﻿language=English
locales=EN
fallback=English
 

# The general format of the localization file for each line is <key> = <value>, for example "UI.BuildTrain = Build train". The <key> must not be changed, the <value> is to be translated, so e.g. "UI.BuildTrain = Baue Zug".
# A line starting with "#" is ignored and can be used for comments. 
# The line "fallback=English" specifies which language to use when a certain string cannot be found. Usually English is a good choice as it is usually the most up-to-date but other languages can be chosen if they are closer to the target language. 
# The game supports hyphenation for languages with long strings like German. To use it, use the "_" character to insert a soft hyphen at the spots where a word can be hyphenated. I recommend this for words longer than 12-15 characters. For example: "Recommen_dations" or "trans_portation".
# A string in the format "#<id>#" causes an icon to be inserted, e.g. "#sun#". Note that the id must not be translated, otherwise it will not be found and translated correctly.
# A string in the format "##<id>" creates a keyword. Keywords like "##daytime" will be translated to an underlined word "daytime". In addition, an explanation will be added underneath, usually in the tooltips. Again, the id must not be translated. However, the explanation text (the lines with keys like ##idle), should.
# Strings like "$1", "$2" etc are placeholders for numbers and other things which will be filled by the game. For example "Growth rate at daytime: $1%" will become "Growth rate at daytime: 75%" at runtime. 
# If required for some reason, you can use <br> to create a line break. However I recommend not using it.       
# Whenever you start the game with a new translation file, it will auto_matically create a list of the missing translation lines. This is both useful to get started and to keep the translation up-to-date when new strings get added. The file can be found in C:\Users\<username>\AppData\LocalLow\MirkoStudio\Kubifaktorium\Missing_<language>.txt on Windows or ~/.config/unity3d/MirkoStudio/Kubifaktorium/ on Linux.

# Finished translations can be shared and synced on: https://github.com/Vandorr/kubifaktorium
# Visit us on discord.gg/kubifaktorium to get access and share the localization work with other friendly humans. :)  






##zone = zone
##zone.Desc = Zones: Colonists can be assigned to one or more zones. They will only work in the zones they are assigned to.


##keycycle = cycle
##keycycle.Desc = Cycle: Middle mouse button or 'V'-key.

##keyrotate = rotate
##keyrotate.Desc = Rotate: Mouse buttons 4/5 or 'R'-key.



##idle = idle
##idle.Desc = Idle: you can manage your colonists' jobs in the #People# colonist management screen.

##mine = mine
##mine.Desc = Mine: To select a resource to be mined, click the mine button and select the things to be mined. Drag an area to mine everything within.

##territory = territory
##territory.Desc = Territory: You can only build inside of your territory. Expand it by building bonfires and defeating enemy camps.


##weight = weight
##weight.Desc = Weight: When carrying heavy items, your colonists get slowed down.

##stacksize = stack size
##stacksize.Desc = Stacking: In stockpiles and depots multiple items of the same type can be stacked on a single tile.

##day = daytime
##day.Desc = Daytime: Time between 6:00 and 18:00.

##drink = drink 
##drink.Desc = Drink: When thirsty, colonists will auto_matically search for something to drink. Providing drinks will make them more happy and productive.

##happiness = Happiness 
##happiness.Desc = Happiness: A colonist's movement and work speed are influenced by how well his/her needs are met.

##skill = Skill
##skill.Desc = Skill: Every colonist has a different skill for each task group and workshop. This skill determines the chance to succeed or fail at a task. Over time, colonists improve their skill in the tasks they perform.  



##water = water 
##water.Desc = Water: Farm land needs to be watered for plants to grow.

##food = food
##food.Desc = Food: When hungry, colonists will auto_matically search for something to eat. Providing food will make them more happy and productive.

##stockpilezone = stockpile zone
##stockpilezone.Desc = Stockpile zone: Can be assigned on solid ground and used to hold products from workshops, farms or mining operations.
##farmzone = Farm
##farmzone.Desc = Farm zone: Can be assigned on fertile soil to allow your colonists to grow a number of crops.
##grovezone = Grove
##grovezone.Desc = Grove zone: Can be assigned on fertile soil to allow your colonists to grow trees.
##ship = ship
##ship.Desc = Ship: The ship that carried you to this island can be used to transport items between islands. 
##power = power
##power.Desc = Power: Created in generators and used by a variety of machines.

##decoration = decoration
##decoration.Desc = Decoration: Placing decorative items will make your colonists happier and more productive.
 
##house = house
##house.Desc = Housing: Colonists and animals prefer to have a place to live in. Providing one will make them more happy and productive.


##social = social 
##social.Desc = Social: Colonists need interaction with each other to thrive. Providing leisure activities will make them more happy and productive.
##logsys = logistics system
##logsys.Desc = Logistics System: Allows you to connect multiple trans_portation and storage systems. Once set up, it will auto_matically generate transport jobs for vehicles and colonists.

##cargoship = cargo ship
##automatically = auto_matically
##automatically.Desc = Automation: Automated buildings will work without being operated by your colonists but require power to function.
##Automated = Automated
##Automated.Desc = Automation: Automated buildings will work without being operated by your colonists but require power to function.

##tool = Tool
##tool.Desc = Tool: Allows your colonists to build, mine or harvest higher tier buildings and resources. Colonists will auto_matically equip the highest quality tool that is available for their primary assigned task. 
##depot = depot
##depot.Desc = Depot: Used to store and distribute goods. Use entry and exit hoppers to insert and extract goods. 

##robot = robot
##robot.Desc = Robot: Can perform simple tasks. Does not improve ##skill with experience and requires oil to function. Can be set to operate in multiple modes. 

##carriage = carriage
##carriage.Desc = Carriages auto_matically transports goods between connected carriage stations. Select a station and right click another station to connect them. 

# Messages
Message.AreaExpanded = We have expanded our territory!
Message.AreaLost = We have lost territory!
Message.WeAreUnderAttack = We are under attack!
Message.NewBuildOptions = Acquiring $1 has unlocked:
Message.RecruitmentSuccess = Recruitment successful!
Message.WarnDisembark = You cannot disembark while your colonists are still on the island.
Message.MissionComplete = Nice, you have completed all objectives for this island! :)
UI.MissionComplete = Mission complete!

UI.MessagePanel = Message
UI.MessagePanel.Desc = To close a message, right-_click on it. You can review closed messages in the message log. Left-_click on a message to focus your camera on the event.

UI.Recruit = Recruit them.
UI.Recruit.It = Recruit it.
UI.Recruit.Desc = Recruiting a castaway or an animal will make them join your colony. Note: Animals can only perform a limited set of tasks. Once they are a part of your colony, they will begin consuming your supplies.

UI.MessageLog = Message log ///L///
UI.MessageLog.Title = Message log
UI.MessageLog.Desc = Keeps track of previous messages.
UI.MultiSelectHeader = $1 colonist selected.
UI.Build = Construct ///B///
UI.Build.Desc = Create a blueprint for a building to be con_structed by your colonists. Press ##Keyrotate to rotate. <br>Press ##Keycycle to toggle between variations.

UI.Mine = Mine & harvest ///M///
UI.Mine.Desc = Mark trees, rocks and other objects to be ##mined or harvested. (Hold alt to mark all objects of the same type in your ##territory).
UI.SettlerMenu = Colonist management ///F9///
UI.SettlerMenu.Desc = Set your colonists' jobs and the workshops they use.
UI.Stockpile = Stockpile ///P///
UI.Stockpile.Desc = Click and drag your mouse to create a new ##stockpilezone or expand an existing zone. 
UI.Grove = Grove ///G///
UI.Grove.Desc = Create or expand a ##grovezone.
UI.Farm = Farm ///F///
UI.Farm.Desc = Create a new ##farmzone or expand an existing zone.
UI.InventoryMenu = Inventory ///I///
UI.InventoryMenu.Title = Inventory
UI.InventoryMenu.Desc = Display your colony's inventory and manage how the goods are used.
UI.UnloadAll = Unload everything.
UI.UnloadAll.Desc = Order your colonists to unload all cargo from your ##ship.
UI.BuiltFrom = Built using
UI.ProducedHere = Produced here
UI.ProducedFrom = Produced from
UI.UsedToProduce = Used to produce
UI.UsedToConstruct = Used to construct

UI.Acceleration = Accel_eration: $1
UI.ClaimRange = Claim range: $1
UI.Faction = Status
UI.Fight = Command your warriors.
UI.Fight.Desc = Set a rally flag for your colonists. All colonists who carry a weapon will gather around this flag and attack enemies on sight.
UI.GrowTime = Time to grow: $1s
UI.GrowthRateDay = Growth rate at daytime: $1%
UI.GrowthRateNight = Growth rate at nighttime: $1%
UI.MovementSpeed = Movement speed: $1
UI.DamageUnarmed = Damage: $1
UI.VisionRange = Vision range: $1
UI.Eats = Eats: $1
UI.Drinks = Drinks: $1
UI.Harbour.Explanation = ##Cargoships deliver manufactured goods from previously colonized islands.
UI.HitpointMax = Max. HP: $1
UI.HitpointRegen = HP regen_eration: $1
UI.Stack = Stack size: $1 ($2)
UI.LinkOverlay = Production Routes
UI.LinkOverlay.Desc = Toggles the display of active links between workshops, farms and ##stockpilezones. [Default: Left Alt]
UI.MaxSpeed = Max. speed: $1
UI.SettlerScreen.Areas=Zones
UI.SettlerScreen.Explanation = Tools: Colonists auto_matically pick the best possible tools. Their tool preference depends on their assigned tasks.<br>Zones: Click to allow/forbid a zone. Colonists will not interact with things in inactive zones. Select a bonfire to change its designated zone.<br>Jobs: The squares' sizes indicate the colonists' skill levels. Click to toggle between active and inactive. Hold shift/ctrl for high priority.
UI.SettlerScreen.Tasks=Jobs
UI.SettlerScreen.Title=Colonist management
UI.SettlerScreen.Tool=Tool
UI.SettlerScreen.Workshops=Workshops
UI.ToolAssignment = Equipped tool or preference.
UI.ToolAssignment.Desc = Colonists auto_matically pick the best possible ##tool. Their tool preference (hammer, shovel, pickaxe or weapon) depends on their assigned jobs.
UI.ToolBaseEffect = Base effect: $1
UI.ToolTaskType = Task type: $1
UI.Track = Track construction tool. ///T///
UI.Track.Desc = Construct train tracks and signals. Press ##Keyrotate to rotate. <br>Press ##Keycycle to toggle between high/low.
UI.Track.Hint = R: rotate, V: toggle high/low
UI.Build.Hint = R: rotate, V: toggle variation



UI.Road = Road construction tool. ///H///

UI.Conv = Conveyor belt construction tool. ///C///
UI.Conv.Desc = Construct conveyor belts. <br>Press ##Keyrotate to rotate. <br>Press ##Keycycle to toggle between high and low level.
UI.Conv.Hint = R: rotate, V: toggle high/low
UI.ZoneAssignment = Assign zones.
UI.ZoneAssignment.Desc = Every bonfire can be set to one of 5 colors. You can restrict your colonists to certain areas by changing their zone assignment here.


