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Translation report for Spanish

========== General load errors (1) ==========


Error loading language from TarDirectory
[D:\Juegos\Steam\steamapps\common\RimWorld\Data\Core\Languages\Spanish
(Español(Castellano)).tar], 2 files: dir SiteCoreDef doesn't correspond to any def
type. Skipping...

========== Def-injected translations load errors (242) ==========


Couldn't inject Animal_Flu.stages.3.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 2)
Couldn't inject Animal_Plague.stages.4.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 3)
Couldn't inject Flu.stages.3.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 2)
Couldn't inject Malaria.stages.3.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 2)
Couldn't inject Plague.stages.4.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 3)
Couldn't inject SleepingSickness.stages.5.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 4)
Couldn't inject Animal_Flu.stages.3.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 2)
Couldn't inject Animal_Plague.stages.4.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 3)
Couldn't inject Flu.stages.3.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 2)
Couldn't inject Malaria.stages.3.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 2)
Couldn't inject Plague.stages.4.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 3)
Couldn't inject SleepingSickness.stages.5.label into Verse.HediffDef
(Hediffs_Local_Infections.xml): Index out of bounds (max index is 4)
Found no RimWorld.HistoryAutoRecorderDef named RampUp to match RampUp.label
(HistoryAutoRecorders.xml)
Found no RimWorld.HistoryAutoRecorderDef named RampUp to match RampUp.graphLabelY
(HistoryAutoRecorders.xml)
Found no RimWorld.IncidentDef named RefugeeChased to match RefugeeChased.label
(Incidents_Map_Misc.xml)
Found no RimWorld.IncidentDef named RaidEnemyBeacon to match RaidEnemyBeacon.label
(Incidents_Map_Special.xml)
Found no RimWorld.IncidentDef named PoisonShipPartCrash to match
PoisonShipPartCrash.label (Incidents_Map_Threats.xml)
Found no RimWorld.IncidentDef named PoisonShipPartCrash to match
PoisonShipPartCrash.letterLabel (Incidents_Map_Threats.xml)
Found no RimWorld.IncidentDef named PoisonShipPartCrash to match
PoisonShipPartCrash.letterText (Incidents_Map_Threats.xml)
Found no RimWorld.IncidentDef named Quest_BanditCamp to match
Quest_BanditCamp.label (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_BanditCamp to match
Quest_BanditCamp.letterLabel (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_BanditCamp to match
Quest_BanditCamp.letterText (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_DownedRefugee to match
Quest_DownedRefugee.label (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_DownedRefugee to match
Quest_DownedRefugee.letterLabel (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_DownedRefugee to match
Quest_DownedRefugee.letterText (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_ItemStash to match Quest_ItemStash.label
(Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_ItemStash to match
Quest_ItemStash.letterLabel (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_ItemStash to match
Quest_ItemStash.letterText (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_ItemStashAICore to match
Quest_ItemStashAICore.label (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_ItemStashAICore to match
Quest_ItemStashAICore.letterLabel (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_ItemStashAICore to match
Quest_ItemStashAICore.letterText (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_JourneyOffer to match
Quest_JourneyOffer.label (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_PeaceTalks to match
Quest_PeaceTalks.label (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_PeaceTalks to match
Quest_PeaceTalks.letterLabel (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_PeaceTalks to match
Quest_PeaceTalks.letterText (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_PrisonerRescue to match
Quest_PrisonerRescue.label (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_PrisonerRescue to match
Quest_PrisonerRescue.letterLabel (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_PrisonerRescue to match
Quest_PrisonerRescue.letterText (Incidents_World_Quests.xml)
Found no RimWorld.IncidentDef named Quest_TradeRequest to match
Quest_TradeRequest.label (Incidents_World_Quests.xml)
Found no Verse.JobDef named RearmTrap to match RearmTrap.reportString
(Jobs_Misc.xml)
Found no Verse.JobDef named PrisonerFriendlyChat to match
PrisonerFriendlyChat.reportString (Jobs_Work.xml)
Found no Verse.PawnKindDef named TribalHeavyArcher to match TribalHeavyArcher.label
(PawnKinds_Tribal.xml)
Found no Verse.PawnKindDef named TribalHeavyArcher to match
TribalHeavyArcher.labelPlural (PawnKinds_Tribal.xml)
Found no RimWorld.PrisonerInteractionModeDef named Chat to match Chat.label
(PrisonerInteractionMode.xml)
Found no RimWorld.RecordDef named TrapsRearmed to match TrapsRearmed.label
(Records_Misc.xml)
Found no RimWorld.RecordDef named TrapsRearmed to match TrapsRearmed.description
(Records_Misc.xml)
Found no Verse.ResearchProjectDef named ElectricCremation to match
ElectricCremation.label (ResearchProjects_2_Electricity.xml)
Found no Verse.ResearchProjectDef named ElectricCremation to match
ElectricCremation.description (ResearchProjects_2_Electricity.xml)
Found no Verse.ResearchProjectDef named ElectricSmelting to match
ElectricSmelting.label (ResearchProjects_2_Electricity.xml)
Found no Verse.ResearchProjectDef named ElectricSmelting to match
ElectricSmelting.description (ResearchProjects_2_Electricity.xml)
Found no Verse.ResearchProjectDef named Waterproofing to match Waterproofing.label
(ResearchProjects_2_Electricity.xml)
Found no Verse.ResearchProjectDef named Waterproofing to match
Waterproofing.description (ResearchProjects_2_Electricity.xml)
Couldn't inject AmbushEdge.descriptionDialogue into RimWorld.SitePartDef
(AmbushEdge.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject AmbushHidden.descriptionDialogue into RimWorld.SitePartDef
(AmbushHidden.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Manhunters.descriptionDialogue into RimWorld.SitePartDef
(Manhunters.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Manhunters.arrivedLetterLabel into RimWorld.SitePartDef
(Manhunters.xml): Field arrivedLetterLabel does not exist in type
RimWorld.SitePartDef.
Couldn't inject Outpost.descriptionDialogue into RimWorld.SitePartDef
(Outpost.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Outpost.arrivedLetterLabel into RimWorld.SitePartDef (Outpost.xml):
Field arrivedLetterLabel does not exist in type RimWorld.SitePartDef.
Couldn't inject SleepingMechanoids.descriptionDialogue into RimWorld.SitePartDef
(SleepingMechanoids.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject SleepingMechanoids.arrivedLetterLabel into RimWorld.SitePartDef
(SleepingMechanoids.xml): Field arrivedLetterLabel does not exist in type
RimWorld.SitePartDef.
Couldn't inject Turrets.descriptionDialogue into RimWorld.SitePartDef
(Turrets.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Turrets.arrivedLetterLabel into RimWorld.SitePartDef (Turrets.xml):
Field arrivedLetterLabel does not exist in type RimWorld.SitePartDef.
Couldn't inject AmbushEdge.descriptionDialogue into RimWorld.SitePartDef
(AmbushEdge.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject AmbushHidden.descriptionDialogue into RimWorld.SitePartDef
(AmbushHidden.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Manhunters.descriptionDialogue into RimWorld.SitePartDef
(Manhunters.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Manhunters.arrivedLetterLabel into RimWorld.SitePartDef
(Manhunters.xml): Field arrivedLetterLabel does not exist in type
RimWorld.SitePartDef.
Couldn't inject Outpost.descriptionDialogue into RimWorld.SitePartDef
(Outpost.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Outpost.arrivedLetterLabel into RimWorld.SitePartDef (Outpost.xml):
Field arrivedLetterLabel does not exist in type RimWorld.SitePartDef.
Couldn't inject SleepingMechanoids.descriptionDialogue into RimWorld.SitePartDef
(SleepingMechanoids.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject SleepingMechanoids.arrivedLetterLabel into RimWorld.SitePartDef
(SleepingMechanoids.xml): Field arrivedLetterLabel does not exist in type
RimWorld.SitePartDef.
Couldn't inject Turrets.descriptionDialogue into RimWorld.SitePartDef
(Turrets.xml): Field descriptionDialogue does not exist in type
RimWorld.SitePartDef.
Couldn't inject Turrets.arrivedLetterLabel into RimWorld.SitePartDef (Turrets.xml):
Field arrivedLetterLabel does not exist in type RimWorld.SitePartDef.
Found no RimWorld.StatDef named ArmorRating_Electric to match
ArmorRating_Electric.label (Stats_Apparel.xml)
Found no RimWorld.StatDef named ArmorRating_Electric to match
ArmorRating_Electric.description (Stats_Apparel.xml)
Found no RimWorld.StatDef named PersonalShieldEnergyMax to match
PersonalShieldEnergyMax.label (Stats_Apparel.xml)
Found no RimWorld.StatDef named PersonalShieldEnergyMax to match
PersonalShieldEnergyMax.description (Stats_Apparel.xml)
Found no RimWorld.StatDef named PersonalShieldRechargeRate to match
PersonalShieldRechargeRate.label (Stats_Apparel.xml)
Found no RimWorld.StatDef named PersonalShieldRechargeRate to match
PersonalShieldRechargeRate.description (Stats_Apparel.xml)
Found no RimWorld.StatDef named EntertainmentStrengthFactor to match
EntertainmentStrengthFactor.label (Stats_Building_Special.xml)
Found no RimWorld.StatDef named EntertainmentStrengthFactor to match
EntertainmentStrengthFactor.description (Stats_Building_Special.xml)
Found no RimWorld.StatDef named ShootingAccuracy to match ShootingAccuracy.label
(Stats_Pawns_Combat.xml)
Found no RimWorld.StatDef named ShootingAccuracy to match
ShootingAccuracy.description (Stats_Pawns_Combat.xml)
Found no RimWorld.StatDef named RecruitPrisonerChance to match
RecruitPrisonerChance.label (Stats_Pawns_Social.xml)
Found no RimWorld.StatDef named RecruitPrisonerChance to match
RecruitPrisonerChance.description (Stats_Pawns_Social.xml)
Found no RimWorld.StatDef named ConstructFailChance to match
ConstructFailChance.label (Stats_Pawns_WorkGeneral.xml)
Found no RimWorld.StatDef named ConstructFailChance to match
ConstructFailChance.description (Stats_Pawns_WorkGeneral.xml)
Found no RimWorld.StatDef named FixBrokenDownBuildingFailChance to match
FixBrokenDownBuildingFailChance.label (Stats_Pawns_WorkGeneral.xml)
Found no RimWorld.StatDef named FixBrokenDownBuildingFailChance to match
FixBrokenDownBuildingFailChance.description (Stats_Pawns_WorkGeneral.xml)
Found no RimWorld.StatDef named HarvestFailChance to match HarvestFailChance.label
(Stats_Pawns_WorkGeneral.xml)
Found no RimWorld.StatDef named HarvestFailChance to match
HarvestFailChance.description (Stats_Pawns_WorkGeneral.xml)
Found no RimWorld.StatDef named HealingQuality to match HealingQuality.label
(Stats_Pawns_WorkMedical.xml)
Found no RimWorld.StatDef named HealingQuality to match HealingQuality.description
(Stats_Pawns_WorkMedical.xml)
Found no RimWorld.StatDef named HealingSpeed to match HealingSpeed.label
(Stats_Pawns_WorkMedical.xml)
Found no RimWorld.StatDef named HealingSpeed to match HealingSpeed.description
(Stats_Pawns_WorkMedical.xml)
Found no RimWorld.StatDef named SurgerySuccessChance to match
SurgerySuccessChance.label (Stats_Pawns_WorkMedical.xml)
Found no RimWorld.StatDef named SurgerySuccessChance to match
SurgerySuccessChance.description (Stats_Pawns_WorkMedical.xml)
Found no RimWorld.StatDef named SculptingSpeed to match SculptingSpeed.label
(Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named SculptingSpeed to match SculptingSpeed.description
(Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named SmithingSpeed to match SmithingSpeed.label
(Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named SmithingSpeed to match SmithingSpeed.description
(Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named StonecuttingSpeed to match StonecuttingSpeed.label
(Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named StonecuttingSpeed to match
StonecuttingSpeed.description (Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named TailoringSpeed to match TailoringSpeed.label
(Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named TailoringSpeed to match TailoringSpeed.description
(Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named UnskilledLaborSpeed to match
UnskilledLaborSpeed.label (Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named UnskilledLaborSpeed to match
UnskilledLaborSpeed.description (Stats_Pawns_WorkRecipes.xml)
Found no RimWorld.StatDef named MeleeWeapon_Cooldown to match
MeleeWeapon_Cooldown.label (Stats_Weapons_Melee.xml)
Found no RimWorld.StatDef named MeleeWeapon_Cooldown to match
MeleeWeapon_Cooldown.description (Stats_Weapons_Melee.xml)
Found no RimWorld.StatDef named MeleeWeapon_Cooldown to match
MeleeWeapon_Cooldown.formatString (Stats_Weapons_Melee.xml)
Found no RimWorld.StatDef named MeleeWeapon_DamageAmount to match
MeleeWeapon_DamageAmount.label (Stats_Weapons_Melee.xml)
Found no RimWorld.StatDef named MeleeWeapon_DamageAmount to match
MeleeWeapon_DamageAmount.description (Stats_Weapons_Melee.xml)
Found no RimWorld.TaleDef named KilledMajorColonyEnemy to match
KilledMajorColonyEnemy.label (Tales_DoublePawn.xml)
Found no Verse.ThingCategoryDef named BodyPartsArtificial to match
BodyPartsArtificial.label (ThingCategories.xml)
Duplicate def-injected translation key: MechCapsule.label (auto-renamed from
CrashedPsychicEmanatorShipPart.label) (Buildings_Exotic.xml)
Duplicate def-injected translation key: MechCapsule.description (auto-renamed from
CrashedPsychicEmanatorShipPart.description) (Buildings_Exotic.xml)
Couldn't inject Turret_Sniper.comps.0.fuelGizmoLabel into Verse.ThingDef
(Buildings_Security.xml): Field fuelGizmoLabel does not exist in type
RimWorld.CompProperties_Explosive.
Couldn't inject Turret_Sniper.comps.0.fuelLabel into Verse.ThingDef
(Buildings_Security.xml): Field fuelLabel does not exist in type
RimWorld.CompProperties_Explosive.
Couldn't inject Turret_Sniper.comps.0.outOfFuelMessage into Verse.ThingDef
(Buildings_Security.xml): Field outOfFuelMessage does not exist in type
RimWorld.CompProperties_Explosive.
Found no Verse.ThingDef named Blueprint_TrapDeadfall to match
Blueprint_TrapDeadfall.label (Buildings_Security.xml)
Found no Verse.ThingDef named Frame_TrapDeadfall to match Frame_TrapDeadfall.label
(Buildings_Security.xml)
Couldn't inject Turret_Sniper.comps.0.fuelGizmoLabel into Verse.ThingDef
(Buildings_Security.xml): Field fuelGizmoLabel does not exist in type
RimWorld.CompProperties_Explosive.
Couldn't inject Turret_Sniper.comps.0.fuelLabel into Verse.ThingDef
(Buildings_Security.xml): Field fuelLabel does not exist in type
RimWorld.CompProperties_Explosive.
Couldn't inject Turret_Sniper.comps.0.outOfFuelMessage into Verse.ThingDef
(Buildings_Security.xml): Field outOfFuelMessage does not exist in type
RimWorld.CompProperties_Explosive.
Found no Verse.ThingDef named Filth_HumanFilth to match Filth_HumanFilth.label
(Filth_Various.xml)
Couldn't inject MechSerumNeurotrainer.label into Verse.ThingDef (Items_Exotic.xml):
Def named MechSerumNeurotrainer not found.
Couldn't inject MechSerumNeurotrainer.description into Verse.ThingDef
(Items_Exotic.xml): Def named MechSerumNeurotrainer not found.
Couldn't inject MechSerumNeurotrainer.comps.CompNeurotrainer.useLabel into
Verse.ThingDef (Items_Exotic.xml): Def named MechSerumNeurotrainer not found.
Found no Verse.ThingDef named Bullet_PumpShotgun to match Bullet_PumpShotgun.label
(RangedIndustrial.xml)
Found no Verse.ThingDef named Mote_MetalSparkThrown to match
Mote_MetalSparkThrown.label (_Things_Mote.xml)
Couldn't inject Hungover.stages.hung_over_hidden.label into RimWorld.ThoughtDef
(Alcohol_Beer.xml): None of the list elements have a handle named hung_over_hidden.
Couldn't inject Hungover.stages.hung_over_hidden.description into
RimWorld.ThoughtDef (Alcohol_Beer.xml): None of the list elements have a handle
named hung_over_hidden.
Couldn't inject KnowPrisonerSold.stages.a_prisoner_was_sold.label into
RimWorld.ThoughtDef (Thoughts_Memory_Misc.xml): None of the list elements have a
handle named a_prisoner_was_sold.
Couldn't inject KnowPrisonerSold.stages.a_prisoner_was_sold.description into
RimWorld.ThoughtDef (Thoughts_Memory_Misc.xml): None of the list elements have a
handle named a_prisoner_was_sold.
Couldn't inject SoldMyBondedAnimal.stages.bonded_animal_sold.label into
RimWorld.ThoughtDef (Thoughts_Memory_Social.xml): None of the list elements have a
handle named bonded_animal_sold.
Couldn't inject SoldMyBondedAnimal.stages.bonded_animal_sold.description into
RimWorld.ThoughtDef (Thoughts_Memory_Social.xml): None of the list elements have a
handle named bonded_animal_sold.
Couldn't inject SoldMyBondedAnimal.stages.bonded_animal_sold.labelSocial into
RimWorld.ThoughtDef (Thoughts_Memory_Social.xml): None of the list elements have a
handle named bonded_animal_sold.
Couldn't inject Inebriated.stages.4.label into RimWorld.ThoughtDef
(Thoughts_Situation_Drugs.xml): Index out of bounds (max index is 3)
Couldn't inject Inebriated.stages.4.description into RimWorld.ThoughtDef
(Thoughts_Situation_Drugs.xml): Index out of bounds (max index is 3)
Couldn't inject Pretty.stages.pretty.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
pretty.
Couldn't inject Pretty.stages.beautiful.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
beautiful.
Couldn't inject Ugly.stages.ugly.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
ugly.
Couldn't inject Ugly.stages.staggeringly_ugly.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
staggeringly_ugly.
Couldn't inject Hungover.stages.hung_over_hidden.label into RimWorld.ThoughtDef
(Alcohol_Beer.xml): None of the list elements have a handle named hung_over_hidden.
Couldn't inject Hungover.stages.hung_over_hidden.description into
RimWorld.ThoughtDef (Alcohol_Beer.xml): None of the list elements have a handle
named hung_over_hidden.
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.skyhigh_expectations.label (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.skyhigh_expectations.description (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.high_expectations.label (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.high_expectations.description (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.moderate_expectations.label (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.moderate_expectations.description (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.low_expectations.label (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.low_expectations.description (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.very_low_expectations.label (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.very_low_expectations.description (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.extremely_low_expectations.label (Expectations.xml)
Found no RimWorld.ThoughtDef named LowExpectations to match
LowExpectations.stages.extremely_low_expectations.description (Expectations.xml)
Found no RimWorld.ThoughtDef named BondedAnimalAbandoned to match
BondedAnimalAbandoned.stages.0.label (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named BondedAnimalAbandoned to match
BondedAnimalAbandoned.stages.0.description (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named ColonistAbandoned to match
ColonistAbandoned.stages.0.label (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named ColonistAbandoned to match
ColonistAbandoned.stages.0.description (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named ColonistAbandonedToDie to match
ColonistAbandonedToDie.stages.0.label (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named ColonistAbandonedToDie to match
ColonistAbandonedToDie.stages.0.description (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named DefeatedMajorEnemy to match
DefeatedMajorEnemy.stages.0.label (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named DefeatedMajorEnemy to match
DefeatedMajorEnemy.stages.0.description (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named GreenThumbHappy to match
GreenThumbHappy.stages.0.label (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named GreenThumbHappy to match
GreenThumbHappy.stages.0.description (Thoughts_Memory_Misc.xml)
Couldn't inject KnowPrisonerSold.stages.a_prisoner_was_sold.label into
RimWorld.ThoughtDef (Thoughts_Memory_Misc.xml): None of the list elements have a
handle named a_prisoner_was_sold.
Couldn't inject KnowPrisonerSold.stages.a_prisoner_was_sold.description into
RimWorld.ThoughtDef (Thoughts_Memory_Misc.xml): None of the list elements have a
handle named a_prisoner_was_sold.
Found no RimWorld.ThoughtDef named PrisonerAbandonedToDie to match
PrisonerAbandonedToDie.stages.0.label (Thoughts_Memory_Misc.xml)
Found no RimWorld.ThoughtDef named PrisonerAbandonedToDie to match
PrisonerAbandonedToDie.stages.0.description (Thoughts_Memory_Misc.xml)
Couldn't inject SoldMyBondedAnimal.stages.bonded_animal_sold.label into
RimWorld.ThoughtDef (Thoughts_Memory_Social.xml): None of the list elements have a
handle named bonded_animal_sold.
Couldn't inject SoldMyBondedAnimal.stages.bonded_animal_sold.description into
RimWorld.ThoughtDef (Thoughts_Memory_Social.xml): None of the list elements have a
handle named bonded_animal_sold.
Couldn't inject SoldMyBondedAnimal.stages.bonded_animal_sold.labelSocial into
RimWorld.ThoughtDef (Thoughts_Memory_Social.xml): None of the list elements have a
handle named bonded_animal_sold.
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.0.label (Thoughts_Random.xml)
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.0.description (Thoughts_Random.xml)
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.1.label (Thoughts_Random.xml)
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.1.description (Thoughts_Random.xml)
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.2.label (Thoughts_Random.xml)
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.2.description (Thoughts_Random.xml)
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.3.label (Thoughts_Random.xml)
Found no RimWorld.ThoughtDef named FeelingRandom to match
FeelingRandom.stages.3.description (Thoughts_Random.xml)
Couldn't inject Inebriated.stages.4.label into RimWorld.ThoughtDef
(Thoughts_Situation_Drugs.xml): Index out of bounds (max index is 3)
Couldn't inject Inebriated.stages.4.description into RimWorld.ThoughtDef
(Thoughts_Situation_Drugs.xml): Index out of bounds (max index is 3)
Found no RimWorld.ThoughtDef named CabinFever to match CabinFever.stages.0.label
(Thoughts_Situation_General.xml)
Found no RimWorld.ThoughtDef named CabinFever to match
CabinFever.stages.0.description (Thoughts_Situation_General.xml)
Found no RimWorld.ThoughtDef named CabinFever to match CabinFever.stages.1.label
(Thoughts_Situation_General.xml)
Found no RimWorld.ThoughtDef named CabinFever to match
CabinFever.stages.1.description (Thoughts_Situation_General.xml)
Found no RimWorld.ThoughtDef named NeedSpace to match NeedSpace.stages.0.label
(Thoughts_Situation_Needs.xml)
Found no RimWorld.ThoughtDef named NeedSpace to match
NeedSpace.stages.0.description (Thoughts_Situation_Needs.xml)
Found no RimWorld.ThoughtDef named NeedSpace to match NeedSpace.stages.1.label
(Thoughts_Situation_Needs.xml)
Found no RimWorld.ThoughtDef named NeedSpace to match
NeedSpace.stages.1.description (Thoughts_Situation_Needs.xml)
Found no RimWorld.ThoughtDef named NeedSpace to match NeedSpace.stages.2.label
(Thoughts_Situation_Needs.xml)
Found no RimWorld.ThoughtDef named NeedSpace to match
NeedSpace.stages.2.description (Thoughts_Situation_Needs.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.0.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.0.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.1.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.1.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.4.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.4.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.5.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.5.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.6.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.6.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.7.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.7.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.8.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.8.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.9.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Barracks to match Barracks.stages.9.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.0.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.0.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.3.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.3.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.4.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.4.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.5.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.5.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.6.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.6.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.7.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.7.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.8.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.8.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.9.label
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named Bedroom to match Bedroom.stages.9.description
(Thoughts_Situation_RoomStats.xml)
Found no RimWorld.ThoughtDef named KilledMajorColonyEnemy to match
KilledMajorColonyEnemy.stages.0.label (Thoughts_Situation_Social.xml)
Couldn't inject Pretty.stages.pretty.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
pretty.
Couldn't inject Pretty.stages.beautiful.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
beautiful.
Couldn't inject Ugly.stages.ugly.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
ugly.
Couldn't inject Ugly.stages.staggeringly_ugly.label into RimWorld.ThoughtDef
(Thoughts_Situation_Social.xml): None of the list elements have a handle named
staggeringly_ugly.
Found no RimWorld.ThoughtDef named Imprisoned to match Imprisoned.stages.0.label
(Thoughts_Situation_Special.xml)
Found no RimWorld.ThoughtDef named Imprisoned to match
Imprisoned.stages.0.description (Thoughts_Situation_Special.xml)
Found no RimWorld.ThoughtDef named SharedBedroom to match
SharedBedroom.stages.0.label (Thoughts_Situation_Special.xml)
Found no RimWorld.ThoughtDef named SharedBedroom to match
SharedBedroom.stages.0.description (Thoughts_Situation_Special.xml)
Found no RimWorld.TraitDef named Indoorsman to match Indoorsman.degreeDatas.0.label
(Traits_Singular.xml)
Found no RimWorld.TraitDef named Indoorsman to match
Indoorsman.degreeDatas.0.description (Traits_Singular.xml)
Found no RimWorld.WorkGiverDef named RearmTraps to match RearmTraps.label
(WorkGivers.xml)
Found no RimWorld.WorkGiverDef named RearmTraps to match RearmTraps.verb
(WorkGivers.xml)
Found no RimWorld.WorkGiverDef named RearmTraps to match RearmTraps.gerund
(WorkGivers.xml)
Found no RimWorld.WorkGiverDef named Scan to match Scan.label (WorkGivers.xml)
Found no RimWorld.WorkGiverDef named Scan to match Scan.gerund (WorkGivers.xml)
Found no RimWorld.WorkGiverDef named Scan to match Scan.verb (WorkGivers.xml)

========== Backstories load errors (0) ==========

========== Missing keyed translations (678) ==========


AlertColonistLeftUnburied 'Colonist left unburied' (English file: Alerts.xml:40)
AlertColonistLeftUnburiedDesc 'A colonist is left unburied.\n\nThis may negatively
affects your colonists mood.' (English file: Alerts.xml:41)
CaravanIdle 'Caravan idle' (English file: Alerts.xml:92)
CaravanIdleDesc 'These caravans are waiting for you to set their next
destination:\n\n{0}' (English file: Alerts.xml:93)
BuildingCantBeUsedRoofed 'Building unusable due to roof' (English file:
Alerts.xml:125)
BuildingCantBeUsedRoofedDesc 'One or more of your buildings can only be used if not
roofed, but there is a roof over it. The building(s) won't be usable until you
remove the roof.' (English file: Alerts.xml:126)
AlertHeatstroke 'Heatstroke' (English file: Alerts.xml:128)
AlertHeatstrokeDesc 'The following people are suffering from
heatstroke:\n\n{0}\nGet them to a cooler area. You can cool down rooms with passive
coolers or electrical coolers. Deep underground spaces are also naturally cool, if
separated from the outdoors by a door.' (English file: Alerts.xml:129)
QuestPartMoodBelowThreshold 'Guest unhappy' (English file: Alerts.xml:131)
QuestPartMoodBelowThresholdDesc 'The quest {0} requires you to keep this person in
a good mood. However, their mood is poor. Take some action to make them feel
better:\n\n{1}' (English file: Alerts.xml:132)
QuestPartShuttleLeaveDelay 'Shuttle leaving in {0}' (English file: Alerts.xml:134)
QuestPartShuttleLeaveDelayDesc 'The shuttle will leave in {1}. The quest {0}
requires you to load the following people or items onto the shuttle before it
leaves:\n\n{2}' (English file: Alerts.xml:135)
DisallowedBuildingInsideMonument 'Monument will be destroyed' (English file:
Alerts.xml:137)
DisallowedBuildingInsideMonumentDesc 'You've built a disallowed building inside one
of your monuments. The monument will be considered destroyed in {0}.' (English
file: Alerts.xml:138)
ActivatorCountdown 'Countdown activator {0}' (English file: Alerts.xml:140)
ActivatorCountdownDesc 'There is a countdown activator ticking down, preparing to
awaken nearby mechanoids.' (English file: Alerts.xml:141)
ActivatorCountdownMultiple '{0} countdown activators' (English file:
Alerts.xml:142)
ActivatorCountdownDescMultiple 'There are {0} countdown activators ticking down,
preparing to awaken nearby mechanoids.' (English file: Alerts.xml:143)
QuestExpiresSoon 'Quest expires in {0}' (English file: Alerts.xml:145)
QuestExpiresSoonDesc 'The quest '{0}' will expire in {1}.' (English file:
Alerts.xml:146)
ShortDate '{0} {1} {2}' (English file: Dates.xml:10)
TerrainCannotSupport_TerrainAffordanceFromStuff '{0_label} (when made of {2_label})
requires terrain that supports: {1_label}' (English file: Designators.xml:120)
InteractionSpotWillOverlap 'Interaction spot will overlap with the interaction spot
of {1_labelShort}.' (English file: Designators.xml:125)
InteractionSpotOverlaps 'Interaction spot overlaps with the interaction spot of
{1_labelShort}.' (English file: Designators.xml:126)
MonumentAdjacentToBuilding 'Monument markers can't be placed directly adjacent to
any building.' (English file: Designators.xml:127)
NoColonistWithSkillTip 'None of your {0} have this skill.' (English file:
Designators.xml:136)
SkillNeededForConstructing '{0} needed' (English file: Designators.xml:137)
NoColonistWithAllSkillsForConstructing 'None of your {0} have all skills required.'
(English file: Designators.xml:138)
AllColonistsWithSkillHaveDisabledConstructingTip 'All of your {0} who have this
skill are not assigned to {1}.' (English file: Designators.xml:139)
OfficialContent 'Official content' (English file: Dialogs_Various.xml:69)
ContentActive 'Active' (English file: Dialogs_Various.xml:70)
ContentInstalledButNotActive 'Installed, but not active' (English file:
Dialogs_Various.xml:71)
ContentNotInstalled 'Not installed' (English file: Dialogs_Various.xml:72)
DisarmedTime 'Disarmed' (English file: Dialogs_Various.xml:172)
MinGrowthTemperature 'Min growth temperature' (English file:
Dialogs_Various.xml:184) (placeholder exists in Dialogs_Various.xml:338)
MaxGrowthTemperature 'Max growth temperature' (English file:
Dialogs_Various.xml:185) (placeholder exists in Dialogs_Various.xml:340)
NutritationEatenPerDay 'Nutrition need per day' (English file:
Dialogs_Various.xml:200)
CreatedAt 'Created at' (English file: Dialogs_Various.xml:206)
SurgeryDeathOnFailChance 'Death chance on fail' (English file:
Dialogs_Various.xml:225)
SkillRequiredToBuild '{0} skill required' (English file: Dialogs_Various.xml:228)
SkillRequiredToBuildExplanation 'Requires this level of {0} in order to build.'
(English file: Dialogs_Various.xml:229)
Target 'Target' (English file: Dialogs_Various.xml:243)
TargetHuman 'Human' (English file: Dialogs_Various.xml:244)
TargetAnimal 'Animal' (English file: Dialogs_Various.xml:245)
TargetSelf 'Self' (English file: Dialogs_Various.xml:246)
TargetGround 'Ground' (English file: Dialogs_Various.xml:247)
ClickToLearnMore 'Click to learn more.' (English file: Dialogs_Various.xml:248)
ClickToViewFactions 'Click to view factions.' (English file:
Dialogs_Various.xml:249)
NegotiatorTradeDialogInfo 'Negotiator: {0} (+{1})' (English file:
Dialogs_Various.xml:268)
TraderNotVisitedYet 'Never visited - stock unknown' (English file:
Dialogs_Various.xml:289)
TraderRestockedSinceLastVisit 'Restocked since your last visit' (English file:
Dialogs_Various.xml:290)
NextTraderRestock 'Next restock: {0} days' (English file: Dialogs_Various.xml:291)
ConfirmAttackFriendlyFaction 'Are you sure you want to attack {0}?\n\nThis will
make {1} hostile to you, and they will eventually start raiding your colony!'
(English file: Dialogs_Various.xml:365)
TooBigTransporterSingleMassUsage 'The assigned people and items are too heavy for
the shuttle.' (English file: Dialogs_Various.xml:370)
CantSendEmptyTransporterSingle 'You can't send empty shuttle.' (English file:
Dialogs_Various.xml:372)
PawnCantReachTransporterSingle '{1_labelShort} can't reach the shuttle.' (English
file: Dialogs_Various.xml:374)
TransporterSingleItemIsUnreachableSingle 'There is no path between the shuttle and
the {0}.' (English file: Dialogs_Various.xml:376)
TransporterSingleItemIsUnreachableMulti 'There is no path between the shuttle and
{0}x {1}.' (English file: Dialogs_Various.xml:378)
ConfirmCancelMonumentMarker 'Do you really want to remove this monument marker?'
(English file: Dialogs_Various.xml:492)
AbilityRequiresLOS 'Line of sight required' (English file: Dialogs_Various.xml:495)
AbilityEntropyGain 'Entropy gain ' (English file: Dialogs_Various.xml:496)
AbilityDuration 'Effect duration' (English file: Dialogs_Various.xml:497)
AbilityEffectRadius 'Effect radius' (English file: Dialogs_Various.xml:498)
AbilityCastingTime 'Casting time' (English file: Dialogs_Various.xml:499)
AbilityCannotHitTarget 'No line of sight to target.' (English file:
Dialogs_Various.xml:500)
AbilityOccupiedCells '{0} must target an empty area.' (English file:
Dialogs_Various.xml:501)
AbilityUnwalkable '{0} must target a walkable area.' (English file:
Dialogs_Various.xml:502)
Stat_MineableThing_Name 'Mined item' (English file: Dialog_StatsReports.xml:61)
Stat_MineableThing_Desc 'The item that will be yielded when mining this.' (English
file: Dialog_StatsReports.xml:62)
Stat_SourceSpecies_Name 'Source species' (English file: Dialog_StatsReports.xml:63)
Stat_SourceSpecies_Desc 'The species of creature from which this was taken.'
(English file: Dialog_StatsReports.xml:64)
Stat_Stuff_Name 'Stuff' (English file: Dialog_StatsReports.xml:65)
Stat_Stuff_Desc 'The stuff this thing is made of. This affects many other stats,
including weapon damage, apparel armor and insulation, item and building hit
points, beauty, market value, and much more.' (English file:
Dialog_StatsReports.xml:66)
Stat_Weapon_Name 'Weapon' (English file: Dialog_StatsReports.xml:67)
Stat_Weapon_Desc 'The weapon used by this turret.' (English file:
Dialog_StatsReports.xml:68)
Stat_HitPoints_Desc 'How much damage an object can take before being destroyed.'
(English file: Dialog_StatsReports.xml:69)
Stat_Thing_WorkToUninstall_Desc 'The amount of work it takes to uninstall this.'
(English file: Dialog_StatsReports.xml:70)
Stat_Thing_CreatedAt_Desc 'Which facilities can be used to produce this.' (English
file: Dialog_StatsReports.xml:71)
Stat_Thing_Damage_Desc 'The amount of damage this weapon deals.\n\nThis may be
deflected or mitigated by the target's armor.' (English file:
Dialog_StatsReports.xml:72)
Stat_Thing_Drug_MedicineXpGainFactor_Desc 'A multiplier on the amount of experience
doctors gain when using this to tend a patient.' (English file:
Dialog_StatsReports.xml:73)
Stat_Thing_Plant_Attributes_Desc 'The attributes of this plant.' (English file:
Dialog_StatsReports.xml:74)
Stat_Thing_Apparel_Covers_Desc 'Which body parts this covers.\n\nArmor does not
protect body parts that it does not cover.' (English file:
Dialog_StatsReports.xml:75)
Stat_Thing_Apparel_Layer_Desc 'Which apparel layers this fills.\n\nFor a given body
part, only one piece of apparel can be worn in each layer.' (English file:
Dialog_StatsReports.xml:76)
Stat_Thing_Plant_FertilityRequirement_Desc 'The minimum soil fertility that this
plant requires to grow.' (English file: Dialog_StatsReports.xml:77)
Stat_Thing_Plant_FertilitySensitivity_Desc 'How sensitive this plant is to soil
fertility.\n\nLow sensitivity means the plant will grow about the same speed in
rich or poor soil. High sensitivity means the plant grows slow in poor soil, but
faster in rich soil.' (English file: Dialog_StatsReports.xml:78)
Stat_Thing_Plant_LightRequirement_Desc 'The amount of light this plant requires to
grow.' (English file: Dialog_StatsReports.xml:79)
Stat_Thing_Plant_LifeSpan_Desc 'The lifespan of the plant.\n\nPlants naturally die
after they reach a certain age, even if not harvested.' (English file:
Dialog_StatsReports.xml:80)
Stat_Thing_Plant_HarvestYield_Desc 'The amount of product this plant will yield
when harvested.' (English file: Dialog_StatsReports.xml:81)
Stat_Thing_Plant_MinGrowthTemperature_Desc 'The minimum temperature this plant can
survive.\n\nTemperatures below this will cause damage over time.' (English file:
Dialog_StatsReports.xml:82)
Stat_Thing_Plant_MaxGrowthTemperature_Desc 'The maximum temperature this plant can
survive.\n\nTemperatures above this will cause damage over time.' (English file:
Dialog_StatsReports.xml:83)
Stat_Thing_Plant_MinGrowingSkillToSow_Desc 'The minimum skill needed for a farmer
to to sow this plant.' (English file: Dialog_StatsReports.xml:84)
Stat_Race_Diet_Desc 'The kinds of food this creature is capable of eating.\n\nCan
eat: {0}' (English file: Dialog_StatsReports.xml:85)
Stat_Race_LeatherType_Desc 'The type of leather this creature will yield when
butchered.' (English file: Dialog_StatsReports.xml:86)
Stat_Race_Animal_TameFailedRevengeChance_Desc 'The chance that this creature will
attack when a tamer tries to tame it and fails.' (English file:
Dialog_StatsReports.xml:87)
Stat_Race_Trainability_Desc 'This creature's general mental aptitude for training.
This is a combination of intelligence and attentiveness. It determines which kinds
of tasks this creature can be trained to perform.' (English file:
Dialog_StatsReports.xml:88)
Stat_Race_LifeExpectancy_Desc 'The average life expectancy of this creature.'
(English file: Dialog_StatsReports.xml:89)
Stat_Thing_Ingestible_Joy_Desc 'The recreational value of ingesting this. Higher
numbers will fulfill the recreation need more.' (English file:
Dialog_StatsReports.xml:90)
Stat_Race_BodySize_Desc 'The size of this creature's body, compared to an average
adult human.' (English file: Dialog_StatsReports.xml:91)
Stat_Thing_Weapon_MeleeWarmupTime_Desc 'How much time passes between when a melee
attack with this weapon begins and when it hits.' (English file:
Dialog_StatsReports.xml:92)
Stat_Thing_Weapon_BurstShotCount_Desc 'The amount of shots this weapon fires in
each burst.' (English file: Dialog_StatsReports.xml:93)
Stat_Thing_Weapon_BurstShotFireRate_Desc 'The fire rate of this weapon during each
burst.' (English file: Dialog_StatsReports.xml:94)
Stat_Thing_Weapon_Range_Desc 'The maximum range of this weapon.' (English file:
Dialog_StatsReports.xml:95)
Stat_Thing_Weapon_MissRadius_Desc 'The radius of random spread on shots fired by
this weapon.\n\nHigh values make projectiles disperse randomly around the target.'
(English file: Dialog_StatsReports.xml:96)
Stat_Thing_Weapon_DirectHitChance_Desc 'The chance that a shot will directly hit
its target if not intercepted, dodged or stopped.' (English file:
Dialog_StatsReports.xml:97)
Stat_Thing_MoodChange_Desc 'This body part's effect on the mood of the owner.'
(English file: Dialog_StatsReports.xml:98)
Stat_Recipe_Skill_Desc 'The main skill used while performing this recipe.\n\nIt
determines the quality of the result, and is learned while performing this recipe.'
(English file: Dialog_StatsReports.xml:99)
Stat_Recipe_Ingredients_Desc 'The ingredients required to perform this recipe.'
(English file: Dialog_StatsReports.xml:100)
Stat_Recipe_SkillRequirements_Desc 'The skills required to perform this recipe.'
(English file: Dialog_StatsReports.xml:101)
Stat_Recipe_Products_Desc 'The products produced by this recipe.' (English file:
Dialog_StatsReports.xml:102)
Stat_Recipe_WorkSpeedStat_Desc 'Which character stat governs the workspeed of this
recipe.\n\nThe higher the stat of the worker is, the faster work will be done.'
(English file: Dialog_StatsReports.xml:103)
Stat_Recipe_EfficiencyStat_Desc 'Which stat governs the quality or amount of
output.\n\nThe higher the stat of the worker is, the higher the quality or yield
will be.' (English file: Dialog_StatsReports.xml:104)
Stat_Thing_Surgery_SuccessChanceFactor_Desc 'A multiplier on the chance this
operation will be a success. More difficult operations have lower
multipliers.\n\nThe actual chance of success of a surgery is also affected by the
doctor, facilities, and medicine used.' (English file: Dialog_StatsReports.xml:105)
Stat_Thing_Surgery_SuccessChanceFactor_CantFail 'Can't fail' (English file:
Dialog_StatsReports.xml:106)
Stat_Thing_Surgery_SuccessChanceFactor_CantFail_Desc 'Performing this operation is
safe for the patient.' (English file: Dialog_StatsReports.xml:107)
Stat_Thing_Surgery_DeathOnFailChance_Desc 'The chance the patient will die upon
failure of this surgery.' (English file: Dialog_StatsReports.xml:108)
Stat_Thing_Drug_Addictiveness_Desc 'The addictiveness of this drug.' (English file:
Dialog_StatsReports.xml:109)
Stat_Hediff_TotalBleedFactor_Name 'Total bleed factor' (English file:
Dialog_StatsReports.xml:110)
Stat_Hediff_TotalBleedFactor_Desc 'A multiplier applied to the overall rate of
blood loss.' (English file: Dialog_StatsReports.xml:111)
Stat_Hediff_NaturalHealingFactor_Name 'Natural healing factor' (English file:
Dialog_StatsReports.xml:112)
Stat_Hediff_NaturalHealingFactor_Desc 'A multiplier applied to the overall rate of
natural wound healing.' (English file: Dialog_StatsReports.xml:113)
Stat_Hediff_FoodPoisoningChanceFactor_Name 'Food poisoning chance factor' (English
file: Dialog_StatsReports.xml:114)
Stat_Hediff_FoodPoisoningChanceFactor_Desc 'A multiplier applied to the chance of
accidentally cooking a meal with food poisoning.' (English file:
Dialog_StatsReports.xml:115)
Stat_Hediff_BleedingRate_Desc 'The rate at which this condition is drains blood.'
(English file: Dialog_StatsReports.xml:116)
Stat_Hediff_Pain_Desc 'The amount of pain caused by this condition.' (English file:
Dialog_StatsReports.xml:117)
Stat_Hediff_PartEfficiency_Desc 'The offset in efficiency applied to body parts
affected by this.' (English file: Dialog_StatsReports.xml:118)
Stat_Hediff_Affects_Desc 'The mental abilities this affects.' (English file:
Dialog_StatsReports.xml:119)
Stat_Hediff_HungerRateOffset_Name 'Hunger rate offset' (English file:
Dialog_StatsReports.xml:120)
Stat_Hediff_HungerRateFactor_Desc 'A multiplier on the rate at which the food need
depletes.' (English file: Dialog_StatsReports.xml:121)
Stat_Hediff_HungerRateOffset_Desc 'An offset on the rate at which the food need
depletes.' (English file: Dialog_StatsReports.xml:122)
Stat_Hediff_TirednessOffset_Name 'Rest fall rate' (English file:
Dialog_StatsReports.xml:123)
Stat_Hediff_TirednessOffset_Desc 'An offset applied to the rate at which the
creatures rest need falls.' (English file: Dialog_StatsReports.xml:124)
Stat_Hediff_TirednessFactor_Desc 'A multiplier applied to the rate at which the
creatures rest need falls.' (English file: Dialog_StatsReports.xml:125)
Stat_Hediff_PreventsInfection_Desc 'Whether or not this will prevent infections.'
(English file: Dialog_StatsReports.xml:126)
Stat_Thing_Terrain_Supports_Desc 'The things this terrain supports.' (English file:
Dialog_StatsReports.xml:127)
Stat_Thing_TerrainRequirement_Desc 'This can only be placed on terrain of these
types.' (English file: Dialog_StatsReports.xml:128)
Stat_Thing_PowerConsumption_Desc 'The amount of power this building will draw from
the power grid.' (English file: Dialog_StatsReports.xml:129)
Stat_Thing_BodyPartEfficiency_Desc 'The overall efficiency of this body part.'
(English file: Dialog_StatsReports.xml:130)
Stat_Thing_Weapon_Biocoded_Name 'Biocoding' (English file:
Dialog_StatsReports.xml:131)
Stat_Thing_Weapon_Biocoded_Desc 'This item has been coded to only accept a
particular individual's bio-signature.' (English file: Dialog_StatsReports.xml:132)
WorkTypeDisablesOption 'won't do {0}' (English file: Dialog_Trees.xml:9)
ContentSource_OfficialModsFolder 'official content' (English file: Enums.xml:83)
ContentSource_ModsFolder 'local folder' (English file: Enums.xml:84)
AutomaticPauseMode_Never 'Never' (English file: Enums.xml:171)
AutomaticPauseMode_MajorThreat 'Major threats' (English file: Enums.xml:172)
AutomaticPauseMode_AnyThreat 'Any threat' (English file: Enums.xml:173)
AutomaticPauseMode_AnyLetter 'Any letter' (English file: Enums.xml:174)
PainCategory_LowPain 'itchy' (English file: Enums.xml:177)
PainCategory_MediumPain 'aching' (English file: Enums.xml:178)
PainCategory_HighPain 'painful' (English file: Enums.xml:179)
ExtraFactionType_HomeFaction 'home faction' (English file: Enums.xml:182)
ExtraFactionType_HostFaction 'remote host faction' (English file: Enums.xml:183)
NotAllowed 'Not allowed' (English file: FloatMenu.xml:13)
Burying 'burying' (English file: FloatMenu.xml:31)
FoodBelowTitleRequirements 'below requirements of {0}' (English file:
FloatMenu.xml:48)
SkillTooLowForConstruction '{0} skill too low' (English file: FloatMenu.xml:53)
InstallImplantNoBodyPart 'no body part' (English file: FloatMenu.xml:69)
InstallImplantNotAllowedForNonColonists 'not a colonist' (English file:
FloatMenu.xml:70)
InstallImplantAlreadyInstalled 'already installed' (English file: FloatMenu.xml:71)
InstallImplantAlreadyMaxLevel 'max level' (English file: FloatMenu.xml:72)
UpgradeImplant 'Upgrade {0} to level {1}' (English file: FloatMenu.xml:73)
CarryToShuttle 'Carry {0_label} to shuttle' (English file: FloatMenu.xml:93)
CannotDrop 'Cannot drop {1_label}' (English file: FloatMenu.xml:146)
QuestRelated 'temporary faction member' (English file: FloatMenu.xml:147)
QuestRelated_Outfit 'Cannot change outfits on temporary faction members' (English
file: FloatMenu.xml:148)
WouldReplaceLockedApparel 'would replace locked apparel' (English file:
FloatMenu.xml:149)
TradeWithSettlement 'Trade with {0}' (English file: FloatMenu.xml:173)
EnterShuttle 'Get in shuttle' (English file: FloatMenu.xml:178)
CannotGenericAlreadyAmCustom 'Already {0}' (English file: FloatMenu.xml:188)
CannotTradeMissingTitleAbility 'Cannot trade: lacking necessary title' (English
file: FloatMenu.xml:191)
ApplyTechprint 'apply {0}' (English file: FloatMenu.xml:236)
CommandThingSetOwnerLabel 'Set owner' (English file: GameplayCommands.xml:42)
CommandThroneSetOwnerDesc 'Assign this throne to be owned by a specific colonist.'
(English file: GameplayCommands.xml:44)
CommandTradeFailNeedPermit 'None of your people have the required faction
permission: {0}' (English file: GameplayCommands.xml:216)
CommandToggleAllowAutoRefuel 'Toggle automatic refuel' (English file:
GameplayCommands.xml:238)
CommandToggleAllowAutoRefuelDesc 'Sets whether or not automatic refueling is
allowed.' (English file: GameplayCommands.xml:239)
CommandLoadTransporterSingle 'Load' (English file: GameplayCommands.xml:259)
CommandLoadTransporterSingleDesc 'Opens the loading dialog so you can decide who
and what should be loaded inside.' (English file: GameplayCommands.xml:260)
CommandSetToLoadTransporter 'Set to load' (English file: GameplayCommands.xml:263)
CommandSetToLoadTransporterDesc 'Opens the loading dialog so you can decide who and
what should be loaded inside.' (English file: GameplayCommands.xml:264)
CommandAutoloadTransporters 'Autoload' (English file: GameplayCommands.xml:267)
CommandAutoloadTransportersDesc 'Toggle loading all required cargo automatically as
soon as they become available.' (English file: GameplayCommands.xml:268)
CommandSendShuttle 'Send' (English file: GameplayCommands.xml:303)
CommandSendShuttleDesc 'Initiate takeoff and have the shuttle fly to its
destination.' (English file: GameplayCommands.xml:304)
CommandSendShuttleFailUnderRoof 'The shuttle is under a roof.' (English file:
GameplayCommands.xml:305)
CommandSendShuttleFailMissingRequiredThing 'Some of the required items or people
are missing.' (English file: GameplayCommands.xml:306)
CommandPlaceBlueprints 'Place blueprints' (English file: GameplayCommands.xml:309)
CommandPlaceBlueprintsDesc 'Place all required blueprints where possible.' (English
file: GameplayCommands.xml:310)
CommandCancelMonumentMarker 'Cancel' (English file: GameplayCommands.xml:313)
CommandCancelMonumentMarkerDesc 'Permanently remove this monument marker.' (English
file: GameplayCommands.xml:314)
CommandViewQuest 'View quest: {0}' (English file: GameplayCommands.xml:317)
CommandViewQuestDesc 'View this quest in quests tab.' (English file:
GameplayCommands.xml:318)
CommandOpenLinkedQuest 'Open linked quest' (English file: GameplayCommands.xml:319)
CommandOpenLinkedQuestDesc 'Open linked quest in the quests tab.' (English file:
GameplayCommands.xml:320)
ClauseSequence2 '{0} and {1}.' (English file: Grammar.xml:30)
ClauseSequence3 '{0}. Also, {1} and {2}.' (English file: Grammar.xml:31)
ClauseSequence4 '{0} and {1}. In addition {2} and {3}.' (English file:
Grammar.xml:32)
ClauseSequence5 '{0} and {1}. Additionally, {2} and {3}. Finally, {4}.' (English
file: Grammar.xml:33)
ClauseSequence6 '{0}. {1} and {2}. Also, {3} and {4}. Finally, {5}.' (English file:
Grammar.xml:34)
ClauseSequence7 '{0} and {1}. {2} and {3}. Also, {4} and {5}. Finally, {6}.'
(English file: Grammar.xml:35)
ClauseSequence8 '{0} and {1}. Also, {2} and {3}. {4} and {5}. Finally, {6} and
{7}.' (English file: Grammar.xml:36)
XorY '{0} or {1}' (English file: Grammar.xml:38)
TraderArrivalFromFaction 'They're affiliated with {FACTION_name}.' (English file:
Incidents.xml:39)
TraderArrivalNoFaction 'They are not affiliated with any faction.' (English file:
Incidents.xml:40)
ActivatedDaysAgo 'Activated {0} days ago' (English file: Incidents.xml:62)
OpenedDaysAgo 'Opened {0} days ago' (English file: Incidents.xml:63)
LetterCaravanArrivalCommonWarning 'They will hang around the colony for some time
before leaving. You can attack them - but this will anger their faction!' (English
file: Incidents.xml:93)
EscapeShipFoundPeaceful 'You've reached the coordinates sent by <Name>Charlon
Whitestone</Name> and discovered the hidden starship.\n\nThe ship's reactor is
still in deep hibernation mode, so it can't fly yet. You can start it up by
interacting with the computer core.\n\n<Name>Charlon Whitestone</Name> warns you
that the startup process will take about 15 days.' (English file:
Incidents.xml:104)
CaravanMeeting_NoPermit 'need a trader with the title of {0} from {1_name}'
(English file: Incidents.xml:115)
LetterLabelQuestAskerFactionHostile 'Quest failed' (English file:
Incidents.xml:137)
LetterQuestAskerFactionHostile 'The quest is now incompletable because
{FACTION_name} is hostile.' (English file: Incidents.xml:138)
LetterLabelQuestAskerCaptured 'Quest failed' (English file: Incidents.xml:141)
LetterQuestAskerCaptured 'The quest is now incompletable because {SUBJECT_definite}
has been captured.' (English file: Incidents.xml:142)
LetterLabelQuestAskerDied 'Quest failed' (English file: Incidents.xml:145)
LetterQuestAskerDied 'The quest is now incompletable because {SUBJECT_definite} has
died.' (English file: Incidents.xml:146)
TabCasketContents 'Contents' (English file: ITabs.xml:25)
RecruitmentChance 'Recruitment chance' (English file: ITabs.xml:46)
RecruitmentChanceExplanation 'Recruit difficulty factor: {0}\nMood factor:
{1}\nCombined base chance: {2}' (English file: ITabs.xml:47)
RecruitmentChanceWithLastRecruiterExplanationPart '\n----------------\nLast
recruitment attempt\nRecruiter: {3}\nNegotiation ability factor: {4}\nOpinion
factor: {5} ({6})\nFinal chance for {3}: {7}' (English file: ITabs.xml:48)
RecruitmentLastRecruiterResistanceReduceExplanationPart '\nResistance reduction:
{0}' (English file: ITabs.xml:49)
PrisonerReleasePotentialRelationGains 'Relations gain on release' (English file:
ITabs.xml:50)
PrisonerReleaseRelationGainsDesc 'The faction relations improvement you will get
from the prisoner's faction if you release them. This is affected by the prisoner's
health and mental condition.' (English file: ITabs.xml:51)
PrisonBreakMTBDays 'Prison break interval' (English file: ITabs.xml:52)
PrisonBreakMTBDaysDescription 'The mean number of days of time awake between prison
break attempts. Affected by mood, mobility and time since the last prison
break.\n\nThis number ignores time spent sleeping, so the actual average prison
break interval will usually be longer.' (English file: ITabs.xml:53)
SlavePrice 'Slave price' (English file: ITabs.xml:54)
Lent 'Lent to {FACTION_name}, returns in {1}' (English file: ITabs.xml:124)
ContainedItems 'Contained items' (English file: ITabs.xml:169)
DismissQuest 'Dismiss this quest and move it to the historical tab.\n\nThe quest
can be un-dismissed at any time. Its effects and expiry times will proceed as
normal. You won't recieve notifications about dismissed quests.' (English file:
ITabs.xml:173)
UnDismissQuest 'Un-dismiss this quest.\n\nThe quest will be returned to the
available or active tab, and notifications will be re-enabled.' (English file:
ITabs.xml:174)
QuestDismissed 'This quest is here because it was dismissed.\n\nYou can un-dismiss
it until it expires.' (English file: ITabs.xml:175)
PawnWasFormerlyLodger 'You previously hosted {0}.' (English file: Letters.xml:49)
MentalStateReason_Mood 'This happened because of poor mood.' (English file:
Letters.xml:78) (placeholder exists in Letters.xml:129)
MentalStateReason_Trait 'This happened because of the trait: {0}.' (English file:
Letters.xml:79) (placeholder exists in Letters.xml:131)
MentalStateReason_Hediff 'This happened because of: {0}.' (English file:
Letters.xml:80) (placeholder exists in Letters.xml:133)
MentalStateReason_BondedHumanDeath 'This happened because of {0_definite}'s death.'
(English file: Letters.xml:81) (placeholder exists in Letters.xml:135)
ViewRelatedQuest 'View related quest' (English file: Letters.xml:84)
ViewQuest 'View quest' (English file: Letters.xml:85)
LetterNewLovers '{PAWN1_labelShort} and {PAWN2_labelShort} now want to sleep
together. Consider assigning them a double bed.' (English file: Letters.xml:109)
(placeholder exists in Letters.xml:183)
LetterNoLongerLovers_BackToBirthName '{PAWN_labelShort} will change
{PAWN_possessive} last name back to {PAWN_possessive} birth name.' (English file:
Letters.xml:111)
LetterAcceptedProposal_NameChange '{PAWN_label} will change {PAWN_possessive} last
name to {1}.' (English file: Letters.xml:116)
LetterLabelCaravanEnteredMap 'Caravan arrived at {0_label}' (English file:
Letters.xml:148) (placeholder exists in Letters.xml:251)
LetterCaravanEnteredMap '{0} has arrived at {1_definite}.' (English file:
Letters.xml:149) (placeholder exists in Letters.xml:253)
LetterLabelDeepScannerFoundLump 'Scanned underground' (English file:
Letters.xml:173)
LetterDeepScannerFoundLump '{FINDER_nameDef} has found a lump of buried {0} using
the ground-penetrating scanner!' (English file: Letters.xml:174)
LetterCraftedLegendaryMessageArt '{WORKER_labelShort} has created a
{CRAFTED_labelShort}.\n\n{0}\n\nNews of this valuable artifact will spread across
the world.' (English file: Letters.xml:205)
LetterCraftedMasterworkLabel 'Masterwork' (English file: Letters.xml:207)
LetterCraftedMasterworkMessage '{WORKER_labelShort} has created a
{CRAFTED_labelShort}.' (English file: Letters.xml:208)
LetterCraftedMasterworkMessageArt '{WORKER_labelShort} has created a
{CRAFTED_labelShort}.\n\n{0}' (English file: Letters.xml:209)
LetterQuestBecameAvailable 'A new quest has become available. It is called '{0}'.'
(English file: Letters.xml:248)
LetterQuestRequiresAcceptance 'If you don’t accept the quest within {0}, it will
expire.' (English file: Letters.xml:249)
LetterQuestBecameActive 'A new quest has become active. It is called '{0}'.'
(English file: Letters.xml:250)
LetterQuestAutomaticallyAcceptedTitle 'Quest active: {0}' (English file:
Letters.xml:251)
LetterQuestActiveNowTime 'It will expire in {0}.' (English file: Letters.xml:252)
LetterLabelQuestDropPodsArrived 'Pods arrived' (English file: Letters.xml:255)
LetterQuestDropPodsArrived 'Transport pods with the following contents have
arrived:\n\n{0}' (English file: Letters.xml:256)
LetterLabelRefugeeJoins '{PAWN_nameDef} joins' (English file: Letters.xml:259)
LetterRefugeeJoins 'A {PAWN_title} named {PAWN_nameDef} has arrived and is joining
the colony.' (English file: Letters.xml:260)
LetterLabelRescueeJoins '{PAWN_nameDef} joins' (English file: Letters.xml:263)
LetterRescueeJoins '{PAWN_nameDef} is thankful that you rescued {PAWN_objective}.
{PAWN_pronoun} has decided that {PAWN_pronoun} would rather stay than leave, and is
joining your colony.' (English file: Letters.xml:264)
LetterLabelPawnsArriveAndJoin 'People join' (English file: Letters.xml:267)
LetterPawnsArriveAndJoin 'The following people have arrived and joined the
colony:\n\n{0}' (English file: Letters.xml:268)
LetterLabelPawnsArrive 'People arrived' (English file: Letters.xml:271)
LetterPawnsArrive 'The following people have arrived:\n\n{0}' (English file:
Letters.xml:272)
LetterLabelPawnLeaving '{0} leaving' (English file: Letters.xml:275)
LetterPawnLeaving '{0} is leaving.' (English file: Letters.xml:276)
LetterLabelPawnsLeaving '{0} leaving' (English file: Letters.xml:279)
LetterPawnsLeaving '{0} are leaving.' (English file: Letters.xml:280)
LetterLabelPawnsKidnapped '{PAWN_nameDef} kidnapped' (English file:
Letters.xml:283)
LetterPawnsKidnapped '{PAWN_nameDef} has been kidnapped by
{FACTION_name}!\n\nHowever, {PAWN_pronoun} is not lost forever. An opportunity to
rescue {PAWN_objective} may present itself in the coming days or years.' (English
file: Letters.xml:284)
LetterTechprintAppliedLabel 'Techprint applied: {PROJECT_label}' (English file:
Letters.xml:288)
LetterTechprintAppliedPartIntro 'A techprint has been applied to the research
project: {PROJECT_label}.' (English file: Letters.xml:289)
LetterTechprintAppliedPartJustUnlocked 'You're completed the projects techprint
requirements! Your researchers can now begin researching how to actually use the
technology at your research benches.' (English file: Letters.xml:290)
LetterTechprintAppliedPartNotUnlockedYet 'This project's techprint requirements are
not yet satisfied. {0} techprints have been applied so far. The project requires
{1} in total.' (English file: Letters.xml:291)
LetterTechprintAppliedPartAlreadyUnlocked 'This project's techprint requirements
were already satisfied. The extra techprint advanced your research efforts on
{PROJECT_label}. Half the remaining research work, {0} points, has been completed.'
(English file: Letters.xml:292)
LetterTechprintAppliedPartAlreadyResearched 'This project is already fully
researched, so the techprint didn't advance your knowledge at all.' (English file:
Letters.xml:293)
LetterTechprintAppliedPartExpAwarded 'By applying the techprint, {PAWN_labelShort}
gained {0} experience in the {1} skill.' (English file: Letters.xml:294)
LetterQuestCompletedLabel 'Quest completed' (English file: Letters.xml:297)
LetterQuestFailedLabel 'Quest failed' (English file: Letters.xml:298)
LetterQuestConcludedLabel 'Quest concluded' (English file: Letters.xml:299)
LetterQuestCompletedSuccess 'You have successfully completed the quest '{0}'!'
(English file: Letters.xml:300)
LetterQuestCompletedFail 'You have failed the quest '{0}'.' (English file:
Letters.xml:301)
LetterQuestCompletedConcluded 'You have concluded the quest '{0}'.' (English file:
Letters.xml:302)
LetterBladelinkWeaponBondedLabel 'Bladelink bond: {PAWN_labelShort}' (English file:
Letters.xml:305)
LetterBladelinkWeaponBonded '{PAWN_labelShort} has established a bond with the
persona of {WEAPON_labelShort}.\n\nFrom now on, {WEAPON_labelShort} will refuse to
be wielded by anyone except {PAWN_labelShort}.' (English file: Letters.xml:306)
LetterLabelMechClusterArrived 'Mechanoids arrived' (English file: Letters.xml:310)
LetterMechClusterArrived 'Mechanoids have arrived.' (English file: Letters.xml:311)
PriorityOneDoneFirst 'Priority 1 is done first. Priority 4 is done last.' (English
file: MainTabs.xml:15)
Priority0 'Will not do' (English file: MainTabs.xml:16)
Priority1 'Top priority' (English file: MainTabs.xml:17)
Priority2 'High priority' (English file: MainTabs.xml:18)
Priority3 'Normal priority' (English file: MainTabs.xml:19)
Priority4 'Low priority' (English file: MainTabs.xml:20)
Unchangeable 'Unchangeable' (English file: MainTabs.xml:24)
ApparelLockedLower 'locked' (English file: MainTabs.xml:27)
ManageFoodRestrictions 'Manage food restrictions' (English file: MainTabs.xml:31)
(placeholder exists in MainTabs.xml:40)
IsInMentalState 'This creature is currently in mental state: {0}' (English file:
MainTabs.xml:45)
EnemyOf 'Enemy of: ' (English file: MainTabs.xml:52)
ResearchTechprintRequirement 'Techprints required {0} / {1}' (English file:
MainTabs.xml:106)
InsufficientTechprintsApplied 'Insufficient techprints applied ({0} / {1})'
(English file: MainTabs.xml:107)
PrerequisitesNotCompleted 'Prerequisite(s) not completed' (English file:
MainTabs.xml:108)
ResearchTechprintsFromFactions 'Techprints are available from these factions via
trade and quests:' (English file: MainTabs.xml:112)
TechLevelTooLow 'Your faction tech level is {0}, but this project's tech level is
{1}. Research speed will be multiplied by {2}.' (English file: MainTabs.xml:113)
AvailableQuests 'Available' (English file: MainTabs.xml:116)
ActiveQuests 'Active' (English file: MainTabs.xml:117)
HistoricalQuests 'Historical' (English file: MainTabs.xml:118)
NoQuestSelected 'no quest selected' (English file: MainTabs.xml:119)
AppearedDaysAgo 'Appeared {0} days ago' (English file: MainTabs.xml:120)
AppearedOn 'Appeared on {0}' (English file: MainTabs.xml:121)
AcceptedAgo 'Accepted {0} ago' (English file: MainTabs.xml:122)
AcceptedOn 'Accepted on {0}' (English file: MainTabs.xml:123)
AcceptedAgoBy 'Accepted {0} ago by {1}' (English file: MainTabs.xml:124)
AcceptedOnBy 'Accepted on {0} by {1}' (English file: MainTabs.xml:125)
QuestExpiresIn 'Expires in {0}' (English file: MainTabs.xml:126)
QuestExpiresOn 'Expires on {0}' (English file: MainTabs.xml:127)
ShuttleArrivesIn 'Shuttle arrives in {0}' (English file: MainTabs.xml:128)
ShuttleArrivesOn 'Shuttle arrives on {0}' (English file: MainTabs.xml:129)
ShuttleDepartsIn 'Shuttle departs in {0}' (English file: MainTabs.xml:130)
ShuttleDepartsOn 'Shuttle departs on {0}' (English file: MainTabs.xml:131)
QuestFinishedAgo 'Finished {0} ago' (English file: MainTabs.xml:132)
AcceptQuest 'Accept quest' (English file: MainTabs.xml:133)
AcceptWith 'Accept with {0_labelShort}' (English file: MainTabs.xml:134)
QuestOutcomeInfo_OfferExpired 'The offer expired.' (English file: MainTabs.xml:135)
QuestOutcomeInfo_UnknownOrSuccess 'You completed this quest.' (English file:
MainTabs.xml:136)
QuestOutcomeInfo_Failed 'You failed this quest.' (English file: MainTabs.xml:137)
JumpToTargetCustom 'Jump to {0}' (English file: MainTabs.xml:138)
QuestChallengeRatingTip 'Challenge rating. This is a general rating for how
difficult the quest will be relative to your current strength. More challenging
quests give greater rewards.\n\n1: Normal\n2: Hard\n3: Extreme\n4: Ultimate'
(English file: MainTabs.xml:139)
QuestAcceptanceRequirementsDescription 'To accept this quest, you need' (English
file: MainTabs.xml:140)
QuestBedroomRequirementsUnsatisfied 'free bedrooms that satisfy the title
requirements of' (English file: MainTabs.xml:141)
QuestBedroomRequirementsUnsatisfiedSingle 'a free bedroom that satisfies the title
requirements of' (English file: MainTabs.xml:142)
QuestNoColonistWithTitle 'a colonist with the title of {0}.' (English file:
MainTabs.xml:143)
AcceptRoyalFavor 'Accept {FACTION_royalFavorLabel}' (English file:
MainTabs.xml:144)
AcceptRoyalFavorDesc 'Whether you wish to be rewarded with
{FACTION_royalFavorLabel} from {FACTION_name}.\n\nIf this is disabled,
{FACTION_name} will offer other types of rewards instead.\n\nThis setting only
affects newly-arriving quests.' (English file: MainTabs.xml:145)
RoyalFavorOn 'You are currently opting in to receive {FACTION_royalFavorLabel}.'
(English file: MainTabs.xml:146)
RoyalFavorOff 'You are currently opting out of receiving
{FACTION_royalFavorLabel}.' (English file: MainTabs.xml:147)
Mod 'Mod' (English file: Menus_Main.xml:12)
PlanetPopulation 'Population' (English file: Menus_Main.xml:49)
PlanetPopulation_Low 'Sparse' (English file: Menus_Main.xml:56)
PlanetPopulation_Normal 'Normal' (English file: Menus_Main.xml:57)
PlanetPopulation_High 'Crowded' (English file: Menus_Main.xml:58)
ResolveModOrder 'Auto-sort mods' (English file: Menus_Main.xml:85)
ModDisplayFulfilledRequirements 'Display fulfilled requirements' (English file:
Menus_Main.xml:96)
ModClickToSelect 'Click to select.' (English file: Menus_Main.xml:97)
ModClickToGoToWebsite 'Click to go to website.' (English file: Menus_Main.xml:98)
ModPackageId 'ID' (English file: Menus_Main.xml:101)
ModMustLoadBefore 'This must be loaded before: {0}.' (English file:
Menus_Main.xml:102)
ModMustLoadAfter 'This must be loaded after: {0}.' (English file:
Menus_Main.xml:103)
ModDependsOn 'Depends on: {0}' (English file: Menus_Main.xml:104)
ModIncompatibleWith 'Incompatible with: {0}' (English file: Menus_Main.xml:105)
ModIncompatibleWithTip 'This mod is incompatible with: {0}.' (English file:
Menus_Main.xml:106)
ModOrderingWarning 'This mod is loading in the wrong order relative to another mod.
Use the 'auto-sort' button, or re-order the mods manually.' (English file:
Menus_Main.xml:107)
ModWithSameIdAlreadyActive 'Another active mod uses the same ID: {0}.' (English
file: Menus_Main.xml:108)
ModCyclicDependency 'There is a cyclic mod dependency starting with {0}.' (English
file: Menus_Main.xml:109)
ModUnsatisfiedDependency 'This requires following mods to work: {0}.' (English
file: Menus_Main.xml:110)
MessageModNeedsWellFormattedPackageId 'Mod needs a unique, properly formatted
packageId in About.xml. It must must meet following requirements:\n\n -
Alphanumeric characters and dot only.\n - No spaces.\n - At least one dot.\n -
No repeated dots in a row, or starting or ending with a dot.\n - 60 characters or
less.\n - Cannot contain word "Ludeon".\n\nFor
example:\n<packageId>AuthorName.ModName</packageId>\n<packageId>AuthorName.ModName.
Specific</packageId>' (English file: Menus_Main.xml:114)
ModHadLoadFolderIssues 'This mod has issues in LoadFolders.xml, that you need to
resolve before uploading:' (English file: Menus_Main.xml:115)
ModLoadFolderDoesntExist 'Folder {0} specified for version {1} doesn't exist.'
(English file: Menus_Main.xml:116)
ModLoadFolderMalformedVersion 'Malformed version string '{0}'. Correct format is
Major.Minor (e.g. 1.1)' (English file: Menus_Main.xml:117)
ModLoadFolderListEmpty 'The list of load folders for version {0} is empty.'
(English file: Menus_Main.xml:118)
ModLoadFolderRepeatingFolder 'Version {0} lists the same folder more than once:
{1}.' (English file: Menus_Main.xml:119)
ModLoadFolderOutOfOrder 'Invalid version order: {0} should come before {1}.'
(English file: Menus_Main.xml:120)
ModLoadFolderOutOfOrderDefault 'Invalid version order: 'default' should be defined
first.' (English file: Menus_Main.xml:121)
ModLoadFolderDefinesUnsupportedGameVersion 'Version {0} is defined in load folders,
but is not listed in 'supportedVersions' of mod's About.xml.' (English file:
Menus_Main.xml:122)
PawnSummary '{PAWN_race}, age {PAWN_ageFull}' (English file: Menus_Main.xml:202)
PawnSummaryWithGender '{PAWN_gender} {PAWN_race}, age {PAWN_ageFull}' (English
file: Menus_Main.xml:203)
Abilities 'Abilities' (English file: Menus_Main.xml:206)
IncapableOfTooltipBackstory 'Caused by backstory: {0}' (English file:
Menus_Main.xml:207)
IncapableOfTooltipTitle 'Caused by title: {0}' (English file: Menus_Main.xml:208)
IncapableOfTooltipTrait 'Caused by trait: {0}' (English file: Menus_Main.xml:209)
IncapableOfTooltipHediff 'Caused by: {0}' (English file: Menus_Main.xml:210)
IncapableOfTooltipWorkTypes 'Disabled work types:' (English file:
Menus_Main.xml:211)
ClickForMoreInfo 'Click for more info' (English file: Menus_Main.xml:248)
AutomaticPauseModeSetting 'Pause on' (English file: Menu_Options.xml:15)
OpenLogFileFolder 'Open log file folder' (English file: Menu_Options.xml:29)
ShowLogFileLocation 'Show log file location' (English file: Menu_Options.xml:30)
ResetAndRestartConfirmationDialog 'All your settings will be reset to the default
and the game will be restarted. All unsaved progress will be lost!\n\nContinue?'
(English file: Menu_Options.xml:57)
MessageDeterioratedAway '{0} has deteriorated away in storage.' (English file:
Messages.xml:23)
MessageConditionCauserDespawned '{0} has been destroyed.' (English file:
Messages.xml:31)
MessagePsychicAmplifierNoSensitivity '{PAWN_labelShort} won't be able to use the
psychic amplifier while {PAWN_pronoun} has zero psychic sensitivity.' (English
file: Messages.xml:95)
MessageLostImplantLevelFromHediff '{PAWN_labelShort} has lost a {1} implant level
due to {2}.' (English file: Messages.xml:96)
MessageReceivedBrainDamageFromHediff '{PAWN_labelShort} has suffered {1} points of
brain damage due to {2}.' (English file: Messages.xml:97)
MessageWentOverPsychicEntropyLimit '{PAWN_labelShort} has exceeded the safe limit
of psychic entropy.' (English file: Messages.xml:98)
MessageRescueeDidntJoin '[PAWN_nameDef] has recovered and decided to leave.'
(English file: Messages.xml:178)
MessageTransporterSingleLoadCanceled_TransporterDestroyed 'The loading process has
been canceled because the shuttle has been destroyed.' (English file:
Messages.xml:184)
MessageTransporterSingleLoadingProcessStarted 'Assigned items and people will now
be loaded into the shuttle.' (English file: Messages.xml:188)
MessageFinishedLoadingTransporterSingle 'Shuttle is loaded with required cargo and
can launch when ready.' (English file: Messages.xml:195)
MessageCantEquipCustom 'Cannot equip: {0}.' (English file: Messages.xml:206)
MessageCantWearApparelMissingBodyParts 'Cannot wear: {1_labelShort} is missing
required body parts.' (English file: Messages.xml:209)
MessageCantUnequipLockedApparel 'This person refuses to remove this.' (English
file: Messages.xml:210)
MessageWouldReplaceLockedApparel 'Cannot wear: This would replace apparel
{1_labelShort} refues to remove.' (English file: Messages.xml:211)
MessageCaravanDeathCorpseAddedToInventory '{PAWN_definite}'s corpse has been picked
up by the caravan. It is heavy and may immobilize the caravan, but can be left
behind in the caravan items tab.' (English file: Messages.xml:216)
MessageMechanoidsAssembled 'Mechanoids have been assembled and are attacking.'
(English file: Messages.xml:225)
MessageMechanoidsReinforcementsDrop 'Mech drop beacon has summoned reinforcements
in drop pods nearby.' (English file: Messages.xml:226)
MessageMechClusterDefeated 'Mech cluster buildings have been defeated.' (English
file: Messages.xml:244)
GoodwillChangedReason_UsedAbility 'used {0} on {1}' (English file:
Messages.xml:282)
GoodwillChangedReason_DowngradedImplant 'downgraded {0}' (English file:
Messages.xml:284)
GoodwillChangedReason_FinishedQuest 'finished a quest' (English file:
Messages.xml:296)
GoodwillChangedReason_UsedForbiddenThing '{PAWN_labelShort} used {CULPRIT}'
(English file: Messages.xml:297)
GoodwillChangedReason_SoldPawn 'sold {0_labelShort}' (English file:
Messages.xml:298)
GoodwillChangedReason_EuthanizedPawn 'euthanized {PAWN_labelShort}' (English file:
Messages.xml:299)
MessagePermitCooldownFinished '{0_labelShort} can now freely use "{1}".' (English
file: Messages.xml:325)
MessageModWithPackageIdAlreadyEnabled 'Another mod with the package ID {0} is
already active. Deactivate {1} before trying to activate this.' (English file:
Messages.xml:332)
MessageUnpackBeforeCleaningTranslationFiles 'Unpack and then delete all compressed
translation files for this language before using this tool.' (English file:
Messages.xml:334)
MessageNoColonistCanAcceptQuest 'None of your {0} can accept this quest now.'
(English file: Messages.xml:343)
MessageCannotAcceptQuest 'Cannot accept this quest.' (English file:
Messages.xml:344)
MessageQuestAccepted '{0_definite} has accepted a quest: {1}' (English file:
Messages.xml:345)
MessagePawnLeaving '{0} is leaving.' (English file: Messages.xml:346)
MessagePawnsLeaving '{0} are leaving.' (English file: Messages.xml:347)
MessageThingInstalledPermanently 'Warning: {0_label} can't be moved once
installed.' (English file: Messages.xml:349)
MessageMonumentDestroyedBecauseOfDisallowedBuilding 'The monument has been
destroyed because you've built a disallowed building inside.' (English file:
Messages.xml:351)
MessageNoResearchBenchForTechprint 'Cannot apply: No reachable, un-reserved
research bench available.' (English file: Messages.xml:353)
NoValidDestinationFound 'No valid destination found for {0}' (English file:
Messages.xml:355)
MessageResearchMenuWithoutBench 'Warning: Research will not begin until you build a
research bench.' (English file: Messages.xml:358)
MessageActivatorProximityTriggered '{0_indefinite} has triggered a proximity
activator.' (English file: Messages.xml:360)
MessageCannotSelectInvisibleStat '{0_label} is currently hidden.' (English file:
Messages.xml:362)
GameVersionIndicator 'Game version' (English file: Misc.xml:12)
ToCommaListAnd '{0} and {1}' (English file: Misc.xml:18)
New 'new' (English file: Misc.xml:23)
Gender 'Gender' (English file: Misc.xml:24)
expired 'expired' (English file: Misc.xml:32)
Cause 'Cause' (English file: Misc.xml:45)
TechprintLabel 'techprint ({PROJECT_label})' (English file: Misc.xml:55)
TechprintDesc 'This is a techprint for the research project
'{PROJECT_label}'.\n\nThe physical form of techprints can range from scraps of
paper with diagrams, all the way to advanced self-contained teaching machines.
Regardless of form, they play the same role. They give your researchers the
confidence that an idea is possible, and a rough idea of the designs used in more
established societies.\n\nYour researchers need the foundational knowledge offered
by techprints to know where to start on a given technology. Only after enough
techprints have been applied can your researchers work out the fine details of how
to make use of the technology in your particular situation.\n\nApplying techprints
to a satisfied project fulfills half the remaining research progress. In addition,
researchers always gain a boost to their intellectual skills when applying
techprints, even on already-completed technologies.' (English file: Misc.xml:56)
Unlocks 'Unlocks' (English file: Misc.xml:60)
ApplyingTechprint 'applying techprint ({0})' (English file: Misc.xml:96)
Nothing 'Nothing' (English file: Misc_Gameplay.xml:26)
DaysToRecover '{0} days to recover' (English file: Misc_Gameplay.xml:37)
Ineffective 'Ineffective' (English file: Misc_Gameplay.xml:38)
Illegal 'illegal' (English file: Misc_Gameplay.xml:39)
DropThingLodger 'Temporary faction members will not drop their items.' (English
file: Misc_Gameplay.xml:47)
DropThingLocked 'This person refuses to drop this.' (English file:
Misc_Gameplay.xml:48)
NextSpawnedResourceIn 'Next resource in' (English file: Misc_Gameplay.xml:70)
CaravanTrading 'Trading with {0}' (English file: Misc_Gameplay.xml:115)
QuestTargetDestroyInspectStringShort '{0} wants this destroyed.' (English file:
Misc_Gameplay.xml:143)
ShuttleDelayInspectString 'Departing on shuttle in {0}' (English file:
Misc_Gameplay.xml:144)
ShuttleLeaveDelayInspectString 'Departing in {0}' (English file:
Misc_Gameplay.xml:145)
ShouldDepartOnShuttleInspectString 'Should depart on shuttle' (English file:
Misc_Gameplay.xml:146)
KnownSiteThreatEnemyCountAppend '{0} {1}' (English file: Misc_Gameplay.xml:153)
CannotResearchNoBench 'Cannot research: No research bench' (English file:
Misc_Gameplay.xml:186)
Location 'location' (English file: Misc_Gameplay.xml:192)
AnimalsLower 'animals' (English file: Misc_Gameplay.xml:193)
FilthLabel '{0} x{1}' (English file: Misc_Gameplay.xml:194)
FilthLabelWithSource '{0} of {1} x{2}' (English file: Misc_Gameplay.xml:195)
Required 'Required' (English file: Misc_Gameplay.xml:196)
GiveGiftViaTransportPodsTradeRequestWarning 'Warning: You cannot complete trade
requests by using transport pods.\nIf you send the goods, the settlement will
accept them as gifts but they will not reward you.\n\nFor trading, approach the
settlement with a caravan!\n\nAre you sure you want to gift the loaded goods to the
faction?' (English file: Misc_Gameplay.xml:197)
PrisonerLower 'prisoner' (English file: Misc_Gameplay.xml:198)
PrisonersLower 'prisoners' (English file: Misc_Gameplay.xml:199)
Complete 'Complete' (English file: Misc_Gameplay.xml:200)
ClickToViewInQuestsTab 'Click to view this quest in quests tab' (English file:
Misc_Gameplay.xml:201)
Mood 'Mood' (English file: Misc_Gameplay.xml:202)
Quest 'Quest' (English file: Misc_Gameplay.xml:203)
BringsRaidsEvery 'Brings raids every {0}' (English file: Misc_Gameplay.xml:204)
GeneratesResourcesEvery 'Generates {0} every {1}' (English file:
Misc_Gameplay.xml:205)
FoliageKillRadius 'Foliage kill radius' (English file: Misc_Gameplay.xml:206)
RadiusExpandRate 'Radius expand rate' (English file: Misc_Gameplay.xml:207)
ViewHyperlink 'View: {0}' (English file: Misc_Gameplay.xml:208)
DetonationCountdown 'Detonates in {0} days' (English file: Misc_Gameplay.xml:209)
ExplosionOnDamageWarning 'Large explosion if damaged' (English file:
Misc_Gameplay.xml:210)
MechCluster 'Mech cluster' (English file: Misc_Gameplay.xml:211)
SpawningNextPawnIn 'Spawning in {0}' (English file: Misc_Gameplay.xml:212)
MechAssemblyCompleteIn '{0} assembly completes in {1}' (English file:
Misc_Gameplay.xml:213)
ThingsProduced 'produced' (English file: Misc_Gameplay.xml:214)
PlantsHarvested 'harvested' (English file: Misc_Gameplay.xml:215)
PawnsKilled '{0} killed' (English file: Misc_Gameplay.xml:216)
PawnsLent 'Sent {0}, will return in {1}' (English file: Misc_Gameplay.xml:217)
DormantCompInactive 'Dormant' (English file: Misc_Gameplay.xml:218)
DormantCompSealed 'Sealed' (English file: Misc_Gameplay.xml:219)
DormantCompBeacon 'Ready to drop mechanoids' (English file: Misc_Gameplay.xml:220)
DormantCompExpired 'Expired' (English file: Misc_Gameplay.xml:221)
SendSignalOnCountdownCompTime 'Activates in {0}' (English file:
Misc_Gameplay.xml:222)
PsychicEntropy 'Psychic entropy' (English file: Misc_Gameplay.xml:223)
PsychicEntropyPainFocus '{0} pain focus' (English file: Misc_Gameplay.xml:224)
ConditionCauserRadius 'radius {0}' (English file: Misc_Gameplay.xml:225)
DurationLeft '{0} left' (English file: Misc_Gameplay.xml:226)
TextMote_Immune 'Immune' (English file: Misc_Gameplay.xml:251)
ReportHaulingToGrave 'burying {THING_label} in {DESTINATION}.' (English file:
Misc_Gameplay.xml:290)
LordReportAttendingConcert 'Attending concert' (English file:
Misc_Gameplay.xml:312)
LordReportHoldingConcert 'Holding a concert' (English file: Misc_Gameplay.xml:313)
LordReportGivingSpeech 'Giving a speech' (English file: Misc_Gameplay.xml:314)
LordReportListeningSpeech 'Listening to {ORGANIZER_labelShort}'s speech' (English
file: Misc_Gameplay.xml:315)
RecipeMakeDescription 'Make {0}.' (English file: Misc_Gameplay.xml:333)
ThoughtNullifiedBy 'thought disabled by' (English file: Misc_Gameplay.xml:342)
PawnTitleDescWrap '{0} in {1}' (English file: Misc_Gameplay.xml:352)
PawnMainDescUnderFactionedWrap '{0} under {1}' (English file:
Misc_Gameplay.xml:353)
PawnMainDescTempFactionedWrap '{0} under {1}\nHome faction: {2}' (English file:
Misc_Gameplay.xml:354)
FactionDesc 'The faction {PAWN_labelShort} currently belongs to.' (English file:
Misc_Gameplay.xml:357)
ExtraFactionDesc 'The faction {PAWN_labelShort} originally belongs to.
{PAWN_pronoun} will rejoin their home faction when they depart from their current
faction.' (English file: Misc_Gameplay.xml:358)
ShowFertilityOverlayToggleButton 'Toggle fertility overlay.\n\nThis shows how
fertile the ground is, which affects what kinds of plants can grow and how fast
they grow.' (English file: Misc_Gameplay.xml:468)
ShowTerrainAffordanceOverlayToggleButton 'Toggle visibility of terrain
affordance.\n\nThis relates to what kinds of building can be constructed at each
location.\n\nFor example, some types of ground only accept light or medium
buildings, but not heavy ones. Bridges can only be built on water.' (English file:
Misc_Gameplay.xml:469)
SourceUnknown 'Source unknown.' (English file: Misc_Gameplay.xml:484)
ClickToJumpToSource 'Click to jump to the source.' (English file:
Misc_Gameplay.xml:485)
CausedByQuest 'Caused by quest: {0}' (English file: Misc_Gameplay.xml:486)
SkillNeurotrainerLabel 'neurotrainer ({0})' (English file: Misc_Gameplay.xml:529)
SkillNeurotrainerUseLabel 'Use skill neurotrainer to learn {0}' (English file:
Misc_Gameplay.xml:530)
SkillNeurotrainerDescription 'A one-use super-dose of mechanites which trains a
specific skill.\n\nThe dose is administered through the orbit of the eye. Once
released into the brain, the mechanites quickly improve the subject's skills in a
specific area, transmuting themselves into neural tissue as needed.' (English file:
Misc_Gameplay.xml:531)
SkillNeurotrainerUsed '{USER_labelShort} used {1} neurotrainer to go from level {2}
to level {3}.' (English file: Misc_Gameplay.xml:532)
GameOverShipLaunchedIntro 'You've launched the ship!' (English file:
Misc_Gameplay.xml:563)
GameOverShipLaunchedEnding 'Your machine persona will now try to guide the ship to
a safe place. It might find a prosperous planet in this system. Or, it may
undertake a centuries-long journey to another star. It might even decide to hide
under ice on an asteroid for a few thousand years, waiting for someone to build a
new glitterworld here.\n\nYou'll find out when you wake up.' (English file:
Misc_Gameplay.xml:564)
GameOverColonistsEscaped 'These colonists escaped:\n\n{0}' (English file:
Misc_Gameplay.xml:565)
GameOverColonistsLeft 'These colonists were left behind:\n\n{0}' (English file:
Misc_Gameplay.xml:566)
GameOverInMemoryOf 'In memory of:\n' (English file: Misc_Gameplay.xml:567)
PawnTooltipWithDescAndPrimaryEquip '{0} ({1})\n{2}\n{3}' (English file:
Misc_Gameplay.xml:653)
PawnTooltipWithDescNoPrimaryEquip '{0} ({1})\n{2}' (English file:
Misc_Gameplay.xml:654)
PawnTooltipWithPrimaryEquipNoDesc '{0}\n{1}\n{2}' (English file:
Misc_Gameplay.xml:655)
PawnTooltipNoDescNoPrimaryEquip '{0}\n{1}' (English file: Misc_Gameplay.xml:656)
PawnTooltipPsychicEntropy 'Psychic entropy: {0}/{1}\nFall rate: {2}/{3}s({4}s until
zero)\n\nPsychic entropy increases after performing a psycast.\nGoing over the safe
limit can lead to long-term health consequences.\nWhenever entropy reaches zero, it
leaves a psychic hangover behind.' (English file: Misc_Gameplay.xml:657)
PawnTooltipPsychicEntropyPainFocus 'Physical pain focuses the mind and clears
extraneous thoughts; this has the side-effect of causing faster recovery from
psychic entropy.' (English file: Misc_Gameplay.xml:658)
PawnTooltipPsychicEntropyLimit 'Toggle psychic entropy limiter.\n\nGoing over your
psychic entropy limit can cause serious health consequences, including long-term
psychic breakdown, and even brain damage for significant overages. The higher over-
limit the entropy is, the more dangerous the effects.' (English file:
Misc_Gameplay.xml:659)
PawnTooltipGenderAndKindLabel '{0} {1}' (English file: Misc_Gameplay.xml:662)
Reward_Pawn_DropPod 'a {0_age}-year-old {0_titleIndef} named {0_nameDef} will
arrive in a transport pod {0_relationInfoInParentheses}' (English file:
Misc_Gameplay.xml:665)
Reward_Pawn_WalkIn 'a {0_age}-year-old {0_titleIndef} named {0_nameDef} will arrive
and join you {0_relationInfoInParentheses}' (English file: Misc_Gameplay.xml:666)
Reward_Pawn_Caravan 'a {0_age}-year-old {0_titleIndef} named {0_nameDef} will join
you {0_relationInfoInParentheses}' (English file: Misc_Gameplay.xml:667)
Reward_Items 'transport pods with the following resources will arrive (total value
{1}):\n\n{0}' (English file: Misc_Gameplay.xml:668)
Reward_Items_Caravan 'you will receive (total value {1}):\n\n{0}' (English file:
Misc_Gameplay.xml:670)
Reward_Goodwill 'your faction relations with {0_name} will improve by {1}' (English
file: Misc_Gameplay.xml:672)
BondedWith 'Bonded to: {PAWN_labelShort}' (English file: Misc_Gameplay.xml:675)
NotBonded 'Not yet bonded' (English file: Misc_Gameplay.xml:676)
BladelinkBondedToSomeoneElse 'bonded to someone else' (English file:
Misc_Gameplay.xml:677)
Biocoded 'biocoded {0}' (English file: Misc_Gameplay.xml:680)
CodedFor 'Biocoding: {0}' (English file: Misc_Gameplay.xml:681)
BiocodedCodedForSomeoneElse 'biocoded' (English file: Misc_Gameplay.xml:682)
InterceptsProjectilesEvery 'Intercepts {0} every {1}' (English file:
Misc_Gameplay.xml:685)
InterceptsProjectiles 'Intercepts {0}' (English file: Misc_Gameplay.xml:686)
InterceptsProjectiles_GroundProjectiles 'ground projectiles' (English file:
Misc_Gameplay.xml:687)
InterceptsProjectiles_AerialProjectiles 'aerial projectiles' (English file:
Misc_Gameplay.xml:688)
AffectedGender 'Affected gender' (English file: Misc_Gameplay.xml:691)
LetterYear 'y' (English file: Time.xml:8)
HoursLower 'hours' (English file: Time.xml:11)
QuadrumAprimay_Short 'Apr' (English file: Time.xml:26)
QuadrumJugust_Short 'Jug' (English file: Time.xml:27)
QuadrumSeptober_Short 'Sep' (English file: Time.xml:28)
QuadrumDecembary_Short 'Dec' (English file: Time.xml:29)
WorkTagHunting 'hunting' (English file: WorkTags.xml:20)
WorkTagCommoner 'commoner work' (English file: WorkTags.xml:21)
NeedThroneAssigned 'Need throneroom' (English file: Alerts.xml:5)
NeedThroneAssignedDesc 'One of your people has a royal title that requires a
throneroom, but no throneroom is assigned.\n\nBuild a throne in a room, then assign
the throne to the title holder. The throneroom should be appropriately sized and
decorated to satisfy the title's specific requirements.' (English file:
Alerts.xml:6)
UndignifiedBedroom 'Undignified bedroom' (English file: Alerts.xml:8)
UndignifiedBedroomDesc 'One of your people has a royal title that requires a
bedroom with specific features. Either no bedroom is assigned, or the assigned
bedroom doesn't satisfy the requirements.' (English file: Alerts.xml:9)
NeedBedroomAssigned 'Title requires bedroom' (English file: Alerts.xml:11)
NeedBedroomAssignedDesc 'One of your people has a royal title that requires a
personal bedroom, but no bedroom is assigned.\n\nAssign them a personal bedroom.
The bedroom should be appropriately sized and decorated to satisfy the title's
specific requirements.' (English file: Alerts.xml:12)
UndignifiedThroneroom 'Undignified throneroom' (English file: Alerts.xml:14)
UndignifiedThroneroomDesc 'One of your people has a royal title and a throne, but
the throne room does not satisfy the title's requirements.' (English file:
Alerts.xml:15)
RoyalNoAcceptableFood 'No acceptable food' (English file: Alerts.xml:17)
RoyalNoAcceptableFoodDesc 'One of your people has a royal title with specific food
requirements. But there's no food available that satisfies these requirements.'
(English file: Alerts.xml:18)
RoomRequirementGracePeriodDesc '{0} days until requirement begins' (English file:
Alerts.xml:20)
ThroneroomInvalidConfiguration 'Throne not usable' (English file: Alerts.xml:22)
ThroneroomInvalidConfigurationDesc 'A throne is not usable because of how it is set
up:' (English file: Alerts.xml:23)
RoyalFavorDescription 'The amount of {FACTION_royalFavorLabel} that your negotiator
will personally receive as a result of this deal.' (English file:
Dialogs_Various.xml:5)
RoyalTitleTooltipRequiredApparel 'Required apparel' (English file:
Dialogs_Various.xml:6)
RoyalTitleTooltipRequiredApparelQuality 'Minimum apparel quality' (English file:
Dialogs_Various.xml:7)
RoyalTitleTooltipBedroomRequirements 'Bedroom requirements' (English file:
Dialogs_Various.xml:8)
RoyalTitleTooltipThroneroomRequirements 'Throneroom requirements' (English file:
Dialogs_Various.xml:9)
RoyalTitleTooltipMaxPsycastLevel 'Max allowed psycast level' (English file:
Dialogs_Various.xml:10)
RoyalTitleTooltipMaxPsycastLevelDescription 'The highest level of psycast that this
title allows.\n\n{FACTION_name}'s laws prohibit using psycasts without a suitable
title. Each time you perform an illegal psycast, there's a chance the psychic
signature will be detected, leading to diplomatic consequences.\n\nPsychic
signatures can be concealed with a psychic silencer implant.' (English file:
Dialogs_Various.xml:11)
RoomRequirementArea 'room area: {0} tiles' (English file: Dialogs_Various.xml:12)
RoomRequirementImpressiveness 'room impressiveness' (English file:
Dialogs_Various.xml:13)
RoomRequirementAllFloored 'all floored' (English file: Dialogs_Various.xml:14)
RoomRequirementAllBraziersMustBeLit 'all braziers must be lit' (English file:
Dialogs_Various.xml:15)
RoomRequirementAllFineFloored 'all fine floored' (English file:
Dialogs_Various.xml:16)
RoyalTitleRequiredApparelStatDescription 'Holders of this title must be covered in
some combination of' (English file: Dialogs_Various.xml:17)
ApparelRequirementAnyPowerArmor 'Any powered armor' (English file:
Dialogs_Various.xml:18)
ApparelRequirementAnyPsycasterApparel 'Any psycaster apparel' (English file:
Dialogs_Various.xml:19)
DisabledWorkTypes 'Disabled work types' (English file: Dialogs_Various.xml:20)
RoyalTitleRequiredMeals 'Allowed foods' (English file: Dialogs_Various.xml:21)
RoyalTitleRequiredMealsDesc 'A holder of this title will only eat these foods,
unless they are starving or on a caravan.' (English file: Dialogs_Various.xml:22)
RoyalImplantIllegalUseWarning 'According to laws of {FACTION_name}, one must have
the title of {TITLE} to legally use a {IMPLANT}.\n\n{VIOLATIONTRIGGER}, there is a
chance {FACTION_name} will detect its psychic signature. This will lead to
diplomatic consequences.\n\nA psychic silencer implant would allow use of the
{IMPLANT} without detection.' (English file: Dialogs_Various.xml:25)
RoyalImplantInstallConfirmation 'Install this implant anyway?' (English file:
Dialogs_Various.xml:26)
RoyalImplantUpgradeConfirmation 'Upgrade this implant anyway?' (English file:
Dialogs_Various.xml:27)
PsychicAmplifierViolationTrigger 'Each time {PAWN_labelShort} performs a psycast
above the allowed level' (English file: Dialogs_Various.xml:28)
RoyalWeaponIllegalUseWarning 'According to laws of {FACTION_name}, one must have
the title of {TITLE} to legally use {WEAPON_indefinite}.\n\nEach time
{PAWN_labelShort} attacks with a bladelink weapon, there is a chance {FACTION_name}
will detect its psychic signature. This will lead to diplomatic consequences.\n\nA
psychic silencer implant would allow use of {WEAPON_definite} without detection.'
(English file: Dialogs_Various.xml:31)
BladelinkEquipWarning 'Once bonded to a wielder, the weapon's persona will refuse
to be wielded by anyone else.' (English file: Dialogs_Various.xml:32)
RoyalWeaponEquipConfirmation 'Are you sure you want to equip this item?' (English
file: Dialogs_Various.xml:33)
AbilityTargetPsychicallyDeaf 'Target is psychically deaf.' (English file:
Dialogs_Various.xml:36)
PsycastRequiredAmplifierLevel 'Amplifier level' (English file:
Dialogs_Various.xml:37)
PsycastIsIllegal 'This is illegal for {PAWN_labelShort}. Requires {TITLE} title.'
(English file: Dialogs_Various.xml:38)
Stat_Thing_MinimumRoyalTitle_Name 'Minimum title ({FACTION_name})' (English file:
Dialog_StatReports.xml:4)
Stat_Thing_MinimumRoyalTitle_Desc '{FACTION_name} has laws which limit the use of
this implant to those with specific titles. Having the implant is undetectable, but
if you use it, there is a chance they will detect the psychic emissions. Diplomatic
consequences will follow, and repeated violations will lead to hostility.\n\nA
psychic silencer implant would make such uses undetectable.' (English file:
Dialog_StatReports.xml:5)
Stat_Thing_MinimumRoyalTitle_ImplantWithLevel_Desc 'Each upgrade level of this
implant requires a specific title in {FACTION_name} to be used legally.' (English
file: Dialog_StatReports.xml:6)
Stat_Thing_Apparel_MaxSatisfiedTitle 'Max satisfied title' (English file:
Dialog_StatReports.xml:7)
Stat_Thing_Apparel_MaxSatisfiedTitle_Desc 'Highest royal title whose apparel
requirements are satisfied by this.' (English file: Dialog_StatReports.xml:8)
Stat_Thing_Ingestible_MaxSatisfiedTitle 'Max satisfied title' (English file:
Dialog_StatReports.xml:9)
Stat_Thing_Ingestible_MaxSatisfiedTitle_Desc 'The highest royal title whose food
requirements are satisfied by this.' (English file: Dialog_StatReports.xml:10)
RequestChangeRoyalHeir 'Change heir of {HOLDER_labelShort}'s {TITLE} title from
{HEIR_labelShort}' (English file: Dialog_Trees.xml:5)
RequestSetRoyalHeir 'Designate heir of {HOLDER_labelShort}'s {TITLE} title'
(English file: Dialog_Trees.xml:6)
RequestChangeRoyalHeirAlreadyInProgress 'already in progress for {PAWN_labelShort}'
(English file: Dialog_Trees.xml:7)
ChooseHeir 'Choose a new heir for {HOLDER_nameIndef}:' (English file:
GameplayCommands.xml:5)
MakeHeirConfirm 'You're about to change the heir of the title {HOLDER_nameIndef}
recieved from {0_name}. This requires building a monument in a limited time, to
consecrate the new inheritance.' (English file: GameplayCommands.xml:6)
MakeHeirPreviousHeirWarning 'This will upset {HOLDER_possessive} current heir
{HEIR_nameFull}.' (English file: GameplayCommands.xml:7)
CommandCallRoyalAid 'Call royal aid' (English file: GameplayCommands.xml:10)
CommandCallRoyalAidDesc 'Call for military aid using a special royal
permit.\n\nEach type of aid may be used for free once, after which you must wait to
use it for free again. You can use the aid more frequently, but it costs royal
favor to do so.' (English file: GameplayCommands.xml:11)
CommandCallRoyalAidUnconscious '{0_labelShort} is unconscious.' (English file:
GameplayCommands.xml:12)
CommandCallRoyalAidLodger 'Guests will not use their royal aid.' (English file:
GameplayCommands.xml:13)
CommandCallRoyalAidFactionHostile 'Your relations with {FACTION_name} are hostile.'
(English file: GameplayCommands.xml:14)
CommandCallRoyalAidFreeOption 'Free' (English file: GameplayCommands.xml:15)
CommandCallRoyalAidFavorOption '{0} days left, costs {1} {FACTION_royalFavorLabel}'
(English file: GameplayCommands.xml:16)
CommandPsycastWouldExceedEntropy 'Psychic entropy would overflow.' (English file:
GameplayCommands.xml:19)
CommandPsycastNoAmplifier 'Psychic amplifier brain implant needed.' (English file:
GameplayCommands.xml:20)
CommandPsycastHigherLevelAmplifierRequired '{0}x level psychic amplifier needed.'
(English file: GameplayCommands.xml:21)
CommandPsycastPawnIsUnconscious 'Ability user is unconscious.' (English file:
GameplayCommands.xml:22)
LetterLabelTributeCollectorArrival 'Royal tribute collector' (English file:
Incidents.xml:4)
LetterTributeCollectorArrival 'A royal tribute collector from {FACTION_name} is
approaching.\n\nThey will accept any prisoners and gold you offer as tribute. The
one who gives over the tribute will receive {FACTION_royalFavorLabel} for
fulfilling the tradition and supporting the upper houses.\n\nYou can expect a
tribute collector to arrive roughly twice per year as long as you are not enemies
with {FACTION_name}.' (English file: Incidents.xml:5)
RoyalTitleTooltipHasTitle '{PAWN_labelShort} currently has the title {TITLE},
awarded by {FACTION_name}.' (English file: ITabs.xml:5)
RoyalTitleTooltipNextTitle 'Next title' (English file: ITabs.xml:6)
RoyalTitleTooltipNextTitleFavorCost 'costs {0} {FACTION_royalFavorLabel}' (English
file: ITabs.xml:7)
RoyalTitleTooltipFinalTitle 'No more earnable titles on this planet.' (English
file: ITabs.xml:8)
RoyalTitleTooltipInheritance 'If {PAWN_nameFull} dies, {HEIR_nameFull} is
designated to inherit {PAWN_possessive} title.' (English file: ITabs.xml:9)
RoyalTitleTooltipNoHeir 'If {PAWN_nameFull} dies, no one is designated to inherit
{PAWN_possessive} title. The title will be lost.' (English file: ITabs.xml:10)
RoyalTitleTooltipTitlesEarnable 'Earnable titles of {FACTION_name}' (English file:
ITabs.xml:11)
RoyalTitleTooltipTitlesNonEarnable 'Other titles of {FACTION_name}' (English file:
ITabs.xml:12)
RoyalTitleTooltipRoyalFavorAmount '{0} {1}' (English file: ITabs.xml:13)
RoyalTitleTooltipRoyalFavorTotal '{0} total' (English file: ITabs.xml:14)
RecruitmentValueOffsetRoyal 'Royal title offset' (English file: ITabs.xml:16)
RecruitmentValueFactorRoyal 'Royal title factor' (English file: ITabs.xml:17)
LetterLabelLostRoyalTitle '{TITLE} title lost: {PAWN_labelShort}' (English file:
Letters.xml:5)
LetterLabelGainedRoyalTitle '{TITLE} title gained: {PAWN_labelShort}' (English
file: Letters.xml:6)
LetterRoyalTitleApparelQualityRequirement '{PAWN_pronoun} must be dressed in
apparel of {1} quality or better.' (English file: Letters.xml:8)
LetterRoyalTitleApparelRequirement '{PAWN_pronoun} wants to be covered in apparel
appropriate to {PAWN_possessive} title:' (English file: Letters.xml:9)
LetterRoyalTitleExpectation '{PAWN_possessive} expectations will never be less than
{1}.' (English file: Letters.xml:10)
LetterGainedRoyalTitle '{PAWN_labelShort} recieved the title of {TITLE} from
{FACTION_name}!' (English file: Letters.xml:12)
LetterLostRoyalTitle '{PAWN_labelShort} no longer holds the title of {TITLE} with
{FACTION_name}.' (English file: Letters.xml:13)
LetterRoyalTitlePermits '{PAWN_pronoun} has these permissions:' (English file:
Letters.xml:15)
LetterRoyalTitleLostPermits '{PAWN_pronoun} lost these permissions:' (English file:
Letters.xml:16)
LetterRoyalTitleDisabledWorkTag '{PAWN_pronoun} is not willing to do these work
types:\n{1}' (English file: Letters.xml:18)
LetterRoyalTitleEnabledJoyKind '{PAWN_pronoun} demands this recreation:' (English
file: Letters.xml:20)
LetterRoyalTitleStillEnabledJoyKind '{PAWN_pronoun} demands this recreation:'
(English file: Letters.xml:21)
LetterRoyalTitleDisabledJoyKind '{PAWN_pronoun} refuses this recreation:' (English
file: Letters.xml:22)
LetterRoyalTitleStillDisabledJoyKind '{PAWN_pronoun} refuses this recreation:'
(English file: Letters.xml:23)
LetterRoyalTitleAllowedImplants '{PAWN_pronoun} is allowed to use these implants:
{1}' (English file: Letters.xml:25)
LetterRoyalTitleImplantsMustBeRemoved '{PAWN_pronoun} is no longer allowed to use
these implants:{1}' (English file: Letters.xml:26)
LetterRoyalTitleImplantGracePeriod 'The implants must be extracted within a five-
day grace period to avoid diplomatic consequences.' (English file: Letters.xml:27)
LetterRoyalTitleAuthorityNeed '{PAWN_pronoun} has developed a new need for
authority. Satisfying this means constructing an appropriate throneroom
{PAWN_pronoun} may sit and reign on a regular basis.' (English file:
Letters.xml:28)
LetterRoyalTitleThroneroomRequirements '{PAWN_pronoun} demands a throneroom that
meets these requirements:{1}' (English file: Letters.xml:29)
LetterRoyalTitleBedroomRequirements '{PAWN_pronoun} demands a bedroom that meets
these requirements:{1}' (English file: Letters.xml:30)
LetterRoyalTitleFoodRequirements '{PAWN_pronoun} will only eat these foods:{1}'
(English file: Letters.xml:31)
LetterRoyalTitleRewardGranted '{PAWN_pronoun} will receive the following items via
transport pod:{1}' (English file: Letters.xml:33)
PeaceTalksRoyalFavorGain '{PAWN_labelShort} has gained {1}
{FACTION_royalFavorLabel} from {FACTION_name}.' (English file: Letters.xml:34)
LetterRoyalTitleHeir 'If {PAWN_pronoun} dies, this title will be inherited by
{HEIR_nameFull}.' (English file: Letters.xml:37)
LetterRoyalTitleNoHeir 'If {PAWN_pronoun} dies, no one will inherit this title.'
(English file: Letters.xml:38)
LetterRoyalTitleHeirFactionWarning '{PAWN_nameFull} is a member of {FACTION_name}.'
(English file: Letters.xml:39)
LetterRoyalTitleChangingHeir 'A new heir can be chosen by contacting {FACTION_name}
through a comms console.' (English file: Letters.xml:40)
LetterTitleHeirLostLabel 'Heir lost' (English file: Letters.xml:41)
LetterTitleHeirLost '{HEIR_nameFull} has died, leaving {HOLDER_labelShort} with no
heir for the title recieved from {FACTION_name}. You can contact {FACTION_name}
through a comms console to designate a new heir.' (English file: Letters.xml:42)
LetterTitleInheritance 'Title inheritance' (English file: Letters.xml:44)
LetterTitleInheritance_Base 'Since {PAWN_nameFull} died, {PAWN_possessive} titles
have been transferred to {PAWN_possessive} heirs according to the laws of the
title-granting factions.' (English file: Letters.xml:45)
LetterTitleInheritance_AsReplacement '{PAWN_possessive} {TITLE} title was inherited
by {HEIR_nameFull}, according to the succession laws of {FACTION_name}. It replaced
{HEIR_possessive} {REPLACEDTITLE} title.' (English file: Letters.xml:46)
LetterTitleInheritance_NoEffectHigherTitle '{PAWN_possessive} {TITLE} title would
have been inherited by {HEIR_nameFull} according to the succession laws of
{FACTION_name}, but {HEIR_pronoun} already had a {HIGHERTITLE} title.' (English
file: Letters.xml:47)
LetterTitleInheritance_WasInherited '{PAWN_possessive} {TITLE} title was inherited
by {HEIR_nameFull} according to the succession laws of {FACTION_name}.' (English
file: Letters.xml:48)
LetterTitleInheritance_NoHeirFound '{PAWN_possessive} {TITLE} title was not
inherited by anyone, since {PAWN_pronoun} had no designated heir for this title.'
(English file: Letters.xml:49)
LetterLawViolationDetectedLabel 'Lawbreaker: {PAWN_labelShort}' (English file:
Letters.xml:52)
LetterLawViolationDetectedForbiddenThingUse '{FACTION_name} has detected
{PAWN_labelShort}'s illegal use of: {CULPRIT} (detection chance
{CHANCE}).\n\nAccording to the laws of {FACTION_name}, only those who hold the
title of {TITLE} are allowed to use {CULPRIT}.\n\nAs a penalty, your faction
relations have fallen by {GOODWILL}.' (English file: Letters.xml:53)
LetterFinishedSpeech '{ORGANIZER_labelShort} has finished {ORGANIZER_possessive}
speech.' (English file: Letters.xml:56)
LetterTerribleSpeech 'It was truly atrocious - halting, full of awkward jokes and
depressing stories.' (English file: Letters.xml:57)
LetterUninspiringSpeech 'It was uninspiring - unoriginal, droning and lacking any
sense of passion.' (English file: Letters.xml:58)
LetterEncouragingSpeech 'It was encouraging and well-delivered.' (English file:
Letters.xml:59)
LetterInspirationalSpeech 'It was remarkably inspiring, full of intensity and
purpose.' (English file: Letters.xml:60)
LetterSpeechInterrupted 'Because the speech was interrupted after only {0}
completed, it wasn't as effective.' (English file: Letters.xml:61)
LetterSpeechCancelled '{ORGANIZER_bestRoyalTitleDef}'s speech was cancelled before
reaching 50% completion. It had no effect.' (English file: Letters.xml:62)
LetterLabelSpeechCancelled 'Speech cancelled' (English file: Letters.xml:63)
WildDecree 'Wild decree' (English file: Letters.xml:66)
LetterLabelRandomDecree '{0_nameIndef} issues decree' (English file:
Letters.xml:67)
LetterDecreeMentalBreak '{0_nameIndef}, in an attempt to release {0_possessive}
stress, has issued a wild royal decree and is now demanding that it be carried
out.\n \nIf it isn't carried out in good time, {0_nameIndef} will become very
unhappy.' (English file: Letters.xml:68)
LetterRandomDecree '{0_nameIndef}, in order to affirm {0_possessive} title of
{0_bestRoyalTitleIndef}, has issued a decree and is now demanding that it be
carried out.\n \nIf it isn't carried out in good time, {0_nameIndef} will become
very unhappy.' (English file: Letters.xml:70)
LetterDecree_Quest 'The decree is titled "{0}".' (English file: Letters.xml:72)
ThroneTitleStature 'Appropriate for title: {0}' (English file: Misc_Gameplay.xml:5)
ThronePrevTitleStature 'Previous title satisfied: {0}' (English file:
Misc_Gameplay.xml:6)
ThroneNextTitleStature 'Next title satisfied: {0}' (English file:
Misc_Gameplay.xml:7)
ThroneRoomImpressivenessInfo '({0} impressiveness)' (English file:
Misc_Gameplay.xml:8)
ThroneMustBePlacedInside 'Throne must be placed indoors.' (English file:
Misc_Gameplay.xml:9)
ThroneRoomHasMoreThan1Throne 'Throne room contains more than one throne, but this
is only allowed for married couples.' (English file: Misc_Gameplay.xml:10)
MinimumRoyalTitleInspectString 'Minimum title ({FACTION_name}): {TITLE}' (English
file: Misc_Gameplay.xml:11)
RequiresTradePermission 'Trading here requires title: {0}' (English file:
Misc_Gameplay.xml:12)
RequirementPersonalBedroom 'Personal bedroom (partner allowed)' (English file:
Misc_Gameplay.xml:13)
PsycastNeurotrainerLabel 'psytrainer ({0})' (English file: Misc_Gameplay.xml:16)
PsycastNeurotrainerUseLabel 'Use neurotrainer to learn {0} psycast' (English file:
Misc_Gameplay.xml:17)
PsycastNeurotrainerDescription 'A one-use super-dose of mechanites which trains a
specific psycast.\n\nThe dose is administered through the orbit of the eye. Once
released into the brain, the mechanites form knowledge of a specific psycast
ability, transmuting themselves into neural tissue as needed.' (English file:
Misc_Gameplay.xml:18)
AbilityNeurotrainerUsed '{USER_labelShort} used neurotrainer to learn the {1}
psycast.' (English file: Misc_Gameplay.xml:19)
PsycastLearnedFromImplant '{USER_labelShort} has reached psychic amplifer level {1}
and has automatically learned this psycast: {2}.' (English file:
Misc_Gameplay.xml:20)
PsycastNeurotrainerNoPsychicAmplifier 'Requires psychic amplifier' (English file:
Misc_Gameplay.xml:21)
Reward_RoyalFavor 'whoever accepted the quest will receive {1} {0_royalFavorLabel}
from {0_name}' (English file: Misc_Gameplay.xml:23)
Reward_RoyalFavor_ChoosePawn 'you may choose one of the participating {2} to
receive {1} {0_royalFavorLabel} from {0_name}' (English file: Misc_Gameplay.xml:24)

