example usage: 'Accepts ' - means this entity accepts waste water. example usage: 'Accepts ' - means this entity accepts waste water. "Accepts" = "Accepterar"; setting for disabling sudden lightning flashes "AccessibilitySetting__Flashes" = "Stäng av blinkningar (t.ex blixtar)"; title of accessibility settings (disable flashes, etc.) title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "Tillgänglighet"; title of a setting to change currently active display title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "Aktiv skärm"; Tooltip on "Mods available" label file shown in the details panel of the load & save window "AddableMods__Tooltip" = "AddableMods__Tooltip"; could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "AdditionError__CollisionWith" = "Kolliderar med {0}"; could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "Överlappar terrängangivningen"; {0} is a name of product, for instance injection pump can't be placed on the ground as there is some existing deposit of oil or water {0} is a name of product, for instance injection pump can't be placed on the ground as there is some existing deposit of oil or water "AdditionError__HasDeposit" = "Kan inte placeras ovanpå en ({0}) källa"; could not place entity due to invalid height, {0} and {1} are integers specifying min and max height could not place entity due to invalid height, {0} and {1} are integers specifying min and max height "AdditionError__InvalidHeight" = "Ogiltig placeringshöjd, måste placeras på en höjd mellan {0] och {1}."; could not place a building as some part needs to be in the ocean (e.g. ship depot) could not place a building as some part needs to be in the ocean (e.g. ship depot) "AdditionError__NeedsOcean" = "En del måste vara i havet"; {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil "AdditionError__NoDeposit" = "Det finns ingen {0} fyndighet"; 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 farm as the terrain is not farmable could not place a farm as the terrain is not farmable "AdditionError__NotFarmable" = "En del mark är inte odlingsbar"; could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "En del mark är inte bördig"; could not place a building outside a predefined slot (e.g. shipyard module) could not place a building outside a predefined slot (e.g. shipyard module) "AdditionError__NotInSlot" = "Måste placeras i en markerad plats"; could not place a building because the terrain is not stable enough (for example landfill) "AdditionError__NotStable" = "Någon del av marken är inte stabil"; could not place a building as it has ocean access blocked could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "Blockerad åtkomst till havet"; could not place entity due blocked ocean access by an entity, {0} is entity name could not place entity due blocked ocean access by an entity, {0} is entity name "AdditionError__OceanBlockedBy" = "Tillgång till havet blockerad av '{0}' eller av terräng."; could not place entity due blocked ocean access by terrain, {0} a positive integer "AdditionError__OceanBlockedByTerrain" = "Tillgång till havet blockerat av terräng på {0} plats, du kan behöva upprepa återställningsåtgärden."; could not place a building as it can't be placed in the ocean could not place a building as it can't be placed in the ocean "AdditionError__OceanNotAllowed" = "Kan inte placeras i havet"; could not place a building as it is outside of buildable area of the game (outside of the map) could not place a building as it is outside of buildable area of the game (outside of the map) "AdditionError__OutsideOfMap" = "Utanför tillåtet byggnationsområde"; could not place a building as something was in the way (building, tree) could not place a building as something was in a way (building, tree) "AdditionError__SomethingInWay" = "Någonting blockerar"; could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "Terrängen är för hög"; could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "Terrängen är för låg"; shown when player is trying to build a pump on top of a deposit, {0} is a thickness of a deposit required to place it (how deep it has to go), {1} is the current thickness shown when player is trying to build a pump on top of a deposit, {0} is a thickness of a deposit required to place it (how deep it has to go), {1} is the current thickness "AdditionError__ThinDeposit" = "Kräver markavlagring med en tjocklek på minst: {0}, nuvarande tjocklek: {1}"; could not place a tree as it is too close to another "AdditionError__TooCloseToOtherTree" = "För nära ett annat träd"; could not place a building because it already exists and only one is allowed in the game could not place a building because it already exists and only one is allowed in the game "AdditionError__Unique" = "Byggnaden är unik och existerar redan"; Warning that a lift's port may be too high to connect to a transport. "AdditionWarning__HighLift" = "AdditionWarning__HighLift"; title of a window that enables to install a new ship part title of a window that enables to install a new ship part "AddNewShipPart" = "Lägg till ny del"; title of a panel that enables to adopt population from a village, the adopted population will join player's island title of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Title" = "Adoptera befolkning"; tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Tooltip" = "AdoptPops__Tooltip"; button to adopt population from a village, example: 'Adopt 10 pops' button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "Välkomna {0} invånare"; short description of a machine short description of a machine "AirSeparator__desc" = "Utför en lågtempererad destillationsprocess vid temperaturer som når -200 °C för att separera atmosfärisk luft till dess primära komponenter - syre och kväve."; name of a machine name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "Luftseparator"; Map description Map description "AlphaStaticIslandMap__desc" = "Karta ifrån alfaversionen. En balanserad karta är bra för nya eller försiktiga spelare. Man börjar på den lägsta nivån och får alla resurser som behövs för start. Den initiala planen har gott om utrymme för att placera lastterminaler. Senare i spelet så är det värt att bygga ramper till övriga två nivåer för att kunna skala upp fabriker och gruvdrift."; Map name Map name "AlphaStaticIslandMap__name" = "Nya Haven"; represents number of people in a settlement, example '2 pops' (keep it short) represents number of people in a settlement, example '2 pops' (keep it short) "AmountOfPops" = "{0} invånare"; people who work somewhere. example: '1 worker', '2 workers' - keep it short! people who work somewhere. example: '1 worker', '2 workers' - keep it short! "AmountOfWorkers" = "{0} arbetare"; short description of a machine short description of a machine "AnaerobicDigester__desc" = "Utför en process där mikroorganismer bryter ner biologiskt nedbrytbart material i frånvaro av syre för att producera bränsle och gödsel."; name of a machine name of a machine "AnaerobicDigester__name" = "Rötkammare"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_AddAnimals_Tooltip" = "Flyttar djur från andra gårdar till denna gård"; button to pause natural increase of animals in this farm button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "Pausa förökning"; tooltip tooltip "AnimalFarm_PauseGrowth__Tooltip" = "Pausar den naturliga förökningen av djur i denna farm."; title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) "AnimalFarm_RemoveAllAnimals" = "Ta bort alla"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_RemoveAnimals_Tooltip" = "Flyttar djur från denna farm till andra farmer"; title of a panel showing animals in this farm title of a panel showing animals in this farm "AnimalFarm_Title" = "Djur"; "AnimalFarm_TitleTooltip" = "Djur huserar i denna farm. Du kan skaffa nya djur genom handel med en världsby. När det finns ett fåtal djur så kommer de att föröka sig över tid. Djur behöver mat och vatten, annars kan de utrotas."; notification notification "AnimalFarmMissingFood__name" = "{entity}: Inte tillräckligt med mat"; notification notification "AnimalFarmMissingWater__name" = "{entity}: Inte tillräckligt med vatten"; see more details in AnimalSlaughtering__Tooltip see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "Aktivera slakt"; "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" = "Tillämpa ändringar"; confirmation shown when applying keybinding changes when conflicts are present "ApplyChangesConflictPrompt" = "ApplyChangesConflictPrompt"; text shown next to an entity that is used as a source of a configuration to be copied. Keep short. text shown next to an entity that is used as a source of a configuration to be copied. Keep short. "ApplySettingsFrom" = "Kopiera inställningar ifrån"; short description of a machine name of a machine "ArcFurnace__desc" = "Smälter metaller via en kraftfull ljusbåge. Bågen utplaceras med grafitanoder som delvis förbrukas under processen på grund av den höga värmen. Tänk på att ugnen förbrukar en betydande mängd ström. Det skulle vara artigt att meddela ditt lokala kraftverk innan du slår på detta."; name of a machine name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "Ljusbågsugn"; short description of a machine name of a machine "ArcFurnace2__desc" = "Denna ugn har ett kylsystem för att säkert nå högre driftstemperaturer. Detta ger ökad effektivitet och möjligheten att återanvända en del av överskottsvärmen. Kraven på ström ökar också."; name of a machine name of a machine "ArcFurnace2__name" = "Ljusbågsugn II"; Formats a numerical land area value of an island. Example of use: '2.1 km²' "Area_Value" = "Area_Value"; notification "AreasWithoutForestryTowers__name" = "AreasWithoutForestryTowers__name"; notification notification "AreasWithoutTowers__name" = "Det finns några gruvbeteckningar utanför områdena med gruvtorn"; Map description "ArmageddonMap__desc" = "ArmageddonMap__desc"; Map name "ArmageddonMap__name" = "ArmageddonMap__name"; value of armor, e.g. `armor: 40` value of armor, e.g. `armor: 40` "Armor" = "Skydd"; name: ship part upgrade name: ship part upgrade "ArmorT1__name" = "Pansarplätering"; name: ship part upgrade name: ship part upgrade "ArmorT2__name" = "Pansarplätering II"; description of a machine short description of a machine "AssemblyElectrified__desc" = "Elektrifierad monteringsmaskin som är snabbare och kan producera mer avancerade produkter."; name of a machine name of a machine "AssemblyElectrified__name" = "Monteringsmaskin (el)"; name of a machine name of a machine "AssemblyElectrifiedT2__name" = "Monteringsmaskin (elektrisk) II"; short description of a machine short description of a machine "AssemblyManual__desc" = "Manuell monteringsmaskin som producerar basprodukter."; name of a machine name of a machine "AssemblyManual__name" = "Monteringsmaskin (manuell)"; description of a machine description of a machine "AssemblyRoboticT1__desc" = "Robot monteringsmaskin som är snabbare och kan producera mer avancerade produkter."; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT1__name" = "Monteringsmaskin (robot)"; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT2__name" = "Monteringsmaskin (robot) II"; tooltip that explains what excavators do when assigned to a mine tower tooltip that explains excavator assignment to a mine tower "AssignedExcavators__MineTower_Title" = "Tilldelade grävmaskiner kommer automatiskt att bryta alla gruvbeteckningar som hanteras av detta torn. Glöm inte att tilldela några lastbilar så att grävmaskinerna kan lasta av spaden."; title of a panel that enables to assign excavators to a building title of a panel that enables to assign excavators to a building "AssignedExcavators__Title" = "Tilldelade grävmaskiner"; shown when they are no routes assigned "AssignedForLogistics__Empty" = "Inga rutter tilldelade"; "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' example: 'assigned to Tree harvesting' "AssignedTo" = "tilldelad till {0}"; 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) tooltip that explains trucks assignment to a fuel station "AssignedTrucks__Building_Tooltip" = "Tilldelade fordon kommer att tilldelas för att överföra last exklusivt för denna byggnad. Detta innebär att varje gång ett tilldelat fordon utför en leverans måste denna byggnad vara antingen källan eller destinationen för lasten. Detta kan kombineras med rutt tilldelning för att bilda dedikerade försörjningslinjer."; tooltip that explains what trucks do when assigned to a fuel station tooltip that explains trucks assignment to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "Tilldelade lastbilar tankar automatiskt alla närliggande grävmaskiner och trädskördare."; tooltip that explains what trucks do when assigned to a mine tower tooltip that explains trucks assignment to a mine tower "AssignedTrucks__MineTower_Tooltip" = "Tilldelade lastbilar kommer automatiskt att betjäna alla grävmaskiner som tilldelats detta torn."; title of a panel that enables to assign trucks to a building title of a panel that enables to assign trucks to a building "AssignedTrucks__Title" = "Tilldelade lastbilar"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle tooltip that explains trucks assignment to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "Tilldelade lastbilar följer denna skördare som lastar dem med trä. Lastbilar levererar virket till fabriken och återvänder till skördaren."; PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip title of a panel that enables to assign trucks to a building "AssignedTrucksEnforce__Title" = "Endast tilldelade"; tooltip that explains trucks assignment to a mine tower "AssignedTrucksEnforce__Tooltip" = "När aktiverad, så kommer enbart nedanstående fordon tillåtas att hämta eller leverara gods här."; tooltip "AssignVehicleBtn__NotAvailable" = "AssignVehicleBtn__NotAvailable"; tooltip "AssignVehicleBtn__Tooltip" = "AssignVehicleBtn__Tooltip"; label for ambient sounds volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Ambient" = "Omgivande ljud (t.ex. väder)"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "Effekt volym"; label for entities volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Entities" = "Enheter (t.ex. maskiner, fordon)"; label for master volume of the game something is turned off - e.g. autosave: off "AudioEffectsVolume__Master" = "Mastervolym"; label for music volume slider label for music volume slider "AudioEffectsVolume__Music" = "Musik volym"; label for user interface volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__UI" = "Användargränssnitt"; title of audio settings title of audio settings "AudioSettings_Title" = "Audio"; title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' "Autosave__Interval" = "Autospara intervall"; how often should we autosave, example: 'Every 10 minutes' how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "Varje {0} minut"; list of vehicles that available to be assigned to some buildings list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "Tillgänglig för tilldelning"; label of a panel that shows an average monthly production (keep it short) label of a panel that shows an average monthly production (keep it short) "AverageProduction" = "Snitt produktion"; average damage average damage "AvgDamage" = "Snitt skada"; rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "BackgroundFpsLimitRenderingSetting__Name"; short description of a machine short description of a machine "BakingUnit__desc" = "Bakar livsmedel exempelvis bröd."; name of a machine name of a machine "BakingUnit__name" = "Bakugn"; 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 title of a panel that configures in / out priorities for a balancer "BalancerPrioritization__Title" = "Prioritering"; "BalancerPrioritization__Tooltip" = "Du kan välja vilka portar som ska prioriteras. Om du aktiverar utmatningsprioritering kommer alla produkter från alla ingångar först att försökas matas ut via den prioriterade porten. Om den porten inte kan acceptera fler produkter kommer den andra icke-prioriterade porten att användas. Ingångsprioritering fungerar på ett liknande sätt."; "BalancerRatios__Inputs" = "Behåll strikt jämna ingångar"; "BalancerRatios__Outputs" = "Behåll strikt jämna utgångar"; title for balancer ratios configuration "BalancerRatios__Title" = "Även I/O -förhållanden"; "BalancerRatios__Tooltip" = "Du kan välja att tvinga fram ett strikt jämnt förhållande mellan inmatning och utmatning. Om du aktiverar ett strikt utmatningsförhållande kommer produkterna att matas ut till båda utgångsportarna jämnt. Om en port inte kan acceptera fler produkter pausar utmatningen tills porten frigörs. Inmatning strikt förhållande fungerar på ett liknande sätt."; name name "BarrierCorner__name" = "Barriär (hörn)"; name name "BarrierCross__name" = "Barriär (kors)"; name name "BarrierEnd__name" = "Barriär (ände)"; description of barrier wall description of barrier wall "BarrierStraight1__desc" = "Barriär som blockerar fordonstillgång."; name name "BarrierStraight1__name" = "Barriär (rak)"; name "BarrierTee__name" = "BarrierTee__name"; short description of a machine short description of a machine "BasicDieselDistiller__desc" = "Tillåter destillation av lågkvalitativ bensin men är ganska ineffektivt och producerar mycket avfall."; name of a machine name of a machine "BasicDieselDistiller__name" = "Enkel destillator"; 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 amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "Skada gjort: {0}"; title showing that the player was defeated in a battle title showing that the player was defeated in a battle "BattleResult__Defeat" = "Besegrad!"; title of player's ship in battle stats title of player's ship in battle stats "BattleResult__ShipTitle" = "Vårt fartyg"; title showing that the player won a battle title showing that the player won a battle "BattleResult__Victory" = "Seger!"; abstract value that helps to determine how capable a ship is in a battle abstract value that helps to determine how capable a ship is in a battle "BattleScore" = "Stridpoäng"; Map description "BeachStaticIslandMap__desc" = "BeachStaticIslandMap__desc"; Map name Map name "BeachStaticIslandMap__name" = "Stranden"; short description short description "Beacon__desc" = "Starkt ljus som hjälper andra flyktingar att hitta till din ö och ansluta sig."; building or machine building or machine "Beacon__name" = "Fyr"; displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "Beacon__NoMoreRefugees"; "Beacon__Notice" = "Obs: aktivt framsteg återställs om fyren avbryts"; example: 'Expecting 12 refugees in less than: 2 months' example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "Förväntar {0} flykting innan:"; {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 name "BirthRateCategoryCat_Base__name" = "Bas"; name name "BirthRateCategoryCat_Disease__name" = "Sjukdom"; name name "BirthRateCategoryCat_Edicts__name" = "Förordningar"; name name "BirthRateCategoryCat_Health__name" = "Hälsa"; name name "BirthRateCategoryCat_Radiation__name" = "Strålning"; name name "BirthRateCategoryCat_Starvation__name" = "Svält"; 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 short description of a machine "BoilerCoal__desc" = "Producerar högtrycksånga genom att bränna kol som kokar vatten."; name of a machine name of a machine "BoilerCoal__name" = "Ångpanna (kol)"; short description of a machine short description of a machine "BoilerElectric__desc" = "Producerar högtrycksånga genom kokande vatten. Som en stor vattenkokare. Men rekommenderas inte för te beredning."; name of a machine name of a machine "BoilerElectric__name" = "Ångpanna (elektrisk)"; short description of a machine short description of a machine "BoilerGas__desc" = "Producerar högtrycksånga genom att bränna gas."; name of a machine name of a machine "BoilerGas__name" = "Ångpanna (gas)"; removes current active unity boost applied to a machine' removes current active unity boost applied to a machine' "BoostMachine__Disable" = "Ta bort boost"; button that enables continuous machine boost that costs button that enables continuous machine boost that costs "BoostMachine__Enable" = "Express"; tooltip that explains what machine unity boost does' tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "Fördubblar effektiviteten samtidigt som den förbrukar Enheter. Bortser också från elbehovet"; 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 name: ship part upgrade "BridgeT1__name" = "Kommandobrygga"; short description short description "BridgeT2__desc" = "Ger avancerade radarfunktioner."; name name: ship part upgrade "BridgeT2__name" = "Kommandobrygga II"; short description short description "BridgeT3__desc" = "Ger avancerade radarfunktioner."; name name: ship part upgrade "BridgeT3__name" = "Kommandobrygga III"; text for a goal, {0} and {2} are machine/building names, {1} is a product "buildAndEnsureDeliveriesTo" = "buildAndEnsureDeliveriesTo"; name: toolbar category name name: toolbar category name "buildingsCategory__name" = "Byggnader"; name: toolbar category name name: toolbar category name "buildingsForVehiclesCategory__name" = "Byggnader (för fordon)"; 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"; button to cancel something in the progress (construction for instance) button to cancel something in the progress (construction for instance) "Cancel" = "Avbryt"; notification notification "CannotDeliverFromMineTower__name" = "Ingen möjlig plats att