# Top right menu
UI.Speed = Toggle game speed ///Numpad 0-3///
UI.Speed.Desc = Toggle between pause, 1x, 2x and 4x speed.
UI.Settings = Settings menu
UI.Settings.Desc = Open the settings menu.
UI.LoadSave = Load / save
UI.LoadSave.Desc = Open the save game menu.
UI.Bug = Report a bug ///Ctrl-Q///
UI.Bug.Desc = Reporting a bug will send a screenshot and a bug report to the developer.
UI.Undo = Undo
UI.Undo.Desc = Remove the track / belt / blueprint last constructed.
UI.Main = Open the menu ///Escape///
UI.Main.Desc = Load/save a game, change the settings or exit the game.
UI.WMMain = Return to main menu
UI.WMMain.Desc = End the game and return to the main menu.


UI.Close = Close
UI.LoadGame = Load game
UI.SaveGame = Save game
UI.SaveGame.Desc = Save the current game state to a file.

UI.FarmMode = Mode
UI.FarmModeWater = Water
UI.FarmModeTill = Till
UI.FarmModeGrow = Grow
UI.FarmModeHarvest = Harvest

UI.SelectProduct = Select product
UI.TaskGroupLevelBase = Learned skill
UI.TaskGroupLevelToolModifier = Tool modifier
UI.TaskGroupTotal = Sum



# Objectives


Objective.AttackEnemyCamp = Attack enemy camp.
Objective.AttackEnemyCamp.Desc = To attack an enemy camp select your combat robots by drag-selecting them and right-click on enemy terrain.

Objective.DefeatEnemyCamp = Defeat enemy camp.
Objective.DefeatEnemyCamp.Desc = To attack an enemy camp select your combat robots by drag-selecting them and right-click on enemy terrain.


Objective.SetClaimColor = Set zone assignment for bonfire $5 to $9.
Objective.SetClaimColor.Desc = To change a zone's color select its bonfire and click on the desired zone color in the info panel.
Objective.LogisticsLink = Create a link from $7 $5 to $8 $6.
Objective.LogisticsLink.Desc = To create a logistics link between two objects, select the first object and right-_click the second object. Logistics links will show up as blue arrows whenever a ##logsys building is selected.
Objective.ConvMode = Activate conveyor mode on $5.
Objective.ConvMode.Desc = Select the target and click on "conveyor mode" in the panel in the bottom right.

Objective.SetZoneColorActive = Enable $5's access to zone $9.
Objective.SetZoneColorActive.Desc = To enable a colonist's access to a zone select the colonist and click on the desired zone color in the info panel.
Objective.SetZoneColorInactive = Disable $5's access to zone $9.
Objective.SetZoneColorInactive.Desc = To disable a colonist's access to a zone select the colonist and click on the desired zone color in the info panel.

Objective.StockpileAcceptsType = Make stockpile $5 accept $1.
Objective.StockpileAcceptsType.Desc = To change a ##stockpilezone's set of accepted goods select it and click on the goods in the info panel.


Objective.HopperAcceptsType = Make depot exit/entry $5 accept $1.
Objective.HopperAcceptsType.Desc = To change the accepted goods of a depot exit/entry select it and click on the goods in the info panel.

Objective.StationAcceptsType = Make station exit/entry $5 accept $1.
Objective.StationAcceptsType.Desc = To change the accepted goods of a station exit/entry select it and click on the goods in the info panel.

Objective.StockpileAcceptsOnlyType = Make stockpile $5 accept only $1.
Objective.StockpileAcceptsOnlyType.Desc = To change a ##stockpilezone's set of accepted goods select it and click on the goods in the info panel.

Objective.BuildTrain = Build trains ($2/$3)
Objective.BuildTrain.Desc = To construct a train select a train factory and click on "build train" in the info panel.

Objective.FulfillProductionTarget = Reach inventory target.
Objective.FulfillProductionTarget.Desc = The ##productiontarget is shown in the top left corner. Produce goods until you reach what is required. All goods in your colony as well as the goods stored on your ship count.


Objective.Construct = Construct: $1 ($2/$3)
Objective.Construct.Desc = To construct a $1 open the #Build# build menu, switch to the $7 tab, click on $1 and place it on the map. 
Objective.CreateStockpile = Create a stockpile zone ($2/$3)
Objective.CreateStockpile.Desc = To create a new ##stockpilezone click on the #Stockpile# stockpile zone button and drag an area on solid ground.
Objective.FarmZone = Create farm zone ($2/$3)
Objective.FarmZone.Desc = To create a ##farmzone click on the #Farm# farm zone button and mark an area on fertile ground. Assign at least $3 tiles to be farms.
Objective.FarmZoneCrop = Assign crop: $1
Objective.FarmZoneCrop.Desc = To start growing a crop, select a ##farmzone and select the plant you want to grow.
Objective.Have = Produce: $1 ($2/$3)
Objective.Have.Desc = Resources can be ##mined from the environment. Goods can be produced in workshops.


Objective.TrainSchedule = Add $5 to train schedule
Objective.TrainSchedule.Desc = To add a station to a train's schedule, select the train and right-_click on the station you want to add. Clicking again will remove the station. 

Objective.SetWorkshopInput = Link $8 $6 to $7 $5
Objective.SetWorkshopInput.Desc = To link $6 to an input ##stockpilezone, left-_click on $6 and right-_click on $5. 
Objective.SetWorkshopOutput = Link $7 $5 to $8 $6
Objective.SetWorkshopOutput.Desc = To link $5 to an output ##stockpilezone, left-_click on $5 and right-_click on $6. 


Objective.LinkStockpile = Link $1 to stockpile ($2/$3)
Objective.LinkStockpile.Desc = To link a $1 to a ##stockpilezone, left-_click the $1 and right-_click on the stockpile. Workshops will produce until the linked stockpiles are full.
Objective.LinkFarmToStockpile = Link farm to stockpile ($2/$3)
Objective.LinkFarmToStockpile.Desc = To link a ##farmzone to a ##stockpilezone, left-_click the farm and right-_click on the stockpile. Crops on farms will be harvested until the linked stockpiles are full.
Objective.MiningJob = Create mining tasks ($2/$3)
Objective.MiningJob.Desc = To select a resource to be ##mined, click the #Mine# mine button and select the things to be mined. Drag an area to mine everything within. Note that your colonists can only mine resources within your ##territory.
Objective.ProductionTask = Set production: $1
Objective.ProductionTask.Desc = To produce a good, select a workshop and click on the good you want it to produce.
Objective.SettlersEquipTool = Tools equipped ($2/$3)
Objective.SettlersEquipTool.Desc = Colonists auto_matically equip the ##tools they need. Produce the tools they need to make them more productive.

Objective.SetActorTaskGroup = Assign $5 to work in $1.
Objective.SetActorTaskGroup.Desc = To make $5 work in $1, select $5 and click on #$7# $1. Alter_natively, you can manage your colonists' jobs from the settler management screen.

Objective.SettlerTaskGroup = Assign job: $4 ($2/$3)
Objective.SettlerTaskGroup.Desc = To make a colonist do $4 jobs, select him/her and click on #$7# $4. Alter_natively, you can manage your colonists' jobs in the #People# colonist management screen.
Objective.SettlerWorkshop = Assign job: $1 ($2/$3) 
Objective.SettlerWorkshop.Desc = To make a colonist work in the $1, select him/her and click on the $1 in the colonist panel. Alter_natively, you can manage your colonists' jobs in the #People# colonist management screen.
Objective.UnloadAll = Unload your ship ($1 left)
Objective.UnloadAll.Desc = Click on your ##ship to see what goods it has on board. Click on a good to order your colonists to unload it. You can unload multiple goods at once by holding the shift or control key while clicking. Alter_natively you can press the #Unload# unload button to unload everything.

Objective.Recruit = Recruit them.
Objective.Recruit.Desc = Recruiting a castaway or taming an animal will make them join your colony. Note: Animals can only perform a limited set of tasks. Once they are a part of your colony, they will begin consuming your supplies.
Objective.ActivateDebugMode = Activate debug mode.
Objective.ActivateDebugMode.Desc = Open the settings menu and activate debug/cheat mode.
Objective.UseDebugRemove = Remove an object.
Objective.UseDebugRemove.Desc = You can remove any object, building or item in the game by using the standard remove tool while holding the alt key. [Requires debug mode]
Objective.UseDebugSpawn = Spawn an object.
Objective.UseDebugSpawn.Desc = You can spawn any object, building or item in the game by using the cheat menu. Press F8 to open it. [Requires debug mode]

Objective.UseRevealMap = Reveal the map.
Objective.UseRevealMap.Desc = You can remove the fog of war and reveal the map by pressing F7. [Requires debug mode]
Objective.ShowHelpTooltip = Move your mouse over an objective to display more help.
Objective.ShowHelpTooltip.Desc = Well done. Objectives and many other user interface elements provide more information when you hover your mouse over them. 
Objective.ClickHelp = Click this objective to proceed.
Objective.ClickHelp.Desc = You can click on most objectives to move the camera to what you need to interact with.