========== Def-injected translations missing (3652) ==========


BodyDef: Pikeman.label 'pikeman'
BodyDef:
Pikeman.corePart.parts.MechanicalNeck.parts.MechanicalHead.parts.left_sight_sensor.
customLabel 'left sight sensor'
BodyDef:
Pikeman.corePart.parts.MechanicalNeck.parts.MechanicalHead.parts.right_sight_sensor
.customLabel 'right sight sensor'
BodyDef:
Pikeman.corePart.parts.MechanicalNeck.parts.MechanicalHead.parts.left_hearing_senso
r.customLabel 'left hearing sensor'
BodyDef:
Pikeman.corePart.parts.MechanicalNeck.parts.MechanicalHead.parts.right_hearing_sens
or.customLabel 'right hearing sensor'
BodyDef: Pikeman.corePart.parts.front_left_leg.customLabel 'front left leg'
BodyDef: Pikeman.corePart.parts.front_left_leg.parts.front_left_foot.customLabel
'front left foot'
BodyDef: Pikeman.corePart.parts.front_right_leg.customLabel 'front right leg'
BodyDef: Pikeman.corePart.parts.front_right_leg.parts.front_right_foot.customLabel
'front right foot'
BodyDef: Pikeman.corePart.parts.rear_left_leg.customLabel 'rear left leg'
BodyDef: Pikeman.corePart.parts.rear_left_leg.parts.rear_left_foot.customLabel
'rear left foot'
BodyDef: Pikeman.corePart.parts.rear_right_leg.customLabel 'rear right leg'
BodyDef: Pikeman.corePart.parts.rear_right_leg.parts.rear_right_foot.customLabel
'rear right foot'
BodyPartDef: MechanicalThoraxCanManipulate.label 'thorax'
BodyPartGroupDef: MiddleFingers.label 'middle finger'
BodyPartGroupDef: MiddleFingers.labelShort 'finger'
ConceptDef: TradingRequiresPermit.label 'Trading permit requirements'
ConceptDef: TradingRequiresPermit.helpText 'Trading here requires the title of
{0}.\n\nEnsure any trade caravan you send has someone with the title of {0} or
higher.'
ConceptDef: RoyalIncapableOfSocial.label 'Royal incapable of social'
ConceptDef: RoyalIncapableOfSocial.helpText '{PAWN_labelShort} is incapable of
social tasks. However, this quest will give {FACTION_royalFavorLabel} and thus
royal titles for {PAWN_labelShort}. Those with royal titles have great need of
social skills, so if {PAWN_labelShort} gains a title, {PAWN_pronoun} may have a
difficult time. With higher titles, colonists will only do social work like trading
and negotiating.'
DamageDef: ScratchToxic.label 'toxic scratch'
DamageDef: ScratchToxic.deathMessage '{0} has been torn to death.'
ExpectationDef: Noble.label 'noble'
ExpectationDef: Royal.label 'royal'
FactionDef: TribeSavage.label 'savage tribe'
FactionDef: TribeSavage.description 'These people have been here a very long time.
Maybe their ancestors crashed here a thousand years ago. Maybe they survived some
cataclysm that destroyed a technological civilization here. In any case, the
tribals are mostly nomadic people who live off the land using primitive tools and
weapons.\n\nDespite their apparent technological weakness, the tribals can be
dangerous enemies because of their skill with low-tech warfare, their numbers, and
their hardiness.\n\nThis particular tribe is driven by a blood-and-honor culture;
you will not be able to ally with them!'
FactionDef: TribeSavage.pawnSingular 'tribesman'
FactionDef: TribeSavage.pawnsPlural 'tribespeople'
FactionDef: Empire.label 'shattered empire'
FactionDef: Empire.description 'An ultratech refugee society from another planet,
organized along feudal lines.\n\nThey lived for thousands of years in a stable
multi-planet empire with a strict caste system, an intricate code of warrior
ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled.
Despite losing almost all of their people, their fleet and technology still make
them powerful.\n\nThey will refuse to trade with anyone who lacks the appropriate
royal title.'
FactionDef: Empire.leaderTitle 'high stellarch'
FactionDef: Empire.pawnSingular 'imperial'
FactionDef: Empire.pawnsPlural 'imperials'
FactionDef: Empire.royalFavorLabel 'royal favor'
GameConditionDef: SolarFlare.letterText 'A solar flare has begun.\n\nThe intense
radiation will shut down all electrical devices.\n\nIt should pass in about a day.'
GameConditionDef: Eclipse.letterText 'One of the moons of this planet has orbited
in front of the sun. An eclipse has begun.'
GameConditionDef: PsychicDrone.descriptionFuture 'a [psychicDroneLevel] psychic
drone will buzz the area around [map_definite] for
[gameConditionDuration_duration], pushing all people of the [psychicDroneGender]
gender towards insanity'
GameConditionDef: PsychicDrone.letterText 'Every {0} colonist feels a wave of
anxiety and anger!\n\nSome distant engine of hatred is stirring. It is projecting a
psychic drone onto this site through an orbital amplifier, tuned to only affect
{0}s. For a few days, some people's mood will be quite a bit worse.\n\nThe drone
level is {1}.'
GameConditionDef: PsychicSoothe.letterText 'Every {0} colonist smiles with
contentment!\n\nSome distant engine of happiness is stirring. It is projecting a
psychic drone onto this site through an orbital amplifier, tuned to only affect
{0}s. For a few days, some people's mood will be quite a bit better.'
GameConditionDef: ToxicFallout.descriptionFuture 'a cloud of toxic fallout will
blanket the area around [map_definite] for [gameConditionDuration_duration],
killing outdoor plant and animal life'
GameConditionDef: ToxicFallout.letterText 'A distant chemical fire has released a
plume of poison over this entire region.\n\nAny person or creature not under a roof
will be slowly sickened by the toxic dust settling out of the atmosphere.\n\nIt
will last for anywhere between a few days to over a quadrum.'
GameConditionDef: VolcanicWinter.descriptionFuture 'a layer of ash will be
desposited in the upper atmosphere, reducing sunlight around [map_definite] for
[gameConditionDuration_duration], seriously harming the local ecosystem'
GameConditionDef: VolcanicWinter.letterText 'Some distant volcano or fire has begun
spewing massive quantities of ash into the atmosphere.\n\nAsh in the atmosphere
will obscure the sun. Temperatures will drop and plants will suffer for lack of
sunlight. It could pass in a few weeks, or it might last many quadrums.'
GameConditionDef: HeatWave.descriptionFuture 'a heat wave will bake the area around
[map_definite] for [gameConditionDuration_duration], harming crops and possibly
killing people or animals in uncooled areas'
GameConditionDef: HeatWave.letterText 'An unusual heat wave has begun.\n\nHeat
waves can induce deadly heatstroke. Stay cool by building either a passive or
electric cooler, or by getting deep underground where the rocks are naturally
cool.'
GameConditionDef: ColdSnap.descriptionFuture 'a front of cold air will cool the
area around [map_definite] for [gameConditionDuration_duration], harming crops and
any person or animal without adequate protection'
GameConditionDef: ColdSnap.letterText 'An unusual cold snap has set in.\n\nCold
snaps can quickly kill by hypothermia. Be sure to build a heated space to survive,
wear appropriate apparel, and try to harvest crops before they freeze and die.'
GameConditionDef: Flashstorm.letterText 'A freak localized flashstorm is striking a
small area with lightning. This can cause massive fires.'
GameConditionDef: Aurora.letterText 'A beautiful aurora is lighting up the
sky.\n\nThe undulating colors will boost the mood of anyone outside to see them,
and make the night brighter.'
GameConditionDef: PsychicDroner.label 'psychic droner'
GameConditionDef: PsychicDroner.description 'A psychic droner tuned to the {0}
gender is driving {0}s mad.'
GameConditionDef: PsychicDroner.letterText 'A psychic droner machine has begun
affecting this region.'
GameConditionDef: SunBlocker.label 'sun blocked'
GameConditionDef: SunBlocker.description 'A nearby sun blocker machine is turning
the upper atmosphere opaque, blocking the sun.'
GameConditionDef: SunBlocker.letterText 'A sun blocker machine has begun blocking
the sun.'
GameConditionDef: GiantSmokeCloud.label 'giant smoke cloud'
GameConditionDef: GiantSmokeCloud.description 'A nearby smoke spewer is reducing
sunlight in this region.'
GameConditionDef: GiantSmokeCloud.letterText 'A smoke spewer machine has begun
obscuring the sun.'
GameConditionDef: ToxicSpewer.label 'toxic spewer'
GameConditionDef: ToxicSpewer.description 'A nearby toxic spewer is blanketing this
whole region with poison.'
GameConditionDef: ToxicSpewer.letterText 'A toxic spewer machine has begun
blanketing the whole region with poison.'
GameConditionDef: WeatherController.label 'forced weather'
GameConditionDef: WeatherController.description 'A nearby weather controller is
forcing the weather into this configuration.'
GameConditionDef: WeatherController.descriptionFuture 'a weather-control system
will force the weather around [map_definite] to be [forcedWeather_indefinite] for
[gameConditionDuration_duration]'
GameConditionDef: WeatherController.endMessage 'The weather controller is no longer
changing the weather.'
GameConditionDef: WeatherController.letterText 'A weather controller machine has
begun affecting the weather.'
GameConditionDef: ClimateAdjustment.label 'climate adjustment'
GameConditionDef: ClimateAdjustment.description 'A nearby climate adjuster is
shifting the temperature.'
GameConditionDef: ClimateAdjustment.letterText 'A climate adjuster machine has
begun shifting the temperature.'
GameConditionDef: PsychicSuppression.label 'psychic suppression'
GameConditionDef: PsychicSuppression.description 'A psychic suppression field is
affecting {0}s and reducing their consciousness. The effect is modulated by an
individual's psychic sensitivity.'
GameConditionDef: PsychicSuppression.descriptionFuture 'a psychic suppression wave
will reduce the consciousness of all [psychicSuppressorGender]s around
[map_definite] for [gameConditionDuration_duration]'
GameConditionDef: PsychicSuppression.endMessage 'The psychic suppressor field has
dissipated.'
GameConditionDef: PsychicSuppression.letterText 'A psychic suppressor field has
begun reducing the consciousness of {0}s across the whole region. The effect is
modulated by an individual's psychic sensitivity.'
GameConditionDef: EMIField.label 'EMI field'
GameConditionDef: EMIField.description 'An electromagnetic interference dynamo is
projecting an EM interference field, disabling electrical devices.'
GameConditionDef: EMIField.descriptionFuture 'a distant EMI dynamo will blast
[map_definite] with an EMI field, shutting down electrical devices for
[gameConditionDuration_duration]'
GameConditionDef: EMIField.endMessage 'The EMI field has disappeared.'
GameConditionDef: EMIField.letterText 'An EMI field has been generated. It is
disabling electrical devices.'
HairDef: Lackland.label 'lackland'
HairDef: Revolt.label 'revolt'
HairDef: Cleopatra.label 'cleopatra'
HairDef: Cute.label 'cute'
HairDef: Decent.label 'decent'
HairDef: FancyBun.label 'fancy bun'
HairDef: Fringe.label 'fringe'
HairDef: Frozen.label 'frozen'
HairDef: Ponytails.label 'ponytails'
HairDef: Bowlcut.label 'bowlcut'
HairDef: Bravo.label 'bravo'
HairDef: Recruit.label 'recruit'
HairDef: Rockstar.label 'rockstar'
HairDef: Snazzy.label 'snazzy'
HairDef: Junkie.label 'junkie'
HairDef: Scrapper.label 'scrapper'
HairDef: Randy.label 'randy'
HairDef: Rookie.label 'rookie'
HairDef: ShaveTopBraid.label 'shave top braid'
HairDef: Keeper.label 'keeper'
HairDef: Primal.label 'primal'
HairDef: Warden.label 'warden'
HairDef: Elder.label 'elder'
HairDef: Locks.label 'locks'
HairDef: Savage.label 'savage'
HairDef: Sticky.label 'sticky'
HairDef: Artist.label 'artist'
HairDef: Mary.label 'mary'
HairDef: Anne.label 'anne'
HairDef: Elisabeth.label 'elisabeth'
HairDef: Jane.label 'jane'
HairDef: Lisa.label 'lisa'
HairDef: Victoria.label 'victoria'
HairDef: Henry.label 'henry'
HairDef: Richard.label 'richard'
HairDef: Stephen.label 'stephen'
HairDef: William.label 'william'
HediffDef: AlcoholHigh.description 'Alcohol in the bloodstream. It makes people
happy, but reduces capacities.'
HediffDef: Hangover.description 'An unpleasant delayed after-effect of alcohol
intoxication.'
HediffDef: AlcoholTolerance.description 'A built-up tolerance to alcohol. The more
severe this tolerance is, the more alcohol it takes to get the same effect.'
HediffDef: AlcoholAddiction.description 'A chemical addiction to alcohol. Long-term
presence of alcohol has caused neurological adaptations at the cellular level, so
the brain can no longer function properly without the drug.\n\nWithout regular
doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will
force the brain to adapt back to its normal state, resolving the addiction.'
HediffDef: AmbrosiaHigh.description 'Ambrosia chemicals in the bloodstream. It
lifts the mood.'
HediffDef: AmbrosiaTolerance.description 'A built-up tolerance to ambrosia. The
more severe this tolerance is, the more ambrosia it takes to get the same effect.'
HediffDef: AmbrosiaAddiction.description 'A chemical addiction to ambrosia. Long-
term presence of ambrosia has caused neurological adaptations at the cellular
level, so the brain can no longer function properly without the drug.\n\nWithout
regular doses of ambrosia, withdrawal symptoms will begin. However, extended
abstinence will force the brain to adapt back to its normal state, resolving the
addiction.'
HediffDef: GoJuiceHigh.description 'Go-Juice in the bloodstream. It supercharges
combat-related abilities.'
HediffDef: GoJuiceTolerance.description 'A built-up tolerance to go-juice. The more
severe this tolerance is, the more go-juice it takes to get the same effect.'
HediffDef: GoJuiceAddiction.description 'A chemical addiction to go-juice. Long-
term presence of go-juice has caused neurological adaptations at the cellular
level, so the brain can no longer function properly without the drug.\n\nWithout
regular doses of go-juice, withdrawal symptoms will begin. However, extended
abstinence will force the brain to adapt back to its normal state, resolving the
addiction.'
HediffDef: LuciferiumHigh.description 'Active luciferium mechanites in the body.
They improve the body's functioning in all respects. However, if they are not
regularly replenished with more doses of luciferium, they lose cohesion and drive
the user insane.'
HediffDef: LuciferiumAddiction.description 'Luciferium mechanites in the body.
Luciferium mechanites decohere over time; only regular doses of fresh luciferium
can prevent this process.\n\nWithout luciferium, the mechanite decoherence will
reach a critical state, causing the victim to go insane and die.'
HediffDef: PenoxycylineHigh.description 'Penoxycyline-induced immunity to certain
illnesses. This only blocks new infections; it does nothing for those who are
already infected, even if their infection is dormant.'
HediffDef: FlakeHigh.description 'Active flake in the bloodstream. Generates a
euphoric, debilitating high.'
HediffDef: PsychiteTeaHigh.description 'Active psychite tea in the bloodstream.
Generates a mild euphoric effect.'
HediffDef: YayoHigh.description 'Active yayo in the bloodstream. Generates an
intense euphoric high.'
HediffDef: PsychiteTolerance.description 'A built-up tolerance to psychite. The
more severe this tolerance is, the more psychite-based drugs like yayo or flake it
takes to get the same effect.'
HediffDef: PsychiteAddiction.description 'A chemical addiction to psychite. Long-
term presence of psychite has caused neurological adaptations at the cellular
level, so the brain can no longer function properly without the drug.\n\nWithout
regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will
begin. However, extended abstinence will force the brain to adapt back to its
normal state, resolving the addiction.'
HediffDef: SmokeleafHigh.description 'Smokeleaf's active chemical in the
bloodstream. Generates a soft feeling of fuzzy well-being.'
HediffDef: SmokeleafTolerance.description 'A built-up tolerance to smokeleaf. The
more severe this tolerance is, the more smokeleaf it takes to get the same effect.'
HediffDef: SmokeleafAddiction.description 'A chemical addiction to smokeleaf. Long-
term use of smokeleaf has caused neurological adaptations at the cellular level, so
the brain can no longer function properly without the drug.\n\nWithout regular
doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence
will force the brain to adapt back to its normal state, resolving the addiction.'
HediffDef: WakeUpHigh.description 'Wake-up in the bloodstream. Fills the need for
rest by stimulating the brain.'
HediffDef: WakeUpTolerance.description 'A built-up tolerance to wake-up. The more
severe this tolerance is, the more wake-up it takes to get the same effect.'
HediffDef: WakeUpAddiction.description 'A chemical addiction to wake-up. Long-term
presence of wake-up has caused neurological adaptations at the cellular level, so
the brain can no longer function properly without the drug.\n\nWithout regular
doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will
force the brain to adapt back to its normal state, resolving the addiction.'
HediffDef: BloodLoss.description 'A reduction in the normal blood volume. Minor
blood loss has relatively mild effects, but when blood loss becomes severe, oxygen
transport becomes badly impaired and the victim loses the ability to move. Extreme
blood loss leads to death.\n\nBlood loss naturally recovers over time as the body
slowly regenerates its blood supply.'
HediffDef: Anesthetic.description 'Sleep drugs in the bloodstream. Anesthetic
renders creatures unconscious.'
HediffDef: Anesthetic.stages.wearing_off.label 'wearing off'
HediffDef: Anesthetic.stages.woozy.label 'woozy'
HediffDef: Anesthetic.stages.sedated.label 'sedated'
HediffDef: CatatonicBreakdown.description 'A state of mental shock which leads to a
total inability to function. The victim collapses, effectively unconscious.'
HediffDef: PsychicShock.description 'A state of psychic chaos in the brain and
mind. Caused by psychic attacks or critical level of psychic entropy, this effect
is debilitating until it wears off.'
HediffDef: PsychicHangover.label 'psychic hangover'
HediffDef: PsychicHangover.description 'An after-effect of psychic entropy. Psychic
hangover is bothersome, but not dangerous.'
HediffDef: PsychicHangover.labelNoun 'a psychic hangover'
HediffDef: PsychicHangover.stages.forming.label 'forming'
HediffDef: PsychicHangover.stages.buzzing.label 'buzzing'
HediffDef: BrainShock.label 'brain shock'
HediffDef: BrainShock.description 'After-effects of an electrical shock to the
brain. This is generally cause by feedback from brain implants hit by EMP pulses.'
HediffDef: BrainShock.labelNoun 'a brain shock'
HediffDef: CryptosleepSickness.description 'After-effects of using a cryptosleep
pod. Cryptosleep suspends and replaces many bodily functions in order to prevent
aging and death. Upon exiting cryptosleep, the body takes time to restart and
rebalance its natural metabolic processes. While this is ongoing, the patient
suffers from nausea, dizziness, and a sense of fuzziness in the mind.'
HediffDef: FoodPoisoning.description 'Gastrointestinal illness caused by consuming
decayed or unclean food. It can be caused by eating rotten food, by incompetent
cooks accidentally poisoning meals, or by eating from unsafe wild sources. The
patient will vomit and feel sick for some time.'
HediffDef: ToxicBuildup.description 'Poison in the bloodstream. This can come from
various sources, including environmental toxins, venomous bites, or poisoned
weapons.\n\nAt high doses, toxic buildup is lethal. Even at low doses, it can
generate cancers.\n\nCreatures who die with toxic buildup cannot be eaten.'
HediffDef: Pregnant.description 'This creature is gestating offspring. It will give
birth if the pregnancy comes to term. If starved or injured, there may be a
miscarriage.'
HediffDef: HeartAttack.description 'A disruption in the heart's normal beating
rhythm. Heart attacks can be debilitatingly painful. They can worsen and lead to
death, or recover.'
HediffDef: DrugOverdose.description 'Generalized toxic effects due to over-
concentration of drugs in the bloodstream.'
HediffDef: ResurrectionSickness.description 'After-effects of being resurrected by
mechanite injection. Artificially-kickstarted body processes take time to rebalance
themselves.'
HediffDef: Malnutrition.description 'Abnormally low body fat and weight, typically
caused by lack of food. Malnutrition is always very unpleaseant, but its initial
effects are mild. Without food, though, a malnourished creature will waste away,
losing muscle mass and capacities. Malnutrition ends with death.\n\nUpon re-feeding
malnutrition naturally recovers over time. Malnourished creatures have larger
appetites than normal.'
HediffDef: Heatstroke.description 'A generalized disruption to body functioning
caused by excessive exposure to heat and sun. The victim becomes dizzy, weak, and
confused. Recovery is quick once in a cool area, but if heat exposure continues,
heat stroke gets worse until death.'
HediffDef: Hypothermia.description 'Dangerously low core body temperature. Unless
re-warmed, hypothermia gets worse and ends in death. Recovery is quick once the
victim is re-warmed. Avoid hypothermia by wearing warm clothes in cold
environments.'
HediffDef: HypothermicSlowdown.description 'A special survival state used by some
creatures to survive extreme cold. Instead of trying to stay warm, the creature's
body chemistry adapts to prevent internal freezing despite very low temperature.
Bodily functions are slowed and capacities are reduced, but the cold does no
permanent. Some biologists call it to a wakeful form of hibernation.'
HediffDef: BadBack.description 'Degradation in the spinal column and surrounding
musculature. This makes it hard to move and bend smoothly.'
HediffDef: Frail.description 'Generalized loss of muscle and bone density.'
HediffDef: Cataract.description 'Milky-looking opacity in the eye. Cataracts impair
vision.'
HediffDef: Blindness.description 'Total inability to see.'
HediffDef: HearingLoss.description 'Inability to hear quiet sounds due to
degradation of hair cells in the cochlea.'
HediffDef: Dementia.description 'Neural degradation which causes deficits in the
ability to think and remember. Dementia has various causes including aging,
specific illnesses, and toxins.'
HediffDef: Alzheimers.description 'A brain disease usually associated with aging.
Alzheimer's disease causes progressive degradation in the ability to think and
remember. Patients are known to forget close relatives and sometimes wander around
in confusion.'
HediffDef: Asthma.description 'A long-term inflammatory disease of the airways in
the lungs. It requires regular tending to prevent symptoms.'
HediffDef: HeartArteryBlockage.description 'A blockage in one of the critical
arteries in the heart. Heart artery blockages randomly induce heart attacks.'
HediffDef: Carcinoma.description 'A lump of cancerous tissue. Without treatment,
the carcinoma will grow over time, causing worsening symptoms and eventually
killing the patient.\n\nA skilled doctor can excise the carcinoma. An unskilled
doctor may be able to simply amputate the body part which contains the carcinoma.'
HediffDef: GutWorms.description 'Parasitic worms in the gut. They cause vomiting.
They also consuming the victim's food, which increases hunger.'
HediffDef: MuscleParasites.description 'Parasitic creatures in the muscles. These
cause weakness and a lack of coordination.'
HediffDef: FibrousMechanites.description 'Semi-coherent mechanites which develop
fibrous links in muscle tissue. They enhance the victim's strength, but also cause
intense pain. These are probably a mutated strain of strength-enhancing
mechanites.'
HediffDef: SensoryMechanites.description 'Semi-coherent mechanites which reside in
the nervous system. They enhance the victim's senses, but also cause intense pain.
These are probably a mutated strain of sense-enhancing mechanites.'
HediffDef: WoundInfection.description 'Bacterial infection in a wound. Without
treatment, the bacteria will multiply, killing local tissue, and eventually causing
blood poisoning and death.\n\nThrough aeons of human warfare, infections have often
taken more lives than the wounds themselves.'
HediffDef: Flu.description 'An infectious disease caused by the influenza virus.'
HediffDef: Animal_Flu.description 'An infectious disease caused by the influenza
virus. This strain is adapted for infecting non-human species.'
HediffDef: Plague.description 'An infectious disease caused by bacteria.'
HediffDef: Animal_Plague.description 'An infectious disease caused by bacteria.
This strain is adapted to infecting non-human species.'
HediffDef: Malaria.description 'An infectious disease caused by a mosquito-borne
parasite.'
HediffDef: SleepingSickness.description 'An infectious disease caused by an insect-
borne parasite. Sleeping sickness is not as deadly as some other diseases, but
progresses slowly. The body takes a long time to clear the infection.'
HediffDef: MissingBodyPart.description 'A body part is entirely missing.'
HediffDef: Misc.description 'Miscellanous injuries.'
HediffDef: Burn.description 'A burn.'
HediffDef: ChemicalBurn.label 'chemical burn'
HediffDef: ChemicalBurn.description 'A chemical burn.'
HediffDef: ChemicalBurn.comps.HediffComp_GetsPermanent.permanentLabel 'chemical
burn scar'
HediffDef: ChemicalBurn.injuryProps.destroyedLabel 'Burned off (chemical)'
HediffDef: ChemicalBurn.injuryProps.destroyedOutLabel 'Burned out (chemical)'
HediffDef: ChemicalBurn.labelNoun 'a chemical burn'
HediffDef: ChemicalBurn.labelNounPretty '{0} in the {1}'
HediffDef: Crush.description 'A crushing wound.'
HediffDef: Crack.description 'A crack.'
HediffDef: Cut.description 'A cut.'
HediffDef: SurgicalCut.description 'A cut made during surgery.'
HediffDef: Scratch.description 'A scratch or tear.'
HediffDef: Bite.description 'A bite wound.'
HediffDef: Stab.description 'A stab wound.'
HediffDef: Gunshot.description 'A gunshot wound.'
HediffDef: Shredded.description 'A part of the body has been shredded and torn.'
HediffDef: Bruise.description 'A bruise.'
HediffDef: Frostbite.description 'Frozen tissue caused by exposure to cold without
adequate protection. Frostbite is very painful, and frostbitten body parts are
often lost.'
HediffDef: TraumaSavant.description 'An exceptional condition caused by trauma to
the brain. The brain, in the face of injury, has developed extreme abilities in
some areas, while losing the ability to speak.'
HediffDef: ChemicalDamageModerate.description 'Chemical damage at the cellular
level.'
HediffDef: ChemicalDamageSevere.description 'Chemical damage at the cellular
level.'
HediffDef: Cirrhosis.description 'A degenerative liver disease caused by excessive
alcohol consumption.'
HediffDef: ResurrectionPsychosis.description 'Chaotic thought patterns caused by
the decoherence of resurrection mechanites. Resurrection psychosis progresses and
eventually causes total psychosis and death.\n\nResurrected people require
mechanites to rebuild their bodily functions at the cellular level. Mechanites
always have a chance to lose coherence, and if they do, they wreak havoc in the
central nervous system. The older the corpse, the more mechanite action is required
to resurrect it, and the greater the chance of eventual decoherence.'
HediffDef: SandInEyes.description 'Sand in the eyes. It impairs vision, but can be
cleared within a few moments.'
HediffDef: DirtInEyes.description 'Dirt in the eyes. It impairs vision, but can be
cleared in a few moments.'
HediffDef: MudInEyes.description 'Mud in the eyes. It impairs vision, but can be
cleared in a few moments.'
HediffDef: GravelInEyes.description 'Gravel in the eyes. It impairs vision, but can
be cleared in a few moments.'
HediffDef: WaterInEyes.description 'Water in the eyes. It impairs vision, but can
be cleared in a few moments.'
HediffDef: ArchotechEye.description 'An installed archotech eye.'
HediffDef: ArchotechArm.description 'An installed archotech arm.'
HediffDef: ArchotechLeg.description 'An installed archotech leg.'
HediffDef: BionicEye.description 'An installed bionic eye.'
HediffDef: BionicArm.description 'An installed bionic arm.'
HediffDef: BionicLeg.description 'An installed bionic leg.'
HediffDef: BionicSpine.description 'An installed bionic spine.'
HediffDef: BionicHeart.description 'An installed bionic heart.'
HediffDef: BionicStomach.description 'An installed bionic stomach.'
HediffDef: DeathAcidifier.label 'death acidifier'
HediffDef: DeathAcidifier.description 'An installed death acidifier.'
HediffDef: DeathAcidifier.labelNoun 'a death acidifier'
HediffDef: BionicEar.description 'An installed bionic ear.'
HediffDef: PegLeg.description 'An installed peg leg.'
HediffDef: WoodenHand.label 'wooden hand'
HediffDef: WoodenHand.description 'An installed wooden hand.'
HediffDef: WoodenHand.labelNoun 'a wooden hand'
HediffDef: WoodenFoot.description 'An installed wooden foot.'
HediffDef: Denture.description 'An installed denture.'
HediffDef: SimpleProstheticLeg.description 'An installed prosthetic leg.'
HediffDef: SimpleProstheticArm.description 'An installed prosthetic arm.'
HediffDef: SimpleProstheticHeart.description 'An installed prosthetic heart.'
HediffDef: CochlearImplant.description 'An installed cochlear implant.'
HediffDef: PowerClaw.description 'An installed power claw.'
HediffDef: Joywire.description 'An installed joywire implant.'
HediffDef: Painstopper.description 'An installed painstopper implant.'
HediffDef: PsychicSilencer.label 'psychic silencer'
HediffDef: PsychicSilencer.description 'An installed psychic silencer implant.'
HediffDef: PsychicSilencer.labelNoun 'a psychic silencer'
HediffDef: PsychicSensitizer.label 'psychic sensitizer'
HediffDef: PsychicSensitizer.description 'An installed psychic sensitizer implant.'
HediffDef: PsychicSensitizer.labelNoun 'a psychic sensitizer'
HediffDef: PsychicHarmonizer.label 'psychic harmonizer'
HediffDef: PsychicHarmonizer.description 'An installed psychic harmonizer implant.'
HediffDef: PsychicHarmonizer.labelNoun 'a psychic harmonizer'
HediffDef: PsychicReader.label 'psychic reader'
HediffDef: PsychicReader.description 'An installed psychic reader implant.'
HediffDef: PsychicReader.labelNoun 'a psychic reader'
HediffDef: PsychicAmplifier.label 'psychic amplifier'
HediffDef: PsychicAmplifier.description 'An installed psychic amplifier.'
HediffDef: PsychicAmplifier.labelNoun 'a psychic amplifier'
HediffDef: Neurocalculator.label 'neurocalculator'
HediffDef: Neurocalculator.description 'An installed neurocalculator.'
HediffDef: Neurocalculator.labelNoun 'a neurocalculator'
HediffDef: LearningAssistant.label 'learning assistant'
HediffDef: LearningAssistant.description 'An installed learning assistant.'
HediffDef: LearningAssistant.labelNoun 'a learning assistant'
HediffDef: GastroAnalyzer.label 'gastro-analyzer'
HediffDef: GastroAnalyzer.description 'An installed gastro-analyzer.'
HediffDef: GastroAnalyzer.labelNoun 'a gastro-analyzer'
HediffDef: Immunoenhancer.label 'immunoenhancer'
HediffDef: Immunoenhancer.description 'An installed immunoenhancer.'
HediffDef: Immunoenhancer.labelNoun 'an immunoenhancer'
HediffDef: Coagulator.label 'coagulator'
HediffDef: Coagulator.description 'An installed coagulator implant.'
HediffDef: Coagulator.labelNoun 'a coagulator'
HediffDef: HealingEnhancer.label 'healing enhancer'
HediffDef: HealingEnhancer.description 'An installed healing enhancer implant.'
HediffDef: HealingEnhancer.labelNoun 'a healing enhancer'
HediffDef: ToughskinGland.label 'toughskin gland'
HediffDef: ToughskinGland.description 'An installed toughskin gland.'
HediffDef: ToughskinGland.labelNoun 'a toughskin gland'
HediffDef: ArmorskinGland.label 'armorskin gland'
HediffDef: ArmorskinGland.description 'An installed armorskin gland.'
HediffDef: ArmorskinGland.labelNoun 'a armorskin gland'
HediffDef: StoneskinGland.label 'stoneskin gland'
HediffDef: StoneskinGland.description 'An installed stoneskin gland.'
HediffDef: StoneskinGland.labelNoun 'a stoneskin gland'
HediffDef: AestheticShaper.label 'aesthetic shaper'
HediffDef: AestheticShaper.description 'An installed aesthetic shaper.'
HediffDef: AestheticShaper.labelNoun 'an aesthetic shaper'
HediffDef: AestheticNose.label 'aesthetic nose'
HediffDef: AestheticNose.description 'An installed aesthetic nose.'
HediffDef: AestheticNose.labelNoun 'an aesthetic nose'
HediffDef: LoveEnhancer.label 'love enhancer'
HediffDef: LoveEnhancer.description 'An installed love enhancer.'
HediffDef: LoveEnhancer.labelNoun 'a love enhancer'
HediffDef: DetoxifierStomach.label 'detoxifier stomach'
HediffDef: DetoxifierStomach.description 'An installed detoxifier stomach.'
HediffDef: DetoxifierStomach.labelNoun 'a detoxifier stomach'
HediffDef: ReprocessorStomach.label 'reprocessor stomach'
HediffDef: ReprocessorStomach.description 'An installed reprocessor stomach.'
HediffDef: ReprocessorStomach.labelNoun 'a reprocessor stomach'
HediffDef: NuclearStomach.label 'nuclear stomach'
HediffDef: NuclearStomach.description 'An installed nuclear stomach.'
HediffDef: NuclearStomach.labelNoun 'a nuclear stomach'
HediffDef: CircadianAssistant.label 'circadian assistant'
HediffDef: CircadianAssistant.description 'An installed circadian assistant.'
HediffDef: CircadianAssistant.labelNoun 'a circadian assistant'
HediffDef: CircadianHalfCycler.label 'circadian half-cycler'
HediffDef: CircadianHalfCycler.description 'An installed circadian half-cycler.'
HediffDef: CircadianHalfCycler.labelNoun 'a circadian half-cycler'
HediffDef: Mindscrew.label 'mindscrew'
HediffDef: Mindscrew.description 'An installed mindscrew.'
HediffDef: Mindscrew.labelNoun 'a mindscrew'
HediffDef: DrillArm.label 'drill arm'
HediffDef: DrillArm.description 'An installed drill arm.'
HediffDef: DrillArm.comps.HediffComp_VerbGiver.tools.stab.label 'stab'
HediffDef: DrillArm.labelNoun 'a drill arm'
HediffDef: FieldHand.label 'field hand'
HediffDef: FieldHand.description 'An installed field hand.'
HediffDef: FieldHand.comps.HediffComp_VerbGiver.tools.punch.label 'punch'
HediffDef: FieldHand.labelNoun 'a field hand'
HediffDef: HandTalon.label 'hand talon'
HediffDef: HandTalon.description 'An installed hand talon.'
HediffDef: HandTalon.comps.HediffComp_VerbGiver.tools.scratch.label 'scratch'
HediffDef: HandTalon.labelNoun 'a hand talon'
HediffDef: ElbowBlade.label 'elbow blade'
HediffDef: ElbowBlade.description 'An installed elbow blade.'
HediffDef: ElbowBlade.comps.HediffComp_VerbGiver.tools.slice.label 'slice'
HediffDef: ElbowBlade.labelNoun 'an elbow blade'
HediffDef: KneeSpike.label 'knee spike'
HediffDef: KneeSpike.description 'An installed knee spike.'
HediffDef: KneeSpike.comps.HediffComp_VerbGiver.tools.stab.label 'stab'
HediffDef: KneeSpike.labelNoun 'a knee spike'
HediffDef: VenomFangs.label 'venom fangs'
HediffDef: VenomFangs.description 'An installed set of venom fangs.'
HediffDef: VenomFangs.comps.HediffComp_VerbGiver.tools.venom_fangs.label 'venom
fangs'
HediffDef: VenomFangs.labelNoun 'a set of venom fangs'
HediffDef: VenomTalon.label 'venom talon'
HediffDef: VenomTalon.description 'An installed venom talon.'
HediffDef: VenomTalon.comps.HediffComp_VerbGiver.tools.venom_talon.label 'venom
talon'
HediffDef: VenomTalon.labelNoun 'a venom talon'
HediffDef: PsychicEntropy.label 'psychic entropy'
HediffDef: PsychicEntropy.description 'Chaotic psychic energy built up in the mind.
Entropy falls over time. After it clears, it leaves a psychic hangover for several
days. If psychic entropy becomes very high, it can cause psychosis, long-term
psychic breakdown, destruction of psychic amplifiers, and even brain damage.'
HediffDef: PsychicEntropy.stages.safe.label 'safe'
HediffDef: PsychicEntropy.stages.overloaded.label 'overloaded'
HediffDef: PsychicEntropy.stages.hyperloaded.label 'hyperloaded'
HediffDef: PsychicEntropy.stages.brain_charring.label 'brain charring'
HediffDef: PsychicEntropy.stages.brain_roasting.label 'brain roasting'
HediffDef: PsychicBreakdown.label 'psychic breakdown'
HediffDef: PsychicBreakdown.description 'Long-term psychic destabilization of the
mind, usually caused by excessive psychic entropy. Even when the entropy clears,
the breakdown can last for many days, causing mental disturbances of various
kinds.'
HediffDef: PsychicBreakdown.stages.minor.label 'minor'
HediffDef: PsychicBreakdown.stages.major.label 'major'
HediffDef: PsychicBreakdown.stages.total.label 'total'
HediffDef: PsychicAnesthesia.label 'psychic anesthesia'
HediffDef: PsychicAnesthesia.description 'Psychically-induced pain insensitivity.'
HediffDef: PsychicBurden.label 'psychic burden'
HediffDef: PsychicBurden.description 'Psychically-induced difficulty in
locomotion.'
HediffDef: PsychicBlindness.label 'psychic blindness'
HediffDef: PsychicBlindness.description 'Psychically-induced partial blindness.'
HediffDef: PsychicVertigo.label 'psychic vertigo'
HediffDef: PsychicVertigo.description 'Psychically-induced loss of spatial
orientation. This will cause flesh creatures to vomit.'
HediffDef: PsychicFocus.label 'psychic focus'
HediffDef: PsychicFocus.description 'Psychically-induced mental focus, increasing
sight, hearing and movement capactities.'
HediffDef: PsychicInvisibility.label 'psychic invisibility'
HediffDef: PsychicInvisibility.description 'Psychically-induced invisibility. This
actually affects others nearby, making their brains unable to percieve the sight of
this individual, even if the eyes are unaffected.'
HediffDef: EntropyLink.label 'entropy link'
HediffDef: EntropyLink.description 'A psychic link with another individual. Gain or
loss of psychic entropy incurred by one will be shared equally between both.'
HediffDef: PsychicSuppression.label 'psychic suppression'
HediffDef: PsychicSuppression.description 'The effect of a psychic suppression
field. Coordination and reasoning are muddled.'
HistoryAutoRecorderDef: ThreatPoints.label 'fun points /10' (placeholder exists in
HistoryAutoRecorders.xml)
HistoryAutoRecorderDef: PopAdaptation.label 'pop recovery' (placeholder exists in
HistoryAutoRecorders.xml)
HistoryAutoRecorderDef: PopIntent.label 'pop intent x10' (placeholder exists in
HistoryAutoRecorders.xml)
IncidentDef: Disease_Plague.letterText '{0} of your {1} have gotten sick from
{2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper
treatment and spend as much time in bed as possible.\n\nThe following {1} have
gotten sick:\n\n{3}' (placeholder exists in Incidents_Map_Disease.xml)
IncidentDef: Disease_Malaria.letterText '{0} of your {1} have gotten sick from
{2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper
treatment and spend as much time in bed as possible.\n\nThe following {1} have
gotten sick:\n\n{3}' (placeholder exists in Incidents_Map_Disease.xml)
IncidentDef: Disease_SleepingSickness.letterText '{0} of your {1} have gotten sick
from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get
proper treatment and spend as much time in bed as possible.\n\nThe following {1}
have gotten sick:\n\n{3}' (placeholder exists in Incidents_Map_Disease.xml)
IncidentDef: Disease_FibrousMechanites.letterText '{0} of your {1} have gotten sick
from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get
proper treatment and spend as much time in bed as possible.\n\nThe following {1}
have gotten sick:\n\n{3}' (placeholder exists in Incidents_Map_Disease.xml)
IncidentDef: Disease_SensoryMechanites.letterText '{0} of your {1} have gotten sick
from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get
proper treatment and spend as much time in bed as possible.\n\nThe following {1}
have gotten sick:\n\n{3}' (placeholder exists in Incidents_Map_Disease.xml)
IncidentDef: Disease_GutWorms.letterText '{0} of your {1} have gotten sick from
{2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper
treatment and spend as much time in bed as possible.\n\nThe following {1} have
gotten sick:\n\n{3}' (placeholder exists in Incidents_Map_Disease.xml)
IncidentDef: Disease_MuscleParasites.letterText '{0} of your {1} have gotten sick
from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get
proper treatment and spend as much time in bed as possible.\n\nThe following {1}
have gotten sick:\n\n{3}' (placeholder exists in Incidents_Map_Disease.xml)
IncidentDef: DefoliatorShipPartCrash.label 'ship part crash (defoliator)'
IncidentDef: DefoliatorShipPartCrash.letterLabel 'Defoliator ship'
IncidentDef: DefoliatorShipPartCrash.letterText 'A large piece of an ancient ship
has crashed nearby.\n\nIts mysterious influence will kill all plants in an
expanding circle around itself.\n\nDestroy it as soon as possible. But beware - it
will probably defend itself.'
IncidentDef: MechCluster.label 'mech cluster'
IncidentDef: MechCluster.letterLabel 'Mechanoid cluster'
IncidentDef: MechCluster.letterText 'A mechanoid combat cluster is landing nearby.
The cluster will be initially dormant, so you can take time to decide how to attack
it.\n\nIt may remain dormant until disturbed, or it may have a timer or proximity
activators.\n\nEven dormant mech clusters aren't harmless. A dormant cluster may
assemble mechanoid attackers from time to time, or have some broader negative
effect that must be dealt with eventually.'
IncidentDef: GiveQuest_Random.label 'quest'
IncidentDef: GiveQuest_Random.letterLabel 'Quest available'
IncidentDef: GiveQuest_EndGame_ShipEscape.label 'journey offer'
IncidentDef: GiveQuest_EndGame_ShipEscape.letterLabel 'Journey offer'
IncidentDef: CaravanArrivalTributeCollector.label 'tribute collector caravan
arrival'
IncidentDef: GiveQuest_EndGame_RoyalAscent.label 'royal ascent'
IncidentDef: GiveQuest_Intro_Wimp.label 'imperial wimp'
IncidentDef: GiveQuest_Intro_Deserter.label 'imperial deserter'
InspirationDef: Inspired_Taming.label 'inspired taming'
InspirationDef: Inspired_Taming.baseInspectLine 'Inspired: Inspired taming'
InspirationDef: Inspired_Taming.beginLetter 'Thanks to high mood, [PAWN_nameIndef]
has experienced an inspiration!\n\n[PAWN_pronoun] will successfully tame the next
animal regardless of difficulty.\n\nThe inspiration will end after 8 days, or when
an animal was tamed.'
InspirationDef: Inspired_Taming.endMessage '{0} is no longer inspired (inspired
taming).'
JobDef: GiveSpeech.reportString 'talking.'
JobDef: CastAbilityOnThing.reportString 'Doing something.'
JobDef: ApplyTechprint.reportString 'applying techprint TargetB.'
JobDef: GotoMindControlled.reportString 'moving.'
JobDef: Play_MusicalInstrument.reportString 'playing TargetA.'
JobDef: Reign.reportString 'reigning.'
JoyKindDef: HighCulture.label 'high culture'
MainButtonDef: Quests.label 'quests'
MainButtonDef: Quests.description 'View available, active, and historical quests.'
MentalStateDef: Wander_Psychotic_Short.label 'wandering in psychosis'
MentalStateDef: Wander_Psychotic_Short.baseInspectLine 'Mental state: Psychotic
wandering'
MentalStateDef: Wander_Psychotic_Short.beginLetter '{0} is wandering around in a
psychotic state.'
MentalStateDef: Wander_Psychotic_Short.beginLetterLabel 'daze'
MentalStateDef: Wander_Psychotic_Short.recoveryMessage '{0} is no longer wandering
in a psychotic state.'
NeedDef: DrugDesire.label 'chemical'
NeedDef: DrugDesire.description 'Chemical expresses the desire to ingest drugs.
When above a certain level it will create good mood, but when below a certain level
it will create increasingly bad mood.'
NeedDef: Authority.label 'authority'
NeedDef: Authority.description 'Authority is a need by holders of certain titles to
feel one's stature is respected. Authority is satisfied by reigning in an
appropriate throneroom, or by other activities that acknowledge the title-holder's
position. This need is greater for those with higher title, and only applies when
someone is at a home settlement with others to reign over.'
PawnColumnDef: Age.label 'age'
PawnKindDef: Grenadier_Smoke.label 'smoke grenadier'
PawnKindDef: Mercenary_Gunner_Acidifier.label 'mercenary gunner'
PawnKindDef: Mercenary_Sniper_Acidifier.label 'mercenary sniper'
PawnKindDef: Mercenary_Slasher_Acidifier.label 'mercenary slasher'
PawnKindDef: Mercenary_Elite_Acidifier.label 'elite mercenary'
PawnKindDef: Mercenary_Elite_Acidifier.labelPlural 'elite mercenaries'
PawnKindDef: SpaceRefugee_Clothed.label 'space refugee'
PawnKindDef: Duck.label 'duck'
PawnKindDef: Duck.lifeStages.duckling.label 'duckling'
PawnKindDef: Bison.label 'bison'
PawnKindDef: Bison.lifeStages.bison_calf.label 'bison calf'
PawnKindDef: Bison.lifeStages.bison_calf.labelPlural 'bison calves'
PawnKindDef: Goat.label 'goat'
PawnKindDef: Goat.labelFemale 'goat doe'
PawnKindDef: Goat.lifeStages.baby_goat.label 'baby goat'
PawnKindDef: Goose.label 'goose'
PawnKindDef: Goose.labelPlural 'geese'
PawnKindDef: Sheep.label 'sheep'
PawnKindDef: Sheep.labelFemale 'ewe'
PawnKindDef: Sheep.labelMale 'ram'
PawnKindDef: Sheep.labelPlural 'sheep'
PawnKindDef: Sheep.lifeStages.lamb.label 'lamb'
PawnKindDef: Sheep.lifeStages.lamb.labelPlural 'lambs'
PawnKindDef: Horse.label 'horse'
PawnKindDef: Horse.labelFemale 'mare'
PawnKindDef: Horse.labelMale 'stallion'
PawnKindDef: Horse.lifeStages.foal.label 'foal'
PawnKindDef: Yak.label 'yak'
PawnKindDef: Yak.labelMale 'yak'
PawnKindDef: Yak.lifeStages.yak_calf.label 'yak calf'
PawnKindDef: Yak.lifeStages.yak_calf.labelPlural 'yak calves'
PawnKindDef: GuineaPig.label 'guinea pig'
PawnKindDef: Donkey.label 'donkey'
PawnKindDef: Donkey.lifeStages.donkey_foal.label 'donkey foal'
PawnKindDef: Mech_Pikeman.label 'pikeman'
PawnKindDef: Mech_Pikeman.labelPlural 'pikemen'
PawnKindDef: Empire_Common_Trader.label 'imperial trader'
PawnKindDef: Empire_Fighter_Trooper.label 'trooper'
PawnKindDef: Empire_Fighter_Janissary.label 'janissary'
PawnKindDef: Empire_Fighter_Champion.label 'champion'
PawnKindDef: Empire_Fighter_Cataphract.label 'cataphract'
PawnKindDef: Empire_Fighter_StellicGuardRanged.label 'stellic defender'
PawnKindDef: Empire_Fighter_StellicGuardMelee.label 'stellic warden'
PawnKindDef: Empire_Royal_NobleWimp.label 'noble'
PawnKindDef: Empire_Royal_Yeoman.label 'yeoman'
PawnKindDef: Empire_Royal_Esquire.label 'esquire'
PawnKindDef: Empire_Royal_Knight.label 'knight'
PawnKindDef: Empire_Royal_Knight.labelFemale 'dame'
PawnKindDef: Empire_Royal_Praetor.label 'praetor'
PawnKindDef: Empire_Royal_Baron.label 'baron'
PawnKindDef: Empire_Royal_Baron.labelFemale 'baroness'
PawnKindDef: Empire_Royal_Count.label 'count'
PawnKindDef: Empire_Royal_Count.labelFemale 'countess'
PawnKindDef: Empire_Royal_Duke.label 'duke'
PawnKindDef: Empire_Royal_Duke.labelFemale 'duchess'
PawnKindDef: Empire_Royal_Consul.label 'consul'
PawnKindDef: Empire_Royal_Stellarch.label 'stellarch'
PawnsArrivalModeDef: EdgeWalkIn.textWillArrive '{0_pawnsPluralDef} will arrive on
foot.'
PawnsArrivalModeDef: EdgeDrop.textWillArrive '{0_pawnsPluralDef} will arrive in
transport pods.'
PawnsArrivalModeDef: EdgeWalkInGroups.textWillArrive '{0_pawnsPluralDef} will
arrive on foot, approaching from several angles at once.'
PawnsArrivalModeDef: EdgeDropGroups.textWillArrive 'Several separate groups of
{0_pawnsPluralDef} will arrive in transport pods.'
PawnsArrivalModeDef: CenterDrop.textWillArrive '{0_pawnsPluralDef} will arrive in
transport pods right on top of you.'
PawnsArrivalModeDef: RandomDrop.textWillArrive '{0_pawnsPluralDef} will arrive in
transport pods.'
PawnsArrivalModeDef: MechClusterDrop.textEnemy 'A cluster of {0} have landed in
drop pods nearby.'
PawnsArrivalModeDef: MechClusterDrop.textWillArrive 'The mech cluster will arrive
in drop pods.'
RaidStrategyDef: ImmediateAttackFriendly.arrivalTextEnemy 'They are attacking
immediately.'
RaidStrategyDef: ImmediateAttackFriendly.arrivalTextFriendly 'They are moving in to
help you immediately.'
RaidStrategyDef: ImmediateAttackFriendly.letterLabelEnemy 'Raid'
RaidStrategyDef: ImmediateAttackFriendly.letterLabelFriendly 'Friendlies'
RaidStrategyDef: SiegeMechanoid.arrivalTextEnemy 'Rather than attack directly, the
mechanoids are setting up a mech cluster near the colony. You must attack them in
order to finally remove the threat.'
RaidStrategyDef: SiegeMechanoid.letterLabelEnemy 'Mechanoid Siege'
RecipeDef: InstallDeathAcidifier.label 'install death acidifier'
RecipeDef: InstallDeathAcidifier.description 'Install a death acidifier.'
RecipeDef: InstallDeathAcidifier.jobString 'Installing death acidifier.'
RecipeDef: InstallWoodenHand.label 'install wooden hand'
RecipeDef: InstallWoodenHand.description 'Install a wooden hand.'
RecipeDef: InstallWoodenHand.jobString 'Installing wooden hand.'
RecipeDef: BurnWeapon.label 'burn weapon'
RecipeDef: BurnWeapon.description 'Burn unwanted weapon to completely destroy it.'
RecipeDef: BurnWeapon.jobString 'Burning weapon.'
RecipeDef: CookMealSimpleBulk.label 'cook simple meal x4'
RecipeDef: CookMealSimpleBulk.description 'Cook 4 straightforward meals from one
ingredient.'
RecipeDef: CookMealSimpleBulk.jobString 'Cooking 4 simple meals.'
RecipeDef: CookMealFineBulk.label 'cook fine meal x4'
RecipeDef: CookMealFineBulk.description 'Cook 4 somewhat complex meals from a
combination of meat and plant ingredients.'
RecipeDef: CookMealFineBulk.jobString 'Cooking 4 fine meals.'
RecipeDef: CookMealLavishBulk.label 'cook lavish meal x4'
RecipeDef: CookMealLavishBulk.description 'Cook 4 very complex meals from a
combination of meat and plant ingredients. Much of the ingredients are wasted.'
RecipeDef: CookMealLavishBulk.jobString 'Cooking 4 lavish meals.'
RecipeDef: CookMealSurvivalBulk.label 'cook packaged survival meal x4'
RecipeDef: CookMealSurvivalBulk.description 'Prepare 4 packaged survival meals from
a combination of meat and plant ingredients. Much of the ingredients are wasted in
the preservation process.'
RecipeDef: CookMealSurvivalBulk.jobString 'Cooking 4 survival meals.'
RecipeDef: SmeltApparel.label 'smelt apparel'
RecipeDef: SmeltApparel.description 'Use heat and strong electromagnets to break
down apparels into useful resources.'
RecipeDef: SmeltApparel.jobString 'Smelting apparel.'
RecipeDef: DestroyApparel.label 'destroy apparel'
RecipeDef: DestroyApparel.description 'Use heat to destroy unwanted apparels. This
process is faster than smelting, and works on non-smeltable items, but yields no
resources.'
RecipeDef: DestroyApparel.jobString 'Destroying apparel.'
RecipeDef: InstallPsychicSilencer.label 'install psychic silencer'
RecipeDef: InstallPsychicSilencer.description 'Install a psychic silencer.'
RecipeDef: InstallPsychicSilencer.jobString 'Installing psychic silencer.'
RecipeDef: InstallPsychicSensitizer.label 'install psychic sensitizer'
RecipeDef: InstallPsychicSensitizer.description 'Install a psychic sensitizer.'
RecipeDef: InstallPsychicSensitizer.jobString 'Installing psychic sensitizer.'
RecipeDef: InstallPsychicHarmonizer.label 'install psychic harmonizer'
RecipeDef: InstallPsychicHarmonizer.description 'Install a psychic harmonizer.'
RecipeDef: InstallPsychicHarmonizer.jobString 'Installing psychic harmonizer.'
RecipeDef: InstallPsychicReader.label 'install psychic reader'
RecipeDef: InstallPsychicReader.description 'Install psychic a reader.'
RecipeDef: InstallPsychicReader.jobString 'Installing psychic reader.'
RecipeDef: DowngradePsychicAmplifier.label 'downgrade psychic amplifier'
RecipeDef: DowngradePsychicAmplifier.description 'Downgrade a psychic amplifier.'
RecipeDef: DowngradePsychicAmplifier.jobString 'Downgrading a psychic amplifier.'
RecipeDef: InstallNeurocalculator.label 'install neurocalculator'
RecipeDef: InstallNeurocalculator.description 'Install a neurocalculator.'
RecipeDef: InstallNeurocalculator.jobString 'Installing neurocalculator.'
RecipeDef: InstallLearningAssistant.label 'install learning assistant'
RecipeDef: InstallLearningAssistant.description 'Install a learning assistant.'
RecipeDef: InstallLearningAssistant.jobString 'Installing learning assistant.'
RecipeDef: InstallGastroAnalyzer.label 'install gastro-analyzer'
RecipeDef: InstallGastroAnalyzer.description 'Install a gastro-analyzer.'
RecipeDef: InstallGastroAnalyzer.jobString 'Installing gastro-analyzer.'
RecipeDef: InstallImmunoenhancer.label 'install immunoenhancer'
RecipeDef: InstallImmunoenhancer.description 'Install an immunoenhancer.'
RecipeDef: InstallImmunoenhancer.jobString 'Installing immunoenhancer.'
RecipeDef: InstallCoagulator.label 'install coagulator'
RecipeDef: InstallCoagulator.description 'Install a coagulator.'
RecipeDef: InstallCoagulator.jobString 'Installing coagulator.'
RecipeDef: InstallHealingEnhancer.label 'install healing enhancer'
RecipeDef: InstallHealingEnhancer.description 'Install a healing enhancer.'
RecipeDef: InstallHealingEnhancer.jobString 'Installing healing enhancer.'
RecipeDef: InstallToughskinGland.label 'install toughskin gland'
RecipeDef: InstallToughskinGland.description 'Install a toughskin gland.'
RecipeDef: InstallToughskinGland.jobString 'Installing toughskin gland.'
RecipeDef: InstallArmorskinGland.label 'install armorskin gland'
RecipeDef: InstallArmorskinGland.description 'Install an armorskin gland.'
RecipeDef: InstallArmorskinGland.jobString 'Installing armorskin gland.'
RecipeDef: InstallStoneskinGland.label 'install stoneskin gland'
RecipeDef: InstallStoneskinGland.description 'Install a stoneskin gland.'
RecipeDef: InstallStoneskinGland.jobString 'Installing stoneskin gland.'
RecipeDef: InstallAestheticShaper.label 'install aesthetic shaper'
RecipeDef: InstallAestheticShaper.description 'Install an aesthetic shaper.'
RecipeDef: InstallAestheticShaper.jobString 'Installing aesthetic shaper.'
RecipeDef: InstallAestheticNose.label 'install aesthetic nose'
RecipeDef: InstallAestheticNose.description 'Install an aesthetic nose.'
RecipeDef: InstallAestheticNose.jobString 'Installing aesthetic nose.'
RecipeDef: InstallLoveEnhancer.label 'install love enhancer'
RecipeDef: InstallLoveEnhancer.description 'Install a love enhancer.'
RecipeDef: InstallLoveEnhancer.jobString 'Installing love enhancer.'
RecipeDef: InstallDetoxifierStomach.label 'install detoxifier stomach'
RecipeDef: InstallDetoxifierStomach.description 'Install a detoxifier stomach.'
RecipeDef: InstallDetoxifierStomach.jobString 'Installing detoxifier stomach.'
RecipeDef: InstallReprocessorStomach.label 'install reprocessor stomach'
RecipeDef: InstallReprocessorStomach.description 'Install a reprocessor stomach.'
RecipeDef: InstallReprocessorStomach.jobString 'Installing reprocessor stomach.'
RecipeDef: InstallNuclearStomach.label 'install nuclear stomach'
RecipeDef: InstallNuclearStomach.description 'Install a nuclear stomach.'
RecipeDef: InstallNuclearStomach.jobString 'Installing nuclear stomach.'
RecipeDef: InstallCircadianAssistant.label 'install circadian assistant'
RecipeDef: InstallCircadianAssistant.description 'Install a circadian assistant.'
RecipeDef: InstallCircadianAssistant.jobString 'Installing circadian assistant.'
RecipeDef: InstallCircadianHalfCycler.label 'install circadian half-cycler'
RecipeDef: InstallCircadianHalfCycler.description 'Install a circadian half-
cycler.'
RecipeDef: InstallCircadianHalfCycler.jobString 'Installing circadian half-cycler.'
RecipeDef: InstallMindscrew.label 'install mindscrew'
RecipeDef: InstallMindscrew.description 'Install a mindscrew.'
RecipeDef: InstallMindscrew.jobString 'Installing mindscrew.'
RecipeDef: InstallDrillArm.label 'install drill arm'
RecipeDef: InstallDrillArm.description 'Install a drill arm.'
RecipeDef: InstallDrillArm.jobString 'Installing drill arm.'
RecipeDef: InstallFieldHand.label 'install field hand'
RecipeDef: InstallFieldHand.description 'Install a field hand.'
RecipeDef: InstallFieldHand.jobString 'Installing field hand.'
RecipeDef: InstallHandTalon.label 'install hand talon'
RecipeDef: InstallHandTalon.description 'Install a hand talon.'
RecipeDef: InstallHandTalon.jobString 'Installing hand talon.'
RecipeDef: InstallElbowBlade.label 'install elbow blade'
RecipeDef: InstallElbowBlade.description 'Install an elbow blade.'
RecipeDef: InstallElbowBlade.jobString 'Installing elbow blade.'
RecipeDef: InstallKneeSpike.label 'install knee spike'
RecipeDef: InstallKneeSpike.description 'Install a knee spike.'
RecipeDef: InstallKneeSpike.jobString 'Installing knee spike.'
RecipeDef: InstallVenomFangs.label 'install venom fangs'
RecipeDef: InstallVenomFangs.description 'Install venom fangs.'
RecipeDef: InstallVenomFangs.jobString 'Installing venom fangs.'
RecipeDef: InstallVenomTalon.label 'install venom talon'
RecipeDef: InstallVenomTalon.description 'Install a venom talon.'
RecipeDef: InstallVenomTalon.jobString 'Installing venom talon.'
RecordDef: TimeAsQuestLodger.label 'time hosted'
RecordDef: TimeAsQuestLodger.description 'Total time spent hosted by your community
through a quest.'
ResearchProjectDef: Fabrication.discoveredLetterText 'You now have the technology
to build a fabrication bench - but it also requires some advanced components to get
started. You can collect advanced components several ways:\n\n -All outlander
settlements sell advanced components. Send a caravan to buy some.\n -Some visiting
traders sell advanced components. Invite or wait for them.\n -Some quests are
rewarded with advanced components.\n -Some special threats drop them when
defeated.'
ResearchProjectDef: Fabrication.discoveredLetterTitle 'About: Getting advanced
components'
ResearchProjectDef: ReconArmor.label 'recon armor'
ResearchProjectDef: ReconArmor.description 'Craft recon armor, a light powered
armor suit used by scout troops who need protection on the move. Note that these
also require advanced components.'
ResearchProjectDef: NobleApparel.label 'noble apparel'
ResearchProjectDef: NobleApparel.description 'Tailor noble-specific apparel like
ruffle shirts and bloom pants.'
ResearchProjectDef: RoyalApparel.label 'royal apparel'
ResearchProjectDef: RoyalApparel.description 'Tailor royal apparel of the highest
tier, like royal robes and crowns.'
ResearchProjectDef: BrainWiring.label 'brain wiring'
ResearchProjectDef: BrainWiring.description 'Craft brain implants that induce or
prevent blunt sensations like joy or pain.'
ResearchProjectDef: SpecializedLimbs.label 'specialized limbs'
ResearchProjectDef: SpecializedLimbs.description 'Craft specialized bionic limbs
built for specific purposes - both combat and labor.'
ResearchProjectDef: CompactWeaponry.label 'compact weaponry'
ResearchProjectDef: CompactWeaponry.description 'Craft compact, concealable bionic
weapons which can be embedded in various body parts.'
ResearchProjectDef: VenomSynthesis.label 'poison synthesis'
ResearchProjectDef: VenomSynthesis.description 'Craft bionics that synthesize venom
from internal chemical reactors for use in toxifying attacks.'
ResearchProjectDef: ArtificialMetabolism.label 'artificial metabolism'
ResearchProjectDef: ArtificialMetabolism.description 'Craft bionics that process
food more safely or efficiently than a biological stomach.'
ResearchProjectDef: NeuralComputation.label 'neural computation'
ResearchProjectDef: NeuralComputation.description 'Craft brain implants that assist
thought and learning by use of a direct, shallow brain-computer interface.'
ResearchProjectDef: SkinHardening.label 'skin hardening'
ResearchProjectDef: SkinHardening.description 'Craft bionic implants which induce
the toughening of natural skin, producing an armor-like effect.'
ResearchProjectDef: HealingFactors.label 'healing factors'
ResearchProjectDef: HealingFactors.description 'Craft bionics that enhance natural
healing processes.'
ResearchProjectDef: FleshShaping.label 'flesh shaping'
ResearchProjectDef: FleshShaping.description 'Craft bionics which induce the
reshaping or natural flesh, usually for the purposes of aesthetic enhancement or
personal pleasure.'
ResearchProjectDef: MolecularAnalysis.label 'molecular analysis'
ResearchProjectDef: MolecularAnalysis.description 'Craft bionics with molecular
analyzers for assisting the immune system or analyzing food.'
ResearchProjectDef: CircadianInfluence.label 'circadian influence'
ResearchProjectDef: CircadianInfluence.description 'Craft brain implants that
chemically manipulate the circadian rhythm, reducing or altering the need to
sleep.'
ResearchProjectDef: Harp.label 'harp'
ResearchProjectDef: Harp.description 'Craft the harp, a simple stationary musical
instrument popular among nobility in some cultures.'
ResearchProjectDef: Harpsichord.label 'harpsichord'
ResearchProjectDef: Harpsichord.description 'Craft the harpsichord, a complex
stationary musical instrument.'
ResearchProjectDef: Piano.label 'piano'
ResearchProjectDef: Piano.description 'Craft the piano, an advanced stationary
musical instrument.'
ResearchProjectDef: CataphractArmor.label 'cataphract armor'
ResearchProjectDef: CataphractArmor.description 'Craft cataphract armor, heavy
powered armor that slows the user but which can absorb extreme punishment. Note
that these also require advanced components.'
RoomRoleDef: ThroneRoom.label 'throne room'
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.0 'skillDescMelee-
>[wielding] [INITIATOR_possessive] [WEAPON_label] [skillAdv]' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.1 'skillDescMelee->[using]
[implement] [skillAdv]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.2 'wielding(p=4)->wielding'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.3 'wielding(p=3)->using'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.4 'wielding(p=2)->handling'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.5 'wielding->brandishing'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.6 'wielding->manipulating'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.7 'using(p=4)->using'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.8 'using->driving' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.9 'using->thrusting' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.10 'using->utilizing'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.11 'using->moving' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.12
'skillAdv(INITIATOR_skill<=3)->incompetently' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.13
'skillAdv(INITIATOR_skill<=3)->ineptly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.14
'skillAdv(INITIATOR_skill<=3)->wildly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.15
'skillAdv(INITIATOR_skill<=3)->randomly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.16
'skillAdv(INITIATOR_skill<=3)->flailingly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.17
'skillAdv(INITIATOR_skill<=4)->awkwardly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.18
'skillAdv(INITIATOR_skill<=4)->clumsily' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.19
'skillAdv(INITIATOR_skill<=5)->fearfully' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.20
'skillAdv(INITIATOR_skill<=5)->falteringly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.21
'skillAdv(INITIATOR_skill<=5)->foolishly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.22
'skillAdv(INITIATOR_skill<=6)->hesitantly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.23
'skillAdv(INITIATOR_skill<=6)->reluctantly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.24
'skillAdv(INITIATOR_skill<=6)->slowly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.25
'skillAdv(INITIATOR_skill<=6)->tentatively' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.26
'skillAdv(INITIATOR_skill<=6)->inexpertly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.27
'skillAdv(INITIATOR_skill<=6)->amateurishly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.28
'skillAdv(INITIATOR_skill<=6)->timidly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.29
'skillAdv(INITIATOR_skill<=8)->enthusiastically' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.30
'skillAdv(INITIATOR_skill>=6,INITIATOR_skill<=10)->proficiently' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.31
'skillAdv(INITIATOR_skill>=6,INITIATOR_skill<=10)->competently' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.32
'skillAdv(INITIATOR_skill>=8)->professionally' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.33
'skillAdv(INITIATOR_skill>=8)->deftly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.34
'skillAdv(INITIATOR_skill>=8)->aptly' (hint: this list allows full-list translation
by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.35
'skillAdv(INITIATOR_skill>=8)->cleverly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.36
'skillAdv(INITIATOR_skill>=8)->dexterously' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.37
'skillAdv(INITIATOR_skill>=8)->skillfully' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.38
'skillAdv(INITIATOR_skill>=10)->adeptly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.39
'skillAdv(INITIATOR_skill>=10)->slickly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.40
'skillAdv(INITIATOR_skill>=12)->expertly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.41
'skillAdv(INITIATOR_skill>=12)->precisely' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.42
'skillAdv(INITIATOR_skill>=14)->masterfully' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.43
'skillAdv(INITIATOR_skill>=16)->artistically' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.44
'skillAdv(INITIATOR_skill>=16)->gracefully' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.45
'skillAdv(initiator_flesh==Mechanoid)->mechanically' (hint: this list allows full-
list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.46
'skillAdv(initiator_flesh==Mechanoid)->robotically' (hint: this list allows full-
list translation by using <li> nodes)
RulePackDef: Combat_SkillIncludes.rulePack.rulesStrings.47
'skillAdv(initiator_flesh==Mechanoid)->directly' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.0 'damage_source-
>[spiketrap] stabbed' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.1 'damage_source-
>[spiketrap] struck' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.2 'damage_source-
>[spiketrap] launched at' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.3 'spiketrap(p=3)->a spike
trap' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.4 'spiketrap(p=3)->the
spike trap' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.5 'spiketrap->spikes'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.6 'spiketrap->a sharp
trap' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.7 'spiketrap->a spiky
trap' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.8 'damaged_present-
>perforating' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.9 'damaged_present-
>spearing' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.10 'damaged_present-
>penetrating' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.11 'damaged_present-
>jabbing into' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.12 'destroyed_present-
>tearing apart' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.13 'destroyed_present-
>shredding' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.14 'destroyed_present-
>eviscerating' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: DamageEvent_TrapSpike.rulePack.rulesStrings.15 'destroyed_present-
>exploding' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in RulePacks_DamageEvent.xml)
RulePackDef: Event_AbilityUsed.rulePack.rulesStrings.0 'r_logentry-
>[INITIATOR_definite] used [ABILITY_label] on [SUBJECT_definite]' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: GameplayTips.rulePack.rulesStrings.0 'r_tip->[tip_text]' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.0 'r_name->[msyl][msyl]
[mechhive]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.1 'mechhive->mechhive'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.2 'msyl->nyar' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.3 'msyl->alg' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.4 'msyl->xan' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.5 'msyl->zel' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.6 'msyl->kil' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.7 'msyl->len' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.8 'msyl->lax' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.9 'msyl->alph' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.10 'msyl->ome' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.11 'msyl->iri' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.12 'msyl->slin' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.13 'msyl->toth' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.14 'msyl->arth' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.15 'msyl->unth' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.16 'msyl->ox' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.17 'msyl->arm' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.18 'msyl->murd' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.19 'msyl->zen' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.20 'msyl->yoth' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionMechanoid.rulePack.rulesStrings.21 'msyl->lite' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: EmpireNameUtility.rulePack.rulesStrings.0 'WordImperial(p=4)->[SylB]
[SylB]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: EmpireNameUtility.rulePack.rulesStrings.1 'WordImperial(p=2)->[SylB]
[SylB][SylB]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: EmpireNameUtility.rulePack.rulesStrings.2 'WordImperial(p=0.2)->[SylB]
[SylB][SylB][SylB]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: NamerQuestDefault.rulePack.rulesStrings.0 'defaultQuestName-
>[adjectiveCurious] [quest]' (hint: this list allows full-list translation by using
<li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.0 'r_name(p=2)->[empire] of
[ofThing]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.1 'r_name(p=2)->The [empire]
of [ofThing]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.2 'r_name->The Exodus
[empire]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.3 'r_name->The Refugee
[empire]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.4 'r_name->The Broken
[empire]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.5 'r_name->The Shattered
[empire]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.6 'r_name->The Fallen
[empire]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.7 'r_name->The [Color]
[empire]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.8 'empire(p=4)->Empire'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.9 'empire->Commonwealth'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.10 'empire->Imperium' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.11 'empire->Dominion' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.12 'empire->Sovereignty'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.13 'ofThing(p=4)-
>[WordImperial]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.14 'ofThing->the Sun' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.15 'ofThing->the Moon' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.16 'ofThing->the Universe'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.17 'ofThing->God' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.18 'ofThing->Perfection'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.19 'ofThing->Eternity' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerFactionEmpire.rulePack.rulesStrings.20 'ofThing->the Spirit'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.0 'r_name-
>[townname_wordgen]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.1 'r_name-
>[townname_fixed]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.2 'townname_wordgen-
>[WordImperial]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.3 'townname_wordgen-
>[WordImperial][townend]' (hint: this list allows full-list translation by using
<li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.4 'townend(p=3)->ium'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.5 'townend(p=3)->ior'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.6 'townend(p=3)->polis'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.7 'townend->nor' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.8 'townend->lan' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.9 'townend->lax' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.10 'townend->lix' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.11 'townend->lin' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.12 'townend->lian' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.13 'townend->phrum' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.14 'townend->phor' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.15 'townend->teor' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.16 'townend->ople' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.17 'townend->opium' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.18 'townend->or' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.19 'townend->aetor' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.20 'townend->aeum' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.21 'townend->aetium'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.22 'townend->am' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerSettlementEmpire.rulePack.rulesStrings.23 'townend->aeum' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerPersonEmpire.rulePack.rulesStrings.0 'r_name(p=3)-
>[ImperialNameFirstMale] [ImperialNameLast]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: NamerPersonEmpire.rulePack.rulesStrings.1 'r_name(p=2)-
>[ImperialNameFirstMale] [WordImperial]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: NamerPersonEmpire.rulePack.rulesStrings.2 'r_name(p=2)->[WordImperial]
[WordImperial]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerPersonEmpireFemale.rulePack.rulesStrings.0 'r_name(p=3)-
>[ImperialNameFirstFemale] [ImperialNameLast]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: NamerPersonEmpireFemale.rulePack.rulesStrings.1 'r_name(p=2)-
>[ImperialNameFirstFemale] [WordImperial]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: NamerPersonEmpireFemale.rulePack.rulesStrings.2 'r_name(p=2)-
>[WordImperial] [WordImperial]' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.0 'questName-
>[constAdj] [construction]' (hint: this list allows full-list translation by using
<li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.1 'questName->A
[constAdj] [construction]' (hint: this list allows full-list translation by using
<li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.2 'questName->The
[constAdj] [construction]' (hint: this list allows full-list translation by using
<li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.3 'constAdj(p=20)-
>[AdjectiveLarge]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.4 'constAdj-
>terrible' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.5 'constAdj->great'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.6 'constAdj->grand'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.7 'constAdj-
>dangerous' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.8 'constAdj-
>monumental' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.9 'constAdj-
>extravagant' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.10 'constAdj-
>foreboding' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.11 'constAdj-
>frightening' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.12 'constAdj-
>dreadful' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.13 'constAdj-
>fearful' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.14 'constAdj-
>awesome' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.15 'constAdj-
>prophetic' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.16 'constAdj-
>harrowing' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.17 'constAdj-
>glittering' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.18 'constAdj-
>shining' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.19 'constAdj-
>amazing' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.20
'construction(p=3)->construction' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.21
'construction(p=2)->structure' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.22
'construction(p=2)->building' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.23 'construction-
>monument' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.24 'construction-
>edifice' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.25 'construction-
>blueprint' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionNameCommon.rulePack.rulesStrings.26 'construction-
>assembly' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.0
'questDescription(askerIsNull==true)->A mysterious message has arrived. It seems it
was transmitted by a machine persona that refuses to name itself. The message asks
that you build a very specific monument.\n\n[commonEnding]' (hint: this list allows
full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.1
'questDescription(asker_factionLeader==True)->[asker_faction_leaderTitle]
[asker_nameFull] of [asker_faction_name] is requesting that you build a monument
[buildReason].\n\n[commonEnding]' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.2
'questDescription(asker_royalInCurrentFaction==True)-
>[asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name] is
requesting that you build a monument [buildReason].\n\n[commonEnding]' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.3
'asker2(askerIsNull==true)->the archotech' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.4
'asker2(asker_factionLeader==True)->[asker_nameDef]' (hint: this list allows full-
list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.5
'asker2(asker_royalInCurrentFaction==True)->the [asker_royalTitleInCurrentFaction]'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.6
'buildReason->to commemorate the [PersonalCharacteristic] of [asker_possessive]
[PersonFamily]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.7
'buildReason->to commemorate [asker_possessive] own [PersonalCharacteristic]'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.8
'buildReason->to insult the [PersonalCharacteristic] of [asker_possessive] rival'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.9
'buildReason->to reduce feelings of [ConceptAngsty] amongst the people' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.10
'buildReason->to express how [AdjectiveBadass] [asker_pronoun] is' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.11
'buildReason->to commemorate [asker_possessive] [asker_faction_pawnsPlural] who
have fallen in battle' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.12
'buildReason->to honor [asker_possessive] [PersonFamily]' (hint: this list allows
full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.13
'buildReason->to honor the work of [PersonJob]s' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.14
'buildReason->to spread images of [asker_possessive] [glory] across the land'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.15 'glory-
>glory' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.16 'glory-
>martial honor' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.17 'glory-
>victories' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.18 'glory-
>throne' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.19 'glory-
>great ship' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.20 'glory-
>wealth' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.21 'glory-
>family' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.22
'failLetterEndingCommon(askerIsNull==true,priority=1)->You have failed the quest
'[resolvedQuestName]'.' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: QuestConstructionDescriptionCommon.rulePack.rulesStrings.23