dumpa produkter"; 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 cargo depot description "CargoDepotBase__desc" = "När det är byggt kan ett reparerat lastfartyg docka här och överföra sin last via bifogade lastdepåmoduler."; notification notification "CargoDepotHasNoModule__name" = "Last depån har ingen tillgänglig modul"; notification notification "CargoDepotHasNoShip__name" = "Last depån har inget lastfartyg"; notification "CargoDepotModuleContractNotMatching__name" = "CargoDepotModuleContractNotMatching__name"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT1__name" = "Vätskemodul (S)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT2__name" = "Vätskemodul (M)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT3__name" = "Vätskemodul (L)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT1__name" = "Lös modul (S)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT2__name" = "Lös modul (M)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT3__name" = "Lös modul (L)"; notification notification "CargoDepotModuleNoProductAssigned__name" = "Ingen produkt är tilldelad till last modulen"; building or machine building or machine "CargoDepotModuleUnitT1__name" = "Enhetsmodul (S)"; building or machine building or machine "CargoDepotModuleUnitT2__name" = "Enhetsmodul (M)"; building or machine "CargoDepotModuleUnitT3__name" = "CargoDepotModuleUnitT3__name"; general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 "CargoDepotName" = "Last depå"; title of a panel showing current exported product icon & its quantity stored in a cargo depot module title of a panel showing current exported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ExportTitle" = "Produkt för export"; title of a panel showing current imported product icon & its quantity stored in a cargo depot module title of a panel showing current imported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ImportTitle" = "Produkt för import"; building or machine building or machine "CargoDepotT1__name" = "Last depå (2)"; building or machine building or machine "CargoDepotT2__name" = "Last depå (4)"; building or machine building or machine "CargoDepotT3__name" = "Last depå (6)"; building or machine building or machine "CargoDepotT4__name" = "Last depå (8)"; 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%' cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "Lastdepåmodul för överföring av flytande material (t.ex. olja). Det som kan byggas i valfri tom plats i en lastdepå. Lastar loss {0} snabbare jämfört med grundmodulen."; cargo depot module description cargo depot module description "CargoModuleFluidCommon__desc" = "Lastdepåsmodul för överföring av flytande material (t.ex. olja). Den som kan byggas i vilken tom plats som helst på en lastdepå."; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "Lastdepåmodul för överföring av löst material (t.ex. bauxit). Det som kan byggas i valfri tom plats i en lastdepå. Lastar loss {0} snabbare jämfört med grundmodulen."; cargo depot module description cargo depot module description "CargoModuleLooseCommon__desc" = "Lastdepåsmodul för överföring av lösa material (t.ex. bauxit). Den som kan byggas i vilken tom tomplats som helst på en lastdepå."; 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 cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "Inga lastdepåmoduler byggda."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "Väntar tills det finns tillräckligt med last att hämta."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "Det finns inget att plocka upp."; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "Fartyget lossas."; 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 notification "CargoShipMissingFuel__name" = "Lastfartyget har lite bränsle"; explains what something like this '1/2' means explains what something like this '1/2' means "CargoShipsLimitTooltip" = "Antal tillgängliga fartyg (reparerade) / antal upptäckta fartyg."; description of a cargo ship description of a cargo ship "CargoShipT1__desc" = "Lastskeppet avgår automatiskt när tillräckligt mycket gods finns att hämta på världskartan. Varje resa med skeppet gör av med en fast mängd bränsle baserat på skeppets storlek. Större skepp är mer bränsleeffektiva (de uppgraderas automatiskt när lastdepå uppgraderas). Skeppet behöver inte tilldelas individuella gruvor / oljeplattformar, det hämtar gods automatiskt. Det kan transportera flera typer av produkter samtidigt och kommer att säkerställa att alla är tillgängliga (det avgår när någon av produkterna behöver transporteras)."; ship name ship name "CargoShipT1__name" = "Lastfartyg"; ship name ship name "CargoShipT2__name" = "Lastfartyg"; ship name ship name "CargoShipT3__name" = "Lastfartyg"; ship name ship name "CargoShipT4__name" = "Lastfartyg"; name name "CargoShipWreckCost1__name" = "Skadat lastfartyg"; title for panel that shows cargo stored / transported title for panel that shows cargo stored / transported "CargoTitle" = "Gods"; description of a machine short description of a machine "Caster__desc" = "Gjuter smält material till tackor."; name of a machine name of a machine "Caster__name" = "Metallgjuteri"; description of a machine short description of a machine "CasterCooled__desc" = "Gjuter smält material till tackor. Den här använder också vatten för kylning för att påskynda processen."; name of a machine name of a machine "CasterCooled__name" = "Kylt gjuteri"; name of a machine name of a machine "CasterCooledT2__name" = "Kylt gjuteri II"; name of a machine name of a machine "CasterT2__name" = "Metallgjuteri II"; 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 short description of a machine "CharcoalMaker__desc" = "Använder trä för att skapa kol men är ganska ineffektivt."; name of a machine name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "Kolugn"; description of a machine short description of a machine "ChemicalPlant__desc" = "Utför allmän kemisk produktion."; name of a machine unit product "ChemicalPlant__name" = "Kemisk fabrik"; name of a machine name of a machine "ChemicalPlant2__name" = "Kemisk anläggning II"; short description "ChickenFarm__desc" = "ChickenFarm__desc"; name name "ChickenFarm__name" = "Hönsfarm"; 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! title of a tool that is used to copy already existing buildings and machines. Please keep this very short! "CloneTool" = "Klona"; button to close a dialog "Close" = "Close"; name: describes the current weather name: describes the current weather "CloudyWeather__name" = "Molnigt"; name name "CoalMine__name" = "Kolgruva"; 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 power in peta-flops "Computing__PFlop" = "{0} PFlops"; 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 power in terra-flops "Computing__TFlop" = "{0} TFlops"; 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 short description of a machine "ConcreteMixer__desc" = "Kraftfull blandare som skapar betong."; name of a machine name of a machine "ConcreteMixer__name" = "Betongblandare"; description of a machine "ConcreteMixerT2__desc" = "Kraftfull blandare som skapar betong. Har även alternativa recept för betong."; name of a machine name of a machine "ConcreteMixerT2__name" = "Betongblandare II"; name of a machine name of a machine "ConcreteMixerT3__name" = "Betongblandare III"; 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) button used to confirm great news (like discovery of something) "ConfirmGreatNews" = "Hurra!"; 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 title of a panel showing a construction progress "ConstrType_Constructing" = "Konstruktion"; title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "ConstrType_ConstructionPaused"; title of a panel showing a deconstruction progress title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "Dekonstruktion"; title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "ConstrType_DeconstructionPaused"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "Förbereder uppgradering"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_Upgrading" = "Uppgraderar"; label for construction cost of buildings, after it there are product icons with numbers showing the cost label for construction cost of buildings, after it there are product icons with numbers showing the cost "ConstructionCost" = "Kostnad:"; status of construction progress - construction is going fine status of construction progress - construction is going fine "ConstructionState__InProgress" = "Arbetar"; status of construction progress - construction was paused status of construction progress - construction was paused "ConstructionState__Paused" = "Pausad"; status of construction progress - construction is ready status of construction progress - construction is ready "ConstructionState__Ready" = "Färdig"; status of construction progress - blocked until more materials is delivered status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "Väntar på materialleverans"; status of deconstruction progress - blocked until material is removed status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "Väntar på att material tas bort"; "ConsumedLastMonth" = "Konsumerat förra månaden"; "ConsumedThisMonth" = "Konsumerat denna månad"; 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" = "Konsumtion"; button to request to continue some operation button to request to continue some operation "Continue" = "Fortsätt"; {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 title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "Kontroller"; description of a machine "CoolingTowerT1__desc" = "CoolingTowerT1__desc"; name of a machine "CoolingTowerT1__name" = "CoolingTowerT1__name"; name of a machine name of a machine "CoolingTowerT2__name" = "Kyltorn (stor)"; short description of a machine short description of a machine "CopperElectrolysis__desc" = "Renar koppar genom elektrolytisk raffinering till över 99,95% renhet."; name of a machine name of a machine "CopperElectrolysis__name" = "Kopparelektrolys"; 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 Map name "CraterStaticIslandMap__name" = "Kratern"; button to open credits of the game button to open credits of the game "Credits" = "Eftertexter"; name name "Crop_Canola__name" = "Raps"; name name "Crop_Corn__name" = "Majs"; 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' shows how many months is left to harvest the current crop "Crop_DurationLeft" = "Beräknas: {0} om {1}"; tooltip tooltip "Crop_DurationLeft__Tooltip" = "Tid kvar för att skörda denna gröda så länge det finns tillräckligt med vatten. Annars uppstår förseningar."; name name "Crop_Flowers__name" = "Blommor"; name name "Crop_Fruits__name" = "Frukter"; name name "Crop_GreenManure__name" = "Gröngödsel"; 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 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" = "Ingen gröda"; name name "Crop_Poppy__name" = "Vallmo"; name name "Crop_Potato__name" = "Potatis"; name name "Crop_Soybeans__name" = "Söjabönor"; name name "Crop_SugarCane__name" = "Söckerrör"; name "Crop_TreeSapling__name" = "Crop_TreeSapling__name"; name name "Crop_Vegetables__name" = "Grönsaker"; name name "Crop_Wheat__name" = "Vete"; notification, any strings in curly braces { } must be preserved and non-translated notification "CropCouldNotBeStored__name" = "Gård: Det gick inte att lagra all {0} efter skörden"; 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 notification Example: "Farm: Corn lost due to lack of workers" "CropDiedNoMaintenance__name" = "Gård: {0} förstördes på grund av brist på arbetare"; notification, any strings in curly braces { } must be preserved and non-translated notification Example "Farm: Corn lost due to lack of water" "CropDiedNoWater__name" = "Gård: {0} förstördes på grund av vattenbrist"; 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 notification Example: "Farm: Corn lacks workers" "CropLacksMaintenance__name" = "Gård: {0} saknar arbetare"; example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. crop is delayed (did not have enough water to grow), {0} is always >= 2 "CropOverdue" = "Försenad med {0} månader"; tooltip tooltip "CropOverdue__Tooltip" = "Total ackumulerad fördröjning under vilken denna gröda inte växte på grund av brist på vatten. Detta är vanligtvis okej för tidiga gårdar och grödor med låg vattenkänslighet. Känsligare grödor kan dock torka ut."; 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 title for farm's crop schedule "CropSchedule" = "Grödeschema"; tooltip explaining crop schedule tooltip explaining crop schedule "CropSchedule__Tooltip" = "Varje gård kan ställas in med ett växelbruksschema upp till 4 säsonger. Grödor odlas i ordning från vänster till höger, alla saknade grödor hoppas automatiskt över. Om du till exempel vill ställa in en tvåväxlingsrotation väljer du två grödor i schemat och lämnar allt annat tomt. Växelbruk kan vara viktigt för gårdens fertilitet."; tooltip explaining what a skip button in crop schedule does tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "Grödeschema"; 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 crop died out due to lack of workers - no one cared about the crop "CropState__DeadNoMaintenance" = "Död: inga arbetare"; crop died out due to lack of water crop died out due to lack of water "CropState__DeadNoWater" = "Död: inget vatten"; crop is being removed so it can be replaced with a different one crop is being removed so it can be replaced with a different one "CropState__RemovedForChange" = "Borttagen för förändring"; 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 notification Example: "Farm: Corn will dry out due to lack of water" "CropWillDrySoon__name" = "Gård: {0} kommer att torka ur på grund av vattenbrist"; short description of a machine short description of a machine "Crusher__desc" = "Krossar malm i mer finkorniga material så att de kan användas i avancerad bearbetning."; name of a machine name of a machine "Crusher__name" = "Kross"; 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 title of a panel that shows current research that is in progress "CurrentResearch" = "Nuvarande forskning"; 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) example: The ship (damaged) "DamagedSuffix" = "{0} (skadad)"; short description "DataCenter__desc" = "DataCenter__desc"; building or machine building or machine "DataCenter__name" = "Datacenter"; {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 {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "Oops! Misslyckades att radera {0}!"; {0} is name of the file that was deleted {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "Den sparade filen {0} har raderats."; 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! title of a tool that is used to mark buildings and machines for removal. Please keep this very short! "Demolish" = "Förstöra"; title/tooltip of a button that opens dumping designation tool title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "Tippanvisning"; 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 title/tooltip of a button that opens mining designation tool "Designation__Mining" = "Brytningsanvisning"; title/tooltip of a button that opens tree harvesting designation tool title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "Avverkningsanvisning"; shown when designation is at invalid position shown when designation is at invalid position "DesignationError__Invalid" = "Ogiltig position."; player can click & drag with their mouse to removes existing designation player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "Högerklicka & dra för att ta bort befintliga beteckningar"; 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 shown when dumping designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartDumping" = "Kan inte börja dumpa här ännu, alla kanter är för höga ovanför terrängen."; 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 shown when mining designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartMining" = "Kan inte börja bryta här ännu, alla kanter är för djupa under terrängen."; 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. shown when mining designation is not contained by any mine tower area and cannot be mined. "DesignationWarning__NoTower" = "Måste hanteras av ett gruvtornområde."; short description short description "DieselGenerator__desc" = "Bränner diesel för att skapa elektricitet."; name name "DieselGenerator__name" = "Dieselgenerator"; short description "DieselGeneratorT2__desc" = "DieselGeneratorT2__desc"; name "DieselGeneratorT2__name" = "DieselGeneratorT2__name"; example: 'Difficulty: Hard' example: 'Difficulty: Hard' "Difficulty" = "Svårighetsgrad: {0}"; 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 used when some option is disabled "Disabled" = "Inaktiverad"; 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 button to dismiss a dialog "Dismiss" = "Avfärda"; short description of a machine short description of a machine "DistillationTowerT1__desc" = "Ingångspunkten för avancerad råoljebearbetning. Separerar olja i två komponenter för ytterligare bearbetning till användbara resurser."; name of a machine name of a machine "DistillationTowerT1__name" = "Destillationstorn (steg I)"; description of a distillation tower short description of a machine "DistillationTowerT2__desc" = "Inför extra destillationssteg för att utöka oljebearbetningskapaciteten."; name of a machine name of a machine "DistillationTowerT2__name" = "Destillationstorn (steg II)"; name of a machine name of a machine "DistillationTowerT3__name" = "Destillationstorn (steg III)"; Downloadable content label shown in the details panel of the load & save window "Dlc__Detail" = "Dlc__Detail"; name: toolbar category name name: toolbar category name "docksCategory__name" = "Lastdockor"; 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" = "Ingenting får dumpas"; 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 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__Title" = "Vad kan dumpas här"; 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" = "Konfigurerar vilket material som får dumpas på de beteckningar som hanteras här."; 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 in kilo-watts "Electricity__Kw" = "{0} 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 title of a window that shows electricity production & demands "ElectricityStats" = "El statistik"; description of a machine short description of a machine "Electrolyzer__desc" = "Nedbryter en produkt till enklare ämnen genom att leda en elektrisk ström genom den."; name of a machine name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "Elektrolysör"; name of a machine "ElectrolyzerT2__name" = "ElectrolyzerT2__name"; shown when entity has no products (e.g. when transport is empty) shown when entity has no products (e.g. when transport is empty) "Empty" = "Tom"; used when some option is enabled allows trucks to deliver materials "Enabled" = "Aktiverad"; name of a toggle button that turns on/off mods name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "Tillåt modifieringar"; tooltip that explains what mods do and their potential danger tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "Varning: Modifieringar kan godtycklig köra programkod och få tillgång till filer på din dator, även ansluta till internetet. Använd endast modifieringar du litar på. Modifieringar används på egen risk."; enemy ship(s) enemy ship(s) "Enemy" = "Fiende"; name name: ship part upgrade "EngineT1__name" = "Fartygsmotor"; short description short description "EngineT2__desc" = "Ökar fartygets hastighet och räckvidd."; name name: ship part upgrade "EngineT2__name" = "Fartygsmotor II"; short description short description "EngineT3__desc" = "Ökar fartygets hastighet och räckvidd."; name name: ship part upgrade "EngineT3__name" = "Fartygsmotor III"; example: 'breakdown chance: 20%' example: 'breakdown chance: 20%' "EntityBreakdownChance" = "Sannolikhet för att misslyckas: {0}"; notification "EntityCannotBeReached__name" = "EntityCannotBeReached__name"; "EntityCannotBeReachedDesc" = "EntityCannotBeReachedDesc"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine inspector. "EntityComputingConsumptionTooltip" = "Datorkraft som förbrukas vid drift"; 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 tooltip for the computing production status in machine inspector "EntityComputingProductionTooltip" = "Datorkraft som genereras vid drift"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine inspector "EntityElectricityConsumptionTooltip" = "El förbrukad vid drift"; 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 tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "Maximal elproduktion genererad"; notification "EntityMayCollapseUnevenTerrain__name" = "EntityMayCollapseUnevenTerrain__name"; tooltip that explains the panel that shows monthly unity consumed in a machine / building tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip" = "Månatlig Enhet förbrukad"; 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 tooltip that explains quick repair action "EntityRepair__Tooltip" = "Snabb reparation i nödsituationer som kostar Enhet"; title of a panel that shows the current status of a vehicle, ship or machine title of a panel that shows the current status of a vehicle, ship or machine "EntityStatus" = "Status"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "Överhettad"; 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!) status of a selected entity (keep it short!) "EntityStatus__Broken" = "Bruten"; something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) "EntityStatus__Clearing" = "Töms ut"; 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!) farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "Växer"; farm's fertility is too low (keep it short!) farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "Låg fertilitet"; farm has no crop selected, so it can't work (keep it short!) farm has no crop selected, so it can't work (keep it short!) "EntityStatus__Farm_NoCrop" = "Ingen gröda vald"; farm lack water so can't work (keep it short!) farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "Inget vatten"; blocked as output is full - status of a selected entity (keep it short!) "EntityStatus__FullOutput" = "Full output"; storage is full - status of a selected entity (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "Fullt förråd"; status of a selected entity (keep it short!) "EntityStatus__Idle" = "Inaktiv"; 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!) not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "Låg elektrisitet"; 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!) status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "Saknar input"; selected entity can't work as it is lacking fuel (keep it short!) selected entity can't work as it is lacking fuel (keep it short!) "EntityStatus__NeedsFuel" = "Behöver bränsle"; not enough computing from datacenter - status of a selected entity (keep it short!) not enough computing from datacenter - status of a selected entity (keep it short!) "EntityStatus__NoComputing" = "Ingen databehandling"; means that vehicle has no jobs to do means that vehicle has no jobs to do "EntityStatus__NoJobs" = "Inga jobb"; machine can't work as no recipe is selected - status of a selected entity (keep it short!) machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__NoRecipe" = "Inget recept"; not connected to mechanical shaft (keep it short!) not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "Ej ansluten via axel"; transport is not connected - status of a selected entity (keep it short!) transport is not connected - status of a selected entity (keep it short!) "EntityStatus__NotConnected" = "Inte ansluten"; not enough Unity to run this entity (keep it short!) not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "Ingen Enhet"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "Inga arbetare"; 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!) status of a selected entity (keep it short!) "EntityStatus__Paused" = "Pausad"; 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 machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__ResourceDepleted" = "Resursen är slut"; ship is arriving from the world (keep it short!) ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "Anländer"; ship is departing to the world (keep it short!) ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "Avgår"; ship is docked at the shipyard (keep it short!) ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "Dockad"; ship is exploring a location (keep it short!) ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "Utforska"; ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "EntityStatus__Ship_InBattle"; ship is traveling somewhere (keep it short!) ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "På resande fot"; ship is waiting for orders (keep it short!) ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "Inga beställningar"; 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!) all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "Arbetar"; {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) "EntityStatus__WorkingPartially" = "Arbetar ({0})"; 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' tooltip that explains the panel that shows the amount of required workers in a machine / building' "EntityWorkersNeededTooltip" = "Antal arbetare som behövs"; 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 title for setting that configures error reporting "ErrorReporting__Title" = "Felrapportering"; tooltip that explains what is error reporting tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "Låter oss skicka anonyma rapporter om fel som uppstår under ditt spel. Detta hjälper oss att upptäcka problem snabbt och göra spelet bättre för alla."; 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" = "Producerar salt genom att avdunsta kvarvarande vatten från saltlösning."; name of a machine "EvaporationPond__name" = "Avdunstningsdamm"; short description of a machine "EvaporationPondHeated__desc" = "Producerar salt genom att avdunsta kvarvarande vatten från saltlösning. Processen accelereras genom att använda en uppsättning elektriska värmare."; name of a machine "EvaporationPondHeated__name" = "Avdunstningsdamm (uppvärmd)"; 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%' {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "Filtrerar {0}% av föroreningarna från heta avgaser genom att utvinna användbara resurser."; name of a machine name of a machine "ExhaustScrubber__name" = "Avgasrenare"; exits the current gameplay session back to game's main menu exits the current gameplay session back to game's main menu "ExitToMainMenu" = "Gå till huvudmenyn"; example: 'Our ship has discovered Settlement!' example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "Vårt fartyg har upptäckt {0}!"; "ExplorationResult__Loot" = "Hittade lite skatter!"; "ExplorationResult__Nothing" = "Inget hittat!"; "ExplorationResult__Title" = "Område utforskat!"; 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! title of a panel that configures truck's export priority - keep it short! "ExportPriority" = "Export"; tooltip "ExportPriority__ShipFuelTooltip" = "Lastbilar har prioritet för avlägsnande av lagrat bränsle."; tooltip for export of cargo stored in shipyard could not demolish a cargo depot as its ship still has some cargo to unload "ExportPriority__ShipyardCargo" = "Lastbilsprioritet för bortförande av lagrad last."; tooltip "ExportPriority__StorageTooltip" = "Lastbilar prioritet för borttagning av lagrad produkt."; 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). title of a panel showing the currently planted crop (can be only one per farm). "Farm_PlantedCrop" = "Gröda planterad"; tooltip explaining average farm production rate tooltip "FarmAvgProduction__Tooltip" = "Beräknad genomsnittlig produktion per månad baserat på aktuell fertilitet. Förseningar på grund av brist på vatten ingår inte i denna uppskattning. Dock ingår extra tid för grödor som läggs till bara för fertilitet. För att se hur mycket mat som behövs, kontrollera din konsumtions rapport för livsmedelsmarknaden."; title of a window providing farm crop selection title of a window providing farm crop selection "FarmCropSelector" = "Välj gröda"; shorter version of FarmFertilityTitle used in recipes that affect fertility title for farm fertility panel "FarmFertility" = "Fertilitet"; 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 tooltip explaining farm fertility "FarmFertility__Tooltip" = "Vissa grödor minskar gårdens fertilitet efter varje skörd. Fertilitet är en procentandel som appliceras på den slutliga grödan för att bestämma dess skörd. Så med 50% fertilitet kommer det bara att finnas 50% skörd. Fertilitet kan fyllas på genom att växa grön gödsel eller genom att tillhandahålla gödselmedel. Att odla samma grödor efter varandra ökar deras fertilitetsförbrukning. Således är det fördelaktigt att rotera grödor."; 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 short description "FarmT1__desc" = "Tillåter odling av olika grödor. Kan användas för livsmedelsproduktion. Denna gård beror bara på regn. För att leverera vatten från extern källa måste den uppgraderas."; name name "FarmT1__name" = "Jordbruk"; short description short description "FarmT2__desc" = "Bevattnad gård som kan anslutas till en vattenkälla eller gödselmedel. Som kan vara användbart."; name name "FarmT2__name" = "Bevattnad gård"; example values: {0}=30%, {1}=15% short description "FarmT3__desc" = "Har 20% ökad produktion jämfört med den grundläggande gården."; name name "FarmT3__name" = "Växthus"; name name "FarmT4__name" = "Växthus II"; 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 short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "Kan bränna brännbara vätskor och gaser men bidrar till föroreningar."; name of a machine name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "Gasfackla"; description of transport description of transport "FlatConveyorFormattedFirst__desc" = "Transport enheter för fasta produkter."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "Transport enhet för fasta produkter. Enhetens genomströmning är jämfört med föregåend nivå {0} gånger högre."; short description: small machine that allows sorting of products short description When there are multiple different products on a transport, this machine can filter some of them to its dedicated output port. "FlatConveyorSorter__desc" = "Tillåter sortering av produkter."; name: small machine that allows sorting of products building or machine "FlatConveyorSorter__name" = "Platt sorterare"; name name "FlatConveyorT1__name" = "Platt transportband"; name name "FlatConveyorT2__name" = "Platt transportband II"; name name "FlatConveyorT3__name" = "Platt transportband III"; name: default name of the main ship name "Fleet__name" = "Flotta"; tooltip "FlipShortcut__Tooltip" = "FlipShortcut__Tooltip"; description of flywheel, {0} = '120 MW-seconds' "Flywheel__desc" = "Flywheel__desc"; name name "Flywheel__name" = "Svänghjul"; 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% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionIncrease__desc" = "Matkonsumtionen ökas med {0}"; policy / edict which can enabled by the player in their Captain's office. name: 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" = "Gott om mat"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionReduction__desc" = "Minskar matkonsumtionen med {0}"; policy / edict which can enabled by the player in their Captain's office. name: 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" = "Matransonering"; 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 name: name of a settlement service provided to pops "FoodNeed__name" = "Mat"; 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) title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "Matförråd"; this tooltip is for a panel that shows food supply in a single settlement "FoodSupplyTitle__TooltipForSettlement" = "Matförsörjningen som är tillgänglig i denna bosättning. Baserat på summan av all mat som lagras på de bifogade livsmedelsmarknaderna."; 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) title for fuel information (keep it general, no diesel references) "Fuel" = "Bränsle"; title of a panel that shows amount of stored fuel (keep it as general fuel) title of a panel that shows amount of stored fuel (keep it as general fuel) "FuelAvailable" = "Bränsle tillgängligt"; keep it as general fuel keep it as general fuel "FuelForShip__Title" = "Bränsle för fartyg"; "FuelForShip__Tooltip" = "Flytta den vänstra gröna reglaget till höger för att låta denna byggnad att överföra det lagrade bränslet till fartyget. Denna byggnad kommer också att begära lastbilar att hålla sitt förråd fylld upp till den gröna markören."; how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' "FuelPerJourneySuffix" = "för en enda resa"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FuelReduction__desc" = "Minskar fordons bränsleförbrukning med {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "FuelReduction__name" = "Bränslebesparare"; building or machine "FuelStationHydrogenT1__name" = "FuelStationHydrogenT1__name"; notification building or machine "FuelStationNotConnected__name" = "{entity} har inget bränslerör anslutet"; notification building or machine "FuelStationOutOfFuel__name" = "{entity} har slut på bränsle"; building or machine "FuelStationT1__desc" = "Tilldelade lastbilar kommer automatiskt att tanka grävmaskiner på sina gruvplatser så att ingen gruvtid går till spillo."; building or machine building or machine "FuelStationT1__name" = "Bensinstation"; advanced fuel station description building or machine "FuelStationT2__desc" = "Tilldelade lastbilar kommer automatiskt att tanka grävmaskiner på sina gruv-platser så att ingen gruv-tid går till spillo. Ger ökad förråd- och tankningshastighet jämfört med föregående nivå."; building or machine building or machine "FuelStationT2__name" = "Bensinstation II"; building or machine building or machine "FuelStationT3__name" = "Bensinstation III"; title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) "FuelTank_Title" = "Bränsletank"; name: ship part upgrade name: ship part upgrade "FuelTankT1__name" = "Extra bränsletank"; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraStartingMaterial" = "Extra startmaterial"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraStartingMaterial_Tooltip" = "Extra startmaterial samt extra material när förstörda byggnader rivs."; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FuelConsumptionDiff" = "Bränsleförbrukning"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FuelConsumptionDiff_Tooltip" = "Påverkar bränsleförbrukningen på fordon och lastfartyg."; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__MaintenanceDiff" = "Underhållsförbrukning"; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickRepair" = "Snabbreparation"; 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'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__RainYieldDiff_Tooltip" = "Påverkar hur mycket vatten som genereras från regn."; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResourceMiningDiff" = "Utbyte av malmbrytning"; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SettlementConsumptionDiff" = "Bosättnings konsumtion"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SettlementConsumptionDiff_Tooltip" = "Påverkar hur mycket mat, tjänster, och gods som konsumeras av din befolkning."; 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. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WeatherDifficulty" = "Väder"; 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) clear description of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "Endast för erfarna spelare"; title of game difficulty setting (this is hard difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__AdmiralTitle" = "Amiral"; title of a custom game difficulty setting, in this setting the player can customize many game settings individually title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__CustomTitle" = "Anpassning"; description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDescription" = "GameDifficulty__EasyDescription"; clear description of game difficulty setting (this is easy difficulty) clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "För spelare som vill ha ett enklare spel"; title of game difficulty setting (this is easy difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__EasyTitle" = "Sjöman"; description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDescription" = "GameDifficulty__NormalDescription"; clear description of game difficulty setting (this is standard difficulty) clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "För spelare som söker lite äventyr"; title of game difficulty setting (this is standard difficulty) title for graphics quality setting (values like: Fast, Great, Fantastic) "GameDifficulty__NormalTitle" = "Kapten"; rendering setting name "GameFpsLimitRenderingSetting__Name" = "GameFpsLimitRenderingSetting__Name"; message when game initialization failed on generic failure message when game initialization failed on generic failure "GameInitFail" = "Vi beklagar verkligen, men spelet lyckades inte initieras, skicka oss en rapport med detaljer."; 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 message when game failed to load due to save version being too old "GameSaveLoad__MissingMod" = "Det gick inte att ladda den givna sparade filen eftersom den saknade en mod '{0}' (version {1}, skriv '{2}')."; 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 message when game failed to load due to save version being too new "GameSaveLoad__VersionTooHigh" = "Det gick inte att ladda den angivna sparade filen eftersom den sparades i nyare spelversion ({0}) än vad som för närvarande stöds ({1})."; message when game failed to load due to save version being too old message when game failed to load due to save version being too old "GameSaveLoad__VersionTooLow" = "Det gick inte att ladda den angivna sparade filen eftersom den sparades i äldre spelversion ({0}) som inte längre stöds."; label for game seed, see https://en.wikipedia.org/wiki/Random_seed label for game seed, see https://en.wikipedia.org/wiki/Random_seed "GameSeed" = "Game seed"; tooltip explaining how is seed used in the game tooltip explaining how soil water level works "GameSeed__Tooltip" = "Påverkar randomisering som används på platser som vädergenerering eller världskartlayout. Påverkar inte kartgenereringen"; 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" = "Gjuter smält glas i glasskivor"; name of a machine name of a machine "GlassMakerT1__name" = "Glas tillverkare"; short description of a machine "GlassMakerT2__desc" = "Gjuter smält glas i glasskivor och med mycket större effektivitet"; name of a machine name of a machine "GlassMakerT2__name" = "Glastillverkare II"; title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Title" = "Globalt underhållsstatus"; title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "Visar det globala tillståndet för underhåll. Allt överdrivet underhåll lagras i den globala bufferten. Om den globala bufferten är full pausar underhållsdepåerna deras framsteg. Om bufferten är tom betyder det vanligtvis att det saknas underhåll."; used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' "GlobalNeedPrefix" = "Globalt behov:"; 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" = "Tillbaka"; 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 name of a machine "GoldFurnace__name" = "Guld smältugn"; 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" = "Visar den övergripande statusen för grundvattenreserven. Grundvattnet fylls på under regn och kan tillfälligt ta slut om det pumpas ut för mycket."; tooltip "GroundReserveTooltip__Oil" = "Visar den övergripande statusen för markreserven för råolja i denna fyndighet. Detta är en begränsad resurs. Vi måste hitta en ny innan vi tar slut på den. Långsiktig råoljekälla måste hittas på världskartan."; 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 name: ship part upgrade "Gun0__name" = "Vapen (grundläggande)"; name: ship part upgrade name: ship part upgrade "Gun1__name" = "Vapen I (fram)"; name: ship part upgrade name: ship part upgrade "Gun1Rear__name" = "Vapen I (bak)"; name: ship part upgrade name: ship part upgrade "Gun2__name" = "Vapen II (fram)"; name: ship part upgrade name: ship part upgrade "Gun2Rear__name" = "Vapen II (bak)"; name: ship part upgrade name: ship part upgrade "Gun3__name" = "Vapen III (fram)"; name: ship part upgrade name: ship part upgrade "Gun3Rear__name" = "Vapen III (bak)"; "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 name: describes the current weather "HeavyRainWeather__name" = "Kraftigt regn"; amount of hit points "HitPoints" = "Träffpunkter"; notification notification "Homeless__name" = "Inte tillräckligt med bostäder, bosättningen är överfull"; notification, any strings in curly braces { } must be preserved and non-translated notification "HomelessLeft__name" = "{0} hemlösa lämnade ön på grund av matbrist."; 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 name: name of a settlement service provided to pops "HouseholdGoodsNeed__name" = "Hushållsgods"; housing description, for instance {0}=60 housing description, for instance {0}=60 "Housing__desc" = "Primitivt hus för {0} personer tillverkade av fraktcontainrar."; building or machine building or machine "Housing__name" = "Bostäder"; 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 name: toolbar category name "housingCategory__name" = "Bostäder & tjänster"; title of a panel that lists all the increases of settlement services demands "HousingDemandIncrease" = "Ökade krav"; tooltip "HousingDemandIncrease__Tooltip" = "Bostäder har ökat kraven utöver den vanliga konsumtionen. Detta är typiskt för mer avancerade nivåer av bostäder."; housing description, for instance {0}=120 housing description, for instance {0}=120 "HousingT2__desc" = "Avancerat boende för {0} personer som ger mer komfort. Det kan också ge en månatlig Enhetsökning om bostaden förses med nödvändiga tjänster."; building or machine building or machine "HousingT2__name" = "Bostäder II"; building or machine building or machine "HousingT3__name" = "Bostäder III"; title of a panel listing unity bonus of a housing "HousingUnityBonus" = "Enhetsbonus"; tooltip "HousingUnityBonus__Tooltip" = "Om alla nedanstående behov är uppfyllda, kommer denna bostad att ge en Enhetsbonus utöver sin vanliga Enhet som den genererar från alla tjänster som tillhandahålls till den."; short description of a machine short description of a machine "HydroCrackerT1__desc" = "Förvandlar olika bränsletyper mellan varandra för