Translation

TutorialOnSmelting__part6
English {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting
Context English Serbian
TutorialOnShipRepair__name World exploration
TutorialOnShipRepair__part1 You can use your ship to explore the world map. You can discover supplies to bring back to your island, other settlements to trade with, world mines to exploit, and more.
TutorialOnShipRepair__part2 To start exploring, open the world map ({0} key), select a destination (1), and click {1} (2). Once the ship arrives, it will start exploring. Exploration takes some time and you will be notified when it is complete.
TutorialOnShipRepair__part2Heading Exploration
TutorialOnShipRepair__part3V2 All the items that your ship brings will be automatically unloaded to the {0}. Just make sure that the {0} has enough free space. You can toggle on {1} to task your trucks to actively unload all cargo if there is storage available.
TutorialOnShipRepair__part4Heading Ship range and fuel
TutorialOnShipRepair__part4V2 The ship needs fuel to travel and exploration of a new location requires an additional amount. In order to load the ship with fuel, select the {0} and <b>drag the green slider</b> of the fuel buffer to the right. Fuel can be delivered by trucks or via pipe.
TutorialOnShipRepair__part5 Some areas may be occupied by enemies or pirates. You cannot pass through these areas or explore them unless you defeat the pirates first. If your ship has no weapons equipped, it will automatically try to escape, otherwise, the battle will start.
TutorialOnShipRepair__part5Heading Enemies and pirates
TutorialOnShipRepair__part6 Many components of the ship can be added or upgraded. Upgrades are performed in the {0}. The {0} prepares any required components regardless of whether the ship is present or not. Once upgrades are prepared, they get automatically applied when the ship arrives.
TutorialOnShipRepair__part6Heading Ship upgrades and weapons
TutorialOnSmelting__part1 The {0} allows smelting products such as ores and scrap into molten materials. The {1} can be used to cast molten materials to slabs.
TutorialOnSmelting__part2 In order to produce <b>iron plate</b> you can use {0} gathered from the abandoned buildings nearby. Later on you will be able to set up a mining operation to smelt {1} directly.
TutorialOnSmelting__part3 Build a {0} and 2x {1}. Connect them together using {2}. The molten channels are needed since the molten iron is too hot to be transported by trucks.
TutorialOnSmelting__part4 Build and attach a {0} to the {1} either directly or via pipe (which can be found in the <b>transports</b> category).
TutorialOnSmelting__part6 Since you don’t have access to coal mining yet, build a {0} to produce <b>coal</b> from wood. Don’t forget to attach a {1} to it as well. You can even share the same {1} which is used for {2}. To learn how to get <b>wood</b>, read the tutorial for {3}.
TutorialOnSmelting__part7 Watch the furnace recipe in progress whilst trucks automatically supply it with {0} and coal. Iron slabs produced in a {1} will be stored there until trucks can find a place for them to be delivered. Later, you will be able to unlock and build conveyor belts to deliver iron directly to your production buildings or storage.
TutorialOnStorage__part1 It is beneficial to use conveyor belts and pipes to transport goods from production buildings to storages and let trucks to balance the inventory between storages. This helps keep truck utilization high since they can always travel fully loaded. It also gives machines an extra input and output buffer for uninterrupted operation.
TutorialOnStorage__part2 For example, {0} can benefit by having {1} and {2} storage silos attached via conveyor belts.
TutorialOnStorage__part3 A storage unit will not actively request products from trucks by default. To change this, drag the green slider marked as <b>{0}</b> to the right. This makes the storage request products until it gets filled up to the green slider.
TutorialOnStorage__part4 For storages that you do not want full (such as {0}, pictured below), you can use the <b>{1}</b> slider to set the threshold which vehicles will automatically retrieve materials and store them at another available storage.
TutorialOnStorage__part5 Note that the red/green sliders have no effect on connected transports. For example, a storage set to <b>{0}</b> will still continue to output products via connected transports, ignoring any rules set to the storage.
TutorialOnStorage__part6 You can also <b>set up alerts</b> to be notified if the storage becomes either too full or too empty which would prevent connected machines from performing correctly. This is ideal for alerting you if a critical material providing storage, such as coal to a power plant, is running low.
TutorialOnStorage__part7 Once machines are connected via transports and a first product is delivered / received, trucks will no longer try to deliver / receive that type of product. You can manually override this behavior via the logistics panel in each machine in {0} and {1} panels.
TutorialOnStoragesAndTransports__name Storages with transports
TutorialOnTerDumping__colorsDesc1 The colored outlines on the designation squares lets you determine many things.
TutorialOnTerDumping__colorsDesc2 <b>light green square</b>: is accessible and will be used
TutorialOnTerDumping__colorsDesc3 <b>yellow green square with a red outline</b>: is not accessible yet
TutorialOnTerDumping__colorsDesc4 <b>darkened green square</b>: already fulfilled and will be ignored
TutorialOnTerDumping__colorsDesc5 The numbers on the designation indicate the height of the terrain level.
TutorialOnTerDumping__part1 To dump materials on the terrain, select the <b>dumping designation tool</b> {0} in the bottom toolbar (1). Hover over the terrain to see your starting direction and elevation of the tool (2). Left click and drag to create a dumping designation (3). Important is that <b>dump designations should start at or below terrain</b>, otherwise they cannot be accessed by trucks.