'failLetterEndingCommon->You have failed the quest '[resolvedQuestName]'.\n\nYour
relations with [asker_faction_name] have decreased by [goodwillPenalty].' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.0 'allLodgerInfo-
>[healthInfo] [specialSkillsInfo] [minMoodInfo]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.1
'lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.2
'lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.3
'lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.4
'lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.5
'healthInfo(lodgersAreDowned==true,lodgersCount==1,priority=1)->[lodgers0_nameDef]
is injured and may not be able to walk.' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.6
'healthInfo(lodgersAreDowned==true,lodgersCount>=2,priority=1)->the
[lodgersLabelPlural] are injured and may not be able to walk.' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.7
'healthInfo(lodgersAreSick==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] is
sick with [lodgersDisease_label].' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.8
'healthInfo(lodgersAreSick==true,lodgersCount>=2,priority=1)->the
[lodgersLabelPlural] are sick with [lodgersDisease_label].' (hint: this list allows
full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.9 'healthInfo->' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.10
'specialSkillsInfo(lodgersSpecialRequest==ExpertFighter,lodgersCount==1,priority=1)
->[lodgers0_nameDef] is an expert fighter.' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.11
'specialSkillsInfo(lodgersSpecialRequest==ExpertFighter,lodgersCount>=2,priority=1)
->the [lodgersLabelPlural] are expert fighters.' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.12 'specialSkillsInfo->'
(hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.13
'minMoodInfo(priority=1,lodgersCount==1)->You are required to keep
[lodgers0_possessive] mood above [lodgersMoodThreshold_percent].' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.14
'minMoodInfo(priority=1,lodgersCount>=2)->You are required to keep the
[lodgersLabelPlural]' moods above [lodgersMoodThreshold_percent].' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.15 'minMoodInfo->' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.16 'commonDescEnding-
>[helpersParagraph][shuttleWillComeParagraph]\n\n[mustKeepOnMapParagraph]' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.17 'enemyGroupsParagraph-
>Raids will arrive roughly once per [threatsIntervalTicks_duration]. The raids will
be of similar size to this:\n\n[threatExample]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.18
'shuttleWillComeParagraph(lodgersCount==1)->After [shuttleDelayTicks_duration], a
shuttle will arrive to collect [lodgers0_nameDef]. If you get [lodgers0_objective]
onto the shuttle alive, [allRewardsDescriptions]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.19
'shuttleWillComeParagraph(lodgersCount>=2)->After [shuttleDelayTicks_duration], a
shuttle will arrive to collect the [lodgersLabelPlural]. If you get them onto the
shuttle alive, [allRewardsDescriptions]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.20
'mustKeepOnMapParagraph(lodgersCount==1)->You must keep [lodgers0_nameDef] at
[map_definite] and not send [lodgers0_objective] anywhere else.' (hint: this list
allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.21
'mustKeepOnMapParagraph(lodgersCount>=2)->You must keep the [lodgersLabelPlural] at
[map_definite] and not send them anywhere else.' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.22
'threatsInfoMechClustersSingleHuman->[lodgers0_nameDef] recently [mechViolation],
and has been targeted by an orbiting mechanoid swarm. It will drop mechanoid combat
clusters on [map_definite] as long as [lodgers0_nameDef] is present.' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.23
'threatsInfoMechClustersMultiPrisoners->The prisoners recently [mechViolation], and
have been targeted by an orbiting mechanoid swarm. It will drop mechanoid combat
clusters on [map_definite] as long as they are present.' (hint: this list allows
full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.24
'threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef] recently [mechViolation], and
has been targeted by a mechanoid hive. It will send mechanoid raids as long as
[lodgers0_nameDef] is present.' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.25
'threatsInfoMechRaidsMultiHuman->They recently [mechViolation], and have been
targeted by a mechanoid hive. It will send mechanoid raids as long as they are
present.' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.26 'mechViolation-
>angered a machine persona somehow' (hint: this list allows full-list translation
by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.27 'mechViolation-
>violated an ancient supercomputer terminal' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.28 'mechViolation-
>murdered a human child favored by an archotech' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.29 'mechViolation-
>attempted to hack a mechanoid control node' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.30 'mechViolation-
>attempted to steal from an ancient storage site' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.31 'letterSubject-
>{SUBJECT_definite}' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.32
'lodgersHasHave(lodgersCount==1)->has' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.33
'lodgersHasHave(lodgersCount>=2)->have' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.34
'remainingWillNowLeave(lodgersCount==1)->' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.35
'remainingWillNowLeave(lodgersCount>=2)->Any remaining [lodgersLabelPlural] will
now leave. ' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.36
'failLetterEndingCommon(askerIsNull==true,priority=1)->You have failed the quest
'[resolvedQuestName]'.' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: QuestHospitalityCommon.rulePack.rulesStrings.37
'failLetterEndingCommon->You have failed the quest '[resolvedQuestName]'.\n\nYour
relations with [asker_faction_name] have decreased by [goodwillPenalty].' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: Gathering_Concert.rulePack.rulesStrings.0 'circumstance_phrase->with
eyes closed' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Gathering_Concert.rulePack.rulesStrings.1 'circumstance_phrase->with a
satisfied grin' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: Gathering_Concert.rulePack.rulesStrings.2 'desc_sentence->There's a
cheerful vibe in the air.' (hint: this list allows full-list translation by using
<li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.0 'r_weapon_name(p=3)-
>[noun][verber]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.1 'r_weapon_name(p=2)-
>[beginSyl][middleSyl][endSyl]' (hint: this list allows full-list translation by
using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.2 'r_weapon_name(p=1)-
>[beginSyl][middleSyl][middleSyl][endSyl]' (hint: this list allows full-list
translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.3 'r_weapon_name(p=1)-
>[beginSyl][endSyl]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.4 'r_weapon_name(p=1)-
>[NamePerson]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.5 'r_weapon_name(p=1)-
>[nameAnimal]' (hint: this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.6 'nameAnimal-
>[NameAnimalUnisex]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.7 'nameAnimal-
>[NameAnimalMale]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.8 'nameAnimal-
>[NameAnimalFemale]' (hint: this list allows full-list translation by using <li>
nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.9 'noun->oath' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.10 'noun->promise' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.11 'noun->death' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.12 'noun->pain' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.13 'noun->blood' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.14 'noun->doom' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.15 'noun->murder' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.16 'noun->justice' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.17 'noun->fear' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.18 'noun->terror' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.19 'noun->chaos' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.20 'noun->order' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.21 'noun->war' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.22 'noun->silence' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.23 'noun->debt' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.24 'verber->keeper' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.25 'verber->bringer' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.26 'verber->sender' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.27 'verber->giver' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.28 'verber->maker' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.29 'verber->crusher' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.30 'verber->breaker' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.31 'verber->smasher' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.32 'verber->bender' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.33 'verber->knower' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.34 'verber->doer' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.35 'beginSyl->vi' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.36 'beginSyl->na' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.37 'beginSyl->lo' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.38 'beginSyl->ra' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.39 'beginSyl->to' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.40 'beginSyl->ger' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.41 'beginSyl->xan' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.42 'beginSyl->kel' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.43 'middleSyl->ser' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.44 'middleSyl->gar' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.45 'middleSyl->lor' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.46 'middleSyl->ven' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.47 'middleSyl->zan' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.48 'middleSyl->xal' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.49 'endSyl->ys' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.50 'endSyl->or' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.51 'endSyl->ar' (hint: this
list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.52 'endSyl->sum' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.53 'endSyl->dor' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.54 'endSyl->mar' (hint:
this list allows full-list translation by using <li> nodes)
RulePackDef: NamerWeaponBladelink.rulePack.rulesStrings.55 'endSyl->gur' (hint:
this list allows full-list translation by using <li> nodes)
ScenarioDef: Tutorial.label 'tutorial'
ScenarioDef: Tutorial.description 'The three of you awake in your cryptosleep
sarcophagi to the sound of sirens and ripping metal. You barely get to the escape
pods before the ship is torn apart. Some time later, you land on this unknown
rimworld.'
ScenarioDef: Tutorial.scenario.description 'The three of you awake in your
cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to
the escape pods before the ship is torn apart. Some time later, you land on this
unknown rimworld.'
ScenarioDef: Tutorial.scenario.name 'tutorial'
ScenarioDef: Tutorial.scenario.summary 'Three crashlanded survivors - the classic
RimWorld experience.'
SitePartDef: BanditCamp.label 'bandit camp'
SitePartDef: BanditCamp.description 'A bandit camp.'
SitePartDef: BanditCamp.approachingReportString 'Attacking {0}'
SitePartDef: BanditCamp.approachOrderString 'Attack {0}'
SitePartDef: BanditCamp.arrivedLetter 'There is an enemy outpost in this area.'
SitePartDef: DownedRefugee.label 'incapacitated refugee'
SitePartDef: DownedRefugee.description 'A stranded, incapacitated refugee begging
for help.'
SitePartDef: ItemStash.label 'item stash'
SitePartDef: ItemStash.description 'A stash of valuable items.'
SitePartDef: PossibleUnknownThreatMarker.label 'possible unknown threat'
SitePartDef: PossibleUnknownThreatMarker.description 'A possible, unknown threat.'
SitePartDef: PreciousLump.label 'lump of precious resources'
SitePartDef: PreciousLump.description 'A mineable lump of precious resources.'
SitePartDef: PrisonerWillingToJoin.label 'prisoner camp'
SitePartDef: PrisonerWillingToJoin.description 'A prisoner being held by enemies.
Rescue him and he will join you.'
SitePartDef: MechCluster.label 'mech cluster'
SitePartDef: MechCluster.description 'A mech combat cluster.'
SitePartDef: MechCluster.arrivedLetter 'There is a cluster of hostile mechanoids
and their combat support structures in this area.\n\nThe cluster can include
artillery, turrets, combat mechanoids, and other support and defense structures.'
SitePartDef: RaidSource.label 'raid source'
SitePartDef: RaidSource.description 'A guarded military staging area which sends
periodic raids.'
SitePartDef: RaidSource.approachingReportString 'Attacking {0}'
SitePartDef: RaidSource.approachOrderString 'Attack {0}'
SitePartDef: RaidSource.arrivedLetter 'There is an enemy outpost in this area.'
SitePartDef: SunBlocker.label 'sun blocker'
SitePartDef: SunBlocker.description 'A sun blocker machine which turns the sky
opaque.'
SitePartDef: SmokeSpewer.label 'smoke spewer'
SitePartDef: SmokeSpewer.description 'A smoke spewer.'
SitePartDef: ToxicSpewer.label 'toxic spewer'
SitePartDef: ToxicSpewer.description 'A toxic spewer.'
SitePartDef: WeatherController.label 'weather controller'
SitePartDef: WeatherController.description 'A weather controller.'
SitePartDef: ClimateAdjuster.label 'climate adjuster'
SitePartDef: ClimateAdjuster.description 'A climate adjuster.'
SitePartDef: PsychicDroner.label 'psychic droner'
SitePartDef: PsychicDroner.description 'A psychic droner.'
SitePartDef: PsychicSuppressor.label 'psychic suppressor'
SitePartDef: PsychicSuppressor.description 'A psychic suppressor.'
SitePartDef: EMIDynamo.label 'EMI dynamo'
SitePartDef: EMIDynamo.description 'An EMI dynamo.'
SpecialThingFilterDef: AllowSmeltableApparel.label 'allow smeltable'
SpecialThingFilterDef: AllowNonSmeltableApparel.label 'allow non-smeltable'
SpecialThingFilterDef: AllowBurnableApparel.label 'allow burnable'
SpecialThingFilterDef: AllowNonBurnableApparel.label 'allow non-burnable'
SpecialThingFilterDef: AllowNonBurnableWeapons.label 'allow non-burnable'
SpecialThingFilterDef: AllowBurnableWeapons.label 'allow burnable'
SpecialThingFilterDef: AllowBiocodedWeapons.label 'allow biocoded weapons'
SpecialThingFilterDef: AllowNonBiocodedWeapons.label 'allow non-biocoded weapons'
StatCategoryDef: BasicsImportant.label 'Basics'
StatCategoryDef: BasicsPawnImportant.label 'Basics'
StatCategoryDef: BasicsNonPawnImportant.label 'Basics'
StatCategoryDef: Implant.label 'Implant'
StatCategoryDef: Ability.label 'Ability'
StatCategoryDef: CapacityEffects.label 'capacity effects'
StatDef: Ability_RequiredAmplifier.label 'psychic amplifier level'
StatDef: Ability_RequiredAmplifier.description 'Minimum level of psychic amplifier
implant required to perform this psycast.'
StatDef: Ability_CastingTime.label 'casting time'
StatDef: Ability_CastingTime.description 'How long it takes to perform this
ability.'
StatDef: Ability_CastingTime.formatString '{0} s'
StatDef: Ability_EntropyGain.label 'entropy gain'
StatDef: Ability_EntropyGain.description 'How much psychic entropy will be added as
a result of performing this ability.'
StatDef: Ability_Range.label 'range'
StatDef: Ability_Range.description 'The maximum distance to a target of this
ability, or to the center of the target location.'
StatDef: Ability_Duration.label 'duration'
StatDef: Ability_Duration.description 'How long the effects of this ability last.'
StatDef: Ability_Duration.formatString '{0} s'
StatDef: Ability_EffectRadius.label 'effect radius'
StatDef: Ability_EffectRadius.description 'The radius of the area of effect of this
ability.'
StatDef: Ability_GoodwillImpact.label 'goodwill impact'
StatDef: Ability_GoodwillImpact.description 'How casting this ability on someone
will impact relations with their faction.'
StatDef: Ability_DetectChancePerEntropy.label 'detection chance'
StatDef: Ability_DetectChancePerEntropy.description 'The likelihood of this psycast
being detected when it is performed.\n\nSome factions try to enforce laws which
restrict some psycasts to those holding specific titles. When you use a psycast,
there is a chance that the psychic signature will be detected at a distance, which
leads to diplomatic consequences.\n\nThe chance of detection can be eliminated
using a psychic silencer implant.'
StatDef: ArmorRating_Sharp.labelForFullStatList 'Armor - Sharp (armor stat)'
StatDef: ArmorRating_Blunt.labelForFullStatList 'Armor - Blunt (armor stat)'
StatDef: ArmorRating_Heat.labelForFullStatList 'Armor - Heat (armor stat)'
StatDef: Insulation_Cold.labelForFullStatList 'Insulation - Cold (armor stat)'
StatDef: Insulation_Heat.labelForFullStatList 'Insulation - Heat (armor stat)'
StatDef: RoyalFavorValue.label 'royal favor value'
StatDef: RoyalFavorValue.description 'The amount of royal favor your trader will
earn for giving this to a tribute collector.'
StatDef: FoodPoisonChanceFixedHuman.labelForFullStatList 'food poison chance (food
stat)'
StatDef: ShootingAccuracyTurret.labelForFullStatList 'shooting accuracy (turrets)'
StatDef: ConstructionSpeedFactor.labelForFullStatList 'construction speed (material
factor)'
StatDef: ShootingAccuracyPawn.labelForFullStatList 'shooting accuracy (people)'
StatDef: PawnTrapSpringChance.label 'trap spring chance'
StatDef: PawnTrapSpringChance.description 'Chance to spring a trap the character is
unaware of.'
StatDef: IncomingDamageFactor.label 'incoming damage multiplier'
StatDef: IncomingDamageFactor.description 'A multiplier on all incoming damage.'
StatDef: PsychicEntropyMax.label 'psychic entropy limit'
StatDef: PsychicEntropyMax.description 'The maximum amount of psychic entropy
individual can tolerate safely.'
StatDef: PsychicEntropyRecoveryRate.label 'psychic entropy recovery rate'
StatDef: PsychicEntropyRecoveryRate.description 'The rate at which this person
reduces psychic entropy.'
StatDef: PsychicEntropyRecoveryRate.formatString '{0}/30s'
StatDef: PsychicEntropyGain.label 'psychic entropy gain'
StatDef: PsychicEntropyGain.description 'A multiplier on psychic entropy gained
from any source.'
StatDef: PawnBeauty.label 'beauty'
StatDef: PawnBeauty.description 'How physically attractive this person is. This
affects social interactions.'
StatDef: ArrestSuccessChance.label 'Arrest success chance'
StatDef: ArrestSuccessChance.description 'How effective this person is in arresting
people.\n\nThis affects the success chance of arresting tries.'
StatDef: GeneralLaborSpeed.label 'general labor speed'
StatDef: GeneralLaborSpeed.description 'The speed at which this person carries out
general labor like making stone blocks, making chemfuel at a refinery, burning
items, tailoring clothes, creating art, smithing armor and weapons or smelting
slag. This stat applies both to activities that involve no skill, as well as those
where the skill affects the quality of the product instead of the speed of
production.'
StatDef: FoodPoisonChance.labelForFullStatList 'food poison chance (chance to
poison a meal)'
StatDef: StuffPower_Armor_Sharp.labelForFullStatList 'Armor - Sharp (material
factor)'
StatDef: StuffPower_Armor_Blunt.labelForFullStatList 'Armor - Blunt (material
factor)'
StatDef: StuffPower_Armor_Heat.labelForFullStatList 'Armor - Heat (material
factor)'
StatDef: StuffPower_Insulation_Cold.labelForFullStatList 'Insulation - Cold
(material factor)'
StatDef: StuffPower_Insulation_Heat.labelForFullStatList 'Insulation - Heat
(material factor)'
StatDef: Bladelink_DetectionChance.label 'detection chance'
StatDef: Bladelink_DetectionChance.description 'The likelihood of the bladelink
implant being detected each time it is used to attack in combat.\n\nSome factions
try to enforce laws restricting the use of the bladelink to those holding specific
titles. Using the bladelink emits a psychic signature which has a chance of being
detected at a distance. If it is used illegally and detected, there will be
diplomatic consequences.\n\nThe psychic signature can be silenced by use of a
psychic silencer implant.'
TaleDef: CaravanFormed.label 'caravan formed' (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] departing
for adventure' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef] forming a
caravan' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.2 'image->[PAWN_nameFull] striding
forward purposefully [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.3 'image->[PAWN_nameFull] looking
towards the horizon [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.4 'image->[PAWN_nameFull] packing
supplies for a journey [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.5 'image->[PAWN_nameFull] planning a
journey [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.6 'circumstance_phrase->and equipped
for a fight' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.7 'circumstance_phrase->and equipped
for survival' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.8 'circumstance_phrase->and equipped
for exploration' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.9 'circumstance_phrase->with an eager
look in [PAWN_possessive] eyes' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.10 'circumstance_phrase->with a
[AdjectiveAny] look in [PAWN_possessive] eyes' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.11 'desc_sentence-
>[Quantity_adjphrase] [ally]s watch the preparations.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.12 'desc_sentence-
>[Quantity_adjphrase] [ally]s help with the preparations.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s shrink away from the scene.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.14 'desc_sentence->A [TerrainFeature]
is visible in the distance.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s watch from a distance.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanFormed.rulePack.rulesStrings.16 'desc_sentence-
>[Quantity_adjphrase] [Animal]s wander peacefully.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.label 'caravan fled' (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]'s caravan
fleeing danger' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]'s caravan
escaping danger' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.2 'tale_noun->[PAWN_nameDef]'s caravan
narrowly escaping danger' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.3 'tale_noun->[PAWN_nameDef]'s caravan
being chased away by enemies' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.4 'image->[PAWN_nameFull] running
frantically [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.5 'image->[PAWN_nameFull] sprinting
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.6 'image->[PAWN_nameFull] tucked behind
a [TerrainFeature], hiding [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.7 'image->[PAWN_nameFull] putting up a
fighting retreat [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.8 'image->[PAWN_nameFull] casually
strolling away [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.9 'circumstance_phrase->as
[Quantity_adjphrase] [Enemy]s chase' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.10 'circumstance_phrase->while
[Quantity_adjphrase] [Enemy]s search' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.11 'circumstance_phrase->from
[Quantity_adjphrase] [Enemy]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.12 'circumstance_phrase->from
[Quantity_adjphrase] enemy [Animal]s' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.13 'circumstance_phrase->from a [huge]
[Enemy]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.14 'desc_sentence->[PAWN_nameDef]'s
pursuers are brandishing [Weapon]s.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef]'s
pursuers are wreathed in [Color] smoke.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef]'s
pursuers wear [AdjectiveAngsty] expressions.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.17 'desc_sentence->[PAWN_nameDef]'s
pursuers are brandishing [Weapon]s.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.18 'desc_sentence->[PAWN_nameDef] is
sweating.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanFled.rulePack.rulesStrings.19 'desc_sentence->[PAWN_nameDef] is
gasping for breath.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.label 'caravan ambush defeated' (placeholder exists
in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.0 'tale_noun->a successful
defense of [PAWN_nameDef]'s caravan' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]'s
caravan fighting off an ambush' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
organizing resistance while [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.3 'image->[PAWN_nameFull]
wielding a [Weapon] defensively while [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.4 'image->[PAWN_nameFull]
retaliating with [PAWN_possessive] [Weapon] while [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.5 'image->[PAWN_nameFull]
standing as tall as a building while [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.6 'image->[PAWN_nameFull]
wearing a [AdjectiveBadass] expression while [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.7 'image->[PAWN_nameFull]
wearing a [AdjectiveAngsty] expression while [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.8 'circumstance_phrase-
>bracing against the advancing horde' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.9 'circumstance_phrase-
>circling the wagons' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.10 'circumstance_phrase-
>roaring in victory' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.11 'circumstance_phrase-
>brandishing [Weapon]s' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.12 'circumstance_phrase-
>covered in [Gore]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s advance, brandishing [Weapon]s.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.14 'desc_sentence->A huge
[Enemy] advances, brandishing a [Weapon].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s advance with a [AdjectiveBadass] look in their
eyes.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.16 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s advance with a [AdjectiveAngsty] look in their
eyes.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.17 'desc_sentence-
>[Quantity_adjphrase] [Animal]s advance with glowing [Color] eyes.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.18 'desc_sentence-
>[Quantity_adjphrase] [Animal]s advance, covered in [Gore].' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.19 'desc_sentence->The ground
is coated in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.20 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s flee the area.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAmbushDefeated.rulePack.rulesStrings.21 'desc_sentence-
>[Quantity_adjphrase] [Animal]s flee the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.label 'caravan remote mining' (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]'s
caravan mining a rich vein of [MATERIAL_label] in a foreign land' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.1 'image->[PAWN_nameFull]
working a [MATERIAL_label] wall with mining tools, [circumstance_group]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
holding up a chunk of [MATERIAL_label], [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.3 'image->[PAWN_nameFull]
resting against a wall of [MATERIAL_label], [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.4 'image->[PAWN_nameFull]
coordinating an excavation team against a rich vein of [MATERIAL_label],
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.5 'image->[PAWN_nameFull]
carefully inspecting a rich vein of [MATERIAL_label], [circumstance_group]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.6 'circumstance_phrase->sweating
heavily' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.7 'circumstance_phrase->wearing
a [AdjectiveFriendly] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.8 'circumstance_phrase->smiling
proudly' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.9 'circumstance_phrase->a
satisfied expression on [PAWN_possessive] face' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.10 'circumstance_phrase->looking
around warily for danger' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.11 'desc_sentence-
>[Quantity_adjphrase] [ally]s assist.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.12 'desc_sentence-
>[Quantity_adjphrase] [Animal]s wander the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.13 'desc_sentence->There is a
makeshift shelter in the background.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] further veins are visible in the distance.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.15 'desc_sentence->A
[TerrainFeature] is visible in the distance.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanRemoteMining.rulePack.rulesStrings.16 'desc_sentence-
>[PAWN_nameDef] is sweaty and dirty from work.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.label 'caravan assault successful' (placeholder
exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.0 'tale_noun-
>[PAWN_nameDef]'s caravan defeating an enemy stronghold' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.1 'image->[PAWN_nameFull]
running towards a [Enemy], [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
wielding a [Weapon], [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.3 'image->[PAWN_nameFull]
swinging a [Weapon], [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.4 'image->[PAWN_nameFull]
standing as tall as a building, [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.5 'circumstance_phrase-
>wearing a [AdjectiveBadass] look in [PAWN_possessive] eyes' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.6 'circumstance_phrase-
>wearing a [AdjectiveAngsty] look in [PAWN_possessive] eyes' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.7 'circumstance_phrase-
>roaring in victory' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.8 'circumstance_phrase-
>covered in [Gore]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.9 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s cower from the assault.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.10 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s flee the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.11 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s are visibly wounded.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.12 'desc_sentence->A
[Community] burns in the distance.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.13 'desc_sentence->A
[Community] smokes in the distance.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.14 'desc_sentence->The
ground is coated in [Gore].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s flee the area.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: CaravanAssaultSuccessful.rulePack.rulesStrings.16 'desc_sentence-
>[Quantity_adjphrase] [Animal]s flee the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Caravan.xml)
TaleDef: LaunchedShip.label 'launched ship' (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] escaping
the planet' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef] taking off
in a spaceship' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.2 'image->[PAWN_nameFull] being
launched towards the stars [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.3 'image->[PAWN_nameFull] racing
towards the heavens [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.4 'image->[PAWN_nameFull] accelerating
to escape velocity [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.5 'image->[PAWN_nameFull] piloting a
rocket [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.6 'circumstance_phrase->in front of a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.7 'circumstance_phrase->with incredible
force' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.8 'circumstance_phrase->in a plume of
dust and rocks' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.9 'circumstance_phrase->with rockets
firing dramatically' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.10 'circumstance_phrase->in a precision
takeoff' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.11 'desc_sentence->[PAWN_pronoun] is
concentrating intently on the controls.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.12 'desc_sentence->[PAWN_pronoun] has
[PAWN_possessive] eyes closed and looks confident.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.13 'desc_sentence->[PAWN_pronoun] is
sleeping, [PAWN_possessive] eyes closed peacefully.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.14 'desc_sentence->[PAWN_pronoun] is
smiling with grim joy.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.15 'desc_sentence->[PAWN_pronoun] seems
to be fully in control of the situation.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.16 'desc_sentence->There is a flame
trail licking off the back of the ship.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.17 'desc_sentence->A nearby [Animal] is
looking up, startled.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.18 'desc_sentence->A [Animal] is
fleeing the launch in fear.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.19 'desc_sentence->There is a
[TerrainFeature] in the background.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: LaunchedShip.rulePack.rulesStrings.20 'desc_sentence->A [PersonJob]
watches silently from afar.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.label 'social fight' (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.0 'tale_noun->[INITIATOR_nameDef]
[fight_name_present] [RESPONDER_nameDef]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.1 'image->[INITIATOR_nameFull] insulting
[RESPONDER_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.2 'image->[INITIATOR_nameFull] taunting
[RESPONDER_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.3 'image->[INITIATOR_nameFull]
threatening [RESPONDER_nameFull] [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.4 'image->[INITIATOR_nameFull]
intimidating [RESPONDER_nameFull] [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.5 'image->[INITIATOR_nameFull] attacking
[RESPONDER_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.6 'image->[INITIATOR_nameFull]
assaulting [RESPONDER_nameFull] [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.7 'image->[INITIATOR_nameFull] punching
[RESPONDER_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.8 'image->[INITIATOR_nameFull] kicking
[RESPONDER_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.9 'image->[INITIATOR_nameFull] cowering
from [RESPONDER_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.10 'fight_name_present->assaulting'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.11 'fight_name_present->attacking'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.12 'fight_name_present->fighting' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.13 'circumstance_phrase->while
[RESPONDER_nameDef] insults [INITIATOR_objective]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.14 'circumstance_phrase->while
[RESPONDER_nameDef] taunts [INITIATOR_objective]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.15 'circumstance_phrase->while
[RESPONDER_nameDef] threatens [INITIATOR_objective]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.16 'circumstance_phrase->while
[RESPONDER_nameDef] intimidates [INITIATOR_objective]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.17 'circumstance_phrase->while
[RESPONDER_nameDef] attacks [INITIATOR_objective]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.18 'circumstance_phrase->while
[RESPONDER_nameDef] assaults [INITIATOR_objective]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.19 'circumstance_phrase->while
[RESPONDER_nameDef] punches [INITIATOR_objective]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.20 'circumstance_phrase->while
[RESPONDER_nameDef] kicks [INITIATOR_objective]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.21 'circumstance_phrase->while
[RESPONDER_nameDef] cowers from [INITIATOR_objective]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.22 'desc_sentence->[target] appears
without remorse.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.23 'desc_sentence->[target] is consumed
with passionate rage.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.24 'desc_sentence->[target] has no
emotion or expression.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.25 'desc_sentence->[target]'s body is
covered in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.26 'desc_sentence->[target] is screaming
furiously.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.27 'desc_sentence->[target] is visibly
wounded.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.28 'desc_sentence->[target]'s eyes are
glowing [Color].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.29 'target->[INITIATOR_nameDef]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Event.xml)
TaleDef: SocialFight.rulePack.rulesStrings.30 'target->[RESPONDER_nameDef]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Event.xml)
TaleDef: CollapseDodged.label 'collapse dodged' (placeholder exists in
Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] dodging
a cave-in' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef] nearly
crushed by falling objects' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.2 'image->[PAWN_nameFull] leaping
away from a collapse of debris [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.3 'image->[PAWN_nameFull] narrowly
avoiding a cave-in [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.4 'image->[PAWN_nameFull] avoiding a
falling ceiling [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.5 'image->[PAWN_nameFull] avoiding
certain death by a falling rock [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.6 'circumstance_phrase->that vanishes
behind a curtain of debris and dust' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.7 'circumstance_phrase->that
pulverizes everything beneath it' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.8 'circumstance_phrase->which impacts
with incredible force' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.9 'desc_sentence->[PAWN_pronoun] is
sweating with exertion.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.10 'desc_sentence->[PAWN_pronoun]
appears to be terrified.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.11 'desc_sentence->[PAWN_pronoun] is
scratched and bleeding.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: CollapseDodged.rulePack.rulesStrings.12 'desc_sentence->[PAWN_pronoun] has
lost [PAWN_possessive] balance.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Event.xml)
TaleDef: Wounded.label 'wounded' (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.0 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.1 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] with a [WEAPON_label]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.2 'tale_noun->the [wound_name_present] of
[VICTIM_nameDef] by [KILLER_nameDef]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.3 'tale_noun->the [wound_name_present] of
[VICTIM_nameDef] with a [WEAPON_label]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.4 'tale_noun->the [wound_name_present] of
[VICTIM_nameDef]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.5 'image->[VICTIM_nameFull] being
[wound_name_past] by [KILLER_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.6 'image->[KILLER_nameFull]
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.7 'image->[KILLER_nameFull] brutally
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.8 'image->[VICTIM_nameFull] being
[wound_name_past] [with_weapon_optional]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.9 'wound_name_past->wounded' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.10 'wound_name_past->harmed' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.11 'wound_name_past->hurt' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.12 'wound_name_past->assaulted' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.13 'wound_name_past->attacked' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.14 'wound_name_present->wounding' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.15 'wound_name_present->harming' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.16 'wound_name_present->hurting' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.17 'wound_name_present->assaulting' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.18 'wound_name_present->attacking' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.19 'with_weapon_optional->with a
[WEAPON_label] [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.20 'with_weapon_optional-
>[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.21 'circumstance_phrase->seemingly without
remorse' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.22 'circumstance_phrase->with cold
efficiency' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.23 'circumstance_phrase->with passionate
rage' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.24 'circumstance_phrase->with quick,
efficient movements' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.25 'circumstance_phrase->without emotion or
expression' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.26 'circumstance_phrase->out of bleak
necessity' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.27 'circumstance_phrase->in a cowardly,
halfhearted way' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.28 'desc_sentence->[Quantity_adjphrase]
[Animal]s look on.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.29 'desc_sentence->A [PersonJob] watches
silently [side_position].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.30 'desc_sentence->Blood is pooling around
[VICTIM_nameDef]'s body.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.31 'desc_sentence->[VICTIM_nameDef] is
covered in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.32 'desc_sentence->[VICTIM_nameDef] looks
[AdjectiveAngsty].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.33 'desc_sentence->[VICTIM_nameDef] is
wincing in pain.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.34 'desc_sentence->[VICTIM_nameDef] is
wincing in agony.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.35 'desc_sentence->[KILLER_nameDef] is
baring [KILLER_possessive] teeth.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.36 'desc_sentence->[KILLER_nameDef] seems
satisfied.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.37 'desc_sentence->[KILLER_nameDef] looks
distressed at what [KILLER_pronoun] is doing.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.38 'desc_sentence->[KILLER_nameDef] looks
pleased with the situation.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Wounded.rulePack.rulesStrings.39 'desc_sentence->[KILLER_nameDef] looks
triumphant.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.label 'downed' (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.0 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.1 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] with a [WEAPON_label]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.2 'tale_noun->the [wound_name_present] of
[VICTIM_nameDef] by [KILLER_nameDef]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.3 'tale_noun->the [wound_name_present] of
[VICTIM_nameDef] with a [WEAPON_label]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.4 'tale_noun->the [wound_name_present] of
[VICTIM_nameDef]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.5 'image->[VICTIM_nameFull] being
[wound_name_past] by [KILLER_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.6 'image->[KILLER_nameFull]
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.7 'image->[KILLER_nameFull] brutally
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.8 'image->[VICTIM_nameFull] being
[wound_name_past] [with_weapon_optional]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.9 'wound_name_past->incapacitated' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.10 'wound_name_past->crippled' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.11 'wound_name_past->knocked unconscious'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.12 'wound_name_past->disabled' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.13 'wound_name_present->incapacitating'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.14 'wound_name_present->harming' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.15 'wound_name_present->knocking unconscious'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.16 'wound_name_present->disabling' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.17 'with_weapon_optional->with a
[WEAPON_label] [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.18 'with_weapon_optional-
>[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.19 'circumstance_phrase->seemingly without
remorse' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.20 'circumstance_phrase->with cold
efficiency' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.21 'circumstance_phrase->with passionate
rage' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.22 'circumstance_phrase->with quick,
efficient movements' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.23 'circumstance_phrase->without emotion or
expression' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.24 'circumstance_phrase->out of bleak
necessity' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.25 'circumstance_phrase->in a cowardly,
halfhearted way' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.26 'desc_sentence->[Quantity_adjphrase]
[Animal]s look on.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.27 'desc_sentence->A [PersonJob] watches
silently [side_position].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.28 'desc_sentence->[VICTIM_nameDef] looks
[AdjectiveAngsty].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.29 'desc_sentence->[VICTIM_nameDef]'s eyes
are closed.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.30 'desc_sentence->[KILLER_nameDef] is baring
[KILLER_possessive] teeth.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.31 'desc_sentence->[KILLER_nameDef] seems
satisfied.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.32 'desc_sentence->[KILLER_nameDef] looks
distressed at what [KILLER_pronoun] is doing.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.33 'desc_sentence->[KILLER_nameDef] looks
pleased with the situation.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Downed.rulePack.rulesStrings.34 'desc_sentence->[KILLER_nameDef] looks
triumphant.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.label 'killed at distance' (placeholder exists in
Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.0 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] at extreme distance' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.1 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] at extreme distance with a [WEAPON_label]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.2 'tale_noun->the long distance
[wound_name_present] of [VICTIM_nameDef] by [KILLER_nameDef]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.3 'tale_noun->the long distance
[wound_name_present] of [VICTIM_nameDef] by [KILLER_nameDef] with a [WEAPON_label]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.4 'image->[KILLER_nameFull] aiming
at [VICTIM_nameFull] [with_weapon_optional]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.5 'image->[KILLER_nameFull]
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.6 'image->[KILLER_nameFull] coldly
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.7 'wound_name_past->murdered' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.8 'wound_name_past->slain' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.9 'wound_name_past->slaughtered'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.10 'wound_name_past->eliminated'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.11 'wound_name_present->murdering'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.12 'wound_name_present->slaying'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.13 'wound_name_present-
>slaughtering' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.14 'wound_name_present->eliminating'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.15 'with_weapon_optional->with a
[WEAPON_label] [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.16 'with_weapon_optional-
>[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.17 'circumstance_phrase->seemingly
without remorse' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.18 'circumstance_phrase->with cold
efficiency' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.19 'circumstance_phrase->from a long
distance' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.20 'circumstance_phrase->from a
great height' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.21 'circumstance_phrase->without
emotion or expression' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.22 'circumstance_phrase->in a
cowardly, halfhearted way' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.23 'desc_sentence-
>[Quantity_adjphrase] [Animal]s look on.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.24 'desc_sentence->A [PersonJob]
watches silently [side_position].' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.25 'desc_sentence->[VICTIM_nameDef]
looks [AdjectiveAngsty].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.26 'desc_sentence-
>[VICTIM_nameDef]'s eyes are closed.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.27 'desc_sentence->[VICTIM_nameDef]
is covered in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.28 'desc_sentence->[KILLER_nameDef]
is baring [KILLER_possessive] teeth.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.29 'desc_sentence->[KILLER_nameDef]
seems satisfied.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.30 'desc_sentence->[KILLER_nameDef]
looks distressed at what [KILLER_pronoun] is doing.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.31 'desc_sentence->[KILLER_nameDef]
looks pleased with the situation.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledLongRange.rulePack.rulesStrings.32 'desc_sentence->[KILLER_nameDef]
looks triumphant.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.label 'killed in melee' (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.0 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] in close combat' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.1 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] in melee with a [WEAPON_label]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.2 'tale_noun->the melee
[wound_name_present] of [VICTIM_nameDef] by [KILLER_nameDef]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.3 'tale_noun->the close combat
[wound_name_present] of [VICTIM_nameDef] by [KILLER_nameDef] with a [WEAPON_label]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.4 'image->[VICTIM_nameFull] being
[wound_name_past] by [KILLER_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.5 'image->[KILLER_nameFull]
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.6 'image->[KILLER_nameFull] brutally
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.7 'image->[VICTIM_nameFull] being
[wound_name_past] [with_weapon_optional]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.8 'wound_name_past->murdered' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.9 'wound_name_past->slain' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.10 'wound_name_past->slaughtered' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.11 'wound_name_past->mutilated' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.12 'wound_name_present->murdering'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.13 'wound_name_present->slaying' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.14 'wound_name_present->slaughtering'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.15 'wound_name_present->mutilating'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.16 'with_weapon_optional->with a
[WEAPON_label] [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.17 'with_weapon_optional-
>[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.18 'circumstance_phrase->seemingly
without remorse' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.19 'circumstance_phrase->with cold
efficiency' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.20 'circumstance_phrase->with quick,
efficient movements' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.21 'circumstance_phrase->without emotion
or expression' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.22 'circumstance_phrase->in a cowardly,
halfhearted way' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.23 'desc_sentence->[Quantity_adjphrase]
[Animal]s look on.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.24 'desc_sentence->A [PersonJob] watches
silently [side_position].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.25 'desc_sentence->[VICTIM_nameDef]
looks [AdjectiveAngsty].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.26 'desc_sentence->[VICTIM_nameDef]'s
eyes are closed.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.27 'desc_sentence->[VICTIM_nameDef] is
covered in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.28 'desc_sentence->[VICTIM_nameDef] and
[KILLER_nameDef] are both covered in [Gore].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.29 'desc_sentence->[KILLER_nameDef] is
covered in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.30 'desc_sentence->[KILLER_nameDef] is
baring [KILLER_possessive] teeth.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.31 'desc_sentence->[KILLER_nameDef]
seems satisfied.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.32 'desc_sentence->[KILLER_nameDef]
looks distressed at what [KILLER_pronoun] is doing.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.33 'desc_sentence->[KILLER_nameDef]
looks pleased with the situation.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.34 'desc_sentence->[KILLER_nameDef]
looks triumphant.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMelee.rulePack.rulesStrings.35 'desc_sentence->[KILLER_nameDef]
wears a feral expression.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.label 'killed major threat' (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.0 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.1 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] with a [WEAPON_label]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.2 'tale_noun->the
[wound_name_present] of [VICTIM_nameDef] by [KILLER_nameDef]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.3 'tale_noun->the
[wound_name_present] of [VICTIM_nameDef] by [KILLER_nameDef] with a [WEAPON_label]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.4 'image->[VICTIM_nameFull] being
[wound_name_past] by [KILLER_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.5 'image->[KILLER_nameFull]
[wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.6 'image->[KILLER_nameFull]
brutally [wound_name_present] [VICTIM_nameFull] [with_weapon_optional]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.7 'image->[VICTIM_nameFull] being
[wound_name_past] [with_weapon_optional]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.8 'wound_name_past->slain' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.9 'wound_name_past->defeated'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.10 'wound_name_past->overcome'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.11 'wound_name_present->slaying'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.12 'wound_name_present->defeating'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.13 'wound_name_present-
>overcoming' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.14 'with_weapon_optional->with a
[WEAPON_label] [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.15 'with_weapon_optional-
>[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.16 'circumstance_phrase->with cold
efficiency' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.17 'circumstance_phrase->with
quick, efficient movements' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.18 'circumstance_phrase->without
emotion or expression' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.19 'circumstance_phrase->with
great heroism' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.20 'circumstance_phrase->with
incredible strength' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.21 'desc_sentence-
>[Quantity_adjphrase] [Animal]s look on.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.22 'desc_sentence->A [PersonJob]
watches silently [side_position].' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.23 'desc_sentence-
>[VICTIM_nameDef] looks [AdjectiveAngsty].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.24 'desc_sentence-
>[VICTIM_nameDef]'s eyes are closed.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.25 'desc_sentence-
>[VICTIM_nameDef] is covered in [Gore].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.26 'desc_sentence-
>[VICTIM_nameDef] and [KILLER_nameDef] are both covered in [Gore].' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.27 'desc_sentence-
>[VICTIM_nameDef]'s corpse towers over [KILLER_nameDef].' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.28 'desc_sentence-
>[VICTIM_nameDef]'s massive corpse covers a [TerrainFeature].' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.29 'desc_sentence-
>[VICTIM_nameDef]'s eyes glow [Color].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.30 'desc_sentence-
>[KILLER_nameDef] is covered in [Gore].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.31 'desc_sentence-
>[KILLER_nameDef] is baring [KILLER_possessive] teeth.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.32 'desc_sentence-
>[KILLER_nameDef] seems satisfied.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.33 'desc_sentence-
>[KILLER_nameDef] looks triumphant.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.34 'desc_sentence-
>[KILLER_nameDef] looks [AdjectiveBadass].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMajorThreat.rulePack.rulesStrings.35 'desc_sentence-
>[KILLER_nameDef] is glowing with a heroic aura.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.label 'killed' (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.0 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.1 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] with a [WEAPON_label]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.2 'image->[KILLER_nameFull]
[cap_removal] [VICTIM_nameFull]'s capacity for [CAPACITY_label]
[with_weapon_optional]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.3 'image->[KILLER_nameFull]
[wound_name_present] [VICTIM_nameFull] by [cap_removal] [VICTIM_possessive]
[CAPACITY_label] [with_weapon_optional]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.4 'cap_removal->destroying' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.5 'cap_removal->eliminating' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.6 'cap_removal->ending' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.7 'wound_name_past->slayed' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.8 'wound_name_past->executed' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.9 'wound_name_past->assassinated'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.10 'wound_name_past->eliminated'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.11 'wound_name_present->slaying'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.12 'wound_name_present->executing'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.13 'wound_name_present-
>assassinating' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.14 'wound_name_present->eliminating'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.15 'with_weapon_optional->with a
[WEAPON_label] [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.16 'with_weapon_optional-
>[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.17 'circumstance_phrase->seemingly
without remorse' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.18 'circumstance_phrase->with cold
efficiency' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.19 'circumstance_phrase->with quick,
efficient movements' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.20 'circumstance_phrase->without
emotion or expression' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.21 'desc_sentence-
>[Quantity_adjphrase] [Animal]s look on.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.22 'desc_sentence->A [PersonJob]
watches silently [side_position].' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.23 'desc_sentence->[VICTIM_nameDef]
looks [AdjectiveAngsty].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.24 'desc_sentence->[VICTIM_nameDef]'s
eyes are closed.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.25 'desc_sentence->[KILLER_nameDef]
seems satisfied.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.26 'desc_sentence->[KILLER_nameDef]
looks distressed at what [KILLER_pronoun] is doing.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.27 'desc_sentence->[KILLER_nameDef]
looks pleased with the situation.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledCapacity.rulePack.rulesStrings.28 'desc_sentence->[KILLER_nameDef]
looks triumphant.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.label 'killed with mortar' (placeholder exists in
Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.0 'tale_noun->[KILLER_nameDef]
[wound_name_present] [VICTIM_nameDef] with a mortar' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.1 'tale_noun->[VICTIM_nameDef] being
killed by [KILLER_nameDef]'s artillery' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.2 'image->[KILLER_nameFull] carefully
adjusting a firing tube [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.3 'image->[KILLER_nameFull] looking
into the distance [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.4 'image->[KILLER_nameFull] doing
calculations on paper [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.5 'image->[KILLER_nameFull] testing
wind direction [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.6 'circumstance_phrase->while
[VICTIM_nameFull] is consumed in a massive explosion' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.7 'circumstance_phrase->as a shell arcs
down towards [VICTIM_nameFull]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.8 'circumstance_phrase->while
[VICTIM_nameFull] walks around obliviously' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.9 'circumstance_phrase->as
[VICTIM_nameFull] sprints' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.10 'desc_sentence->[Quantity_adjphrase]
[Animal]s look on.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.11 'desc_sentence->A [PersonJob]
watches silently [side_position].' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.12 'desc_sentence->[VICTIM_nameDef]
looks [AdjectiveAngsty].' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.13 'desc_sentence->[VICTIM_nameDef] is
covered in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.14 'desc_sentence->[VICTIM_nameDef] is
surrounded by explosions.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.15 'desc_sentence->[VICTIM_nameDef] is
surrounded by craters.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.16 'desc_sentence->[KILLER_nameDef]
seems satisfied.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.17 'desc_sentence->[KILLER_nameDef]
looks distressed at what [KILLER_pronoun] is doing.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.18 'desc_sentence->[KILLER_nameDef]
looks pleased with the situation.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: KilledMortar.rulePack.rulesStrings.19 'desc_sentence->[KILLER_nameDef]
looks triumphant.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.label 'exhausted' (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] collapsing
from exhaustion' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.1 'image->[PAWN_nameFull] collapsing on
the ground [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.2 'image->[PAWN_nameFull] lying on the
ground [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.3 'image->[PAWN_nameFull] lying in bed
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.4 'image->[PAWN_nameFull] collapsed in a
chair [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.5 'image->[PAWN_nameFull] peacefully
sleeping [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.6 'circumstance_phrase->with eyes closed'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.7 'circumstance_phrase->with a visible
look of exhaustion' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.8 'circumstance_phrase->while covered in
sweat' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.9 'circumstance_phrase->and unable to move
a muscle' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.10 'desc_sentence->[PAWN_nameDef]'s last
project sits nearby, complete.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.11 'desc_sentence->A marvelous
construction surrounds [PAWN_nameDef].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.12 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s look grateful for [PAWN_nameDef]'s heroic effort.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.13 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s lie nearby in a similar state.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: Exhausted.rulePack.rulesStrings.14 'desc_sentence->The scene takes place
inside a newly-built [Community].' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.label 'illness revealed' (placeholder exists in
Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] being
stricken with [ILLNESS_label]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.1 'image->[PAWN_nameFull] staggering
through a field [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.2 'image->[PAWN_nameFull] lying on
the ground [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.3 'image->[PAWN_nameFull] lying in
bed [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.4 'image->[PAWN_nameFull] lying in a
hospital bed [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.5 'image->[PAWN_nameFull] collapsed
in a chair [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.6 'image->[PAWN_nameFull] crouching
next to a fire [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.7 'circumstance_phrase->and sweating
uncontrollably' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.8 'circumstance_phrase->and
shivering uncontrollably' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.9 'circumstance_phrase->while both
sweating and shivering' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.10 'circumstance_phrase->with
cracked dry lips' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.11 'circumstance_phrase->while
vomiting' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.12 'circumstance_phrase->with a
visible rash' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.13 'circumstance_phrase->while being
tended to by a doctor' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] fly-ridden [Animal] corpses surround the area.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] twisted [Color] [TerrainFeature]s surround the scene.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.16 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s are stricken with the same afflication.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.17 'desc_sentence->The scene takes
place inside a [TreeType] forest.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: IllnessRevealed.rulePack.rulesStrings.18 'desc_sentence-
>[Quantity_adjphrase] dying [Animal]s lay on the ground.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.label 'heatstroke revealed' (placeholder exists in
Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]
getting heatstroke' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]
overheating' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
trudging through sand [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.3 'image->[PAWN_nameFull] huddled
in the shade of a [TerrainFeature] [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.4 'image->[PAWN_nameFull]
searching for water [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.5 'image->[PAWN_nameFull]
searching for shade [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.6 'image->[PAWN_nameFull]
crawling across sun-baked dirt [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.7 'circumstance_phrase->with red
dry skin' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.8 'circumstance_phrase->and
covered in sweat' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.9 'circumstance_phrase->with
cracked dry lips' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.10 'circumstance_phrase->while
vomiting' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.11 'desc_sentence-
>[Quantity_adjphrase] dessicated [Animal] corpses surround the area.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.12 'desc_sentence-
>[PAWN_nameDef]'s clothes are tattered and torn.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.13 'desc_sentence->A blazing sun
looms in the background.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.14 'desc_sentence->The scene
takes place inside a blazing desert.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.15 'desc_sentence->The scene
appears to take place inside, next to a heater.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.16 'desc_sentence-
>[Quantity_adjphrase] unmoving [Animal]s surround the scene.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: HeatstrokeRevealed.rulePack.rulesStrings.17 'desc_sentence-
>[Quantity_adjphrase] dying [Animal]s lay on the ground.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.label 'hypothermia revealed' (placeholder exists in
Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]
getting hypothermia' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]
freezing to death' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
trudging through snow [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.3 'image->[PAWN_nameFull]
huddled beside a [TerrainFeature] [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.4 'image->[PAWN_nameFull]
searching for a warm [Apparel] [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.5 'image->[PAWN_nameFull]
crouching next to a fire [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.6 'image->[PAWN_nameFull] trying
to light a fire [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.7 'circumstance_phrase->while
[PAWN_possessive] face slowly turns blue' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.8 'circumstance_phrase->and
shivering uncontrollably' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.9 'circumstance_phrase->while
covered in frost' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.10 'circumstance_phrase->while
exhaling clouds of fog' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.11 'desc_sentence-
>[Quantity_adjphrase] frozen [Animal] corpses surround the area.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.12 'desc_sentence-
>[PAWN_nameDef]'s clothes are tattered and worn.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.13 'desc_sentence->A cold blue
moon looms in the background.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.14 'desc_sentence->The scene
takes place inside a snow-covered [TreeType] forest.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.15 'desc_sentence->The scene
appears to take place inside a freezer.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.16 'desc_sentence-
>[Quantity_adjphrase] shivering [Animal]s surround the scene.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: HypothermiaRevealed.rulePack.rulesStrings.17 'desc_sentence-
>[Quantity_adjphrase] dying [Animal]s lay on the ground.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.label 'toxicity revealed' (placeholder exists in
Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]'s body
becoming toxic' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef] being
poisoned by toxins' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
staggering through a field [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.3 'image->[PAWN_nameFull] lying on
the ground [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.4 'image->[PAWN_nameFull] lying in
bed [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.5 'image->[PAWN_nameFull] crouching
next to a fire [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.6 'image->[PAWN_nameFull] trying to
light a fire [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.7 'image->[PAWN_nameFull]
mindlessly removing [PAWN_possessive] clothes [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.8 'circumstance_phrase->and
sweating uncontrollably' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.9 'circumstance_phrase->and
shivering uncontrollably' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.10 'circumstance_phrase->while both
sweating and shivering' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.11 'circumstance_phrase->with
cracked dry lips' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.12 'circumstance_phrase->while
vomiting' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.13 'circumstance_phrase->with a
visible rash' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] twisted [Animal] corpses surround the area.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef]'s
clothes are falling apart.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.16 'desc_sentence->The sky is a
murky [Color].' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.17 'desc_sentence-
>[Quantity_adjphrase] twisted [Color] [TerrainFeature]s surround the scene.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.18 'desc_sentence->The scene takes
place inside a twisted [TreeType] forest.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: ToxicityRevealed.rulePack.rulesStrings.19 'desc_sentence-
>[Quantity_adjphrase] dying [Animal]s lay on the ground.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.label 'gave birth' (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.0 'tale_noun->[MOTHER_nameDef] giving
birth to [CHILD_nameDef]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.1 'image->[MOTHER_nameFull] giving birth
to [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.2 'image->[MOTHER_nameFull] holding
[MOTHER_possessive] [baby], [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.3 'image->[MOTHER_nameFull] lying in bed
next to [MOTHER_possessive] [baby], [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.4 'image->[MOTHER_nameFull] collapsed in a
chair with [MOTHER_possessive] [baby] [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.5 'baby->infant' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.6 'baby->newborn' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.7 'baby->baby' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.8 'circumstance_phrase->[CHILD_nameFull],
who is bloody and crying' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.9 'circumstance_phrase->[CHILD_nameFull],
who is glowing softly [Color]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.10 'circumstance_phrase->[CHILD_nameFull],
who is already trying to pull [CHILD_objective]self around' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.11 'circumstance_phrase->[CHILD_nameFull],
who is looking around with an expression of serenity' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.12 'desc_sentence->[Quantity_adjphrase]
[Animal]s sleep peacefully nearby.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.13 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s gaze upon the scene.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.14 'desc_sentence->A [PersonJob]s watches
from a distance.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Health.xml)
TaleDef: GaveBirth.rulePack.rulesStrings.15 'desc_sentence->The scene takes place
inside a newly-built [Community].' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Health.xml)
TaleDef: CaravanAmbushedByHumanlike.label 'caravan ambushed' (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.0 'tale_noun-
>[PAWN_nameDef]'s caravan being ambushed' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.1 'image->[PAWN_nameFull]
cowering [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
moving to protect an ally [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.3 'image->[PAWN_nameFull]
moving to attack [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.4 'image->[PAWN_nameFull]
attacking [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.5 'image->[PAWN_nameFull]
shouting loudly [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.6 'image->[PAWN_nameFull]
running [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.7 'image->[PAWN_nameFull]
grapping with an opponent [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.8 'image->[PAWN_nameFull]
defending [PAWN_objective]self [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.9 'circumstance_phrase-
>with a [AdjectiveBadass] expression' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.10 'circumstance_phrase-
>with a [AdjectiveBadass] expression' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.11 'circumstance_phrase-
>while wielding [PAWN_possessive] weapon' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.12 'circumstance_phrase-
>while sweating with exertion' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] distant figures approaches from behind a [TerrainFeature].'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s can be seen in the distance.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.15 'desc_sentence-
>[PAWN_nameDef] is practically surrounded by [Enemy]s.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.16 'desc_sentence-
>[PAWN_nameDef] is confronted by a [Enemy].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.17 'desc_sentence-
>[Quantity_adjphrase] [Animal]s flee the scene of conflict in fear.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanAmbushedByHumanlike.rulePack.rulesStrings.18 'desc_sentence->In the
distance, a [PersonJob] observes.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.label 'caravan ambushed by manhunter'
(placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.0 'tale_noun-
>[PAWN_nameDef]'s caravan being ambushed' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.1 'image->[PAWN_nameFull]
cowering [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.2 'image->[PAWN_nameFull]
moving to protect an ally [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.3 'image->[PAWN_nameFull]
moving to attack [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.4 'image->[PAWN_nameFull]
attacking [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.5 'image->[PAWN_nameFull]
shouting loudly [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.6 'image->[PAWN_nameFull]
running [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.7 'circumstance_phrase-
>with a [AdjectiveBadass] expression' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.8 'circumstance_phrase-
>with a [AdjectiveBadass] expression' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.9 'circumstance_phrase-
>while wielding [PAWN_possessive] weapon' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.10 'circumstance_phrase-
>while sweating with exertion' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.11 'circumstance_phrase-
>while covered with [Gore]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.12 'desc_sentence-
>[Quantity_adjphrase] distant animals approach from behind a [TerrainFeature].'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.13 'desc_sentence->[Gore]
covers the ground.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.14 'desc_sentence->The
ground has been trampled into a mess of [Gore].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] [Animal]s flee the scene of conflict in fear.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanAmbushedByManhunter.rulePack.rulesStrings.16 'desc_sentence->In the
distance, a [PersonJob] observes.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.label 'caravan meeting' (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]'s
caravan being met by others' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.1 'image->[PAWN_nameFull] greeting a
[PersonJob] [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.2 'image->[PAWN_nameFull] inspecting
a [PersonJob] [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.3 'image->[PAWN_nameFull] calling out
to a [PersonJob] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.4 'image->[PAWN_nameFull] walking
towards a [PersonJob] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.5 'image->[PAWN_nameFull] talking
quietly [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.6 'image->[PAWN_nameFull] shouting
loudly [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.7 'image->[PAWN_nameFull] playing
[Game] with a [PersonJob] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.8 'circumstance_phrase->with a
[AdjectiveFriendly] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.9 'circumstance_phrase->with a
[AdjectiveFriendly] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.10 'circumstance_phrase->while
[VerbFriendly]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.11 'circumstance_phrase->as others
look on' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.12 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s are [event].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s are [event].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] [Animal]s surround the group.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.15 'desc_sentence->The sun sets over
a [TerrainFeature].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.16 'desc_sentence->The sun rises over
a [TerrainFeature].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.17 'desc_sentence->In the distance, a
[PersonJob] observes.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.18 'event->throwing a party' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.19 'event->eating a communal meal'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.20 'event->discussing recent events'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.21 'event->rekindling old
friendships' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: CaravanMeeting.rulePack.rulesStrings.22 'event->talking hesitantly' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanDemand.label 'caravan demand' (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]'s caravan
receiving a demand' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]'s caravan
being threatened' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.2 'image->[PAWN_nameFull] cowering
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.3 'image->[PAWN_nameFull] shouting
loudly [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.4 'image->[PAWN_nameFull] thinking
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.5 'image->[PAWN_nameFull] glaring
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.6 'image->[PAWN_nameFull], threatened
by a [PersonJob], [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.7 'image->[PAWN_nameFull] brandishing
a [Weapon] [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.8 'circumstance_phrase->with a
[AdjectiveBadass] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.9 'circumstance_phrase->with a
[AdjectiveAngsty] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.10 'circumstance_phrase->as others
look on' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.11 'circumstance_phrase->while being
threatened by [Enemy]s' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.12 'desc_sentence->[PAWN_nameDef] is
practically surrounded by [Enemy]s.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s are nearby, [action].' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.14 'desc_sentence->The sun sets over a
[TerrainFeature].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.15 'desc_sentence->The sun rises over
a [TerrainFeature].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.16 'desc_sentence->In the distance, a
[PersonJob] observes.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.17 'action->sharpening their weapons'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.18 'action->watching for danger'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.19 'action->guarding hostages' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.20 'action->waiting for a decision'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: CaravanDemand.rulePack.rulesStrings.21 'action->taunting [PAWN_nameDef]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.label 'meteorite impact' (placeholder exists in
Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.0 'tale_noun->a meteorite falling
near [PAWN_nameDef]'s [Community]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.1 'tale_noun->a meteorite impacting
near [PAWN_nameDef]'s [Community]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.2 'image->a [AdjectiveLarge] rock
trailing [Color] flames [airborne_circumstance]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.3 'image->a brightly-glowing spot
[airborne_circumstance]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.4 'image->a [AdjectiveLarge] [Color]
fireball [airborne_circumstance]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.5 'airborne_circumstance->blazing
across the sky' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.6 'airborne_circumstance->falling to
the ground in a cloud of ash' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.7 'airborne_circumstance->shedding
rocks and debris as it flies' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.8 'image->a [AdjectiveLarge]
monolith, [ground_circumstance]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.9 'image->a [AdjectiveLarge] [Color]
scorched stone, [ground_circumstance]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.10 'image->a [Color] pillar of rock,
[ground_circumstance]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.11 'ground_circumstance->surrounded
by smoke and ash' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.12 'ground_circumstance->smoking
from heat' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.13 'ground_circumstance->surrounded
by molten debris' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.14 'ground_circumstance->partially
embedded in the ground' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.15 'ground_circumstance->lying in a
cracked crater' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef]
looks on in surprise.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.17 'desc_sentence->[PAWN_nameDef]
looks on with excitement.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.18 'desc_sentence->[PAWN_nameDef]
looks on in shock.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.19 'desc_sentence-
>[Quantity_adjphrase] figures approach from a nearby [TerrainFeature].' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.20 'desc_sentence-
>[Quantity_adjphrase] figures prepare tools and equipment.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.21 'desc_sentence-
>[Quantity_adjphrase] [Animal]s mill around uncertainly.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: MeteoriteImpact.rulePack.rulesStrings.22 'desc_sentence->The surroundings
are muted and dull.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.label 'toxic fallout' (placeholder exists in
Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.0 'tale_noun->fallout settling over
[PAWN_nameDef]'s [Community]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.1 'tale_noun->the atmosphere near
[PAWN_nameDef]'s [Community] becoming toxic' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.2 'image->an ominous sky,
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.3 'image->the air becoming thick and
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.4 'image->the ground glowing gently and
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.5 'image->fields of dead plants
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.6 'image->[Quantity_adjphrase] graves
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.7 'circumstance_phrase->with no life in
sight' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.8 'circumstance_phrase->covered by a
faint sheen of luminous dust' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.9 'circumstance_phrase->arranged in a
pattern that suggests bones' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.10 'circumstance_phrase->waiting for
the poison to stop' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.11 'desc_sentence->[PAWN_nameDef] lies
on the ground, [PAWN_possessive] body twisted at an unusual angle.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.12 'desc_sentence->[PAWN_nameDef] hides
near a [TerrainFeature], gazing out with a [AdjectiveAngsty] look.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.13 'desc_sentence->[PAWN_nameDef] looks
on in shock.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.14 'desc_sentence->[PAWN_nameDef] rests
quietly with a layer of sweat upon [PAWN_possessive] face.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.15 'desc_sentence->[Quantity_adjphrase]
dead [Animal]s lay on the ground.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.16 'desc_sentence->[Quantity_adjphrase]
dying [Animal]s lay on the ground.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ToxicFallout.rulePack.rulesStrings.17 'desc_sentence->[Quantity_adjphrase]
[Animal]s mill around uncertainly.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.label 'volcanic winter' (placeholder exists in
Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.0 'tale_noun->volcanic winter
beginning at [PAWN_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.1 'image->a dark and cold sky,
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.2 'image->the air filling with ash,
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.3 'image->a frost-covered barren
[TerrainFeature] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.4 'image->[Quantity_adjphrase] fields
of ash-covered plants [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.5 'circumstance_phrase->with no life
in sight' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.6 'circumstance_phrase->barely
illuminated by thin shafts of light' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.7 'circumstance_phrase->starkly
illuminated with chilly blue light' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.8 'desc_sentence->[PAWN_nameDef]
huddles near a fire.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.9 'desc_sentence->To stay warm,
[PAWN_nameDef] wears [Quantity_adjphrase] [Apparel]s.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.10 'desc_sentence->[PAWN_nameDef]
sits nearby, visibly exhausted by the ordeal.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.11 'desc_sentence->[PAWN_nameDef]
hides near a [TerrainFeature], gazing out with a [AdjectiveAngsty] look.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.12 'desc_sentence-
>[Quantity_adjphrase] starving [Animal]s surround the scene.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] shivering [Animal]s surround the scene.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] dying [Animal]s lay on the ground.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: VolcanicWinter.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] [Animal]s mill around uncertainly.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Aurora.label 'aurora' (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.0 'tale_noun->the time an aurora appeared
over [PAWN_nameDef]'s [Community]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.1 'tale_noun->the time polar lights shone
over [PAWN_nameDef]'s [Community]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.2 'tale_noun->[PAWN_nameDef]'s [Community]
illuminated by the light of an aurora' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.3 'image->the sky illuminated in [Color]s and
[Color]s [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.4 'image->a fabulous pattern of [Color] rays
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.5 'image->a network of [Color] lights
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.6 'image->[Color] swooping arcs with [Color]
highlights [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.7 'image->dancing [Color] lights
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.8 'circumstance_phrase->over a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.9 'circumstance_phrase->illuminating a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.10 'circumstance_phrase->floating over a
[Community]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.11 'circumstance_phrase->bracketed between a
[TerrainFeature] and a [TerrainFeature]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.12 'desc_sentence->Below, [PAWN_nameDef]
plays [Game] with a [AdjectiveFriendly] look.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.13 'desc_sentence->[PAWN_nameDef] watches
with awe on [PAWN_possessive] face.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.14 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s watch from below.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef] sits near a
[TerrainFeature], gazing at the sky.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.16 'desc_sentence->[Quantity_adjphrase]
[Animal]s wander peacefully.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Aurora.rulePack.rulesStrings.17 'desc_sentence->There is no [Enemy] in
sight.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.label 'flashstorm' (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.0 'tale_noun->a flashstorm that
threatened [PAWN_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]'s
[Community] being menaced by a deadly flashstorm' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.2 'image->[Quantity_adjphrase] lightning
strikes [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.3 'image->[behavior] wall of flames
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.4 'image->[behavior] wall of [Color]
flames [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.5 'image->[behavior] cloud of ash and
smoke [circumstance_phrase]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.6 'image->[behavior] wave of flames
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.7 'behavior->a' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.8 'behavior->an advancing' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.9 'behavior->an approaching' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.10 'circumstance_phrase->advancing
towards a [Community]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.11 'circumstance_phrase->underneath an
intimidating cloud' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.12 'circumstance_phrase->nearly
enveloping a [TerrainFeature]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.13 'circumstance_phrase->nearly
enveloping [Quantity_adjphrase] [TerrainFeature]s' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.14 'desc_sentence->[PAWN_nameDef] watches
with visible fright.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef] watches
with awe on [PAWN_possessive] face.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef] is
coordinating defensive measures.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.17 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s rush to prepare.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.18 'desc_sentence->[Quantity_adjphrase]
[Animal]s flee the area.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Flashstorm.rulePack.rulesStrings.19 'desc_sentence->All animal life has
left the area.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Raid.label 'raid' (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.0 'tale_noun->an raid on [PAWN_nameDef]'s
[Community]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.1 'tale_noun->an assault on [PAWN_nameDef]'s
[Community]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.2 'tale_noun->[PAWN_nameDef]'s [Community]
being attacked by [Enemy]s' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.3 'image->[Quantity_adjphrase] [Enemy]s
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.4 'image->an army [circumstance_phrase]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.5 'image->an overwhelming force
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.6 'image->an invading force
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.7 'image->stylized [Color] banners
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.8 'image->an enormous [Enemy]
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.9 'circumstance_phrase->advancing over a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.10 'circumstance_phrase->completely encircling
a [Community]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.11 'circumstance_phrase->attacking
[Quantity_adjphrase] [PersonJob]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.12 'circumstance_phrase->roaring in victory'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.13 'circumstance_phrase->brandishing [Weapon]s'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.14 'circumstance_phrase->covered in [Gore]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef] organizes a
resistance while [defender_circumstance].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef] wields a
[Weapon] defensively while [defender_circumstance].' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.17 'desc_sentence->[PAWN_nameDef] lies on the
ground, wounded.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.18 'desc_sentence->[PAWN_nameDef] retaliates
with [PAWN_possessive] [Weapon] while [defender_circumstance].' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.19 'desc_sentence->[PAWN_nameDef] stands as
tall as a building, [defender_circumstance].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.20 'desc_sentence->[PAWN_nameDef] wears a
[AdjectiveBadass] expression.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.21 'desc_sentence->[PAWN_nameDef] wears a
[AdjectiveAngsty] expression.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.22 'desc_sentence->The ground is coated in
[Gore].' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.23 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s flee the area.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.24 'desc_sentence->[Quantity_adjphrase]
[Animal]s flee the area.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.25 'defender_circumstance->shouting
triumphantly' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.26 'defender_circumstance->glowing [Color]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.27 'defender_circumstance->raising a fist in
defiance' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Raid.rulePack.rulesStrings.28 'defender_circumstance->flexing
[PAWN_possessive] muscles' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.label 'infestation' (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]'s
[Community] being infested by giant insects' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.1 'image->a swarm of beetles
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.2 'image->[Quantity_adjphrase]
megaspiders [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.3 'image->an overwhelming tide of
[Color] insects [circumstance_phrase]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.4 'image->a dense fog of black specks
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.5 'circumstance_phrase->advancing over a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.6 'circumstance_phrase->completely
encircling a [Community]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.7 'circumstance_phrase->attacking
[Quantity_adjphrase] [PersonJob]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.8 'circumstance_phrase->bursting out of
the ground' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.9 'circumstance_phrase->slaughtering
[Quantity_adjphrase] [Animal]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.10 'desc_sentence->[PAWN_nameDef]
organizes a resistance.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.11 'desc_sentence->[PAWN_nameDef] wields
a [Weapon] defensively.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.12 'desc_sentence->[PAWN_nameDef] lies
on the ground, wounded.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.13 'desc_sentence->[PAWN_nameDef]
retaliates with [PAWN_possessive] [Weapon].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.14 'desc_sentence->[PAWN_nameDef] wears
a [AdjectiveBadass] expression.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef] wears
a [AdjectiveAngsty] expression.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.16 'desc_sentence->The ground is coated
in [Gore].' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.17 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s flee the area.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.18 'desc_sentence->[Quantity_adjphrase]
[Animal]s flee the area.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Infestation.rulePack.rulesStrings.19 'desc_sentence->All animal life has
left the area.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.label 'manhunter pack' (placeholder exists in
Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.0 'tale_noun->manhunting beasts
menacing [PAWN_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]'s
[Community] being attacked by mad animals' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.2 'image->a herd of [Animal]s
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.3 'image->[Quantity_adjphrase]
[Animal]s [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.4 'image->a [huge] [Animal]
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.5 'image->[Quantity_adjphrase] shadowy
figures [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.6 'image->[Quantity_adjphrase] shadowy
quadrupeds [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.7 'circumstance_phrase->advancing over
a [TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.8 'circumstance_phrase->completely
encircling a [Community]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.9 'circumstance_phrase->attacking
[Quantity_adjphrase] [PersonJob]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.10 'circumstance_phrase->slaughtering
[Quantity_adjphrase] [Animal]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.11 'circumstance_phrase->possessed by
[hate_emotion]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.12 'circumstance_phrase->covered in
[Gore]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.13 'hate_emotion->hatred' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.14 'hate_emotion->anger' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.15 'hate_emotion->fury' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef]
organizes a resistance.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.17 'desc_sentence->[PAWN_nameDef]
wields a [Weapon] defensively.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.18 'desc_sentence->[PAWN_nameDef] lies
on the ground, wounded.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.19 'desc_sentence->[PAWN_nameDef]
retaliates with [PAWN_possessive] [Weapon].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.20 'desc_sentence->[PAWN_nameDef]
wears a [AdjectiveBadass] expression.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.21 'desc_sentence->[PAWN_nameDef]
wears a [AdjectiveAngsty] expression.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.22 'desc_sentence->The ground is
coated in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.23 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s flee the area.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ManhunterPack.rulePack.rulesStrings.24 'desc_sentence-
>[Quantity_adjphrase] [Animal]s flee the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.label 'ship part crash' (placeholder exists in
Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.0 'tale_noun->an ancient ship part
crashing near [PAWN_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.1 'tale_noun->an ancient ship part
landing near [PAWN_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.2 'tale_noun->a damaged ship part
landing near [PAWN_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.3 'image->a swarm of [Mechanoid]s
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.4 'image->an army of [Mechanoid]s
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.5 'image->[Quantity_adjphrase]
[Mechanoid]s [circumstance_phrase]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.6 'image->a [huge] [Mechanoid]
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.7 'image->[Quantity_adjphrase]
[Mechanoid] silhouettes [circumstance_phrase]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.8 'image->[Quantity_adjphrase]
[Mechanoid]s with glowing [Color] sensors [circumstance_phrase]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.9 'circumstance_phrase->advancing over
a [TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.10 'circumstance_phrase->completely
encircling a [Community]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.11 'circumstance_phrase->attacking
[Quantity_adjphrase] [PersonJob]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.12 'circumstance_phrase->slaughtering
[Quantity_adjphrase] [Animal]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.13 'circumstance_phrase->covered in
[Gore]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.14 'circumstance_phrase->dented and
sparking' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef]
organizes a resistance while [defender_circumstance].' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef]
wields a [Weapon] defensively while [defender_circumstance].' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.17 'desc_sentence->[PAWN_nameDef] lies
on the ground, wounded.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.18 'desc_sentence->[PAWN_nameDef]
retaliates with [PAWN_possessive] [Weapon] while [defender_circumstance].' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.19 'desc_sentence->[PAWN_nameDef]
stands as tall as a building, [defender_circumstance].' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.20 'desc_sentence->[PAWN_nameDef]
wears a [AdjectiveBadass] expression.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.21 'desc_sentence->[PAWN_nameDef]
wears a [AdjectiveAngsty] expression.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.22 'desc_sentence->The ground is
coated in [Gore].' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.23 'desc_sentence->The ground is
coated in scrap metal.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.24 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s flee the area.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.25 'desc_sentence-
>[Quantity_adjphrase] [Animal]s flee the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.26 'defender_circumstance->shouting
triumphantly' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.27 'defender_circumstance->glowing
[Color]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.28 'defender_circumstance->raising a
fist in defiance' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: ShipPartCrash.rulePack.rulesStrings.29 'defender_circumstance->flexing
[PAWN_possessive] muscles' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.label 'eclipse' (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.0 'tale_noun->an eclipse over
[PAWN_nameDef]'s [Community]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.1 'image->an unnaturally dark sky,
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.2 'image->a crepuscular sky,
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.3 'image->a moon, ringed by a faint circle
of sunlight, [circumstance_phrase]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.4 'image->[Quantity_adjphrase] [Animal]s
milling around uncertainly in darkness, [circumstance_phrase]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.5 'circumstance_phrase->the air still and
quiet' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.6 'circumstance_phrase->twilight blanketing
a nearby [TerrainFeature]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.7 'circumstance_phrase->twilight blanketing
[Quantity_adjphrase] nearby [TerrainFeature]s' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.8 'circumstance_phrase->with stars visible'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.9 'desc_sentence->Below, [PAWN_nameDef]
plays [Game] with a [AdjectiveFriendly] look.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.10 'desc_sentence->[PAWN_nameDef] watches
with awe on [PAWN_possessive] face.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.11 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s watch from below.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.12 'desc_sentence->[PAWN_nameDef] sits near
a [TerrainFeature], gazing at the sky.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.13 'desc_sentence->A [Community] of
spectators watches the sky peacefully.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Eclipse.rulePack.rulesStrings.14 'desc_sentence->There is no [Enemy] in
sight.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.label 'journey offer' (placeholder exists in
Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]
receiving a message from an old friend' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.1 'tale_noun->an opportunity
arriving for [PAWN_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.2 'image->[PAWN_nameDef] opening
a letter delivered by [delivery_method] while [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.3 'image->[PAWN_nameDef] using a
datacrystal delivered by [delivery_method] while [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.4 'image->[PAWN_nameDef]
unrolling a scroll delivered by [delivery_method] while [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.5 'image->[PAWN_nameDef]
receiving a transmission from [transmission_source] while [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.6 'image->[PAWN_nameDef]
receiving a message from [transmission_source] while [circumstance_group]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.7 'image->[PAWN_nameDef] tuning
in to a message from [transmission_source] while [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.8 'delivery_method->a [Animal]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.9 'delivery_method->a
[PersonJob]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.10 'delivery_method-
>[Quantity_adjphrase] [Animal]s' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.11 'transmission_source->a
rarely-used frequency' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.12 'transmission_source->an
ancient transmitter' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.13 'transmission_source->a low-
power signal' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.14 'transmission_source->a long-
range signal' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.15 'transmission_source->a
mysterious signal' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.16 'circumstance_phrase->standing
alone near a [TerrainFeature]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.17 'circumstance_phrase-
>exploring a [TerrainFeature]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.18 'circumstance_phrase->tending
crops' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.19 'circumstance_phrase->a
[Animal] wanders past' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.20 'circumstance_phrase->playing
[Game]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.21 'desc_sentence-
>[Quantity_adjphrase] [Animal]s wander nearby, unaware.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.22 'desc_sentence->As
[PAWN_pronoun] reads, [PAWN_pronoun] starts [VerbFriendly].' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.23 'desc_sentence->A spectral
[PersonJob] watches from the clouds.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.24 'desc_sentence->[PAWN_nameDef]
sits near a [TerrainFeature].' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.25 'desc_sentence->A [Community]
is visible in the far distance.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: EndGame_ShipEscape.rulePack.rulesStrings.26 'desc_sentence->A spaceship is
visible in the far distance.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.label 'tornado' (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.0 'tale_noun->a tornado that touched down
near [PAWN_nameDef]'s [Community]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef]'s [Community]
being menaced by tornado' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.2 'image->[behavior] cone of twisting air
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.3 'image->[behavior] tornado
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.4 'image->[behavior] hurricane
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.5 'image->[behavior] [Color] cloud formation
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.6 'behavior->an advancing' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.7 'behavior->an approaching' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.8 'behavior->a quickly-moving' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.9 'behavior->a swirling' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.10 'circumstance_phrase->carrying debris
with it' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.11 'circumstance_phrase->passing over a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.12 'circumstance_phrase->obscuring a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.13 'circumstance_phrase->enveloping a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.14 'desc_sentence->[PAWN_nameDef] watches
with visible fright.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.15 'desc_sentence->[PAWN_nameDef] watches
with awe on [PAWN_possessive] face.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef] is
coordinating defensive measures.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.17 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s rush to prepare.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.18 'desc_sentence->[Quantity_adjphrase]
[Animal]s flee the area.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: Tornado.rulePack.rulesStrings.19 'desc_sentence->All animal life has left
the area.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.label 'tornado' (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.0 'tale_noun->a tornado that touched
down near [COLONIST_nameDef]'s [Community]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.1 'tale_noun->[COLONIST_nameDef]'s
[Community] menaced by a tornado' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.2 'image->[behavior] cone of
twisting air [circumstance_phrase]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.3 'image->[behavior] tornado
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.4 'image->[behavior] hurricane
[circumstance_phrase]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.5 'image->[behavior] [Color] cloud
formation [circumstance_phrase]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.6 'behavior->an advancing' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.7 'behavior->an approaching' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.8 'behavior->a quickly-moving'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.9 'behavior->a swirling' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.10 'circumstance_phrase->carrying
debris with it' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.11 'circumstance_phrase->passing
over a [TerrainFeature]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.12 'circumstance_phrase->obscuring a
[TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.13 'circumstance_phrase->enveloping
a [TerrainFeature]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.14 'desc_sentence-
>[COLONIST_nameDef] watches with visible fright.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.15 'desc_sentence(p=0.5)-
>[COLONIST_nameDef] watches with awe on [COLONIST_possessive] face.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.16 'desc_sentence(p=0.5)-
>[ATTACKER_nameDef] watches with awe on [ATTACKER_possessive] face.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.17 'desc_sentence-
>[COLONIST_nameDef] is coordinating defensive measures.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in
Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.18 'desc_sentence-
>[ATTACKER_nameDef] cackles with glee.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.19 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s rush to prepare.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.20 'desc_sentence-
>[Quantity_adjphrase] [Animal]s flee the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: TornadoFromItem.rulePack.rulesStrings.21 'desc_sentence->All animal life
has left the area.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Incident.xml)
TaleDef: MinedValuable.label 'mined valuable' (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] mining a
rich vein of [MATERIAL_label]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.1 'image->[PAWN_nameFull] working a
[MATERIAL_label] wall with mining tools, [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.2 'image->[PAWN_nameFull] holding up a
chunk of [MATERIAL_label], [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.3 'image->[PAWN_nameFull] resting
against a wall of [MATERIAL_label], [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.4 'image->[PAWN_nameFull] coordinating
an excavation team against a rich vein of [MATERIAL_label], [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.5 'image->[PAWN_nameFull] carefully
inspecting a rich vein of [MATERIAL_label], [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.6 'circumstance_phrase->sweating
heavily' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.7 'circumstance_phrase->wearing a
[AdjectiveFriendly] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.8 'circumstance_phrase->wearing a
[AdjectiveFriendly] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.9 'circumstance_phrase->smiling
proudly' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.10 'circumstance_phrase->a satisfied
expression on [PAWN_possessive] face' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.11 'desc_sentence-
>[Quantity_adjphrase] [ally]s assist.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.12 'desc_sentence-
>[Quantity_adjphrase] [Animal]s wander the area.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.13 'desc_sentence->There is a
[Community] in the background.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] further veins are visible in the distance.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.15 'desc_sentence->A [TerrainFeature]
is visible in the distance.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: MinedValuable.rulePack.rulesStrings.16 'desc_sentence->[PAWN_nameDef] is
sweaty and dirty from work.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.label 'completed long construction
project' (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.0 'tale_noun-
>[PAWN_nameDef] finishing construction on a [OBJECT_label]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.1 'image-
>[PAWN_nameFull] building a [OBJECT_label] [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.2 'image-
>[PAWN_nameFull] putting together a [OBJECT_label] [circumstance_group]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.3 'image-
>[PAWN_nameFull] polishing the surface of a [OBJECT_label] [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.4 'image-
>[PAWN_nameFull] inscribing [PAWN_possessive] name on a [OBJECT_label]
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.5
'circumstance_phrase->with a gleam in [PAWN_possessive] eye' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.6
'circumstance_phrase->while wiping the sweat from [PAWN_possessive] forehead'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.7
'circumstance_phrase->while covered in grime' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.8
'circumstance_phrase->while smiling proudly' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.9
'circumstance_phrase->with a satisfied expression on [PAWN_possessive] face' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.10 'desc_sentence-
>The [OBJECT_label] appears to tower above [PAWN_nameDef].' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.11 'desc_sentence-
>The [OBJECT_label] glows a soft [Color].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.12 'desc_sentence-
>The [OBJECT_label] is intricately detailed.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s marvel at the [OBJECT_label].' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: CompletedLongConstructionProject.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s gaze in awe.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.label 'completed long crafting project'
(placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.0 'tale_noun-
>[PAWN_nameDef] completing work on a [OBJECT_label]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.1 'image-
>[PAWN_nameFull] working on a [OBJECT_label] [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.2 'image-
>[PAWN_nameFull] polishing the surface of a [OBJECT_label] [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.3 'image-
>[PAWN_nameFull] adding surface detail to a [OBJECT_label] [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.4 'image-
>[PAWN_nameFull] inscribing [PAWN_possessive] name on a [OBJECT_label]
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.5 'circumstance_phrase-
>with a gleam in [PAWN_possessive] eye' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.6 'circumstance_phrase-
>while wiping the sweat from [PAWN_possessive] forehead' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.7 'circumstance_phrase-
>while covered in grime' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.8 'circumstance_phrase-
>while smiling proudly' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.9 'circumstance_phrase-
>with a satisfied expression on [PAWN_possessive] face' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.10 'desc_sentence->The
[OBJECT_label] glows a soft [Color].' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.11 'desc_sentence->The
[OBJECT_label] is intricately detailed.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.12 'desc_sentence-
>[PAWN_nameDef] lifts the [OBJECT_label] seemingly without effort.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s marvel at the device.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: CompletedLongCraftingProject.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s gaze in awe.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.label 'attended party' (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.0 'tale_noun->[ATTENDER_nameDef]
attending [ORGANIZER_nameDef]'s party' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.1 'tale_noun->[ATTENDER_nameDef]
relaxing with [ORGANIZER_nameDef] at a party' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.2 'image->[ATTENDER_nameFull] having a
conversation with [ORGANIZER_nameFull] [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.3 'image->[ATTENDER_nameFull] getting
a drink from [ORGANIZER_nameFull] [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.4 'image->[ATTENDER_nameFull] chatting
with [ORGANIZER_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.5 'image->[ORGANIZER_nameFull]
welcoming [ATTENDER_nameFull] [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.6 'image->[ORGANIZER_nameFull]
introducing [ATTENDER_nameFull] to a friend [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.7 'circumstance_phrase->with a broad
grin' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.8 'circumstance_phrase->with a laugh'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.9 'circumstance_phrase->with a
[AdjectiveFriendly] smile' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.10 'circumstance_phrase->while
laughing uproariously' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.11 'circumstance_phrase->while
[AdjectiveFriendly]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.12 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s are involved in the conversation.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.13 'desc_sentence->The area is
decorated with [Color] and [Color].' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: AttendedParty.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] [Animal]s play nearby.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.label 'meditated' (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] meditating'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.1 'image->[PAWN_nameFull] sitting under a
[TreeType] tree, [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.2 'image->[PAWN_nameFull] sitting quietly,
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.3 'image->[PAWN_nameFull] gazing into the
distance and [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.4 'image->[PAWN_nameFull] closing
[PAWN_possessive] eyes and [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.5 'circumstance_phrase->radiating
serenity' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.6 'circumstance_phrase->with a tranquil
smile' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.7 'circumstance_phrase->with a
[VerbFriendly] smile' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.8 'circumstance_phrase->glowing softly'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.9 'circumstance_phrase->surrounded by a
[Color] aura' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.10 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s gaze upon [PAWN_pronoun].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.11 'desc_sentence->[PAWN_pronoun] is
surrounded by [Quantity_adjphrase] [Animal]s.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.12 'desc_sentence->[Quantity_adjphrase]
[Animal]s rest peacefully.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Meditated.rulePack.rulesStrings.13 'desc_sentence->[Quantity_adjphrase]
[Enemy]s are awestruck by the scene.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.label 'prayed' (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] praying' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef] praying to a
higher power' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.2 'image->[PAWN_nameFull] gazing into the
distance and [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.3 'image->[PAWN_nameFull] closing
[PAWN_possessive] eyes and [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.4 'image->[PAWN_nameFull] clasping
[PAWN_possessive] hands and [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.5 'image->[PAWN_nameFull] looking into the
sky and [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.6 'circumstance_phrase->radiating serenity'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.7 'circumstance_phrase->whispering softly'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.8 'circumstance_phrase->wearing a hopeful
expression' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.9 'circumstance_phrase->glowing softly'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.10 'circumstance_phrase->surrounded by a
[Color] aura' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.11 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s gaze upon [PAWN_pronoun].' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.12 'desc_sentence->[PAWN_pronoun] is
surrounded by [Quantity_adjphrase] [Animal]s.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.13 'desc_sentence->[Quantity_adjphrase]
[Animal]s rest peacefully.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Prayed.rulePack.rulesStrings.14 'desc_sentence->[Quantity_adjphrase]
[Enemy]s are awestruck by the scene.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.label 'built snowman' (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] building a
snowman' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef] playing in
the snow' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.2 'image->[PAWN_nameFull] forming a
snowball [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.3 'image->[PAWN_nameFull] rolling a
giant ball of snow on the ground [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.4 'image->[PAWN_nameFull] arranging
[Vegetable]s into a rough human face [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.5 'image->[PAWN_nameFull] lying down in
the snow [circumstance_group]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.6 'circumstance_phrase->while enveloped
in [Quantity_adjphrase] parkas' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.7 'circumstance_phrase->while obscured
in a light snowstorm' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.8 'circumstance_phrase->while
[PAWN_possessive] friends build a fort' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.9 'circumstance_phrase->while
[PAWN_possessive] friends build a snowman family' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.10 'desc_sentence->A [Color] aurora
shines in the background.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.11 'desc_sentence->In the distance, a
[Community] is covered with snow.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.12 'desc_sentence->A field of
[Vegetable]s is barely visible through the snow.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuiltSnowman.rulePack.rulesStrings.13 'desc_sentence->A snow-covered
[TerrainFeature] can be seen far away.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.label 'visited grave' (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.0 'tale_noun->[VISITOR_nameDef]
visiting the grave of [CORPSE_nameDef]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.1 'tale_noun->[VISITOR_nameDef]
visiting [CORPSE_nameDef]'s grave' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.2 'image->[VISITOR_nameFull] standing
next to [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.3 'image->[VISITOR_nameFull] sitting
next to [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.4 'image->[VISITOR_nameFull] leaning
against [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.5 'image->[VISITOR_nameFull] reading
the text on [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.6 'image->[VISITOR_nameFull] looking at
the art on [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.7 'circumstance_phrase->with a
[AdjectiveAngsty] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.8 'circumstance_phrase->and consumed in
thought' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.9 'circumstance_phrase->while gazing at
a faraway [TerrainFeature]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.10 'circumstance_phrase->and talking
quietly to the memorial' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.11 'desc_sentence->A [Color] aurora
shines in the background.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.12 'desc_sentence->In the distance, a
[Community] is covered with snow.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.13 'desc_sentence->A spectral image of
[CORPSE_nameDef] looks over the scene with a [AdjectiveFriendly] expression.'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.14 'desc_sentence->A spectral image of
[CORPSE_nameDef] stands next to [VISITOR_nameDef], wearing a [AdjectiveFriendly]
expression.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.15 'desc_sentence->A spectral image of
[CORPSE_nameDef] looks over the scene with a [AdjectiveAngsty] expression.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.16 'desc_sentence->A spectral image of
[CORPSE_nameDef] stands next to [VISITOR_nameDef], wearing a [AdjectiveAngsty]
expression.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: VisitedGrave.rulePack.rulesStrings.17 'desc_sentence->[Quantity_adjphrase]
[Animal]s rest near the scene.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.label 'played game' (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef] relaxing at
a [OBJECT_label]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.1 'tale_noun->[PAWN_nameDef] playing
games at a [OBJECT_label]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.2 'tale_noun->[PAWN_nameDef] enjoying
[PAWN_objective]self at a [OBJECT_label]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.3 'image->[PAWN_nameFull] waiting in a
chair, [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.4 'image->[PAWN_nameFull] poised over the
[OBJECT_label], [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.5 'image->[PAWN_nameFull] sitting next to
the [OBJECT_label], [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.6 'image->[PAWN_nameFull] winning at a
[OBJECT_label], [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.7 'image->[PAWN_nameFull] losing at a
[OBJECT_label], [circumstance_group]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.8 'circumstance_phrase->tense with
energy' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.9 'circumstance_phrase->[PAWN_possessive]
body loose and relaxed' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.10 'circumstance_phrase->planning
[PAWN_possessive] next action' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.11 'circumstance_phrase->gently massaging
[PAWN_possessive] wrists' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.12 'circumstance_phrase->[angstyverb]
with a [AdjectiveAngsty] expression' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.13 'circumstance_phrase->wearing a
[AdjectiveAngsty] look' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.14 'circumstance_phrase->[angstyverb]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.15 'desc_sentence->A [Color] aurora
shines in the background.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.16 'desc_sentence->In the distance, a
[Community] is visible.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.17 'desc_sentence->In the distance, a
[TerrainFeature] is visible.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.18 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s are playing as well.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.19 'desc_sentence->[Quantity_adjphrase]
[Animal]s play nearby.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.20 'desc_sentence->[PAWN_nameDef] is
glowing with a [Color] aura.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.21 'desc_sentence->[PAWN_nameDef]'s
features are exaggerated.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.22 'desc_sentence->[PAWN_nameDef] towers
above the scene.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PlayedGame.rulePack.rulesStrings.23 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s are slumped in defeat.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.label 'buried corpse' (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.0 'tale_noun->[DIGGER_nameDef] burying
[CORPSE_nameDef]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.1 'tale_noun->[DIGGER_nameDef] laying
[CORPSE_nameDef] to rest' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.2 'image->[DIGGER_nameFull] standing
next to [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.3 'image->[DIGGER_nameFull] sitting
next to [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.4 'image->[DIGGER_nameFull] leaning
against [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.5 'image->[DIGGER_nameFull] scribing
text on [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.6 'image->[DIGGER_nameFull] drawing art
on [CORPSE_nameFull]'s grave [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.7 'image->[DIGGER_nameFull] placing
[CORPSE_nameFull]'s body within a grave [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.8 'circumstance_phrase->with a
[AdjectiveAngsty] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.9 'circumstance_phrase->and consumed in
thought' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.10 'circumstance_phrase->while gazing
at a faraway [TerrainFeature]' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.11 'circumstance_phrase->and talking
quietly to the memorial' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.12 'desc_sentence->A [Color] aurora
shines in the background.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.13 'desc_sentence->In the distance, a
[Community] is covered with snow.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.14 'desc_sentence->A spectral image of
[CORPSE_nameDef] looks over the scene with a [AdjectiveFriendly] expression.'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.15 'desc_sentence->A spectral image of
[CORPSE_nameDef] stands next to [DIGGER_nameDef], wearing a [AdjectiveFriendly]
expression.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.16 'desc_sentence->A spectral image of
[CORPSE_nameDef] looks over the scene with a [AdjectiveAngsty] expression.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.17 'desc_sentence->A spectral image of
[CORPSE_nameDef] stands next to [DIGGER_nameDef], wearing a [AdjectiveAngsty]
expression.' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: BuriedCorpse.rulePack.rulesStrings.18 'desc_sentence->[Quantity_adjphrase]
[Animal]s rest near the scene.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.label 'entered cryptosleep' (placeholder exists in
Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.0 'tale_noun->[PAWN_nameDef]
entering cryptosleep' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.1 'image->[PAWN_nameFull] lying
down inside a cryptosleep casket [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.2 'image->[PAWN_nameFull] opening
an empty cryptosleep casket [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.3 'image->[PAWN_nameFull] sealing
themselves inside a cryptosleep casket [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.4 'image->[PAWN_nameFull] looking
through the wall of a cryptosleep casket at a world they're about to leave
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.5 'circumstance_phrase->with a
[AdjectiveAngsty] expression' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.6 'circumstance_phrase->while
consumed in thought' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.7 'circumstance_phrase->while
gazing at a faraway [TerrainFeature]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.8 'circumstance_phrase->and
talking quietly to themselves' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.9 'desc_sentence-
>[Quantity_adjphrase] [Animal]s rest near the scene.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.10 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s approach the area.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.11 'desc_sentence->[PAWN_nameDef]
radiates determination.' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.12 'desc_sentence->[PAWN_nameDef]
is visibly wounded.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.13 'desc_sentence->A [Color]
aurora shines in the background.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: EnteredCryptosleep.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] filled cryptosleep caskets surround the scene.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: PutIntoCryptosleep.label 'put into cryptosleep' (placeholder exists in
Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.0 'tale_noun->[CARRIER_nameDef]
putting [SLEEPER_nameDef] into cryptosleep' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.1 'image->[CARRIER_nameFull]
placing [SLEEPER_nameDef] inside a cryptosleep casket [circumstance_group]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.2 'image->[CARRIER_nameFull]
opening an empty cryptosleep casket while supporting [SLEEPER_nameDef]
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.3 'image->[CARRIER_nameFull]
sealing [SLEEPER_nameDef] inside a cryptosleep casket [circumstance_group]' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.4 'image->[CARRIER_nameFull]
walking away as [SLEEPER_nameDef] looks through the wall of a cryptosleep casket
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.5 'circumstance_phrase(p=3)->with
a [AdjectiveAny] expression' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.6 'circumstance_phrase->while
consumed in thought' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.7 'circumstance_phrase->while
gazing at a faraway [TerrainFeature]' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.8 'circumstance_phrase->with
visible tension between the two' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.9 'desc_sentence-
>[Quantity_adjphrase] [Animal]s rest near the scene.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.10 'desc_sentence-
>[Quantity_adjphrase] [Enemy]s approach the area.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.11 'desc_sentence-
>[CARRIER_nameDef] radiates determination.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.12 'desc_sentence-
>[SLEEPER_nameDef] is visibly wounded.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.13 'desc_sentence-
>[SLEEPER_nameDef] looks exhausted.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: PutIntoCryptosleep.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] filled cryptosleep caskets surround the scene.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: Stripped.label 'stripped' (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.0 'tale_noun->[TAKER_nameDef] stripping
[STRIPPED_nameDef]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.1 'image->[TAKER_nameFull] disrobing
[STRIPPED_nameFull] in public [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.2 'image->[TAKER_nameFull] removing the
clothes of [STRIPPED_nameFull] [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.3 'image->[TAKER_nameFull] holding an
armful of [Apparel]s while standing next to [STRIPPED_nameFull], who is completely
naked [circumstance_group]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.4 'image->[TAKER_nameFull] waiting
patiently as [STRIPPED_nameFull] removes [STRIPPED_possessive] clothes
[circumstance_group]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.5 'circumstance_phrase->with a sense of
purpose' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.6 'circumstance_phrase->with no hint of
shame' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.7 'circumstance_phrase->while others look
on' (hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.8 'circumstance_phrase->for no apparent
reason' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.9 'circumstance_phrase->while confused
animals look on' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.10 'desc_sentence->[STRIPPED_nameDef] is
visibly aroused.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.11 'desc_sentence->[STRIPPED_nameDef] is
covered in unexplained moisture.' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.12 'desc_sentence->[STRIPPED_nameDef] is
breathing heavily for no obvious reason.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.13 'desc_sentence->[STRIPPED_nameDef] is
fondling a shrub.' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: Stripped.rulePack.rulesStrings.14 'desc_sentence->[STRIPPED_nameDef] wears
only a [AdjectiveAngsty] expression.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.label 'gained master skill with passion'
(placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.0 'tale_noun-
>[PAWN_nameDef] becoming a master at [SKILL_label] tasks' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.1 'image-
>[PAWN_nameFull] practicing [SKILL_label] skills [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.2 'image-
>[PAWN_nameFull] reading a tome on [SKILL_label] methods [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.3 'image-
>[PAWN_nameFull] receiving training for [SKILL_label] skills [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.4 'image-
>[PAWN_nameFull] working feverishly [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.5 'image-
>[PAWN_nameFull] finishing a project [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.6 'circumstance_phrase-
>with a [AdjectiveFriendly] expression' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.7 'circumstance_phrase-
>with a joyous expression' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.8 'circumstance_phrase-
>while [VerbFriendly]' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.9 'circumstance_phrase-
>with an exuberant shout' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.10
'circumstance_phrase->while covered in sweat' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.11
'circumstance_phrase->with visible exhaustion' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.12 'desc_sentence->The
subject is surrounded by the results of [Quantity_adjphrase] failed experiments.'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.13 'desc_sentence->The
subject is surrounded by [Quantity_adjphrase] books.' (hint: this list allows full-
list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.14 'desc_sentence-
>[PAWN_possessive] skill is visible in the work.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s watch with amazement.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.16 'desc_sentence-
>[Quantity_adjphrase] [Animal]s watch with amazement.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithPassion.rulePack.rulesStrings.17 'desc_sentence-
>[Quantity_adjphrase] ethereal spirits of ancient masters watch from above.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.label 'gained master skill' (placeholder
exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.0 'tale_noun-
>[PAWN_nameDef] becoming a master at [SKILL_label] tasks' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.1 'image-
>[PAWN_nameFull] practicing [SKILL_label] skills [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.2 'image-
>[PAWN_nameFull] reading a tome on [SKILL_label] methods [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.3 'image-
>[PAWN_nameFull] receiving training in [SKILL_label] skills [circumstance_group]'
(hint: this list allows full-list translation by using <li> nodes) (placeholder
exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.4 'image-
>[PAWN_nameFull] working feverishly [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.5 'image-
>[PAWN_nameFull] finishing a project [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.6
'circumstance_phrase->while covered in sweat' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.7
'circumstance_phrase->with visible exhaustion' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.8
'circumstance_phrase->with a [AdjectiveAngsty] expression' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.9
'circumstance_phrase->with a bored expression' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.10 'desc_sentence-
>The scene is surrounded by [Quantity_adjphrase] failed experiments.' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.11 'desc_sentence-
>The scene is surrounded by [Quantity_adjphrase] books.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.12 'desc_sentence-
>[PAWN_possessive] skill is visible in the work.' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.13 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s watch with amazement.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.14 'desc_sentence-
>[Quantity_adjphrase] [Animal]s watch with amazement.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: GainedMasterSkillWithoutPassion.rulePack.rulesStrings.15 'desc_sentence-
>[Quantity_adjphrase] ethereal spirits of ancient masters watch from above.' (hint:
this list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: IncreasedMenagerie.label 'increased menagerie' (placeholder exists in
Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.0 'tale_noun(p=3)-
>[HUMAN_nameDef] recruiting yet another animal to [HUMAN_possessive] growing
[AnimalGroup]' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.1 'tale_noun->[HUMAN_nameDef]
being followed around by a [AnimalGroup]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.2 'tale_noun->[HUMAN_nameDef]'s
taming of [ANIMAL_nameDef]' (hint: this list allows full-list translation by using
<li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.3 'image->[HUMAN_nameFull] taming
[ANIMAL_nameFull] [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.4 'image->[HUMAN_nameFull]
offering a morsel of food to [ANIMAL_nameFull] [circumstance_group]' (hint: this
list allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.5 'image->[HUMAN_nameFull]
whispering to a skittish [ANIMAL_nameFull] [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.6 'image->[HUMAN_nameFull]
calming a wild [ANIMAL_nameFull] [circumstance_group]' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.7 'circumstance_phrase->with
great care and caution' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.8 'circumstance_phrase->with a
smile' (hint: this list allows full-list translation by using <li> nodes)
(placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.9 'circumstance_phrase->while
exhausted but happy' (hint: this list allows full-list translation by using <li>
nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.10 'circumstance_phrase->with a
[AnimalGroup] in the background' (hint: this list allows full-list translation by
using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.11 'desc_sentence-
>[HUMAN_nameDef] is surrounded by uncountable [Animal]s.' (hint: this list allows
full-list translation by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.12 'desc_sentence-
>[ANIMAL_nameDef] is moving to join a [AnimalGroup] of its kin.' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.13 'desc_sentence->The scene is
packed with [Animal]s and [Animal]s.' (hint: this list allows full-list translation
by using <li> nodes) (placeholder exists in Tales_Job.xml)
TaleDef: IncreasedMenagerie.rulePack.rulesStrings.14 'desc_sentence->A line of
uncountable [Animal]s waits to be tamed by [HUMAN_nameDef].' (hint: this list
allows full-list translation by using <li> nodes) (placeholder exists in
Tales_Job.xml)
TaleDef: AttendedConcert.label 'attended concert'
TaleDef: AttendedConcert.rulePack.rulesStrings.0 'tale_noun->[ATTENDER_nameDef]
attending [ORGANIZER_nameDef]'s concert' (hint: this list allows full-list
translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.1 'tale_noun->[ATTENDER_nameDef]
listening to [ORGANIZER_nameDef]'s performance' (hint: this list allows full-list
translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.2 'image->[ATTENDER_nameFull]
listening quietly, [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.3 'image->[ATTENDER_nameFull]
enjoying [ORGANIZER_nameFull]'s performance [circumstance_group]' (hint: this list
allows full-list translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.4 'image->[ATTENDER_nameFull]
swaying to the music [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.5 'image->[ATTENDER_nameFull]
absorbed in the sound [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.6 'circumstance_phrase->while
clapping' (hint: this list allows full-list translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.7 'desc_sentence-
>[Quantity_adjphrase] [PersonJob]s dance along.' (hint: this list allows full-list
translation by using <li> nodes)
TaleDef: AttendedConcert.rulePack.rulesStrings.8 'desc_sentence-
>[Quantity_adjphrase] [Animal]s listen attentively.' (hint: this list allows full-
list translation by using <li> nodes)
TaleDef: HeldConcert.label 'held concert'
TaleDef: HeldConcert.rulePack.rulesStrings.0 'tale_noun->[ORGANIZER_nameDef]
performing a concert' (hint: this list allows full-list translation by using <li>
nodes)
TaleDef: HeldConcert.rulePack.rulesStrings.1 'image->[ORGANIZER_nameFull] playing
their signature song [circumstance_group]' (hint: this list allows full-list
translation by using <li> nodes)
TaleDef: HeldConcert.rulePack.rulesStrings.2 'image->[ORGANIZER_nameFull] inviting
the crowd to sing along' (hint: this list allows full-list translation by using
<li> nodes)
TaleDef: HeldConcert.rulePack.rulesStrings.3 'image->[ORGANIZER_nameFull] playing
an inspiring song' (hint: this list allows full-list translation by using <li>
nodes)
TaleDef: HeldConcert.rulePack.rulesStrings.4 'image->[ORGANIZER_nameFull]
performing a difficult piece [circumstance_group]' (hint: this list allows full-
list translation by using <li> nodes)
TaleDef: HeldConcert.rulePack.rulesStrings.5 'circumstance_phrase->with an intense
expression' (hint: this list allows full-list translation by using <li> nodes)
TaleDef: HeldConcert.rulePack.rulesStrings.6 'desc_sentence->[Quantity_adjphrase]
[PersonJob]s listen nearby.' (hint: this list allows full-list translation by using
<li> nodes)
TaleDef: HeldConcert.rulePack.rulesStrings.7 'desc_sentence->[Quantity_adjphrase]
[Animal]s listen nearby.' (hint: this list allows full-list translation by using
<li> nodes)
TerrainDef: CarpetFineBurgundy.label 'fine burgundy carpet'
TerrainDef: CarpetFineBurgundy.description 'Classic burgundy carpet for that
classic rich look.'
TerrainDef: CarpetFineIndigo.label 'fine indigo carpet'
TerrainDef: CarpetFineIndigo.description 'Soft and silky indigo carpet, for that
extra sense of pomp.'
TerrainDef: CarpetFineWhite.label 'fine white carpet'
TerrainDef: CarpetFineWhite.description 'Sublime white carpet, glimmering with
subtle patterns.'
TerrainDef: FineTileSandstone.label 'fine sandstone tile'
TerrainDef: FineTileSandstone.description 'Exquisite stone tiles, made with no
compromises, for expressing economic status. Slow to construct.'
TerrainDef: FineTileGranite.label 'fine granite tile'
TerrainDef: FineTileGranite.description 'Exquisite stone tiles, made with no
compromises, for expressing economic status. Slow to construct.'
TerrainDef: FineTileLimestone.label 'fine limestone tile'
TerrainDef: FineTileLimestone.description 'Exquisite stone tiles, made with no
compromises, for expressing economic status. Slow to construct.'
TerrainDef: FineTileSlate.label 'fine slate tile'
TerrainDef: FineTileSlate.description 'Exquisite stone tiles, made with no
compromises, for expressing economic status. Slow to construct.'
TerrainDef: FineTileMarble.label 'fine marble tile'
TerrainDef: FineTileMarble.description 'Exquisite stone tiles, made with no
compromises, for expressing economic status. Slow to construct.'
ThingCategoryDef: Neurotrainers.label 'neurotrainers'
ThingCategoryDef: NeurotrainersPsycast.label 'psytrainers'
ThingCategoryDef: Techprints.label 'techprints'
ThingCategoryDef: BodyPartsSimple.label 'simple parts'
ThingCategoryDef: BodyPartsProsthetic.label 'prosthetic'
ThingCategoryDef: BodyPartsBionic.label 'bionic'
ThingCategoryDef: BodyPartsUltra.label 'ultratech'
ThingCategoryDef: BodyPartsArchotech.label 'archotech'
ThingCategoryDef: WeaponsMeleeBladelink.label 'bladelink weapons'
ThingCategoryDef: ApparelArmor.label 'armor'
ThingCategoryDef: ArmorHeadgear.label 'headgear'
ThingCategoryDef: ApparelNoble.label 'noble apparel'
ThingCategoryDef: HeadgearNoble.label 'headgear'
ThingDef: Mote_SparkThrownFastBlue.label 'Mote'
ThingDef: Mote_Danger.label 'Mote'
ThingDef: Mote_BloodSplash.label 'Mote'
ThingDef: Mote_BodyImpact.label 'Mote'
ThingDef: Mote_GrowingFlash.label 'Mote'
ThingDef: Mote_PlainFlash.label 'Mote'
ThingDef: Mote_ActivatorCountdownFlash.label 'Mote'
ThingDef: Mote_ActivatorCountdownGlow.label 'Mote'
ThingDef: Mote_ActivatorProximityGlow.label 'Mote'
ThingDef: Mote_PsychicConditionCauserEffect.label 'Mote'
ThingDef: Mote_PsychicEmanatorEffect.label 'Mote'
ThingDef: Mote_ForceJob.label 'Mote'
ThingDef: Mote_ForceJobMaintained.label 'Mote'
ThingDef: Mote_PsycastPsychicEffect.label 'Mote'
ThingDef: Mote_PsycastPsychicLine.label 'Mote'
ThingDef: Mote_PsycastAreaEffect.label 'Mote'
ThingDef: DeathAcidifier.label 'death acidifier'
ThingDef: DeathAcidifier.description 'A chest implant for preventing enemy use of
captured equipment. Upon the user's death, it releases powerful chemicals that
dissolve gear in contact with the user's body. It doesn't damage others.'
ThingDef: Mote_AcidCloud.label 'Mote'
ThingDef: Urn.label 'urn'
ThingDef: Urn.description 'An ancient-style decorative container.'
ThingDef: PsychicDronerShipPart.label 'ship part (psychic droner)'
ThingDef: PsychicDronerShipPart.description 'An ancient ship part, torn off of a
craft of unknown origin. It might be thousands of years old.\n\nThis one contains a
psychic disturbance device. Using incomprehensible archotechnologies, it generates
a psychic signal that drives people and animals mad within a wide radius around
itself.'
ThingDef: DefoliatorShipPart.label 'ship part (defoliator)'
