<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

  <!-- Various -->
  <WorkLeft>Work left</WorkLeft>
  <Contents>Contents</Contents>
  <ContainedResources>Contained resources</ContainedResources>
  <ForPrisonerUse>For prisoner use</ForPrisonerUse>
  <ForColonistUse>For colonist use</ForColonistUse>
  <MedicalBed>Medical</MedicalBed>
  <Owner>Owner</Owner>
  <Nobody>Nobody</Nobody>
  <Unowned>Unowned</Unowned>
  <DeadTime>Dead {0}</DeadTime>
  <WalkSpeed>walk speed {0}</WalkSpeed>
  <DyingLower>dying</DyingLower>
  <FilthOnFeet>Filth on feet:</FilthOnFeet>
  <NotEnoughStoredLower>not enough stored</NotEnoughStoredLower>
  <NothingLower>nothing</NothingLower>
  <Adapted>Adapted</Adapted>
  <Headshot>Headshot</Headshot>
  <FreshMissingBodyPart>fresh</FreshMissingBodyPart>
  <UntreatedLower>untreated</UntreatedLower>
  <DevelopedImmunityLower>developed immunity</DevelopedImmunityLower>
  <InjuryRequiresTreatment>Requires treatment to heal</InjuryRequiresTreatment>
  <NextTreatmentIn>Next treatment in {0}</NextTreatmentIn>
  <MissingMedicalBillIngredient>no {0}</MissingMedicalBillIngredient>
  <Immunity>Immunity</Immunity>
  <Race>Race</Race>
  <Description>Description</Description>
  <Equipment>Equipment</Equipment>
  <Apparel>Apparel</Apparel>
  <Inventory>Inventory</Inventory>
  <ThingInfo>Information</ThingInfo>
  <DropThing>Drop</DropThing>
  <RenameColonist>Rename colonist</RenameColonist>
  <UnknownLower>unknown</UnknownLower>
  <On>On</On>
  <Off>Off</Off>
  <PowerSwitch_Power>Power</PowerSwitch_Power>
  <AreaLower>area</AreaLower>
  <JoyTolerances>Joy tolerances</JoyTolerances>
  <BrokenLetterLabel>Broken</BrokenLetterLabel>
  
  <!-- Control -->
  <CannotOrderNonControlled>Cannot order non-controlled units.</CannotOrderNonControlled>
  <IsIncapableOfViolence>{0} is incapable of violence.</IsIncapableOfViolence>
  <IsNotDrafted>{0} is not drafted.</IsNotDrafted>
  
  <!-- Snow -->
  <SnowNone>No snow</SnowNone>
  <SnowDusting>Snow (dusting)</SnowDusting>
  <SnowThin>Snow (thin)</SnowThin>
  <SnowMedium>Snow (medium)</SnowMedium>
  <SnowThick>Snow (thick)</SnowThick>
  
  <!-- Turrets -->
  <GunInstalled>Installed</GunInstalled>
  <MinimumRange>Minimum range</MinimumRange>
  <CanFireIn>Can fire in</CanFireIn>
  <ShellLoaded>Shell loaded</ShellLoaded>
  <ShellNotLoaded>Not loaded</ShellNotLoaded>
  
  <!-- Job reports -->
	<ReportHaulingTo>Hauling {0} to {1}.</ReportHaulingTo>
	<ReportHauling>Hauling {0}.</ReportHauling>
  <ReportSleeping>Sleeping.</ReportSleeping>
  <ReportResting>Resting.</ReportResting>
  
	<!-- Shooting report -->
  <WeaponMissRadius>Weapon miss radius</WeaponMissRadius>
	<ShootReportShooterAbility>Shooter</ShootReportShooterAbility>
	<ShootReportWeapon>Weapon</ShootReportWeapon>
	<Darkness>Darkness</Darkness>
	<TargetProne>Target prone</TargetProne>
	<TargetSize>Target size</TargetSize>
	<Weather>Weather</Weather>
	<ShootingCover>Cover</ShootingCover>
	<CoverThingBlocksPercentOfShots>{0} stops {1}</CoverThingBlocksPercentOfShots>
	<NoCoverLower>no cover</NoCoverLower>
	