att hjälpa till med obalans i förbrukningen."; name of a machine name of a machine "HydroCrackerT1__name" = "Kraknings enhet"; name of a machine name of a machine "HydrogenReformer__name" = "Väteformare"; "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! title of a panel that configures truck's import priority - keep it short! "ImportPriority" = "Import"; tooltip "ImportPriority__ShipCargoTooltip" = "Lastbilsprioritet för leveranser av material som begärs lastas på fartyget."; tooltip tooltip explaining farm fertility "ImportPriority__ShipFuelTooltip" = "Lastbilar prioriteras för bränsleleveranser."; tooltip tooltip that explains quick repair action "ImportPriority__ShipRepairTooltip" = "Lastbilsprioritet för leveranser av material som behövs för fartygsreparationer och modifieringar."; tooltip "ImportPriority__StorageTooltip" = "Lastbilar prioriteras för leveranser av tilldelad produkt."; 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" = "Prioritet"; tooltip "IncreasedPriority__ConstructionTooltip" = "Lastbilar kommer att prioritera denna operation så att den blir klar så snart som möjligt"; 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 short description of a machine "IndustrialMixer__desc" = "Kraftfull blandare för allmän materialblandning."; name of a machine "IndustrialMixer__name" = "Blandare"; 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" = "Aktivera input"; temporarily disables any material deliveries "Input__Pause" = "Pausa input"; title of a panel listing all the inputs of some machine / building "InputsTitle" = "Ingångar"; 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 notification "LabCannotResearchHigherTech__name" = "Nuvarande forskning är för avancerad för vårt laboratorium"; 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 short description of a machine "LandWaterPump__desc" = "Pumpar vatten från marken som fylls på medans det regnar."; pump name pump name "LandWaterPump__name" = "Grundvattenpump"; label for a dropdown that provides language setting for the game "Language" = "Språk"; used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' "LastDelta" = "Ändring förra månaden: {0}"; "LastMonthUnityChanges__Title" = "Förra månads förändringar"; "LastMonthUnityChanges__Tooltip" = "Sammanfattning av pågående Enhetsvinster och utgifter från den senaste månaden. Detta innehåller inte engångsåtgärder eller inkomster från bosättningstjänster."; 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" = "Skikten"; 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" = "Starta"; title of a window that that enables to load existing save files "Load_Title" = "Starta spel"; 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" = "Låst"; 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 automatic mode, more info in the tooltip. note: keep it short! "LogisticsControl__Auto" = "Auto"; "LogisticsControl__Auto_InputTooltip" = "Lastbilar tillåts leverera en produkt. Lastbilen får inte längre leverera produkten efter en lyckad överlastning till ett transprtband / rör. Om transportbandet / röret efteråt blir frånkopplat får lastbilen återigen leverera produkten."; "LogisticsControl__Auto_OutputTooltip" = "Lastbilar tillåts lasta en produkt. Lastbilen får inte längre lasta produkten efter en lyckad överlastning från ett transprtband / rör. Om transportbandet / röret efteråt blir frånkopplat får lastbilen återigen lasta produkten."; title of a panel allowing to configure truck import title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "Lastbils import"; 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 more info in the tooltip, note: keep it short! "LogisticsControl__Off" = "Av"; "LogisticsControl__Off_InputTooltip" = "Leverans från Lastbilar kommer INTE tillåtas här."; "LogisticsControl__Off_OutputTooltip" = "Lastbilar kommer INTE tillåtas att lasta på här."; keep it short, there is more info in the tooltip for player to understand more info in the tooltip, note: keep it short! "LogisticsControl__On" = "På"; "LogisticsControl__On_InputTooltip" = "Lastbilar kommer om möjligt leverera last här."; "LogisticsControl__On_OutputTooltip" = "Lastbilar kommer om möjligt tillåtas lasta på här."; title of a panel allowing to configure truck export title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "Lastbils export"; 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 description of transport "LooseConveyorFormattedFirst__desc" = "Transport av lösa produkter."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "Transporterar lösa produkter. Transportörens genomströmning är jämfört med föregåend nivå {0} gånger högre."; 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 name "LooseMaterialConveyor__name" = "U-formad transportband"; name name "LooseMaterialConveyorT2__name" = "U-formad transportband II"; name name "LooseMaterialConveyorT3__name" = "U-formad transportband III"; title of panel that lists all the loot received by getting new refugees "LootReceived" = "Skatter mottagen"; notification notification "LowFarmFertility__name" = "Gårdens fertilitet är för låg"; notification "LowFoodSupply__name" = "LowFoodSupply__name"; notification notification "LowGroundwater__name" = "Grundvattnet är lågt"; notification notification "MachineIsBroken__name" = "Maskinen är trasig då den saknar underhåll"; name: toolbar category name name: toolbar category name "machinesCategory__name" = "Allmänna maskiner"; name: toolbar category name name: toolbar category name "machinesElectricityCategory__name" = "Strömproduktion"; name: toolbar category name name: toolbar category name "machinesFoodCategory__name" = "Matproduktion"; name: toolbar category name name: toolbar category name "machinesMetallurgyCategory__name" = "Metallurgi & smältning"; name: toolbar category name name: toolbar category name "machinesOilCategory__name" = "Raffinering av råolja"; name: toolbar category name name: toolbar category name "machinesWaterCategory__name" = "Vattenutvinning & bearbetning"; 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" = "Fartyget"; represents general maintenance for machine, vehicle or anything else represents general maintenance for machine, vehicle or anything else. "Maintenance" = "Underhåll"; tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "Denna maskin behöver regelbundet underhåll för att fungera. Se underhållsdepå för detaljer."; name name "MaintenanceDepotT0__name" = "Underhållsdepå (grundläggande)"; description of a maintenance depot short description "MaintenanceDepotT1__desc" = "Omvandlar produkter till underhåll som distribueras till alla maskiner, byggnader och fordon som behöver det. Viktigt om det inte finns tillräckligt med underhåll kan fordon och maskiner gå sönder för tillfälligt."; name name "MaintenanceDepotT1__name" = "Underhållsdepå"; name name "MaintenanceDepotT2__name" = "Underhållsdepå II"; name "MaintenanceDepotT3__name" = "MaintenanceDepotT3__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "MaintenanceReduction__desc" = "Minskat underhåll med {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "MaintenanceReduction__name" = "Minskat underhåll"; button that sets the current priority as the default one. IMPORTANT: Keep it very short!! button that sets the current priority as the default one. IMPORTANT: Keep it very short!! "MakeDefault" = "Gör default"; tooltip "MakeDefault__ConstructionTooltip" = "Ställ in denna prioritet som standard för alla konstruktioner och uppgraderingar."; tooltip "MakeDefault__DeconstructionTooltip" = "Ställ in denna prioritet som standardprioritet för alla dekonstruktioner."; button to click on to change the area that is managed by the selected tower button to click on to change the area that is managed by the selected mining tower "ManagedArea__EditAction" = "Redigera område"; size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' "ManagedArea__Info" = "Hanterat område: {0}"; 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" = "Max. vapenområde"; 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 label for auto-balance toggle to shut off steam turbine when there is an excess of mechanical power "MechPowerGenerator__AutoBalance" = "Automatisk balansering"; tooltip explaining auto-balancing toggle tooltip explaining auto-balancing "MechPowerGenerator__AutoBalanceTooltip" = "När den är aktiverad kommer turbinen att pausas automatiskt när axeln är nästan fulladdad för att rädda ingångsprodukten från att slösas bort. Produktionen kommer att återupptas när axelns laddning blir låg. Tänk på att när turbinen startar tar det lite tid att komma till full effekt."; efficiency title for mech power generators efficiency title for mech power generators "MechPowerGenerator__EfficiencyTitle" = "Effektivitet"; efficiency tooltip for mech power generators efficiency tooltip for mech power generators "MechPowerGenerator__EfficiencyTooltip" = "Effektivitet är ett förhållande mellan producerad effekt och förbrukad input. Det representerar hur effektivt insignalprodukten konverteras till mekanisk kraft. Om axeln är överbelastad kommer viss producerad effekt att gå förlorad och effektiviteten sjunka. Det går också ner i effektivitet när maskinen startas. För att undvika startförluster bör maskinen köras kontinuerligt utan avbrott."; button to leave the menu and continue playing "Menu__Continue" = "Fortsätt spela"; 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" = "Starta"; button to click on to open a map editor "Menu__MapEditor" = "Menu__MapEditor"; button to start a new game "Menu__NewGame" = "Nytt spel"; button to click on to open a settings window "Menu__OpenSettings" = "Inställningar"; button to open a window that enables to save the current game progress "Menu__Save" = "Spara"; rendering setting name "MenusFpsLimitRenderingSetting__Name" = "MenusFpsLimitRenderingSetting__Name"; title of column showing a list of all messages title of column showing a list of all messages "MessageCenter__MessagesTitle" = "Meddelanden"; title of a window containing messages to the player title of a window containing messages to the player "MessageCenter__Title" = "Meddelandecenter"; 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 name: message for player "MessageWelcome__name" = "Välkommen Kapten!"; "MessageWelcome__part1" = "Kapten, vi har precis dockat!"; {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 name of a machine "MicrochipMachine__name" = "Mikrochipmaskin"; name of a machine "MicrochipMachineT2__name" = "MicrochipMachineT2__name"; short description short description "MineTower__desc" = "Möjliggör tilldelning av grävmaskiner och lastbilar till utsedda gruvområden. Endast utsedda gruvområden som påverkas av tornet kan brytas."; building or machine building or machine "MineTower__name" = "Gruvkontrolltorn"; 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 title of a panel showing the current global Unity capacity "MiningPriority__Title" = "Gruvprioritet"; tooltip "MiningPriority__Tooltip" = "När en produkt väljs kommer grävmaskinen att prioritera gruvbeteckningar som innehåller den valda produkten."; small box that allows splitting and merging of transports small box that allows splitting and merging of transports "MiniZip_all" = "Sammankoppling"; title of other / misc settings "MiscellaneousSettings_Title" = "Diverse"; 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 description of transport "MoltenConveyorFormattedFirst__desc" = "Transporterar smälta produkter."; name name "MoltenMetalChannel__name" = "Smält kanal"; explains how long is 1 month. E.g. '*1 months = 60' explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "1 månad = {0}"; Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. "MwSec__Unit" = "{0} MW-sekunder"; 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' e.g. 'Needs: 40 / month' "Needs" = "Behov:"; {0} = damaged cargo ship {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "Det här {0} måste repareras innan vi kan använda det."; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "{entity} behöver en transport för att mata ut {0}"; 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" = "Ny upptäckt!"; notification, any strings in curly braces { } must be preserved and non-translated notification "NewErrorOccurred__name" = "Nytt fel inträffades"; 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 In new game wizard. Title of a panel that enables to configure game difficulty "NewGameWizard__Difficulty" = "Svårighetsgrad"; 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 Button that launches a new game "NewGameWizard__Launch" = "Starta nytt spel"; In new game wizard. Title of a panel that enables to pick a map and configure it In new game wizard. Title of a panel that enables to pick a map and configure it "NewGameWizard__MapSelection" = "Välj karta"; 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. Title of window that enables the player to configure and start a new game. Contains several configuration panels. "NewGameWizard__Title" = "Nytt spel"; "NewRefugees" = "Befolkningen ökade!"; "NewRefugees__Beacon" = "Flyktingar gick med på vår ö! Bra jobbat, fyr!"; notification notification "NoAvailableMineDesignInTowerArea__name" = "Inga beteckningar finns tillgängliga för att bryta i gruvan"; notification notification "NoCropToGrow__name" = "Någon eller några gårdar har inte tilldelats någon skörd"; notification "NoForestryDesignInTowerArea__name" = "NoForestryDesignInTowerArea__name"; status shown when there is a research in progress but no lab is available (keep it short!) "NoLabAvailable" = "Inget labb tillgängligt"; notification notification "NoMineDesignInTowerArea__name" = "Inga gruvbeteckningar i gruvtornområdet"; used for items in a list that have no value, often used to unset something "None" = "Ingen"; Message shown in empty dropdowns "NoOptions" = "NoOptions"; notification "NoProductAssignedToEntity__name" = "NoProductAssignedToEntity__name"; notification notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity} har inget recept valt"; status shown when there is no research active (keep it short!) "NoResearchSelected" = "Ingen forskning utvald"; example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "{entity} har ingen resurs att extrahera"; notification notification "NotEnoughFuelToRefuel__name" = "Inte tillräckligt med bränsle för att tanka fordon"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Not enough Maintenance I" or "Not enough Maintenance II" "NotEnoughMaintenance__name" = "Inte tillräckligt med {0}"; notification notification "NotEnoughPower__name" = "Inte tillräckligt med el"; notification 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" = "Inte tillräckligt med Enhet"; notification notification "NotEnoughUpointsForEntity__name" = "{entity} har inte tillräckligt med Enhet"; notification notification "NotEnoughWorkers__name" = "Inte tillräckligt med arbetare"; 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. shown when nothing is found for a given search query where {0} is the search query. "NothingFoundFor" = "Inget hittades för \"{0}\""; 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" = "Inga fordon tilldelade"; 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' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "Upprätthåller kärnkedjereaktion från anrikade uranstavar. Reaktionen frigör en stor mängd energi som används för ånggenerering. Den här anläggningen kan ställas in för att effektivt ge upp till {0} MW el när den körs på full effekt. Kom ihåg att använt bränsle är radioaktivt och kan skada befolkningen om det inte förvaras i en specialiserad anläggning."; 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 title of a panel that shows status of emergency cooling buffers, see tooltip to get better context "NuclearReactor__EmergencyCoolingTitle" = "Nödkylning"; "NuclearReactor__EmergencyCoolingTooltip" = "Nödkylning sätts in om reaktorn börjar överhettas, och det händer vanligtvis när vatten inte tillförs tillräckligt snabbt för att omvandlas till ånga. Nödkylning är inte obligatorisk men rekommenderas starkt eftersom det ger extra skydd och hjälper till att undvika eventuell överhettning."; 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 title of a section that shows reactor heat, see tooltip to get better context "NuclearReactor__HeatLevelTitle" = "Reaktortemperatur"; tooltip explaining how soil water level works "NuclearReactor__HeatLevelTooltip" = "Den nuvarande värmen som har byggts upp i reaktorn. Värme är nödvändigt för att producera ånga för att driva turbiner. Värmegenereringstakten beror på reaktorns aktuella effektnivå. När värmen når över den röda markeringen kommer nödkylningen att försöka minska överskottsvärmen i reaktorn. Om värmenivån överstiger gränsen kommer reaktorn att överhettas kritiskt, skada reaktorn och släppa ut strålning i området."; name vehicle "NuclearReactor__name" = "Kärnkraftverk"; explanation of nuclear reactor state when it has low maintenance notification "NuclearReactor__NotEnoughMaintenance" = "VARNING: Kärnreaktorn kan inte starta, om den inte är väl underhållen. Öka underhållet för att starta den säkert."; explanation of nuclear reactor overheating state explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "VARNING: Kärnreaktorn var kritiskt överhettad och håller på att stängas av. Beroende på hur allvarligt så kan detta orsaka förlust av laddat bränsle, skador på byggnaden (förlust av underhåll) och läckage av radioaktivitet."; title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context "NuclearReactor__PowerLevelTitle" = "Kraftnivå"; tooltip explaining how soil water level works "NuclearReactor__PowerLevelTooltip" = "Genom att dra det orangea reglaget åt höger definierar du önskad effektnivå som bibehålls i reaktorn. Detta påverkar mängden ånga som reaktorn genererar och hur snabbt den brinner genom bränslet. All värme som genereras måste användas. All extra värme kan långsamt byggas upp, vilket så småningom leder till att en reaktor överhettas. Enkla reaktorer har ingen automatiserad effektreglering vilket gör att deras värmeeffekt är fast. Avancerade reaktorer kan använda datorer för att reglera sin effektnivå på ett automatiserat sätt, vilket minskar bränsle- och vattenförbrukningen."; notification notification "NuclearReactorInMeltdown__name" = "Kärnreaktorn nådde kritisk temperatur och stängs av!"; 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 description of a research node in the research tree "NuclearWasteStorage__desc" = "En speciell underjordisk förrådanläggning som säkert kan hantera allt radioaktivt avfall utan att orsaka någon fara för öns befolkning. Lämnar ett arv till kommande generationer."; name title of a research node in the research tree "NuclearWasteStorage__name" = "Lagring av använt bränsle"; example: '1 day', '2 days' "NumberOfDays" = "NumberOfDays"; example: '1 month', '2 months' "NumberOfMonths" = "{0} månad"; e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "{0} uppgörelse"; 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" = "Invånare"; this tooltip is for a panel showing occupants on the whole island "Occupants__TooltipForIsland" = "Nuvarande befolkningsstorlek i alla bosättningar på ön och deras tillgängliga bostadskapacitet. Överskridande av kapaciteten leder till en överfull ö som kommer med ett månatligt Enhet -straff."; this tooltip is for a panel showing occupants in a single settlement "Occupants__TooltipForSettlement" = "Nuvarande befolkningsstorlek i denna bosättning och dess tillgängliga bostadskapacitet. För att se hela öns befolkning, gå till ö-översikten."; notification "OceanAccessBlocked__name" = "OceanAccessBlocked__name"; title for ocean quality setting "OceanRenderingQuality" = "OceanRenderingQuality"; short description: {0} is an integer specifying max height such as '10' short description of a machine "OceanWaterPumpLarge__desc" = "Större pump som kan övervinna högre klippor men kräver mer kraft för att köra."; name name of a machine "OceanWaterPumpLarge__name" = "Havsvattenpump (S)"; short description: {0} is an integer specifying max height such as '5' short description of a machine "OceanWaterPumpT1__desc" = "Pumpar vatten från havet."; name name of a machine "OceanWaterPumpT1__name" = "Havsvattenpump"; something is turned off - e.g. autosave: off "Off_Option" = "Av"; short description of a machine short description of a machine "OilPump__desc" = "Pumpar råolja från berggrunden."; pump name pump name "OilPump__name" = "Oljepump"; short description short description "OilRigCost1__desc" = "Denna station ger olja när den tilldelas arbetare."; name name "OilRigCost1__name" = "Oljeplattform"; used as for instance: / month "OneMonth" = "månad"; 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" = "Låt alla fordon tanka här"; 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" = "Alternativ"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "{0} ökad"; example usages: '-4 meters' or '+1 meter' title for options (to configure machine or building) "OptionValMeters" = "{0] meter"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "{0} minskad"; used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' "OptionValStandard" = "Standard"; title for a panel that can order a vehicle to do something (scrap, assign) "Orders" = "Order"; 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" = "Utgångar"; more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "OutputThisProductOnly"; tooltip "OutputThisProductOnly__Tooltip" = "OutputThisProductOnly__Tooltip"; toggles visibility of mining & dumping designations "Overlays__Designations" = "Gruvdrift & dumpning"; toggles visibility of grid on terrain "Overlays__Grid" = "Overlays__Grid"; title to panel that highlights individual resources like coal, iron ore. title fo panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "Resurser"; title for window that shows overlays like resources, designations. "Overlays__Title" = "Överlägg"; highlights trees that are prioritized for harvest "Overlays__Trees" = "Trädskördare"; button to overwrite an already existing save file button to overwrite an already existing save file "OverwriteSave__Action" = "Ersätt"; 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" = "Ägd"; description of a machine short description of a machine "OxygenFurnace__desc" = "Skapar stål genom att blåsa rent syre under högt tryck i smält järn, vilket sänker kolinnehållet."; name of a machine name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "Syreugn"; 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 button to open patch notes and title of a window with patch notes as well "PatchNotes" = "Patch-anteckningar"; 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" = "Paus"; displayed on the screen when the game is paused "Paused" = "Pausad"; title of a tool that is used to pause / unpause machines and vehicle title of a tool that is used to pause / unpause machines and vehicle "PauseTool" = "Pausverktyg"; 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 description of transport "PipeFormattedFirst__desc" = "Transporterar vätskor och gaser."; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "Transporterar vätskor och gaser. Rörens genomströmning är jämfört med föregående nivå {0} gånger högre."; name name "PipeT1__name" = "Rör"; name name "PipeT2__name" = "Rör II"; name name "PipeT3__name" = "Rör III"; 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" = "Förorening"; name of a machine name of a machine "PolymerizationPlant__name" = "Polymerisation anläggning"; title for population growth information / stats "PopGrowth" = "Befolkningstillväxt"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsBoostT1__desc" = "Befolkningstillväxten har ökat med {0}"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "PopsBoostT1__name" = "Express tillväxt"; 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" = "Befolkning"; title of a panel showing statistics for population increase / decrease and diseases. "PopulationGrowth__Title" = "Tillväxt"; "PopulationGrowth__Tooltip" = "Befolknings mängden kan växa om det finns bra förutsättningar och tillräckligt med bostäder. Tillväxt kan minskas genom sjukdomar och föroreningar."; button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "Öppna befolkningsöversikten"; title of a window that shows the global population overview "PopulationOverview__Title" = "Befolkningsöversikt"; title of settings affecting electricity "Power" = "Power"; tooltip explaining how power production priority assignment works tooltip describing how electricity generation works "PowerGenerationPriorityTooltip" = "Prioritet för elproduktion. Om det finns ett överskott av ström, kommer en generator med högre prioritet (en lägre siffra) att generera ström medan de med lägre prioritet kommer att vara i beredskap."; tooltip describing how electricity generation works tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "Elproduktionen skalas automatiskt utifrån den aktuella efterfrågan. El som inte behövs genereras inte. Observera att produktionseffektiviteten kan vara lägre när generatorn inte körs med 100% kapacitet."; example: 'Utilization: 20%' example: 'Utilization: 20%' "PowerGenerator__Utilization" = "Användning: {0}"; short description short description "PowerGeneratorT1__desc" = "Konverterar mekanisk kraft till el. Ju långsammare den snurrar desto lägre är dess effektivitet."; name name "PowerGeneratorT1__name" = "Elgenerator"; short description short description "PowerGeneratorT2__desc" = "Optimerad kraftgenerator med lägre friktion och bättre effektivitet. Det kräver bara lite planering."; name name "PowerGeneratorT2__name" = "Elgenerator II"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "PowerNeed__name" = "Elektricitet"; 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 button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "Priority" = "Prioritet"; tooltip "Priority__ConstructionTooltip" = "Prioritera leverans av material som behövs för denna konstruktion."; tooltip "Priority__DeconstructionTooltip" = "Prioritera avlägsnande av material som returneras från denna dekonstruktion."; suffix added into each priority tooltip button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "Priority__OrderingExplanation" = "Ju lägre siffra desto högre prioritet."; tooltip "PriorityGeneral__Tooltip" = "Allmän prioritet för arbetaruppdrag, el, underhåll och Enhetsförbrukning."; tooltip tooltip "PriorityGeneral__TooltipWithCargo" = "Allmän prioritet för arbetaruppdrag, el, underhåll och Enhetsförbrukning. Bestämmer också prioritet för produkters leverans och borttagning vid användning av lastbilar."; "ProducedLastMonth" = "Producerad förra månaden"; "ProducedThisMonth" = "Producerad denna månaden"; fluid product fluid product "Product_Acid__name" = "Syra"; fluid product fluid product "Product_Ammonia__name" = "Ammoniak"; 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 fluid product "Product_Brine__name" = "Saltvatten"; 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 loose product "Product_CarbonDioxide__name" = "Koldioxid"; name: virtual product "Product_CargoShip__name" = "Product_CargoShip__name"; name: unit product unit product "Product_Cement__name" = "Cement"; 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 fluid product "Product_ChilledWater__name" = "Kylt vatten"; fluid product fluid product "Product_Chlorine__name" = "Klor"; name: loose product loose product "Product_Coal__name" = "Kol"; name: loose product "Product_Compost__name" = "Product_Compost__name"; name: unit product unit product "Product_ConcreteSlab__name" = "Betongplatta"; name: unit product unit product "Product_ConstructionParts__name" = "Konstruktionsdelar"; name: unit product unit product "Product_ConstructionParts2__name" = "Konstruktionsdelar II"; name: unit product unit product "Product_ConstructionParts3__name" = "Konstruktionsdelar III"; name: unit product unit product "Product_ConstructionParts4__name" = "Konstruktionsdelar IV"; name: unit product "Product_ConsumerElectronics__name" = "Product_ConsumerElectronics__name"; fluid product "Product_CookingOil__name" = "Product_CookingOil__name"; name: unit product unit product "Product_Copper__name" = "Koppar"; name: loose product loose product "Product_CopperOre__name" = "Kopparmalm"; name: loose product loose product "Product_CopperOreCrushed__name" = "Krossad kopparmalm"; 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 fluid product "Product_CrudeOil__name" = "Råolja"; fluid product fluid product "Product_Diesel__name" = "Diesel"; name: loose product loose product "Product_Dirt__name" = "Jord"; name: unit product "Product_Disinfectant__name" = "Product_Disinfectant__name"; name: unit product "Product_Eggs__name" = "Product_Eggs__name"; name: unit product unit product "Product_Electronics__name" = "Elektronik"; name: unit product unit product "Product_Electronics2__name" = "Elektronik II"; name: unit product "Product_Electronics3__name" = "Product_Electronics3__name"; fluid product "Product_Ethanol__name" = "Product_Ethanol__name"; fluid product fluid product "Product_Exhaust__name" = "Avgas"; fluid product fluid product "Product_Fertilizer__name" = "Gödselmedel"; fluid product "Product_Fertilizer2__name" = "Product_Fertilizer2__name"; fluid product "Product_FertilizerOrganic__name" = "Product_FertilizerOrganic__name"; name: loose product fluid product "Product_FilterMedia__name" = "Filtermedia"; 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 unit product "Product_FuelGas__name" = "Fordonsgas"; name: unit product unit product "Product_Glass__name" = "Glas"; name: loose product loose product "Product_GlassMix__name" = "Glasblandning"; name: unit product unit product "Product_Gold__name" = "Guld"; name: loose product loose product "Product_GoldOre__name" = "Guldmalm"; name: loose product loose product "Product_GoldOreConcentrate__name" = "Guldmalmskoncentrat"; name: loose product loose product "Product_GoldOreCrushed__name" = "Krossad guldmalm"; name: loose product loose product "Product_GoldOrePowder__name" = "Guldmalmspulver"; name: loose product "Product_GoldScrap__name" = "Product_GoldScrap__name"; name: unit product "Product_GoldScrapPressed__name" = "Product_GoldScrapPressed__name"; name: unit product fluid product "Product_Graphite__name" = "Grafit"; name: loose product unit product "Product_Gravel__name" = "Grus"; fluid product fluid product "Product_HeavyOil__name" = "Tjockolja"; name: unit product "Product_HouseholdAppliances__name" = "Product_HouseholdAppliances__name"; name: unit product unit product "Product_HouseholdGoods__name" = "Hushållsgods"; fluid product fluid product "Product_Hydrogen__name" = "Väte"; fluid product "Product_HydrogenFluoride__name" = "Product_HydrogenFluoride__name"; name: unit product unit product "Product_ImpureCopper__name" = "Oren koppar"; name: unit product unit product "Product_Iron__name" = "Järn"; name: loose product loose product "Product_IronOre__name" = "Järnmalm"; name: loose product loose product "Product_IronOreCrushed__name" = "Krossad järnmalm"; 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 fluid product "Product_LightOil__name" = "Lättolja"; name: loose product fluid product "Product_Limestone__name" = "Kalksten"; 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 fluid product "Product_MediumOil__name" = "Mellanolja"; name: unit product unit product "Product_Microchips__name" = "Mikrochips"; name: unit product unit product "Product_MicrochipsStage1A__name" = "Mikrochips steg 1 a"; name: unit product unit product "Product_MicrochipsStage1B__name" = "Mikrochips steg 1 b"; name: unit product unit product "Product_MicrochipsStage1C__name" = "Mikrochips steg 1 c"; name: unit product unit product "Product_MicrochipsStage2A__name" = "Mikrochips steg 2 a"; name: unit product unit product "Product_MicrochipsStage2B__name" = "Mikrochips steg 2 b"; name: unit product unit product "Product_MicrochipsStage2C__name" = "Mikrochips steg 2 c"; name: unit product unit product "Product_MicrochipsStage3A__name" = "Mikrochips steg 3 a"; name: unit product unit product "Product_MicrochipsStage3B__name" = "Mikrochips steg 3 b"; name: unit product unit product "Product_MicrochipsStage3C__name" = "Mikrochips steg 3 c"; name: unit product unit product "Product_MicrochipsStage4A__name" = "Mikrochips steg 4 a"; name: unit product unit product "Product_MicrochipsStage4B__name" = "Mikrochips steg 4 b"; molten product molten product "Product_MoltenCopper__name" = "Smält koppar"; molten product molten product "Product_MoltenGlass__name" = "Smält glas"; molten product molten product "Product_MoltenIron__name" = "Smält järn"; molten product molten product "Product_MoltenSilicon__name" = "Smält kisel"; molten product molten product "Product_MoltenSteel__name" = "Smält stål"; 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 loose product "Product_Naphtha__name" = "Nafta"; fluid product fluid product "Product_Nitrogen__name" = "Kväve"; fluid product fluid product "Product_Oxygen__name" = "Syre"; name: unit product "Product_Paper__name" = "Product_Paper__name"; name: unit product loose product "Product_PCB__name" = "PCB"; name: unit product unit product "Product_Plastic__name" = "Plast"; name: unit product "Product_Plutonium__name" = "Product_Plutonium__name"; name: high purity polycrystalline form of silicon, keep short unit product "Product_PolySilicon__name" = "Kisel (poly)"; name: loose product "Product_Poppy__name" = "Product_Poppy__name"; name: loose product "Product_Potato__name" = "Product_Potato__name"; name: loose product loose product "Product_Quartz__name" = "Kvarts"; 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 loose product "Product_Rock__name" = "Sten"; name: unit product unit product "Product_Rubber__name" = "Gummi"; name: loose product loose product "Product_Salt__name" = "Salt"; name: loose product loose product "Product_Sand__name" = "Sand"; name: unit product "Product_Sausage__name" = "Product_Sausage__name"; fluid product fluid product "Product_Seawater__name" = "Havsvatten"; name: unit product "Product_Server__name" = "Product_Server__name"; name: unit product unit product "Product_SiliconWafer__name" = "Kiselplatta"; name: by-product of smelting ores in furnace loose product "Product_Slag__name" = "Slagg"; name: loose product loose product "Product_SlagCrushed__name" = "Krossat slagg"; name: loose product loose product "Product_Sludge__name" = "Slagg"; name: unit product "Product_Snack__name" = "Product_Snack__name"; name: unit product unit product "Product_SolarCell__name" = "Solcell"; name: unit product "Product_SolarCellMono__name" = "Product_SolarCellMono__name"; fluid product fluid product "Product_SourWater__name" = "Surt vatten"; name: loose product "Product_Soybean__name" = "Product_Soybean__name"; name: spent nuclear fuel, radioactive, keep short unit product "Product_SpentFuel__name" = "Använt bränsle"; name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel "Product_SpentMox__name" = "Product_SpentMox__name"; fluid product 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" = "Oanvändbar ånga"; high pressure steam, keep short! fluid product High pressure steam. "Product_SteamHi__name" = "Högtrycksånga"; low pressure steam, keep short! fluid product Low pressure steam. "Product_SteamLP__name" = "Lågtrycksånga"; super pressure steam (more pressure than high press steam), keep short! "Product_SteamSp__name" = "Product_SteamSp__name"; name: unit product unit product "Product_Steel__name" = "Stål"; name: loose product unit product "Product_Sugar__name" = "Socker"; name: loose product "Product_SugarCane__name" = "Product_SugarCane__name"; name: loose product unit product "Product_Sulfur__name" = "Svavel"; name: unit product "Product_Tofu__name" = "Product_Tofu__name"; fluid product unit product "Product_ToxicSlurry__name" = "Giftig slurry"; 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 loose product "Product_UraniumOre__name" = "Uranmalm"; name: loose product loose product "Product_UraniumOreCrushed__name" = "Krossad uranmalm"; name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "Product_UraniumReprocessed__name"; name: unit product loose product "Product_UraniumRod__name" = "Uranstav"; 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 name: virtual product "Product_Virtual_Computing__name" = "Datoranvändning"; name: virtual product name: virtual product "Product_Virtual_Electricity__name" = "Elektricitet"; name name: virtual product "Product_Virtual_Groundwater__name" = "Grundvatten"; name: virtual product "Product_Virtual_Heat__name" = "Product_Virtual_Heat__name"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT1__name" = "Underhåll I"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT2__name" = "Underhåll II"; name: virtual product "Product_Virtual_MaintenanceT3__name" = "Product_Virtual_MaintenanceT3__name"; name: virtual product name: virtual product "Product_Virtual_MechPower__name" = "Mekanisk kraft"; name: virtual product name: virtual product "Product_Virtual_PollutedAir__name" = "Luftförorening"; name: virtual product name: virtual product "Product_Virtual_PollutedWater__name" = "Vattenförorening"; 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' name: virtual product "Product_Virtual_Upoints__name" = "Enhet"; name: loose product "Product_Waste__name" = "Product_Waste__name"; name: unit product "Product_WastePressed__name" = "Product_WastePressed__name"; fluid product fluid product "Product_WasteWater__name" = "Avloppsvatten"; fluid product fluid product "Product_Water__name" = "Vatten"; name: loose product "Product_Wheat__name" = "Product_Wheat__name"; name: unit product unit product "Product_Wood__name" = "Trä"; 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" = "Produktion"; title of a panel showing estimates of quantities required to produce some quantity of a product "ProductionCostEstimate" = "ProductionCostEstimate"; list of products "Products" = "Produkter"; title of a window that enables to select a product from multiple ones "ProductSelectorTitle" = "Välj en produkt"; lists products that are filtered in the sorter into its special output port "ProductsToFilter" = "Produkter att filtrera"; "ProductsToFilter__None" = "Inga produkter som filtreras"; 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" = "Ger"; 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' shows some quantity per month, e.g. '4 / month' "QuantityPerMonth" = "{0} / månad"; name name "QuartzMine__name" = "Kvartsgruva"; button to instantly deliver some materials for unity button to quick build something for unity "QuickBuild__Action" = "Snabbleverans"; error popup shown when quick delivery is not allowed "QuickBuild__NotAllowed" = "QuickBuild__NotAllowed"; tooltip that explains quick deliver for unity tooltip that explains quick build for unity "QuickBuild__Tooltip" = "Påskyndar den nuvarande konstruktionen genom att omedelbart leverera material som saknas utan att behöva vänta på att lastbilar ska leverera dem. Materialet som ska levereras måste finnas tillgängligt i ett förråd eller ett varv."; 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" = "Lämna"; shown when player click a button to quit the game shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "Är du säker på att du vill avsluta? Ej sparade förändringar försvinner."; range of a ship radar "RadarRange" = "Radarområde"; tooltip "RadiationLevel__Tooltip" = "RadiationLevel__Tooltip"; short description short description "RainwaterHarvester__desc" = "Skördar regnvatten när det regnar. Har en liten inbyggd vattentank."; building or machine building or machine "RainwaterHarvester__name" = "Regnvatten samlare"; name: describes the current weather name: describes the current weather "RainyWeather__name" = "Regnigt"; title that is displayed above a list of recipes (a recipe is what a machine performs) "Recipes" = "Recept"; title that is displayed above a list of new recipes in a research node "Recipes__New" = "Nya recept"; "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 button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "Återhämta Fordon"; vehicle recovery button tooltip vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "Skickar detta fordon till det närmaste fordons depå. Om fordonet ej kan nå en depå, demonteras fordonet och återbyggs vid närmaste depå."; 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" = "Kan inte tas bort"; 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 could not remove a housing as it has a service module attached "RemovalError__HousingHasModuleAttached" = "Det går inte att ta bort bosättningshus som har några servicebyggnader anslutna."; could not remove a housing as it would split the settlement into two individual ones "RemovalError__NotContiguous" = "Bosättningen måste förbli sammanhängande"; could not demolish a depot as its modules need to be removed first "RemovalError__RemoveModulesFirst" = "Modulerna måste tas bort först"; could not demolish an abandoned building, it needs to be scrapped for parts "RemovalError__ScrapItFirst" = "Behöver skrotas"; could not demolish a cargo depot as its ship still has some cargo to unload "RemovalError__ShipHasCargo" = "Fartyget har last"; button to request products removal from a transport (comes with a trash icon as well) button to request products removal from a transport "RemoveProducts" = "Ta bort produkter"; button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "RemoveProducts__Stop"; tooltip "RemoveProducts__Tooltip" = "Begär lastbilar att ta bort produkter från denna transport."; 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" = "Reparera"; title of a window that enables to replace an existing ship part with a different one "ReplaceShipPart" = "Byt ut delen"; 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 button to open a page to report game issue / bug "ReportIssue" = "Rapportera problem"; 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" = "Kräver"; title or tooltip of a button that opens research tree title or tooltip of a button that opens research tree "Research" = "Forskning"; 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" = "Ger extra hantering av logistik och dumpning."; title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "Avancerad logistikkontroll"; description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "Ger smältning med högre genomströmning och ökad effektivitet för krossade malmer."; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__name" = "Avancerad smältning"; title of a research node in the research tree title of a research node in the research tree "ResearchArcFurnace2__name" = "Ljusbågsugn II"; title of a research node in the research tree title of a research node in the research tree "ResearchAssembler3__name" = "Monteringsmaskin (robot) II"; title of a research node in the research tree "ResearchBasicComputing__name" = "ResearchBasicComputing__name"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicDiesel__desc" = "Gör det möjligt att pumpa öns begränsade reserv av olja och omvandla den till diesel. Inte särskilt effektiv."