ThingDef: DefoliatorShipPart.description 'An ancient ship part, torn off of a craft
of unknown origin. It might be thousands of years old.\n\nThis one contains a
device which annihilates plant life near itself without directly affecting flesh
creatures. These kinds of weapons are sometimes scattered across farmlands or
forests during land, to remove the enemy's food supply and hiding places without
permanently ruining the territory. They're usually associated with orbital-drop
mechanoid armies.'
ThingDef: SteleLarge.label 'large stele'
ThingDef: SteleLarge.description 'A tall, thick slab with engravings on the sides.
Steles have been used since ancient times to memorialize individuals, battles, and
other important events.'
ThingDef: SteleGrand.label 'grand stele'
ThingDef: SteleGrand.description 'A towering slab with extensive engravings on the
sides. Steles have been used since ancient times to memorialize individuals,
battles, and other important events.'
ThingDef: RaisedRocks.label 'raised rocks'
ThingDef: RaisedRocks.description 'A fragile wall made of rubble. It will collapse
in time.'
ThingDef: Barricade.label 'barricade'
ThingDef: Barricade.description 'A waist-high barrier for use as cover from
incoming shots. Barricades are ugly, but provide better cover than other low
objects.'
ThingDef: Column.label 'column'
ThingDef: Column.description 'A column capable of holding a roof. Does not block
sight or movement and looks quite nice.'
ThingDef: EggDuckUnfertilized.label 'duck egg (unfert.)'
ThingDef: EggDuckUnfertilized.description 'An unfertilized duck egg. It can be
eaten raw, but it's much, much better cooked.'
ThingDef: EggDuckFertilized.label 'duck egg (fert.)'
ThingDef: EggDuckFertilized.description 'A fertilized duck egg. If all goes well,
it should hatch into a duckling. It can be eaten raw, but it's much better cooked.'
ThingDef: EggGooseUnfertilized.label 'goose egg (unfert.)'
ThingDef: EggGooseUnfertilized.description 'An unfertilized goose egg. It can be
eaten raw, but it's much, much better cooked.'
ThingDef: EggGooseFertilized.label 'goose egg (fert.)'
ThingDef: EggGooseFertilized.description 'A fertilized goose egg. If all goes well,
it should hatch into a baby goose. It can be eaten raw, but it's much better
cooked.'
ThingDef: WoolBison.label 'bison wool'
ThingDef: WoolBison.description 'Thick and coarse wool of a bison. Quite warm.'
ThingDef: WoolSheep.label 'sheep wool'
ThingDef: WoolSheep.description 'Sheep's wool. It provides good insulation.'
ThingDef: WoolYak.label 'yak wool'
ThingDef: WoolYak.description 'Rough and dense fiber of a yak. Good insulation, but
very rare.'
ThingDef: Leather_GuineaPig.label 'guinea pig fur'
ThingDef: Leather_GuineaPig.description 'Sheets of guinea pig fur. It is delicate,
but luxurious.'
ThingDef: UnfinishedSculpture.description 'An unfinished sculpture.'
ThingDef: UnfinishedGun.description 'An unfinished gun of some kind.'
ThingDef: UnfinishedWeapon.description 'An unfinished weapon.'
ThingDef: UnfinishedArmor.description 'An unfinished piece of simple armor.'
ThingDef: UnfinishedTechArmor.description 'An unfinished piece of high-tech armor.'
ThingDef: UnfinishedMetallicTechArmor.description 'An unfinished piece of metal
armor.'
ThingDef: UnfinishedApparel.description 'An unfinished piece of an apparel.'
ThingDef: UnfinishedBelt.description 'An unfinished piece of a belt.'
ThingDef: UnfinishedComponent.description 'An unfinished component.'
ThingDef: UnfinishedHealthItemProsthetic.label 'unfinished prosthetic'
ThingDef: UnfinishedHealthItemProsthetic.description 'An unfinished prosthetic.'
ThingDef: UnfinishedHealthItemBionic.label 'unfinished bionic'
ThingDef: UnfinishedHealthItemBionic.description 'An unfinished bionic.'
ThingDef: Apparel_ArmorHelmetRecon.label 'recon helmet'
ThingDef: Apparel_ArmorHelmetRecon.description 'A high-tech armored helmet with a
built-in status computer and a protective plasteel-weave plate.\n\nArmor like this
is often used by imperial scout troops or glitterworld police forces.'
ThingDef: Apparel_ArmorRecon.label 'recon armor'
ThingDef: Apparel_ArmorRecon.description 'A suit of light partially-powered armor,
designed to permit quick movement. Lightweight plasteel-weave plates block attacks
without compromising mobility, and neuro-memetic assistors in the lower body allow
a human to wear the armor and still move easily.\n\nArmor like this is often used
by imperial scout troops and glitterworld police forces.'
ThingDef: TriggerUnfogged.label 'trigger unfogged' (placeholder exists in
Ethereal_Various.xml)
ThingDef: Filth_MachineBits.label 'machine bits'
ThingDef: Gun_SmokeLauncher.label 'smoke launcher'
ThingDef: Gun_SmokeLauncher.description 'A wide-barreled smoke shell launcher. The
shell will upon impact release a cloud of smoke, obscuring incoming shots and
preventing turrets from locking on.'
ThingDef: Gun_SmokeLauncher.tools.stock.label 'stock'
ThingDef: Gun_SmokeLauncher.tools.barrel.label 'barrel'
ThingDef: Gun_SmokeLauncher.verbs.Verb_Shoot.label 'smoke launcher'
ThingDef: Bullet_SmokeLauncher.label 'smoke launcher shell'
ThingDef: Gun_EmpLauncher.label 'EMP launcher'
ThingDef: Gun_EmpLauncher.description 'A wide-barreled EMP shell launcher. The
shell will upon impact release a burst of electromagnetic energy, stunning
mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area
of effect.'
ThingDef: Gun_EmpLauncher.tools.stock.label 'stock'
ThingDef: Gun_EmpLauncher.tools.barrel.label 'barrel'
ThingDef: Gun_EmpLauncher.verbs.Verb_Shoot.label 'EMP launcher'
ThingDef: Bullet_EMPLauncher.label 'EMP launcher shell'
ThingDef: Gun_Needle.label 'needle gun'
ThingDef: Gun_Needle.description 'A long-range weapon used by mechanoids. Named
after its needle-like projectiles, it fires single shots with great accuracy. While
it does less damage than charge weapons, it can reach over very long distances.'
ThingDef: Gun_Needle.tools.barrel.label 'barrel'
ThingDef: Gun_Needle.verbs.Verb_Shoot.label 'needle gun'
ThingDef: Bullet_NeedleGun.label 'needle shot'
ThingDef: Duck.label 'duck'
ThingDef: Duck.description 'A very common type of farm bird, also appearing in the
wild, the duck is raised for its delicious meat. It grows quick but lays eggs quite
rarily.'
ThingDef: Duck.tools.claws.label 'claws'
ThingDef: Duck.tools.beak.label 'beak'
ThingDef: Duck.tools.head.label 'head'
ThingDef: Bison.label 'bison'
ThingDef: Bison.description 'A large plant eating mammal appearing in the savannah
wilderness. Tamed are quite docile, but enraged are fast and dangerous.'
ThingDef: Bison.tools.head.label 'head'
ThingDef: Bison.tools.left_hoof.label 'left hoof'
ThingDef: Bison.tools.right_hoof.label 'right hoof'
ThingDef: Goat.label 'goat'
ThingDef: Goat.description 'Naturally curious about the world, goats are among the
friendliest domesticated creature bred by mankind.'
ThingDef: Goat.tools.head.label 'head'
ThingDef: Goose.label 'goose'
ThingDef: Goose.description 'A domesticated bird kept by humans as poultry for it's
eggs and meat. Lays eggs very often, however they take a long time to hatch.'
ThingDef: Goose.tools.claws.label 'claws'
ThingDef: Goose.tools.beak.label 'beak'
ThingDef: Goose.tools.head.label 'head'
ThingDef: Sheep.label 'sheep'
ThingDef: Sheep.description 'Sheep husbandry is practised throughout the majority
of the inhabited worlds, however only recently it has been introduced to the
rimworlds. Domestic sheep are relatively small herbivores, usually with yellowish
wool and medium sized horns.'
ThingDef: Sheep.tools.head.label 'head'
ThingDef: Sheep.tools.left_hoof.label 'left hoof'
ThingDef: Sheep.tools.right_hoof.label 'right hoof'
ThingDef: Horse.label 'horse'
ThingDef: Horse.description 'A large hoofed mammal with a short coat, a long mane,
and a long tail. Horses have been domesticated since ancient times.'
ThingDef: Horse.race.meatLabel 'horse meat'
ThingDef: Horse.tools.head.label 'head'
ThingDef: Horse.tools.left_hoof.label 'left hoof'
ThingDef: Horse.tools.right_hoof.label 'right hoof'
ThingDef: Yak.label 'yak'
ThingDef: Yak.description 'Yaks are robust cattle with a bulky frame, short but
thick legs, and rounded cloven hooves that are splayed to help them walk in snow.'
ThingDef: Yak.race.meatLabel 'yak beef'
ThingDef: Yak.tools.head.label 'head'
ThingDef: Yak.tools.left_hoof.label 'left hoof'
ThingDef: Yak.tools.right_hoof.label 'right hoof'
ThingDef: GuineaPig.label 'guinea pig'
ThingDef: GuineaPig.description 'Neither a pig or a creature from Guinea, these
little rodents are bred to be a household pet and a delicious dinner.'
ThingDef: GuineaPig.tools.left_claw.label 'left claw'
ThingDef: GuineaPig.tools.right_claw.label 'right claw'
ThingDef: GuineaPig.tools.head.label 'head'
ThingDef: Donkey.label 'donkey'
ThingDef: Donkey.description 'A small relative of the horse, domesticated in
ancient times for farm work. Its goofy call is simultaneously annoying and
endearing.'
ThingDef: Donkey.tools.head.label 'head'
ThingDef: Donkey.tools.left_hoof.label 'left hoof'
ThingDef: Donkey.tools.right_hoof.label 'right hoof'
ThingDef: Mech_Pikeman.label 'pikeman'
ThingDef: Mech_Pikeman.description 'A clunky multi-legged combat mechanoid
specialized as a long-range weapons platform. While effective at distance, it is
weak in close-range fights and in melee combat.\n\nVeterans of mechanoid wars know
that often, the safest place to be around a pikeman is touching it.'
ThingDef: Mech_Pikeman.tools.front_left_leg.label 'front left leg'
ThingDef: Mech_Pikeman.tools.front_right_leg.label 'front right leg'
ThingDef: Mech_Pikeman.tools.head.label 'head'
ThingDef: Mote_CastPsycast.label 'Mote'
ThingDef: Mote_PsycastSkipEffect.label 'Mote'
ThingDef: Mote_PsycastSkipEffectSource.label 'Mote'
ThingDef: Mote_PsycastSkipLine.label 'Mote'
ThingDef: Mote_EntropyPulse.label 'Mote'
ThingDef: Mote_PsychicLinkLine.label 'Mote'
ThingDef: Mote_PsychicLinkPulse.label 'Mote'
ThingDef: Mote_ProximityScannerRadius.label 'Mote'
ThingDef: Mote_ProximityScannerActivated.label 'Mote'
ThingDef: Mote_MechDropBeaconActivated.label 'Mote'
ThingDef: Mote_Music.label 'Mote'
ThingDef: PsychicSilencer.label 'psychic silencer'
ThingDef: PsychicSilencer.description 'An archotech device that masks unintentional
psychic emissions, rendering them undetectable. As a side effect, it also induces
chronic pain.\n\nThis kind of implant is used by criminal psycasters, wildcasters,
and bladelink users to avoid detection by authorities.'
ThingDef: PsychicSensitizer.label 'psychic sensitizer'
ThingDef: PsychicSensitizer.description 'This brain implant stimulates growth in
the regions of the brain related to psychic interaction, thus increasing psychic
sensitivity.'
ThingDef: PsychicHarmonizer.label 'psychic harmonizer'
ThingDef: PsychicHarmonizer.description 'This brain implant projects the user's
mood in a spherical psychic field, forcing others nearby to feel a blurred,
simplified version of their emotions. It can be an powerful tool to keep morale
high, but if the user becomes unhappy, it can lead to collective disaster.'
ThingDef: PsychicReader.label 'psychic reader'
ThingDef: PsychicReader.description 'Gives limited mind-reading ability, improving
the user’s ability to get the upper hand in negotiations and social situations. The
effect is proportional to the user’s psychic sensitivity.'
ThingDef: PsychicAmplifier.label 'psychic amplifier'
ThingDef: PsychicAmplifier.description 'An archotech device that links the brain to
a larger psychic field. With training in specific abilities, the user can throw
psycasts with diverse effects.\n\nThis implant can be upgraded through several
levels. Higher levels permit the use of more powerful psycasts.\n\nThe psychic
amplifier can be self-installed by one person with no chance of failure. The user
presses the unit into their skull, where it inserts its neural tendrils and binds
itself to the bone. Removing it requires a surgeon.\n\nImperials laws restrict the
use of the psychic amplifer to specific royal titles. Illegal use the amplifier
runs the risk of having your psychic signature detected and causing diplomatic
consequences.'
ThingDef: PsychicAmplifier.comps.CompUsableImplant.useLabel 'Install psychic
amplifier'
ThingDef: Neurocalculator.label 'neurocalculator'
ThingDef: Neurocalculator.description 'A non-intelligent microcomputer controlled
by a visual/tactile neural interface. It assists with memory and calculation, like
a calculator and notepad embedded in the brain.'
ThingDef: LearningAssistant.label 'learning assistant'
ThingDef: LearningAssistant.description 'A sensory recording system that replays
important experiences during sleep, strengthening the formation of new memories.'
ThingDef: GastroAnalyzer.label 'gastro-analyzer'
ThingDef: GastroAnalyzer.description 'This bionic nose implant enhances the sense
of smell, with a focus towards food-related smells. A multi-layered ultrafine
absorption mesh detects compounds in the air. A microprocessor formats the readings
into an olfactory nerve signal to send to the brain through a nerve-link interface.
The result is that the user can smell foods with a depth, richness, and precision
unknown among unenhanced humans, allowing them to cook more effectively. The whole
unit is small enough to be installed in the nose without affecting the user's
appearance.'
ThingDef: Immunoenhancer.label 'immunoenhancer'
ThingDef: Immunoenhancer.description 'An analysis computer inspects the
bloodstream, classifies pathogens, and rapidly prompts the body’s natural immune
system to respond to them faster than it could alone. This speeds immunity gain
significantly.'
ThingDef: Coagulator.label 'coagulator'
ThingDef: Coagulator.description 'Releases coagulating factors in response to blood
loss, reducing bleeding rates significantly.'
ThingDef: HealingEnhancer.label 'healing enhancer'
ThingDef: HealingEnhancer.description 'Releases nanomachines and healing factors
that speed up wound healing. This implant only helps with physical wounds, and does
nothing to combat disease or other health problems.'
ThingDef: ToughskinGland.label 'toughskin gland'
ThingDef: ToughskinGland.description 'This bionic gland releases chemicals and
nanomachines that toughen the skin, making it somewhat more resistant to damage.
While it doesn't add as much protection as some other skin-hardening glands, the
toughskin gland has the advantage of not noticeably altering the user's
appearance.'
ThingDef: ArmorskinGland.label 'armorskin gland'
ThingDef: ArmorskinGland.description 'This bionic gland releases chemicals and
nanomachines that toughen the skin and add flexible subdermal keratin plates at
strategic points. This makes the user more resistant to damage across their whole
body. Unfortunately, these changes make the skin appear leathery, with wrinkles
across the whole body and face, which is generally considered ugly.'
ThingDef: StoneskinGland.label 'stoneskin gland'
ThingDef: StoneskinGland.description 'This bionic gland releases chemical and
nanomachines that transform the user's skin into a built-in suit of armor. The
whole epidermis thickens and hardens to resist burns, while jointed exterior
keratin plates form everywhere they can - including the head and face. While it's
very difficult to physically hurt someone using this implant, the plates and hard
skin significantly reduces the user's physical attractiveness.'
ThingDef: AestheticShaper.label 'aesthetic shaper'
ThingDef: AestheticShaper.description 'A sophisticated package of hormonal and
mechanite influences shapes the muscles and fat on the body, adding non-functional
aesthetic tissue where needed to achieve a desired appearance. This implant can be
configured to form various body shapes according to the user’s taste - or that of
their partner.'
ThingDef: AestheticNose.label 'aesthetic nose'
ThingDef: AestheticNose.description 'The nose is shaped to the user’s desired form,
matching prevalent beauty standards and enhancing physical impressions.'
ThingDef: LoveEnhancer.label 'love enhancer'
ThingDef: LoveEnhancer.description 'Humans have always tried to use every new
technology to enhance sexual satisfaction. Bionics were no exception. This implant
makes physical and chemical changes to the body which enhance the experience of
lovin’ for both partners - both physically and psychologically. The implant unit
can adapt to enhance both men and women upon being implanted.'
ThingDef: DetoxifierStomach.label 'detoxifier stomach'
ThingDef: DetoxifierStomach.description 'An artificial stomach replacement with a
broad-spectrum toxin filter and neutralization system. It allows the user to eat
almost anything without ever worrying about food poisoning.'
ThingDef: ReprocessorStomach.label 'reprocessor stomach'
ThingDef: ReprocessorStomach.description 'An advanced chemical processing system
breaks down nutrients the body could normally never use, leading to increased
efficiency.'
ThingDef: NuclearStomach.label 'nuclear stomach'
ThingDef: NuclearStomach.description 'A micro-nuclear reactor combined with complex
chemical synthesis replaces the body’s need for food energy. Food is required only
to replace matter lost from the body, reducing the user’s intake needs
significantly. This artifical stomach cannot get food poisoning. However, there is
little room to the shield the reactor, so the radiation increases the risk of
cancer.'
ThingDef: CircadianAssistant.label 'circadian assistant'
ThingDef: CircadianAssistant.description 'An artificial gland. Produces chemicals
and nanomachines that clear toxin buildup from the brain.'
ThingDef: CircadianHalfCycler.label 'circadian half-cycler'
ThingDef: CircadianHalfCycler.description 'A signal redirector which isolates half
of the brain, allowing the other half to sleep while the user remains outwardly
awake. By alternating brain halves, the user never needs to sleep. Unfortunately,
two hemispheres are better than one - working with half a brain causes a reduction
in consciousness.'
ThingDef: Mindscrew.label 'mindscrew'
ThingDef: Mindscrew.description 'Inflicts continuous pain on the user. Mindscrews
are used by some authorities as a long-term punishment. Some even install them
voluntarily as a demonstration of ideological or religious devotion.'
ThingDef: DrillArm.label 'drill arm'
ThingDef: DrillArm.description 'A mechanical arm replacement for speeding up
mining. It has a built-in snake drill, which allows the miner to rapidly find and
exploit weak lines in the rock. It also has a general-purpose manipulator which,
while not useless for non-mining tasks, is inferior to a natural hand.'
ThingDef: FieldHand.label 'field hand'
ThingDef: FieldHand.description 'This mechanical hand replacement is made to speed
up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like
protrusions can simultaneously harvest from several points on the same plant, or
precisely sow several holes at once. It can also be used for other tasks, but for
this purpose is inferior to a natural hand.'
ThingDef: HandTalon.label 'hand talon'
ThingDef: HandTalon.description 'A razor-sharp talon which extends from a hidden
opening between the middle and ring fingers. The talon is longer than the palm, but
it becomes flexible upon retracting, allowing the user to curl it up and conceal it
inside the palm of the hand.'
ThingDef: ElbowBlade.label 'elbow blade'
ThingDef: ElbowBlade.description 'A razor-sharp blade that extends at will from a
hidden opening at the end of the ulna. Appearing without warning, it can be used
for devastating slice attacks.'
ThingDef: KneeSpike.label 'knee spike'
ThingDef: KneeSpike.description 'A spike that extends at will from a hidden opening
on the front of the knee. Appearing without warning, it can be used for devastating
stabbing attacks.'
ThingDef: VenomFangs.label 'venom fangs'
ThingDef: VenomFangs.description 'A pair of tiny injectors implanted through the
canine teeth, connected to a venom pump. The user can bite an enemy, extend the
injectors, and pump venom into the target.'
ThingDef: VenomTalon.label 'venom talon'
ThingDef: VenomTalon.description 'A retractable finger talon connected to a venom
pump in the lower arm. The user can scratch an enemy while squirting venom into the
wound. The talon is designed to be installed in the middle finger.'
ThingDef: SunBlocker.label 'sun blocker'
ThingDef: SunBlocker.description 'An ultratech machine that generates a sheet of
exotic fields at high altitude, turning the sky opaque and blocking the sun.'
ThingDef: SmokeSpewer.label 'smoke spewer'
ThingDef: SmokeSpewer.description 'An ultratech weapon of mass destruction designed
for area denial. By harvesting available compounds and converting them into self-
reproducing opaque molecules, it can spew enough smoke to block the sun in a whole
region of the planet.'
ThingDef: ToxicSpewer.label 'toxic spewer'
ThingDef: ToxicSpewer.description 'An ultratech weapon of mass destruction designed
for area denial. This device harvests available compounds and converts them into
self-reproducing poisons. By spewing these into the atmosphere, it can poison a
whole region of the planet.'
ThingDef: WeatherController.label 'weather controller'
ThingDef: WeatherController.description 'An ultratech device for controlling
weather. Using chemicals and exotic fields, it forces the weather into a particular
configuration.'
ThingDef: ClimateAdjuster.label 'climate adjuster'
ThingDef: ClimateAdjuster.description 'An ultratech device for controlling climate.
Using chemicals and exotic fields to manipulate the atmosphere, it shifts the
temperature in this region of the world.'
ThingDef: PsychicDroner.label 'psychic droner'
ThingDef: PsychicDroner.description 'An archotech device transmitting the thoughts
of a mad superintelligence. It generates a massive psychic drone tuned to one
gender and affecting a whole region of the planet. People of that gender will be
disturbed by the effect, reducing their mood and possibly driving them insane. The
effect is modulated by an individual's psychic sensitivity.'
ThingDef: PsychicSuppressor.label 'psychic suppressor'
ThingDef: PsychicSuppressor.description 'An archotech device that generates a
massive psychic suppression field tuned to a particular gender. People of that
gender have their psychic activity suppressed, reducing their consciousness. The
effect is modulated by an individual's psychic sensitivity.'
ThingDef: EMIDynamo.label 'EMI dynamo'
ThingDef: EMIDynamo.description 'A massive electromagnetic interference generator.
It interferes with or shuts down electrical devices in nearby regions.'
ThingDef: Shuttle.label 'shuttle'
ThingDef: Shuttle.description 'A spacer-tech shuttle designed for transit between
surface and orbit, or between moons of a planetary system.'
ThingDef: Drape.label 'drape'
ThingDef: Drape.description 'A decorative sheet hanging from a vertical wooden
frame. Appropriate for royal rooms.'
ThingDef: Brazier.label 'brazier'
ThingDef: Brazier.description 'A bowl-shaped furnishing used to hold a fire. Will
light the surroundings and create heat.'
ThingDef: Throne.label 'throne'
ThingDef: Throne.description 'A large, ornate chair, designed for a noble to sit
and reign. Thrones define the room in which they are placed as a throneroom, and
sitting on the satisfies nobles' need for authority.'
ThingDef: GrandThrone.label 'grand throne'
ThingDef: GrandThrone.description 'A massive, ornate chair, designed for a noble to
sit and reign. Thrones define the room in which they are placed as a throneroom,
and sitting on the satisfies nobles' need for authority.'
ThingDef: UnstablePowerCell.label 'unstable power cell'
ThingDef: UnstablePowerCell.description 'A mechanoid power generation unit. The
vanometric power core will run forever, extracting energy from quantum foam
fluctuations.\n\nAn internal amplifier system makes it unstable. If damaged, the
unit will generate a massive explosion.\n\nSome brave humans steal these from
mechanoids for their own use as power plants or defensive bombs. However, an
unintentional detonation can be devastating.'
ThingDef: Defoliator.label 'defoliator'
ThingDef: Defoliator.description 'An area-denial device which annihilates nearby
plants without affecting animals.\n\nIn planetary wars, these weapons are scattered
across farmlands or jungles to deny the enemy food or cover. They're usually
associated with orbital-drop mechanoid swarms.'
ThingDef: ActivatorCountdown.label 'count-down activator'
ThingDef: ActivatorCountdown.description 'A timed mechanoid activation unit. After
counting down, it will wake nearby dormant mechanoids and structures.'
ThingDef: ActivatorProximity.label 'proximity activator'
ThingDef: ActivatorProximity.description 'A proximity alarm for dormant mechanoids.
If it detects a human-like threat nearby, it will awaken any nearby dormant
mechanoids or structures.'
ThingDef: ShieldGeneratorMortar.label 'mortar shield'
ThingDef: ShieldGeneratorMortar.description 'A shielding device which projects a
momentum repulsor field. Shots can go out, but not in.\n\nThis one is tuned to high
angles, so it will block mortar rounds.\n\nThe unit can be temporarily disabled by
EMP attacks, either by shocking the projector unit itself, or using EMP munitions
on the shield.'
ThingDef: ShieldGeneratorBullets.label 'bullet shield'
ThingDef: ShieldGeneratorBullets.description 'A shielding device which projects a
momentum repulsor field. Shots can go out, but not in.\n\nThis one is tuned to low
angles, so it will block ground-level projectiles like bullets.\n\nThe unit can be
temporarily disabled by EMP attacks, either by shocking the projector unit itself,
or using EMP munitions on the shield.'
ThingDef: MechAssembler.label 'mech assembler'
ThingDef: MechAssembler.description 'An automated mechanoid factory. It
periodically assembles and deploys new mechanoids.'
ThingDef: MechDropBeacon.label 'mech drop beacon'
ThingDef: MechDropBeacon.description 'A mechanoid reinforcement drop beacon. When
activated, it calls in a group of mechs to land in drop pods nearby.'
ThingDef: Turret_AutoMiniTurret.label 'mini-slugger turret'
ThingDef: Turret_AutoMiniTurret.description 'A self-powered, short-ranged defense
turret mounted with a slug-thrower. May explode when damaged.'
ThingDef: Gun_MiniTurretMech.label 'mini-slugger'
ThingDef: Gun_MiniTurretMech.description 'An automatic turret-mounted slug-
thrower.'
ThingDef: Gun_MiniTurretMech.verbs.Verb_Shoot.label 'mini-slugger'
ThingDef: Bullet_MiniSlug.label 'mini-slug'
ThingDef: Turret_AutoChargeBlaster.label 'auto charge blaster turret'
ThingDef: Turret_AutoChargeBlaster.description 'A self-powered turret mounted with
a heavy charge blaster.'
ThingDef: Gun_ChargeBlasterHeavyTurret.label 'heavy charge blaster'
ThingDef: Gun_ChargeBlasterHeavyTurret.description 'A pulse-charged rapid-fire
blaster for area suppressive fire.'
ThingDef: Gun_ChargeBlasterHeavyTurret.tools.barrel.label 'barrel'
ThingDef: Gun_ChargeBlasterHeavyTurret.verbs.Verb_Shoot.label 'heavy charge
blaster'
ThingDef: Turret_AutoInferno.label 'auto inferno turret'
ThingDef: Turret_AutoInferno.description 'A self-powered turret mounted with an
inferno cannon.'
ThingDef: Gun_InfernoCannonTurret.label 'inferno cannon'
ThingDef: Gun_InfernoCannonTurret.description 'An incendiary-shot mini-artillery
device. It fires a large incendiary warhead.'
ThingDef: Gun_InfernoCannonTurret.tools.barrel.label 'barrel'
ThingDef: Gun_InfernoCannonTurret.verbs.Verb_Shoot.label 'inferno cannon'
ThingDef: Turret_AutoMortar.label 'auto mortar'
ThingDef: Turret_AutoMortar.description 'A self-powered, self-loading, automatic
mortar. It can hit targets at any distance, over walls, but is quite inaccurate.'
ThingDef: Artillery_AutoMortar.label 'auto-mortar'
ThingDef: Artillery_AutoMortar.verbs.Verb_Shoot.label 'auto-mortar'
ThingDef: UnfinishedMusicalInstrument.label 'unfinished musical instrument'
ThingDef: UnfinishedMusicalInstrument.description 'An unfinished musical
instrument.'
ThingDef: Harp.label 'harp'
ThingDef: Harp.description 'A simple stationary musical instrument. A row of
strings are stretched over a frame and plucked directly by a musician's
fingers.\n\nIt can be crafted at a crafting spot, art bench, or smithy.'
ThingDef: Harpsichord.label 'harpsichord'
ThingDef: Harpsichord.description 'A complex stationary musical instrument. A
musician touches a row of keys on the front of the instrument. Each key is attached
to an internal mechanism which plucks one of a row of strings stretched over a
wooden frame. While it permits more complex composition than the harp, its wooden
construction and plucking mechanism limit its output volume and
expressiveness.\n\nIt can be crafted at an art bench or smithy.'
ThingDef: Piano.label 'piano'
ThingDef: Piano.description 'An advanced stationary musical instrument. It is
played by pressing a row of keys, which causes hammers to strike internal strings
stretched over a steel frame. The hammer mechanism and high-tension strings allow
the musician to play both very soft and very loud, making the piano a very
expressive instrument.\n\nIt can be crafted at a smithy.'
ThingDef: Apparel_PsyfocusHelmet.label 'psyfocus helmet'
ThingDef: Apparel_PsyfocusHelmet.description 'A lightweight helmet designed for
psychic focusing. While it provides little physical protection, its special
materials enhance the wearer's psychic sensitivity and dissipate psychic entropy.'
ThingDef: Apparel_PsyfocusShirt.label 'psyfocus shirt'
ThingDef: Apparel_PsyfocusShirt.description 'A shirt embedded with special psychic
focusing materials. These enhance psychic sensitivity and help dissipate psychic
entropy.'
ThingDef: Apparel_PsyfocusVest.label 'psyfocus vest'
ThingDef: Apparel_PsyfocusVest.description 'A thin vest embedded with special
psychic focusing materials. These enhance psychic sensitivity and help dissipate
psychic entropy.'
ThingDef: Apparel_PsyfocusRobe.label 'psyfocus robe'
ThingDef: Apparel_PsyfocusRobe.description 'A long robe embedded with special
psychic focusing materials. These enhance psychic sensitivity and help dissipate
psychic entropy.'
ThingDef: Apparel_ShirtRuffle.label 'ruffle shirt'
ThingDef: Apparel_ShirtRuffle.description 'A ruffle-collared shirt with buttons.
Appropriate for a noble.'
ThingDef: Apparel_Corset.label 'corset'
ThingDef: Apparel_Corset.description 'An embroidered corset with strong wire
support to maintain a ladylike shape. Appropriate for middle-upper-ranked
noblewomen.'
ThingDef: Apparel_VestRoyal.label 'royal vest'
ThingDef: Apparel_VestRoyal.description 'An embroidered vest which marks the wearer
as one of noble power. Appropriate for middle-upper tier noblemen.'
ThingDef: Apparel_RobeRoyal.label 'royal robe'
ThingDef: Apparel_RobeRoyal.description 'A long flowing robe embroidered with
complex decorative designs. Wildly impractical, its purpose is to mark the wearer
as a powerful noble.'
ThingDef: Apparel_HatLadies.label 'ladies hat'
ThingDef: Apparel_HatLadies.description 'A dainty ladies' hat with complex
embroidery. Appropriate for middle-ranked noblewomen.'
ThingDef: Apparel_HatTop.label 'top hat'
ThingDef: Apparel_HatTop.description 'A tall, stiff, shiny hat. Appropriate for
middle-tier noblemen.'
ThingDef: Apparel_Coronet.label 'coronet'
ThingDef: Apparel_Coronet.description 'A tiny crown-like piece of headwear made of
metal. It marks the wearer as a noble with stature.'
ThingDef: Apparel_Crown.label 'crown'
ThingDef: Apparel_Crown.description 'A grand crown of metal with an elaborate
design. Worn by upper-ranking nobles.'
ThingDef: Apparel_ArmorCataphract.label 'cataphract armor'
ThingDef: Apparel_ArmorCataphract.description 'A suit of heavy powered armor, built
for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates
with solid ablative coatings stop all but the most well-aimed or powerful attacks.
Neuro-memetic assistors prevent the suit's massive weight from immobilizing the
wearer entirely, but the suit is still quite cumbersome.\n\nArmor like this is used
by imperial cataphracts to break heavily fortified positions in frontal assaults
when no other option is available.'
ThingDef: Apparel_ArmorHelmetCataphract.label 'cataphract helmet'
ThingDef: Apparel_ArmorHelmetCataphract.description 'A heavily-armored high-tech
helmet, with a solid plasteel-weave shell and indirect visual system for non-
frontal view angles. It protects against all but the most powerful or luckily-aimed
shots.\n\nArmor like this is used by imperial cataphracts to break heavily
fortified positions in frontal assaults when no other option is available.'
ThingDef: ShuttleIncoming.label 'shuttle (incoming)'
ThingDef: ShuttleLeaving.label 'shuttle (leaving)'
ThingDef: MonumentMarker.label 'monument marker'
ThingDef: MonumentMarker.description 'Marks the place where you intend to build a
monument. Once placed, this cannot be moved.'
ThingDef: MeleeWeapon_MonoSwordBladelink.label 'link monosword'
ThingDef: MeleeWeapon_MonoSwordBladelink.description 'A crystal-metallic longsword
infused with mechanites that maintain a mono-molecular cutting edge. It cuts
through even thick armor with ease, while its light weight and onboard persona
permit extremely fast attacks.\n\nThis weapon has an onboard persona that can bond
to only a single person. The wielder and intelligent weapon can synchronize their
reflexes and attack with freightening speed, accuracy, and creativity. Once bonded
to a wielder, the weapon's persona will refuse to be wielded by anyone else.'
ThingDef: MeleeWeapon_MonoSwordBladelink.tools.handle.label 'handle'
ThingDef: MeleeWeapon_MonoSwordBladelink.tools.point.label 'point'
ThingDef: MeleeWeapon_MonoSwordBladelink.tools.edge.label 'edge'
ThingDef: MeleeWeapon_ZeusHammerBladelink.label 'link zeushammer'
ThingDef: MeleeWeapon_ZeusHammerBladelink.description 'A warhammer with an embedded
EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to
the physical damage.\n\nThis weapon has an onboard persona that can bond to only a
single person. The wielder and intelligent weapon can synchronize their reflexes
and attack with freightening speed, accuracy, and creativity. Once bonded to a
wielder, the weapon's persona will refuse to be wielded by anyone else.'
ThingDef: MeleeWeapon_ZeusHammerBladelink.tools.handle.label 'handle'
ThingDef: MeleeWeapon_ZeusHammerBladelink.tools.head.label 'head'
ThingDef: MeleeWeapon_PlasmaSwordBladelink.label 'link plasmasword'
ThingDef: MeleeWeapon_PlasmaSwordBladelink.description 'A metal-cored sword with a
cutting edge. Plasma is wrapped around the core, held in place by an energy field.
Targets are both sliced by the metal core, as well as burned or ignited by the
plasma sheath.\n\nThis weapon has an onboard persona that can bond to only a single
person. The wielder and intelligent weapon can synchronize their reflexes and
attack with freightening speed, accuracy, and creativity. Once bonded to a wielder,
the weapon's persona will refuse to be wielded by anyone else.'
ThingDef: MeleeWeapon_PlasmaSwordBladelink.tools.handle.label 'handle'
ThingDef: MeleeWeapon_PlasmaSwordBladelink.tools.point.label 'point'
ThingDef: MeleeWeapon_PlasmaSwordBladelink.tools.edge.label 'edge'
ThingDef: MeleeWeapon_Axe.label 'axe'
ThingDef: MeleeWeapon_Axe.description 'An advanced form of one of mankind's oldest
weapons, the war axe is a short blade attached to a shaft. The simple, ancient
design concentrates cutting power generated from strong overhand swings.'
ThingDef: MeleeWeapon_Axe.tools.handle.label 'handle'
ThingDef: MeleeWeapon_Axe.tools.edge.label 'edge'
ThingDef: MeleeWeapon_Warhammer.label 'warhammer'
ThingDef: MeleeWeapon_Warhammer.description 'A long polearm topped with a brutal
hammer. The powerful blunt impacts can pulverize an enemy's insides, even through
armor.'
ThingDef: MeleeWeapon_Warhammer.tools.handle.label 'handle'
ThingDef: MeleeWeapon_Warhammer.tools.head.label 'head'
ThingDef: MeleeWeapon_MonoSword.label 'monosword'
ThingDef: MeleeWeapon_MonoSword.description 'A crystal-metallic longsword infused
with mechanites that maintain a mono-molecular cutting edge. It cuts through even
thick armor with ease, and its light weight permits fast attacks.'
ThingDef: MeleeWeapon_MonoSword.tools.handle.label 'handle'
ThingDef: MeleeWeapon_MonoSword.tools.point.label 'point'
ThingDef: MeleeWeapon_MonoSword.tools.edge.label 'edge'
ThingDef: MeleeWeapon_Zeushammer.label 'zeushammer'
ThingDef: MeleeWeapon_Zeushammer.description 'A warhammer with an embedded EMP
capacitor. Upon impact, it blasts the target with an EMP burst in addition to the
physical damage.'
ThingDef: MeleeWeapon_Zeushammer.tools.handle.label 'handle'
ThingDef: MeleeWeapon_Zeushammer.tools.head.label 'head'
ThingDef: MeleeWeapon_PlasmaSword.label 'plasmasword'
ThingDef: MeleeWeapon_PlasmaSword.description 'A metal-cored sword with a cutting
edge. Plasma is wrapped around the core, held in place by an energy field. Targets
are both sliced by the metal core, as well as burned or ignited by the plasma
sheath.'
ThingDef: MeleeWeapon_PlasmaSword.tools.handle.label 'handle'
ThingDef: MeleeWeapon_PlasmaSword.tools.point.label 'point'
ThingDef: MeleeWeapon_PlasmaSword.tools.edge.label 'edge'
ThingDef: OrbitalTargeterMechCluster.label 'orbital mech cluster targeter'
ThingDef: OrbitalTargeterMechCluster.description 'An ancient military targeting
device. It signals an orbital platform to drop a mechanoid combat cluster at the
targeted point. The cluster may include any mixture of mechanoids and mech defense
structures.\n\nThough they may have once had some allegiance to the ancient army
that created this unit, any mechs dropped now will indiscriminately attack any
human they see - including the one that summoned them.\n\nThe unit only contains
one usage code, so it can only be used once.'
ThingDef: OrbitalTargeterMechCluster.verbs.Verb_MechCluster.label 'orbital mech
cluster targeter'
ThingDef: MeleeWeapon_PsyfocusStaff.label 'psyfocus staff'
ThingDef: MeleeWeapon_PsyfocusStaff.description 'An ultratech light staff threaded
with psychic focusing materials. Though it is relatively ineffective as a weapon, a
psycaster wielding this will have greater psychic sensitivity and will dissipate
psychic entropy faster.'
ThingDef: MeleeWeapon_PsyfocusStaff.tools.head.label 'head'
ThoughtDef: Expectations.stages.skyhigh_expectations.label 'sky-high expectations'
ThoughtDef: Expectations.stages.skyhigh_expectations.description 'I should be made
very comfortable here.'
ThoughtDef: Expectations.stages.high_expectations.label 'high expectations'
ThoughtDef: Expectations.stages.high_expectations.description 'There's no reason I
shouldn't have the things I want.'
ThoughtDef: Expectations.stages.moderate_expectations.label 'moderate expectations'
ThoughtDef: Expectations.stages.moderate_expectations.description 'I can't expect
to be totally pampered.'
ThoughtDef: Expectations.stages.low_expectations.label 'low expectations'
ThoughtDef: Expectations.stages.low_expectations.description 'I can't expect great
comforts.'
ThoughtDef: Expectations.stages.very_low_expectations.label 'very low expectations'
ThoughtDef: Expectations.stages.very_low_expectations.description 'I need to keep
myself strong to survive.'
ThoughtDef: Expectations.stages.extremely_low_expectations.label 'extremely low
expectations'
ThoughtDef: Expectations.stages.extremely_low_expectations.description 'I'd better
steel myself to survive.'
ThoughtDef: Expectations.stages.noble_expectations.label 'noble expectations'
ThoughtDef: Expectations.stages.noble_expectations.description 'I am above the
little people and should be made happy every moment.'
ThoughtDef: Expectations.stages.royal_expectations.label 'royal expectations'
ThoughtDef: Expectations.stages.royal_expectations.description 'My majesty... I can
hardly believe it myself. A moment's discomfort is below me.'
ThoughtDef: AnestheticHigh.stages.anesthetic_wooziness.label 'anesthetic wooziness'
ThoughtDef: AnestheticHigh.stages.anesthetic_wooziness.description 'I feel so
heavy... and so relaxed...'
ThoughtDef: AttendedConcert.stages.attended_concert.label 'attended concert'
ThoughtDef: AttendedConcert.stages.attended_concert.description 'I enjoyed
listening to that performance.'
ThoughtDef: HeldConcert.stages.held_concert.label 'held concert'
ThoughtDef: HeldConcert.stages.held_concert.description 'They loved me. They really
loved me.'
ThoughtDef: TerribleSpeech.stages.terrible_speech.label 'terrible speech'
ThoughtDef: TerribleSpeech.stages.terrible_speech.description 'That speech was
atrocious. It made me realize how little hope we really have.'
ThoughtDef: UninspiringSpeech.stages.uninspiring_speech.label 'uninspiring speech'
ThoughtDef: UninspiringSpeech.stages.uninspiring_speech.description 'That speech
was more awkward than inspiring. If that's who we're listening to, I'm worried.'
ThoughtDef: EncouragingSpeech.stages.encouraging_speech.label 'encouraging speech'
ThoughtDef: EncouragingSpeech.stages.encouraging_speech.description 'That speech
made me feel like we have a solid path forward.'
ThoughtDef: InspirationalSpeech.stages.inspirational_speech.label 'inspirational
speech'
ThoughtDef: InspirationalSpeech.stages.inspirational_speech.description 'That
speech was moving emotionally and intellectually. I am filled with purpose.'
ThoughtDef: ColonistLost.stages.colonist_lost.label 'colonist lost'
ThoughtDef: ColonistLost.stages.colonist_lost.description 'We just lost someone of
our colony in a tragic way.'
ThoughtDef: BondedAnimalLost.stages.bonded_animal_lost.label 'bonded animal {0}
lost'
ThoughtDef: BondedAnimalLost.stages.bonded_animal_lost.description 'Such a tender,
unique animal. This universe is evil!'
ThoughtDef: PawnWithGoodOpinionLost.stages.my_friend_lost.label 'my friend {0}
lost'
ThoughtDef: PawnWithGoodOpinionLost.stages.my_friend_lost.description 'Such a
wonderful person, lost. The universe gets darker every day.'
ThoughtDef: PawnWithBadOpinionLost.stages.my_rival_lost.label 'my rival {0} lost'
ThoughtDef: PawnWithBadOpinionLost.stages.my_rival_lost.description 'Serves them
right. At least there's some justice in this world.'
ThoughtDef: MySonLost.stages.my_son_lost.label 'my son {0} lost'
ThoughtDef: MySonLost.stages.my_son_lost.description 'My son has gone lost. I hope
he will get back to us someday.'
ThoughtDef: MyDaughterLost.stages.my_daughter_lost.label 'my daughter {0} lost'
ThoughtDef: MyDaughterLost.stages.my_daughter_lost.description 'My daughter has
gone lost. I hope she will get back to us someday.'
ThoughtDef: MyHusbandLost.stages.my_husband_lost.label 'my husband {0} lost'
ThoughtDef: MyHusbandLost.stages.my_husband_lost.description 'My husband has gone
lost. I hope he will get back to us someday.'
ThoughtDef: MyWifeLost.stages.my_wife_lost.label 'my wife {0} lost'
ThoughtDef: MyWifeLost.stages.my_wife_lost.description 'My wife has gone lost. I
hope she will get back to us someday.'
ThoughtDef: MyFianceLost.stages.my_fiance_lost.label 'my fiance {0} lost'
ThoughtDef: MyFianceLost.stages.my_fiance_lost.description 'My fiance has gone
lost. I hope he will get back to us someday.'
ThoughtDef: MyFianceeLost.stages.my_fiance_lost.label 'my fiancée {0} lost'
ThoughtDef: MyFianceeLost.stages.my_fiance_lost.description 'My fiancée has gone
lost. I hope she will get back to us someday.'
ThoughtDef: MyLoverLost.stages.my_lover_lost.label 'my lover {0} lost'
ThoughtDef: MyLoverLost.stages.my_lover_lost.description 'My lover has gone lost. I
hope he will get back to us someday.'
ThoughtDef: MyBrotherLost.stages.my_brother_lost.label 'my brother {0} lost'
ThoughtDef: MyBrotherLost.stages.my_brother_lost.description 'My brother has gone
lost. I hope he will get back to us someday.'
ThoughtDef: MySisterLost.stages.my_sister_lost.label 'my sister {0} lost'
ThoughtDef: MySisterLost.stages.my_sister_lost.description 'My sister has gone
lost. I hope she will get back to us someday.'
ThoughtDef: MyGrandchildLost.stages.my_grandchild_lost.label 'my grandchild {0}
lost'
ThoughtDef: MyGrandchildLost.stages.my_grandchild_lost.description 'My grandchild
has gone lost. I hope they will get back to us someday.'
ThoughtDef: MyFatherLost.stages.my_father_lost.label 'my father {0} lost'
ThoughtDef: MyFatherLost.stages.my_father_lost.description 'My father has gone
lost. I hope he will get back to us someday.'
ThoughtDef: MyMotherLost.stages.my_mother_lost.label 'my mother {0} lost'
ThoughtDef: MyMotherLost.stages.my_mother_lost.description 'My mother has gone
lost. I hope she will get back to us someday.'
ThoughtDef: MyNieceLost.stages.my_niece_lost.label 'my niece {0} lost'
ThoughtDef: MyNieceLost.stages.my_niece_lost.description 'My niece has gone lost. I
hope she will get back to us someday.'
ThoughtDef: MyNephewLost.stages.my_nephew_lost.label 'my nephew {0} lost'
ThoughtDef: MyNephewLost.stages.my_nephew_lost.description 'My nephew has gone
lost. I hope he will get back to us someday.'
ThoughtDef: MyHalfSiblingLost.stages.my_halfsibling_lost.label 'my half-sibling {0}
lost'
ThoughtDef: MyHalfSiblingLost.stages.my_halfsibling_lost.description 'My half-
sibling has gone lost.'
ThoughtDef: MyAuntLost.stages.my_aunt_lost.label 'my aunt {0} lost'
ThoughtDef: MyAuntLost.stages.my_aunt_lost.description 'My aunt has gone lost. I
hope she will get back to us someday.'
ThoughtDef: MyUncleLost.stages.my_uncle_lost.label 'my uncle {0} lost'
ThoughtDef: MyUncleLost.stages.my_uncle_lost.description 'My uncle has gone lost. I
hope he will get back to us someday.'
ThoughtDef: MyGrandparentLost.stages.my_grandparent_lost.label 'my grandparent {0}
lost'
ThoughtDef: MyGrandparentLost.stages.my_grandparent_lost.description 'My
grandparent has gone lost.'
ThoughtDef: MyCousinLost.stages.my_cousin_lost.label 'my cousin {0} lost'
ThoughtDef: MyCousinLost.stages.my_cousin_lost.description 'My cousin has gone
lost.'
ThoughtDef: MyKinLost.stages.my_kin_lost.label 'my kin {0} lost'
ThoughtDef: MyKinLost.stages.my_kin_lost.description 'My kin has gone lost.'
ThoughtDef: KnowPrisonerSold.stages.prisoner_sold.label 'prisoner sold'
ThoughtDef: KnowPrisonerSold.stages.prisoner_sold.description 'This colony sold a
prisoner into slavery. That's a worrying thought.'
ThoughtDef: FreedFromSlavery.stages.freed_from_slavery.label 'freed from slavery'
ThoughtDef: FreedFromSlavery.stages.freed_from_slavery.description 'I have been
freed from slavery. I'm so thankful!'
ThoughtDef: ReleasedHealthyPrisoner.stages.prisoner_released.label 'prisoner
released'
ThoughtDef: ReleasedHealthyPrisoner.stages.prisoner_released.description 'We
released a healthy prisoner. It feels good to know we even treat prisoners well.'
ThoughtDef: RescuedMeByOfferingHelp.stages.rescued_me.label 'rescued me'
ThoughtDef: RescuedMeByOfferingHelp.stages.rescued_me.description 'I was rescued by
someone! I almost thought I was done for back there. I'm so thankful.'
ThoughtDef: SoldMyBondedAnimal.stages.bonded_animal_given_away.label 'bonded animal
given away'
ThoughtDef: SoldMyBondedAnimal.stages.bonded_animal_given_away.description 'My
special bonded animal was given away!'
ThoughtDef: SoldMyBondedAnimal.stages.bonded_animal_given_away.labelSocial 'gave
away my bonded animal'
ThoughtDef: SoldMyBondedAnimalMood.stages.bonded_animal_given_away.label 'bonded
animal given away'
ThoughtDef: SoldMyBondedAnimalMood.stages.bonded_animal_given_away.description 'My
special bonded animal was given away!'
ThoughtDef: SoldMyBondedAnimalMood.stages.bonded_animal_given_away.labelSocial
'gave away my bonded animal'
ThoughtDef: WrongApparelGender.stages.wearing_apparel.label 'wearing {0} apparel'
ThoughtDef: WrongApparelGender.stages.wearing_apparel.description 'I'm wearing
apparel that was clearly made for {0}s! This is embarrassing.'
ThoughtDef: DrugDesireFascination.stages.chemical_desire-0.label 'chemical desire'
ThoughtDef: DrugDesireFascination.stages.chemical_desire-0.description 'I want to
experience the exciting effects of drugs.'
ThoughtDef: DrugDesireFascination.stages.chemical_desire-1.label 'chemical desire'
ThoughtDef: DrugDesireFascination.stages.chemical_desire-1.description 'I want to
experience the exciting effects of drugs. I haven't had the chance to experience
them in quite some time.'
ThoughtDef: DrugDesireFascination.stages.chemical_desire-2.label 'chemical desire'
ThoughtDef: DrugDesireFascination.stages.chemical_desire-2.description 'I want to
experience the exciting effects of drugs. I haven't had the chance to experience
them for a long time now.'
ThoughtDef: DrugDesireFascinationStatisfied.stages.chemical_statisfaction-0.label
'chemical statisfaction'
ThoughtDef: DrugDesireFascinationStatisfied.stages.chemical_statisfaction-
0.description 'I am fascinated by the exciting effects of drugs.'
ThoughtDef: DrugDesireFascinationStatisfied.stages.chemical_statisfaction-1.label
'chemical statisfaction'
ThoughtDef: DrugDesireFascinationStatisfied.stages.chemical_statisfaction-
1.description 'I am fascinated by the exciting effects of drugs. I've recently
taken drugs and enjoyed their effect on me!'
ThoughtDef: DrugDesireInterest.stages.chemical_desire-0.label 'chemical desire'
ThoughtDef: DrugDesireInterest.stages.chemical_desire-0.description 'I want to
experience the exciting effects of drugs.'
ThoughtDef: DrugDesireInterest.stages.chemical_desire-1.label 'chemical desire'
ThoughtDef: DrugDesireInterest.stages.chemical_desire-1.description 'I want to
experience the exciting effects of drugs. I havent had the chance to experience
them in quite some time.'
ThoughtDef: DrugDesireInterest.stages.chemical_desire-2.label 'chemical desire'
ThoughtDef: DrugDesireInterest.stages.chemical_desire-2.description 'I want to
experience the exciting effects of drugs. I havent had the chance to experience
them for a long time now.'
ThoughtDef: DrugDesireInterestStatisfied.stages.chemical_statisfaction-0.label
'chemical statisfaction'
ThoughtDef: DrugDesireInterestStatisfied.stages.chemical_statisfaction-
0.description 'I am interested in experiencing the exciting effects of drugs.'
ThoughtDef: DrugDesireInterestStatisfied.stages.chemical_statisfaction-1.label
'chemical statisfaction'
ThoughtDef: DrugDesireInterestStatisfied.stages.chemical_statisfaction-
1.description 'I am fascinated by the exciting effects of drugs. I've recently
taken drugs and enjoyed their effect on me!'
ThoughtDef: HoldingMePrisoner.stages.holding_me_prisoner.label 'holding me
prisoner'
ThoughtDef: Pretty.stages.physically_appealing.label 'physically appealing'
ThoughtDef: Pretty.stages.physically_stunning.label 'physically stunning'
ThoughtDef: Ugly.stages.physically_unsightly.label 'physically unsightly'
ThoughtDef: Ugly.stages.physically_hideous.label 'physically hideous'
ThoughtDef: PsychicEntropyHangover.stages.psychic_hangover.label 'psychic hangover'
ThoughtDef: PsychicEntropyHangover.stages.psychic_hangover.description 'My body and
my eyes ache, but I know it's from my brain.'
ThoughtDef: UndergrounderIndoors.stages.undergrounder_indoors.label 'undergrounder
indoors'
ThoughtDef: UndergrounderIndoors.stages.undergrounder_indoors.description 'I like
working or simply being indoors.'
ThoughtDef: UndergrounderUnderground.stages.underground.label 'underground'
ThoughtDef: UndergrounderUnderground.stages.underground.description 'I love working
or simply being in the underground.'
ThoughtDef: UndergrounderOutdoors.stages.undergrounder_outdoors.label
'undergrounder outdoors'
ThoughtDef: UndergrounderOutdoors.stages.undergrounder_outdoors.description 'I
don't like being outside. I want to get back to the underground.'
ThoughtDef: MoodOffsetTorturedArtist.stages.Tortured_artist.label 'Tortured artist'
ThoughtDef: MoodOffsetTorturedArtist.stages.Tortured_artist.description 'Natural
penalty from 'tortured artist' trait.'
ThoughtDef: PsychicHarmonization.stages.psychic_harmony.label 'psychic harmony:
{HARMONIZER_labelShort}'
ThoughtDef: PsychicHarmonization.stages.psychic_harmony.description 'The psychic
harmonizer implant makes me feel some of the emotions of the person using it as
long as we're close together.'
ThoughtDef: GainedTitle.stages.Recieved_title.label 'Recieved {TITLE} title'
ThoughtDef: GainedTitle.stages.Recieved_title.description 'I was entitled as
{TITLE}. It's good to have my stature recognized.'
ThoughtDef: LostTitle.stages.Lost_title.label 'Lost {TITLE} title'
ThoughtDef: LostTitle.stages.Lost_title.description 'I lost my {TITLE} title. It's
unnatural to have one's station in life fall.'
ThoughtDef: TitleApparelRequirementNotMet.stages.want_specific_apparel.label 'want
{TITLE}-specific apparel'
ThoughtDef: TitleApparelRequirementNotMet.stages.want_specific_apparel.description
'A {TITLE} like myself should be covered in apparel appropriate to my
stature:\n\n{0}\n\nIt's below my station to be without my necessaries.'
ThoughtDef: TitleApparelMinQualityNotMet.stages.want_quality_apparel.label 'want
{TITLE}-quality apparel'
ThoughtDef: TitleApparelMinQualityNotMet.stages.want_quality_apparel.description 'A
{TITLE} like myself should only wear apparel of {QUALITY} quality or better. These
rags are below me!'
ThoughtDef: TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.label
'undignified throneroom'
ThoughtDef:
TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.description 'I am a
{TITLE} and I deserve these necessities in my throneroom:\n\n{0}'
ThoughtDef: TitleBedroomRequirementsNotMet.stages.undignified_bedroom.label
'undignified bedroom'
ThoughtDef: TitleBedroomRequirementsNotMet.stages.undignified_bedroom.description
'A {TITLE} like myself deserves a bedroom that meets these requirements:\n\n{0}'
ThoughtDef: TitleNoThroneRoom.stages.no_throne_room.label 'no throne room'
ThoughtDef: TitleNoThroneRoom.stages.no_throne_room.description 'What is a royal
with no throneroom? A travesty!'
ThoughtDef: TitleNoPersonalBedroom.stages.no_personal_bedroom.label 'no personal
bedroom'
ThoughtDef: TitleNoPersonalBedroom.stages.no_personal_bedroom.description 'Sharing
space with commoners is not acceptable for a {TITLE}!'
ThoughtDef: AteFoodInappropriateForTitle.stages.ate_lowclass_food.label 'ate low-
class food'
ThoughtDef: AteFoodInappropriateForTitle.stages.ate_lowclass_food.description 'That
meal was below my station. My title's formal requirements should always be
respected.'
ThoughtDef: ReignedInThroneroom.stages.awful_throneroom.label 'awful throneroom'
ThoughtDef: ReignedInThroneroom.stages.awful_throneroom.description 'I had to reign
in an awful throneroom. It's like a deliberate insult from my inferiors.'
ThoughtDef: ReignedInThroneroom.stages.dull_throneroom.label 'dull throneroom'
ThoughtDef: ReignedInThroneroom.stages.dull_throneroom.description 'I had to reign
in a dull throneroom. It clearly diminished my stature.'
ThoughtDef: ReignedInThroneroom.stages.mediocre_throneroom.label 'mediocre
throneroom'
ThoughtDef: ReignedInThroneroom.stages.mediocre_throneroom.description 'I had to
reign in a mediocre throneroom. It didn't express my stature.'
ThoughtDef: ReignedInThroneroom.stages.very_impressive_throneroom.label 'very
impressive throneroom'
ThoughtDef: ReignedInThroneroom.stages.very_impressive_throneroom.description 'I
reigned in a very impressive throneroom. It expressed noticeable stature.'
ThoughtDef: ReignedInThroneroom.stages.extremely_impressive_throneroom.label
'extremely impressive throneroom'
ThoughtDef: ReignedInThroneroom.stages.extremely_impressive_throneroom.description
'I reigned in an extremely impressive throneroom. It effectively demonstrated my
stature.'
ThoughtDef: ReignedInThroneroom.stages.unbelievably_impressive_throneroom.label
'unbelievably impressive throneroom'
ThoughtDef:
ReignedInThroneroom.stages.unbelievably_impressive_throneroom.description 'I
reigned in an unbelievably impressive throneroom. The commoners will be amazed at
my highness.'
ThoughtDef: ReignedInThroneroom.stages.wondrously_impressive_throneroom.label
'wondrously impressive throneroom'
ThoughtDef: ReignedInThroneroom.stages.wondrously_impressive_throneroom.description
'I reigned in a heavenly throneroom. It matched my grace and nobility.'
ThoughtDef: DecreeMet.stages.decree_satisfied.label 'decree satisfied'
ThoughtDef: DecreeMet.stages.decree_satisfied.description 'My noble authority has
been respected as it should be.'
ThoughtDef: Disinherited.stages.disinherited.label 'disinherited'
ThoughtDef: Disinherited.stages.disinherited.description 'I was disinherited of my
title. Do I need to get medieval on these people?'
ThoughtDef: ListeningToHarp.stages.listening_to_harp.label 'listening to harp'
ThoughtDef: ListeningToHarp.stages.listening_to_harp.description 'The harp is so
soothing.'
ThoughtDef: ListeningToHarpsichord.stages.listening_to_harpsichord.label 'listening
to harpsichord'
ThoughtDef: ListeningToHarpsichord.stages.listening_to_harpsichord.description 'The
complexity of the harpsichord fulfills my mind.'
ThoughtDef: ListeningToPiano.stages.listening_to_piano.label 'listening to piano'
ThoughtDef: ListeningToPiano.stages.listening_to_piano.description 'The piano's
range makes me feel melancholy, excited, and whimsical at the same time. What a
sound.'
ThoughtDef: NeedAuthority.stages.total_authority.label 'total authority'
ThoughtDef: NeedAuthority.stages.total_authority.description 'None could possibly
think I have anything in common with the lower ranks here. All acknowledge my
stature. It is fulfilling.'
ThoughtDef: NeedAuthority.stages.strong_authority.label 'strong authority'
ThoughtDef: NeedAuthority.stages.strong_authority.description 'I'm well-separated
from the common folk. It's good to reign so thoroughly.'
ThoughtDef: NeedAuthority.stages.uncertain_authority.label 'uncertain authority'
ThoughtDef: NeedAuthority.stages.uncertain_authority.description 'My position feels
like it's not properly acknowledged. I need to reign and establish my stature over
the low people.'
ThoughtDef: NeedAuthority.stages.weak_authority.label 'weak authority'
ThoughtDef: NeedAuthority.stages.weak_authority.description 'I've had almost no
opportunity to reign recently. One would barely even know I'm not a commoner. It's
a serious problem.'
ThoughtDef: NeedAuthority.stages.no_authority.label 'no authority'
ThoughtDef: NeedAuthority.stages.no_authority.description 'My stature has been
totally ignored! I'm forced to act as a commoner day in and day out. This is an
outrage!'
ThoughtDef: DecreeUnmet.stages.decree_ignored.label 'decree ignored'
ThoughtDef: DecreeUnmet.stages.decree_ignored.description 'My decree has been
ignored for far too long {0}.'
ThoughtDef: PsychicEntropyOverloaded.stages.minor_psychic_breakdown.label 'minor
psychic breakdown'
ThoughtDef: PsychicEntropyOverloaded.stages.minor_psychic_breakdown.description
'There's an electrical pain behind my eyes. It's hard to focus; hard to think.'
ThoughtDef: PsychicEntropyOverloaded.stages.major_psychic_breakdown.label 'major
psychic breakdown'
ThoughtDef: PsychicEntropyOverloaded.stages.major_psychic_breakdown.description 'My
mind has been stir-fried. Dizzy, fuzzy, can't think, always aching.'
ThoughtDef: PsychicEntropyOverloaded.stages.total_psychic_breakdown.label 'total
psychic breakdown'
ThoughtDef: PsychicEntropyOverloaded.stages.total_psychic_breakdown.description
'I'm spinning, it hurts, I'm dizzy, think, can't think, can't think...'
TraderKindDef: Empire_Caravan_TraderGeneral.label 'imperial trader'
TraderKindDef: Empire_Caravan_TributeCollector.label 'royal tribute collector'
TraderKindDef: Orbital_Empire.label 'imperial trader'
TraitDef: Bisexual.degreeDatas.bisexual.label 'bisexual'
TraitDef: Bisexual.degreeDatas.bisexual.description '{PAWN_nameDef} is romantically
attracted to both men and women.'
TraitDef: Asexual.degreeDatas.asexual.label 'asexual'
TraitDef: Asexual.degreeDatas.asexual.description '{PAWN_nameDef} has no sexual
attraction to anyone at all.'
TraitDef: SlowLearner.degreeDatas.slow_learner.label 'slow learner'
TraitDef: SlowLearner.degreeDatas.slow_learner.description '{PAWN_nameDef} is slow
on the uptake. {PAWN_pronoun} learns much slower than others.'
TraitDef: TorturedArtist.degreeDatas.tortured_artist.label 'tortured artist'
TraitDef: TorturedArtist.degreeDatas.tortured_artist.description '{PAWN_nameDef}
feels alienated and misunderstood by other human beings. {PAWN_pronoun} will have a
constant mood debuff, but gain a chance (50%) to get a creativity inspiration after
a mental break.'
WorkGiverDef: DoctorTendToSelfEmergency.label 'tend to self'
WorkGiverDef: DoctorTendToSelfEmergency.gerund 'tending to'
WorkGiverDef: DoctorTendToSelfEmergency.verb 'tend to'
WorkGiverDef: LongRangeScan.label 'operate long range scanner'
WorkGiverDef: LongRangeScan.gerund 'scanning at'
WorkGiverDef: LongRangeScan.verb 'scan'
WorkGiverDef: GroundPenetratingScan.label 'operate ground penetrating scanner'
WorkGiverDef: GroundPenetratingScan.gerund 'scanning at'
WorkGiverDef: GroundPenetratingScan.verb 'scan'
TipSetDef: GameplayTips.tips.0 'You can dismiss letters by right-clicking on them.'
TipSetDef: GameplayTips.tips.1 'You can hold the shift key to queue orders on your
colonists.'
TipSetDef: GameplayTips.tips.2 'You can right-click and drag to reorder colonists
on the colonist bar.'
TipSetDef: GameplayTips.tips.3 'You can select previous/next colonist with the ,
and . keys.'
TipSetDef: GameplayTips.tips.4 'Many menus allow you to click and drag a setting to
'paint' it over many entries. This even works for things like outfits or food
restrictions.'
TipSetDef: GameplayTips.tips.5 'In the work tab's manual priorities mode, 1 is
first priority, while 4 is last priority.'
TipSetDef: GameplayTips.tips.6 'Each colonists' mood is displayed in the background
of their icon in the colonist bar at the top of the screen.'
TipSetDef: GameplayTips.tips.7 'Shift-clicking the name of a work type in the Work
tab changes settings for all colonists at once.'
TipSetDef: GameplayTips.tips.8 'Right-clicking a number in the Work tab using
manual priorities will reduce the number instead of increasing it.'
TipSetDef: GameplayTips.tips.9 'In a gunfight, always be behind cover!'
TipSetDef: GameplayTips.tips.10 'In a gunfight, spread your colonists out! Bunched-
up targets are easy to hit.'
TipSetDef: GameplayTips.tips.11 'Smoke totally prevents turrets from detecting
targets, but people can still shoot with reduced accuracy.'
TipSetDef: GameplayTips.tips.12 'When designing defences, assume enemies will get
inside using drop pods or tunnels. Build internal defensive positions.'
TipSetDef: GameplayTips.tips.13 'Foggy or rainy weather reduces the accuracy of
ranged weapons.'
TipSetDef: GameplayTips.tips.14 'You can analyze the chance a shot will hit by
selecting the shooter and placing the mouse over the target.'
TipSetDef: GameplayTips.tips.15 'Turrets explode when they take a lot of damage.
Don't put them too close together, and don't put your people too close to them.'
TipSetDef: GameplayTips.tips.16 'Some animals explode upon death. You can use
transport pods to drop animals on enemies. Think about it.'
TipSetDef: GameplayTips.tips.17 'If you need help in a fight, call your allies
using the comms console.'
TipSetDef: GameplayTips.tips.18 'Maddened animals will attack any human, including
your enemies. You can use this.'
TipSetDef: GameplayTips.tips.19 'EMP bursts will temporarily disable turrets,
mortar shields, and bullet shields.'
TipSetDef: GameplayTips.tips.20 'EMP bursts instantly break personal shields.'
TipSetDef: GameplayTips.tips.21 'The hunter stealth stat reduces the chance of
animal attacks. It is affected by the hunter's animals and shooting skills.'
TipSetDef: GameplayTips.tips.22 'Animals are more likely to attack when harmed from
close range. Long-range, slow-firing weapons are safest for hunting.'
TipSetDef: GameplayTips.tips.23 'Entire herds of animals may attack you when you
try to hunt them. Accept the risk before hunting, or choose weaker prey.'
TipSetDef: GameplayTips.tips.24 'If you hunt boomrats and boomalopes when it's
raining, their deaths won't cause forest fires.'
TipSetDef: GameplayTips.tips.25 'Place a caravan packing spot to designate where
you want your caravans to form up.'
TipSetDef: GameplayTips.tips.26 'Single-person caravans can be very useful in
certain situations.'
TipSetDef: GameplayTips.tips.27 'Faster animals make faster caravans.'
TipSetDef: GameplayTips.tips.28 'Smaller caravans will be attacked less often
because they're less visible.'
TipSetDef: GameplayTips.tips.29 'Before forming a caravan, collect them items you
want to send in a stockpile near your caravan packing spot. This will make packing
much faster.'
TipSetDef: GameplayTips.tips.30 'If you have untrained animals in your caravan, you
can split them into a separate caravan before attacking an enemy, to keep them out
of the fight.'
TipSetDef: GameplayTips.tips.31 'RimWorld is a story generator, not a skill test. A
ruined colony is a dramatic tragedy, not a failure.'
TipSetDef: GameplayTips.tips.32 'Some colonists are worse than useless. Bad allies
are part of the challenge.'
TipSetDef: GameplayTips.tips.33 'If you can't defend against a threat, make a
caravan and run. You may lose your home, but your story can continue.'
TipSetDef: GameplayTips.tips.34 'Avoid using stone for doors. They open very
slowly, which wastes your colonists' time.'
TipSetDef: GameplayTips.tips.35 'Put chairs in front of workbenches so workers can
sit comfortably while working.'
TipSetDef: GameplayTips.tips.36 'Mechanical structures break down and require
replacement components. Don't build things you don't need.'
TipSetDef: GameplayTips.tips.37 'Be careful what you construct on bridges. Bridges
collapse easily under explosions, and your buildings will go with them.'
TipSetDef: GameplayTips.tips.38 'Clean rooms increase research speed, improve
medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.'
TipSetDef: GameplayTips.tips.39 'Building your whole colony in one structure saves
resources, but also makes it difficult to contain fires.'
TipSetDef: GameplayTips.tips.40 'Terrain affects movement speed. Build floors to
help your colonists get around quicker.'
TipSetDef: GameplayTips.tips.41 'Different terrain has different inherent
cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.'
TipSetDef: GameplayTips.tips.42 'You can give prisoners as gifts. Giving a prisoner
back to his own faction will be highly appreciated.'
TipSetDef: GameplayTips.tips.43 'You can request specific types of trade caravans
using the comms console.'
TipSetDef: GameplayTips.tips.44 'You can use transport pods to send gifts directly
to other factions' bases - even your enemies. This improves faction relations.'
TipSetDef: GameplayTips.tips.45 'Keeping prisoners together saves space. However,
prisoners kept together will try to break out together.'
TipSetDef: GameplayTips.tips.46 'Enemy faction bases are very well-defended. You
don't need to attack them - but be well-prepared if you choose to try.'
TipSetDef: GameplayTips.tips.47 'Cute tame animals will nuzzle your colonists,
improving their mood.'
TipSetDef: GameplayTips.tips.48 'Assign your herbivorous animals to areas with lots
of grass. They'll eat the grass and spare you the need to feed them.'
TipSetDef: GameplayTips.tips.49 'If someone has a serious infection in a limb, you
can remove the limb to save their life.'
TipSetDef: GameplayTips.tips.50 'Sloshing through water makes people unhappy. Build
a bridge when you can.'
TipSetDef: GameplayTips.tips.51 'Luciferium can heal scars - even those on the eye
or brain. It is, however, a permanent commitment.'
TipSetDef: GameplayTips.tips.52 'Work and movement speed are affected by lighting.
Everything is slower in the dark.'
TipSetDef: GameplayTips.tips.53 'Deep underground caverns have a naturally stable
temperature, even if it's very hot or cold outside.'
TipSetDef: GameplayTips.tips.54 'Mountain bases are easy to defend. The downside is
that people go crazy spending too long underground. And giant insects.'
TipSetDef: GameplayTips.tips.55 'Prisoners will join much quicker and attempt fewer
breakouts when they're in a good mood.'
TipSetDef: GameplayTips.tips.56 'You can have multiple researchers working
simultaneously at multiple research tables.'
TipSetDef: GameplayTips.tips.57 'Geysers heat up rooms if enclosed. This can be
dangerous, or useful.'
TipSetDef: GameplayTips.tips.58 'Explosions extinguish fires in their blast radius.
This makes artillery shells useful for stopping fires when there is no other
choice.'
TipSetDef: GameplayTips.tips.59 'Even serious setbacks don't mean the game has to
end. Try playing out a lost battle - often the best stories come from the darkest
situations.'
TipSetDef: RoyaltyTips.tips.0 'Some royal titles allow the holder to call for
military aid. This can save you in a tough moment.'
TipSetDef: RoyaltyTips.tips.1 'Higher royal title holders have a special need for
authority. They satisfy it by reigning from a throne.'
TipSetDef: RoyaltyTips.tips.2 'Higher level royal colonists won't eat food that is
below their expectations, unless they're starving.'
TipSetDef: RoyaltyTips.tips.3 'Power armor, cataphract armor and psyfocus apparel
will satisfy the apparel requirements of royal titles.'
TipSetDef: RoyaltyTips.tips.4 'If a royal title holder dies, their title goes to
their chosen heir.'
TipSetDef: RoyaltyTips.tips.5 'You can change the heir of a royal title holder
through the comms console. However, this requires completing a ritual.'
TipSetDef: RoyaltyTips.tips.6 'The Empire bestows a free psychic amplifier upon
anyone who earns the title required to use it.'
TipSetDef: RoyaltyTips.tips.7 'You can upgrade and downgrade an installed psychic
amplifier through surgery.'
TipSetDef: RoyaltyTips.tips.8 'The Empire restricts usage of certain implants to
those with specific royal titles. Using them illegally may lead to diplomatic
consequences with the Empire.'
TipSetDef: RoyaltyTips.tips.9 'The psychic silencer implant masks psychic
signatures, preventing authorities from detecting illegal psychic powers.'
TipSetDef: RoyaltyTips.tips.10 'Installing a new level of psychic amplifier grants
knowledge of one psycast.'
TipSetDef: RoyaltyTips.tips.11 'Psycasts can give you significant advantage in
combat.'
TipSetDef: RoyaltyTips.tips.12 'Performing a psycast on an ally will harm faction
relations - but only if the psycast has negative effects.'
TipSetDef: RoyaltyTips.tips.13 'The invisibility psycast's effect doesn't wear off
when you attack.'
TipSetDef: RoyaltyTips.tips.14 'Going over your psychic entropy limit can save you
in a desperate situation - but the health risks are severe.'
TipSetDef: RoyaltyTips.tips.15 'Creatures with higher psychic sensitivity are
affected more by psycasts.'
TipSetDef: RoyaltyTips.tips.16 'Fitting your psycasters with psyfocus gear will
increase their psychic entropy limit and regeneration rate.'
TipSetDef: RoyaltyTips.tips.17 'When fighting a mech cluster, try shooting their
power cells. They explode, dealing heavy damage to surrounding creatures and
structures.'
TipSetDef: RoyaltyTips.tips.18 'Some mech clusters remain dormant until disturbed.
Use that time to prepare your attack.'
TipSetDef: RoyaltyTips.tips.19 'The Imperial royal tribute collector arrives twice
per year, and accepts prisoners and gold in exchange for royal favor.'
ToolCapacityDef: Stab.label 'stab'
ToolCapacityDef: Cut.label 'cut'
ToolCapacityDef: Blunt.label 'blunt'
ToolCapacityDef: Scratch.label 'scratch'
ToolCapacityDef: Poke.label 'poke'
ToolCapacityDef: Bite.label 'bite'
ToolCapacityDef: ToxicBite.label 'toxic bite'
ToolCapacityDef: ScratchToxic.label 'toxic scratch'
ToolCapacityDef: KickMaterialInEyes.label 'kick material in eyes'
DutyDef: Party.label 'party'
DutyDef: Concert.label 'concert'
AbilityDef: Painblock.label 'painblock'
AbilityDef: Painblock.description 'Block pain pathways in the target's brain for a
short time. This can allow a person to move and act even with grievous injuries
which would normally incapacitate them.'
AbilityDef: Stun.label 'stun'
AbilityDef: Stun.description 'Momentarily disrupt motor function in target's brain,
preventing any movement.'
AbilityDef: Burden.label 'burden'
AbilityDef: Burden.description 'Slow the target for a short time by suppressing
motor activity in the brain.'
AbilityDef: BlindingPulse.label 'blinding pulse'
AbilityDef: BlindingPulse.description 'Induce noise in the visual centers of the
brain, obscuring vision of everyone near the target point.'
AbilityDef: EntropyLink.label 'entropy link'
AbilityDef: EntropyLink.description 'Form a psychic link between caster and target,
so that gain and loss of psychic entropy is shared between both equally. The link
lasts for some time, but will break if the two move far apart.'
AbilityDef: Beckon.label 'beckon'
AbilityDef: Beckon.description 'Psychically command the target to approach the
caster.'
AbilityDef: VertigoPulse.label 'vertigo pulse'
AbilityDef: VertigoPulse.description 'Interfere with the spatial orientation sense
of everyone near the target point, causing intermittent loss of balance. Flesh
creatures will become extremely nauseous as well.'
AbilityDef: ChaosSkip.label 'chaos skip'
AbilityDef: ChaosSkip.description 'Teleport the target to a random position near
where he started.'
AbilityDef: Skip.label 'skip'
AbilityDef: Skip.description 'Teleport the target to a desired position not too far
from his starting point.'
AbilityDef: Wallraise.label 'wallraise'
AbilityDef: Wallraise.description 'Form a temporary wall by skipping rubble and
soil up from deep under the ground.'
AbilityDef: Smokepop.label 'smokepop'
AbilityDef: Smokepop.description 'Skip dust particles up from under the ground
surface to form a thick cloud. This reduces the accuracy of any shot fired through
it, and preventing turrets from locking on entirely.'
AbilityDef: Focus.label 'focus'
AbilityDef: Focus.description 'Psychically focus the target's mind, boosting their
sight, hearing and moving capacities.'
AbilityDef: Berserk.label 'berserk'
AbilityDef: Berserk.description 'Induce an angry psychosis in the target's mind,
causing them to attack anyone nearby.'
AbilityDef: Invisibility.label 'invisibility'
AbilityDef: Invisibility.description 'Psychically manipulate the visual centers of
everyone nearby, rendering them unable to perceive a particular individual for a
short time.'
AbilityDef: BerserkPulse.label 'berserk pulse'
AbilityDef: BerserkPulse.description 'Generate an overwhelming rush of undirected
rage in everyone near the target point.'
AbilityDef: ManhunterPulse.label 'manhunter pulse'
AbilityDef: ManhunterPulse.description 'Drive nearby animals into a manhunting rage
using a psychic pulse.'
AbilityDef: MassChaosSkip.label 'mass chaos skip'
AbilityDef: MassChaosSkip.description 'Skip everyone near a target point to a
random location nearby.'
ExpansionDef: Core.label 'Core'
ExpansionDef: Core.description 'Core RimWorld content.'
ExpansionDef: Royalty.label 'Royalty'
ExpansionDef: Royalty.description 'The Empire has arrived. Their honor-bound
culture wields hyper-advanced technology, while bowing to the ancient traditions of
kings, queens, titles and honor.\n\nEarn royal titles. Construct luxurious
thronerooms and royal chambers. Call Imperial elite troops and bond with unique
Imperial bladelink weapons.\n\nUse new psychic abilities. Blind, mind-control,
nauseate, and induce insanity. Teleport, block pain, confer deadly focus, and turn
invisible.\n\nServe the Imperial High Stellarch well and earn a pass off the
rimworld.\n\nA new quest system procedurally generates unique quests, combining
different goals, foes, guests, rewards, helpers, special threats, and world
conditions. The expansion adds a large amount of new quest content.\n\nMechanoids
can now create clusters of mechanoid buildings. Each mech cluster generates with a
unique layout, presenting a unique tactical puzzle. Mech clusters always appear in
an initially dormant state, so you can plan and execute a careful attack - or use
them against your foes.\n\nYou don't have to serve the Empire. You can steal
psychic amplifiers and other Imperial technology. The rebel life is free - but
challenging.\n\nThis expansion includes a new album music by Alistair Lindsay,
composer of the original RimWorld soundtrack.'
GatheringDef: Party.label 'party'
GatheringDef: Party.calledOffMessage 'The party has been called off.'
GatheringDef: Party.finishedMessage 'The party has finished.'
GatheringDef: Party.letterText '{ORGANIZER_labelShort} is throwing a party!
Everyone who goes will gain recreation and social energy, and a lasting positive
mood boost.'
GatheringDef: MarriageCeremony.label 'marriage ceremony'
GatheringDef: Concert.label 'concert'
GatheringDef: Concert.calledOffMessage 'The concert has been cancelled.'
GatheringDef: Concert.finishedMessage 'The concert has concluded.'
GatheringDef: Concert.letterText '{ORGANIZER_labelShort} is holding a concert!
Everyone who goes will gain recreation and social energy, and a lasting positive
mood boost, both from social contact and from the music itself.'
GatheringDef: ThroneSpeech.label 'ThroneSpeech'
GatheringDef: ThroneSpeech.letterText '{ORGANIZER_labelShort} is giving a speech
from the throne.\n\nIf all goes well, listeners will feel inspired, and gain
respect for {ORGANIZER_labelShort}. If it goes poorly, the speech will do social
damage. The outcome depends on {ORGANIZER_labelShort}'s social abilities.'
GatheringDef: ThroneSpeech.letterTitle 'Speech from the throne'
QuestScriptDef: ThreatReward_Raid_Joiner.questDescriptionRules.rulesStrings.0
'questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameDef] is
calling from nearby. [joiner_pronoun] is being chased by [enemyFaction_pawnsPlural]
from [enemyFaction_name]!\n\n[joiner_pronoun] begs for safety and offers to join
you at [map_definite].[joiner_relationInfo]\n\nIf you accept, you'll have to fight
off the [enemyFaction_pawnsPluralDef] on [joiner_possessive] tail. The group of
[enemyFaction_pawnsPlural] is composed of:
\n\n[raid/raidPawnKinds]\n\n[joiner_nameDef] is too frantic to offer more
information.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.0 'questName-
>Saving [runnerIndef]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.1 'questName-
>The Salvation of [runnerIndef]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.2 'questName-
>Helping [runnerIndef]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.3 'questName-
>Accepting [runnerIndef]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.4 'questName-
>[enemyFaction_pawnsPlural] hunting [runnerIndef]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.5 'questName-
>[runnerIndef] on the Run' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.6 'questName-
>[runnerIndef] Seeks a Home' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.7 'questName-
>[runnerIndef] Chased by [enemyFaction_pawnsPlural]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.8 'questName-
>[runnerIndef] and [enemyFaction_pawnsPlural]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.9
'runnerIndef->[joiner_titleIndef]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.10
'runnerIndef->[joiner_nameIndef]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.questNameRules.rulesStrings.11
'runnerIndef->a Refugee' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Raid_Joiner.root.nodes.Delay-
0.node.parms.customLetterLabel.value.slateRef '{BASELABEL} chasing
[../joiner_nameDef]'
QuestScriptDef: ThreatReward_Raid_Joiner.root.nodes.Delay-
0.node.parms.customLetterText.value.slateRef '{BASETEXT}\n \nThe
[enemyFaction_pawnsPlural] have come to get [../joiner_nameDef].'