Objective.ScrollCamera = Move camera using WASD/arrows.
Objective.ScrollCamera.Desc = Press the WASD- or arrow keys to scroll the camera.

Objective.ZoomCamera = Zoom the camera using the mouse wheel or home/end.
Objective.ZoomCamera.Desc = Move the mouse wheel or press home/end to zoom in and out with the camera.

Objective.RotateCamera = Rotate using the Q/E or PgUp/PgDown.
Objective.RotateCamera.Desc = Press the Q- and E-keys to rotate the camera. Alter_natively you can use the page up/down keys.




# Objective groups
ObjectiveGroup.Help = Help system
ObjectiveGroup.Camera = Camera
ObjectiveGroup.Controls = Basic controls
ObjectiveGroup.LoadShip = Reach inventory targets
ObjectiveGroup.Expand = Expand your territory
ObjectiveGroup.MineResources = Mine resources
ObjectiveGroup.UnloadShip = Unload the ship
ObjectiveGroup.SetupFarm = Set up a farm
ObjectiveGroup.SetupWell = Set up a well
ObjectiveGroup.RescueSettlers = Rescue colonists
ObjectiveGroup.Recruit = Recruit


# Settler needs
Need.Sleep = Sleep
Need.Sleep.Desc = When tired, colonists will auto_matically return to their homes and sleep.
Need.Food = Food
Need.Food.Desc = When hungry, colonists will auto_matically search for ##food.
Need.Drink = Drink
Need.Drink.Desc = When thirsty, colonists will auto_matically search for something to ##drink. 
Need.Social = Social
Need.Social.Desc = Colonists need ##social interaction with each other to thrive. Providing leisure activities will make them more happy and productive.
Need.Housing = Housing
Need.Housing.Desc = Colonists prefer to have a ##house to live in. Providing one will make them more happy and productive.
Need.Health = Health
Need.Health.Desc = Injured colonists are unhappy and less productive. They will regenerate while they sleep.
Need.Sum = Sum
Need.Happiness = ##Happiness
Need.SpeedFactor = Speed

ActorState.Drinkvariety.High = High drink variety.
ActorState.Drinkvariety.Low = Low drink variety.
ActorState.Foodvariety.High = High food variety.
ActorState.Foodvariety.Low = Low food variety.
ActorState.HouseQuality.High = High quality house.
ActorState.HouseQuality.Low = Low quality house.
ActorState.Hasdrunk = Has drunk recently
ActorState.Hasinteracted = Entertained
ActorState.Housed = Owns a house
ActorState.Hungry = Hungry
ActorState.Nohouse = Homeless
ActorState.Notinteracted = Bored
ActorState.BadDecoration = No decoration. 
ActorState.GoodDecoration = Nice decoration.
ActorState.FavoriteFood.Yes = Had $1.
ActorState.FavoriteFood.No = Needs $1.
ActorState.FavoriteDrink.Yes = Had $1.
ActorState.FavoriteDrink.No = Needs $1.

ActorState.Rested = Well rested
ActorState.Saturated = Saturated
ActorState.Injured = Injured
ActorState.Hurt = Severely hurt
ActorState.Thirsty = Thirsty
ActorState.NotThirsty = Not thirsty
ActorState.Tired = Tired
ActorState.Total = Sum
ActorState.NoTool = Lightweight (no tool)
ActorState.Healthy = Healthy

# Job/task groups
TaskGroup._Name = Job assignments
TaskGroup.Agriculture = Farm and grove work
TaskGroup.Agriculture.Desc = Farm workers till the ground and plant and harvest crops and trees in ##farmzones and ##grovezones.
TaskGroup.Construction = Con_struction
TaskGroup.Construction.Desc = Con_struction workers execute con_struction jobs.
TaskGroup.Crafting = Crafting
TaskGroup.Crafting.Desc = Craftsmen operate workshops to create more complex goods.
TaskGroup.Combat = Combat
TaskGroup.Combat.Desc = Fighters defend their fellow colonists and battle against enemies.
TaskGroup.Mining = Mining & harvesting
TaskGroup.Mining.Desc = Miners chop down trees and ##mine rocks and stone.
Workshop._Name = Workshops
TaskGroup.Power = Power
TaskGroup.Power.Desc = Colonists and animals can generate ##power.
TaskGroup.Logistics = Logistics
TaskGroup.Logistics.Desc = Hauling to stockpiles and depots, importing and exporting. 



Faction.Player = Friendly
Faction.Enemy = Hostile
Faction.Neutral = Neutral


Text.BackerRaft.Desc = Sent by $1.

BuildingType.Actor = Actor
BuildingType.Actor.Desc = Spawn colonists, enemies and animals.
BuildingType.Decoration = Decoration ///1///
BuildingType.Decoration.Desc = Decoration makes your colony more pretty and improves your colonists' happiness.
BuildingType.Defense = Defense
BuildingType.Defense.Desc = Walls and towers. 
BuildingType.Food = Food and Water ///2///
BuildingType.Food.Desc = Buildings to produce and refine ##food and ##drinks.
BuildingType.House = Housing
BuildingType.House.Desc = Having ##houses improves your colonists' happiness and efficiency. 
BuildingType.Item = Items
BuildingType.Item.Desc = Items.
BuildingType.Logistics = Logistics ///3///
BuildingType.Logistics.Desc = Buildings and machinery to automate your production.
BuildingType.None = Miscel_laneous ///4///
BuildingType.None.Desc = Miscel_laneous buildings.
BuildingType.Refining = Refining
BuildingType.Refining.Desc = Workshops to refine and dispose of resources.
BuildingType.Workshop = Workshop ///5///
BuildingType.Workshop.Desc = Workshops to produce ##tools, weapons and machinery.
BuildingType.AutoWorkshop = Factory
BuildingType.AutoWorkshop.Desc = Factories produce goods without the need to be operated by colonists.


Settings.Category.Graphics = Graphics
Settings.Category.Audio = Audio
Settings.Category.Gameplay = Gameplay
Settings.Category.Other = Other

Settings.Recommendations = Recommen_dations
Settings.Recommendations.Desc = Show recommen_dations in the top left corner.


Settings.UIScale = UI scale
Settings.UIScale.Desc = Magnify or shrink the user interface.
Settings.Shadows = Shadow quality
Settings.Shadows.Desc = Quality of the shadows cast by lights. Shadows look nice but can be very hard on the GPU when you have many light sources.

Settings.Brightness=Brightness
Settings.Brightness.Desc=Brightness
Settings.RecommendationCount=Recommendations
Settings.RecommendationCount.Desc=Changes the number of recommendations that are displayed at the same time. 
Settings.AA = AA
Settings.AA.Desc = Anti-Aliasing: Reduce aliasing around edges.
Settings.PauseOnDefocus = Auto-pause
Settings.PauseOnDefocus.Desc = Automatically pause the game when it loses focus. 
Settings.LocalizationHelp = Localization help
Settings.LocalizationHelp.Desc = Generates the Missing_<language>.txt files to aid with localization.
Settings.Ambience = Ambience
Settings.Ambience.Desc = Volume of ambient effects.
Settings.AO = AO
Settings.AO.Desc = Ambient occlusion: Approxi_mation of ambient lighting and shadows.
Settings.Autosave = Auto save
Settings.Autosave.Desc = Auto_matically save after a set period of time. 
Settings.Bevel = Bevel and edges
Settings.Bevel.Desc = Draw a bevel effect on objects and draw an outline around them.
Settings.Bloom = Bloom
Settings.Bloom.Desc = Draw a bloom effect around overexposed areas.
Settings.Clouds = Clouds
Settings.Clouds.Desc = Clouds move across the land.
Settings.Debug = Debug/Cheat mode
Settings.Debug.Desc = The debug mode allows you to freely spawn objects (F8) and access more debug options (F7).
Settings.DOF = Depth of field
Settings.DOF.Desc = Reduce extent of focal plane when zooming in.
Settings.Fog = Fog and haze
Settings.Fog.Desc = Display fog and haze effects.
Settings.ShowMarkers = Show markers
Settings.ShowMarkers.Desc = Show markers for loading and mining jobs.
Settings.FPS = Display FPS
Settings.FPS.Desc = Display current frames per second.
Settings.Hints = Hints
Settings.Hints.Desc = Display hints when the game detects events like idle production buildings.
Settings.Hit = Hit animations
Settings.Hit.Desc = Mineables and buildings react when hit.
Settings.Language = Language
Settings.Language.Desc = (The language can only be changed in the main menu and may require a restart).
Settings.Music = Music
Settings.Music.Desc = Volume of music.
Settings.Scroll = Scroll at border
Settings.Scroll.Desc = Scroll when the mouse hits the screen edge.
Settings.ScrollSpeed = Scroll speed
Settings.ScrollSpeed.Desc = Scroll speed factor. Affects scroll on screen edge and scrolling by WASD.
Settings.RotateSpeed = Rotate speed
Settings.RotateSpeed.Desc = Rotate speed factor. Affects camera rotation with Q / E / PgUp / PgDown.
Settings.Sound = Sound
Settings.Sound.Desc = Volume of sound effects.
Settings.WorkSound = Work Sound
Settings.WorkSound.Desc = Volume of work related sound effects (relative to sound volume).
Settings.SSScale = Screenshot SS
Settings.SSScale.Desc = Upscaling factor of the screenshots.
Settings.Weather = Weather effects
Settings.Weather.Desc = Visual weather effects like rain and snow.


Workshop.Status.Busy = Workshop is busy.
Workshop.Status.Busy.Desc = A colonist is using this workshop.
Workshop.Status.Idle = Workshop is idle.
Workshop.Status.Idle.Desc = As soon as a colonist is ready, production will begin.
Workshop.Status.NoInput = No inputs. 
Workshop.Status.NoInput.Desc = Production will resume when the required input resources become available.