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicDiesel__name" = "Grundläggande diesel"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicFarming__desc" = "Grundläggande jordbruk av potatis. Vi får hoppas att det regnar."; title of a research node in the research tree title of a research node in the research tree "ResearchBasicFarming__name" = "Grundläggande jordbruk"; title of a research node in the research tree title of a research node in the research tree "ResearchBeacon__name" = "Fyr"; title of a research node in the research tree "ResearchBioDiesel__name" = "ResearchBioDiesel__name"; title of a research node in the research tree title of a research node in the research tree "ResearchBiofuel__name" = "Biobränsle"; title of a research node in the research tree "ResearchBlueprints__name" = "ResearchBlueprints__name"; title of a research node in the research tree title of a research node in the research tree "ResearchBoilerElectric__name" = "Elektrisk ångpanna"; 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 description of a research node in the research tree "ResearchCaptainsOffice__desc" = "Ditt eget kontor! Det är här alla viktiga beslut fattas."; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice__name" = "Kaptenens kontor"; 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" = "Gör det möjligt att automatisera transportprocessen för resurser som ligger utanför ön (till exempel råolja)."; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot__name" = "Last depå"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot2__name" = "Last depå II"; 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" = "Kemisk anläggning & gödningsmedel"; 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 description of a research node in the research tree "ResearchConveyorBelts__desc" = "Ansluter maskiner direkt för att ge smidig och kontinuerlig drift."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBelts__name" = "Transportband"; description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "Transportband med ökad effektivitet."; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "Transportband II"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "Transportband III"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorRouting__name" = "Smart transportband rotering"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement__desc" = "Kopparelektrolys gör det möjligt för oss att nå 99% ren koppar. På så sätt kan vi utnyttja dess egenskaper maximalt."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement__name" = "Kopparförädling"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement2__desc" = "Effektivare process för kopparförädling med användning av syra."; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement2__name" = "Kopparförädling II"; description of a research node in the research tree "ResearchCornCrop__desc" = "Gör det möjligt att odla och skörda majs på gårdar."; title of a research node in the research tree title of a research node in the research tree "ResearchCornCrop__name" = "Majsodling"; description of a research that provides advanced construction parts description of a research node in the research tree "ResearchCp2Packing__desc" = "Tillverkning av avancerade konstruktionsdelar."; title of a research node in the research tree title of a research node in the research tree "ResearchCp2Packing__name" = "Konstruktion II"; title of a research node in the research tree title of a research node in the research tree "ResearchCp3Packing__name" = "Konstruktion III"; title of a research node in the research tree title of a research node in the research tree "ResearchCp4Packing__name" = "Konstruktion IV"; description of a research node in the research tree description of a research node in the research tree "ResearchCpPacking__desc" = "Tillverkning av grundläggande konstruktionsdelar."; title of a research node in the research tree title of a research node in the research tree "ResearchCpPacking__name" = "Konstruktion"; title of a research node in the research tree "ResearchCropRotation__name" = "ResearchCropRotation__name"; description of a research node in the research tree description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "Avancerad process för dieselproduktion och mycket mer."; title of a research node in the research tree title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "Avancerad diesel"; 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 description of a research node in the research tree "ResearchEdicts1__desc" = "Några riktigt användbara förordningar som du kan använda på ditt kontor."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts1__name" = "Förordningar"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts2__desc" = "En annan uppsättning användbara förordningar."; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts2__name" = "Förordningar II"; 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 name of a machine "ResearchElectrolysis__name" = "Elektrolys"; title of a research node in the research tree "ResearchElectrolysis2__name" = "ResearchElectrolysis2__name"; description of a research of a ship engine upgrade description of a research node in the research tree "ResearchEngine2__desc" = "När det är monterat kommer fartyget att kunna resa längre."; title of a research node in the research tree title of a research node in the research tree "ResearchEngine2__name" = "Fartygsmotor II"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine3__name" = "Fartygsmotor III"; title of a research node in the research tree "ResearchExhaustFiltration__name" = "Avgasfiltrering"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT2__name" = "Bevattnade gårdar"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT3__name" = "Växthus"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT4__name" = "Växthus II"; 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 description of a research node in the research tree "ResearchFuelStation__desc" = "Trött på grävmaskiner som går fram och tillbaka för att tanka? Bygg den här stationen och tilldela den några lastbilar."; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation__name" = "Bensinstation"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation2__name" = "Bensinstation II"; title of a research node in the research tree "ResearchFuelStation3__name" = "ResearchFuelStation3__name"; title of a research node in the research tree title of a research node in the research tree "ResearchGasCombustion__name" = "Gasförbränning"; description of a research node in the research tree "ResearchGlassSmelting__desc" = "Ger glasproduktion och dess användning i hushållsvaror."; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmelting__name" = "Glastillverkning & varor"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "Glasframställning II"; title of a research node in the research tree title of a research node in the research tree "ResearchGoldSmelting__name" = "Guldsmältning"; title of a research node in the research tree title of a research node in the research tree "ResearchHeavyOilCracking__name" = "Krackning av tungolja"; 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 title of a research node in the research tree "ResearchHousing2__name" = "Bostäder II"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing3__name" = "Bostäder III"; title of a research node in the research tree "ResearchHydrogenCell__name" = "ResearchHydrogenCell__name"; title of a research node in the research tree title of a research node in the research tree "ResearchHydrogenReforming__name" = "Väteproduktion"; 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 description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "Tillverkning av järn från metallskrot."; title of a research node in the research tree title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "Järnsmältning (från skrot)"; short description short description "ResearchLab1__desc" = "Ger forskning."; building or machine building or machine "ResearchLab1__name" = "Forskningslabb"; description of a research lab short description "ResearchLab2__desc" = "Ger forskning."; building or machine building or machine "ResearchLab2__name" = "Forskningslabb II"; building or machine building or machine "ResearchLab3__name" = "Forskningslabb III"; building or machine building or machine "ResearchLab4__name" = "Forskningslabb IV"; building or machine building or machine "ResearchLab5__name" = "Forskningslabb V"; {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 title of a research node in the research tree "ResearchMaintenanceDepot__name" = "Underhållsdepå II"; description of a research node in the research tree description of a research node in the research tree "ResearchMechPowerStorage__desc" = "Ger mekanisk kraftförråd och automatisk balansering av turbiner."; title of a research node in the research tree title of a research node in the research tree "ResearchMechPowerStorage__name" = "Mekanisk kraftförråd"; 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 title of a research node in the research tree "ResearchMicrochipProduction__name" = "Produktion av mikrochips"; 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 title of a research node in the research tree "ResearchNaphthaReforming__name" = "Nafta reformering"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor__name" = "Kärnreaktor"; 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 description of a research node in the research tree "ResearchPipeTransports__desc" = "Rör är bra. Föreställ dig att transportera allt detta med lastbilar?"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransports__name" = "Rör"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "Det visar sig att om vi ökar rördiametern så kan röret transportera snabbare."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT2__name" = "Rör II"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "Ytterligare en ökning av rördiametern."; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT3__name" = "Rör III"; title of a research node in the research tree title of a research node in the research tree "ResearchPlasticProduction__name" = "Plast"; title of a research node in the research tree title of a research node in the research tree "ResearchPolySiliconProduction__name" = "Kisel"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "Kraft & Underhåll"; description of a research node in the research tree description of a research node in the research tree "ResearchPowerGeneration2__desc" = "Låser upp kraftproduktion från kol."; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration2__name" = "Kraftproduktion II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration3__name" = "Kraftproduktion III"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration4__name" = "Kraftproduktion IV"; button to add the current research into the queue button to add the current research into the queue "ResearchQueue__Add" = "Läggtill i kö"; button to remove the current research from the queue button to remove the current research from the queue "ResearchQueue__Remove" = "Ta bort från kö"; shows what place in the queue a research node has, e.g. 'in queue (3)' shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "Kö plats ({0})"; 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 description of a research node in the research tree "ResearchRepairDock__desc" = "Gör det möjligt att reparera skeppsdockan så att vi kan börja arbeta med fartygsreparationer."; title of a research node in the research tree title of a research node in the research tree "ResearchRepairDock__name" = "Reparation av skeppsdocka"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab2__name" = "Forskningslabb II"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab3__name" = "Forskningslabb III"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab4__name" = "Forskningslabb IV"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab5__name" = "Forskningslabb V"; 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 title of a research node in the research tree "ResearchRubberProduction__name" = "Syntetiskt gummi"; title of a research node in the research tree title of a research node in the research tree "ResearchSaltProduction__name" = "Saltproduktion"; 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 title of a research node in the research tree "ResearchSettlementPower__name" = "Bosättningsström"; 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 title of a research node in the research tree "ResearchSettlementWater__name" = "Bosättningsvatten"; description of a research node in the research tree description of a research node in the research tree "ResearchShipArmor__desc" = "Vårt fartyg kommer att ta fler träffar från fiendens artilleri. Vårt team ser fram emot att testa det, va?"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor__name" = "Fartygsskydd"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor2__name" = "Fartygsskydd II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "Uppgradering av bränsletank"; description of a research of a ship bridge upgrade description of a research node in the research tree "ResearchShipRadar__desc" = "Avancerad kommandobrygga. Innehåller också en bättre radar för områdesundersökningar."; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar__name" = "Kommandobrygga II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar2__name" = "Kommandobrygga III"; description of a research node in the research tree description of a research node in the research tree "ResearchShipWeapons__desc" = "När vi väl är monterade på fartyget kan vi äntligen sluta springa från varje strid."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons__name" = "Fartygsvapen"; description of ship weapons "ResearchShipWeapons2__desc" = "Skeppsvapen som ger ökad räckvidd och skada."; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons2__name" = "Fartygsvapen II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons3__name" = "Skeppsvapen III"; title of a research node in the research tree "ResearchSnacksProduction__name" = "ResearchSnacksProduction__name"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels__name" = "Solpaneler"; 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" = "Process för att omvandla järn till mer hållbart stål."; title of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__name" = "Stålsmältning"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage2__name" = "Förråd II"; 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 title of a research node in the research tree "ResearchStoragesT1__name" = "Förråd"; title of a research node in the research tree "ResearchSugarCane__name" = "ResearchSugarCane__name"; title of a research node in the research tree title of a research node in the research tree "ResearchSulfurProcessing__name" = "Svavelbearbetning"; 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" = "Termisk avsaltning"; 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 title of a research node in the research tree "ResearchTombOfCaptains__name" = "Kaptenernas grav"; 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 title of a research node in the research tree "ResearchTradeDock__name" = "Handelsdocka"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsBalancing__desc" = "Du kan redan dela / slå ihop rullband. Men detta ger dig möjlighet att ställa in input / output prioriteringar och förhållanden."; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsBalancing__name" = "Transportbalansering"; 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 title of a research node in the research tree "ResearchTreeHarvester__name" = "Trädskördare"; title of a research node in the research tree "ResearchTreePlanting__name" = "ResearchTreePlanting__name"; title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "Överlastad lastbils förordning"; title of a research node in the research tree title of a research node in the research tree "ResearchUndergroundWater__name" = "Grundvattenpump"; 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 title of a research node in the research tree "ResearchUraniumEnrichment__name" = "Urananrikning"; description of a research node in the research tree "ResearchVacuumDesalination__desc" = "Gör det möjligt att använda utarmad ånga för avsaltning."; title of a research node in the research tree title of a research node in the research tree "ResearchVacuumDesalination__name" = "Vakuumavsaltning"; 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 description of a research node in the research tree "ResearchVehicleAndMining__desc" = "Grävmaskin & gruvtorn för att möjliggöra gruvråvara. Och fler lastbilar för att stärka vår logistik."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAndMining__name" = "Fordon & gruvdrift"; description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "ResearchVehicleAssembly2__desc"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly2__name" = "Stor lastbil"; 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 {0}=25 "ResearchVehicleCapIncrease__desc" = "Höjer fordonsgränsen med {0}."; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "Fordonshantering"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "Fordonshantering II"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "Fordonshantering III"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "Fordonshantering IV"; 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 title of a research node in the research tree "ResearchVehicleRamps__name" = "Ramp för fordon"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterRecovery__name" = "Vattenåtervinning"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment__name" = "Avloppsrening"; description of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__desc" = "En effektivare reningsprocess för avloppsvatten. En del av avfallet kan också återanvändas som bränsle och gödningsmedel."; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__name" = "Avloppsrening II"; title of a research node in the research tree title of a research node in the research tree "ResearchWheatCrop__name" = "Veteodling"; title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) "ReserveStatus" = "Reserv status"; title for screen resolution setting "Resolution" = "Upplösning"; example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "{0} resursen börjar bli låg"; title of settings affecting resources - mining, starting resources "Resources" = "Resources"; used with a setting that requires restart. Example: 'Scale (restart required)' used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "{0} (omstart krävs)"; 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 name "RocketAssemblyDepot__name" = "Raketmonteringsdepå"; short description "RocketLaunchPad__desc" = "RocketLaunchPad__desc"; name name "RocketLaunchPad__name" = "Raketuppskjutningsplatta"; name "RockMine__name" = "RockMine__name"; description of a machine short description "RotaryKiln__desc" = "Utför kalcineringsprocess under höga temperaturer. Används för att tillverka cement."; name of a machine building or machine "RotaryKiln__name" = "Roterugn"; name of a machine "RotaryKilnGas__name" = "RotaryKilnGas__name"; tooltip "RotateShortcut__Tooltip" = "RotateShortcut__Tooltip"; short description short description "Ruins__desc" = "Verkar som en byggnad som är övergiven under lång tid och inte längre användbar. Vi kan dekonstruera denna byggnad för betong- och metallskrot som kan bearbetas i vår fabrik."; building or machine building or machine "Ruins__name" = "Övergiven kommunikationsstation"; starts recycling a building for metal scraps "RuinsRecycle__Action" = "Börja återvinna"; 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 {0} is name of the file that was saved "Save__SuccessMessage" = "Filen {0} har sparats!"; 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" = "Spara"; title of a window that that enables to save the current game progress "Save_Title" = "Spara spelet"; 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" = "+ Ny sparning"; UI scaling option. Example: 'Scale: 120%' "Scale" = "Skala"; button to send the current vehicle to a depot to have it scrapped for parts "ScrapVehicle__Action" = "Skrot"; vehicle scrap button tooltip "ScrapVehicle__InProgress" = "ScrapVehicle__InProgress"; vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "Skickar bilen till fordonsdepåen för att skotas till delar"; title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "Skärm"; placeholder used in a search text box "Search" = "Sök"; 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" = "Inställningar"; 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 short description "SettlementFoodModule__desc" = "Ger mat sammansatt bosättning. En bosättning måste ha åtminstone en matmarknad kopplad annars kommer befolkningen att svälta."; name building or machine "SettlementFoodModule__name" = "Matmarknad"; short description "SettlementFoodModuleT2__desc" = "SettlementFoodModuleT2__desc"; name "SettlementFoodModuleT2__name" = "SettlementFoodModuleT2__name"; name "SettlementFountain__name" = "SettlementFountain__name"; notification "SettlementFullOfLandfill__name" = "SettlementFullOfLandfill__name"; notification notification "SettlementHasNoFoodModule__name" = "Bosättning har ingen matmarknad!"; short description "SettlementHouseholdAppliancesModule__desc" = "SettlementHouseholdAppliancesModule__desc"; building or machine "SettlementHouseholdAppliancesModule__name" = "SettlementHouseholdAppliancesModule__name"; short description "SettlementHouseholdGoodsModule__desc" = "Ger hushållsvaror för en bifogad bosättning."; building or machine building or machine "SettlementHouseholdGoodsModule__name" = "Modul för hushållsvaror"; notification notification "SettlementIsStarving__name" = "Bosättning svälter!"; short description "SettlementLandfillModule__desc" = "SettlementLandfillModule__desc"; name "SettlementLandfillModule__name" = "SettlementLandfillModule__name"; name "SettlementPillar__name" = "SettlementPillar__name"; short description short description "SettlementPowerModule__desc" = "Ger ansluten bosättning el. Att ge bosättning tillgång till el ger extra Enheter."; name building or machine "SettlementPowerModule__name" = "Transformator"; {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" = "Tjänster"; tooltip of a panel that shows status of all the services in the selected settlement "SettlementServices__Tooltip" = "Status för tjänster som tillhandahålls denna bosättning."; name name "SettlementSmall1__name" = "Bosättning"; name "SettlementSquare1__name" = "SettlementSquare1__name"; name "SettlementSquare2__name" = "SettlementSquare2__name"; title of a window showing individual settlement information "SettlementTitle" = "Bosättning"; 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 short description "SettlementWaterModule__desc" = "Tillhandahåller sötvatten för ansluten bosättning och samlar in avloppsvatten som måste kastas."; building or machine building or machine "SettlementWaterModule__name" = "Vattenanläggning"; name of a machine name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "Sedimenteringstank"; rendering setting name "ShadowsQualityRenderingSetting__Name" = "ShadowsQualityRenderingSetting__Name"; name name "Shaft__name" = "Axel"; shaft status, currently showing maximum output percentage shaft status, currently showing maximum output percentage "Shaft__Status" = "Maximal effekt: {0}%"; title for section that shows connected shaft overview title for section that shows connected shaft overview "ShaftOverview" = "Ansluten axel"; tooltip explaining shafts, {0} = throughput in MW tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "Denna maskin är ansluten till en axel som tillåter utbyte av mekanisk kraft. Alla maskiner som är anslutna till en axel bidrar till dess tröghetslagrade mekaniska kraft. När axeln vrids för långsamt kan maskiner inte använda sin effekt (markerad med röd markering) och den måste laddas upp först. När trögheten är låg är den maximala effekten begränsad och anslutna maskiner kanske inte får all kraft de behöver. På samma sätt, när trögheten är för hög, är den maximala inputen till axeln begränsad och anslutna maskiner kanske inte kan leverera all producerad kraft till axeln. Axeln har en maximal genomströmning på {0}."; describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' "ShiftsCount" = "{0} skift"; 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" = "Kan inte lossa last! Varvet är fullt."; reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingModified" = "Fartyget modifieras"; reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingRepaired" = "Fartyget modifieras"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Damaged" = "Fartyget är för skadat"; reason why the action to visit a location by the ship is not available "ShipCantVisit__MovingToDock" = "Fartyget anländer till bryggan."; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoAccess" = "Fartyget har ingen åtkomst"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoCrew" = "Inte tillräckligt med besättning"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoFuel" = "Inte tillräckligt med bränsle"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Ok" = "Be vårt fartyg besöka denna plats"; reason why the action to visit a location by the ship is not available "ShipCantVisit__OnWay" = "Redan närvarande eller på väg"; 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 notification Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "Fartyget levererade last till {0}"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "Färdig lastat av {0}"; ship crew label "ShipCrew" = "Besättning"; button to request to load a crew onto the ship "ShipCrew__Load" = "Ladda besättning"; ship crew tooltip "ShipCrew__Tooltip" = "Fartyget kräver besättning för att kunna fungera"; button to request to unload the crew from the ship "ShipCrew__Unload" = "Lossa besättningen"; title of a window that provides ship modifications & upgrades "ShipDesigner" = "Fartygsdesigner"; shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "Fartyget repareras!"; shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "Fartyget måste repareras!"; title of a panel that shows button to confirm current modifications of the ship "ShipDesignerConfirmation__Text" = "Fortsätta med ändringarna?"; title of a panel that shows costs & confirmation of pending ship modifications "ShipDesignerConfirmation__Title" = "Väntar på ändringar"; 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" = "Avlasta bränslet"; tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "Avlastar bränsle från fartyget tillbaka till varvet."; "ShipHealth__Title" = "Fartygets hälsa och reparation"; "ShipHealth__Tooltip" = "Det nuvarande tillståndet för reparation av fartyget. Om värdet ligger under den gröna markeringen betyder det att det måste repareras för att kunna åka till nya äventyr."; requests to start loading material onto the ship "ShipLoading__Action" = "Börja lasta fartyget"; "ShipLoading__CancelProject" = "ShipLoading__CancelProject"; tooltip "ShipLoading__Desc" = "Lista över alla världskartplatser som är planerade för reparation eller uppgradering. Efter du har begärt att material skalastas, hämtar lastbilarna alla nödvändiga produkter till varvet och varvet lastar dem på fartyget. När allt nödvändigt material har lastats kan du skicka ditt skepp för att leverera lasten till platsen så att bygget kan börja."; "ShipLoading__Done" = "All nödvändig last lastad! Vi kan skicka fartyget på väg."; "ShipLoading__InProgress" = "Lastar nödvändigt material ..."; "ShipLoading__NotStarted" = "Klicka för att hämta nödvändigt material på fartyget."; lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "Världskarta reparationer och uppgraderingar"; notification notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "Fartygsmodifikationer slutförda"; notification notification "ShipRepaired__name" = "Fartyget är nu helt reparerat"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "Skydd"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "Kontrollpanel"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "Motor"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "Bränsletank"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "Vapen (fram)"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "Vapen (bak)"; properties / stats of a ship "ShipStats" = "Fartygsstatistik"; modifications are being performed "ShipUpgrade_Performing" = "Utför ändringar"; tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "Ändringar tillämpas"; modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing" = "Förbereder ändringar"; tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing__Tooltip" = "Fartyget kan fortfarande fungera medan ändringarna förbereds"; modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting" = "Väntar på fartyg"; tooltip - modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting__Tooltip" = "Ändringar förbereds och väntar på att fartyget ska tillämpa dem"; short description short description "Shipyard__desc" = "Detta skeppsvarv är skadat och måste repareras för att kunna fixa vårt fartyg."; name name "Shipyard__name" = "Skeppsvarv (Skadad)"; short description short description "Shipyard2__desc" = "Fungerar för att tanka, reparera och modifiera vårt fartyg. Hanterar också fartygets last. Ibland kan lastbilar bli av med sin last här om de fastnar med produkter som inte kan levereras någon annanstans."; name name "Shipyard2__name" = "Skeppsvarv"; tooltip of a panel showing all the cargo stored in a shipyard "ShipyardCargo__Tooltip" = "All last som tillfälligt lagras på varvet. När varvet blir för fullt kan det inte lossa mer last från fartyget."; shown when the shipyard has too much cargo that it can't keep unloading the ship "ShipyardFullMessage" = "Varvet är överbelastat!"; tooltip explaining full shipyard tooltip "ShipyardFullMessage__Tooltip" = "Varvet kommer inte att lasta av last från fartyget om inte en del av lasten tas bort först. Det kan göras genom att bygga externa förråd för de produkter som lagras här."; truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "Håll tom"; tooltip "ShipyardKeepEmpty__Tooltip" = "Begär lastbilar att prioritera lossning av lasten från varvet."; 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). example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). "ShowPerDuration" = "visa"; 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 name of a machine "SiliconCrystallizer__name" = "Kiselkristallisator"; short description of a machine short description "SiliconReactor__desc" = "Renar kisel med väte. Det bearbetade kislet kan användas i elektronik."; name of a machine name "SiliconReactor__name" = "Kiselreaktor"; Action to skip something (e.g. skip a task) "Skip" = "Skip"; short description of a machine short description of a machine "SmeltingFurnaceT1__desc" = "Smälter olika material som järn eller koppar. Klar produkten är ett smält material som måste skickas via en smält kanal, för till exempel, till ett hjul för vidare bearbetning. Smält material kan inte transporteras med lastbilar."; name of a machine name of a machine "SmeltingFurnaceT1__name" = "Masugn"; short description of a machine short description of a machine "SmeltingFurnaceT2__desc" = "Smälter olika material som järn eller koppar. Klar produkten är ett smält material som måste skickas via en smält kanal, för till exempel, till ett hjul för vidare bearbetning. Smält material kan inte transporteras med lastbilar."; name of a machine name of a machine "SmeltingFurnaceT2__name" = "Masugn II"; description of a smoke stack short description of a machine "SmokeStack__desc" = "Tillåter utsläpp av gaser i atmosfären. Vissa gaser som avgaser orsakar föroreningar."; name of a machine name of a machine "SmokeStack__name" = "Rökstack"; name of a machine "SmokeStackLarge__name" = "SmokeStackLarge__name"; short description short description "SolarPanel__desc" = "Omvandlar solljus till el. Överraskande beror effektiviteten på hur soligt det är."; name name "SolarPanel__name" = "Solpanel"; 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 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" = "Gör surt vatten användbart genom att omvandla det till syra. Syra kan exempelvis användas vid produktion av koppar"; name of a machine 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" = "Survattenavdrivare"; 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 button to click on to open a research window to pick a new research "StartNewResearch_Action" = "Starta ny forskning"; requests to start repairs "StartRepairs" = "Starta reparationer"; tooltip "StartRepairs__Tooltip" = "Vi måste lasta allt nödvändigt material på vårt skepp och be det att leverera allt material till denna plats."; button to start researching the currently selected research node "StartResearch_Action" = "Starta forskning"; "StarvationMode__Death" = "StarvationMode__Death"; "StarvationMode__ReducedWorkers" = "StarvationMode__ReducedWorkers"; title of a window containing statistics "Statistics" = "Statistik"; 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" = "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" = "Senaste {0} året"; 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 building or machine "StorageFluid__name" = "Vätsketank"; description for storage description for storage "StorageFluidFormattedBase__desc" = "Lagrar upp till {0} enheter av en vätske- eller gas produkt."; building or machine building or machine "StorageFluidT2__name" = "Vätsketank II"; building or machine "StorageFluidT3__name" = "StorageFluidT3__name"; building or machine "StorageFluidT4__name" = "StorageFluidT4__name"; building or machine building or machine "StorageLoose__name" = "Löst förråd"; description for storage description for storage "StorageLooseFormattedBase__desc" = "Lagrar upp till {0} enheter av en lös produkt."; building or machine building or machine "StorageLooseT2__name" = "Löss förråd II"; 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 name: toolbar category name "storagesCategory__name" = "Lagring"; description for storage description for storage "StorageSolidFormattedBase__desc" = "Lagrar upp till {0} enheter av en solid produkt."; 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 building or machine "StorageUnit__name" = "Enhetsförråd"; building or machine building or machine "StorageUnitT2__name" = "Enhetsförråd II"; 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" = "Klicka för att ta bort den nu tilldelade produkten. Begäran att tömma resterande produkter från förrådet görs om lagret inte är tom."; tooltip "StoredProduct__ClearActive_Tooltip" = "Förrådet töms nu av lastbilar."; note: keep this short!! - label of a slider that requires the storage to be empty "StoredProduct__KeepEmpty" = "Töm"; note: keep this short!! - label of a slider that requires the storage to be full "StoredProduct__KeepFull" = "Håll full"; explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "Ingen produkt tilldelad"; Title of a panel that shows product that is stored in a some entity "StoredProduct__Title" = "Lagrad produkt"; storage tooltip storage tooltip "StoredProduct__Tooltip" = "Om du flyttar det gröna reglaget (vänster) till höger informerar lastbilarna om att prioritera sina leveranser för att göra lagret fyllt upp till det gröna reglaget. Detta är användbart när förrådet är ansluten till maskiner som behöver produkterna. Att flytta den röda reglaget (höger) till vänster kommer att begära att lastbilar aktivt ta bort produkterna från förrådet tills dess last är under den röda markören. Detta är användbart när lagret måste tömmas eller används som en tillfällig förråd, till exempel för slagg som behöver dumpas på terrängen."; world mine tooltip world mine tooltip "StoredProduct__WorldMapTooltip" = "Produkter som lagras på denna gruvsida. För att transportera dessa till ön måste vi skicka vårt skepp och be det lasta lasten eller få några dedikerade lastfartyg för att automatisera detta."; button to open a page for posting suggestions "Suggestions" = "Suggestions"; name name "SulfurMine__name" = "Svavelgruva"; name: describes the current weather name: describes the current weather "SunnyWeather__name" = "Soligt"; title of a panel that shows products support by a given storage or transport title of a panel showing all the products transported by a selected transport "SupportedProducts" = "Produkter som stöds"; 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 short description "TechnologyCargoShip__desc" = "Vi måste upptäcka ett lastfartyg på världskartan för att förstå hur man designar den här byggnaden."; name name "TechnologyCargoShip__name" = "Lastfartygsteknik"; name name "TechnologyCornSeeds__name" = "Majsfrön"; short description "TechnologyCropRotation__desc" = "TechnologyCropRotation__desc"; name "TechnologyCropRotation__name" = "TechnologyCropRotation__name"; {0}=list of buildings {0}=list of buildings "TechnologyCustomRoutes__desc" = "Gör det möjligt att manuellt tilldela byggnader till varandra för att ställa in rutter som lastbilar kommer att följa. Stöds av förråd, {0}. Möjliggör även att tilldela lastbilar till individuella lager."; name name "TechnologyCustomRoutes__name" = "Anpassade rutter"; 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 short description "TechnologyMechPowerAutoBalance__desc" = "När den manuellt aktiverats för en ångturbin, förhindrar den att slösa bort ånga genom att automatiskt stänga av den om det finns ett stort överskott av mekanisk kraft på axeln. När kraften på axeln blir låg startas turbinen om. Men omstarter är inte omedelbara så axeln bör åtföljas av en mekanisk kraftförråd för att uppnå stabil energiförsörjning."; name name "TechnologyMechPowerAutoBalance__name" = "Turbinkontroll"; name "TechnologyMicrochip__name" = "TechnologyMicrochip__name"; name name "TechnologyNuclearPower__name" = "Kärnenergi"; short description short description "TechnologyOilDrilling__desc" = "Vi måste upptäcka en oljeplattform på världskartan för att få denna teknik."; name name "TechnologyOilDrilling__name" = "Havs borrningsteknik"; name "TechnologyPoppySeeds__name" = "TechnologyPoppySeeds__name"; short description "TechnologyRecycling__desc" = "TechnologyRecycling__desc"; name "TechnologyRecycling__name" = "TechnologyRecycling__name"; name name "TechnologyShipRadar__name" = "Radarsystem"; name name "TechnologyShipRadarT2__name" = "Radarsystem II"; 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 short description of a machine "ThermalDesalinator__desc" = "Värmer saltvatten till ånga för att samla det som rent vatten. Producerar saltlake som en biprodukt. Inte riktigt effektivt men gör jobbet."; name of a machine name of a machine "ThermalDesalinator__name" = "Termisk avsaltare"; 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%' throughput of something, e.g. 'Throughput: 20%' "ThroughputWithParam" = "Genomströmning: {0}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildClose" = "Bygg maskiner som bearbetar utvalt material närmare gruvor för att spara på bränsle till lastbilar."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildTransports" = "Om ditt logistiknätverk är överväldigat, bygg fler lastbilar eller anslut maskiner med transportband för att avlasta det."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Diesel" = "Håll koll på mängden diesel. Om du tar slut kommer dina lastbilar och grävmaskiner att sluta fungera."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Food" = "Se till att du alltid har tillräckligt med mat annars kommer ditt folk att svälta."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__OilRig" = "Om du har slut på råolja på din ö så kan du utforska medhjälp ditt skepp efter avlägsna oljeriggar."; tip displayed on the loading screen, example: 'Tip #2: have fun!' tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "Tips #{0}: {1}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportStraight" = "När rullband byggs, håll ner SHIFT för att tillåta endast raka rullband, eller CTRL för alternativa vägar."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportUX" = "När du bygger transporter, istället för att välja en viss transport från menyn, kan du starta transportbyggande genom att bara sväva och klicka på portpilar eller andra transporter."