QuestScriptDef: Util_JoinerWalkIn.questDescriptionRules.rulesStrings.0
'rewardDescription->a [joiner_age]-year-old [joiner_title] named [joiner_nameDef]
will arrive and join you. [joiner_relationInfo]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_JoinerDropIn.questDescriptionRules.rulesStrings.0
'rewardDescription->a [joiner_age]-year-old [joiner_title] named [joiner_nameDef]
will arrive in a transport pod.[joinerFactionInfo][joiner_relationInfo]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_JoinerDropIn.questDescriptionRules.rulesStrings.1
'joinerFactionInfo(priority=1)-> [joiner_pronoun] is a member of
[joiner_factionName].' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Util_JoinerDropIn.questDescriptionRules.rulesStrings.2
'joinerFactionInfo->' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Util_SendItemPods.questDescriptionRules.rulesStrings.0
'rewardDescription->transport pods with the following resources will arrive (total
value [itemPodsTotalMarketValue_money]):\n\n[itemPodsContents]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Util_Raid.questDescriptionRules.rulesStrings.0 'threatDescription-
>[enemyFaction_pawnsPlural] from [enemyFaction_name] will attack you. Their group
is composed of:\n\n[raidPawnKinds]\n\n[raidArrivalModeInfo]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Util_MechCluster.questDescriptionRules.rulesStrings.0
'threatDescription->a mech cluster will land at [map_definite]
containing:\n\n[allThreats]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.0
'pawnKindsParagraph(raidCount==1)->The group of [enemyFaction_pawnsPlural] is
composed of: \n\n[raid0/raidPawnKinds]\n\n[raid0/raidArrivalModeInfo]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.1
'pawnKindsParagraph(raidCount==2)->The first group of [enemyFaction_pawnsPlural] is
composed of: \n\n[raid0/raidPawnKinds]\n\nThe second similar-sized group will
follow soon after.' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.2
'pawnKindsParagraph(raidCount==3)->The first group of [enemyFaction_pawnsPlural] is
composed of: \n\n[raid0/raidPawnKinds]\n\nTwo similar-sized groups will follow soon
after.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.3
'pawnKindsParagraph(raidCount>=4)->The first group of [enemyFaction_pawnsPlural] is
composed of: \n\n[raid0/raidPawnKinds]\n\n[raidCountMinusOne] similar-sized groups
will follow soon after.' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.4
'numGroupsOf(raidCount==1)->' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.5
'numGroupsOf(raidCount==2)->two groups of' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.6
'numGroupsOf(raidCount==3)->three groups of' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_RaidDelayRepeatable.questDescriptionRules.rulesStrings.7
'numGroupsOf(raidCount>=4)->[raidCount] groups of' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Util_GenerateSite.root.singleSitePartRules.slateRef
'<rulesStrings><li>root(priority=1,sitePart==ClimateAdjuster)-&gt;there's a climate
adjuster machine there shifting the regional temperature by
[temperatureOffset]</li><li>root(priority=1,sitePart==PsychicDroner)-&gt;there's a
psychic droner machine there tuned to the [affectedGender]
gender</li><li>root(priority=1,sitePart==PsychicSuppressor)-&gt;there's a psychic
suppressor machine there tuned to the [affectedGender]
gender</li><li>root(priority=1,sitePart==WeatherController)-&gt;there's a weather
controller machine there forcing weather in the whole region to
[weather_label]</li><li>root(priority=1,sitePart==SmokeSpewer)-&gt;there's a smoke
spewer machine there belching smoke over the whole
region</li><li>root(priority=1,sitePart==SunBlocker)-&gt;there's a sun blocker
machine there shadowing the whole
region</li><li>root(priority=1,sitePart==EMIDynamo)-&gt;there's an EMI dynamo
machine there which can disable electrical devices across the
region</li><li>root(priority=1,sitePart==ToxicSpewer)-&gt;there's a toxic spewer
machine there blanketing the whole region in
poison</li><li>root(priority=1,sitePart==RaidSource)-&gt;there's a military staging
area guarded by [enemiesCount] enemies that will launch raids on you every
[mtbDays]</li><li>root(priority=1,sitePart==Outpost)-&gt;there's an enemy outpost
at the site guarded by [enemiesCount]
enemies</li><li>root(priority=1,sitePart==BanditCamp)-&gt;there's a bandit camp at
the site guarded by [enemiesCount]
enemies</li><li>root(priority=1,sitePart==Manhunters,count==1)-&gt;a manhunting
[kindLabel] are wandering
nearby</li><li>root(priority=1,sitePart==Manhunters,count&gt;1)-&gt;[count]
manhunting [kindLabel] are wandering
nearby</li><li>root(priority=1,sitePart==SleepingMechanoids,count==1)-&gt;a
mechanoid is sleeping
nearby</li><li>root(priority=1,sitePart==SleepingMechanoids,count&gt;1)-&gt;[count]
mechanoids are sleeping nearby</li><li>root(priority=1,sitePart==Turrets)-&gt;
[threatsInfo] defend the site</li><li>root(priority=1,sitePart==AmbushEdge)-&gt;an
enemy force is waiting to ambush anyone who comes
near</li><li>root(priority=1,sitePart==AmbushHidden)-&gt;an enemy force is waiting
to ambush anyone who comes near</li><li>root(priority=1,sitePart==MechCluster)-
&gt;there's a cluster of hostile mechanoid
structures</li><li>root(priority=1,sitePart==PossibleUnknownThreatMarker)-&gt;there
may be an unknown threat</li><li>root-&gt;there's [label]</li></rulesStrings>'
QuestScriptDef: OpportunitySite_BanditCamp.questDescriptionRules.rulesStrings.0
'questDescription->[asker_nameFull], [asker_faction_leaderTitle] of
[asker_faction_name], has sent us a message. Apparently, [siteFaction_pawnsPlural]
based in a nearby camp have been raiding their caravans. The camp is controlled by
[siteFaction_name].\n\n[asker_nameDef] is asking us to destroy the camp, which
means eliminating all enemies and turrets. [asker_label] says that
[sitePart0_description].\n\nIf we succeed, [allRewardsDescriptions]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_BanditCamp.questNameRules.rulesStrings.0
'questName->[asker_nameDef]'s Camp Bounty' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_BanditCamp.questNameRules.rulesStrings.1
'questName->Camp of [enemyFaction_pawnsPlural]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_BanditCamp.questNameRules.rulesStrings.2
'questName->The Bandit Camp' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: OpportunitySite_BanditCamp.questNameRules.rulesStrings.3
'questName->The Raider Camp' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: OpportunitySite_BanditCamp.questNameRules.rulesStrings.4
'questName->Destroy the Camp' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: OpportunitySite_BanditCamp.questNameRules.rulesStrings.5
'questName->Helping [asker_nameDef]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef:
OpportunitySite_BanditCamp.root.nodes.WorldObjectTimeout.node.nodes.Letter.label.sl
ateRef 'Quest expired: [resolvedQuestName]'
QuestScriptDef:
OpportunitySite_BanditCamp.root.nodes.WorldObjectTimeout.node.nodes.Letter.text.sla
teRef 'The bandit camp has packed up and moved on. The quest [resolvedQuestName]
has expired.'
QuestScriptDef:
OpportunitySite_BanditCamp.root.nodes.siteAllEnemiesDefeated.node.customLetterLabel
.slateRef 'Payment arrived'
QuestScriptDef:
OpportunitySite_BanditCamp.root.nodes.siteAllEnemiesDefeated.node.customLetterText.
slateRef 'You have defeated the bandit camp!\n\nThe payment from
[asker_faction_name] has arrived.'
QuestScriptDef:
OpportunitySite_BanditCamp.root.nodes.siteAllEnemiesDefeated.node.nodeIfChosenPawnS
ignalUsed.label.slateRef '[asker_faction_royalFavorLabel]'
QuestScriptDef:
OpportunitySite_BanditCamp.root.nodes.siteAllEnemiesDefeated.node.nodeIfChosenPawnS
ignalUsed.text.slateRef 'These colonists participated in the victory for the quest
[resolvedQuestName]. [asker_definite] wants to know who should receive the
[royalFavorReward_amount] [asker_faction_royalFavorLabel] favor for this service.'
QuestScriptDef: OpportunitySite_DownedRefugee.questDescriptionRules.rulesStrings.0
'questDescription(askerIsNull==true)->[refugee_nameDef] contacts you and requests
help. [refugee_pronoun] is wounded and unable to move.\n\n[refugee_nameDef] is a
[refugee_age]-year-old [refugee_title]. [refugee_pronoun] promises to join you if
you rescue [refugee_objective].\n\n[refugee_nameDef] says that
[allSitePartsDescriptionsExceptFirst][pawnInvolvedInQuestInfo]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_DownedRefugee.questDescriptionRules.rulesStrings.1
'questDescription(asker_factionLeader==True)->[asker_nameDef],
[asker_faction_leaderTitle] of [asker_faction_name], says that [asker_possessive]
friend has been wounded while traveling. The victim is [refugee_nameIndef], a
[refugee_age]-year-old [refugee_title].\n\n[asker_nameDef] has nobody to spare to
rescue [refugee_nameDef], but says that if you can make it to [refugee_nameDef]'s
position and rescue [refugee_objective], [refugee_pronoun] will join
you.\n\n[asker_nameDef] says that [allSitePartsDescriptionsExceptFirst]
[pawnInvolvedInQuestInfo]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: OpportunitySite_DownedRefugee.questDescriptionRules.rulesStrings.2
'pawnInvolvedInQuestInfo(priority=1)->[refugee_pawnInvolvedInQuestInfo]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_DownedRefugee.questDescriptionRules.rulesStrings.3
'pawnInvolvedInQuestInfo->' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: OpportunitySite_DownedRefugee.questNameRules.rulesStrings.0
'questName->Saving [refugee_nameDef]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: OpportunitySite_DownedRefugee.questNameRules.rulesStrings.1
'questName->The Rescue of [refugee_nameDef]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_DownedRefugee.questNameRules.rulesStrings.2
'questName->[refugee_nameDef]'s Rescue' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_DownedRefugee.questNameRules.rulesStrings.3
'questName->[refugee_nameDef]'s Salvation' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef:
OpportunitySite_DownedRefugee.root.nodes.WorldObjectTimeout.node.nodes.Letter.label
.slateRef 'Quest expired: [resolvedQuestName]'
QuestScriptDef:
OpportunitySite_DownedRefugee.root.nodes.WorldObjectTimeout.node.nodes.Letter.text.
slateRef '[refugee_nameDef]'s signal has been lost, and [refugee_pronoun] can no
longer be rescued. The quest [resolvedQuestName] has expired.'
QuestScriptDef: EndGame_ShipEscape.questDescriptionRules.rulesStrings.0
'questDescription->A friendly AI from your past named <Name>Charlon
Whitestone</Name> has sent you a message!\n\nHe reveals that he has a starship
hidden on this planet, and sends you its world coordinates.\n\nThe starship is in
deep hibernation mode. You'll have to start it up when you arrive, then defend it
from raiders trying to steal it until the startup sequence completes. It will be a
long, difficult series of battles.\n\nIf you can get the ship off the ground,
<Name>Charlon</Name> will take you off this rimworld, to the stars.' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_ShipEscape.questNameRules.rulesStrings.0 'questName->Ship
to the Stars' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questDescriptionRules.rulesStrings.0
'questDescription(askerIsNull==true)->We've intercepted messages about a collection
of valuable items worth [itemStashContentsValue] not far from [map_definite]. The
collection consists of:\n\n[itemStashContents]\n\nIt seems that
[allSitePartsDescriptionsExceptFirst]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questDescriptionRules.rulesStrings.1
'questDescription(asker_factionLeader==True)->[asker_label],
[asker_faction_leaderTitle] of [asker_faction_name], has informed us of a
collection of valuable items worth [itemStashContentsValue] not far from us. The
collection consists of:\n\n[itemStashContents]\n\n[asker_label] says that
[allSitePartsDescriptionsExceptFirst]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.0
'questName(priority=1)->[asker_nameDef]'s [stash] of [treasure]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.1 'questName-
>[stash] of [treasure]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.2 'stash-
>Stash' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.3 'stash-
>Cache' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.4 'stash-
>Collection' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.5 'stash-
>Shack' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.6 'treasure-
>Treasure' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.7 'treasure-
>Valuables' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.8 'treasure-
>Fortune' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.9 'treasure-
>Goodies' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_ItemStash.questNameRules.rulesStrings.10 'treasure-
>Supplies' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
OpportunitySite_ItemStash.root.nodes.WorldObjectTimeout.node.nodes.Letter.label.sla
teRef 'Quest expired: [resolvedQuestName]'
QuestScriptDef:
OpportunitySite_ItemStash.root.nodes.WorldObjectTimeout.node.nodes.Letter.text.slat
eRef 'Intercepted communications indicate the item stash has been claimed by
others. The quest [resolvedQuestName] has expired.'
QuestScriptDef: LongRangeMineralScannerLump.questDescriptionRules.rulesStrings.0
'questDescription->Using your long-range mineral scanner, [worker_definite] has
found a lump of [targetMineable_label] nearby.\n\nUnfortunately, it won't last -
others will mine it first in [timeoutTicks_duration] if we
don't.\n\n[allSitePartsDescriptionsExceptFirst]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: LongRangeMineralScannerLump.questNameRules.rulesStrings.0
'questName->[distant] resources' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: LongRangeMineralScannerLump.questNameRules.rulesStrings.1
'questName->[distant] minerals' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: LongRangeMineralScannerLump.questNameRules.rulesStrings.2 'distant-
>distant' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: LongRangeMineralScannerLump.questNameRules.rulesStrings.3 'distant-
>far' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: LongRangeMineralScannerLump.questNameRules.rulesStrings.4 'distant-
>long-range' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
LongRangeMineralScannerLump.root.nodes.WorldObjectTimeout.node.nodes.Letter.label.s
lateRef 'Quest expired: [resolvedQuestName]'
QuestScriptDef:
LongRangeMineralScannerLump.root.nodes.WorldObjectTimeout.node.nodes.Letter.text.sl
ateRef 'Others have mined the lump of [targetMineable_label]. The quest
[resolvedQuestName] has expired.'
QuestScriptDef: OpportunitySite_PeaceTalks.questDescriptionRules.rulesStrings.0
'questDescription->[faction_leader_nameFull], [faction_leaderTitle] of
[faction_name], has sent us a message. [faction_leader_pronoun] wants to talk with
us in a nearby location.\n\nIt could be a great opportunity to improve relations
with their faction and receive gifts, but beware - a poor negotiator can cause more
harm than good and may even anger them.[favorRewardDetails]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questDescriptionRules.rulesStrings.1
'favorRewardDetails(faction_leader_royalInCurrentFaction==True,priority=1)-
>\n\nSuccessful peace talks can earn your negotiator a small amount of personal
[faction_royalFavorLabel] with [faction_name].' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questDescriptionRules.rulesStrings.2
'favorRewardDetails->' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questNameRules.rulesStrings.0
'questName->[faction_leader_nameDef]'s [peaceTalks]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questNameRules.rulesStrings.1
'questName->[peaceTalks] with [faction_leader_nameDef]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questNameRules.rulesStrings.2
'questName->The [peaceTalks]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questNameRules.rulesStrings.3
'questName->[peaceTalks]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questNameRules.rulesStrings.4
'peaceTalks->Peace Talks' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questNameRules.rulesStrings.5
'peaceTalks->Diplomacy' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: OpportunitySite_PeaceTalks.questNameRules.rulesStrings.6
'peaceTalks->Meeting' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
OpportunitySite_PeaceTalks.root.nodes.PeaceTalksTimeout.node.nodes.Letter.label.sla
teRef 'Quest expired: [resolvedQuestName]'
QuestScriptDef:
OpportunitySite_PeaceTalks.root.nodes.PeaceTalksTimeout.node.nodes.Letter.text.slat
eRef 'The offer of peace talks with [faction_name] has expired. You have failed the
quest [resolvedQuestName].'
QuestScriptDef:
OpportunitySite_PrisonerWillingToJoin.questDescriptionRules.rulesStrings.0
'questDescription->A prisoner being held by [siteFaction_name] has managed to steal
a radio and call you!\n\n[prisoner_nameDef] is being held at a camp near
[map_definite][underArmedGuard]. Rescue [prisoner_objective], and
[prisoner_pronoun] will join your colony. [prisoner_pronoun] is a [prisoner_age]-
year-old [prisoner_title]. [prisoner_pronoun] says that
[allSitePartsDescriptionsExceptFirst][formerColonistInfo]
[prisonerFullRelationInfo]\n\nIf you miss this opportunity, you may never hear from
[prisoner_nameDef] again.' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef:
OpportunitySite_PrisonerWillingToJoin.questDescriptionRules.rulesStrings.1
'formerColonistInfo(priority=1)->\n\n[prisoner_formerlyColonistInfo]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef:
OpportunitySite_PrisonerWillingToJoin.questDescriptionRules.rulesStrings.2
'formerColonistInfo->' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
OpportunitySite_PrisonerWillingToJoin.questDescriptionRules.rulesStrings.3
'underArmedGuard(allowViolentQuests==true,priority=1)-> under armed guard' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef:
OpportunitySite_PrisonerWillingToJoin.questDescriptionRules.rulesStrings.4
'underArmedGuard->' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: OpportunitySite_PrisonerWillingToJoin.questNameRules.rulesStrings.0
'questName->[prisoner_nameDef]'s Salvation' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PrisonerWillingToJoin.questNameRules.rulesStrings.1
'questName->[prisoner_nameDef]'s Rescue' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PrisonerWillingToJoin.questNameRules.rulesStrings.2
'questName->[prisoner_nameDef]'s Breakout' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PrisonerWillingToJoin.questNameRules.rulesStrings.3
'questName->Rescuing [prisoner_nameDef]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PrisonerWillingToJoin.questNameRules.rulesStrings.4
'questName->Saving [prisoner_nameDef]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: OpportunitySite_PrisonerWillingToJoin.questNameRules.rulesStrings.5
'questName->Breaking [prisoner_nameDef] Out' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: TradeRequest.questDescriptionRules.rulesStrings.0
'questDescription->A nearby settlement, [settlement_label], has a special trade
request. They would like to purchase:\n\n [requestedThingCount]x
[requestedThing_label] [qualityInfo](worth [requestedThingMarketValue_money])\n\nIn
return, [allRewardsDescriptions]\n\nIf you want to make the trade, send a caravan
with the requested items. The estimated travel time is
[estimatedTravelTime_duration].' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: TradeRequest.questDescriptionRules.rulesStrings.1
'qualityInfo(requestedThingHasQuality==True,priority=1)->of normal+ quality '
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questDescriptionRules.rulesStrings.2 'qualityInfo->'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.0 'questName->Caravan to
[settlement_label]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.1 'questName->Trade with
[settlement_label]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.2 'questName->Selling to
[settlement_label]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.3 'questName->Supplies for
[settlement_label]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.4 'questName->A [special]
[trade]' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.5 'special->Special'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.6 'special->Unique' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.7 'special->Non-
traditional' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.8 'trade->Trade' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.9 'trade->Exchange' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.10 'trade->Deal' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: TradeRequest.questNameRules.rulesStrings.11 'trade->Offer' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef:
TradeRequest.root.nodes.GiveRewards.nodeIfChosenPawnSignalUsed.label.slateRef
'[asker_faction_royalFavorLabel]'
QuestScriptDef:
TradeRequest.root.nodes.GiveRewards.nodeIfChosenPawnSignalUsed.text.slateRef 'Who
should be credited with [asker_faction_royalFavorLabel] for fulfilling the trade
request?'
QuestScriptDef: ChangeRoyalHeir.questDescriptionRules.rulesStrings.0
'questDescription->\nIn order to consecrate making [titleHeir_nameFull] the heir of
[titleHolder_nameFull]'s title, you must build a monument.\n\nThe monument will be
[monumentSize] in size and will require these resources (total value
[monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\nFa
iling to finish the monument within 20 days is considered to profane the ritual.
Your relations with [asker_factionName] will fall by 25, and the heir will not be
changed.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ChangeRoyalHeir.questNameRules.rulesStrings.0 'questName-
>[titleHeir_nameDef]'s inheritance' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: ChangeRoyalHeir.root.nodes.Delay.inspectString.slateRef 'Time left:
{0}'
QuestScriptDef: ChangeRoyalHeir.root.nodes.Delay.node.nodes.Letter.label.slateRef
'[titleHolder_nameDef]'s heir change failed'
QuestScriptDef: ChangeRoyalHeir.root.nodes.Delay.node.nodes.Letter.text.slateRef
'[asker_nameDef] is offended that you promised to consecrate the new inheritance,
but did not build the monument within the prescribed time.\n\nYou lost 25 goodwill
with [asker_faction_name].'
QuestScriptDef:
ChangeRoyalHeir.root.nodes.titleHolderDestroyed.node.nodes.Letter.label.slateRef
'Title holder died: {SUBJECT_definite}'
QuestScriptDef:
ChangeRoyalHeir.root.nodes.titleHolderDestroyed.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, whose heir was in the process of being changed, has died.'
QuestScriptDef:
ChangeRoyalHeir.root.nodes.titleHeirDestroyed.node.nodes.Letter.label.slateRef
'Designated heir died: {SUBJECT_definite}'
QuestScriptDef:
ChangeRoyalHeir.root.nodes.titleHeirDestroyed.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who was supposed to become heir to a title, has died.'
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.0
'questDescription(asker_factionLeader==True)->[asker_faction_leaderTitle]
[asker_nameFull] of [asker_faction_name] needs extra hands to help
[dutyDescription]. [asker_pronoun] is asking you to lend [colonistCountToLend] to
[asker_faction_name] for [lendForDays] days.\n\nAfter [lendForDays] days have
passed, your colonists will be returned via drop pods.\n\nIf you accept, a shuttle
will arrive to collect the [colonistCountToLend]. When it takes off with them on
board, [allRewardsDescriptions]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.1 'disease->flu' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.2 'disease->plague'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.3 'disease->malaria'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.4 'disease->infection'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.5
'questDescription(asker_royalInCurrentFaction==True)-
>[asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name] wishes
to add some life to [asker_possessive] court by showing off some
[entertainerDescription]. [asker_pronoun] is asking you to lend
[colonistCountToLend] to [asker_faction_name] for [lendForDays] days. After
[lendForDays] days have passed, your colonists will be returned via drop
pods.\n\nIf you accept, a shuttle will arrive to collect the [colonistCountToLend].
When it takes off with them on board, [allRewardsDescriptions]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.6
'colonistCountToLend(colonistsToLendCount==1)->1 colonist' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questDescriptionRules.rulesStrings.7
'colonistCountToLend(colonistsToLendCount>1)->[colonistsToLendCount] colonists'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questNameRules.rulesStrings.0 'questName->[worker]
Outsourcing' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questNameRules.rulesStrings.1 'questName->Contract
[worker]s' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questNameRules.rulesStrings.2 'questName->Temporary
Workers' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questNameRules.rulesStrings.3 'questName->Colonist
Lending' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questNameRules.rulesStrings.4 'worker->Colonist' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.questNameRules.rulesStrings.5 'worker->Worker' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
0.nodes.GetRandomElement.options.0.slateRef 'gather the harvest'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
0.nodes.GetRandomElement.options.1.slateRef 'fortify a settlement'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
0.nodes.GetRandomElement.options.2.slateRef 'set up a settlement'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
0.nodes.GetRandomElement.options.3.slateRef 'watch for raiders'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
0.nodes.GetRandomElement.options.4.slateRef 'set up a hospital'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
0.nodes.GetRandomElement.options.5.slateRef 'contain an outbreak of [disease]'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
0.nodes.Set.value.slateRef '{PAWNS} have returned after helping [asker_nameFull] of
[asker_faction_name] to [dutyDescription].'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
1.nodes.GetRandomElement.options.0.slateRef 'real hardy surface survivors'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
1.nodes.GetRandomElement.options.1.slateRef 'goofy jesters'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
1.nodes.GetRandomElement.options.2.slateRef 'foreign-accented servants'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
1.nodes.GetRandomElement.options.3.slateRef 'exotic human specimens'
QuestScriptDef: PawnLend.root.nodes.RandomNode.nodes.Sequence-
1.nodes.Set.value.slateRef '{PAWNS} have returned after being shown off as
[entertainerDescription] in the court of [asker_royalTitleInCurrentFaction]
[asker_nameFull] of [asker_faction_name].'
QuestScriptDef: PawnLend.root.nodes.ShuttleDelay.node.nodes.Letter.label.slateRef
'Shuttle arrived'
QuestScriptDef: PawnLend.root.nodes.ShuttleDelay.node.nodes.Letter.text.slateRef
'The shuttle has arrived to collect [colonistsToLendCount] of your colonists.'
QuestScriptDef:
PawnLend.root.nodes.shuttleDestroyed.node.nodes.Letter.label.slateRef 'Shuttle
destroyed'
QuestScriptDef:
PawnLend.root.nodes.shuttleDestroyed.node.nodes.Letter.text.slateRef 'The shuttle
sent to collect colonists has been destroyed.'
QuestScriptDef:
PawnLend.root.nodes.ColonistsReturned.node.nodes.Letter.label.slateRef 'Colonists
returned'
QuestScriptDef: BuildMonument_Basic.questDescriptionRules.rulesStrings.0
'commonEnding->The monument is [monumentSize] in size and will require these
resources (total value
[monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\nCo
nstruction must be completed within [constructionTimeoutTicks_duration] of
accepting the task. Upon completion, [allRewardsDescriptions]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: BuildMonument_TimeProtect.questDescriptionRules.rulesStrings.0
'commonEnding->The monument is [monumentSize] in size and will require these
resources (total value
[monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\nCo
nstruction must be completed within [constructionTimeoutTicks_duration] of
accepting the task.\n\nAfter completion, you'll have to protect the monument for
[haveToProtectForTicks_duration]. If any piece of it is destroyed, [asker2]'s
enforcement system will activate and [threatDescription]\n\nWhen you finish
construction, [allRewardsDescriptions]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef:
BuildMonument_TimeProtect.root.nodes.monumentMarkerMonumentCompleted.node.label.sla
teRef 'Monument completed'
QuestScriptDef:
BuildMonument_TimeProtect.root.nodes.monumentMarkerMonumentCompleted.node.text.slat
eRef 'You completed construction of the monument.\n\nYou must now protect the
monument for [haveToProtectForTicks_duration]. If any piece of it is destroyed,
[asker2]'s enforcement system will activate and [threatDescription]'
QuestScriptDef: BuildMonumentWorker.root.nodes.IsTrue-
2.node.nodes.monumentMarkerMonumentDestroyed.node.nodes.Message.text.slateRef 'The
monument for the quest '[resolvedQuestName]' has been violated. Punishment will now
occur.'
QuestScriptDef:
BuildMonumentWorker.root.nodes.monumentMarkerDestroyed.node.nodes.Letter.label.slat
eRef 'New monument marker arrived'
QuestScriptDef:
BuildMonumentWorker.root.nodes.monumentMarkerDestroyed.node.nodes.Letter.text.slate
Ref 'Since the monument marker has been destroyed, a new one has been sent.'
QuestScriptDef: BuildMonumentWorker.root.nodes.Delay-0.expiryInfoPart.slateRef
'Protect the monument for {0}'
QuestScriptDef: BuildMonumentWorker.root.nodes.Delay-0.expiryInfoPartTip.slateRef
'Protect the monument until {0}'
QuestScriptDef: BuildMonumentWorker.root.nodes.Delay-0.inspectString.slateRef
'Protect for {0}'
QuestScriptDef: BuildMonumentWorker.root.nodes.Delay-
1.node.nodes.Letter.label.slateRef 'Monument time expired'
QuestScriptDef: BuildMonumentWorker.root.nodes.Delay-
1.node.nodes.Letter.text.slateRef 'Your time limit to construct the monument has
expired. [failLetterEndingCommon]'
QuestScriptDef: Decree_ProduceItem.questDescriptionRules.rulesStrings.0
'questDescription->[decreeIntro]\n\nYou must produce:\n\n -
[thingToProduceLabel]\n\n[decreeThreatInfo]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Decree_ProduceItem.questNameRules.rulesStrings.0 'questName-
>[defToProduce_label] production decree' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Decree_HarvestCrop.questDescriptionRules.rulesStrings.0
'questDescription->[decreeIntro]\n\nYou must harvest [plantToHarvest_label]
x[harvestItemCount].\n\nYou may need to plant and grow the [plantToHarvest_label]
first.\n\n[decreeThreatInfo]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Decree_HarvestCrop.questNameRules.rulesStrings.0 'questName-
>[plantToHarvest_label] harvest decree' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Decree_HuntAnimal.questDescriptionRules.rulesStrings.0
'questDescription->[decreeIntro]\n\nYou must hunt or slaughter
[animalToHuntWithCount].\n\n[decreeThreatInfo]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Decree_HuntAnimal.questDescriptionRules.rulesStrings.1
'animalToHuntWithCount(countToHunt==1)->[animalToHunt_indefinite]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Decree_HuntAnimal.questDescriptionRules.rulesStrings.2
'animalToHuntWithCount(countToHunt!=1)->[countToHunt] [animalToHunt_labelPlural]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Decree_HuntAnimal.questNameRules.rulesStrings.0 'questName-
>[animalToHunt_label] hunting decree' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Decree_BuildMonument.questDescriptionRules.rulesStrings.0
'questDescription->[decreeIntro]\n\nYou must build a monument. It is [monumentSize]
in size and will require these resources (total value
[monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\n[d
ecreeThreatInfo]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Decree_BuildMonument.questNameRules.rulesStrings.0 'questName-
>monument decree' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: DecreeSetup.questDescriptionRules.rulesStrings.0 'decreeIntro-
>[asker_nameDef], your [asker_bestRoyalTitle], has issued a royal decree.' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: DecreeSetup.questDescriptionRules.rulesStrings.1 'decreeThreatInfo-
>If you fail to fulfill this decree within [decreeDays] days, [asker_nameDef] will
start to become unhappy. [asker_possessive] anger will increase over time until the
decree is satisfied.' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: DecreeSetup.root.nodes.Delay.node.nodes.Letter.label.slateRef
'[asker_nameDef]'s decree forgotten'
QuestScriptDef: DecreeSetup.root.nodes.Delay.node.nodes.Letter.text.slateRef
'[asker_nameDef] has forgotten about [asker_possessive] decree.'
QuestScriptDef: EndGame_RoyalAscent.questDescriptionRules.rulesStrings.0
'questDescription->[intro][asker_nameFull], [asker_faction_leaderTitle] of
[asker_faction_name], will perform a customary visit with any Count of
[asker_possessive] domain upon request. Invite [asker_objective], satisfy
[asker_possessive] royal needs for [shuttleDelayTicks_duration], and all of you can
ride the shuttle to the Imperial flotilla. You may then join the Imperial court, or
escape to a new life among the stars.\n\nEarning the title of Count means
completing quests to earn [asker_faction_royalFavorLabel] with
[asker_faction_name]. It may take years to finally achieve the title of
Count.\n\nDuring [asker_possessive] visit, you must keep [asker_nameDef]'s mood
above [lodgersMoodThreshold_percent]. This means providing royal perquisites like a
lavish bedroom.[threatsInfo]\n\n[asker_nameDef] will bring four of
[asker_possessive] personal guards and place them under your command. You must
house these guards, but [asker_nameDef] will not complain if they are killed or
unhappy.\n\nYou must keep the visitors at [map_definite] and not send them anywhere
else. If you fail this quest or migrate, you will have another chance at it later.'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questDescriptionRules.rulesStrings.1
'intro(sameQuestsCount==0)->You have learned of a way to escape this planet!\n\n'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questDescriptionRules.rulesStrings.2
'intro(sameQuestsCount>=1)->You have been given another chance at royal
ascent.\n\n' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questDescriptionRules.rulesStrings.3
'threatsInfo(allowViolentQuests==true,priority=1)->\n\nOthers will take the
opportunity to try to kill the [asker_faction_leaderTitle], and will attack with
great intensity. Be prepared to defend.' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questDescriptionRules.rulesStrings.4
'threatsInfo->' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.0
'questName(sameQuestsCount==0)->Royal Ascent' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.1
'questName(sameQuestsCount>=1)->Royal [titleEnd]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.2 'titleEnd-
>Ascension' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.3 'titleEnd-
>Ascendance' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.4 'titleEnd-
>Visitor' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.5 'titleEnd->Guest'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.6 'titleEnd->Host'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.questNameRules.rulesStrings.7 'titleEnd-
>Victory' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: EndGame_RoyalAscent.root.nodes.DropPods.customLetterLabel.slateRef
'[asker_faction_leaderTitle] arrived'
QuestScriptDef: EndGame_RoyalAscent.root.nodes.DropPods.customLetterText.slateRef
'[asker_nameDef], [asker_faction_leaderTitle] of [asker_faction_name], has
arrived.\n\nProtect [asker_objective] and satisfy [asker_possessive] royal needs
until the shuttle arrives in [shuttleDelayTicks_duration].\n\nAll of you can
accompany the [asker_faction_leaderTitle] on the shuttle and travel to the Imperial
flotilla to begin a new life.'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.ShuttleDelay.node.nodes.InspectString.inspectString.
slateRef 'Should depart on shuttle'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.ShuttleDelay.node.nodes.Letter.label.slateRef
'Shuttle arrived'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.ShuttleDelay.node.nodes.Letter.text.slateRef 'The
shuttle has arrived to collect [asker_bestRoyalTitleDef].\n\nAll of you can
accompany the [asker_faction_leaderTitle] on the shuttle and travel to the Imperial
flotilla to begin a new life.'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.ShuttleDelay.node.nodes.EndGame.endingText.slateRef
'The high stellarch will now welcome you into the Imperial flotilla as an honored
noble party.\n\nYou might stay in the Imperial court and jockey for political
power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or,
you might even buy a ship and set a course for your long-lost home.\n\nThe choice
is up to you.'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.ShuttleDelay.node.nodes.EndGame.introText.slateRef
'You've escaped on the Imperial shuttle!'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.MoodBelow.node.nodes.Letter.label.slateRef
'{SUBJECT_bestRoyalTitle} unhappy'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.MoodBelow.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who you were charged to protect and keep happy, has been below
the minimum mood of [lodgersMoodThreshold] too long. [failLetterEndingCommon]'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.askerDestroyed.node.nodes.Letter.label.slateRef
'Guest died: {SUBJECT_definite}'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.askerDestroyed.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who you were charged to protect, has died.
[failLetterEndingCommon]'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.lodgersArrested.node.nodes.Letter.label.slateRef
'Guest captured: {SUBJECT_definite}'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.lodgersArrested.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who you were charged to protect, has been arrested.
[failLetterEndingCommon]'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.lodgersSurgeryViolation.node.nodes.Letter.label.slat
eRef 'Unauthorized surgery: {SUBJECT_definite}'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.lodgersSurgeryViolation.node.nodes.Letter.text.slate
Ref 'Unauthorized, violating surgery has been performed on {SUBJECT_definite}, who
you were charged to protect. [failLetterEndingCommon]'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.askerLeftMap.node.nodes.Letter.label.slateRef 'Guest
lost: {SUBJECT_definite}'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.askerLeftMap.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who you were charged to protect, has left the assigned
settlement. [failLetterEndingCommon]'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.shuttleDestroyed.node.nodes.Letter.label.slateRef
'Shuttle destroyed'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.shuttleDestroyed.node.nodes.Letter.text.slateRef
'The shuttle sent to collect [asker_bestRoyalTitleDef] has been destroyed.
[failLetterEndingCommon]'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.label.slate
Ref 'Quest failed: [resolvedQuestName]'
QuestScriptDef:
EndGame_RoyalAscent.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.text.slateR
ef 'The shuttle sent to collect [asker_bestRoyalTitleDef] has departed without
[asker_objective]. [asker_pronoun] will now leave on foot.
[failLetterEndingCommon]'
QuestScriptDef: Hospitality_Animals.questDescriptionAndNameRules.rulesStrings.0
'lodgersLabel->[lodgersPawnKind_label]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionAndNameRules.rulesStrings.1
'lodgersLabelPlural->[lodgersPawnKind_labelPlural]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.0
'threatsInfoMechClustersSingleAnimal->For unknown reasons, the [lodgersLabel] has
been targeted by an orbiting mechanoid swarm. As long as [lodgers0_pronoun] is
present, mechanoid combat clusters will regularly drop onto [map_definite].' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.1
'threatsInfoMechClustersMultiAnimal->For unknown reasons, the [lodgersLabelPlural]
have been targeted by an orbiting mechanoid swarm. As long as they is present,
mechanoid combat clusters will regularly drop onto [map_definite].' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.2
'threatsInfoMechRaidsSingleAnimal->For unknown reasons, the [lodgersLabel] has been
targeted by a mechanoid hive. As long as [lodgers0_pronoun] is present, mechanoid
combat groups will regularly attack [map_definite].' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.3
'threatsInfoMechRaidsMultiAnimal->For unknown reasons, the [lodgersLabelPlural]
have been targeted by a mechanoid hive. As long as they is present, mechanoid
combat groups will regularly attack [map_definite].' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.4
'questDescription(askerIsNull==true,lodgersCount==1)->An animal rescue organization
wants you to take care of a [lodgersLabel] named [lodgers0_nameDef] at
[map_definite] for [shuttleDelayTicks_duration]. [healthInfo]
[threatsInfo1]\n\n[commonDescEnding]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.5
'threatsInfo1(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nThe animal rescue activists stole [lodgers0_nameDef] from a slaughtering
ceremony being held by [enemyFaction_name]. Now the [enemyFaction_pawnsPlural] are
coming to seek revenge. If you accept [lodgers0_nameDef],
[enemyFaction_pawnsPlural] will attack as long as [lodgers0_pronoun] is present.
[enemyGroupsParagraph]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.6
'threatsInfo1(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsSingleAnimal] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.7
'threatsInfo1(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersSingleAnimal]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.8
'threatsInfo1(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.9
'questDescription(askerIsNull==true,lodgersCount>=2)->An animal rescue organization
wants you to take care of [lodgersCount] [lodgersLabelPlural] at [map_definite] for
[shuttleDelayTicks_duration]. [healthInfo][threatsInfo2]\n\n[commonDescEnding]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.10 'victim-
>child' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.11 'victim-
>woman' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.12 'victim-
>man' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.13 'victim-
>[PersonJob]' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.14
'victim(generateThreats==true,allowedThreats==Raids)->friend of the
[enemyFaction_leaderTitle] of [enemyFaction_name]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.15
'threatsInfo2(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nUnfortunately, these [lodgersLabelPlural] were recently implicated in the
death of a [victim]. Now, [enemyFaction_pawnsPlural] from [enemyFaction_name] are
hunting them for ritual revenge. If you accept the [lodgersLabelPlural],
[enemyFaction_pawnsPlural] will attack as long as they are present.
[enemyGroupsParagraph]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.16
'threatsInfo2(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsMultiAnimal] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.17
'threatsInfo2(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersMultiAnimal]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.18
'threatsInfo2(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.19
'questDescription(asker_factionLeader==True,lodgersCount==1,priority=1)-
>[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is looking
for a safe settlement to take care of [asker_possessive] pet [lodgersLabel]
[lodgers0_nameDef] for [shuttleDelayTicks_duration]. [healthInfo]
[threatsInfo3]\n\n[commonDescEnding]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.20
'threatsInfo3(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\n[enemyFaction_pawnsPlural] from [enemyFaction_name] are trying to kill poor
little [lodgers0_nameDef] to get at [asker_nameDef]. If you accept
[lodgers0_nameDef], [enemyFaction_pawnsPlural] will attack as long as
[lodgers0_pronoun] is present. [enemyGroupsParagraph]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.21
'threatsInfo3(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsSingleAnimal] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.22
'threatsInfo3(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersSingleAnimal]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.23
'threatsInfo3(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.24
'questDescription(asker_factionLeader==True,lodgersCount>=2,priority=1)-
>[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], is making a
request. [asker_pronoun] wants you to take care of [lodgersCount]
[lodgersLabelPlural] at [map_definite] for [shuttleDelayTicks_duration].
[healthInfo][threatsInfo4]\n\n[commonDescEnding]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.25
'threatsInfo4(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nThe [lodgersLabelPlural] are necessary for [asker_nameDef] to fulfill an
important trade promise. To provoke conflict, [enemyFaction_name] is sending
[enemyFaction_pawnsPlural] after them. If you accept the [lodgersLabelPlural],
[enemyFaction_pawnsPlural] will attack as long as they are present.
[enemyGroupsParagraph]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.26
'threatsInfo4(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsMultiAnimal] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.27
'threatsInfo4(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersMultiAnimal]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.28
'threatsInfo4(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.29
'questDescription(asker_royalInCurrentFaction==True,lodgersCount==1,priority=1)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is
making a request. [asker_pronoun] wants you to take care of [asker_possessive]
favorite pet, the [lodgersLabel] [lodgers0_nameDef], at [map_definite] for
[shuttleDelayTicks_duration]. [healthInfo][threatsInfo5]\n\n[commonDescEnding]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.30
'threatsInfo5(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\n[lodgers0_nameDef] is a gift promised to [asker_nameDef]'s child for a
marriage ceremony. To try to prevent the marriage, [enemyFaction_name] is sending
[enemyFaction_pawnsPlural] after [lodgers0_objective]. If you accept
[lodgers0_nameDef], [enemyFaction_pawnsPlural] will attack as long as
[lodgers0_nameDef] is present. [enemyGroupsParagraph]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.31
'threatsInfo5(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsSingleAnimal] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.32
'threatsInfo5(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersSingleAnimal]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.33
'threatsInfo5(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.34
'questDescription(asker_royalInCurrentFaction==True,lodgersCount>=2,priority=1)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is
making a request. [asker_pronoun] wants you to take care of [lodgersCount]
[lodgersLabelPlural] at [map_definite] for [shuttleDelayTicks_duration]. The
[lodgersLabelPlural] are [asker_nameDef]'s favorite pets, and [asker_pronoun] wants
them to see the world outside [asker_possessive] royal court. [healthInfo]
[threatsInfo6]\n\n[commonDescEnding]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.35
'threatsInfo6(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nUnfortunately, [enemyFaction_name] is hunting the [lodgersLabelPlural] to try
to hurt [asker_nameDef] personally. If you accept the [lodgersLabelPlural],
[enemyFaction_pawnsPlural] will attack as long as they are present.
[enemyGroupsParagraph]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.36
'threatsInfo6(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsMultiAnimal] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.37
'threatsInfo6(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersMultiAnimal]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.38
'threatsInfo6(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questDescriptionRules.rulesStrings.39
'letterSubject(priority=1)->{SUBJECT_definite} the [lodgersLabel]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.0
'questName(lodgersCount==1)->the [animalAdj] [lodgersLabel]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.1
'questName(lodgersCount==1)->a [animalAdj] [lodgersLabel]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.2
'questName(lodgersCount==1)->[animalAdj] [lodgersLabel]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.3
'questName(lodgersCount==1)->[lodgersLabel]-sitting' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.4
'questName(lodgersCount==1)->keeping [lodgers0_nameDef]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.5
'questName(lodgersCount==1)->poor little [lodgers0_nameDef]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.6
'questName(lodgersCount>=2)->the [animalAdj] [lodgersLabelPlural]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.7
'questName(lodgersCount>=2)->[animalAdj] [lodgersLabelPlural]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.8
'questName(lodgersCount>=2)->[animalAdj] [lodgersLabelPlural]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.9
'questName(lodgersCount>=2)->[lodgersLabel]-sitting' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.10
'questName(lodgersCount==2)->keeping [lodgersLabelPlural]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.11 'animalAdj-
>adorable' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.12 'animalAdj->doe-
eyed' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.13 'animalAdj-
>loyal' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.14 'animalAdj-
>loving' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.15 'animalAdj-
>quiet' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.16 'animalAdj-
>gentle' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.17 'animalAdj-
>proud' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.18
'animalAdj(generateThreats==true)->hunted' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Animals.questNameRules.rulesStrings.19
'animalAdj(generateThreats==true)->frightened' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionAndNameRules.rulesStrings.0
'lodgersLabel->guest' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionAndNameRules.rulesStrings.1
'lodgersLabelPlural->guests' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.0
'lodgersDef(lodgersCount==1)->[lodgers0_nameDef]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.1
'lodgersDef(lodgersCount>=2)->the guests' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.2
'joinerEnding->You'll be able to direct [lodgersDef] the same way you direct your
own colonists.[specialNeedsExplanation]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.3
'specialNeedsExplanation(asker_royalInCurrentFaction==True,priority=1)-> You'll
need to satisfy any special royal needs the guests may have.' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.4
'specialNeedsExplanation->' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.5
'questDescription(askerIsNull==true,lodgersCount==1)->A [lodgers0_title] named
[lodgers0_nameFull] wants you to protect [lodgers0_objective] at [map_definite] for
[shuttleDelayTicks_duration]. [allLodgerInfo][threatsInfo1]\n\n[commonDescEnding]
[joinerEnding]' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.6
'threatsInfo1(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\n[lodgers0_nameDef] was recently caught [wrongAct]. Seeking revenge,
[enemyFaction_pawnsPlural] will come for [lodgers0_objective] as long as
[lodgers0_pronoun] is with you. [enemyGroupsParagraph]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.7
'threatsInfo1(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsSingleHuman] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.8
'threatsInfo1(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersSingleHuman]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.9
'threatsInfo1(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.10
'wrongAct->insulting the [PersonalCharacteristic] of [enemyFaction_leader_nameDef],
[enemyFaction_leaderTitle] of [enemyFaction_name]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.11
'wrongAct->stealing livestock from [enemyFaction_name]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.12
'wrongAct->stealing food from [enemyFaction_name]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.13
'wrongAct->stealing spiritual artifacts from [enemyFaction_name]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.14
'wrongAct->sabotaging the cryptosleep caskets of [enemyFaction_name]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.15
'questDescription(askerIsNull==true,lodgersCount>=2)->A group of [lodgersCount]
travelers want you to host them at [map_definite] for [shuttleDelayTicks_duration].
[allLodgerInfo][threatsInfo2]\n\n[commonDescEnding] [joinerEnding]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.16
'threatsInfo2(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nThese travelers were recently invited to an important ceremony with
[enemyFaction_name], but showed up drunk and profaned the ritual.
[enemyFaction_name] is now sending raids after them. [enemyGroupsParagraph]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.17
'threatsInfo2(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsMultiHuman] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.18
'threatsInfo2(generateThreats==true,allowedThreats==MechClusters)->\n\nThe
travelers recently [mechViolation], and have been targeted by an orbiting mechanoid
swarm. As long as they are present, mechanoid clusters will drop from orbit on a
regular basis.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.19
'threatsInfo2(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.20
'questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)
->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is
requesting a favor. [asker_possessive] friend [lodgers0_nameFull] is interested in
learning about other cultures. [asker_nameDef] wants you to host [lodgers0_nameDef]
at [map_definite] for [shuttleDelayTicks_duration].
[allLodgerInfo]\n\n[commonDescEnding] [joinerEnding]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.21
'questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,a
llowedThreats==Raids,enemyFaction!=Mechanoid)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor.
[asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named
[lodgers0_nameDef], was caught writing vicious insults about
[enemyFaction_leader_nameFull]'s [PersonalCharacteristic]. [asker_nameDef] is
asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until
[asker_pronoun] can smooth over relations with [enemyFaction_name].
[allLodgerInfo]\n\nSince [enemyFaction_leader_nameDef] is the
[enemyFaction_leaderTitle] of [enemyFaction_name], [enemyFaction_leader_pronoun]
has sent groups of [enemyFaction_pawnsPlural] to hunt the insulter
[lodgers0_nameDef]. [enemyGroupsParagraph]\n\n[commonDescEnding] [joinerEnding]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.22
'questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,a
llowedThreats==Raids,enemyFaction==Mechanoid)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor.
[asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named
[lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to
guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun]
can sooth the mechanoid hive. [allLodgerInfo]\n\nMechanoids will come to hunt the
violator [lodgers0_nameDef]. [enemyGroupsParagraph]\n\n[commonDescEnding]
[joinerEnding]' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.23
'questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,a
llowedThreats==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of
[asker_faction_name] is requesting a favor. [asker_possessive] friend, a
[lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently
[mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for
[shuttleDelayTicks_duration]. Mechanoid clusters will arrive as long as
[lodgers0_nameDef] is present. [allLodgerInfo][threatsInfo1]
[allLodgerInfo]\n\n[commonDescEnding] [joinerEnding]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.24
'questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==false)
->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently
rescued [lodgersCount] [asker_faction_pawnsPlural] from an enemy jail.
[asker_nameDef] wants you to guard them at [map_definite] for
[shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect
them. [allLodgerInfo]\n\n[commonDescEnding] [joinerEnding]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.25
'questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,a
llowedThreats==Raids,enemyFaction!=Mechanoid)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name], recently rescued
[lodgersCount] [asker_faction_pawnsPlural] from the prisons of [enemyFaction_name].
[asker_nameDef] wants you to guard them at [map_definite] for
[shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect
them. [allLodgerInfo]\n\nThe [asker_faction_pawnsPlural] know secrets about the
[secretInfo] of [enemyFaction_name], so they will be hunted.
[enemyGroupsParagraph]\n\n[commonDescEnding] [joinerEnding]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.26
'questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,a
llowedThreats==Raids,enemyFaction==Mechanoid)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name], recently rescued
[lodgersCount] [asker_faction_pawnsPlural] from a crytosleep vault. [asker_nameDef]
wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until
[asker_pronoun] can send a shuttle to collect them. [allLodgerInfo]\n\nThe
[asker_faction_pawnsPlural] will be hunted by mechanoids.
[enemyGroupsParagraph]\n\n[commonDescEnding] [joinerEnding]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.27
'questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,a
llowedThreats==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of
[asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural]
from a mechanoid hive's holding pen. [asker_nameDef] wants you to guard them at
[map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a
shuttle to collect them. [allLodgerInfo]\n\nThe mechs are tracking their former
prisoners. As long as the [asker_faction_pawnsPlural] are with you, mechanoid
combat clusters will drop onto [map_definite] on a regular
basis.\n\n[commonDescEnding] [joinerEnding]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.28
'secretInfo->military capabilities' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.29
'secretInfo->moral transgressions' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.30
'secretInfo->weapons research' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.31
'secretInfo->prison camps' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.32
'secretInfo->[enemyFaction_leaderTitle]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.33
'questDescription(asker_royalInCurrentFaction==True,lodgersCount==1)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is
fleeing a troubling political situation and wants to hide out at [map_definite] for
[shuttleDelayTicks_duration]. [allLodgerInfo][threatsInfo5]\n\n[commonDescEnding]
[joinerEnding]' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.34
'threatsInfo5(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\n[asker_nameDef]'s enemies have hired [enemyFaction_name] to hunt
[asker_objective]. They will attack repeatedly as long as [asker_nameDef] is
present. [enemyGroupsParagraph]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.35
'threatsInfo5(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[asker_nameDef]'s enemies provoked mechanoids into to hunting
[asker_objective]. The mechs will attack repeatedly as long as [asker_nameDef] is
present. [enemyGroupsParagraph]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.36
'threatsInfo5(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[asker_nameDef]'s enemies have somehow provoked mechanoids into hunting
[asker_objective], so mech combat clusters will drop onto [map_definite] repeatedly
as long as [asker_nameDef] is present.' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.37
'threatsInfo5(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.38
'questDescription(asker_royalInCurrentFaction==True,lodgersCount>=2)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name],
wants to stay at [map_definite] for [shuttleDelayTicks_duration] with
[lodgersCountMinusOne] court [allyAllies]. [allLodgerInfo]
[threatsInfo6]\n\n[commonDescEnding] [joinerEnding]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.39
'threatsInfo6(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for
death and need a safe place to stay until they can purge their court. However,
[asker_nameDef]'s enemies have hired [enemyFaction_name] to hunt [asker_objective].
They will attack repeatedly until [asker_nameDef] leaves. [enemyGroupsParagraph]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.40
'threatsInfo6(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for
death and need a safe place to stay until they can purge their court. However,
[asker_nameDef]'s enemies have provoked [enemyFaction_name] into hunting
[asker_objective]. Mechanoids will attack repeatedly until [asker_nameDef] leaves.
[enemyGroupsParagraph]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.41
'threatsInfo6(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for
death and need a safe place to stay until they can purge their court. However,
[asker_nameDef]'s enemies have somehow provoked mechanoids into hunting
[asker_objective], so mech combat clusters will regularly drop onto [map_definite]
until [asker_nameDef] leaves.' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.42
'threatsInfo6(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.43
'allyAllies(lodgersCountMinusOne==1)->ally' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questDescriptionRules.rulesStrings.44
'allyAllies(lodgersCountMinusOne>=2)->allies' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.0 'questName-
>shelter for [lodgerIndef]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.1 'questName-
>hospitality for [lodgerIndef]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.2 'questName-
>hosting [lodgerIndef]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.3 'questName-
>[lodgerIndef] needing help' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.4
'questName(generateThreats==true,priority=1)->protecting [lodgerIndef]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.5
'questName(generateThreats==true,priority=1)->safeguarding [lodgerIndef]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.6
'questName(generateThreats==true,priority=1)->security for [lodgerIndef]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.7
'questName(generateThreats==true,priority=1)->[lodgerIndef] under threat' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.8
'questName(generateThreats==true,priority=1)->[lodgerIndef] in danger' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.9
'questName(generateThreats==true,priority=1)->[lodgerIndef] with enemies' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.10
'questName(generateThreats==true,priority=1)->[lodgerIndef] in the crosshairs'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.11
'lodgerIndef(askerIsNull==true,lodgersCount==1)->[lodgers0_label]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.12
'lodgerIndef(askerIsNull==true,lodgersCount==1)->a [lodgers0_title]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.13
'lodgerIndef(askerIsNull==true,lodgersCount>=2)->travelers' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.14
'lodgerIndef(asker_factionLeader==True,lodgersCount==1)->[lodgers0_label]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.15
'lodgerIndef(asker_factionLeader==True,lodgersCount==1)->a [lodgers0_title]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.16
'lodgerIndef(asker_factionLeader==True,lodgersCount==1)->a friend' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.17
'lodgerIndef(asker_factionLeader==True,lodgersCount==1)->an ally' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.18
'lodgerIndef(asker_factionLeader==True,lodgersCount>=2)->friends' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.19
'lodgerIndef(asker_factionLeader==True,lodgersCount>=2)->allies' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.20
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount==1,p=3)->a
[asker_royalTitleInCurrentFaction]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.21
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount==1)->[asker_label]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.22
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount==1)->a royal' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.23
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount==1)->a noble' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.24
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount==1)->an aristocrat'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.25
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount>=2)->royals' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.26
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount>=2)->nobles' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.questNameRules.rulesStrings.27
'lodgerIndef(asker_royalInCurrentFaction==True,lodgersCount>=2)->aristocrats'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Joiners.root.nodes.IsTrue-
0.node.nodes.MoodBelow.node.nodes.Letter.label.slateRef 'Guest unhappy:
{SUBJECT_definite}'
QuestScriptDef: Hospitality_Joiners.root.nodes.IsTrue-
0.node.nodes.MoodBelow.node.nodes.Letter.text.slateRef '{SUBJECT_definite}, who you
were charged to protect and keep happy, has been below the minimum mood of
[lodgersMoodThreshold_percent] too long.\n\n[remainingWillNowLeave]'
QuestScriptDef: Hospitality_Prisoners.questDescriptionAndNameRules.rulesStrings.0
'lodgersLabel->prisoner' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionAndNameRules.rulesStrings.1
'lodgersLabelPlural->prisoners' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.0
'questDescription(askerIsNull==true,lodgersCount==1)->An orbiting ship captain
wants you to guard a prisoner named [lodgers0_nameFull] at [map_definite] for
[shuttleDelayTicks_duration]. [allLodgerInfo][threatsInfo1]\n\n[commonDescEnding]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.1
'threatsInfo1(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\n[lodgers0_nameDef] recently spat on the most loved child of
[enemyFaction_leader_nameFull], [enemyFaction_leaderTitle] of [enemyFaction_name].
[enemyFaction_leader_nameDef] will send [enemyFaction_pawnsPlural] to seek revenge
on any who would protect [lodgers0_objective]. [enemyGroupsParagraph]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.2
'threatsInfo1(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsSingleHuman] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.3
'threatsInfo1(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersSingleHuman]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.4
'threatsInfo1(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.5
'questDescription(askerIsNull==true,lodgersCount>=2)->An orbiting ship captain
wants you to guard [lodgersCount] prisoners at [map_definite] for
[shuttleDelayTicks_duration]. [allLodgerInfo][threatsInfo2]\n\n[commonDescEnding]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.6
'threatsInfo2(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nThe prisoners committed a string of murders against the
[enemyFaction_pawnsPlural] of [enemyFaction_name], and their victims' families will
send raids to seek revenge. [enemyGroupsParagraph]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.7
'threatsInfo2(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\nThe prisoners recently [mechViolation], and have been targeted by a mechanoid
hive. It will send mechs to attack as long as they are present.
[enemyGroupsParagraph]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.8
'threatsInfo2(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersMultiPrisoners]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.9
'threatsInfo2(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.10
'questDescription(asker_factionLeader==True,lodgersCount==1)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name], wants you to stash a special
prisoner for [asker_objective]. The prisoner, a [lodgers0_age]-year-old
[lodgers0_title] named [lodgers0_nameFull], knows embarrassing information about
[asker_nameDef]'s [PersonalCharacteristic], and [asker_nameDef] doesn't want
[lodgers0_objective] to be freed. You only need to keep the prisoner for
[shuttleDelayTicks_duration] until the scandal passes. [allLodgerInfo]
[threatsInfo3]\n\n[commonDescEnding]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.11
'threatsInfo3(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nUnfortunately, [enemyFaction_name] wants to spread the shameful story and is
sending raids to break [lodgers0_nameDef] out of jail. [enemyGroupsParagraph]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.12
'threatsInfo3(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[threatsInfoMechRaidsSingleHuman] [enemyGroupsParagraph]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.13
'threatsInfo3(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersSingleHuman]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.14
'threatsInfo3(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.15
'questDescription(asker_factionLeader==True,lodgersCount>=2)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name], has captured [lodgersCount]
prisoners from an enemy faction. With no place to store them, [asker_nameDef] wants
you to watch over them for [shuttleDelayTicks_duration], until [asker_possessive]
prison is ready.[allLodgerInfo][threatsInfo4]\n\n[commonDescEnding]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.16
'threatsInfo4(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nThe prisoners have a paid rescue contract with [enemyFaction_name], so they
will send [enemyFaction_pawnsPlural] after you. [enemyGroupsParagraph]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.17
'threatsInfo4(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\n[asker_nameDef]'s enemies have some provoked a mechanoid hive into hunting the
prisoners, so it will send mechanoid attack groups. [enemyGroupsParagraph]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.18
'threatsInfo4(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersMultiPrisoners]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.19
'threatsInfo4(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.20
'questDescription(asker_royalInCurrentFaction==True,lodgersCount==1)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name] has
been caught in bed with the wrong person. [asker_pronoun] imprisoned the
inappropriate lover in a show of rejection. Now [asker_pronoun] wants you to keep
the prisoner [lodgers0_nameFull] caged until the scandal blows over in
[shuttleDelayTicks_duration]. [allLodgerInfo][threatsInfo5]\n\n[commonDescEnding]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.21
'threatsInfo5(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nUnfortunately, [asker_nameDef]'s court rivals are paying [enemyFaction_name]
to try to break the lover out and bring the story to light. [enemyGroupsParagraph]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.22
'threatsInfo5(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\nUnfortunately, [asker_nameDef]'s court rivals have provoked mechanoids attacks
from [enemyFaction_name] to try to break the lover out and bring the story to
light. [enemyGroupsParagraph]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.23
'threatsInfo5(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersSingleHuman]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.24
'threatsInfo5(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.25
'questDescription(asker_royalInCurrentFaction==True,lodgersCount>=2)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name],
seeks your help. [asker_nameDef]'s royal archaeologists recently extracted
[lodgersCount] prisoners from an ancient cryptosleep vault, and intend to question
them. To keep the prisoners secret from court rivals, [asker_nameDef] wants you to
hold them for [shuttleDelayTicks_duration]. [allLodgerInfo]
[threatsInfo6]\n\n[commonDescEnding]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.26
'threatsInfo6(generateThreats==true,allowedThreats==Raids,enemyFaction!=Mechanoid)-
>\n\nUnfortunately, [enemyFaction_pawnsPlural] from [enemyFaction_name] revered the
vault that the prisoners were extracted from. They'll send raids to seek revenge on
anyone who holds them. [enemyGroupsParagraph]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.27
'threatsInfo6(generateThreats==true,allowedThreats==Raids,enemyFaction==Mechanoid)-
>\n\nUnfortunately, [enemyFaction_pawnsPlural] from [enemyFaction_name] were
guarding the vault that the prisoners were extracted from. They'll send mechanoids
to hunt down the lost sleepers. [enemyGroupsParagraph]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.28
'threatsInfo6(generateThreats==true,allowedThreats==MechClusters)-
>\n\n[threatsInfoMechClustersMultiPrisoners]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questDescriptionRules.rulesStrings.29
'threatsInfo6(generateThreats==false)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.0 'questName-
>Guarding for [asker_nameDef]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.1
'questName(lodgersCount==1)->guarding [lodgers0_nameDef]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.2
'questName(lodgersCount==1)->prisoner [lodgers0_nameDef]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.3
'questName(lodgersCount==1)->the [adjAny] prisoner' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.4
'questName(lodgersCount==1)->one [adjAny] prisoner' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.5
'questName(lodgersCount>=2)->warden for hire' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.6
'questName(lodgersCount>=2)->prison warden' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.7
'questName(lodgersCount>=2)->contract prison' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.8
'questName(lodgersCount>=2)->the wanted prisoners' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.9
'questName(lodgersCount>=2)->the [adjAny] prisoners' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.10
'questName(lodgersCount>=2)->[asker_nameDef]'s prisoners' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.11 'adjAny-
>[AdjectiveBadass]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.12 'adjAny-
>[AdjectiveAngsty]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Hospitality_Prisoners.questNameRules.rulesStrings.13 'adjAny-
>[AdjectiveFriendly]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.DropPods.customLetterLabel.slateRef
'[lodgersLabelSingOrPlural] arrived'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.DropPods.customLetterText.slateRef
'[lodgersLabelSingOrPluralDef] [lodgersHasHave] arrived. Protect them until the
shuttle arrives in [shuttleDelayTicks_duration].[helpersArrivalLetterEnd]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.ShuttleDelay.node.nodes.InspectString.inspectStr
ing.slateRef 'Should depart on shuttle'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.ShuttleDelay.node.nodes.Letter.label.slateRef
'Shuttle arrived'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.ShuttleDelay.node.nodes.Letter.text.slateRef
'The shuttle has arrived to collect [lodgersLabelSingOrPluralDef]. Be sure to have
these people on the shuttle before it leaves in
[shuttleLeaveDelayTicks_duration]:\n\n[lodgers]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersDestroyed.node.nodes.Letter.label.slateRe
f 'Guest died: {SUBJECT_definite}'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersDestroyed.node.nodes.Letter.text.slateRef
'[letterSubject], who you were charged to protect, has died.
[remainingWillNowLeave][failLetterEndingCommon]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersArrested.node.nodes.Letter.label.slateRef
'Guest captured: {SUBJECT_definite}'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersArrested.node.nodes.Letter.text.slateRef
'[letterSubject], who you were charged to protect, has been arrested.
[remainingWillNowLeave][failLetterEndingCommon]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersRecruited.node.nodes.Letter.label.slateRe
f 'Prisoner recruited: {SUBJECT_definite}'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersRecruited.node.nodes.Letter.text.slateRef
'You have recruited {SUBJECT_definite}, who you were charged to guard.
[remainingWillNowLeave][failLetterEndingCommon]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersSurgeryViolation.node.nodes.Letter.label.
slateRef 'Unauthorized surgery: {SUBJECT_definite}'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersSurgeryViolation.node.nodes.Letter.text.s
lateRef 'Unauthorized, violating surgery has been performed on [letterSubject].
[remainingWillNowLeave][failLetterEndingCommon]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersLeftMap.node.nodes.Letter.label.slateRef
'Guest lost: {SUBJECT_definite}'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.lodgersLeftMap.node.nodes.Letter.text.slateRef
'[letterSubject], who you were charged to protect, is gone. [remainingWillNowLeave]
[failLetterEndingCommon]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.AnySignal.node.node.nodes.Letter.text.slateRef
'[letterSubject], who you were charged to protect, has joined another faction.
[remainingWillNowLeave][failLetterEndingCommon]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.shuttleDestroyed.node.nodes.Letter.label.slateRe
f 'Shuttle destroyed'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.shuttleDestroyed.node.nodes.Letter.text.slateRef
'The shuttle sent to collect [lodgersLabelSingOrPluralDef] has been destroyed.
[lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.label.s
lateRef 'Quest failed: [resolvedQuestName]'
QuestScriptDef:
Hospitality_Util_Worker.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.text.sl
ateRef 'The shuttle sent to collect [lodgersLabelSingOrPluralDef] has departed.
[lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon]'
QuestScriptDef: Intro_Deserter.questDescriptionRules.rulesStrings.0