Workshop.Status.NoOutput = No output stockpile assigned.
Workshop.Status.NoOutput.Desc = To link an output ##stockpilezone, left-_click the workshop and right-_click the stockpile where you want the workshop's output to go. Workshops will produce until the linked stockpiles are full.
Workshop.Status.NoProduct = No product selected.
Workshop.Status.NoProduct.Desc = To choose an item to be produced, click on it in the workshop info panel.

 
Workshop.Status.NoSettler = No colonist assigned.
Workshop.Status.NoSettler.Desc = To make a colonist work in this workshop, select him/her and click on the workshop in the colonist panel and make sure he/she is allowed to work in this zone. Alter_natively, you can manage your colonists' jobs in the #People# colonist management screen.
Workshop.Status.OutputFull = Output stockpiles full.
Workshop.Status.OutputFull.Desc = Production will resume when space in the output ##stockpilezone becomes available.
Workshop.Status.UnderConstruction = Under con_struction.
Workshop.Status.UnderConstruction.Desc = The workshop is being built.


Farm.Status.Harvest = Ready to harvest.
Farm.Status.Harvest.Desc = 
Farm.Status.Operational = Operational.
Farm.Status.Operational.Desc = Operational.
Farm.Status.Idle = Idle.
Farm.Status.Idle.Desc = 
Farm.Status.NoOutput = No output stockpile assigned.
Farm.Status.NoOutput.Desc = To link an output ##stockpilezone, left-_click the farm and right-_click the stockpile where you want the ##farmzone's output to go. Farms will produce until the linked stockpiles are full.
Farm.Status.NoOutputForProduct = Output stockpiles don't accept products.
Farm.Status.NoOutputForProduct.Desc = To change the accepted goods of a ##stockpilezone, left-_click it and change the types by selecting them in the panel.

Workshop.Status.NoOutputForProduct = Output stockpiles don't accept products.
Workshop.Status.NoOutputForProduct.Desc = To change the accepted goods of a ##stockpilezone, left-_click it and change the types by selecting them in the panel.

Farm.Status.NoWorkers = No farm workers.
Farm.Status.OutputFull = Output stockpiles full.
Farm.Status.OutputFull.Desc = Harvesting will resume when space in the output ##stockpilezone becomes available.
Farm.Status.Paused = No product selected.

Farm.Status.Plant = Ready to plant.
Farm.Status.Plant.Desc = 
Farm.Status.Till = Ready to till.
Farm.Status.Till.Desc = Ready to till.
Farm.Status.Water = Ready to water.
Farm.Status.Water.Desc = Ready to ##water. Make sure to have water buckets available. 




MainMenu.NewCampaign = New Campaign
MainMenu.ResumeCampaign = Resume Game
MainMenu.PlayTutorial = Play Tutorials
MainMenu.PlayCustomMap = Play Custom Map
MainMenu.Settings = Settings
MainMenu.Mods = User Mods
MainMenu.ExitGame = Exit Game
MainMenu.OneBigMap = Play Huge Map

LoadingPhase.Clearing = Clearing remaining data.
LoadingPhase.InitializingGame = Initializing game.
LoadingPhase.IconGeneration = Icon generation: $1%
LoadingPhase.ExplicitSpawns = Processing explicit object spawns: $1%
LoadingPhase.GenericSpawns = Processing generic object spawns: $1%
LoadingPhase.CreatingMap = Creating map.
LoadingPhase.GeneratingTiles = Generating tiles: $1%
LoadingPhase.LoadMap = Loading map from file.
LoadingPhase.InitialisingObjects = Initialising objects.
LoadingPhase.ModelGeneration = Generating models: $1%
LoadingPhase.ObjectMaterialCombiner = Combining materials.
LoadingPhase.ObjectTreeExporter = Exporting object tree.

UI.Weight = ##Weight: $1
UI.Weight.Desc = The ##weight of the item. 
UI.CanBeMined = Can be mined for

UI.SelectZoneColor = Select zone color:
UI.Equipment = Equipment

UI.SelectAssignedZones = Allowed zones:
UI.AcceptedGoods = Accepted goods:
UI.AcceptedGoods.Help = (Click on a good to toggle it.)

UI.Recruitment = Recruitment
UI.Recruit.Title = Enemies:
UI.Recruit.Defeat = Enemies (Strength $1):
UI.Recruit.Requirements = Require_ments:
UI.Colonists = Your warriors (Strength $1):
UI.Help = Help

UI.PressAnyKey = Press any key to begin!

UI.CapacityUsed = Capacity used:
UI.LoadLeave = Load and leave:
UI.StoredCargo = Stored cargo:
UI.StoredCargo.Help = (Click on a good to unload.)
UI.VersionInfo = Version info

UI.Menu = Menu
UI.Menu.Title = Menu
UI.ExitToMain = Quit to main menu

Settings.ExportIcons = Export icons
Settings.ExportIcons.Desc = Export object icons on startup (usually not required).

Settings.LeadingCamera = Lead camera
Settings.LeadingCamera.Desc = When following a colonist, the camera will lead its movement.

UI.ProductionTree = Product Encyclopedia


UI.AcceptAll = Accept all
UI.AcceptAll.Desc = Set the ##stockpilezone to accept all goods.
UI.RefuseAll = Refuse all
UI.RefuseAll.Desc = Set the ##stockpilezone to refuse all goods.

MainMenu.LoadGame = Load Game
Settings.RightDrag = RMB-Drag
Settings.RightDrag.Desc = Drag the map while holding the right mouse button. Rotate it while holding the middle mouse button.
LoadingPhase.Combining = Combining meshes

UI.ClearZone = Sell / Deconstruct / Clear zone ///Z///
UI.ClearZone.Desc = Destroy a building or remove a ##Stockpilezone, ##Farmzone or ##Grovezone. Use ##Keycycle to switch between multiple objects on the same tile.
UI.ClearZone.Hint = V: cycle between objects

UI.CancelOrder = Cancel order ///X///
UI.CancelOrder.Desc = Cancel an order like mining, loading or decon_structing.


Logistics.Status.NotConnected = Not connected to logistics system.
Logistics.Status.Supply = Providing to logistics system.
Logistics.Status.Request = Requesting from logistics system.
Logistics.Status.SupplyRequest = Supplying and requesting.
Logistics.Status.CanSupply = Can provide to logistics system.
Logistics.Status.CanRequest = Can request from logistics system.
Logistics.Status.CanSupplyRequest = Can supply or request.
Logistics.Status.CanRequestButNotSetup = No good accepted from log. system.


UI.LogisticsSystem = Logistics system
UI.LogisticsSystem.Desc = In order to <b>provide</b> goods, connect this unit to other units (stockpiles, zeppelin stations etc.) by right clicking on them. Also, make sure there are actual goods to provide. <br>In order to <b>request</b> goods, connect other units (stockpile, zeppelin station etc.) to this stockpile and set the desired goods to be accepted. (##logsys) <br>Hint: Hold ctrl, alt or shift while clicking to create a two-way-connection.



Farm.Status.Working = Working
Farm.Status.UnderConstruction = Under con_struction

Message.CombatInProgress = $1 is under attack!

UI.SurveyInfo = Mini survey
Settings.Surveys=Surveys
Settings.Surveys.Desc=Display surveys in the main menu.
Settings.Lights=Lights
Settings.Lights.Desc=Display lights in the scene (requires map reload).

Settings.Tooltips=Tooltips
Settings.Tooltips.Desc=Display tooltips when hovering over buttons etc.. When disabled, you can still see the tooltips when holding the shift key while moving the mouse.


UI.FightClose = Remove rally flag.
UI.FightClose.Desc = Removes the rally flag for your colonists. All colonists will return to their usual work.

UI.Pet.Owner = Owner
UI.Hitpoints = Hitpoints: $1/$2

UI.Build.InProgress = Con_struction in progress.
UI.Build.InProgress.Desc = A colonist will haul all required goods and begin con_struction.
UI.Build.AwaitingConstruction = Awaiting con_struction.

UI.Build.MissingMaterials = Missing materials.
UI.Build.MissingMaterials.Explicit = Missing $1 for con_struction.
UI.Build.MissingMaterials.Desc = Your colonists are missing one or more resource in order to build this.

UI.Cancel = Cancel
UI.Cancel.Desc = Abort con_struction.

StockpileZoneCC = Stockpile
StockpileZoneCC.Desc = A stockpile can be used to hold products from workshops, farms or mining operations.
FarmZoneCC = Farm
FarmZoneCC.Desc = Farms allow your colonists to grow a number of crops. (##farmzone)
GroveZoneCC = Grove
GroveZoneCC.Desc = Groves can be built on fertile soil and allow your colonists to grow trees. (##grovezone)


CargoShip.State.ENTERHARBOUR = Entering cargo port.
CargoShip.State.UNLOAD = Unloading.
CargoShip.State.LEAVE = Leaving cargo port.



UI.Food = Food stock
UI.Food.Desc = Provide ##food for your colonists well fed to make them more productive.

UI.Drink = Drink stock
UI.Drink.Desc = Provide ##drinks for your colonists to make them more productive.


UI.House = Housing
UI.House.Desc = Providing ##houses for your colonists will make them more productive.

UI.IdleColonists = Idle colonists
UI.IdleColonists.Desc = Click here to cycle through all ##idle colonists.

UI.Warnings = Warnings
UI.Warnings.Desc = Warnings indicate possible problems like workshops with no assigned workers. Click here to cycle through all warning flags. 


UI.Time = Time
UI.Time.Desc = Time of the day. Most crops only grow during ##day. 

Robot.Mode = Robot mode
Robot.Mode.Desc = ##Robots can operate in multiple modes. The mode effects their movement speed as well as their fuel consumption. 
Robot.Mode.OFF = Off
Robot.Mode.ECO = Eco mode
Robot.Mode.NORMAL = Normal mode
Robot.Mode.OVERCLOCKED = Overclocked

MainMenu.Tutorials = Tutorials and example scenes


Task.Upgrade.Text = Upgrading $1.
Task.Unload.Text = Unloading $1.