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity" = "Enhet genereras av bosättningar när människor mår bra och är lyckliga. Det används på många viktiga platser, men det är en klok idé att ha lite extra för nödsituationer."; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity2" = "Enhet kan också användas för snabbreparation av byggnader, även när underhållsdelar saknas."; button to flip transport - conveyor belt, pipe, etc. button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "Byt riktning"; 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' 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' used like this 'Total settlement need: 40 / month' "TotalSettlementNeed" = "Totalt bosättningsbehov"; used like this 'Total settlement production: 40 / month' used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "Total bosättningsproduktion"; could not place a transport as it the other being connected to it is being destroyed could not place a transport as it the other being connected to it is being destroyed "TrAdditionError__BeingDestroyed" = "Under dekonstruktion"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "Blockerad av {0}"; could not place reverse a transport could not place reverse a transport "TrAdditionError__CannotReverse" = "Kan inte vändas"; could not place a transport as its direction could not be resolved could not place a transport as its direction could not be resolved "TrAdditionError__IncompatibleDirection" = "Ansluter utgång till utgång eller ingång till ingång"; could not place a transport due to incompatible port at transport end could not place a transport due to incompatible port at transport end "TrAdditionError__IncompatiblePortAtEnd" = "Inkompatibel port i slutet"; could not place a transport due to incompatible port at transport start could not place a transport due to incompatible port at transport start "TrAdditionError__IncompatiblePortAtStart" = "Okompatibel port vid start"; could not connect a transport could not connect a transport "TrAdditionError__InvalidConnection" = "Ogiltig anslutning"; generic message for invalid transport generic message for invalid transport "TrAdditionError__InvalidTransport" = "Ogiltig transport"; 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 could not place a transport because its start and end are connected to the same transport "TrAdditionError__Loop" = "Start och slut är anslutna till samma transport"; transport of this type cannot be split/merged transport of this type cannot be split/merged "TrAdditionError__NoMiniZipper" = "Kan inte delas eller slås samman"; could not place a transport because of no valid pillars (supports) placement could not place a transport because of no valid pillars (supports) placement "TrAdditionError__NoPillars" = "Kan inte hitta giltig pelarplacering"; could not merge a transport due to not being flat could not merge a transport due to not being flat "TrAdditionError__NotFlat" = "Kan inte ansluta till en ramp"; could not find a valid transport to selected position could not find a valid transport to selected position "TrAdditionError__PathNotFound" = "Transport till vald position hittades inte."; could not place a transport because it is self-colliding could not place a transport because it is self-colliding "TrAdditionError__SelfColliding" = "Självkollision"; could not place a transport because of collision with terrain could not place a transport because of collision with terrain "TrAdditionError__TerrainCollision" = "Kolision med terräng"; could not create a connector because it is too close to other connector, {0} is translated name of the connector could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "För nära en annan {0}"; could not connect a transport to another one as they don't match could not connect a transport to another one as they don't match "TrAdditionError__TypesNoMatch" = "Oförenlig typ"; performs a trade with another settlement performs a trade with another settlement "Trade__Action" = "Handel"; displayed when trade action is no longer available displayed when trade action is no longer available "Trade__SoldOut" = "Utsåld"; short description short description "TradeDock__desc" = "Tillåter byteshandel av varierande gods med andra bosättningar på världs kartan. All produktion som du byter transporteras till byteshandelsdepån. Byteshandel kan vara en livräddning om du går ner på en kritisk nivå av produkter, så det är förslagsvis bra att alltid har tillgång till en byteshandelsdepå."; name name "TradeDock__name" = "Handelsdocka"; tooltip of a panel showing all the cargo stored in a trade dock tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "Alla varor från handel levereras hit."; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "Produkter levererades till vårt varv!"; 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 title of a panel that show trade offer from a world map settlement "TradeOffers" = "Erbjudanden"; 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 player can't afford the current trade as it requires more products than they have "TradeStatus__CantAfford" = "Du har inte tillräckligt med produkter att handla med"; tooltip explaining how trade works tooltip explaining how trade works "TradeStatus__Info" = "Vi kommer att få produkter levererade till vårt varv omedelbart"; 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 player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "Du behöver bygga en handelsdocka först"; player lack unity to afford the current trade or feature player lack unity to afford the current trade "TradeStatus__NoUnity" = "Inte tillräckligt med Enhet"; trade is 'sold out' trade is 'sold out' "TradeStatus__SoldOut" = "Slutsåld - kom tillbaka senare"; 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 title of a panel showing all the products transported by a selected transport "TransportedProducts" = "Transporterade produkter"; height of the current transport that is being build - e.g. 'Height: 2' height of the current transport that is being build - e.g. 'Height: 2' "TransportHeightTooltip" = "Höjd: {0}"; category for key bindings used during transport build / editing (when players builds / places transports) "TransportMode" = "TransportMode"; name: toolbar category name name: toolbar category name "transportsCategory__name" = "Transporter"; 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 description of a research node in the research tree "TransportsPillar__desc" = "Pelare som stödjer transporter."; name name: message for player "TransportsPillar__name" = "Pelare"; 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 notification Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "Lastbil kan inte leverera {0}. Ingen giltig destination"; notification "TruckCannotDeliverMixedCargo__name" = "TruckCannotDeliverMixedCargo__name"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "TruckCapacityIncrease__desc" = "Lastbilar kan över lasta med {0} men det kräver extra {1} i underhåll"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "TruckCapacityIncrease__name" = "Över lastade lastbilar"; 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 short description of a machine "TurbineHighPress__desc" = "Använder högtrycksånga för att skapa mekanisk kraft."; name name of a machine "TurbineHighPress__name" = "Högtrycksturbin"; name name of a machine "TurbineHighPressT2__name" = "Högtrycksturbin II"; description of a low pressure turbine short description of a machine "TurbineLowPress__desc" = "Förbättrar effektproduktionseffektiviteten genom att återanvända lågtrycksånga för att skapa mekanisk kraft."; name name of a machine "TurbineLowPress__name" = "Lågtrycksturbin"; name name of a machine "TurbineLowPressT2__name" = "Lågtrycksturbin II"; description of a super pressure turbine "TurbineSuperPress__desc" = "TurbineSuperPress__desc"; name "TurbineSuperPress__name" = "TurbineSuperPress__name"; title of message or tutorial name: message for player "TutorialOnAdvancedLogistics__name" = "Avancerad logistik"; title of message or tutorial name: message for player "TutorialOnCargoShip__name" = "Lastfartyg"; {0} = Cargo depot "TutorialOnCargoShip__part1" = "TutorialOnCargoShip__part1"; "TutorialOnCargoShip__part2" = "Antalet tillgängliga fartyg (reparerade) och antalet upptäckta fartyg visas i översta statusfältet (bilden nedan)."; {0} = Cargo depot "TutorialOnCargoShip__part3a" = "TutorialOnCargoShip__part3a"; {0} = Cargo depot "TutorialOnCargoShip__part3b" = "TutorialOnCargoShip__part3b"; "TutorialOnCargoShip__part4Heading" = "Fartygslogistik"; "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 name: message for player "TutorialOnDiesel__name" = "Dieselproduktion"; {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 name: message for player "TutorialOnFurnace__name" = "Järnsmältning"; 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 name: message for player "TutorialOnMineTower__name" = "Gruvdrift & dumpning"; "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 name: message for player "TutorialOnShipRepair__name" = "Världsutforskning"; "TutorialOnShipRepair__part1" = "Du kan använda ditt skepp för att utforska världskartan. Du kan hitta skatter, flyktingar, oljeriggar och mer."; {0} -> key-binding that opens the map, {1} = 'Explore' {0} = key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "Börja utforska genom att öppna världskartan ({0}), välja en destination och klicka på {1}. När fartyget anländer börjar det utforska. Utforskning tar lite tid och du kommer att meddelas när den är klar."; "TutorialOnShipRepair__part2Heading" = "Utforskning"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "TutorialOnShipRepair__part3V2"; "TutorialOnShipRepair__part4Heading" = "Skepp räckvidd och bränsle"; {0} = Shipyard "TutorialOnShipRepair__part4V2" = "TutorialOnShipRepair__part4V2"; "TutorialOnShipRepair__part5" = "Vissa områden kan vara ockuperade av fiender eller pirater. Du kan inte passera genom dessa områden eller utforska dem om du inte besegrar piraterna först. Om ditt skepp inte har några vapen utrustade så försöker det automatiskt fly, annars startar striden."; "TutorialOnShipRepair__part5Heading" = "Fiender och pirater"; {0} - Shipyard "TutorialOnShipRepair__part6" = "TutorialOnShipRepair__part6"; "TutorialOnShipRepair__part6Heading" = "Fartygsuppgraderingar och vapen"; {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 name: message for player "TutorialOnTransports__name" = "Logistik"; {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 title for user interface settings "UiSettings_Title" = "Användargränssnitt"; prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' "Unassign" = "Ta bort tilldelningen"; tooltip explaining what unassign does tooltip explaining what unassign does "Unassign__VehicleTooltip" = "Tar bort fordonet från det aktuella uppdraget."; 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 title of a panel showing the current global Unity capacity "UnityCap__Title" = "Enhets kapacitet"; "UnityCap__Tooltip" = "Det maximala beloppet av Enhet som kan ackumuleras. Ökar vanligtvis med mängden bostäder och dess kvalitet."; 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' example: '1 Unity' "UnityStr_Format" = "{0} Enhet"; 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 title of a panel that lists all the things that player unlocks by a research "Unlocks" = "Låser upp"; 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 button to upgrade something "Upgrade" = "Uppgradera"; 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 short description of a machine "UraniumEnrichmentPlant__desc" = "Använder en stor uppsättning centrifuger för att koncentrera uran-235 isotop ur naturligt uran (en process som kallas isotopseparation). Den resulterande produkten är klyvbara uranpellets, redo att genomgå en kedjereaktion i en kärnreaktor. Pelletsen är ännu inte radioaktiv och kan hanteras manuellt."; name of a machine name of a machine "UraniumEnrichmentPlant__name" = "Anrikningsanläggning"; name name "UraniumMine__name" = "Urangruva"; short description of a machine short description of a machine "VacuumDistillationTower__desc" = "Producerar syntetiskt gummi."; name of a machine name of a machine "VacuumDistillationTower__name" = "Gummitillverkare"; notification "VehicleGoalStruggling__name" = "VehicleGoalStruggling__name"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "VehicleGoalStrugglingCannotGoUnder__name"; notification notification "VehicleGoalUnreachable__name" = "{entity} kan inte nå destinationen."; notification "VehicleGoalUnreachableCannotGoUnder__name" = "VehicleGoalUnreachableCannotGoUnder__name"; notification notification "VehicleIsBroken__name" = "Fordon är trasigt då den saknar underhåll"; 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 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" = "+{0} FORDON KAPACITET"; shown when max number of allowed vehicles was reached and thus a new vehicle can't be built "VehicleLimitReached" = "VehicleLimitReached"; notification notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "{entity} har inget bränsle"; notification "VehicleNoReachableDesignations__name" = "VehicleNoReachableDesignations__name"; description for vehicle ramps short description "VehicleRamp__desc" = "Tillåter fordon att korsa låga hinder som transporter. Det är en intressant teknik."; name name "VehicleRamp__name" = "Fordonsramp"; name "VehicleRamp2__name" = "VehicleRamp2__name"; name "VehicleRamp3__name" = "VehicleRamp3__name"; vehicle role which means the vehicle will harvest trees vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "träskärning"; list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "VehiclesAssignedToBuildings"; list of vehicles assigned to mining list of vehicles assigned to mining "VehiclesAssignedToMining" = "Tilldelad till gruvdrifter"; list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "VehiclesAssignedToTreeHarvesting"; description of a machine short description "VehiclesDepot__desc" = "Tillåter att bygga fordon som lastbilar och grävmaskiner."; building or machine building or machine "VehiclesDepot__name" = "Fordonsdepå"; 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 window that provides management & overview of all the vehicles "VehiclesManagement" = "Fordonshantering"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "{0} förare"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "ledig: {0}"; example: 'Version: alpha 1.0.0' "Version" = "Version"; title of video settings title of video settings "VideoSettings_Title" = "Video"; 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 name: message for player "WarningLowDiesel__name" = "Låg diesel!"; "WarningLowDiesel__part1" = "Global tillgång på diesel är kritiskt låg! Du har stor risk att få slut på diesel. När all din diesel är slut kommer alla dina fordon och dieselgeneratorer att sluta fungera. Utan fungerande logistik och elproduktion kommer din ekonomi att stanna."; {0} = Oil Pump {0} = Oil Pump "WarningLowDiesel__part2" = "Se till att du har tillräckligt med dieselproduktion och att du utvinner tillräckligt med råolja. Du kan Boosta en {0} genom att använda Enheter som inte bara kommer att påskynda det utan också får den att fungera utan behov av el."; title of message or tutorial name: message for player "WarningLowMaintenanceNoDepot__name" = "Lågt underhåll!"; "WarningLowMaintenanceNoDepot__part1" = "Vissa enheter är håller på att få slut på underhåll och de kan börja gå sönder snart."; {0} = Maintenance depot {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "För att få mer underhåll bör du prioritera att forska och bygga en {0}. När den är i drift måste du förse den med produkter och den kommer att börja underhålla alla dina maskiner och fordon."; "WarningLowMaintenanceNoDepot__part3" = "Under tiden kan du spendera Enheter för snabbreparation för att laga maskiner eller fordon som behövs mest."; title of message or tutorial name: message for player "WarningNoWorkersNoBeacon__name" = "Inga arbetare!"; "WarningNoWorkersNoBeacon__part1" = "Du har inga fler lediga arbetare på din ö. Alla är redan upptagna med att arbeta. Vissa byggnader eller fordon kommer inte att kunna användas."; {0} = Beacon {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "För att få fler människor bör du prioritera att forska och bygga en {0}. Det kommer att hjälpa till att locka fler flyktingar till din ö och du kommer inte bara att få fler arbetare utan också lite extra material från dem. Belysningens effektivitet kommer att minska med tiden. Så du bör prioritera att reparera fartyget för att få fler människor och resurser till ön."; "WarningNoWorkersNoBeacon__part3" = "Under tiden kan du pausa några byggnader som du behöver minst för att frigöra några arbetare."; "WarningPrefix" = "Varning:"; name: toolbar category name name: toolbar category name "wasteCategory__name" = "Avfallshantering"; short description: {0} is an integer specifying max height such as '5' short description of a machine Dumps liquids into the ocean. "WasteDump__desc" = "Tillåter flytande dumpning i havet. Vissa vätskor kommer att orsaka vattenföroreningar som kan påverka ditt folks hälsa och lycka."; name name of a machine Dumps liquids into the ocean. "WasteDump__name" = "Flytande dumpning"; "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 name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "Vattenkylare"; title of a panel that shows the amount of water collected in a rainwater harvester title of a panel that shows the amount of water collected in a rainwater harvester "WaterCollected" = "Vatten insamlat"; 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 name: name of a settlement service provided to pops "WaterNeed__name" = "Vatten"; short description of a machine short description of a machine "WaterTreatmentPlant__desc" = "Omvandlar inte så fint vatten till fint vatten. Berätta bara inte detta för de människor som dricker det."; name of a machine name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "Avloppsrening"; short description short description "WaterWell__desc" = "Denna station kan utvinna färskt vatten."; name name "WaterWell__name" = "Grundvattenbrunn"; sets weather configuration to be dry sets weather configuration to be dry "WeatherOption_Dry" = "Torr"; sets weather configuration to be less dry than it normally is sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "Mindre torr"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Borderless" = "Gränslös"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "Fullskärm"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Windowed" = "Skärmläge"; title for window mode (options are: Fullscreen, Borderless, Windowed) title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "Skärmläge"; category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "WindowsShortcuts"; used like this '4 workers available' used like this '4 workers available' "Workers__Available" = "tillgängliga"; used like this '4 workers needed' used like this '4 workers needed' "Workers__Needed" = "behövs"; 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 notification Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "{0} är nu helt reparerat"; title of a location in the world map title of a location in the world map "WorldLocation__BeingExplored_Title" = "Utforskning pågår!"; description of a location in the world map description of a location in the world map "WorldLocation__Explored_Desc" = "Detta var redan utforskat."; title of a location in the world map title of a location in the world map "WorldLocation__Explored_Title" = "Fullt utforskat"; description of a location in the world map description of a location in the world map "WorldLocation__Home_Desc" = "Detta är vår hemö!"; title of a location in the world map title of a location in the world map "WorldLocation__Home_Title" = "Hemö"; description of a location in the world map description of a location in the world map "WorldLocation__Unknown_Desc" = "Vi måste utforska detta!"; title of a location in the world map title of a location in the world map "WorldLocation__Unknown_Title" = "Okänd plats"; description of a location in the world map description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "Vårt skepp är på väg att utforska detta!"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemy_Desc" = "Det finns en fiende som måste besegras!"; title of a location in the world map title of a location in the world map "WorldLocation__WithEnemy_Title" = "Plats med en fiende"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "Vårt skepp är på väg in till strid!"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "Fiende hittad"; title for ship orders title for ship orders "WorldLocation_Orders" = "Skeppsorder"; button to request ship to enter a battle for a location button to request ship to enter a battle for a location "WorldLocation_Orders__Battle" = "Slåss"; button to request ship to deliver cargo to the selected location button to request ship to deliver cargo to the selected location "WorldLocation_Orders__DeliverCargo" = "Leverera last"; button to request ship to explore a selected location button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "Utforska"; button to request ship to return back to the home island button to request ship to return back to the home island "WorldLocation_Orders__GoHome" = "Åk hem"; button to request ship to load cargo at the selected location button to request ship to load cargo at the selected location "WorldLocation_Orders__LoadCargo" = "Lasta last"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "Besök"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_StructureFound" = "Struktur hittades"; title/tooltip of a button that opens the world map title/tooltip of a button that opens the world map "WorldMap" = "Världskarta"; 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. tooltip "WorldMine_ReserveTooltip" = "Visar den övergripande statusen för reserven som är tillgänglig i denna ficka. Detta är en begränsad resurs."; 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 describes a settlement in the world map "WorldSettlement_NeutralDesc" = "Denna fridfulla bosättningen kan vi handla med. Vi kan också investera i deras infrastruktur för att motivera några att flytta till oss istället."; Map description "YouShallNotPassStaticIslandMap__desc" = "YouShallNotPassStaticIslandMap__desc"; Map name "YouShallNotPassStaticIslandMap__name" = "YouShallNotPassStaticIslandMap__name"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__desc" = "Tillåter distribution och prioritering av produkter med hjälp av någon av dess två in- och utgångsportar."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "Platt balanserare"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__desc" = "Tillåter distribution och prioritering av produkter med hjälp av någon av dess två in- och utgångsportar."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__name" = "U-formad balanserare"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__desc" = "Tillåter distribution och prioritering av produkter med hjälp av någon av dess två in- och utgångsportar."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "Smält balanserare"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__desc" = "Tillåter distribution och prioritering av produkter med hjälp av någon av dess två in- och utgångsportar."; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "Rör balans";