'questDescription->[asker_nameFull], [asker_titleIndef], is calling from nearby.
[asker_pronoun] has deserted the army of [asker_factionName] and is being hunted by
a loyalty squad. [asker_pronoun] wishes to join you at
[map_definite].\n\n[asker_nameDef] knows the location of key outpost containing
everything needed to develop secret psychic
powers:\n\n[sitePart1_itemStashContents]\n\nBeware - If you accept [asker_nameDef],
you will become an enemy of [asker_factionName]! The pursuing loyalty squad will
attack immediately. It is composed of: \n\n[raid/raidPawnKinds]\n\nOnly accept if
you wish to fight against [asker_factionName] and develop your psycasters in secret
without gaining royal titles. You will have one year to attack the outpost it
before it is moved.' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Intro_Deserter.questNameRules.rulesStrings.0 'questName->The
Deserter' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Deserter.root.nodes.PawnsArrive.customLetterText.slateRef
'{BASETEXT}\n\nBecause you accepted [asker_nameDef], [asker_factionName] has become
hostile.\n\nThe loyalty squad that is hunting [asker_objective] will arrive soon.'
QuestScriptDef:
Intro_Deserter.root.nodes.Delay.node.parms.customLetterLabel.value.slateRef
'{BASELABEL}: Loyalty squad'
QuestScriptDef:
Intro_Deserter.root.nodes.Delay.node.parms.customLetterText.value.slateRef
'{BASETEXT}\n\nThis is the loyalty squad that was hunting [../asker_nameFull].\n
'
QuestScriptDef:
Intro_Deserter.root.nodes.WorldObjectTimeout.node.nodes.Letter.label.slateRef
'Quest expired: [resolvedQuestName]'
QuestScriptDef:
Intro_Deserter.root.nodes.WorldObjectTimeout.node.nodes.Letter.text.slateRef 'The
key imperial outpost, containing items needed for secret psychic powers, has packed
up and moved on.'
QuestScriptDef: Intro_Wimp.questDescriptionRules.rulesStrings.0 'questDescription-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name] is
calling from nearby. [asker_pronoun] is being followed by an angry
[animalKindDef_label]! [asker_pronoun] says [asker_pronoun] only wanted to see the
landscape on a quick walk, and never expected such a deadly
threat.\n\n[asker_nameDef] wants you to keep [asker_objective] safe at
[map_definite] for a few hours until [asker_possessive] shuttle can come pick
[asker_objective] up. [asker_pronoun] promises not to be offended by your body
odors or lack of manners.\n\n[asker_pronoun] will bestow [royalFavorReward]
[asker_faction_royalFavorLabel] on whoever accepts this quest. This is enough favor
to receive the royal title of Yeoman, and all benefits that come with it -
including a psychic amplifier that gives psychic abilities.\n\nBe warned - those
with titles tend to become haughty and needy.' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.0 'questName->the [adjAny]
[asker_royalTitleInCurrentFaction]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.1 'adjAny->wimpy' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.2 'adjAny->cowardly' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.3 'adjAny->fearful' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.4 'adjAny->anxious' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.5 'adjAny->cowering' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.6 'adjAny->craven' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.7 'adjAny->fainthearted'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.8 'adjAny->frightened'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.9 'adjAny->gutless' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.10 'adjAny->jittery' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.11 'adjAny->soft' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.12 'adjAny->spineless'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Intro_Wimp.questNameRules.rulesStrings.13 'adjAny->timid' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef:
Intro_Wimp.root.nodes.Delay.node.elseNode.nodes.PawnsArrive.customLetterLabel.slate
Ref '[animalKindDef_label] arrived'
QuestScriptDef:
Intro_Wimp.root.nodes.Delay.node.elseNode.nodes.PawnsArrive.customLetterText.slateR
ef 'The "deadly" [animalKindDef_label] that [asker_nameDef] was fleeing has
arrived.\n\nIt turned out to be quite gentle and not aggressive at all.'
QuestScriptDef: Intro_Wimp.root.nodes.Delay.node.node.customLetterLabel.slateRef
'Angry [animalKindDef_label]'
QuestScriptDef: Intro_Wimp.root.nodes.Delay.node.node.customLetterText.slateRef
'The angry [animalKindDef_label] has come to get [asker_nameFull].\n\nWhile it is
weak, it does appear to be highly motivated.'
QuestScriptDef:
Intro_Wimp.root.nodes.ShuttleDelay.node.nodes.InspectString.inspectString.slateRef
'Should depart on shuttle'
QuestScriptDef: Intro_Wimp.root.nodes.ShuttleDelay.node.nodes.Letter.label.slateRef
'Shuttle arrived'
QuestScriptDef: Intro_Wimp.root.nodes.ShuttleDelay.node.nodes.Letter.text.slateRef
'The shuttle has arrived to collect [asker_nameDef].'
QuestScriptDef:
Intro_Wimp.root.nodes.askerDestroyed.node.nodes.Letter.label.slateRef 'Guest died:
{SUBJECT_definite}'
QuestScriptDef:
Intro_Wimp.root.nodes.askerDestroyed.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who you were charged to protect, has died.
[failLetterEndingCommon]'
QuestScriptDef:
Intro_Wimp.root.nodes.askerSurgeryViolation.node.nodes.Letter.label.slateRef
'Unauthorized surgery: {SUBJECT_definite}'
QuestScriptDef:
Intro_Wimp.root.nodes.askerSurgeryViolation.node.nodes.Letter.text.slateRef
'Unauthorized, violating surgery has been performed on {SUBJECT_definite}, who you
were charged to protect. Because of this violation, [asker_pronoun] will now
attempt to leave. [failLetterEndingCommon]'
QuestScriptDef:
Intro_Wimp.root.nodes.askerArrested.node.nodes.Letter.label.slateRef 'Captured:
{SUBJECT_definite}'
QuestScriptDef: Intro_Wimp.root.nodes.askerArrested.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who you were charged to host, has been arrested.
[failLetterEndingCommon]'
QuestScriptDef: Intro_Wimp.root.nodes.askerLeftMap.node.nodes.Letter.label.slateRef
'Guest lost: {SUBJECT_definite}'
QuestScriptDef: Intro_Wimp.root.nodes.askerLeftMap.node.nodes.Letter.text.slateRef
'{SUBJECT_definite}, who you were charged to protect, has left the designated
settlement. [failLetterEndingCommon]'
QuestScriptDef:
Intro_Wimp.root.nodes.shuttleDestroyed.node.nodes.Letter.label.slateRef 'Shuttle
destroyed'
QuestScriptDef:
Intro_Wimp.root.nodes.shuttleDestroyed.node.nodes.Letter.text.slateRef 'The shuttle
sent to collect [asker_nameDef] has been destroyed. [asker_pronoun] will now leave
on foot. [failLetterEndingCommon]'
QuestScriptDef:
Intro_Wimp.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.label.slateRef
'Quest failed: [resolvedQuestName]'
QuestScriptDef:
Intro_Wimp.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.text.slateRef 'The
shuttle sent to collect [asker_nameDef] has departed without [asker_objective].
[asker_pronoun] will now leave on foot. [failLetterEndingCommon]'
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.0
'animalKindLabelCorrect(animalCount==1)->manhunting [animalKind_label]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.1
'animalKindLabelCorrect(animalCount>=2)->[animalCount] manhunting
[animalKind_labelPlural]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.2
'manhuntingBeastIndef(animalCount==1)->a manhunting [animalKind_label]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.3
'manhuntingBeastIndef(animalCount>=2)->a pack of [animalCount] manhunting
[animalKind_labelPlural]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.4 'endSection-
>The pods contain (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[helpersParagraph]
If you accept, the [animalKindLabelCorrect] will arrive at [map_definite] in
[manhuntersDelayTicks_duration]. [allRewardsDescriptionsExceptItems]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.5
'questDescription(askerIsNull==true,animalCount==1)->A trader is calling from near
[map_definite]. A wild [animalKind_label] is hunting him! He wants to draw the
beast away from him - and towards you.\n\nThe trader promises to send transport
pods in return. [endSection]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.6
'manhunterArrivalLetterEnd(askerIsNull==true,animalCount==1)->The
[animalKind_label] was hunting a nearby trader, but was drawn to you by transport
pods.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.7
'questDescription(askerIsNull==true,animalCount>=2)->A trader is calling from near
[map_definite]. A pack of [animalCount] wild [animalKind_labelPlural] are hunting
him! He wants to draw the animals away from him - and towards you.\n\nThe trader
promises to send transport pods in return. [endSection]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.8
'manhunterArrivalLetterEnd(askerIsNull==true,animalCount>=2)->The
[animalKind_labelPlural] were hunting a nearby trader, but were drawn to you by
transport pods.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.9
'questDescription(asker_factionLeader==True)->Caravans of [asker_faction_name] near
[map_definite] are being harassed by [manhuntingBeastIndef].
[asker_faction_leaderTitle] [asker_nameFull] wants to draw the
[animalKindLabelCorrect] away from the caravans and towards [map_definite] to be
dealt with.\n\n[asker_nameDef] promises to send you transport pods as a reward.
[endSection]' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.10
'manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount==1)->The
[animalKind_label] was harassing caravans from [asker_faction_name], but was drawn
to you by transport pods.' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.11
'manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount>=2)->The
[animalKind_labelPlural] were harassing caravans from [asker_faction_name], but
were drawn to you by transport pods.' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.12
'questDescription(asker_royalInCurrentFaction==True,animalCount==1)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is
bored. [asker_pronoun] wants to observe how backwards people like you deal with a
deadly threat. To satisfy [asker_possessive] desire, [asker_possessive] servants
will release a manhunting [animalKind_label] to attack you. The
[asker_royalTitleInCurrentFaction] will observe the fight via high-altitude
drone.\n\nIn return for your agreement, [asker_pronoun] will send transport pods.
[endSection]' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.13
'manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount==1)->This
[animalKind_label] was released by [asker_nameFull], a
[asker_royalTitleInCurrentFaction] of [asker_faction_name], to ease
[asker_possessive] boredom.' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.14
'questDescription(asker_royalInCurrentFaction==True,animalCount>=2)-
>[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is
bored. [asker_pronoun] wants to observe how backwards people like you deal with a
deadly threat. To satisfy [asker_possessive] desire, [asker_possessive] servants
will release a pack of [animalCount] manhunting [animalKind_labelPlural] to attack
you. The [asker_royalTitleInCurrentFaction] will observe the fight via high-
altitude drone.\n\nIn return for your agreement, [asker_pronoun] will send
transport pods. [endSection]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings.15
'manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount>=2)->These
[animalKind_labelPlural] were released by [asker_nameFull], a
[asker_royalTitleInCurrentFaction] of [asker_faction_name], to ease
[asker_possessive] boredom.' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.0
'questName(animalCount==1)->The [AdjectiveBadass] [beast]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.1
'questName(animalCount==1)->A [AdjectiveBadass] [beast]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.2
'questName(animalCount==1)->[AdjectiveBadass] [beast]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.3
'questName(animalCount>=2)->The [AdjectiveBadass] [beasts]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.4
'questName(animalCount>=2)->[AdjectiveBadass] [beasts]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.5
'beast(p=4)->[animalKind_label]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.6
'beast->beast' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.7
'beast->animal' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.8
'beasts(p=4)->[animalKind_labelPlural]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.9
'beasts->beasts' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_ItemPod.questNameRules.rulesStrings.10
'beasts->animals' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_Manhunters_ItemPod.root.nodes.Delay.node.nodes.ManhunterPack.customLet
terText.slateRef '{BASETEXT}\n\n[manhunterArrivalLetterEnd]'
QuestScriptDef:
ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings.0
'questDescription(askerIsNull==true)->An orbiting research ship wants to test a new
type of insect pheromone. If you agree, they'll sweep [map_definite] with
pheromones, provoking an infestation of [hivesCount] hives.\n\nIn exchange, the
ship will send transport pods containing (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings.1
'infestationArrivalLetterText(askerIsNull==true)->The hives were attracted by a
pheromone sweep from an orbiting research ship.' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings.2
'questDescription(asker_factionLeader==True)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name], is facing repeated
infestations at sites near [map_definite]. [asker_pronoun] wants to draw the
infestations to you, and offers to reward you with some items via drop pod. The
pods contain (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[helpersParagraph]
If you accept, an infestation of [hivesCount] hives will begin.
[allRewardsDescriptionsExceptItems]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef:
ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings.3
'infestationArrivalLetterText(asker_factionLeader==True)->The hives were originally
infesting nearby sites belonging to [asker_nameFull] of [asker_faction_name].'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings.4
'questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a
[asker_royalTitleInCurrentFaction] of [asker_faction_name], wishes to watch how you
fight an infestation for the purposes of entertainment. [asker_pronoun] seeks your
permission to drop insect pheromone bombs on [map_definite] to provoke an
infestation of [hivesCount] hives. [asker_pronoun] will watch via high-altitude
drone.\n\nIn return, [asker_pronoun] offers to send resource pods containing (total
value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[helpersParagraph]
[allRewardsDescriptionsExceptItems]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef:
ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings.5
'infestationArrivalLetterText(asker_royalInCurrentFaction==True)->The infestation
was instigated by [asker_nameFull], a [asker_royalTitleInCurrentFaction] of
[asker_faction_name], for [asker_possessive] entertainment.' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.0
'questName->Pods and [insects]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.1
'questName->[asker_nameDef]'s [insects]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.2
'questName->The [itemPodsTotalMarketValue_money] [insects]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.3
'questName(asker_royalInCurrentFaction==True)->Spectacle of [insects]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.4
'questName(p=0.3)->Podswarm' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.5
'insects->insects' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.6
'insects->bugs' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings.7
'insects->hives' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_ItemPod.questDescriptionRules.rulesStrings.0
'questDescription(askerIsNull==true)->A machine persona in an orbiting ship wants
to perform some planetary experiments. However, he is concerned about getting in
trouble with the ethical review board, since his experiment will cause unfortunate
side-effects.\n\nIf he carries out his experiment,
[gameConditionDescriptionFuture].\n\nIn exchange for your consent, he offers to
send some items to [map_definite] via transport pod (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[allRewardsDescrip
tionsExceptItems]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_GameCondition_ItemPod.questDescriptionRules.rulesStrings.1
'questDescription(asker_factionLeader==True)->[asker_faction_name] is threatened by
an rogue machine persona. Their leader, [asker_nameFull], wants you to send a
message to the persona accepting responsibility for their flaws. If you do, the
persona will punish you instead, and [gameConditionDescriptionFuture].\n\nIn
thanks, [asker_nameDef] will send items to [map_definite] via transport pod (total
value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[allRewardsDescrip
tionsExceptItems]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_GameCondition_ItemPod.questDescriptionRules.rulesStrings.2
'questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a
[asker_royalTitleInCurrentFaction] of [asker_faction_name], wants to watch how you
primitive surface-dwellers deal with catastrophe. [asker_pronoun] proposes an
artifical disaster for you: [gameConditionDescriptionFuture]. [asker_nameDef] will
watch via high-altitude drone.\n\nAs compensation, [asker_pronoun] will send items
to [map_definite] in reward (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[allRewardsDescrip
tionsExceptItems]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_GameCondition_ItemPod.questNameRules.rulesStrings.0
'questName->[asker_nameDef]'s [gameCondition_label]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_GameCondition_ItemPod.questNameRules.rulesStrings.1
'questName->[gameCondition_indefinite] for [asker_nameDef]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_GameCondition_ItemPod.questNameRules.rulesStrings.2
'questName->Paid [gameCondition_label]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_GameCondition_ItemPod.questNameRules.rulesStrings.3
'questName->[gameCondition_label] for Pay' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef:
ThreatReward_SiteThreat_ItemPod.questDescriptionRules.rulesStrings.0
'questDescription(askerIsNull==true)->A trader is calling from nearby.
[site/siteFaction_pawnsPlural] from [site/siteFaction_name] are hunting him! He is
asking you to signal them and draw them towards [map_definite] so he can escape. If
you send the signal, the [site/siteFaction_pawnsPlural] will activate a site nearby
to harass you. [site/allSitePartsDescriptions] This site will remain until you go
destroy it.\n\nIn thanks, the trader will send you the following goods via
transport pod (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_SiteThreat_ItemPod.questDescriptionRules.rulesStrings.1
'questDescription(asker_factionLeader==True)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name], is asking for your help. A
group of [site/siteFaction_pawnsPlural] have been harassing [asker_possessive]
settlements. [asker_pronoun] wants your help using signals to draw them towards
[map_definite] and away from [asker_possessive] people.\n\nIf [asker_pronoun] does,
the [site/siteFaction_pawnsPlural] will activate a site nearby to harass you.
[site/allSitePartsDescriptions] This site will remain until you go destroy
it.\n\nIn reward, you'll recieve pods containing (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[allRewardsDescrip
tionsExceptItems]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_SiteThreat_ItemPod.questDescriptionRules.rulesStrings.2
'questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a
[asker_royalTitleInCurrentFaction] of [asker_faction_name], is traveling near
[map_definite]. [asker_pronoun] is being followed by [site/siteFaction_pawnsPlural]
from [site/siteFaction_name] and wants your help using signals to draw them towards
[map_definite].\n\nIf you do, the [site/siteFaction_pawnsPlural] will activate a
site nearby to harass you. [site/allSitePartsDescriptions] This site will remain
until you go destroy it.\n\n[asker_nameDef] will reward you.
[allRewardsDescriptionsExceptItems] You'll recieve pods containing (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_ItemPod.questNameRules.rulesStrings.0
'questName->[asker_nameDef]'s [site/site_label]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_ItemPod.questNameRules.rulesStrings.1
'questName->[site/site_label] for [asker_nameDef]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_ItemPod.questNameRules.rulesStrings.2
'questName->Paid [site/site_label]' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_ItemPod.questNameRules.rulesStrings.3
'questName->[site/site_label] for Pay' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_ItemPod.root.nodes.Delay-
0.node.nodes.Util_SpawnSiteThreat.parms.customLetterText.value.slateRef
'[defaultSiteAppearedLetterText]\n\nThis site was set up as a response to your
insulting signals.'
QuestScriptDef:
ThreatReward_Infestation_Joiner.questDescriptionRules.rulesStrings.0
'questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameDef] is
calling from nearby. [joiner_pronoun] says giant insects are hunting
[joiner_objective] after he poisoned an underground colony and they soaked
[joiner_objective] in threat pheromones!\n\n[joiner_pronoun] begs for safety and
offers to join you at [map_definite].[joiner_relationInfo]\n\nIf you accept
[joiner_nameDef], a [hivesCount]-hive infestation will begin in
[infestationDelayTicks_duration].\n\n[joiner_nameDef] is too frantic to offer more
information.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_Joiner.questNameRules.rulesStrings.0
'questName->[joiner_nameDef]'s infestation' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_Joiner.questNameRules.rulesStrings.1
'questName->[joiner_nameDef]'s hives' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_Joiner.questNameRules.rulesStrings.2
'questName->[joiner_nameDef]'s bugs' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: ThreatReward_Infestation_Joiner.questNameRules.rulesStrings.3
'questName->[joiner_nameDef]'s insects' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Infestation_Joiner.root.nodes.Util_JoinerThreat_Joiner.parms.customLet
terText.value.slateRef '{BASETEXT}\n \n[joiner_nameDef] is soaked in
insect pheromones and is fleeing from an infestation. The pursuing insects will
arrive shortly.'
QuestScriptDef:
ThreatReward_Infestation_Joiner.root.nodes.Delay.node.nodes.Util_Infestation.parms.
customLetterLabel.value.slateRef '{BASELABEL}: Chasing [joiner_nameDef]'
QuestScriptDef:
ThreatReward_Infestation_Joiner.root.nodes.Delay.node.nodes.Util_Infestation.parms.
customLetterText.value.slateRef '{BASETEXT}\n \nThe insects are
here for [joiner_nameDef].'
QuestScriptDef: ThreatReward_Manhunters_Joiner.questDescriptionRules.rulesStrings.0
'questDescription(animalCount==1)->A [joiner_age]-year-old [joiner_title] named
[joiner_nameDef] is calling from nearby. [joiner_pronoun] says a manhunting
[animalKind_label] is hunting [joiner_objective]!\n\n[joiner_pronoun] begs for
safety and offers to join you at [map_definite].[joiner_relationInfo]\n\nIf you
accept [joiner_nameDef], the manhunting [animalKind_label] will follow in
[manhuntersDelayTicks_duration].\n\n[joiner_nameDef] is too frantic to offer more
information.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questDescriptionRules.rulesStrings.1
'manhunterArrivalLetterEnd(animalCount==1)->The [animalKind_label] is chasing
[joiner_nameDef].' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questDescriptionRules.rulesStrings.2
'questDescription(animalCount>=2)->A [joiner_age]-year-old [joiner_title] named
[joiner_nameDef] is calling from nearby. [joiner_pronoun] says a pack of
[animalCount] manhunting [animalKind_labelPlural] are hunting
[joiner_objective]!\n\n[joiner_pronoun] begs for safety and offers to join you at
[map_definite].[joiner_relationInfo]\n\nIf you accept [joiner_nameDef], the
manhunting [animalKind_labelPlural] will follow in
[manhuntersDelayTicks_duration].\n\n[joiner_nameDef] is too frantic to offer more
information.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questDescriptionRules.rulesStrings.3
'manhunterArrivalLetterEnd(animalCount>=2)->The [animalKind_labelPlural] are
chasing [joiner_nameDef].' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questNameRules.rulesStrings.0
'questName(animalCount==1)->[joiner_nameDef]'s [animalKind_label]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questNameRules.rulesStrings.1
'questName(animalCount==1)->[joiner_nameDef] and the [animalKind_label]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questNameRules.rulesStrings.2
'questName(animalCount==1)->the [animalKind_label] and [joiner_nameDef]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questNameRules.rulesStrings.3
'questName(animalCount>=2)->[joiner_nameDef]'s [animalKind_labelPlural]' (hint:
this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questNameRules.rulesStrings.4
'questName(animalCount>=2)->[joiner_nameDef] and the [animalKind_labelPlural]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Manhunters_Joiner.questNameRules.rulesStrings.5
'questName(animalCount>=2)->the [animalKind_labelPlural] and [joiner_nameDef]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_Manhunters_Joiner.root.nodes.Delay.node.nodes.ManhunterPack.customLett
erLabel.slateRef '{BASELABEL}: Chasing [joiner_nameDef]'
QuestScriptDef:
ThreatReward_Manhunters_Joiner.root.nodes.Delay.node.nodes.ManhunterPack.customLett
erText.slateRef '{BASETEXT}\n\n[manhunterArrivalLetterEnd]'
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.0
'questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameFull]
is calling for help! [joiner_pronoun] is hiding from [hidingFrom]. [joiner_pronoun]
wants to flee and join you at [map_definite].
[joiner_relationInfo]\n\n[condDesc]\n\nDesperate to stay hidden, [joiner_nameDef]
claims to be unable to tell you more about [joiner_objective]self.' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.1
'hidingFrom(gameCondition==ToxicFallout)->a pack of starving wolves' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.2
'condDesc(gameCondition==ToxicFallout)->However, [joiner_nameDef] can only kill the
wolves by setting fire to a massive toxic chemical dump nearby.
[gameConditionDuration_duration] of toxic fallout will follow.' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.3
'hidingFrom(gameCondition==VolcanicWinter)->a gang of cannibals' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.4
'condDesc(gameCondition==VolcanicWinter)->However, [joiner_nameDef] can only kill
the gang by setting fire to a massive abandoned garbage pile nearby. If
[joiner_pronoun] comes to you, smoky fallout will block the sun for
[gameConditionDuration_duration].' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.5
'hidingFrom(gameCondition==EMIField)->a group of mechanoids' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.6
'condDesc(gameCondition==EMIField)->However, [joiner_nameDef] can only destroy the
mechanoids by activating an ancient EMI dynamo. If [joiner_pronoun] comes to you,
an EMI field will be generated, shutting down electrical devices for
[gameConditionDuration_duration].' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.7
'hidingFrom(gameCondition==HeatWave)->a malfunctioning climate control satellite'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.8
'condDesc(gameCondition==HeatWave)->If [joiner_pronoun] comes to you, an intense
heat wave will last for [gameConditionDuration_duration] until the satellite
resets.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.9
'hidingFrom(gameCondition==ColdSnap)->a malfunctioning climate control satellite'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.10
'condDesc(gameCondition==ColdSnap)->If [joiner_pronoun] comes to you, an intense
cold snap will last for [gameConditionDuration_duration] until the satellite
resets.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.11
'hidingFrom(gameCondition==WeatherController)->a malfunctioning weather control
satellite' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.12
'condDesc(gameCondition==WeatherController)->If [joiner_pronoun] comes to you, the
weather will be [forcedWeather_label] for [gameConditionDuration_duration] until
the satellite resets.' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.13
'hidingFrom(gameCondition==PsychicDrone)->a vengeful machine persona who
[joiner_pronoun] recently offended' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.14
'condDesc(gameCondition==PsychicDrone)->If [joiner_pronoun] comes to you, the
machine mind will blast [map_definite] with a [psychicDroneGender]-tuned
[psychicDroneLevel]-level psychic drone for [gameConditionDuration_duration],
reducing mood of all [psychicDroneGender]s.' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.15
'hidingFrom(gameCondition==PsychicSuppression)->a stirring machine persona who
[joiner_pronoun] recently awoke' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef:
ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings.16
'condDesc(gameCondition==PsychicSuppression)->If [joiner_pronoun] comes to you, the
persona will hit [map_definite] with [psychicSuppressorGender]-tuned psychic
suppression waves for [gameConditionDuration_duration], reducing consciousness of
all [psychicSuppressorGender]s.' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_GameCondition_Joiner.questNameRules.rulesStrings.0
'questName->[joiner_nameDef]'s [gameCondition_label]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_GameCondition_Joiner.questNameRules.rulesStrings.1
'questName->[joiner_nameDef] and the [gameCondition_label]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_GameCondition_Joiner.questNameRules.rulesStrings.2
'questName->the [gameCondition_label] and [joiner_nameDef]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questDescriptionRules.rulesStrings.0
'questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameFull]
is calling from nearby. [joiner_pronoun] is hiding from [threat]. [joiner_pronoun]
wants to flee [joiner_possessive] hiding spot and join you at [map_definite].
[joiner_relationInfo]\n\nIf you accept [joiner_objective], [joinersEnemies] will
set up a site nearby to harass you. [site/allSitePartsDescriptions]\n\nThe threat
will remain until you go to destroy it.' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questDescriptionRules.rulesStrings.1
'threat(priority=1)->[site/enemyFaction_pawnsPlural] of [site/enemyFaction_name]'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questDescriptionRules.rulesStrings.2
'threat->unknown enemies' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questDescriptionRules.rulesStrings.3
'joinersEnemies(priority=1)->[site/enemyFaction_name]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questDescriptionRules.rulesStrings.4
'joinersEnemies->[joiner_possessive] enemies' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questNameRules.rulesStrings.0
'questName->[joiner_nameDef]'s [site/site_label]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questNameRules.rulesStrings.1
'questName->[joiner_nameDef] and the [site/site_label]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_SiteThreat_Joiner.questNameRules.rulesStrings.2
'questName->the [site/site_label] and [joiner_nameDef]' (hint: this list allows
full-list translation by using <li> nodes)
QuestScriptDef:
ThreatReward_SiteThreat_Joiner.root.nodes.Delay.node.nodes.Util_SpawnSiteThreat.par
ms.customLetterText.value.slateRef 'Since you accepted [../joiner_nameDef],
[../threat] have set up a nearby site to harass you.\n
\n[allSitePartsDescriptions]'
QuestScriptDef:
ThreatReward_RaidMultiFaction_Joiner.questDescriptionRules.rulesStrings.0
'questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameDef] is
calling from nearby. [joiner_pronoun] admits [joiner_pronoun] profaned a peace
ritual between [raid1/enemyFaction_name] and [raid2/enemyFaction_name]. Now they
are both chasing [joiner_objective]!\n\n[joiner_pronoun] begs for safety and offers
to join you at [map_definite].[joiner_relationInfo]\n\nIf you accept
[joiner_nameDef], both [raid1/enemyFaction_name] and [raid2/enemyFaction_name] will
raid you in [raidDelayTicks_duration].\n\n[joiner_nameDef] is too frantic to offer
more information.' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_RaidMultiFaction_Joiner.questNameRules.rulesStrings.0
'questName->[joiner_nameDef]'s Many Friends' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_RaidMultiFaction_Joiner.questNameRules.rulesStrings.1
'questName->[joiner_nameDef]'s Many Enemies' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef:
ThreatReward_RaidMultiFaction_Joiner.root.nodes.Delay.node.nodes.Util_Raid.parms.cu
stomLetterLabel.value.slateRef '{BASELABEL} chasing [../joiner_nameDef]'
QuestScriptDef:
ThreatReward_RaidMultiFaction_Joiner.root.nodes.Delay.node.nodes.Util_Raid.parms.cu
stomLetterText.value.slateRef '{BASETEXT}\n \nThe
[enemyFaction_pawnsPlural] are coming for [../joiner_nameFull].'
QuestScriptDef:
ThreatReward_RaidMultiFaction_Joiner.root.nodes.Delay.node.nodes.Delay.node.nodes.U
til_Raid.parms.customLetterText.value.slateRef '{BASETEXT}\n
\nThe [enemyFaction_pawnsPlural] are coming for [../joiner_nameFull].'
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.questDescriptionRules.rulesStrings.0
'questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameDef] is
calling from nearby. [joiner_pronoun] is begging to join you at [map_definite].
[joiner_relationInfo]\n\nThere's some kind of threat following [joiner_nameDef],
but [joiner_pronoun] is unwilling to say what it is or when it might follow.
[joiner_pronoun] is also unwilling to tell you more about [joiner_objective]self.'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_MysteryThreat_Joiner.questNameRules.rulesStrings.0
'questName->[joiner_nameDef]'s [problem]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_MysteryThreat_Joiner.questNameRules.rulesStrings.1
'questName->The [problem] of [joiner_nameDef]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_MysteryThreat_Joiner.questNameRules.rulesStrings.2
'problem->Problem' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_MysteryThreat_Joiner.questNameRules.rulesStrings.3
'problem->Shame' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_MysteryThreat_Joiner.questNameRules.rulesStrings.4
'problem->Secret' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.root.nodes.Delay.node.nodes.RandomNode.nodes.Sequ
ence-0.nodes.Set-0.value.slateRef '{BASELABEL} chasing [joiner_nameDef]'
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.root.nodes.Delay.node.nodes.RandomNode.nodes.Sequ
ence-0.nodes.Set-1.value.slateRef '[joiner_nameDef] has admitted what
[joiner_pronoun] was fleeing from.\n \n[joiner_pronoun] was supposed to marry
the child of [enemyFaction_leader_nameFull], leader of [enemyFaction_name].
[joiner_pronoun] became drunk before the ceremony and vomited on the altar - a
flagrant insult towards [enemyFaction_leader_nameDef]'s whole family.\n
\n[enemyFaction_leader_nameDef] swore to seek revenge on [joiner_nameDef] and all
those associated with [joiner_objective], and sent [enemyFaction_pawnsPlural] to
carry out the task.\n \n{BASETEXT}'
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.root.nodes.Delay.node.nodes.RandomNode.nodes.Sequ
ence-1.nodes.Set-0.value.slateRef '{BASELABEL}: Chasing [joiner_nameDef]'
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.root.nodes.Delay.node.nodes.RandomNode.nodes.Sequ
ence-1.nodes.Set-1.value.slateRef '[joiner_nameDef] has admitted what
[joiner_pronoun] was fleeing from.\n \n[joiner_nameDef], greedy for the
pleasures and money insect jelly can bring, intended to destroy a massive insect
hive using poison. [joiner_pronoun] failed, but was doused in insect threat
pheromones. Insects have been hunting [joiner_objective] ever since. Now they've
launched their final attack.\n \n{BASETEXT}'
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.root.nodes.Delay.node.nodes.RandomNode.nodes.Sequ
ence-2.nodes.Set-0.value.slateRef 'Site appeared to harass [joiner_nameDef]:
[site_label]'
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.root.nodes.Delay.node.nodes.RandomNode.nodes.Sequ
ence-2.nodes.Set-1.value.slateRef '[joiner_nameDef] has admitted what
[joiner_pronoun] was fleeing from.\n \n[joiner_nameDef] was traveling when
[joiner_pronoun] happened upon [enemyFaction_leader_nameFull], leader of
[enemyFaction_name], sick on the side of the road. [joiner_nameDef] insulted
[enemyFaction_leader_nameDef] by comparing [enemyFaction_leader_objective] to a
[Animal].\n \nNow [enemyFaction_leader_nameDef]'s [enemyFaction_pawnsPlural] are
activating a site nearby to harass you.\n \n[allSitePartsDescriptions]'
QuestScriptDef:
ThreatReward_MysteryThreat_Joiner.root.nodes.Delay.node.nodes.RandomNode.nodes.Sequ
ence-3.nodes.Set-1.value.slateRef '[joiner_nameDef] has admitted what
[joiner_pronoun] was fleeing from.\n \n[joiner_nameDef] was traveling when
[joiner_pronoun] came upon a lost group of [animalKind_labelPlural].
[joiner_pronoun], in a bad mood, goaded the [animalKind_labelPlural]. Unexpectedly,
they attacked [joiner_objective]. And they have followed [joiner_objective] a long
distance.\n \n{BASETEXT}'
QuestScriptDef:
ThreatReward_MechPods_MiscReward.questDescriptionRules.rulesStrings.0
'dangersDescription(priority=1)->\n\nThe pods contain these
dangers:\n\n[allThreats]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef:
ThreatReward_MechPods_MiscReward.questDescriptionRules.rulesStrings.1
'dangersDescription->' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_MechPods_MiscReward.questDescriptionRules.rulesStrings.2
'questDescription(asker_factionLeader==True)->[asker_nameDef],
[asker_faction_leaderTitle] of [asker_faction_name], is making a request.
[commonMainPart]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_MechPods_MiscReward.questDescriptionRules.rulesStrings.3
'questDescription(asker_royalInCurrentFaction==True)->[asker_nameDef], a
[asker_royalTitleInCurrentFaction] of [asker_faction_name], is making a request.
[commonMainPart]' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef:
ThreatReward_MechPods_MiscReward.questDescriptionRules.rulesStrings.4
'commonMainPart->A mechanoid swarm has been attacking [asker_possessive]
settlements. [asker_pronoun] wants you to signal the mechs to distract them while
[asker_pronoun] clears the hive. If you do, a mechanoid cluster will land at
[map_definite].[dangersDescription]\n\nThe mechanoid cluster will be initially
dormant. It may have a countdown activator, or it may stay dormant forever until
disturbed.\n\n[helpersParagraph]As a reward, [allRewardsDescriptions]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.0
'questName->[menace] cluster' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.1
'questName->[menace] pods' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.2
'questName->[nameBased]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.3
'nameBased->[asker_nameDef]'s mechs' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.4
'nameBased->[asker_nameDef]'s mechanoids' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.5
'nameBased->[asker_nameDef]'s mech cluster' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.6
'nameBased->[asker_nameDef]'s mech [menace]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.7
'menace->threat' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.8
'menace->menace' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.9
'menace->scourge' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.10
'menace->danger' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.11
'menace->terror' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_MechPods_MiscReward.questNameRules.rulesStrings.12
'menace->fear' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questDescriptionRules.rulesStrings.0
'questDescription(asker_factionLeader==True)->[asker_nameFull],
[asker_faction_leaderTitle] of [asker_faction_name], wants you to help save one of
[asker_possessive] caravans. The caravan is being hunted near [map_definite] by
[numGroupsOf] [enemyFaction_pawnsPlural] from [enemyFaction_name]. [asker_nameDef]
wants you to signal the [enemyFaction_pawnsPlural] to draw them away from the
caravan - and towards you.\n\n[pawnKindsParagraph]\n\nAs a reward, [asker_nameDef]
will send you transport pods containing (total value
[itemsReward_totalMarketValue_money]):\n\n[itemsReward_items]\n\n[helpersParagraph]
If you accept, the [enemyFaction_pawnsPlural] will arrive in
[firstRaidDelayTicks_duration]. [allRewardsDescriptionsExceptItems]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questDescriptionRules.rulesStrings.1
'questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a
[asker_royalTitleInCurrentFaction] of [asker_faction_name], is making a request of
you.\n\n[groupsOf] from [enemyFaction_name] have been harassing [asker_possessive]
caravans in the area. [asker_nameDef] asks that you send them a challenge message,
attracting them to attack and eliminating the threat
yourself.\n\n[pawnKindsParagraph]\n\n[helpersParagraph]If you accept, the
[enemyFaction_pawnsPlural] will arrive in [firstRaidDelayTicks_duration].
[allRewardsDescriptions]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questDescriptionRules.rulesStrings.2
'groupsOf(raidCount==1,priority=1)->[enemyFaction_pawnsPlural]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questDescriptionRules.rulesStrings.3
'groupsOf->[numGroupsOf] [enemyFaction_pawnsPlural]' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.0
'questName->[enemyFaction_pawnsPlural] of Fortune' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.1
'questName->[violence] of Fortune' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.2
'questName->Rewarded [violence]' (hint: this list allows full-list translation by
using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.3
'questName->Paid [violence]' (hint: this list allows full-list translation by using
<li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.4
'questName(reward==royalFavor)->[enemyFaction_pawnsPlural] for Favor' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.5
'questName(reward==royalFavor)->[violence] for Favor' (hint: this list allows full-
list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.6
'violence->Violence' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.7
'violence->Battle' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.8
'violence->Combat' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.9
'violence->War' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: ThreatReward_Raid_MiscReward.questNameRules.rulesStrings.10
'violence->Fighting' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.0
'helpersParagraph(helpersCount==0)->' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.1
'helpersParagraph(helpersCount==1)->[asker_nameDef] will send a [helperKind_label]
to assist you under your control. You will have to feed and house
[helpers0_objective], but [helpers0_pronoun] may die in battle without
consequence.\n\n' (hint: this list allows full-list translation by using <li>
nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.2
'helpersParagraph(helpersCount>=2)->[asker_nameDef] will send [helpersCount]
[helperKind_labelPlural] to assist you under your control. You will have to feed
and house them, but they may die in battle without consequence.\n\n' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.3
'helpersArrivalLetterEnd(helpersCount==0)->' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.4
'helpersArrivalLetterEnd(helpersCount>=1)->\n\n[helpersCount]
[helpersLabelSingOrPlural] [helpersHasHave] been sent to assist you.' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.5
'helpersLabelSingOrPlural(helpersCount==1)->[helperKind_label]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.6
'helpersLabelSingOrPlural(helpersCount>=2)->[helperKind_labelPlural]' (hint: this
list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.7
'helpersHasHave(helpersCount==1)->has' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.8
'helpersHasHave(helpersCount>=2)->have' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.9
'helpersIsAre(helpersCount==1)->is' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef: Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings.10
'helpersIsAre(helpersCount>=2)->are' (hint: this list allows full-list translation
by using <li> nodes)
QuestScriptDef:
Util_MaybeGenerateHelpers.root.nodes.IsNull.elseNode.elseNode.node.nodes.DropPods.c
ustomLetterLabel.slateRef '[helpersLabelSingOrPlural] arrived'
QuestScriptDef:
Util_MaybeGenerateHelpers.root.nodes.IsNull.elseNode.elseNode.node.nodes.DropPods.c
ustomLetterText.slateRef 'The [helpersLabelSingOrPlural] sent by [asker_nameDef]
[helpersHasHave] arrived to aid you with the quest '[resolvedQuestName]'.'
QuestScriptDef:
Util_MaybeGenerateHelpers.root.nodes.IsNull.elseNode.elseNode.node.nodes.Delay.node
.nodes.Letter.label.slateRef '[helpersLabelSingOrPlural] leaving'
QuestScriptDef:
Util_MaybeGenerateHelpers.root.nodes.IsNull.elseNode.elseNode.node.nodes.Delay.node
.nodes.Letter.text.slateRef 'The [helpersLabelSingOrPlural] sent by [asker_nameDef]
to aid you [helpersHasHave] spent too much time with you, and [helpersIsAre] now
leaving.'
QuestScriptDef:
Util_ChooseRandomQuestHelperKind.root.nodes.GetRandomPawnKindForFaction.storeAs.sla
teRef 'helperKind'
QuestScriptDef: Util_ManhunterPack.questDescriptionRules.rulesStrings.0
'threatDescription->a pack of [animalCount] manhunting [animalKind_labelPlural]
will arrive.' (hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_Infestation.questDescriptionRules.rulesStrings.0
'threatDescription->[hivesCount] insect hives will burrow up from underground.'
(hint: this list allows full-list translation by using <li> nodes)
QuestScriptDef: Util_SpawnSiteThreat.questDescriptionRules.rulesStrings.0
'threatDescription->a new site will appear nearby, where [allSitePartsDescriptions]
This threat will remain until you go destroy it.' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_SpawnSiteThreat.questDescriptionRules.rulesStrings.1
'defaultSiteAppearedLetterText->A new site has appeared
nearby.\n\n[allSitePartsDescriptions]' (hint: this list allows full-list
translation by using <li> nodes)
QuestScriptDef: Util_SpawnSiteThreat.questDescriptionRules.rulesStrings.2
'defaultSiteAppearedLetterLabel->Site appeared: [site_label]' (hint: this list
allows full-list translation by using <li> nodes)
QuestScriptDef:
Util_GameConditionNegativeRandom.questDescriptionRules.rulesStrings.0
'threatDescription->[gameConditionDescriptionFuture].' (hint: this list allows
full-list translation by using <li> nodes)
RoyalTitleDef: Freeholder.label 'freeholder'
RoyalTitleDef: Freeholder.description 'The Imperial title of freeholder gives an
Imperial citizen the right to own productive private property.\n\nIn the Empire,
most freeholders own no more than a tiny shop or taxi, but some can become very
wealthy as merchants, entrepreneurs, or investors.'
RoyalTitleDef: Yeoman.label 'yeoman'
RoyalTitleDef: Yeoman.description 'The Imperial title of yeoman is held by those
who serve a noble lord in an important, specific way. While it is not a noble title
and offers no economic rights beyond those of a freeholder, it does give the holder
the right to use low-level psychic abilities.\n\nIn the Empire, this title is often
held by high-level soldiers, warskiff pilots, spies, advisors, diplomats, intrusion
operatives, and other key individuals.'
RoyalTitleDef: Esquire.label 'esquire'
RoyalTitleDef: Esquire.description 'The Imperial title of esquire is held by
individuals at the lowest level of nobility. Esquires are subordinate nobles who
mostly do what their liege lord tells them.\n\nIn the Empire, esquires might own a
city building or a farm complex. During wartime, an esquire might lead a platoon of
troops, captain a frigate, or serve their lord as a specialist or advisor.\n\nTheir
low rank makes them paradoxically less useful as diplomats than yeomen. Sending a
low-ranked esquire to a negotiation can itself be seen as an insult, whereas a
yeoman negotiator is seen as only representing his lord.'
RoyalTitleDef: Knight.label 'knight'
RoyalTitleDef: Knight.description 'The Imperial title of knight is held by
subordinate nobles of significant stature, but without a leadership role. Knights
serve higher lords in all their actions, but they are ranked high enough to command
respect from everyone.\n\nIn the Empire, a knight will control a factory complex,
commercial district, or small farming region. In combat, a knight typically leads a
company of troops or a small fleet assault group. Knights are expected to engage
personally in work and battle.'
RoyalTitleDef: Knight.labelFemale 'dame'
RoyalTitleDef: Praetor.label 'praetor'
RoyalTitleDef: Praetor.description 'The Imperial title of praetor is a bridge
between the service-oriented lower titles below and the power-holding nobility
above.\n\nIn the Empire, praetors usually hold title to a city district, asteroid
sector, or agricultural region. At war, they take authority over the smallest
combat units that fight independently. On the ground, a praetor will lead a troop
cohort. In the fleet, a praetor will captain a destroyer or a combat group.'
RoyalTitleDef: Baron.label 'baron'
RoyalTitleDef: Baron.description 'The Imperial title of baron is the lowest of the
middle nobility. While lower titles focus on personal service at war or commerce
under a lord, barons hold title as semi-independent rulers. Each baron is
subordinate to his liege lord, but his obligations are mostly in supplying wealth
and troops, and not in personal service.\n\nIn the Empire, a baron will typically
own a city sector, mining colony, or similar outfit. At wartime, a baron may
captain a capital ship in name, or control a regiment of troops.'
RoyalTitleDef: Baron.labelFemale 'baroness'
RoyalTitleDef: Count.label 'count'
RoyalTitleDef: Count.description 'The Imperial title of count is the middle rank of
middle nobility.\n\nIn the Empire, a count would hold title to a city or colony,
and might have a small personal fleet possibly including capital ships.'
RoyalTitleDef: Count.labelFemale 'countess'
RoyalTitleDef: Duke.label 'duke'
RoyalTitleDef: Duke.description 'The Imperial title of duke is the highest of the
middle nobility.\n\nIn the Empire, dukes control provinces, mega-cities, or moons.
At war, a duke can field a division-level force, or a fleet with capital ships an
dozens of support craft.'
RoyalTitleDef: Duke.labelFemale 'duchess'
RoyalTitleDef: Consul.label 'consul'
RoyalTitleDef: Consul.description 'The Imperial title of consul is a lower level of
high nobility.\n\nIn the Empire, consuls control planets. At war, a consul can
usually field an army-sized force of multiple divisions, supported by several
fleets. Some command from a super-capital ship or control space-based
megastructures.'
RoyalTitleDef: Stellarch.label 'stellarch'
RoyalTitleDef: Stellarch.description 'The Imperial title of stellarch represents
dominion over an entire star system.\n\nIn the Empire, since interstellar travel
times are years long, stellarchs rule their systems with a great degree of
independence. The each swear fealty to the Emperor, but since the Emperor may be
many light-years away, a stellarch may go years or decades without interacting with
him.'
RoyalTitleDef: Emperor.label 'emperor'
RoyalTitleDef: Emperor.description 'The Imperial title of emperor indicates
sovereign dominion over the entire Empire, all its peoples, planets, and fleets.
All other lords swear fealty to a high lord, while the Emperor swears fealty to no
one. However, even the Emperor depends on the support of lower nobles to remain in
power.'
RoyalTitleDef: Emperor.labelFemale 'empress'
RoyalTitlePermitDef: TradeSettlement.label 'trade with settlements'
RoyalTitlePermitDef: TradeOrbital.label 'trade with orbital traders'
RoyalTitlePermitDef: TradeCaravan.label 'trade with caravans'
RoyalTitlePermitDef: CallMilitaryAidSmall.label 'call trooper squad'
RoyalTitlePermitDef: CallMilitaryAidLarge.label 'call janissary squad'
RoyalTitlePermitDef: CallMilitaryAidGrand.label 'call cataphract squad'
========== Backstory translations missing (783) ==========
Missing backstory: HouseServant86
Missing backstory: HeadButler50
Missing backstory: RoyalMasseuse43
Missing backstory: MenagerieKeeper1
Missing backstory: BalletDancer81
Missing backstory: OrnamentMaker56
Missing backstory: RoyalCook18
Missing backstory: ImperialPriest24
Missing backstory: ImperialInquisitor53
Missing backstory: ChurchPsychic98
Missing backstory: CorporateDrone10
Missing backstory: CorporateManager76
Missing backstory: CorporateFixer36
Missing backstory: PlanetaryMiner64
Missing backstory: Mailman2
Missing backstory: Assembler69
Missing backstory: Builder96
Missing backstory: CropFarmer17
Missing backstory: LivestockFarmer8
Missing backstory: ServingBoy97
Missing backstory: RoyalBastard3
Missing backstory: WarBastard60
Missing backstory: LineInfanteer20
Missing backstory: PiousSoldier67
Missing backstory: InfantryEngineer46
Missing backstory: InfantryMedic6
Missing backstory: MilitaryCook18
Missing backstory: LoyalJanissary59
Missing backstory: ReconSniper89
Missing backstory: Shipcracker37
Missing backstory: BrokenSoldier29
Missing backstory: IntelligenceAgent21
Missing backstory: Deserter65
Missing backstory: Warmonger35
Missing backstory: InfantryOfficer49
Missing backstory: DisgracedOfficer19
Missing backstory: MilitaryCommissar71
Missing backstory: Artilleryman28
Missing backstory: Demolitionist39
Missing backstory: Firebomber51
Missing backstory: MilitaryChaplain10
Missing backstory: RoyalGuard51
Missing backstory: Propagandist86
Missing backstory: ShipBoy89
Missing backstory: MilitaryCadet46
Missing backstory: PoliticalCaptive7
Missing backstory: Delinquent13
Missing backstory: RichKid61
Missing backstory: StreetRat81
Missing backstory: SoldiersKid55
Missing backstory: Machinist56
Missing backstory: Warmaster54
Missing backstory: Regent9
Missing backstory: Beastmaster67
Missing backstory: ArtsPatron54
Missing backstory: Spymaster41
Missing backstory: Landworker98
Missing backstory: CountryLordling92
Missing backstory: UrbanLordling82
Missing backstory: ShipboundLordling12
Missing backstory: PamperedLordling37
Missing backstory: UnwantedSurvivor67
Missing backstory: NavyScientist52
Missing backstory: GlitterworldEmpath26
Missing backstory: GlitterworldSurgeon15
Missing backstory: Novelist7
Missing backstory: CharityWorker36
Missing backstory: GlitterworldOfficer60
Missing backstory: BiosphereManager95
Missing backstory: VRDesigner87
Missing backstory: Architect28
Missing backstory: Sculptor63
Missing backstory: MedievalFarmOaf58
Missing backstory: MedievalLord57
Missing backstory: MedievalMinstrel95
Missing backstory: Taster16
Missing backstory: Blacksmith72
Missing backstory: MessageCarrier77
Missing backstory: MedievalDoctor40
Missing backstory: Herbalist54
Missing backstory: MedievalSailor97
Missing backstory: MedievalSlave49
Missing backstory: MedievalLordling19
Missing backstory: ConventChild16
Missing backstory: Policeman45
Missing backstory: Chef52
Missing backstory: Housemate8
Missing backstory: Inventor6
Missing backstory: Teacher20
Missing backstory: CivilServant2
Missing backstory: Bartender62
Missing backstory: ConceptualArtist39
Missing backstory: Evangelist39
Missing backstory: AsceticPriest84
Missing backstory: EscapedConvict90
Missing backstory: Nurse61
Missing backstory: HouseServant63
Missing backstory: Bodyguard58
Missing backstory: Mathematician6
Missing backstory: Paramedic45
Missing backstory: Gardener99
Missing backstory: Torturer37
Missing backstory: Defector78
Missing backstory: ConstructionEngineer32
Missing backstory: Rancher43
Missing backstory: LowWageWorker7
Missing backstory: Model99
Missing backstory: Geologist66
Missing backstory: Jailbird40
Missing backstory: Actor72
Missing backstory: Veterinarian99
Missing backstory: ExplosivesExpert26
Missing backstory: Counselor26
Missing backstory: Recruiter4
Missing backstory: Drifter67
Missing backstory: MachineCollector55
Missing backstory: ConArtist80
Missing backstory: VatgrownSoldier8
Missing backstory: SicklyChild55
Missing backstory: FrightenedChild43
Missing backstory: ComaChild57
Missing backstory: Pyromaniac18
Missing backstory: Mute34
Missing backstory: WarRefugee51
Missing backstory: MusicalKid86
Missing backstory: ChildStar74
Missing backstory: ChildSpy47
Missing backstory: ShopKid36
Missing backstory: OrganFarm67
Missing backstory: MedicalAssistant12
Missing backstory: CultChild3
Missing backstory: StoryWriter67
Missing backstory: FactoryWorker58
Missing backstory: PsychiatricPatient94
Missing backstory: HumanComputer83
Missing backstory: Sheriff52
Missing backstory: UrbworldEntrepreneur14
Missing backstory: JoywireArtist8
Missing backstory: MafiaBoss17
Missing backstory: UrbworldDrone32
Missing backstory: UrbworldRebel56
Missing backstory: CaveworldIlluminator23
Missing backstory: ColonySettler53
Missing backstory: DeepSpaceMiner3
Missing backstory: StarshipJanitor33
Missing backstory: Castaway57
Missing backstory: Taxonomist0
Missing backstory: SpaceTactician28
Missing backstory: IndustrialOrphan13
Missing backstory: UrbworldUrchin61
Missing backstory: TestSubject15
Missing backstory: WreckageExplorer93
Missing backstory: ApocalypseSurvivor23
Missing backstory: CaveworldTender20
Missing backstory: CaveworldTunneler48
Missing backstory: Scout44
Missing backstory: ShelterChild50
Missing backstory: Hermit82
Missing backstory: SpacePirate55
Missing backstory: PitBrawler76
Missing backstory: IllegalShipwright76
Missing backstory: Gigolo30
Missing backstory: SpaceMarine16
Missing backstory: Assassin20
Missing backstory: Hunter74
Missing backstory: Logger16
Missing backstory: Gatherer70
Missing backstory: Digger66
Missing backstory: Weaver63
Missing backstory: Framer37
Missing backstory: StewKeeper95
Missing backstory: Tamer79
Missing backstory: Carver1
Missing backstory: Healer0
Missing backstory: HearthTender66
Missing backstory: Warrior94
Missing backstory: Archer25
Missing backstory: Brave88
Missing backstory: Scout59
Missing backstory: VengefulHunter32
Missing backstory: MuffaloShaman95
Missing backstory: LoreKeeper51
Missing backstory: Loner61
Missing backstory: Banished68
Missing backstory: Malingerer28
Missing backstory: TribeChild40
Missing backstory: AbandonedChild23
Missing backstory: ReclusiveChild81
Missing backstory: Herder19
Missing backstory: Scavenger22
Missing backstory: CaveChild30
Missing backstory: SoleSurvivor21
Missing backstory: VengefulChild43
Missing backstory: FireKeeper44
Missing backstory: Hideaway9
Missing backstory: CrashBaby32
Missing backstory: BuddingArtist44
Missing backstory: Bully70
Missing backstory: Bookworm19
Missing backstory: FallenProdigy40
Missing backstory: MadScientist0
Missing backstory: FarmKid60
Missing backstory: CivilEngineer2
Missing backstory: FarmerBoy88
Missing backstory: ArmyCook0
Missing backstory: UrbworldCriminal80
Missing backstory: UrbworldPolitican92
Missing backstory: OptimisticChild30
Missing backstory: GraphicDesigner33
Missing backstory: UrbworldHooligan12
Missing backstory: SpaceTechnician29
Missing backstory: IndworldUrchin73
Missing backstory: DoomsdayPariah24
Missing backstory: ChildScientist30
Missing backstory: CombatEngineer30
Missing backstory: MechanoidNerd10
Missing backstory: MilitaryEngineer45
Missing backstory: ColiseumCleaner54
Missing backstory: ColiseumFighter22
Missing backstory: OfficerCadet25
Missing backstory: FighterController67
Missing backstory: ReclusiveProdigy96
Missing backstory: FerventResearcher72
Missing backstory: WarRefugee96
Missing backstory: VengefulExplorer54
Missing backstory: WorkCampSlave37
Missing backstory: BanishedSoldier85
Missing backstory: DisciplinedFarmer28
Missing backstory: StalwartFarmer21
Missing backstory: VoyagerChild94
Missing backstory: SpaceResearcher25
Missing backstory: VatgrownMedic53
Missing backstory: GeneticScientist66
Missing backstory: CoreDilettante33
Missing backstory: Reporter71
Missing backstory: AspiringPopIdol28
Missing backstory: PopIdol59
Missing backstory: FarmBoy64
Missing backstory: UnstableButcher31
Missing backstory: LogicalChild2
Missing backstory: Archaeologist85
Missing backstory: StationWhelp94
Missing backstory: PirateKing81
Missing backstory: ConstructionGrunt84
Missing backstory: MilitaryInventor35
Missing backstory: StudentEngineer81
Missing backstory: EngineeredPilot75
Missing backstory: StreetKid19
Missing backstory: BanditLeader74
Missing backstory: PizzaLover94
Missing backstory: Gigolo68
Missing backstory: FrontierMarshal54
Missing backstory: ColonialGovernor78
Missing backstory: MercenaryRecruit64
Missing backstory: MercenaryChef31
Missing backstory: AbandonedChild30
Missing backstory: CargoPilot58
Missing backstory: TradersChild62
Missing backstory: SpaceHumanitarian9
Missing backstory: CorpStudent95
Missing backstory: ExecutiveOfficer5
Missing backstory: VRAddict29
Missing backstory: RugbyPlayer71
Missing backstory: Nerd92
Missing backstory: StateEngineer60
Missing backstory: RebelSlave14
Missing backstory: CombatNegotiator31
Missing backstory: MedievalPlower14
Missing backstory: SpaceStationCook63
Missing backstory: SonOfAHuntress75
Missing backstory: SpaceHunter79
Missing backstory: StudentSocialite89
Missing backstory: PoliticalAssassin46
Missing backstory: AwkwardNerd48
Missing backstory: AIResearcher94
Missing backstory: MidworldGeek18
Missing backstory: ArmyScientist35
Missing backstory: CatHerder4
Missing backstory: FelineScientist76
Missing backstory: Scavenger62
Missing backstory: SpaceMarine51
Missing backstory: VatgrownAssassin20
Missing backstory: Mercenary55
Missing backstory: UrbworldChild56
Missing backstory: Microbiologist12
Missing backstory: StarforceCadet79
Missing backstory: AceFighterPilot54
Missing backstory: Stableboy49
Missing backstory: Brigand68
Missing backstory: ArtfulDodger78
Missing backstory: Assassin7
Missing backstory: Pickpocket82
Missing backstory: BusinessGangster58
Missing backstory: DisasterSurvivor65
Missing backstory: ParamilitaryAgent11
Missing backstory: HistoryStudent78
Missing backstory: Storyteller63
Missing backstory: NobleWard61
Missing backstory: InformationBroker77
Missing backstory: FeralChild96
Missing backstory: VersatileWorker13
Missing backstory: SpoiledChild33
Missing backstory: TestSubject90
Missing backstory: AmateurEngineer3
Missing backstory: AerospaceEngineer44
Missing backstory: StreetUrchin45
Missing backstory: HiredMuscle5
Missing backstory: WildChild5
Missing backstory: AlcoholicTrucker93
Missing backstory: HackerProdigy84
Missing backstory: IntelligenceAgent10
Missing backstory: MadScientist47
Missing backstory: WarChief97
Missing backstory: YouthDelinquent30
Missing backstory: InvoluntaryHermit24
Missing backstory: HillbillyProdigy60
Missing backstory: MedicalScientist16
Missing backstory: UrbworldUrchin90
Missing backstory: VoidRaider74
Missing backstory: MidworldSketcher71
Missing backstory: MidworldSailor91
Missing backstory: CoreworldStudent50
Missing backstory: CoreworldJeweler19
Missing backstory: MedievalSquire5
Missing backstory: MedievalKnight26
Missing backstory: StarSquire9
Missing backstory: StarKnight5
Missing backstory: DrugMule80
Missing backstory: TestSubject39
Missing backstory: ArtisanFarmer23
Missing backstory: GeneticEngineer89
Missing backstory: Pampered87
Missing backstory: NinjaAssassin31
Missing backstory: MilitaryChild82
Missing backstory: LazyProgrammer3
Missing backstory: GangMember83
Missing backstory: MindwipedAssassin50
Missing backstory: TestSubject82
Missing backstory: TestSubject92
Missing backstory: FireScarredChild1
Missing backstory: SpaceshipSalesman34
Missing backstory: TechEnthusiast28
Missing backstory: AIProgrammer22
Missing backstory: DiplomatsChild97
Missing backstory: WhiteHatHacker82
Missing backstory: Winerunner8
Missing backstory: VinhoKing98
Missing backstory: StreetChild4
Missing backstory: SlaveChemist84
Missing backstory: SlaveFarmer99
Missing backstory: RocketEngineer53
Missing backstory: MedievalSlave50
Missing backstory: SpaceMarine19
Missing backstory: FoundryApprentice76
Missing backstory: CombatEngineer4
Missing backstory: PrivilegedProdigy70
Missing backstory: PlanetaryDiplomat7
Missing backstory: PrivilegedChild86
Missing backstory: Guardian55
Missing backstory: ChildProdigy76
Missing backstory: RenegadeEngineer43
Missing backstory: BoneCollector14
Missing backstory: Osteologist74
Missing backstory: GNomeSculptor34
Missing backstory: Gnomebiologist96
Missing backstory: CircusPerformer93
Missing backstory: CriminalKingpin36
Missing backstory: VatgrownSlavegirl67
Missing backstory: UrbworldSexSlave25
Missing backstory: GunKid30
Missing backstory: UrbworldSergeant50
Missing backstory: FeudalLordling56
Missing backstory: SystemLord77
Missing backstory: FeudalFarmBoy0
Missing backstory: HunterOfTheKing53
Missing backstory: SpaceFanboy22
Missing backstory: Castaway81
Missing backstory: GlitterworldNerd20
Missing backstory: EnergyResearcher89
Missing backstory: WarChild24
Missing backstory: BountyHunter93
Missing backstory: UpperUrbworlder12
Missing backstory: Missionary99
Missing backstory: IdealisticCadet64
Missing backstory: MercenaryPilot63
Missing backstory: ChildOfGlass61
Missing backstory: LoneTraveler95
Missing backstory: AmateurBotanist79
Missing backstory: Undertaker93
Missing backstory: ChildSlave58
Missing backstory: Mercenary4
Missing backstory: AdventuringChild30
Missing backstory: HiredAssassin37
Missing backstory: VideoGamer55
Missing backstory: SpaceshipChef41
Missing backstory: DreadedBaby56
Missing backstory: DreadedDude58
Missing backstory: Tinkerer79
Missing backstory: Engineer40
Missing backstory: DisplacedNoble83
Missing backstory: Minister88
Missing backstory: ChessMaster67
Missing backstory: Pirate56
Missing backstory: Orphan15
Missing backstory: BountyHunter17
Missing backstory: Straggler71
Missing backstory: Spiceminer9
Missing backstory: BrutalThief59
Missing backstory: CrimeLord10
Missing backstory: BoySoldier14
Missing backstory: MarbleDoctor99
Missing backstory: ApocalypseChild23
Missing backstory: MobHenchman53
Missing backstory: OrphanOfWar60
Missing backstory: MechWarVeteran77
Missing backstory: ImperialStudent49
Missing backstory: PoisonGardener29
Missing backstory: PowerMadScholar30
Missing backstory: ArtificerRampant95
Missing backstory: TechHead8
Missing backstory: SystemsEngineer1
Missing backstory: Orphan25
Missing backstory: NeuroScientist19
Missing backstory: Abductee43
Missing backstory: PirateCaptain69
Missing backstory: BlackjackPlayer76
Missing backstory: HedgeFundManager54
Missing backstory: AcademyStudent58
Missing backstory: ComputerEngineer10
Missing backstory: AspiringEngineer58
Missing backstory: ExpertHandyman8
Missing backstory: MedicalStudent96
Missing backstory: MedicSoldier54
Missing backstory: HighBaroness37
Missing backstory: ExiledResearcher44
Missing backstory: WorldSlider42
Missing backstory: Villain89
Missing backstory: MedicalStudent38
Missing backstory: SpaceNavyDoctor72
Missing backstory: AspergersRebel13
Missing backstory: GovernmentAgent47
Missing backstory: ShootingComa59
Missing backstory: SelflessHunter61
Missing backstory: PsychologyStudent15
Missing backstory: AcolyteOfStars6
Missing backstory: SpaceSmuggler6
Missing backstory: SpaceRaider71
Missing backstory: Abductee7
Missing backstory: Spy58
Missing backstory: BlessedChild46
Missing backstory: WanderingHealer52
Missing backstory: GlitterworldKid85
Missing backstory: CosmeticReject64
Missing backstory: FeralChild85
Missing backstory: RaiderKing38
Missing backstory: Scout6
Missing backstory: FrontierMarshal27
Missing backstory: TraineeAlchemist64
Missing backstory: ReligiousHierarch16
Missing backstory: MilitaryCadet16
Missing backstory: AnarchistRebel77
Missing backstory: Pickpocket61
Missing backstory: CriminalSurgeon99
Missing backstory: SpaceCadet77
Missing backstory: SanitationCaptain29
Missing backstory: Naturalist14
Missing backstory: OverwatchSniper42
Missing backstory: Drudge9
Missing backstory: Sightseer70
Missing backstory: BunkerKid41
Missing backstory: GameTester77
Missing backstory: ChildOfDrifters18
Missing backstory: WanderingCrafter42
Missing backstory: TribalThunderer45
Missing backstory: MutinousCaptain52
Missing backstory: Gymnast48
Missing backstory: IntimateAssassin35
Missing backstory: CorpBredStudent54
Missing backstory: CorpResearcher93
Missing backstory: Colonist22
Missing backstory: SoleSurvivor85
Missing backstory: MilitaryTrainee20
Missing backstory: AWOLSoldier49
Missing backstory: Bookworm3
Missing backstory: Explorer49
Missing backstory: ColonyKid47
Missing backstory: StarshipDoctor37
Missing backstory: CaravanChild29
Missing backstory: BountyHunter41
Missing backstory: ReEducatedYouth23
Missing backstory: FallenOfficial12
Missing backstory: FarmMechanic1
Missing backstory: OrbitalReservist22
Missing backstory: AccursedChild88
Missing backstory: ShamanOfShadows47
Missing backstory: AmateurAstronomer77
Missing backstory: StationSecurity38
Missing backstory: FarmHand2
Missing backstory: SpaceTrafficker68
Missing backstory: EnergeticPopIdol61
Missing backstory: PopIdolPirate39
Missing backstory: IcePlanetChild95
Missing backstory: Roboticist1
Missing backstory: Scrounger25
Missing backstory: Chemist78
Missing backstory: ToxicChild96
Missing backstory: StalwartFarmer90
Missing backstory: BoyScout42
Missing backstory: UrbworldPimp93
Missing backstory: ScienceProdigy65
Missing backstory: ParticlePhysicist44
Missing backstory: SpeederRacer71
Missing backstory: DefenseLawyer71
Missing backstory: MercenaryRecruit18
Missing backstory: Ranger6
Missing backstory: MarineCadet73
Missing backstory: ClanChief14
Missing backstory: YoungPsychologist58
Missing backstory: FactionLeader74
Missing backstory: Tinkerer11
Missing backstory: ProstheticSurgeon0
Missing backstory: LabGrownChild22
Missing backstory: CorpResearcher71
Missing backstory: Orphan11
Missing backstory: SpaceMarine9
Missing backstory: TechScholar75
Missing backstory: TechnologyDoctor35
Missing backstory: PitGladiator19
Missing backstory: PirateTrooper73
Missing backstory: FactoryDrone58
Missing backstory: CombatMedic82
Missing backstory: RichBoy9
Missing backstory: HiredGun70
Missing backstory: Athlete47
Missing backstory: StilettoAssassin34
Missing backstory: SoleSurvivor63
Missing backstory: Hunter73
Missing backstory: MechanoidHacker93
Missing backstory: BattlefieldTech52
Missing backstory: ProjectSubject99
Missing backstory: MasterTrader65
Missing backstory: HexCellArtist91
Missing backstory: ExoticChef96
Missing backstory: PlagueProdigy12
Missing backstory: MadScientist2
Missing backstory: PoorKid18
Missing backstory: Warrior73
Missing backstory: Dreamer79
Missing backstory: SpaceExplorer53
Missing backstory: UrbworldUrchin87
Missing backstory: Smuggler23
Missing backstory: MilitaryRecruit49
Missing backstory: DestroyerGeneral26
Missing backstory: StreetUrchin53
Missing backstory: SerialMurderer47
Missing backstory: KidScientist53
Missing backstory: MadScientist31
Missing backstory: HelpDeskWorker31
Missing backstory: SoftwareDeveloper84
Missing backstory: MedievalThief74
Missing backstory: HumanTrafficker35
Missing backstory: TraumatizedYouth87
Missing backstory: MentalPatient69
Missing backstory: YouthSoldier99
Missing backstory: SpaceMarine94
Missing backstory: GalacticPage37
Missing backstory: EnvoyOfTheStars19
Missing backstory: ApprenticeSmith37
Missing backstory: Blacksmith7
Missing backstory: CloneFarmed21
Missing backstory: CloneFarmer58
Missing backstory: GangMember16
Missing backstory: GangBoss49
Missing backstory: MilitantChild49
Missing backstory: LostMarine81
Missing backstory: Killer41
Missing backstory: Healer35
Missing backstory: ProfessionalGamer76
Missing backstory: ToasterRepairman22
Missing backstory: DataDecoder39
Missing backstory: ArchotechSpy75
Missing backstory: WolfPackMember26
Missing backstory: BehaviourResearch74
Missing backstory: RebelStudent14
Missing backstory: PoliticalActivist20
Missing backstory: Cadet96
Missing backstory: Flaneur30
Missing backstory: ShipTechnician0
Missing backstory: ChiefEngineer62
Missing backstory: FarmersDaughter81
Missing backstory: ReptileResearcher37
Missing backstory: BlacksmithsSon73
Missing backstory: BlacksmithShooter21
Missing backstory: JoywireAddict76
Missing backstory: AddictionCounsel60
Missing backstory: ChildKnave69
Missing backstory: BloodgameSurvivor6
Missing backstory: WastelandWanderer81
Missing backstory: VoidspaceRaider94
Missing backstory: SocialPariah3
Missing backstory: Vagabond73
Missing backstory: PyroAssistant82
Missing backstory: MachineFixer31
Missing backstory: StreetUrchin11
Missing backstory: SpaceMerchant97
Missing backstory: RitualChild20
Missing backstory: BeastSlayer67
Missing backstory: BrothelGofer84
Missing backstory: DrugLieutenant98
Missing backstory: LaborCampOrphan91
Missing backstory: UrbworldEnforcer11
Missing backstory: GameFanatic86
Missing backstory: ToolMechanic77
Missing backstory: ClassClown96
Missing backstory: CraftShaper37
Missing backstory: CrimeBossChild39
Missing backstory: MercenaryLeader28
Missing backstory: SentimentalChild55
Missing backstory: SpecialForces53
Missing backstory: DustyFarmHand75
Missing backstory: DromedaryKnight37
Missing backstory: HackerKid98
Missing backstory: BattleMechanic27
Missing backstory: VideoGamer16
Missing backstory: DischargedSoldier53
Missing backstory: Student65
Missing backstory: Chemist73
Missing backstory: SuperSoldier99
Missing backstory: SuperSoldier95
Missing backstory: HeadjackAddict4
Missing backstory: CorporateBuilder58
Missing backstory: UrbworldArmyBrat84
Missing backstory: MechanicsEngineer64
Missing backstory: PlagueChild44
Missing backstory: PlagueDoctor31
Missing backstory: TechnicalKid1
Missing backstory: NetworkEngineer34
Missing backstory: YoungMaster23
Missing backstory: ImperialGeneral27
Missing backstory: CaravanTraveler6
Missing backstory: Caravaneer53
Missing backstory: MidworldLoner80
Missing backstory: MilitaryGunsmith27
Missing backstory: JungleKid31
Missing backstory: Aromatherapist80
Missing backstory: FarmersSon20
Missing backstory: RebelFighter39
Missing backstory: WealthyStudent59
Missing backstory: Roboticist41
Missing backstory: StreetPeddler66
Missing backstory: PrivateDetective66
Missing backstory: BodyguardTrainee54
Missing backstory: SpaceBartender0
Missing backstory: SpoiledChild80
Missing backstory: CosmeticSurgeon36
Missing backstory: Philosopher82
Missing backstory: UprightDiplomat49
Missing backstory: CaveChild17
Missing backstory: VideoProducer83
Missing backstory: RangerChild57
Missing backstory: BushSniper94
Missing backstory: GlitterworldRoyal24
Missing backstory: PirateSympathizer24
Missing backstory: PlagueSurvivor39
Missing backstory: UnethicalDoctor29
Missing backstory: OffworldRecruit91
Missing backstory: ShockTrooper15
Missing backstory: ProdigalStudent67
Missing backstory: CombatMedtech59
Missing backstory: AnimalCaretaker20
Missing backstory: WildlifeRanger99
Missing backstory: AdventurousYouth70
Missing backstory: TreasureHunter82
Missing backstory: PilotFan16
Missing backstory: StarfighterPilot79
Missing backstory: MedicalHelper27
Missing backstory: GangSoldier39
Missing backstory: CountryChild95
Missing backstory: SpaceMarine5
Missing backstory: RebelWriter82
Missing backstory: Adventurer19
Missing backstory: ExiledPrince58
Missing backstory: BloodyWanderer28
Missing backstory: NewAgeDuelist27
Missing backstory: PirateDoctor0
Missing backstory: SpoiledBrat59
Missing backstory: BloodyDentist9
Missing backstory: CowFarmer39
Missing backstory: MasterChef48
Missing backstory: DiscardedYouth93
Missing backstory: Mercenary20
Missing backstory: DisasterSurvivor29
Missing backstory: ExplorerWriter10
Missing backstory: RebelChild8
Missing backstory: MilitiaSoldier79
Missing backstory: MidworldCadet83
Missing backstory: WarshipCaptain67
Missing backstory: ForestChild83
Missing backstory: ForestProwler15
Missing backstory: VatgrownScientist91
Missing backstory: RunawayDancer35
Missing backstory: MusicIdol50
Missing backstory: ProstituteIdol28
Missing backstory: SicklyLiar3
Missing backstory: SicklyLawyer49
Missing backstory: IceworldSurvivor75
Missing backstory: Tinkerer86
Missing backstory: TragicLoner87
Missing backstory: RocketPioneer19
Missing backstory: SchoolyardOutcast11
Missing backstory: TheaterTechnician80
Missing backstory: AntisocialChild83
Missing backstory: ArmySergeant16
Missing backstory: YoungPirate71
Missing backstory: StellarPirate10
Missing backstory: SoldierExperiment50
Missing backstory: LostSoldier13
Missing backstory: DedicatedStudent12
Missing backstory: LanguageAnalyst27
Missing backstory: Infantry99
Missing backstory: PrisonerOfWar2
Missing backstory: AngryStudent88
Missing backstory: MadAccountant61
Missing backstory: TransferStudent10
Missing backstory: Politician57
Missing backstory: DesertRat47
Missing backstory: Philosopher97
Missing backstory: ArtisticWeirdo56
Missing backstory: AdventurousWeirdo55
Missing backstory: ApprenticeOracle83
Missing backstory: CasketBuilder52
Missing backstory: JunkyardMechanic51
Missing backstory: MilitaryOfficer17
Missing backstory: Empath47
Missing backstory: FearfulChef49
Missing backstory: AnimalLabTech39
Missing backstory: MuffaloResearcher67
Missing backstory: ShipChild46
Missing backstory: ArtifactHunter48
Missing backstory: PetKeeper7
Missing backstory: Herpetologist3
Missing backstory: ChildResearcher32
Missing backstory: Fugitive4
Missing backstory: VidtubeStar98
Missing backstory: GunDealer14
Missing backstory: CorporateSlave22
Missing backstory: ColonyEngineer7
Missing backstory: AspiringPhysicist47
Missing backstory: DeepSpaceSurveyor1
Missing backstory: QuietNerd97
Missing backstory: CostumeCrafter41
Missing backstory: SpacerOrphan77
Missing backstory: Gunfighter51
Missing backstory: SmallTownKid41
Missing backstory: RenownedProfessor51
Missing backstory: SteamworldTinker38
Missing backstory: NavyTechOfficer0
Missing backstory: AbandonedOrphan61
Missing backstory: KingOfPirates25
Missing backstory: SpaceNerd97
Missing backstory: SpaceNavyTech12
Missing backstory: ChildSpy84
Missing backstory: Defector95
Missing backstory: TurtleHerder41
Missing backstory: SpaceMarineMedic10
Missing backstory: ComputerGeek62
Missing backstory: Technician9
Missing backstory: Freethinker38
Missing backstory: MercenaryLord13
Missing backstory: NavyPathfinder53
Missing backstory: ShadowMarine63
Missing backstory: HunterScavenger64
Missing backstory: Warlordess14
Missing backstory: Computer80
Missing backstory: ComputerEngineer36
Missing backstory: CommonerHeir5
Missing backstory: CommonerLord45
Missing backstory: RebelliousStudent74
Missing backstory: TournamentFighter28
Missing backstory: SpaceyachtPilot89
Missing backstory: HypnocultLeader61
Missing backstory: Punk30
Missing backstory: GameDeveloper95