  <!-- Generated recipes -->
  <RecipeMake>Make {0}</RecipeMake>
  <RecipeMakeJobString>Making {0}.</RecipeMakeJobString>
  
  <!-- Thoughts -->
  <ThoughtExpiresIn>Expires in: {0}</ThoughtExpiresIn>
  <ThoughtStartsExpiringIn>Starts expiring in: {0}</ThoughtStartsExpiringIn>
  <ThoughtFinishesExpiringIn>Finishes expiring in: {0}</ThoughtFinishesExpiringIn>
  <MentalBreakThresholdHard>Hard mental break threshold</MentalBreakThresholdHard>
  <MentalBreakThresholdSoft>Soft mental break threshold</MentalBreakThresholdSoft>

  <!-- Pawn info readout -->
  <hitPoints>Health</hitPoints>
  <PawnMainDescWithFactionGendered>{0} {1} of {2}</PawnMainDescWithFactionGendered>
  <PawnMainDescGendered>{0} {1}</PawnMainDescGendered>
  <PawnMainDescWithFactionGenderless>{0} of {1}</PawnMainDescWithFactionGenderless>
  <PawnMainDescGenderless>{0}</PawnMainDescGenderless>
  <Faction>Faction</Faction>
  <Equipped>Equipped</Equipped>
  <EquippedNothing>Nothing</EquippedNothing>
  <Incapacitated>Incapacitated</Incapacitated>
  <InRestraints>In restraints (slowed)</InRestraints>
  <Carrying>Carrying</Carrying>

  <!-- Inspector general stuff -->
  <SelectNextInSquareTip>Select next thing in same square.\n\nShortcut key: {0}\n\nYou can also do this by slowly clicking the same square again.</SelectNextInSquareTip>
  <DefInfoTip>View information about this object.</DefInfoTip>
  
	<!-- like 'Blood of John' -->
	<OfLower>of</OfLower>

	<!-- Power readout -->
	<PowerNotConnected>Not connected to power.</PowerNotConnected>
  <PowerConnectedRateStored>Connected rate/stored: {0} W / {1} Wd</PowerConnectedRateStored>
  <PowerNeeded>Power needed</PowerNeeded>
  <PowerOutput>Power output</PowerOutput>
  <PowerBatteryStored>Stored</PowerBatteryStored>
  <PowerBatteryEfficiency>Efficiency</PowerBatteryEfficiency>

  <!-- Temperature control -->
  <TargetTemperature>Target temperature</TargetTemperature>
  <PowerConsumptionMode>Current power use</PowerConsumptionMode>
  <PowerConsumptionHigh>High</PowerConsumptionHigh>
  <PowerConsumptionLow>Low</PowerConsumptionLow>
  
  <!-- Temperature readout -->
  <Indoors>Indoors</Indoors>
  <IndoorsUnroofed>Unroofed</IndoorsUnroofed>
  <Outdoors>Outdoors</Outdoors>
  
  <!--Rotting-->
	<RotStateFresh>Fresh</RotStateFresh>
	<RotStateRotting>Rotting</RotStateRotting>
	<RotStateDessicated>Dessicated</RotStateDessicated>
	
  <!-- Shooting tooltip -->
  <ShotBy>Shot by {0}</ShotBy>
  <CannotHit>Cannot hit target.</CannotHit>

  <!-- Storage priority labels -->
  <StoragePriorityUnstored>Unstored</StoragePriorityUnstored>
  <StoragePriorityLow>Low</StoragePriorityLow>
  <StoragePriorityNormal>Normal</StoragePriorityNormal>
  <StoragePriorityPreferred>Preferred</StoragePriorityPreferred>
  <StoragePriorityImportant>Important</StoragePriorityImportant>
  <StoragePriorityCritical>Critical</StoragePriorityCritical>