Context English Serbian
TutorialOnShipRepair__name World exploration
TutorialOnShipRepair__part1 You can use your ship to explore the world map. You can discover supplies to bring back to your island, other settlements to trade with, world mines to exploit, and more.
TutorialOnShipRepair__part2 To start exploring, open the world map ({0} key), select a destination (1), and click {1} (2). Once the ship arrives, it will start exploring. Exploration takes some time and you will be notified when it is complete.
TutorialOnShipRepair__part2Heading Exploration
TutorialOnShipRepair__part3V2 All the items that your ship brings will be automatically unloaded to the {0}. Just make sure that the {0} has enough free space. You can toggle on {1} to task your trucks to actively unload all cargo if there is storage available.
TutorialOnShipRepair__part4Heading Ship range and fuel
TutorialOnShipRepair__part4V2 The ship needs fuel to travel and exploration of a new location requires an additional amount. In order to load the ship with fuel, select the {0} and <b>drag the green slider</b> of the fuel buffer to the right. Fuel can be delivered by trucks or via pipe.
TutorialOnShipRepair__part5 Some areas may be occupied by enemies or pirates. You cannot pass through these areas or explore them unless you defeat the pirates first. If your ship has no weapons equipped, it will automatically try to escape, otherwise, the battle will start.
TutorialOnShipRepair__part5Heading Enemies and pirates
TutorialOnShipRepair__part6 Many components of the ship can be added or upgraded. Upgrades are performed in the {0}. The {0} prepares any required components regardless of whether the ship is present or not. Once upgrades are prepared, they get automatically applied when the ship arrives.
TutorialOnShipRepair__part6Heading Ship upgrades and weapons
TutorialOnSmelting__part1 The {0} allows smelting products such as ores and scrap into molten materials. The {1} can be used to cast molten materials to slabs.
TutorialOnSmelting__part2 In order to produce <b>iron plate</b> you can use {0} gathered from the abandoned buildings nearby. Later on you will be able to set up a mining operation to smelt {1} directly.
TutorialOnSmelting__part3 Build a {0} and 2x {1}. Connect them together using {2}. The molten channels are needed since the molten iron is too hot to be transported by trucks.
TutorialOnSmelting__part4 Build and attach a {0} to the {1} either directly or via pipe (which can be found in the <b>transports</b> category).
TutorialOnSmelting__part6 Since you don’t have access to coal mining yet, build a {0} to produce <b>coal</b> from wood. Don’t forget to attach a {1} to it as well. You can even share the same {1} which is used for {2}. To learn how to get <b>wood</b>, read the tutorial for {3}.
TutorialOnSmelting__part7 Watch the furnace recipe in progress whilst trucks automatically supply it with {0} and coal. Iron slabs produced in a {1} will be stored there until trucks can find a place for them to be delivered. Later, you will be able to unlock and build conveyor belts to deliver iron directly to your production buildings or storage.
TutorialOnStoragesAndTransports__name Storages with transports
TutorialOnStorage__part1 It is beneficial to use conveyor belts and pipes to transport goods from production buildings to storages and let trucks to balance the inventory between storages. This helps keep truck utilization high since they can always travel fully loaded. It also gives machines an extra input and output buffer for uninterrupted operation.
TutorialOnStorage__part2 For example, {0} can benefit by having {1} and {2} storage silos attached via conveyor belts.
TutorialOnStorage__part3 A storage unit will not actively request products from trucks by default. To change this, drag the green slider marked as <b>{0}</b> to the right. This makes the storage request products until it gets filled up to the green slider.
TutorialOnStorage__part4 For storages that you do not want full (such as {0}, pictured below), you can use the <b>{1}</b> slider to set the threshold which vehicles will automatically retrieve materials and store them at another available storage.
TutorialOnStorage__part5 Note that the red/green sliders have no effect on connected transports. For example, a storage set to <b>{0}</b> will still continue to output products via connected transports, ignoring any rules set to the storage.
TutorialOnStorage__part6 You can also <b>set up alerts</b> to be notified if the storage becomes either too full or too empty which would prevent connected machines from performing correctly. This is ideal for alerting you if a critical material providing storage, such as coal to a power plant, is running low.
TutorialOnStorage__part7 Once machines are connected via transports and a first product is delivered / received, trucks will no longer try to deliver / receive that type of product. You can manually override this behavior via the logistics panel in each machine in {0} and {1} panels.
TutorialOnTerDumping__colorsDesc1 The colored outlines on the designation squares lets you determine many things.
TutorialOnTerDumping__colorsDesc2 <b>light green square</b>: is accessible and will be used
TutorialOnTerDumping__colorsDesc3 <b>yellow green square with a red outline</b>: is not accessible yet
TutorialOnTerDumping__colorsDesc4 <b>darkened green square</b>: already fulfilled and will be ignored
TutorialOnTerDumping__colorsDesc5 The numbers on the designation indicate the height of the terrain level.

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English Serbian
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String information

Context
TutorialOnSmelting__part6
Source string comment
{0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting
String age
a year ago
Source string age
a year ago
Translation file
sr.po, string 2748