========== Unnecessary def-injected translations (marked as NoTranslate) (0)


==========

========== Def-injected translations using old, renamed defs (fixed automatically


but can break in the next RimWorld version) (4) =========
Def has been renamed: JourneyOffer -> EndGame_ShipEscape, translation
JourneyOffer.label should be renamed as well.
Def has been renamed: JourneyOffer -> EndGame_ShipEscape, translation
JourneyOffer.rulePack.rulesStrings should be renamed as well.
Def has been renamed: CrashedPoisonShipPart -> MechCapsule, translation
CrashedPoisonShipPart.label should be renamed as well.
Def has been renamed: CrashedPoisonShipPart -> MechCapsule, translation
CrashedPoisonShipPart.description should be renamed as well.

========== Argument count mismatches (may or may not be incorrect) (177) ==========
BoredomDesc (Alerts.xml:122)
- 'These people are either in need of recreation or are assigned to recreation,
but are bored of every available source of recreation:\n\n{0}\n\nGet them some more
recreation variety.\n\nCurrently available recreation types for
{PAWN_labelShort}:\n\n{2}'
- 'Estas personas necesitan diversión o deben asignarseles diversión, pero están
aburridas con todas las fuentes de diversión disponibles.:\n\n{0}\n\nProporcionales
un poco más de variedad de diversión.\n\nActualmente la variedad de diversión es
{1}:\n\n{2}'
InteractionSpotBlocked (Designators.xml:184)
- 'Interaction spot is blocked by {1_labelShort}.'
- 'Un punto de interacción está siendo bloqueado por {0}.'
InteractionSpotWillBeBlocked (Designators.xml:188)
- 'Interaction spot will be blocked by {1_labelShort}.'
- 'Un punto de interacción será bloqueado por {0}.'
TerrainCannotSupport (Designators.xml:200)
- '{0_label} cannot be built on this terrain.'
- 'Este terreno no puede soportar esto.'
PawnGainsName (Dialogs_Various.xml:153)
- 'This person's nickname is now {0}. {PAWN_possessive} title is {PAWN_title}.'
- 'El nuevo apodo de este colono es {0}. [PAWN_possessive] titulo es {1}.'
NegotiatorTalkingImpaired (Dialogs_Various.xml:484)
- 'Your negotiator {1_labelShort} cannot talk properly because of poor health.'
- 'Tu negociador {0} no puede hablar correctamente debido a problemas de salud.'
NegotiatorHearingImpaired (Dialogs_Various.xml:486)
- 'Your negotiator {1_labelShort} cannot hear properly because of poor health.'
- 'Tu negociador {0} no puede oir correctamente debido a problemas de salud.'
CaravanPawnIsUnreachable (Dialogs_Various.xml:542)
- '{1_labelShort} is unreachable by any of the assigned colonists.'
- '{0} es inalcanzable para cualquiera de los colonos asignados.'
PawnCantReachTransporters (Dialogs_Various.xml:668)
- '{1_labelShort} can't reach the transport pods.'
- '{{0} no puede llegar a las cápsulas de transporte.'
ConfirmBanishPawnDialog (Dialogs_Various.xml:838)
- 'Do you really want to banish {1_label}?'
- '¿Realmente quieres abandonar a {0}?'
ConfirmBanishPawnDialog_LeftToDie (Dialogs_Various.xml:840)
- '{1_labelShort} will most likely die.'
- '{0} muy probablemente morirá.'
ConfirmBanishPawnDialog_Items (Dialogs_Various.xml:842)
- '{1_labelShort} will take the following items with {1_objective}:'
- '{0} se llevará los siguientes objetos con él [PAWN_objective]:'
ConfirmBanishPawnDialog_IndividualThoughts (Dialogs_Various.xml:846)
- 'Banishing {1_labelShort} will cause the following people to get the following
thoughts:'
- 'Abandonar a {0} hará que las siguientes personas obtengan los siguientes
pensamientos:'
FactionGreetingWary (Dialog_Trees.xml:9)
- '{0} greets {NEGOTIATOR_labelShort} and asks what business you want to handle.'
- '{0} saluda a {1} con cautela y pregunta por el asunto que quieres tratar.'
FactionGreetingWarm (Dialog_Trees.xml:11)
- '{0} greets {NEGOTIATOR_labelShort} warmly and asks what {LEADER_pronoun} can
do to help you.'
- '{0} saluda a {1} afectuosamente [PAWN_pronoun] y pregunta qué es lo que puede
hacer para ayudarte.'
LeaderUnavailable (FloatMenu.xml:19)
- 'leader {1_labelShort} is unavailable'
- 'el líder {0} no está disponible'
FireAt (FloatMenu.xml:24)
- 'Fire at {1_label}'
- 'Disparar a {0}'
IsIncapableOfViolenceLower (FloatMenu.xml:33)
- '{1_labelShort} is incapable of violence'
- '{0} es incapaz de ser violento'
IsNotDraftedLower (FloatMenu.xml:37)
- '{1_labelShort} is not drafted'
- '{0} no está reclutado'
TryToArrest (FloatMenu.xml:135)
- 'Try to arrest {1_label} ({2} chance)'
- 'Intentar arrestar a {1_label}'
IsIncapped (GameplayCommands.xml:45)
- '{1_labelShort} cannot walk.'
- '{0} está incapacitado.'
LetterLabelAnimalInsanitySingle (Incidents.xml:5)
- 'Mad {ANIMAL_labelShort}'
- 'Animal loco {0}'
AnimalInsanitySingle (Incidents.xml:7)
- 'A local {ANIMAL_label} has gone mad. It will attack everyone it sees.'
- 'Un {0} ha enloquecido. Atacará a todo lo que vea..'
LetterLabelCropBlight (Incidents.xml:14)
- 'Blight: {PLANTDEF_labelPlural}'
- 'Plaga'
LetterCropBlight (Incidents.xml:16)
- 'Blight has been discovered on the {PLANTDEF_labelPlural}!\n\nYou should cut or
burn the affected plants before the blight spreads.'
- '¡Un colono ha notado una plaga en tus cultivos! Debes cortar o quemar las
plantas contaminadas antes de que se extienda la plaga.'
EnemyRaidLeaderPresent (Incidents.xml:25)
- 'One of the {LEADER_factionPawnsPlural} - {LEADER_labelShort}, is the leader of
the faction.'
- 'Uno de los {0} - {1}, es el lider de la faccion.'
FriendlyRaidLeaderPresent (Incidents.xml:29)
- 'One of the {LEADER_factionPawnsPlural} - {LEADER_labelShort}, is the leader of
the faction.'
- 'Uno de los {0} - {1}, es el lider de la faccion.'
RefugeePodCrash (Incidents.xml:34)
- '{PAWN_titleIndef} named {PAWN_nameDef} is crashing in a transport pod nearby.
If {PAWN_pronoun} survives the impact, {PAWN_pronoun} will be badly wounded.'
- 'Un [PAWN_title] de nombre [PAWN_nameDef] se está estrellando en una cápsula de
transporte cercana. Si [PAWN_pronoun] sobrevive el impacto, [PAWN_pronoun] estará
gravemente herido (a).'
RefugeePodCrash_Factionless (Incidents.xml:36)
- '{PAWN_nameDef} is not affiliated with any faction. You can rescue
{PAWN_objective} and hope {PAWN_pronoun} joins freely, or capture {PAWN_objective}
for recruitment or slavery purposes.'
- '[PAWN_nameDef] no está afiliado a ninguna facción. Puedes rescatar a
[PAWN_objective] y esperar [PAWN_pronoun] se une libremente o captura a
[PAWN_objective] para reclutamiento o esclavitud.'
RefugeePodCrash_Hostile (Incidents.xml:38)
- '{PAWN_nameDef} is from your enemy {PAWN_factionName}. You can capture
{PAWN_objective} for recruitment or slavery purposes.'
- '[PAWN_nameDef] es de tu enemigo [PAWN_factionName]. Puedes capturar a
[PAWN_objective] para reclutamiento o esclavitud.'
RefugeePodCrash_NonHostile (Incidents.xml:40)
- '{PAWN_nameDef} is from {PAWN_factionName}. If you rescue {PAWN_objective},
{PAWN_pronoun} may join freely. Otherwise, {PAWN_pronoun} will return home and
spread goodwill between your factions.\n\nYou can also capture {PAWN_objective} for
recruitment or slavery purposes, but this will anger {PAWN_possessive} faction.'
- '[PAWN_nameDef] es de [PAWN_factionName]. Si rescatas a [PAWN_objective],
[PAWN_pronoun] porá unirse libremente. Ó de otra manera, [PAWN_pronoun] volverá a
casa y difundirá la reputación entre sus facciones.\n\nTambién puedes capturar a
[PAWN_objective] para fines de reclutamiento o esclavitud, pero esto enojará a
[PAWN_possessive] facción.'
TraderArrival (Incidents.xml:61)
- 'A trade ship is passing nearby.\n\nThey are known as {0}. They are a
{1}.\n\n{2}'
- 'Hay una nave comercial en las cercanías.\n\nSe les conoce como {0}. Son {1}.'
SingleTravelerPassing (Incidents.xml:64)
- 'A {PAWN_title} from {1} is passing by. {PAWN_pronoun} is named
{PAWN_nameFull}.'
- 'Un {0} de {1} está de paso por la zona. [PAWN_pronoun] se llama {2}.'
SingleVisitorArrives (Incidents.xml:71)
- '{PAWN_titleIndef} from {1} is visiting the colony.\n\n{PAWN_pronoun} is named
{PAWN_nameFull}.{3}{4}'
- 'Un {0} de {1} está visitando la colonia.\n\n[PAWN_pronoun] se llama {2}.{3}
{4}'
SingleVisitorArrivesTraderInfo (Incidents.xml:73)
- '{PAWN_pronoun} seems to have a few items to trade.'
- '\n\n[PAWN_pronoun] parece tener algunos objetos para el comercio.'
SingleVisitorArrivesLeaderInfo (Incidents.xml:75)
- '{PAWN_pronoun} is the leader of the faction.'
- '\n\n[PAWN_pronoun] es el líder de la facción.'
GroupVisitorsArriveLeaderInfo (Incidents.xml:83)
- 'One of the visitors - {1_labelShort}, is the leader of the faction.'
- '\n\nUno de los visitantes - {0}, es el lider de la facción.'
MessageAnimalInsanityPulse (Incidents.xml:94)
- 'The {SOURCE_label} has emitted a psychic pulse that has driven nearby animals
mad.'
- 'La antigua estructura ha emitido un pulso psíquico que ha hecho enloquecer a
los animales cercanos.'
LetterLabelAnimalSelfTame (Incidents.xml:143)
- '{1_kind} self-tamed'
- '{0} auto-domesticado'
BoundWorkerIs (ITabs.xml:56)
- 'Worker: {1_labelShort}'
- 'Trabajador: {0}'
CannotTrainTooSmall (ITabs.xml:200)
- '{1_labelShort} is too small to train this.'
- '{0} es muy pequeño para ser entrenado.'
OpinionOf (ITabs.xml:217)
- 'Opinion of {1_labelShort}'
- 'Opinión de {0}'
ShortCircuitRain (Letters.xml:33)
- 'A {1_label} has short-circuited in the rain and started a fire.'
- 'Un {0} ha sufrido un cortocircuito debido a la lluvia y ha provocado un
incendio.'
RelatedPawnInvolvedInQuest (Letters.xml:57)
- '{PAWN_nameDef} is {RELATIVE_labelShort}'s {1}. If {PAWN_nameDef} dies,
{RELATIVE_labelShort} will suffer from long-lasting grief. However, if you manage
to rescue {PAWN_nameDef}, {RELATIVE_labelShort} will be very happy for a long
time.'
- '[PAWN_nameDef] es {0} de {1}. Si [PAWN_nameDef] muere, {0} sufrirá un dolor
duradero. Sin embargo, si logras rescatar a [PAWN_nameDef], {0} será muy feliz por
mucho tiempo.'
NewDisease (Letters.xml:69)
- '{PAWN} has gotten sick from {1}.\n\nEnsure you have a medical bed and a
doctor. Make sure that {PAWN_definite} gets proper treatment and spends as much
time in bed as possible.'
- '{0} se ha enfermado de {1}.\n\nAsegúrese de tener una cama médica y un médico.
Asegúrate de que {2} reciba el tratamiento adecuado y pase tanto tiempo en la cama
como sea posible.'
NewPartDisease (Letters.xml:71)
- '{PAWN} has gotten sick from {3}. The infection is in {PAWN_possessive}
{1}.\n\nEnsure you have a medical bed and a doctor. Make sure that {PAWN_definite}
gets proper treatment and spends as much time in bed as possible.'
- '{0} se ha enfermado de {3}. La infección está en [PAWN_possessive]
{1}.\n\nAsegúrate de tener una cama médica y un médico. Asegúrate de que {2} reciba
el tratamiento adecuado y pase tanto tiempo en la cama como sea posible.'
NewDiseaseAnimal (Letters.xml:73)
- '{PAWN_labelShort} has developed an illness: {1}'
- '{0} ha desarrollado una enfermedad: {1}'
NewPartDiseaseAnimal (Letters.xml:75)
- '{PAWN_labelShort} has developed an illness: {3} in {PAWN_possessive} {1}'
- '{0} ha desarrollado una enfermedad: {3} en [PAWN_possessive] {1}'
PawnHasTheseRelationshipsWithColonists (Letters.xml:80)
- '{1_labelShort} has these relationships with your colonists:'
- '{0} tiene estas relaciones con tus colonos:'
AncientShrineWarning (Letters.xml:87)
- 'As {PAWN_nameDef} draws near the ancient wall, a sense of foreboding overcomes
{PAWN_objective}. {PAWN_pronoun} isn't sure why, but {PAWN_pronoun} feels that this
dusty structure may contain great danger.'
- 'Cuando {0} se aproxima a la antigua estructura, un presentimiento se apodera
de el [PAWN_objective]. [PAWN_pronoun] no esta seguro de por qué, pero el
[PAWN_pronoun] percibe una sensación de enorme peligro emanando de esta polvorienta
estructura.'
AnimalManhunterFromDamage (Letters.xml:95)
- '{1_indefinite} is attacking after being harmed!\n\nIt will hunt any humanoid
it can reach. It will calm down when it goes to sleep.'
- '¡[PAWN_indefinite] está atacando después de haber sido herido!\n\nCazará a
cualquier humanoide que pueda alcanzar. Se calmará cuando se vaya a dormir.'
AnimalManhunterFromTaming (Letters.xml:97)
- '{1_indefinite} is attacking due to a botched taming attempt!'
- '¡[PAWN_indefinite] está atacando debido a un intento fallido de ser
domesticado!'
AnimalManhunterOthers (Letters.xml:99)
- 'Other {1_kindBasePlural} nearby have also become enraged!'
- '¡Otro {0}s en las cercanías también se puesto enfurecido!'
LetterFriendlyTrapSprungLabel (Letters.xml:102)
- '{1_labelShort} hit trap'
- '{0} ha caido en una trampa'
LetterFriendlyTrapSprung (Letters.xml:104)
- '{1_labelShort} has accidentally sprung a trap and taken damage from it.'
- '{0} ha surgido accidentalmente una trampa y ha recibido daño de ella.'
LetterHealthComplications (Letters.xml:107)
- '{PAWN_labelShort} has developed a health condition:\n\n {1}\n\nThis was
caused by:\n\n {2}'
- '{0} ha desarrollado la condición de salud:\n\n {1}\n\nEsto fue causado
por:\n\n {2}'
LetterHealthComplicationsLabel (Letters.xml:109)
- '{PAWN_labelShort}: {1}'
- '{0}: {1}'
LetterHediffFromRandomHediffGiver (Letters.xml:112)
- '{PAWN_labelShort} has developed a health condition: {1}.'
- '{0} ha desarrollado la condición de salud: {1}.'
LetterHediffFromRandomHediffGiverLabel (Letters.xml:114)
- '{PAWN_labelShort}: {1}'
- '{0}: {1}'
LetterLeadersDeath (Letters.xml:119)
- '{OLDLEADER_nameFull}, {3} of {1}, has died.\n\nThe new {3} is
{NEWLEADER_nameFull}.'
- '{0}, {3} de {1}, ha muerto.\n\nEl nuevo {3} es {2}.'
LetterLeaderChanged (Letters.xml:124)
- '{OLDLEADER_nameFull} is no longer {3} of {1}.\n\nThe new {3} is
{NEWLEADER_nameFull}.'
- '{0} ya no es {3} de {1}.\n\nEl nuevo {3} es {2}.'
LastEventsInLife (Letters.xml:142)
- 'The last events in {PAWN_definite}'s life'
- 'Los últimos eventos en la vida de {0}'
RelationshipAppendedLetterTextColonist (Letters.xml:171)
- '{PAWN_nameDef} has a relationship with a colonist. {PAWN_pronoun} is
{RELATIVE_labelShort}'s {1}.'
- '[PAWN_nameDef] esta relacionado con un colono. [PAWN_pronoun] es {0} de {1}.'
RelationshipAppendedLetterTextPrisoner (Letters.xml:173)
- '{PAWN_nameDef} has a relationship with one of your prisoners. {PAWN_pronoun}
is {RELATIVE_labelShort}'s {1}.'
- '[PAWN_nameDef] esta relacionado con uno de tus prisioneros. [PAWN_pronoun] es
{0} de {1}.'
LetterAffair (Letters.xml:179)
- '{PAWN1_labelShort}, married to {SPOUSE_labelShort}, has begun an affair with
{PAWN2_labelShort}.'
- '{0}, casado con {1}, ha comenzado un romance con {2}.'
LetterNoLongerLovers (Letters.xml:185)
- '{PAWN1_labelShort} and {PAWN2_labelShort} are no longer in a relationship.'
- '{0} y {1} ya no están en una relación.'
LetterRejectedProposal (Letters.xml:195)
- '{INITIATOR_nameFull} is going to be unhappy about this.'
- '{0} estará descontento con esto.'
LetterPartBondedAnimalDied (Letters.xml:215)
- '{ANIMAL_definite} was bonded to {HUMAN_labelShort}. It will affect
{HUMAN_labelShort}'s mood.'
- '{0} estaba unido a {1}. Afectará el estado de ánimo de {1}.'
LetterNewlyAddicted (Letters.xml:235)
- '{PAWN_labelShort} has developed an addiction to {1}.\n\n{PAWN_pronoun} now has
a need for {1}, visible on {PAWN_possessive} Needs tab. {PAWN_pronoun} will
automatically consume the drug to fulfil {PAWN_possessive} need. If {PAWN_pronoun}
cannot get any {1}, {PAWN_pronoun} will go into withdrawal.'
- '{0} ha desarrollado una adicción a {1}.\n\n[PAWN_pronoun] ahora tiene una
necesidad de {1}, visible [PAWN_possessive] en su pestaña de Necesidades.
[PAWN_pronoun] podra consumir la droga de forma automática para satisfacer su
necesidad [PAWN_possessive]. Si [PAWN_pronoun] puede obtener ninguna {1},
[PAWN_pronoun] el entrará en dependencia.'
LetterDrugBinge (Letters.xml:241)
- '{2_label} is binging on {1}.'
- '{0} esta emborrachandose de {1}.'
LetterFoundPreciousLump (Letters.xml:285)
- 'Using your long-range mineral scanner, {WORKER_labelShort} has found a lump of
{0} some distance away.\n\nUnfortunately, it won't last - others will mine it first
in {1} days if we don't.\n\n{2}.'
- 'Usando el escáner mineral de largo alcance, {3} ha encontrado una beta de {0}
cerca.\n\nLamentablemente, no durará mucho; otros lo extraerán primero en {1} días
si no lo hacemos nosotros.\n\n{2}.'
PeaceTalksSocialXPGain (Letters.xml:315)
- '{PAWN_labelShort}, your negotiator, has gained {1} social experience.'
- '{0}, su negociador, ha ganado {1} experiencia social.'
LetterRunWildMentalBreak (Letters.xml:319)
- '{0} is fed up with civilization.\n\n{PAWN_pronoun} realized that wild
creatures are always free. So, {PAWN_pronoun} has decided to leave your faction and
live with the animals.\n\nYou can attempt to tame or arrest {PAWN_objective} to get
{PAWN_objective} back.'
- '{0} está harto de la civilización.\n\n[PAWN_pronoun] se dio cuenta de que las
criaturas salvajes siempre son libres. Asi que, [PAWN_pronoun] ha decidido dejar tu
facción y vivir con los animales.\n\nPuedes intentar domesticar [PAWN_objective]
para conseguir que [PAWN_objective] regrese.'
LetterCatatonicMentalBreak (Letters.xml:323)
- '{0} has suffered a total mental breakdown and entered a catatonic state.
{PAWN_pronoun} will recover in several days.'
- '{0} ha sufrido un colapso mental total y entró en un estado catatónico.
[PAWN_pronoun] se recuperará en varios días.'
LetterAICoreOffer (Letters.xml:328)
- '{PAWN_definite} of {1} contacts you with an offer of information: the location
of a persona core, which you'll need in order to build a spaceship. They inform you
that this item is quite rare and usually its owners have it under heavy
guard.\n\nCall them with your comms console if you're interested.'
- '{0} de {1} ha contactado contigo para ofrecerte información: la ubicación de
un núcleo personal de IA, que necesitará para construir una nave espacial. Le
informan que este artículo es bastante raro y, por lo general, sus dueños lo tienen
bajo vigilancia.\n\nLlámalos con tu consola de comunicaciones si estás interesado.'
LetterCraftedLegendaryMessage (Letters.xml:333)
- '{WORKER_labelShort} has created a {CRAFTED_labelShort}.\n\nNews of this
valuable artifact will spread across the world.'
- '{0} ha creado un {1}.\n\nLas noticias de este valioso objeto se extenderán por
todo el mundo.'
LetterVisitorsGaveGift (Letters.xml:357)
- '{0} from {PAWN_factionName} have left a gift:\n\n{1}'
- '{0} de [PAWN_factionName] te he dejado un regalo:\n\n{1}'
LetterRescueQuestFinished (Letters.xml:375)
- 'You have rescued {PAWN_nameDef} and {PAWN_pronoun} has joined your
group.\n\nYou can take {PAWN_objective} with you by reforming the caravan in the
World screen by selecting this area and choosing the "Reform caravan" option.'
- 'Has rescatado [PAWN_nameDef] y [PAWN_pronoun] se ha unido a tu
grupo.\n\nPuedes tomar a [PAWN_objective] contigo, reformando la caravana en la
pantalla Mundo seleccionando este área y eligiendo la opción 'Reformar caravana'.'
LetterLabelPredatorHuntingColonist (Letters.xml:379)
- '{PREDATOR_labelShort} hunting {PREY_definite}'
- '{0} cazando a {1}'
LetterPredatorHuntingColonist (Letters.xml:381)
- '{PREDATOR} is hunting {PREY_definite} for food!'
- '¡{0} esta cazando a {1} para comerselo!'
LetterTraitDisease (Letters.xml:389)
- '{PAWN_label} has gotten sick from {1}.\n\nEnsure you have a medical bed and a
doctor. Make sure that {PAWN_pronoun} gets proper treatment and spends as much time
in bed as possible.'
- '{0} se ha enfermado de {1}.\n\nAsegúrate de tener una cama médica y un médico.
Asegúrate de que [PAWN_pronoun] recibe el tratamiento adecuado y pasa tanto tiempo
en la cama como sea posible.'
CannotDoThisWork (MainTabs.xml:16)
- '{1_labelShort} cannot do this kind of work.'
- '{0} no puede hacer este tipo de trabajo.'
MessageFullyHealed (Messages.xml:51)
- '{1_label} is fully healed.'
- '{0} está totalmente curado.'
MessagePrisonerIsEscaping (Messages.xml:54)
- 'Prisoner {1_labelShort} is escaping.'
- 'Prisonero {0} esta escapando.'
MessageOutOfNearbyShellsFor (Messages.xml:57)
- '{PAWN_labelShort} found no nearby unreserved shells for {GUN_label}.'
- '{0} no ha encontrado obuses cercanos para {1}.'
MessageAnimalsGoPsychoHunted (Messages.xml:60)
- 'Warning: {ANIMAL_kindBasePlural} have a {1} base chance to attack when harmed.
Chance depends on range and hunter stealth stat.'
- 'Advertencia: {0} tiene una probabilidad {1} de atacar cuando este herido desde
el alcance del rifle. La probabilidad es mayor si está más cerca, menos con buen
cazador sigiloso.'
MessageAnimalManhuntsOnTameFailed (Messages.xml:62)
- 'Warning: {ANIMAL_kindBasePlural} may attack upon failed taming attempts ({1}
chance).'
- 'Atención: {0} puede atacar en un intento fallido de ser domado ({1}
probabilidad).'
MessageRecruitSuccess (Messages.xml:67)
- '{RECRUITER_nameFull} successfully recruited {RECRUITEE_nameFull} ({2}
chance).'
- '{0} a reclutado a {1} ({2} de probabilidad).'
MessageTameSuccess (Messages.xml:69)
- '{RECRUITER_labelShort} successfully tamed {1} ({2} chance).'
- '{0} domesticado con éxito {1} ({2} de probabilidad).'
MessageTameAndNameSuccess (Messages.xml:71)
- '{RECRUITER_labelShort} successfully tamed {1} ({2} chance). It is now called
{RECRUITEE_nameFull}.'
- '{0} domesticado con éxito {1} ({2} de probabilidad) y de nombre
[PAWN_objective] {3}.'
MessageRefusedArrest (Messages.xml:115)
- '{1_labelShort} has refused to be arrested!'
- '¡{0} se niega a ser arrestado!'
MessageTooLowMedCare (Messages.xml:122)
- 'Operation requires {0} or better, but {PAWN_labelShort}'s current medical care
mode is "{2}".'
- 'a operación requiere {0} o algo mejor, pero el modo de asistencia médica
actual de {1} es '{2}'.'
PawnDiedBecauseOf (Messages.xml:125)
- '{PAWN_labelShort} has died. Cause: {1}.'
- '{0} ha muerto debido a {1}.'
PawnDied (Messages.xml:127)
- '{1_labelShort} has died.'
- '{0} ha muerto.'
MessageNoLongerDowned (Messages.xml:130)
- '{1_label} is no longer incapable of walking.'
- '{0} ha recuperado la capacidad para caminar.'
MessageInvoluntarySleep (Messages.xml:133)
- '{1_labelShort} has collapsed due to extreme exhaustion.'
- '{0} se ha desmayado debido a agotamiento extremo.'
MessageMedicalOperationFailureMinor (Messages.xml:136)
- '{SURGEON_labelShort} has failed in a minor way while operating on
{PATIENT_labelShort} ({RECIPE_label}).'
- '{0} ha cometido un fallo menor durante la operación de {1}.'
MessageMedicalOperationFailureCatastrophic (Messages.xml:138)
- '{SURGEON_labelShort} has failed catastrophically while operating on
{PATIENT_labelShort} ({RECIPE_label}).'
- '{0} ha cometido un fallo catastrofico mientras operaba a {1}.'
MessageMedicalOperationFailureRidiculous (Messages.xml:140)
- '{SURGEON_labelShort} has failed in a ridiculous way while operating on
{PATIENT_labelShort} ({RECIPE_label}).'
- '{0} ha fallado de manera ridícula mientras operaba a {1}.'
MessageMedicalOperationFailureFatal (Messages.xml:142)
- '{SURGEON_labelShort} has committed a fatal error while operating on
{PATIENT_labelShort} because of the special challenges of: {2}'
- '{0} ha cometido un error fatal mientras operaba a {1} debido al desafío
especial de: {2}'
MessageNuzzledPawnGaveNameTo (Messages.xml:155)
- '{NAMER_nameFull} has named {1} {NAMEE_nameFull} after being nuzzled.'
- '{0} ha nombrado a {1} {2} despues de acariciarle.'
MessageNoHandlerSkilledEnough (Messages.xml:158)
- 'No handler can tame {ANIMAL_kindBase} (requires level {1} in {2}, best handler
{HANDLER_labelShort} has {4}).'
- 'Ningún entrenador puede domesticar este(a) {0} (requiere nivel {1} en {2} y el
mejor entrenador es {3} con {4}).'
MessageEatenByPredator (Messages.xml:161)
- '{EATEN_labelShort} has been eaten by {PREDATOR}.'
- '{0} ha sido cazado por {1}.'
MessageAttackedByPredator (Messages.xml:163)
- '{PREY_labelShort} is being attacked by {PREDATOR}!'
- '!{0} está siendo atacado(a) por {1}!'
MessageCantSelectDeadPawn (Messages.xml:172)
- '{1_labelShort} is dead.'
- '{0} se ha muerto.'
MessageCantSelectOffMapPawn (Messages.xml:174)
- '{1_labelShort} is off the map.'
- '{0} ha salido del mapa.'
MessageSocialFight (Messages.xml:177)
- '{PAWN1_labelShort} started a social fight with {PAWN2_labelShort}.'
- '{0} ha comenzado una pelea con {1}.'
MessageNewMarriageCeremony (Messages.xml:180)
- 'Colonists are gathering to celebrate {PAWN1_labelShort} and
{PAWN2_labelShort}’s marriage.'
- 'Los colonos se están reuniendo para celebrar el matrimonio de {0} y {1}.'
MessageMarriageCeremonyStarts (Messages.xml:182)
- '{PAWN1_labelShort} and {PAWN2_labelShort} are beginning their marriage
ceremony!'
- '¡{0} y {1} han comenzado su ceremonia de matrimonio!'
MessageMarriageCeremonyCalledOff (Messages.xml:184)
- 'The marriage ceremony for {PAWN1_labelShort} and {PAWN2_labelShort} has been
called off.'
- 'La ceremonia de matrimonio de {0} y {1} se ha cancelado.'
MessageNewlyMarried (Messages.xml:186)
- '{PAWN1_labelShort} and {PAWN2_labelShort} have married. Colonists are now
celebrating the occasion.'
- 'Se han casado {0} y {1}. Los colonos ahora celebran la ocasión.'
MessageMarriageCeremonyAfterPartyFinished (Messages.xml:188)
- 'The marriage ceremony for {PAWN1_labelShort} and {PAWN2_labelShort} has
finished.'
- 'La ceremonia de matrimonio de {0} y {1} ha terminado.'
MessageNewBondRelation (Messages.xml:191)
- '{HUMAN_labelShort} and {ANIMAL_labelShort} have formed a bond.'
- '{0} y {1} se han encariñado.'
MessageNewBondRelationNewName (Messages.xml:193)
- '{HUMAN_labelShort} and {1} have formed a bond. {HUMAN_labelShort} has named
{ANIMAL_objective} {ANIMAL_nameFull}.'
- '{0} y {1} se han encariñado. {0} le ha nombrado [PAWN_objective] {2}.'
MessageBondedAnimalMentalBreak (Messages.xml:196)
- '{ANIMAL} has had a mental break because of {HUMAN_labelShort}'s death.'
- '{0} ha tenido un colapso mental debido a la muerte de {1}.'
MessageNamedBondedAnimalMentalBreak (Messages.xml:198)
- '{ANIMAL_kindIndef} named {ANIMAL_label} has had a mental break because of
{HUMAN_labelShort}'s death.'
- '{0} nombrado {1} ha tenido un colapso mental debido a la muerte de {2}.'
MessageBondedAnimalsMentalBreak (Messages.xml:200)
- '{0} animals have a mental break because of {HUMAN_labelShort}'s death.'
- '{0} animales tienen un colapso mental debido a la muerte de {1}.'
MessageSuccessfullyRemovedHediff (Messages.xml:203)
- '{SURGEON_labelShort} has successfully removed {PATIENT_labelShort}'s
{HEDIFF}.'
- '{0} ha eliminado con éxito el {1} de {2}.'
MessageConstructionFailed (Messages.xml:217)
- '{WORKER_labelShort} failed while constructing a {0}. Some resources have been
wasted.'
- '{1} fallado durante la construcción {0}. Algunos recursos se han
desperdiciado.'
MessageNoLongerSocialFighting (Messages.xml:223)
- '{PAWN1_labelShort} and {PAWN2_labelShort} are no longer social fighting.'
- '{0} y {1} ya no estan en una discusion.'
MessageNoLongerBingingOnDrug (Messages.xml:226)
- '{2_labelShort} is no longer binging on {1}.'
- '{0} no esta borracho de {1}.'
MessageNoLongerOnTargetedInsultingSpree (Messages.xml:229)
- '{PAWN_labelShort} is no longer on an insulting spree against {TARGET_label}.'
- '{0} ya no está en una juerga de insultos contra {1}.'
MessageRottedAwayInStorage (Messages.xml:232)
- '{1_label} has rotted away in storage.'
- '{0} se ha podrido en el almacen.'
MessageFoodPoisoning (Messages.xml:235)
- '{PAWN_labelShort} has gotten food poisoning from: {FOOD_labelShort}. Cause:
{2}.'
- '{0} tiene una intoxicación alimenticia de: {1}. Causada por: {2}.'
MessagePlantDiedOfBlight (Messages.xml:263)
- '{1_label} has died because of blight.'
- '{0} ha muerto a causa de la plaga.'
MessagePawnBeingBurned (Messages.xml:266)
- '{1_labelShort} is being burned by superheated air!'
- '¡{0} se está quemado por aire sobrecalentado!'
MessageAccidentalOverdose (Messages.xml:269)
- '{INGESTER} has accidentally overdosed while consuming {DRUG_labelShort}!'
- '¡{0} se ha sobredosificado accidentalmente mientras consumía {1}!'
MessagePawnLeftMapAndCreatedCaravan (Messages.xml:275)
- '{1_labelShort} has left the area and formed a caravan.'
- '{0} ha dejado el área y formado una caravana.'
MessagePermanentWoundHealed (Messages.xml:283)
- '{PAWN_labelShort}'s {2} has healed. Cause: {0}'
- '{2} de {1} ha sanado. Causa: {0}'
MessageCantLoadMoreIntoTransporters (Messages.xml:312)
- 'Your {1} can't finish loading the transport pods because some items or people
became unavailable ({2_labelShort}).'
- 'Tu {1} no pueden terminar de cargar las capsulas de transporte porque algunos
objetos o personas dejaron de estar disponibles ({0}).'
MessageCantEquipIncapableOfViolence (Messages.xml:326)
- 'Cannot equip: {1_labelShort} is incapable of violence.'
- 'No se puede equipar: {0} es incapaz de ser violento.'
MessageSlaughteringBondedAnimal (Messages.xml:331)
- 'Because they are bonded, slaughtering {DESIGNATED_labelShort} will make
{BONDED_labelShort} unhappy.'
- 'Debido a que están unidos, el sacrificio {0} hará infeliz a {1}.'
MessageCaravanRanOutOfFood (Messages.xml:334)
- '{0} has run out of food ({PAWN_label}).'
- '{0} se ha quedado sin comida ({1}).'
MessageSelfTendUnsatisfied (Messages.xml:349)
- 'To self-tend, {1_labelShort} must also be assigned to Doctor work.'
- 'Para curarse a sí mismo, {0} también debe asignarse el oficio Medícina.'
MessageCannotSelfTendEver (Messages.xml:351)
- '{1_labelShort} is incapable of doing Doctor work, and so cannot ever self-
tend.'
- '{0} es incapaz de tener el oficio de Medícina y por eso nunca podrá auto-
curarse.'
MessageCantBanishDownedPawn (Messages.xml:371)
- 'Cannot banish {1_labelShort} since {1_pronoun} cannot walk.'
- 'No se puede abandonar {0} ya que [PAWN_pronoun] no puede andar.'
MessageFailedToRescueRelative (Messages.xml:390)
- 'You have failed to rescue {PAWN_labelShort}. This will make
{RELATIVE_labelShort} sad.'
- 'Has fallado al rescatar {0}. Esto hará que {1} se entristezca.'
MessageRescuedRelative (Messages.xml:392)
- 'You have rescued {PAWN_labelShort}. This will make {RELATIVE_labelShort}
happy.'
- 'Has rescatado {0}. Esto hará que {1} sea feliz.'
MessageTargetedTantrumChangedTarget (Messages.xml:406)
- '{PAWN_labelShort} couldn't reach {OLDTARGET_label} so {PAWN_pronoun} decided
to redirect {PAWN_possessive} anger at {TARGET_label}.'
- '{0} no pudo alcanzar {1} asi que [PAWN_pronoun] decidió redirigir
[PAWN_possessive] llendo contra {2}.'
MessageTargetedInsultingSpreeChangedTarget (Messages.xml:409)
- '{PAWN_labelShort} couldn't reach {OLDTARGET_label} so {PAWN_pronoun} decided
to redirect {PAWN_possessive} anger at {TARGET_label}.'
- '{0} no pudo alcanzar {1} asi que [PAWN_pronoun] decidió redirigir
[PAWN_possessive] llendo contra {2}.'
MessageMurderousRageChangedTarget (Messages.xml:412)
- '{PAWN_labelShort} has decided to redirect {PAWN_possessive} anger at
{TARGET_label}.'
- '{0} ha decidido redirigir [PAWN_possessive] llendo contra {1}.'
GoodwillChangedReason_AttackedPawn (Messages.xml:435)
- 'attacked {1_labelShort}'
- '{0} atacado'
GoodwillChangedReason_UsedItem (Messages.xml:437)
- 'used {ITEM_labelShort} on {TARGET_labelShort}'
- 'usado {0} en {1}'
GoodwillChangedReason_CapturedPawn (Messages.xml:443)
- 'captured {1_labelShort}'
- '{0} capturado'
GoodwillChangedReason_PawnCrushed (Messages.xml:445)
- '{1_labelShort} crushed'
- '{0} aplastado'
GoodwillChangedReason_PawnDied (Messages.xml:447)
- '{1_labelShort} died'
- '{0} murió'
GoodwillChangedReason_ExitedMapHealthy (Messages.xml:455)
- '{1_labelShort} exited the map healthy'
- '{0} salió del mapa saludablemente'
GoodwillChangedReason_Tended (Messages.xml:457)
- 'tended to {1_labelShort}'
- 'atiende a {0}'
MessageAnimalReturnedWild (Messages.xml:490)
- 'Because of a lack of taming maintenance, {1_labelShort} has returned to the
wild.'
- 'Debido a la falta de mantenimiento en su domesticación, {0} ha vuelto a la
naturaleza.'
MessageAnimalLostSkill (Messages.xml:492)
- 'Due to a lack of maintenance training, {ANIMAL_labelShort} has lost a skill:
{1}'
- 'Debido a la falta de mantenimiento en su entrenamiento, {0} ha perdido
habilidad: {1}'
MessagePredatorHuntingPlayerAnimal (Messages.xml:504)
- '{PREDATOR} is hunting {PREY_definite} ({PREY_kindBase}) for food!'
- '¡{0} está cazando {1} por comerselo!'
MessagePrisonerResistanceBroken (Messages.xml:507)
- 'Prisoner {PRISONER_labelShort}'s resistance has been broken by
{WARDEN_labelShort}.'
- 'La resistencia del Prisionero {0} ha sido caido por {1}.'
MessageCapturingWillAngerFaction (Messages.xml:520)
- 'Warning: Capturing {PAWN_nameDef} will anger {PAWN_possessive} faction
{PAWN_factionName}.'
- 'Advertencia: La captura de [PAWN_nameDef] enojará a [PAWN_possessive] la
facción de [PAWN_factionName].'
DeadLabel (Misc.xml:88)
- '{1_label} (dead)'
- '{0} (muerto)'
SomeonesRoom (Misc.xml:117)
- '{PAWN_labelShort}'s {1}'
- '{1} de {0}'
CouplesRoom (Misc.xml:119)
- '{PAWN1_labelShort} and {PAWN2_labelShort}'s {2}'
- '{0} y {1} de {2}'
WornBy (Misc_Gameplay.xml:260)
- 'worn by {1_labelShort}'
- 'vestido por {0}'
EquippedBy (Misc_Gameplay.xml:262)
- 'equipped by {1_labelShort}'
- 'equipado por {0}'
CaravanLeaderCaravanName (Misc_Gameplay.xml:324)
- '{1_labelShort}'s caravan'
- 'caravana de {0}'
IsIncapableOfViolence (Misc_Gameplay.xml:432)
- '{1_labelShort} is incapable of violence.'
- '{0} es incapaz de ser violento.'
IsNotDrafted (Misc_Gameplay.xml:436)
- '{1_labelShort} is not drafted.'
- '{0} no está reclutado.'
ShellLoaded (Misc_Gameplay.xml:462)
- 'Shell loaded: {1_label}'
- 'Proyectil cargado: {0}'
ReportHaulingTo (Misc_Gameplay.xml:468)
- 'hauling {THING_label} to {DESTINATION}.'
- 'trasladando {0} a {1}.'
ReportHauling (Misc_Gameplay.xml:470)
- 'hauling {1_label}.'
- 'trasladando {0}.'
ReportExtinguishingFireOn (Misc_Gameplay.xml:500)
- 'extinguishing fire on {TARGET_label}.'
- 'extinguiendo el incendio sobre {0}.'
CoverThingBlocksPercentOfShots (Misc_Gameplay.xml:530)
- '{COVER_label} stops {1}'
- '{0} detiene el {1}'
PawnMainDescGendered (Misc_Gameplay.xml:566)
- '{PAWN_gender} {1}'
- '{0} {1}'
PawnMainDescLifestageWrap (Misc_Gameplay.xml:570)
- '{2_lifeStageAdjective} {0}'
- '{1} {0}'
FireOn (Misc_Gameplay.xml:774)
- 'fire on {1_label}'
- 'Fuego en {0}'
CasketWarning (Misc_Gameplay.xml:830)
- 'Warning!\n\n{PAWN_nameDef} is your last free-standing colonist! If you let
{PAWN_objective} step into that casket, you may not be able to continue playing.
Are you sure you want to proceed?'
- '¡Atención!\n\n[PAWN_nameDef] es tu último colono en pie! Si lo dejas
[PAWN_objective] entrar en ésa cámara de estasis no podrás seguir jugando. ¿Estás
seguro que quieres continuar?'
DiseaseGrowthModeChanged_Growing (Misc_Gameplay.xml:926)
- '{PAWN_labelShort}'s {1} is now growing.'
- 'El {1} de {0} está creciendo.'
DiseaseGrowthModeChanged_Stable (Misc_Gameplay.xml:928)
- '{PAWN_labelShort}'s {1} is now stable.'
- 'El {1} de {0} está estable.'
DiseaseGrowthModeChanged_Remission (Misc_Gameplay.xml:930)
- '{PAWN_labelShort}'s {1} is now in remission.'
- 'El {1} de {0} está en remisión.'
MarriageSpotDangerous (Misc_Gameplay.xml:940)
- 'too dangerous for {1_labelShort}'
- 'demasiado peligroso para {0}'
MarriageSpotForbidden (Misc_Gameplay.xml:942)
- 'forbidden for {1_labelShort}'
- 'prohibido para {0}'
MarriageSpotUnreachable (Misc_Gameplay.xml:946)
- 'unreachable for {1_labelShort}'
- 'inalcanzable para {0}'
BanishTipWillDie (WITabs.xml:36)
- '{1_labelShort} will most likely die.'
- '{0} muy probablemente morirá.'

========== Unnecessary keyed translations (will never be used) (51) ==========


NoColonistWithConstructionSkillTip 'Ninguno de tus {0} tiene esta habilidad.'
(Designators.xml:224)
AllColonistsWithConstructionSkillHaveDisaledConstructingTip 'Todos tus {0} que
tienen esta habilidad no están asignados a {1}.' (Designators.xml:226)
ResearchMenuWithoutBench 'Hasta que construyas una MESA DE INVESTIGACIÓN, tus
colonos no podrán investigar nada.\n\nSin embargo, es posible elegir un proyecto de
investigación en este momento.' (Dialogs_Various.xml:197)
ConstructionSkillRequired 'Habilidad de construcción requerida'
(Dialogs_Various.xml:420)
ConstructionSkillRequiredExplanation 'Requiere este nivel de Construcción para
construir.' (Dialogs_Various.xml:422)
SurgeryRequireBed 'Requiere cama' (Dialogs_Various.xml:867)
ContentSource_LocalFolder 'carpeta local' (Enums.xml:144)
Unspecified 'Indeciso' (Enums.xml:291)
Always 'Permite' (Enums.xml:292)
Never 'No permite' (Enums.xml:293)
ConstructionSkillTooLow 'habilidad de construcción demasiado baja'
(FloatMenu.xml:92)
CommandBedSetOwnerLabel 'Asignar propietario' (GameplayCommands.xml:68)
LetterLabelPsychicDrone 'Zumbido psíquico' (Incidents.xml:114)
LetterIncidentPsychicDrone '¡Cada colono del género {0} se estremece de
dolor!\n\nAlgún lejano artefacto de odio se está agitando. Está proyectando un
poderoso zumbido psíquico sobre toda esta región, en una frecuencia que solo parece
afectar al género {0}. Durante unos días, el estado de ánimo de algunas personas
será un poco peor.\n\nEl nivel de zumbido es {1}.' (Incidents.xml:116)
LetterLabelPsychicSoothe 'Calma psíquica' (Incidents.xml:119)
LetterIncidentPsychicSoothe '¡Cada colono del género {0} sonríe con
satisfacción!\n\nAlgún lejano artefacto de felicidad se está agitando. Está
proyectando un poderoso zumbido psíquico en toda esta región, en una frecuencia que
solo parece afectar el género {0}. Durante unos días, el estado de ánimo de algunas
personas será bastante mejor.' (Incidents.xml:121)
RefugeeChasedTitle 'Refugiado perseguido por {0}' (Incidents.xml:131)
RefugeeChasedInitial 'Un {PAWN_titleIndef} de nombre {PAWN_nameDef} te llama desde
cerca. ¡{PAWN_pronoun} está siendo perseguido por {2} de {3}!\n\n{PAWN_pronoun}
suplica por tu ayuda y ofrece unirse a tu colonia. Te cuenta que tiene {4} años,
pero no hay tiempo para recolectar más información.\n\nTen cuidado, si aceptas,
tendrás que luchar contra {2} cuando lleguen. El grupo está compuesto de:\n\n{5}'
(Incidents.xml:133)
RefugeeChasedInitial_Accept 'Ofrecer protección' (Incidents.xml:135)
RefugeeChasedInitial_Reject 'Ignorar el mensaje' (Incidents.xml:137)
RefugeeChasedRejected 'Puedes oírlo gritar de pánico por el altavoz antes de que
cortes la transmisión.' (Incidents.xml:139)
JourneyOffer '¡Una amistosa IA de tu pasado llamada Charlon Whitestone te ha
enviado un mensaje!\n\nRevela que tiene una nave espacial escondida en este
planeta, y te envía las coordenadas.\n\nLa nave está en modo de hibernación
profunda. Tendrás que arrancarla cuando llegues y luego defenderla de los
asaltantes que intenten robarla hasta que se complete la secuencia de
arranque.\n\nSi consigues que la nave despegue, Charlon te sacará de este mundo,
hacia las estrellas.' (Incidents.xml:181)
LetterLabelWandererJoin 'Nomada se une' (Incidents.xml:238)
WandererJoin 'Un {0} llamado [PAWN_nameDef] acaba de llegar y ha decidido unirse a
la colonia. [PAWN_pronoun] es un {1}.\n\n[PAWN_pronoun] está dispuesto a
contribuir, pero no se irá voluntariamente. Si no quieres a [PAWN_nameDef], puedes
abandonar a [PAWN_objective], vender a [PAWN_objective] como esclavo, o simplemente
matar a [PAWN_objective]. Sin embargo, sus otros colonos pueden encontrar esto
molesto.' (Incidents.xml:239)
PrisonerRescueTimeout 'El campamento desaparecerá después de {0} días. Si pierdes
esta oportunidad, es posible que nunca vuelvas a tener noticias de {1}.'
(Letters.xml:82)
LetterLabelMentalBreakdown 'Colpaso mental' (Letters.xml:209)
LetterLabelNewParty 'Fiesta' (Letters.xml:227)
LetterNewParty '¡{0} está organizando una fiesta! Todo el que vaya, ganará alegría,
energía social y una bonificación al humor.' (Letters.xml:229)
LetterLabelCaravanEnteredAmbushMap 'Caravana llegó a una emboscada'
(Letters.xml:392)
LetterCaravanEnteredAmbushMap '{0} ha llegado a un lugar de emboscada.'
(Letters.xml:393)
LetterLabelPlayerEnteredNewSiteGeneric 'Llegó al destino' (Letters.xml:394)
ProjectTechLevel 'nivel de tecnología del proyecto' (MainTabs.xml:152)
YourTechLevel 'tu nivel de tecnologia' (MainTabs.xml:154)
ResearchCostMultiplier 'Coste del multiplicador' (MainTabs.xml:156)
SelectLandingSite 'Escoge lugar de aterrizaje' (Menus_Main.xml:391)
MustSelectLandingSite 'Por favor escoge el lugar del aterrizaje.'
(Menus_Main.xml:392)
MessagePartyCalledOff 'La fiesta se ha cancelado.' (Messages.xml:209)
MessagePartyFinished 'La fiesta ha terminado.' (Messages.xml:211)
MessageRescueeJoined '¡Desde que rescataste a [PAWN_objective], {0} se ha unido a
tu grupo!' (Messages.xml:286)
MessageCraftedMasterwork '{0} ha creado un {1}.' (Messages.xml:423)
MessageCaravanIsVisitingSettlement '{0} ha llegado a {1}.' (Messages.xml:526)
MessageCaravanEnteredWorldObject '{0} ha llegado a {1}.' (Messages.xml:527)
MessagePlayerTriedToLeaveMapViaExitGrid 'Para salir del área, usa el botón
'reformar caravana' en la vista del Mundo.' (Messages.xml:528)
ItemStashContents 'Contenido: {0} ({1})' (Misc_Gameplay.xml:268)
KnownSiteThreat 'Amenaza conocida: {0}' (Misc_Gameplay.xml:280)
KnownSiteThreats 'Amenazas conocidas: {0}' (Misc_Gameplay.xml:282)
KnownSiteThreatsNone 'Amenazas conocidas: Ninguna' (Misc_Gameplay.xml:284)
NeurotrainerUsed '{0} usó {1} neuroentrenador y ha subido desde el nivel {2} hasta
el nivel {3}.' (Misc_Gameplay.xml:858)
GameOverShipLaunched '¡Lanzásteis la nave! Los siguientes colonos han
escapado:\n\n{0}\nLos siguientes colonos fueron abandonados:\n\n{1}\nLa IA
intentará guiar la nave espacial a un lugar seguro. Podría depositarlos en un
planeta mejor de este mismo sistema. O quizás se embarque en un viaje centenario
hacia otra estrella. Podría incluso decidir esconderse bajo el hielo de algún
asteroide durante unos cuantos milenios, esperando a que alguién construya un nuevo
Mundobrillate aquí.\n\nLo descubriran cuando despierten...' (Misc_Gameplay.xml:906)
GameOverArrivedAtJourneyDestination 'A medida que subes a bordo de la nave eres
recibido por la tripulación con los brazos abiertos. Parecen estar contentos de
poder llevar al menos una persona más con ellos.\n\nEstos colonos
escaparon:\n\n{0}\nEstos colonos quedaron atrás:\n\n{1}\nLa IA ahora intentará
guiar a la nave a un lugar seguro. Puede encontrar un planeta próspero para ti en
este sistema. Ó, puede llevar a cabo un viaje de varios siglos a otra estrella.
Incluso podría decidir ocultarse bajo el hielo en un asteroide durante unos miles
de años, esperando a que alguien construya un nuevo Mundobrillante aquí.\n\nAl
entrar en la cápsula de cryptosueño vacila un momento y se siente un poco inseguro
acerca de si puede confiar en estas personas.\n\nLo descubrirás cuando despiertes.'
(Misc_Gameplay.xml:910)
Fire 'Fuego' (Misc_Gameplay.xml:1053)

========== Keyed translations matching English (maybe ok) (73) ==========


Credit_Tester 'Tester' (Credits.xml:31)
Credit_WikiMaster 'Wiki master' (Credits.xml:39)
MapStartSeasonDefault 'Auto' (Dialogs_Various.xml:225)
IncompatibleLower 'incompatible' (Dialogs_Various.xml:253)
CantGrazeBecauseOfBiome '({0})' (Dialogs_Various.xml:638)
DrugNameColumnDesc 'The name of a drug.' (Dialogs_Various.xml:762)
StatsReport_Material 'Material' (Dialog_StatsReports.xml:22)
StatsReport_Inspiration '{0}' (Dialog_StatsReports.xml:92)
PriceTypeNormal 'normal' (Enums.xml:18)
StoragePriorityNormal 'normal' (Enums.xml:30)
QualityCategory_Normal 'normal' (Enums.xml:68)
QualityCategoryShort_Normal 'norm' (Enums.xml:82)
QualityCategoryShort_Excellent 'exc' (Enums.xml:86)
QualityCategoryShort_Masterwork 'mast' (Enums.xml:88)
QualityCategoryShort_Legendary 'legd' (Enums.xml:90)
ContentSource_SteamWorkshop 'Steam Workshop' (Enums.xml:146)
TechLevel_Animal 'animal' (Enums.xml:178)
TechLevel_Medieval 'medieval' (Enums.xml:182)
TechLevel_Industrial 'industrial' (Enums.xml:184)
TechLevel_Ultra 'ultra' (Enums.xml:188)
Celsius 'Celsius' (Enums.xml:216)
Fahrenheit 'Fahrenheit' (Enums.xml:218)
Kelvin 'Kelvin' (Enums.xml:220)
Direction8Way_North_Short 'N' (Enums.xml:224)
Direction8Way_NorthEast_Short 'NE' (Enums.xml:226)
Direction8Way_East_Short 'E' (Enums.xml:228)
Direction8Way_SouthEast_Short 'SE' (Enums.xml:230)
Direction8Way_South_Short 'S' (Enums.xml:232)
Direction8Way_SouthWest_Short 'SW' (Enums.xml:234)
Direction8Way_West_Short 'W' (Enums.xml:236)
Direction8Way_NorthWest_Short 'NW' (Enums.xml:238)
DietCategory_NeverEats_Short '-' (Enums.xml:254)
DietCategory_Herbivorous_Short 'H' (Enums.xml:256)
DietCategory_Dendrovorous_Short 'D' (Enums.xml:258)
DietCategory_Ovivorous_Short 'Ov' (Enums.xml:260)
DietCategory_Omnivorous_Short 'O' (Enums.xml:262)
DietCategory_Carnivorous_Short 'C' (Enums.xml:264)
LetterLabelAgentRevealed 'Agent' (Incidents.xml:108)
TabSocial 'Social' (ITabs.xml:38)
Neutral 'Neutral' (Letters.xml:28)
LetterLabelShortCircuit 'Zzztt...' (Letters.xml:207)
EmergencyWorkMarker 'E' (MainTabs.xml:22)
Rival 'Rival' (MainTabs.xml:88)
Tutorial 'Tutorial' (Menus_Main.xml:6)
Mods 'Mods' (Menus_Main.xml:20)
PlanetRainfall_Normal 'Normal' (Menus_Main.xml:88)
PlanetTemperature_Normal 'Normal' (Menus_Main.xml:94)
ScenariosSteamWorkshop 'Steam Workshop' (Menus_Main.xml:180)
Incompatible 'Incompatible' (Menus_Main.xml:204)
Antialiasing 'Anti-aliasing' (Menu_Options.xml:14)
MessagePlantDiedOfRot '{0} has died from rotting.' (Messages.xml:259)
No 'No' (Misc.xml:30)
NoUppercase 'NO' (Misc.xml:58)
kg 'kg' (Misc.xml:60)
FertShort 'fert.' (Misc_Gameplay.xml:38)
On 'On' (Misc_Gameplay.xml:90)
Off 'Off' (Misc_Gameplay.xml:92)
CaravanColonistsCount '{0} {1}' (Misc_Gameplay.xml:170)
CaravanAnimal '1 animal' (Misc_Gameplay.xml:172)
WornByCorpseChar 'T' (Misc_Gameplay.xml:214)
AreaDefaultLabel 'Area {0}' (Misc_Gameplay.xml:420)
RecipeAdminister 'administer {0}' (Misc_Gameplay.xml:542)
Mood_Neutral 'neutral' (Misc_Gameplay.xml:896)
Wiki 'Wiki' (PlayInterface.xml:5)
Menu 'Menu' (PlayInterface.xml:9)
EffectsAtLevel 'Effects at level {0}' (Skills.xml:21)
SkillMax 'MAX' (Skills.xml:23)
LetterDay 'd' (Time.xml:5)
LetterHour 'h' (Time.xml:7)
LetterMinute 'm' (Time.xml:9)
LetterSecond 's' (Time.xml:11)
TabCaravanSocial 'Social' (WITabs.xml:10)
AbandonTip 'Abandon' (WITabs.xml:26)

========== Backstory translations matching English (maybe ok) (0) ==========

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