Task.Attack.Text = Attacking $1.
Task.CombatTrain.Text = Training.
Task.Rally.Text = Moving to rally flag.
Task.Construct.Text = Con_structing $1.
Task.UpgradeCarry.Text = Upgrading $1.
Task.ConstructClear.Text = Clearing $1.
Task.Deconstruct.Text = Decon_structing $1.
Task.Mine.Text = Mining $1.
Task.Produce.Text = Producing $1 in $2.
Task.ProduceHigh.Text = Producing $1 in $2.
Task.SupplyAutoWorkshop.Text = Producing $1 in $2.
Task.UnloadAutoWorkshop.Text = Unloading $1 from $2.
Task.AutoWorkshopClear.Text = Clearing input $1 from $2.

Task.Power.Text = Powering $1.
Task.Clean.Text = Cleaning $1.
Task.Load.Text = Loading $1.
Task.Stockpile.Text = Moving $1 to stockpile.
Task.LogisticsSystem.Text = Moving $1.
Task.Equip.Text = Equipping $1.
Task.Unequip.Text = Unequipping.
Task.Drink.Text = Drinking $1.
Task.Eat.Text = Eating $1.
Task.MoveIntoHouse.Text = Moving into $1.
Task.Socialize.Text = Socializing in $1.
Task.Sleep.Text = Sleeping.
Task.Idle.Text = Idling.
Task.Wander.Text = Wandering around.
Task.HarvestCrop.Text = Harvesting $1.
Task.HarvestTree.Text = Chopping $1.
Task.PlantCrop.Text = Planting $1.
Task.PlantTree.Text = Planting $1.
Task.FarmClear.Text = Clearing $1.

Task.GroveClear.Text = Clearing $1.
Task.Till.Text = Tilling ground.

Task.Export.Text = Exporting $1.
Task.Import.Text = Importing $1.

Train.Schedule = Train schedule:
Train.Schedule.UI = Train station
Train.Schedule.UI.Desc = To add a station to the schedule, select the train and right-_click on the new station. To remove a station, click on its entry in the schedule.

UI.WaveNoTime = Enemies approaching.
UI.WaveTime = Arriving in $1s.

Train.Status.Deactivated = Train deactivated.
Train.Status.Deactivated.Desc = You can activate a train by setting it to active in the info panel.
Train.Status.NoSchedule = No schedule defined.
Train.Status.NoSchedule.Desc = To add a station to the schedule, select the train and right-_click on the new station. To remove a station, click on its entry in the schedule.
Train.Status.NoPath = No path to next target.
Train.Status.NoPath.Desc = Make sure to lay track between stations.
Train.Status.Okay = Train active.
Train.Status.WaitAtStation = Waiting at station. 
Train.Status.WaitAtStation.Desc = The train will resume when it is processed at the station. 

Carriage.Status.Deactivated = Carriage deactivated.
Carriage.Status.Deactivated.Desc = You can activate a carriage by setting it to active in the info panel.
Carriage.Status.NoSchedule = No schedule defined.
Carriage.Status.NoSchedule.Desc = To add a station to the schedule, select the carriage and right-_click on the new station. To remove a station, click on its entry in the schedule.
Carriage.Status.Okay = Carriage active.
Carriage.Status.Okay.Desc = The carriage is working normally.
Carriage.Status.AutoSchedule = Automatic schedule.
Carriage.Status.AutoSchedule.Desc = When automatic schedule is enabled, the carriage will automatically travel between its home station and stations connected to it. 
Carriage.Status.ManualSchedule = Manual schedule.
Carriage.Status.ManualSchedule.Desc = To add a station to the schedule, select the carriage and right-_click on the new station. To remove a station, click on its entry in the schedule.


UI.AttackCamp = Attack camp.
UI.TotalStrength = Combined strength 
UI.CancelAttack = Abort attack.

Message.EnemyCampDestroyed = Enemy camp destroyed! Yay!
Message.AttackFailed = Attack on enemy camp failed. :(

UI.RelativeStrength.Inferior = Enemy strength: Inferior.
UI.RelativeStrength.Low = Enemy strength: Low.
UI.RelativeStrength.Equal = Enemy strength: Equal.
UI.RelativeStrength.Hard = Enemy strength: Hard.
UI.RelativeStrength.Overwhelming = Enemy strength: Over_whelming.

Tool.Effect.Combat.Effect = Damage: $1
Tool.Effect.Combat.Hit = Chance to hit: $1%
Tool.Effect.Combat.Crit = Critical hit chance: $1%

Tool.Effect.Agriculture.Effect = Speed: $1
Tool.Effect.Agriculture.Hit = Chance to succeed: $1%
Tool.Effect.Agriculture.Crit = Critical success chance: $1%

Tool.Effect.Mining.Effect = Speed: $1
Tool.Effect.Mining.Hit = Chance to succeed: $1%
Tool.Effect.Mining.Crit = Critical success chance: $1%

Tool.Effect.Crafting.Effect = Speed: $1
Tool.Effect.Crafting.Hit = Chance to succeed: $1%
Tool.Effect.Crafting.Crit = Critical success chance: $1%

Tool.Effect.None.Effect = Base effect
Tool.Effect.None.Hit = Chance to succeed: 50%
Tool.Effect.None.Crit = Chance to crit: 0%

Tool.None = No tool equipped.

Tool.Effect = Tool effect
Tool.Effect.Desc = - A weapon's effect deter_mines the damage it can inflict. <br>- Mining, farming and craf_ting tools increase the corres_ponding task com_pletion speed.

Tool.Hit = Success chance
Tool.Hit.Desc = The success chance deter_mines how likely it is that a task is com_pleted success_fully, e.g. that an enemy is hit or that a produc_tion attempt is success_ful.

Tool.Crit = Critical chance
Tool.Crit.Desc = The proba_bility that a success is critical. Critical weapon hits inflict bonus damage. Critical mining successes yield bonus goods. 


MainMenu.Skirmish.Scenarios = Scenarios
MainMenu.Skirmish.Modifiers = Modifiers




UI.ItemTypes.Title = Item types:



Building.Mode = Building mode. 
Building.Mode.Desc = Click to toggle between active and inactive.
Building.Mode.Enabled = Building active.
Building.Mode.Disabled = Building inactive.

UI.TypeNameFilter = Search for type...
UI.DecorationValue = ##Decoration: Range $2
UI.HousingValue = ##House: Quality $1, places $2
UI.HousingValue.High = high
UI.HousingValue.Low = low
UI.SocialValue = ##Social.
UI.ToolValue = ##Tool: Base value $1.

Message.TrainRouteFail = Train found no route to $1.
Message.FactorySegmentBlocked = Track segment occupied.


UI.PlantGrowth = Growth: $1%
UI.PlantGrowthRate = Growth rate: $1%
UI.PlantGrowthTime = Growth time: $1s
UI.PlantTitle = Plant information:
UI.WaterUsage = Water usage: $1%

UI.ProducedIn = Produced in
UI.ProcessedIn = Processed in

UI.BuildTrain = Build train

LoadingPhase.UIPanels = Initializing user interface.
LoadingPhase.CombineMeshes = Combining meshes.
LoadingPhase.InitNavmesh = Initializing navigation.


UI.MineableContent = Mountain content:

UI.DeleteGame = Delete
UI.Tier = Tier
UI.Tier1 = Tier 1
UI.Tier2 = Tier 2
UI.Tier3 = Tier 3


TipOfTheDay.Header=Tip:
TipOfTheDay.1=Your objectives are displayed in the top left. Mouse over them for more information. Click on the light bulb to open the help window. Take your time - your colonists will not starve.
TipOfTheDay.2=Your colonists cannot die. When they get hurt, they will heal while sleeping.
TipOfTheDay.3=When selecting resources to be mined, hold the alt-key to mark all objects of the same type in your territory.
TipOfTheDay.4=You can clone an existing building by holding the alt-key and clicking on it.
TipOfTheDay.5=While adding a workshop's recipe hold the alt-key to auto_matically update  the accepted goods of its output stockpiles.
TipOfTheDay.6=Press shift-F1 to save the current camera position. Press F1 to go back to that position. (Works with F1-F4)
TipOfTheDay.7=Press F11 to hide the user interface.
TipOfTheDay.8=Press Shift-F12 to make a screenshot.<br><br>Save folders on Win/Linux/Mac:<br>   C:\Users_\<username>_\AppData_\LocalLow_\MirkoStudio_\Kubifak_torium_\...  <br>  ~/.config_/unity3d_/MirkoStudio_/Kubifak_torium_/<br>  ~/Library/Application Support/unity.Unity Technologies.Unity Labs



TipOfTheDay.9=Click on an item's descrip_tion panel to open the produc_tion tree overview.
TipOfTheDay.10=Click on a recommended building to build it. Click on a recommended item to select a workshop where it can be built.

UI.RecipieHint = <i>Click on a recipe to activate or deactivate it. Hold the alt-key to auto_matically update the accepted goods of the output stockpiles.</i>



UI.Recommendations = Recommen_dations

Message.MinimumGood = $1 added to ship's cargo.

MainMenu.Campaign.Size = World map size:
MainMenu.Campaign.Size.0 = Tiny
MainMenu.Campaign.Size.1 = Small
MainMenu.Campaign.Size.2 = Normal
MainMenu.Campaign.Size.3 = Big
MainMenu.Campaign.Size.4 = Huge


UI.AssignZone = Toggle zone.
UI.AssignZone.Desc = Click here to assign / unassign this ##zone color.  

UI.AssignZoneBonfire = Set zone.
UI.AssignZoneBonfire.Desc = Click here to change this ##zone's color.  

UI.RestartMap = Restart map

UI.TargetTrack = Inventory Target ($1 / $2):
UI.ProductionTarget.Met = Inventory target reached for:<br> $1
UI.ProductionTarget.MetShort = Inventory target achieved:<br> $1  


UI.Recommendations.Desc = The recommen_dation system suggests things to do based on the current situation. 

UI.ProductionTarget = ##Productiontarget
UI.ProductionTarget.Desc = The ##productiontarget for the current island.
UI.ProductionTarget.TooltipTitle = Production target:


UI.WM.Inventory.Title = Inventory
UI.WM.Inventory = Inventory
UI.WM.Inventory.Desc = Review the items you have harvested and produced so far. 

