor__desc"; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__name" = "Zipper_IoPortShape_LooseMaterialConveyor__name"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__desc" = "Zipper_IoPortShape_MoltenMetalChannel__desc"; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "Zipper_IoPortShape_MoltenMetalChannel__name"; short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__desc" = "Zipper_IoPortShape_Pipe__desc"; name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "Zipper_IoPortShape_Pipe__name";