  <!-- Rotting -->
  <CurrentlyFrozen>Frozen (won't spoil)</CurrentlyFrozen>
  <CurrentlyRefrigerated>Refrigerated (Spoils in {0})</CurrentlyRefrigerated>
  <NotRefrigerated>Not refrigerated (Spoils in {0})</NotRefrigerated>
  <OverADecade>over a decade</OverADecade>
  
  <!-- Meal -->
  <Ingredients>Ingredients</Ingredients>

  <!-- Plants -->
  <PercentGrowth>{0} grown</PercentGrowth>
  <GrowthRate>Growth rate</GrowthRate>
  <FullyGrownIn>Fully grown in {0} of growth.</FullyGrownIn>
  <PlantNeedsLightLevel>Needs light level</PlantNeedsLightLevel>
  <PlantResting>Resting</PlantResting>
  <OutOfIdealTemperatureRange>Out of ideal temperature range (growing at {0}% of normal speed)</OutOfIdealTemperatureRange>
  <OutOfIdealTemperatureRangeNotGrowing>Out of ideal temperature range (not growing)</OutOfIdealTemperatureRangeNotGrowing>
  <ReadyToHarvest>Ready to harvest.</ReadyToHarvest>
  <Mature>Mature.</Mature>
  <SeedLabel>{0} seed</SeedLabel>
  <OutdoorGrowingPeriod>Growing period: {0}</OutdoorGrowingPeriod>
  <NoGrowingPeriod>Never</NoGrowingPeriod>
  <GrowYearRound>Year-round</GrowYearRound>
  <GrowSeasonHereNow>Growing season here now.</GrowSeasonHereNow>
  <CannotGrowTooCold>Cannot grow - cold season.</CannotGrowTooCold>

  <!-- Zones -->
  <Zone>Zone</Zone>
  <GrowingZone>Growing zone</GrowingZone>
  <Stockpile>Stockpile</Stockpile>
  <DumpingStockpile>Dumping stockpile</DumpingStockpile>
  <Priority>Priority</Priority>
  <ClearAll>Clear all</ClearAll>

  <!-- ThingFilter -->
	<HitPoints>{0} hit points</HitPoints>
	<AnyQuality>any quality</AnyQuality>
	<OnlyQuality>{0} only</OnlyQuality>

	<!-- Mouseover indicator -->
  <Undiscovered>Undiscovered</Undiscovered>
  
  <!-- Buttons -->
  <ZoneVisibilityToggleButton>Toggle visiblity of zones.</ZoneVisibilityToggleButton>
  <ShowBeautyToggleButton>Toggle the beauty display.\n\nDisplays the beauty of the world as would be perceived by a character standing where the mouse is pointing.</ShowBeautyToggleButton>
  <AutoHomeRegionToggleButton>Toggle automatically adding the home region around new constructions.</AutoHomeRegionToggleButton>
  <CategorizedResourceReadoutToggleButton>Toggle categorized mode on the resource readout.</CategorizedResourceReadoutToggleButton>

  <!-- Fire -->
  <Fire>Fire</Fire>
  <FireOn>Fire on {0}</FireOn>
  <Burning>Burning</Burning>
  <FireSizeLower>fire size {0}</FireSizeLower>
 
  <!-- Map conditions (eclipse, solar flare, etc )-->
  <MapConditionsTip>Special conditions affecting the area right now.</MapConditionsTip>

  <!-- Building placement -->
  <NoStuffsToBuildWith>You have no usable materials from which to build this.</NoStuffsToBuildWith>

  <!-- Building placement restricters -->
  <MustPlaceUnroofed>Cannot be placed under a roof.</MustPlaceUnroofed>
  <MustPlaceHeadOnShipBeam>Must place with head attached to ship structural beam.</MustPlaceHeadOnShipBeam>
  <MustPlaceNextToHopperAccepter>Must be placed next to something that needs a hopper.</MustPlaceNextToHopperAccepter>
  <MustPlaceOnSteamGeyser>Must be placed directly on a steam geyser.</MustPlaceOnSteamGeyser>
  <MustPlaceCoolerWithFreeSpaces>Both the hot and cold sides of the cooler must be exposed.</MustPlaceCoolerWithFreeSpaces>
	<MustPlaceVentWithFreeSpaces>Both the sides must be exposed for air to pass through.</MustPlaceVentWithFreeSpaces>
	<MustPlaceAdjacentStandable>Must be placed with standable space on all sides.</MustPlaceAdjacentStandable>
	