UI.VictoryScreen.Title = You have won!

UI.LeaveMap = Leave island
UI.LeaveMap.Desc = Leave this island and return to the world map.
UI.IncreaseProductionTarget = Raise target 
UI.IncreaseProductionTarget.Desc = Raising the ##productiontarget for this island will decrease the goods you will need to produce on other islands. <br>Note: You can leave this island at any time, even when you haven't met the raised target.
Message.IncreaseProductionTarget = Inventory target raised to $1%.  

UI.ReturnToMain = Back to main menu
UI.ReturnToMain.Desc = Leave this game and return to the main menu.

UI.NextTutorial = Next tutorial
UI.NextTutorial.Desc = Leave this game and play the next tutorial.

UI.ResumePlaying = Resume playing
UI.MapComplete = Victory!

Message.LevelUp = $1 reached $3 lvl. $2.

Message.GameSaved = Game saved. 


# 31.3.2019
UI.Start = Start
UI.Randomize = Randomize

Objective.AnyStockpileAcceptsType = Set stockpile to accept $1.
Objective.AnyStockpileAcceptsType.Desc = To change a ##stockpilezone's set of accepted goods select it and click on the goods in the info panel.

##productiontarget = inventory target
##productiontarget.Desc = Inventory target: Amount of goods you need to produce on each island to make progress in the campaign.



UI.Build.NoWorker = No construction worker available.
UI.Build.NoWorker.Desc = To make a colonist do construction jobs, select him/her and click on the construction icon and make sure he/she is assigned to work in this zone. Alter_natively, you can manage your colonists' jobs from the #People# colonist management screen. 

 

Logistics.Status.Loop = Loop detected.
Logistics.Status.Loop.Desc = A loop occurs when there is a two-way connection to another stockpile / depot and both accept the same goods. Change the accepted goods of either one to resolve this.


UI.Attack = Attack
UI.Attack.Desc = Attack an enemy camp that is close to our borders.

Objective.RecruitDemands = Expand your territory to them.
Objective.RecruitDemands.Desc = Expand your territory until it encloses their flag to recruit them.

Settings.StreamDeck = Stream Deck
Settings.StreamDeck.Desc = Stream Deck support. Requires restart.

UI.ActiveJobs = Jobs

TipOfTheDay.11=You can use zeppelin depots like stockpiles. You can use them as inputs or outputs for workshops, farms etc..


UI.Follow = Follow object ///O///
UI.Follow.Desc = Follow an item, a colonist etc.. 
UI.Clone = Clone building. ///Alt-click/// 
UI.Clone.Desc = Build a clone of this building. Production settings and links will be copied. 

UI.Weight.Light = Light
UI.Weight.Normal = Medium
UI.Weight.Heavy = Heavy

UI.Build.AwaitingConstruction.Desc = Con_struction will begin as soon as a colo_nist is available.

UI.BuiltFrom.Multibuild = Yields $1 units.

UI.LogisticsRequest = Request from logistics system.
UI.LogisticsRequest.Desc = Request the selected good types from the logistics system. If not, they will only be used for stockpiling or workshop outputs. 

UI.Inventory.ShowCargo = Include cargo
UI.Inventory.ShowCargo.Desc = Include the cargo currently stored in your ##ship.

Settings.VoiceAmbience = Voice amb.
Settings.VoiceAmbience.Desc = Volume of the ambient voices of your colonists.

UI.MinedFrom = Mined from


# 14.4.19

Status.ZoneSplit = Zone is split.
Status.ZoneSplit.Desc = The zone is split into two or more disconnected parts. Remove the extra parts to remove this warning.

UI.GrowsOn = Grows on

Farm.Status.InvalidTerrain = Invalid soil.  
Farm.Status.InvalidTerrain.Desc = The selected plant does not grow on this soil. 

UI.HaltUnloadAll = Halt unload.


Status.NothingAccepted = No good accepted.
Status.NothingAccepted.Desc = No good is accepted by this stockpile.

UI.AcrossIslands = For all islands: $1


MainMenu.Campaign.Loadouts = Starting party and cargo:


UI.ItemInfo = Item info:
UI.PlantInfo = Plant info:
UI.ActorInfo = Colonist/_Animal info:

UI.TaskGroups = Possible jobs: $1

UI.SpeedBonus = Speed bonus: $1%
Task.Water.Text = Watering soil.
Task.FarmWater.Text = Watering soil.


Workshop.Status.NoInputStockpile = No input stockpile assigned.
Workshop.Status.NoInputStockpile.Desc = To link an input ##stockpilezone, left-_click the stockpile and right-_click the workshop where you want the stockpile's content to be used. Workshops will only use resources from linked input stockpiles as soon as one is connected.

UI.ThisIsland = For this island ($2%): $1

Setting.AO.Off = Off
Setting.AO.Medium = Medium
Setting.AO.High = High
Setting.Shadows.Off = Off
Setting.Shadows.Soft = Soft
Setting.Shadows.Hard = Hard

Mod.MadeBy = Made by
Mod.Version = Version
Mod.Requires = Requires
Mod.Contains = Contains

BugReport.Title = Submit Bug Report
BugReport.Cancel = Cancel
BugReport.Submit = Submit
BugReport.Summary = Summary
BugReport.Description = Description
BugReport.Category = Category
BugReport.Submitting = Submitting User Report. Thank you!! :D
BugReport.Failed = The user report could not be sent. Please try again later.

UI.Inhabitants = Inhabitants
Message.ActorDied = $1 was defeated.
Train.Status.Okay.Desc = The train is proceeding to the next station.


UI.CombatState.Waiting = (Waiting)


UI.CombatState.Title = Combat in progress!

UI.Attack.Miss = Miss!
UI.AttackCamp.Desc = Defeat enemy camps to claim their ##territory. Unlike your enemies, your colonists cannot die. Attacking a strong camp repeatedly is a valid strategy for victory.

## 1.5.2019 

UI.IdleFighters = Combat robots
UI.IdleFighters.Desc = Click here to select all your combat robots.


UI.MiningDifficulty = Mining difficulty
UI.MiningDifficulty.Desc = The mining difficulty determines the time it will take a worker to mine this resource.


MiningDifficulty.Easy = Mining difficulty: Easy.
MiningDifficulty.Normal = Mining difficulty: Normal.
MiningDifficulty.Hard = Mining difficulty: Hard.
MiningDifficulty.VeryHard = Mining difficulty: Very hard.

UI.BuildTrain.NoMoreTrains = Maximum number built.
UI.BuildTrain.NoFreeSegment = Track segment occupied.

Task.UnloadAuto.Text = Unloading $1.

UI.TrackLayer.Start = Build train track.
UI.TrackLayer.Start.Desc = Build tracks to connect train factories and stations. The tracks will be auto_matically built as long as you have track parts in your inventory. <br>Press ##Keycycle to toggle between low and high elevation. 
UI.TrackLayer.Semaphore1 = Place a train signal on a track.
UI.TrackLayer.Semaphore2 = Place a train pre-signal on a track.
UI.TrackLayer.Semaphore1.Desc = Train signals allow a train to pass in the indicated direction. When the segment ahead is occupied by another train, the train will wait here.
UI.TrackLayer.Semaphore2.Desc = Train pre-signals allow a train to pass in the indicated direction. When the segment ahead of the next segment is occupied by another train, the train will wait here.


UI.TrainStation = Train station
UI.TrainStation.WaitForFull = Stop trains until full.
UI.TrainStation.WaitForFull.Desc = Stop trains until they are fully loaded.



Debug.forcerain = Force rain
Debug.forcerain.Desc = Force rain to begin.

Debug.time = Advance time
Debug.time.Desc = Advance time by 2.4h.

Debug.claimall = Claim map
Debug.claimall.Desc = Claim entire map.

Debug.ai = Start AI
Debug.ai.Desc = Start AI build service (experi_mental).

Debug.revealmap = Reveal map
Debug.revealmap.Desc = Remove fog of war.

Debug.killall = Kill all the things
Debug.killall.Desc = Kill all animals, colonists and enemies.

Debug.clearitems = Clear items
Debug.clearitems.Desc = Delete all items.

Debug.forcewin = Win
Debug.forcewin.Desc = Remove inventory targets.

Debug.reloadTranslations = Reload translations
Debug.reloadTranslations.Desc = Reload localization files and update strings. Does not affect certain UI elements.

Debug.toggleenglish = Toggle English.
Debug.toggleenglish.Desc = Change to English and back.

# 21.5.2019

UI.Item.Import = Import price: $1
UI.Item.Export = Export price: $1
UI.Import.Title = Import prices:
UI.Export.Title = Export prices:

Task.Produce.Export = Exporting $1.
Task.Produce.Import = Importing $1.


UI.Priority = Priority:
UI.Priority.Tooltip = Priority
UI.Priority.Tooltip.Desc = Stockpiles and workshops with higher priority are used first.
UI.Priority.Tooltip1 = Very high priority
UI.Priority.Tooltip1.Desc = Stockpiles and workshops with higher priority are used first.
UI.Priority.Tooltip2 = High priority
UI.Priority.Tooltip2.Desc = Stockpiles and workshops with higher priority are used first.
UI.Priority.Tooltip3 = Normal priority
UI.Priority.Tooltip3.Desc = Stockpiles and workshops with higher priority are used first.
UI.Priority.Tooltip4 = Low priority
UI.Priority.Tooltip4.Desc = Stockpiles and workshops with higher priority are used first.
UI.Priority.Tooltip5 = Very low priority
UI.Priority.Tooltip5.Desc = Stockpiles and workshops with higher priority are used first.

##cargoship.Desc = #Refine#Cargo ship: Allows you to export goods you no longer need and import resources you need. To export something, connect a stockpile to the cargo port. To import something, connect the cargo port to stockpile and set it to accept something that can be imported.  


UI.CurrentlyInStock = In inventory: $1

UI.PropagateToAll = Propagate to outputs.
UI.PropagateToAll.Desc = Set all output stockpiles to accept the outputs from this workshop. 

TipOfTheDay.13=When you lack necessary resources, you can build a shipping port to import them. Export produced goods to afford them.  




UI.HaltUnloadAll.Desc = Stop unloading items.


UI.WM.Tiers.Title = Biome completion
UI.WM.Tiers.Title.Desc = In each biome, there is a set of production targets you need to reach. In order to move on to the next biome, you need to reach 100% in the current biome.

UI.TargetsForTier = Targets for biome $1:


# 2.6.19
Objective.CarriageSchedule = Add $5 to carriage $3's schedule
Objective.CarriageSchedule.Desc = To add a station to a carriage's schedule, select the carriage and right-_click on the station you want to add. Clicking again will remove the station. 

				
UI.Skirmish.Cargohint = Hint: In order to try a different terrain, please select the Mockup Tier 2 or 3 scenarios. This will ensure that you have the appropriate cargo on board.

Carriage.Schedule = Carriage schedule
Carriage.Schedule.UI = Carriage station
Carriage.Schedule.UI.Desc = To add a station to the schedule, select the carriage and right-_click on the new station. To remove a station, click on its entry in the schedule.


UI.Train.Destroy = Destroy train
UI.Train.Go = Go
UI.Train.Stop = Stop


Name.StockpileZoneCC = Stockpile
Name.FarmZoneCC = Farm
Name.GroveZoneCC = Grove

UI.Road.Desc = Construct roads to connect remote workshops and storages. Colonists move faster while traveling on roads. Click on a starting tile and an end tile to place a road. Alter_natively click and drag to build a straight road.


EarlyAccessWarning.Intro = The mid-late game balancing is still work in progress. Use the shipping port to import the resources you need to complete your objectives.  
EarlyAccessWarning.Help = Early Access Warning

# Deleted: Objective.ShowHelpScreen Objective.ShowHelpScreen.Desc Objective.ConnectFarmsToRoads Objective.ConnectFarmsToRoads.Desc Objective.ConnectWorkshopsToRoads Objective.ConnectWorkshopsToRoads.Desc


UI.Import.Money = Available money: $1 #Money#
UI.Import.Help = Available coins
UI.Import.Help.Desc = Coins (#Money#) can be used to import raw materials onto your island. Earn coins by exporting manufactured goods or completing recommendations. 

UI.ItemState.Available = Item available
UI.ItemState.Reserved = Item reserved
UI.ItemState.ReservedBy = Item reserved by $1
UI.ItemState.TransportedTo = Item in transit to $1

UI.Upgrade = Select upgraded items to craft.
UI.Upgrade.Desc = In the upgrade workshop two items of one quality are combined to yield one item of a higher quality. 


TipOfTheDay.14=You can rename colonists, zones and some buildings. To do so, select them and click on their name on top of the info panel.  

TipOfTheDay.15 = Colonists move faster when they carry no tools. Unassign all tasks and workshops to turn a colonist into a hauler.    

TipOfTheDay.16 = The tiles within a stockpile are used in the order they are created. Start a stockpile next to a workshop and expand from there to make it a bit more efficient.

TipOfTheDay.17 = You can link your ship to a stockpile. Doing so will make your colonists unload all the items the stockpile is set to accept.


MainMenu.Notice.Demo = This is a demo version with limited functionality. Click here to visit the game's Steam page to buy the Early Access version or wishlist the game to get notified of updates. Thanks :)

MainMenu.Notice.EarlyAccess = Welcome to the Early Access version of Kubifaktorium! Here are some general tips for the current version: <br>- I recommend playing the tutorials to get started.<br> - The grassland and desert biomes are quite playable. Everything beyond (automation, conveyor belts etc.) is early in development. To learn more, have a look at the game's road map. <br> - When playing the campaign, please save the game every time you come back to the world map. <br> - If you encounter a bug, please report it using the in-game reporting tool (button in the top right). <br> - The best place to chat about the game is the official Discord server. <br>Thank you for playing, I hope you enjoy the game! :) <br>  Mirko 


# 15.6.2019
# Removed: Objective.Load, Objective.Load.Desc


UI.ShowTips = Show tips
UI.Tips = Tips

Debug.currency = Add 100 #Money#. 
Debug.currency.Desc = Add 100 #Money# to your shipping port.



# 28.6.2019
UI.WaterState = Water: $1

DemoDisable = Disabled in demo.
DemoDisable.Desc = Unfortunately this feature is not available in the demo.

UI.Modding.Submit = Submit/Update
UI.Modding.Legal = By submitting a mod, you confirm that you made it and agree to the Steam workshop's terms of service (Click here).
Mod.Owned = Local/owned mod.
Mod.Steam = Downloaded from Steam Workshop.

# 5.7.2019
UI.BuildTrain.SelectTrainToBuild = Select train to build.

UI.WorldMap = World map
UI.WorldMap.Desc = Welcome to the world map! Farm and harvest resources, build increasingly more complex production chains and grow your workforce by recruiting animals and colonists.<br>Note: Currently there is no story or ultimate objective. Just explore the different biomes and enjoy the game. :) 


# 6.7.2019
UI.Modding.State.Idle = (Idle)
UI.Modding.State.Submitting = Submitting mod...
UI.Modding.State.Updating = Updating mod...
UI.Modding.State.CreationFailed = Mod creation failed: Error code $1
UI.Modding.State.UpdateSuccess = Mod updated / created successfully.
UI.Modding.State.SteamNotInitialized = Error: Steam interface not initialized.

# 8.7.2019
Farm.Status.Paused.Desc = Select a plant to be grown in this farm.

## renamed from Task.Train
Task.TrainCombat.Text = Combat training.

TipOfTheDay.18 = When you run out of the resources you need to progress, build a shipping port and trade. Items like wooden boards, bread and beer can be produced infinitely and exported. 


UI.Pasture = Pasture ///U///
UI.Pasture.Desc = Create or expand a ##pasturezone.
##pasturezone = Pasture
##pasturezone.Desc = Pasture zone: Can be assigned on fertile soil to collect and house neutral animals.

TaskGroup.Pasture = Ranch work
TaskGroup.Pasture.Desc = Ranchers tame wild animals and tend to animals in ##pasturezones.
UI.SelectAnimal = Select animal
UI.PastureAnimalInfo = Farm animal
UI.TamingDifficulty = Taming difficulty

Name.PastureZoneCC = Pasture
UI.PastureYield = Yields $1 every $2 seconds when kept in pasture.
UI.PastureYield.Short = Yield when in pasture
UI.PastureCapacity = Capacity used: $1 / $2
Task.Tame.Text = Taming $1.
Task.YieldAnimal.Text = Milking $1.


Pasture.Status.Idle = Idle.
Pasture.Status.Idle.Desc = Pasture is operating normally.
Pasture.Status.Paused = No animal selected.
Pasture.Status.Paused.Desc = Select an animal type to be tamed. Only neutral animals in vision range can be tamed.
Pasture.Status.NoPastureWorkers = No ranchers available.
Pasture.Status.NoPastureWorkers.Desc = Assign a colonist to work as a rancher and make sure he/she is allowed to access this zone.
Pasture.Status.TooSmall = Pasture is too small.
Pasture.Status.TooSmall.Desc = Pastures require 6 tiles per animal.

PastureAnimal.Status.NoPasture = Animal not tamed.
PastureAnimal.Status.NoYield = Animal produces nothing.
PastureAnimal.Status.YieldProgress = Production progress: $1%

## 9.7.2019
UI.Error.TrackReserved = Cannot remove tracks while they are reserved by a train. 

UI.SocialBuilding = ##Social building.


UI.Error.LastBonfire = You cannot remove your last bonfire.

## 20.7.2019
UI.Vein.Destroy = Cover vein
UI.Vein.Destroy.Desc = Destroys this vein and allows you to build other things on top. Warning: Cannot be undone. 
UI.House.ForColonists = Colonists:
UI.House.ForAnimals = Animals:

LoadingPhase.HarbourPlacement = Initializing shipping port UI. 

UI.IdleColonists.ListTaskGroups = Assigned jobs (current/max)


TipOfTheDay.19 = When workshop or stockpile is selected, hold the left alt-key to display arrows for other workshops/stockpiles.

UI.Confirm.Yes = Yes
UI.Confirm.No = No
UI.Confirm.Load = Are you sure you want to abandon the current game and load the save file?
UI.Confirm.MainMenu = Are you sure you want to abandon the current game and return to the main menu?
UI.Confirm.Restart = Are you sure you want to abandon the current game and restart the map?
UI.Confirm.Quit = Are you sure you want to exit the game?

UI.Recipe.Inputs = Inputs:
UI.Recipe.Outputs = Outputs:

# 1.8.2019
UI.ProductionTree.Desc = Open the selected item in the product encyclopedia.



BugReport.Discord = Email address (for questions, optional)

Savegame.Version = Game Version:
Savegame.ModsInUse = Mods in use:
Savegame.TimeSaved = Saved on:

UI.EnterText=Enter text...

Settings.AssistMode = Assist mode
Settings.AssistMode.Desc = Simplifies a few mechanics to make the game easier to pick up for newer players: 1) Automatically assigns colonists to all tasks/workshops. 2) Workshop products are automatically assigned to their output stockpiles. 3) Some items like building materials are automatically unloaded from your ship. 4) Adds all colors/zones to all colonists.

UI.ForbidUsage = Forbid consumption
UI.ForbidUsage.Desc = Prevent your colonists from consuming goods from this stockpile.

TutorialWarning = Tutorial warning.
TutorialWarning.Desc = It is strongly recommended to play some of the tutorials before going into the game. (Start any tutorial to remove this warning.)

UI.Build.ConstructionComplete = Construction complete.
UI.Build.ConstructionComplete.Desc = Construction has been completed.

Workshop.Status.OutputBoxFull = Output box clogged.
Workshop.Status.OutputBoxFull.Desc = Move produced goods to stockpiles or depots to resume production.