	<!-- Wind Turbine -->
  <WindTurbine_WindPathIsBlockedBy>Blocked by</WindTurbine_WindPathIsBlockedBy>
  <WindTurbine_WindPathIsBlockedByRoof>Blocked by roof</WindTurbine_WindPathIsBlockedByRoof>

  <!-- Cryptosleep casket -->
  <CasketContains>Contains</CasketContains>
  <CasketUnknownContents>Unknown</CasketUnknownContents>
  <CasketWarning>Warning!\n\nNAME is your last free-standing colonist! If you let HIM step into that casket, you may not be able to continue playing. Are you sure you want to proceed?</CasketWarning>

  <!-- Ship launch report -->
  <ShipReportCannotLaunch>Cannot launch.</ShipReportCannotLaunch>
  <ShipReportCanLaunch>Ready for launch.</ShipReportCanLaunch>
  <ShipReportMissingPart>Missing critical component</ShipReportMissingPart>
  <ShipReportNoFullPods>No full cryptosleep caskets</ShipReportNoFullPods>

  <!-- Neurotrainer -->
  <UseNeurotrainer>Use neurotrainer to learn {0}</UseNeurotrainer>
  <NeurotrainerUsed>{0} used {1} neurotrainer to go from level {2} to level {3}.</NeurotrainerUsed>
  
  <!-- Minification -->
  <Installed>Installed</Installed>
  <NotInstalled>Not installed</NotInstalled>

  <!-- Art -->
  <Title>Title</Title>
  <Untitled>Untitled</Untitled>
  
  <!-- Unfinished thing -->
  <UnfinishedItem>Unfinished {0}</UnfinishedItem>
  <UnfinishedItemWithStuff>Unfinished {0} {1}</UnfinishedItemWithStuff>

  <!-- Quality -->
  <Quality>Quality</Quality>
  <QualityDescription>An item's quality is how well-made it is.</QualityDescription>
  <QualityIs>Quality: {0}</QualityIs>
    
  <!-- Mood descriptions -->
  <Mood_Broken>broken</Mood_Broken>
  <Mood_AboutToBreak>about to break</Mood_AboutToBreak>
  <Mood_OnEdge>on edge</Mood_OnEdge>
  <Mood_Stressed>stressed</Mood_Stressed>
  <Mood_Neutral>neutral</Mood_Neutral>
	<Mood_Content>content</Mood_Content>
  <Mood_Happy>happy</Mood_Happy>
  
  <!-- Game over -->
  <GameOverEveryoneDead>Everyone is dead or gone. This story is over.\n\nPerhaps someone else will find a use for the ruins of this place.</GameOverEveryoneDead>
  <GameOverShipLaunched>You've launched the ship! These colonists escaped:\n\n{0}\nThese colonists were left behind:\n\n{1}\nYour AI will now try to guide the ship to a safe place. It might find a prosperous planet for you 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.</GameOverShipLaunched>
  <GameOverKeepPlaying>Keep playing</GameOverKeepPlaying>
  <GameOverMainMenu>Main menu</GameOverMainMenu>
  
  <!-- Generic lifespan -->
  <LifespanExpiry>Expires in:</LifespanExpiry>

  <!-- JobDriver reports -->
  <WatchingSunrise>Watching the sunrise</WatchingSunrise>
  <CloudWatching>Cloudwatching</CloudWatching>
  <WatchingSunset>Watching the sunset</WatchingSunset>
  <Stargazing>Stargazing</Stargazing>
  <WatchingEclipse>Watching the eclipse</WatchingEclipse>

</LanguageData>