UI.Color1 = red
UI.Color2 = yellow
UI.Color3 = green
UI.Color4 = blue
UI.Color5 = purple


UI.ProductionTime = Production time: $1s


Status.NoCarriage = No carriage assigned.
Status.NoCarriage.Desc = No carriage is assigned to stop at this station. Select a carriage and right-click on this station to add it to its schedule.

Status.NoTrain = No train assigned.
Status.NoTrain.Desc = No train is assigned to stop at this station. Select a train and right-click on this station to add it to its schedule.


UI.Priority.TooltipDisabled = Disabled.
UI.Priority.TooltipDisabled.Desc = This object is disabled.

UI.Modding.State.PreviewTooBig = Preview too big. The thumbnail.png file must be smaller than 1MB.

Status.TooManyGoods = Too many goods accepted
Status.TooManyGoods.Desc = It is not recommended to accept more than 5 goods in an output stockpile. Create multiple stockpiles to get more control over your production. 

Message.Screenshot = Screenshot written to $1.

UI.Credits = Credits
UI.ItemTier = Tier: $1



Settings.ColorBlindMode = Color Blind Mode 
Settings.ColorBlindMode.Desc = Changes some UI colors to make it easier to distinguish if you have impaired color vision. Requires restart to take effect.


Workshop.Status.NoInputStockpileForRecipe = Required inputs not supplied by stockpiles.  
Workshop.Status.NoInputStockpileForRecipe.Desc = None of the input stockpiles assigned to this workshop accept one or more of the goods required by the selected jobs. 

UI.Mod.Missing = missing
Savegame.Type.World = World map save
Savegame.Type.Island = Island save
Savegame.ModsInUse.None = (No mods used.)




##critchance = Critical chance
##critchance.Desc = Chance for critical success. (Determined by skill)

##successchance = Success chance
##successchance.Desc = Chance to succeed. (Determined by skill)

##movementspeed = Movement speed
##movementspeed = Movement speed factor. (Determined by happiness)

UI.ShippingPort.Import = Import goods
UI.ShippingPort.Import.Desc = Click to toggle goods from getting ordered (Only affects future shipments). To import goods link this shipping port to a stockpile and set it to accept what you want to import.
UI.ShippingPort.Export = Export goods
UI.ShippingPort.Export.Desc = Click to toggle goods from being brought to be exported (Only affects future shipments). To export goods link a stockpile containing them to this shipping port. 

UI.ShowAll = Show all items
UI.ShowAll.Desc = Deactivate to show only the most relevant items in the current context.

UI.AreYouSure.Delete = Are you sure you want to delete the selected file?
UI.AreYouSure.Overwrite = Are you sure you want to overwrite the selected file?


ShippingPort.Status.NoImportStockpile = No import stockpile connected.
ShippingPort.Status.NoImportStockpile.Desc = To import goods link this shipping port to a stockpile and set it to accept what you want to import.

ShippingPort.Status.NoExportStockpile = No export stockpile connected.
ShippingPort.Status.NoExportStockpile.Desc = To export goods link a stockpile containing them to this shipping port. 

ShippingPort.Status.NoImportValidType = No valid import type assigned.
ShippingPort.Status.NoImportValidType.Desc = To assign goods for import, select a connected import stockpile and set it to accept one ore more good types, that can be imported.

ShippingPort.Status.NoExportValidType = No valid export type assigned.
ShippingPort.Status.NoExportValidType.Desc = To assign goods for export, select a connected export stockpile and set it to accept one or more good types that can be exported.

ShippingPort.Status.Okay = Shipping port is working.
ShippingPort.Status.Okay.Desc = The shipping port is set up correctly.

ShippingPort.Status.Idle = Shipping port is idle.

UI.ShippingPort.AutomationMode = Automation mode
UI.ShippingPort.AutomationMode.Desc = While in automation mode, the shipping port will ignore connected import stockpiles and import goods requested by exit hoppers. 

ShippingPort.Status.NoExitHopper = No exit hopper placed. 
ShippingPort.Status.NoExitHopper.Desc = While in automation mode, the shipping port will ignore connected import stockpiles and import goods requested by exit hoppers.

ShippingPort.Status.NoExitHopperValidType = No valid import type assigned. 
ShippingPort.Status.NoExitHopperValidType.Desc = To assign goods for import, select an exit hopper and set it to accept one ore more good types, that can be imported.


 


Debug.audiodebug = Audio Debug Panel
Debug.audiodebug.Desc = Play in-game sounds (useful for debugging and audio design).


Message.Ingredients.Missing = Missing ingredients: $1
Message.Building.Complete = $1 completed $2.

UI.ColonistScreen.NameHead = Name

Conveyor.Status.AdjacentDistributors = Adjacent conveyor belt distributors.
Conveyor.Status.AdjacentDistributors.Desc = Conveyor belt distributors cannot be placed next to each other. 

Conveyor.Status.Operational = Conveyor is working.
Conveyor.Status.Operational.Desc = Conveyor is set up correctly.  


WorkshopAuto.Status.NoOutput = No output stockpile or inserter assigned.
WorkshopAuto.Status.NoOutput.Desc = You need to assign an output stockpile or build an inserter to unload this workshop's output goods. To link an output ##stockpilezone, left-_click the workshop and right-_click the stockpile where you want the workshop's output to go. Workshops will produce until the linked stockpiles are full.
WorkshopAuto.Status.NoOutputForProduct = Output stockpiles don't accept products.
WorkshopAuto.Status.NoOutputForProduct.Desc = To change the accepted goods of a ##stockpilezone, left-_click it and change the types by selecting them in the panel.

WorkshopAuto.Status.PartialServe = Not all inputs supplied by inserters.
WorkshopAuto.Status.PartialServe.Desc = Make sure all input spots are supplied by inserters. 

UI.DomesticAnimal = Domestic animal. 
UI.DomesticAnimal.Desc = Can be recruited into your colony. 



Settings.ZoomAnimation = Zoom animation
Settings.ZoomAnimation.Desc = Transition smoothly when zooming in / out.

UI.Saturation = Saturation
UI.SettlerScreen.Filter = Filter:

UI.UpgradeBuilding = Upgrade to $1.
UI.UpgradeBuilding.Desc = Upgrade this building to a $1. Requires $2. 

UI.RequiredTool = Required tool
UI.RequiredTool.Desc = Higher quality resources require better ##tools to be mined or harvested. You can craft tools in the tool workshop.
UI.RequiredTool.None = No tool required.
UI.RequiredTool.Lvl = Requires $1.
UI.RequiredToolPlant.Lvl = Tools suitable to harvest: $1 

UI.Build.NoTool = Workers need better tools.
UI.Build.NoTool.Desc = To construct higher tier buildings your colonists require better ##tools. Have a look at the building's info tooltip (hover over it's description above) to see what type and quality of tool you need.

Farm.Status.NoTool = Workers need better tools.
Farm.Status.NoTool.Desc = To harvest higher tier plants and trees your colonists require better ##tools. Have a look at the plant's info tooltip (hover over it's name) to see what type and quality of tool you need.


UI.BuildInstantly = (Built instantly.)




UI.ResetTasks = Reset tasks.
UI.ResetTasks.Desc = Clear all task assignments.
UI.ResetWorkshops = Reset workshops.
UI.ResetWorkshops.Desc = Clear all workshop assignments.
UI.Autoassign = Auto-assign.
UI.Autoassign.Desc = Automatically assign task and workshops to the most competent colonists.


ActorState.Sum.Happy = Happy
ActorState.Sum.Unhappy = Unhappy
ActorState.Sum.Neutral = Neutral 


ActorState.Title.BasicNeeds = Basic needs:
ActorState.Title.SecondaryNeeds = Secondary needs:

UI.Confirm.ReturnToWorldMap = Are you sure you want to abandon the current island and return to the world map?
UI.ReturnToWorldMap = Return to world map

Logistics.Status.CarriageLinkedButNotStation = 


UI.DepotExit.LogisticsMode = Conveyor mode
UI.DepotExit.LogisticsMode.Desc = While in conveyor mode, this depot will transport outgoing goods using conveyor belts. Build depot exits, conveyor belts and inserters. Have a look at the corresponding tutorial for more information. 

Message.TradeCaravan.NoSpace = Not enough free space available to receive items. 

Message.TradeCaravan.NewContent = New goods are available at the trading hub. 



Objective.DefeatEnemies = Defeat enemy camps ($2 remaining).
Objective.DefeatEnemies.Desc = Claim the map, find and defeat enemy camps.

Modifier.EarnMoney = Export goods to earn money
Objective.EarnMoney = Money earned: $2 / $3
Objective.EarnMoney.Desc = Build a shipping port and export goods to earn money. 

Modifier.Claim = Expand your territory
Objective.Claim = Claim land: $2 / $3 tiles
Objective.Claim.Desc = Build bonfires and defeat enemy camps to expand your territory.

MapModifier.FulfillProductionTarget.Intro = Produce goods to fulfill your inventory target.

UI.Producing = Producing $1 ($2%)

UI.SelectedRobots = Selected robots

Recommendation.Title = Set up a $1 ($2 #Money#)
Message.Recommendation.Complete = Congratulations!<br>Completed: $1<br>Reward: $2 #Money#
Message.Recommendation.Complete.VictoryScreen = Recommendation:<br>$1

UI.Price = Price: $1

UI.UpgradeInProgress = Upgrade in progress. 


UI.TradeCaravan.TimeLeft = New offers in $1:$2

UI.QuickDeconstruct = Are you sure you want to deconstruct $1?
UI.IsWater = Can be used to water farms. 



ActorState.FavoriteLeisureActivity.Yes = Used $1.
ActorState.FavoriteLeisureActivity.No = Needs $1.

ActorState.FavoriteDecoration.Yes = $1 exists.
ActorState.FavoriteDecoration.No = Needs $1.


Modifier.Happy = Make colonists happy
Objective.Happy = Happy: $2 / $3 colonists
Objective.Happy.Desc = Supply food and drinks, build leisure activities, decoration and housing to make your colonists happy.


UI.HappinessSummary = Happiness
UI.HappinessSummary.Critical = Critical needs: 
UI.HappinessSummary.Advanced = Advanced needs: 